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-rw-r--r--scene/2d/physics_body_2d.cpp147
1 files changed, 110 insertions, 37 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index feb11089d0..713d1daeef 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -32,8 +32,8 @@
#include "core/method_bind_ext.gen.inc"
#include "engine.h"
+#include "math_funcs.h"
#include "scene/scene_string_names.h"
-
void PhysicsBody2D::_notification(int p_what) {
/*
@@ -971,11 +971,11 @@ RigidBody2D::~RigidBody2D() {
//////////////////////////
-Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia) {
+Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes) {
Collision col;
- if (move_and_collide(p_motion, p_infinite_inertia, col)) {
+ if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes)) {
if (motion_cache.is_null()) {
motion_cache.instance();
motion_cache->owner = this;
@@ -989,11 +989,48 @@ Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p
return Ref<KinematicCollision2D>();
}
-bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision) {
+bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision) {
+
+ Physics2DServer::SeparationResult sep_res[8]; //max 8 rays
+
+ Transform2D gt = get_global_transform();
+
+ Vector2 recover;
+ int hits = Physics2DServer::get_singleton()->body_test_ray_separation(get_rid(), gt, p_infinite_inertia, recover, sep_res, 8, margin);
+ int deepest = -1;
+ float deepest_depth;
+ for (int i = 0; i < hits; i++) {
+ if (deepest == -1 || sep_res[i].collision_depth > deepest_depth) {
+ deepest = i;
+ deepest_depth = sep_res[i].collision_depth;
+ }
+ }
+
+ gt.elements[2] += recover;
+ set_global_transform(gt);
+
+ if (deepest != -1) {
+ r_collision.collider = sep_res[deepest].collider_id;
+ r_collision.collider_metadata = sep_res[deepest].collider_metadata;
+ r_collision.collider_shape = sep_res[deepest].collider_shape;
+ r_collision.collider_vel = sep_res[deepest].collider_velocity;
+ r_collision.collision = sep_res[deepest].collision_point;
+ r_collision.normal = sep_res[deepest].collision_normal;
+ r_collision.local_shape = sep_res[deepest].collision_local_shape;
+ r_collision.travel = recover;
+ r_collision.remainder = Vector2();
+
+ return true;
+ } else {
+ return false;
+ }
+}
+
+bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes) {
Transform2D gt = get_global_transform();
Physics2DServer::MotionResult result;
- bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, margin, &result);
+ bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, margin, &result, p_exclude_raycast_shapes);
if (colliding) {
r_collision.collider_metadata = result.collider_metadata;
@@ -1027,48 +1064,67 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
while (p_max_slides) {
Collision collision;
+ bool found_collision = false;
+
+ for (int i = 0; i < 2; i++) {
+ bool collided;
+ if (i == 0) { //collide
+ collided = move_and_collide(motion, p_infinite_inertia, collision);
+ if (!collided) {
+ motion = Vector2(); //clear because no collision happened and motion completed
+ }
+ } else { //separate raycasts (if any)
+ collided = separate_raycast_shapes(p_infinite_inertia, collision);
+ if (collided) {
+ collision.remainder = motion; //keep
+ collision.travel = Vector2();
+ }
+ }
- bool collided = move_and_collide(motion, p_infinite_inertia, collision);
-
- if (collided) {
-
- motion = collision.remainder;
-
- if (p_floor_direction == Vector2()) {
- //all is a wall
- on_wall = true;
- } else {
- if (collision.normal.dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor
+ if (collided) {
+ found_collision = true;
+ }
- on_floor = true;
- floor_velocity = collision.collider_vel;
+ if (collided) {
- Vector2 rel_v = lv - floor_velocity;
- Vector2 hv = rel_v - p_floor_direction * p_floor_direction.dot(rel_v);
+ motion = collision.remainder;
- if (collision.travel.length() < 1 && hv.length() < p_slope_stop_min_velocity) {
- Transform2D gt = get_global_transform();
- gt.elements[2] -= collision.travel;
- set_global_transform(gt);
- return Vector2();
- }
- } else if (collision.normal.dot(-p_floor_direction) >= Math::cos(p_floor_max_angle)) { //ceiling
- on_ceiling = true;
- } else {
+ if (p_floor_direction == Vector2()) {
+ //all is a wall
on_wall = true;
+ } else {
+ if (collision.normal.dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor
+
+ on_floor = true;
+ floor_velocity = collision.collider_vel;
+
+ Vector2 rel_v = lv - floor_velocity;
+ Vector2 hv = rel_v - p_floor_direction * p_floor_direction.dot(rel_v);
+
+ if (collision.travel.length() < 1 && hv.length() < p_slope_stop_min_velocity) {
+ Transform2D gt = get_global_transform();
+ gt.elements[2] -= collision.travel;
+ set_global_transform(gt);
+ return Vector2();
+ }
+ } else if (collision.normal.dot(-p_floor_direction) >= Math::cos(p_floor_max_angle)) { //ceiling
+ on_ceiling = true;
+ } else {
+ on_wall = true;
+ }
}
- }
- Vector2 n = collision.normal;
- motion = motion.slide(n);
- lv = lv.slide(n);
+ Vector2 n = collision.normal;
+ motion = motion.slide(n);
+ lv = lv.slide(n);
- colliders.push_back(collision);
+ colliders.push_back(collision);
+ }
+ }
- } else {
+ if (!found_collision) {
break;
}
-
p_max_slides--;
if (motion == Vector2())
break;
@@ -1077,6 +1133,22 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
return lv;
}
+bool KinematicBody2D::snap_to_floor(const Vector2 &p_direction, float p_floor_max_angle) {
+
+ Transform2D gt = get_global_transform();
+ Physics2DServer::MotionResult result;
+ bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_direction, false, margin, &result, false);
+ if (colliding) {
+ gt.elements[2] += result.motion;
+ if (Math::acos(p_direction.normalized().dot(-result.collision_normal)) < p_floor_max_angle) {
+ on_floor = true;
+ }
+ set_global_transform(gt);
+ }
+
+ return colliding;
+}
+
bool KinematicBody2D::is_on_floor() const {
return on_floor;
@@ -1140,8 +1212,9 @@ Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) {
void KinematicBody2D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia"), &KinematicBody2D::_move, DEFVAL(true));
+ ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true));
ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "infinite_inertia", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(true), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
+ ClassDB::bind_method(D_METHOD("snap_to_floor", "motion", "max_floor_angle"), &KinematicBody2D::snap_to_floor, DEFVAL(Math::deg2rad(45.0)));
ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move);