diff options
-rw-r--r-- | scene/3d/physics_body.cpp | 124 | ||||
-rw-r--r-- | scene/3d/physics_body.h | 17 |
2 files changed, 141 insertions, 0 deletions
diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp index 94f34d6fb3..98babedf0d 100644 --- a/scene/3d/physics_body.cpp +++ b/scene/3d/physics_body.cpp @@ -28,6 +28,7 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "physics_body.h" +#include "method_bind_ext.inc" #include "scene/scene_string_names.h" void PhysicsBody::_notification(int p_what) { @@ -907,6 +908,19 @@ bool KinematicBody::_ignores_mode(PhysicsServer::BodyMode p_mode) const { return true; } +void KinematicBody::revert_motion() { + + Transform gt = get_global_transform(); + gt.origin -= travel; //I do hope this is correct. + travel = Vector3(); + set_global_transform(gt); +} + +Vector3 KinematicBody::get_travel() const { + + return travel; +} + Vector3 KinematicBody::move(const Vector3 &p_motion) { //give me back regular physics engine logic @@ -1097,10 +1111,111 @@ Vector3 KinematicBody::move(const Vector3 &p_motion) { Transform gt = get_global_transform(); gt.origin += motion; set_global_transform(gt); + travel = motion; return p_motion - motion; } +Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction, const Vector3 &p_ceil_direction, float p_slope_stop_min_velocity, int p_max_bounces, float p_floor_max_angle, float p_ceil_max_angle) { + + /* + Things to note: + 1. This function is basically the KinematicBody2D function ported over. + 2. The 'travel' variable and stuff relating to it exists more or less for this function's sake. + 3. Someone is going to have to document this, so here's an example for them: + vel = move_and_slide(vel, Vector3(0, 1, 0), Vector3(0, -1, 0), 0.1); + Very useful for FPS controllers so long as you control horizontal motion properly - even for Quake-style AABB colliders. + The slope stop system is... rather weird, and it's correct operation depends on what scale your game is built on, + but as far as I can tell in theory it's suppposed to be a way of turning impassable slopes into invisible walls. + It can also be a pain, since there's a better-known way of defining such things: "let gravity do the work". + If you don't like it, set it to positive infinity. + 4. Might be a bug somewhere else in physics: When there are two CollisionShape nodes with a shared Shape, only one is considered, I think. + Test this further. + */ + + Vector3 motion = (move_and_slide_floor_velocity + p_linear_velocity) * get_fixed_process_delta_time(); + Vector3 lv = p_linear_velocity; + + move_and_slide_on_floor = false; + move_and_slide_on_ceiling = false; + move_and_slide_on_wall = false; + move_and_slide_colliders.clear(); + move_and_slide_floor_velocity = Vector3(); + + while (p_max_bounces) { + + motion = move(motion); + + if (is_colliding()) { + + bool hit_horizontal = false; //hit floor or ceiling + + if (p_floor_direction != Vector3()) { + if (get_collision_normal().dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor + + hit_horizontal = true; + move_and_slide_on_floor = true; + move_and_slide_floor_velocity = get_collider_velocity(); + + //Note: These two lines are the only lines that really changed between 3D/2D, see if it can't be reused somehow??? + Vector2 hz_velocity = Vector2(lv.x - move_and_slide_floor_velocity.x, lv.z - move_and_slide_floor_velocity.z); + if (get_travel().length() < 1 && hz_velocity.length() < p_slope_stop_min_velocity) { + revert_motion(); + return Vector3(); + } + } + } + + if (p_ceil_direction != Vector3()) { + if (get_collision_normal().dot(p_ceil_direction) >= Math::cos(p_ceil_max_angle)) { //ceiling + hit_horizontal = true; + move_and_slide_on_ceiling = true; + } + } + + //if it hit something but didn't hit a floor or ceiling, it is by default a wall + //(this imitates the pre-specifiable-ceiling logic more or less, except ceiling is optional) + if (!hit_horizontal) { + move_and_slide_on_wall = true; + } + + Vector3 n = get_collision_normal(); + motion = motion.slide(n); + lv = lv.slide(n); + Variant collider = _get_collider(); + if (collider.get_type() != Variant::NIL) { + move_and_slide_colliders.push_back(collider); + } + + } else { + break; + } + + p_max_bounces--; + if (motion == Vector3()) + break; + } + + return lv; +} + +bool KinematicBody::is_move_and_slide_on_floor() const { + + return move_and_slide_on_floor; +} +bool KinematicBody::is_move_and_slide_on_wall() const { + + return move_and_slide_on_wall; +} +bool KinematicBody::is_move_and_slide_on_ceiling() const { + + return move_and_slide_on_ceiling; +} +Array KinematicBody::get_move_and_slide_colliders() const { + + return move_and_slide_colliders; +} + Vector3 KinematicBody::move_to(const Vector3 &p_position) { return move(p_position - get_global_transform().origin); @@ -1223,6 +1338,7 @@ void KinematicBody::_bind_methods() { ClassDB::bind_method(D_METHOD("move", "rel_vec"), &KinematicBody::move); ClassDB::bind_method(D_METHOD("move_to", "position"), &KinematicBody::move_to); + ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "ceil_normal", "slope_stop_min_velocity", "max_bounces", "floor_max_angle", "ceil_max_angle"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(Vector3(0, 0, 0)), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(Math::deg2rad((float)45))); ClassDB::bind_method(D_METHOD("can_teleport_to", "position"), &KinematicBody::can_teleport_to); @@ -1249,6 +1365,14 @@ void KinematicBody::_bind_methods() { ClassDB::bind_method(D_METHOD("set_collision_margin", "pixels"), &KinematicBody::set_collision_margin); ClassDB::bind_method(D_METHOD("get_collision_margin", "pixels"), &KinematicBody::get_collision_margin); + ClassDB::bind_method(D_METHOD("get_travel"), &KinematicBody::get_travel); + ClassDB::bind_method(D_METHOD("revert_motion"), &KinematicBody::revert_motion); + + ClassDB::bind_method(D_METHOD("get_move_and_slide_colliders"), &KinematicBody::get_move_and_slide_colliders); + ClassDB::bind_method(D_METHOD("is_move_and_slide_on_floor"), &KinematicBody::is_move_and_slide_on_floor); + ClassDB::bind_method(D_METHOD("is_move_and_slide_on_ceiling"), &KinematicBody::is_move_and_slide_on_ceiling); + ClassDB::bind_method(D_METHOD("is_move_and_slide_on_wall"), &KinematicBody::is_move_and_slide_on_wall); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with/static"), "set_collide_with_static_bodies", "can_collide_with_static_bodies"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with/kinematic"), "set_collide_with_kinematic_bodies", "can_collide_with_kinematic_bodies"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with/rigid"), "set_collide_with_rigid_bodies", "can_collide_with_rigid_bodies"); diff --git a/scene/3d/physics_body.h b/scene/3d/physics_body.h index c62f6be13f..d13f84dc15 100644 --- a/scene/3d/physics_body.h +++ b/scene/3d/physics_body.h @@ -275,6 +275,13 @@ class KinematicBody : public PhysicsBody { Vector3 collider_vel; ObjectID collider; int collider_shape; + Vector3 travel; + + Vector3 move_and_slide_floor_velocity; + bool move_and_slide_on_floor; + bool move_and_slide_on_ceiling; + bool move_and_slide_on_wall; + Array move_and_slide_colliders; Variant _get_collider() const; @@ -295,6 +302,10 @@ public: bool can_teleport_to(const Vector3 &p_position); bool is_colliding() const; + + Vector3 get_travel() const; // Set by move and others. Consider unreliable except immediately after a move call. + void revert_motion(); + Vector3 get_collision_pos() const; Vector3 get_collision_normal() const; Vector3 get_collider_velocity() const; @@ -316,6 +327,12 @@ public: void set_collision_margin(float p_margin); float get_collision_margin() const; + Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction = Vector3(0, 0, 0), const Vector3 &p_ceil_direction = Vector3(0, 0, 0), float p_slope_stop_min_velocity = 5, int p_max_bounces = 4, float p_floor_max_angle = Math::deg2rad((float)45), float p_ceil_max_angle = Math::deg2rad((float)45)); + bool is_move_and_slide_on_floor() const; + bool is_move_and_slide_on_wall() const; + bool is_move_and_slide_on_ceiling() const; + Array get_move_and_slide_colliders() const; + KinematicBody(); ~KinematicBody(); }; |