diff options
Diffstat (limited to 'scene/2d/physics_body_2d.cpp')
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 232 |
1 files changed, 192 insertions, 40 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index feb11089d0..8787a2c735 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, bool p_test_only) { 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, p_test_only)) { 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, bool p_test_only) { 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; @@ -1002,23 +1039,36 @@ bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_ r_collision.collision = result.collision_point; r_collision.normal = result.collision_normal; r_collision.collider = result.collider_id; + r_collision.collider_rid = result.collider; r_collision.travel = result.motion; r_collision.remainder = result.remainder; r_collision.local_shape = result.collision_local_shape; } - gt.elements[2] += result.motion; - set_global_transform(gt); + if (!p_test_only) { + gt.elements[2] += result.motion; + set_global_transform(gt); + } return colliding; } Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, bool p_infinite_inertia, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle) { - Vector2 motion = (floor_velocity + p_linear_velocity) * get_physics_process_delta_time(); + Vector2 floor_motion = floor_velocity; + if (on_floor && on_floor_body.is_valid()) { + //this approach makes sure there is less delay between the actual body velocity and the one we saved + Physics2DDirectBodyState *bs = Physics2DServer::get_singleton()->body_get_direct_state(on_floor_body); + if (bs) { + floor_motion = bs->get_linear_velocity(); + } + } + + Vector2 motion = (floor_motion + p_linear_velocity) * get_physics_process_delta_time(); Vector2 lv = p_linear_velocity; on_floor = false; + on_floor_body = RID(); on_ceiling = false; on_wall = false; colliders.clear(); @@ -1027,48 +1077,68 @@ 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; + on_floor_body = collision.collider_rid; + 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 +1147,31 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const return lv; } +Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction, bool p_infinite_inertia, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle) { + + bool was_on_floor = on_floor; + + Vector2 ret = move_and_slide(p_linear_velocity, p_floor_direction, p_infinite_inertia, p_slope_stop_min_velocity, p_max_slides, p_floor_max_angle); + if (!was_on_floor || p_snap == Vector2()) { + return ret; + } + + Collision col; + Transform2D gt = get_global_transform(); + + if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) { + gt.elements[2] += col.travel; + if (p_floor_direction != Vector2() && Math::acos(p_floor_direction.normalized().dot(col.normal)) < p_floor_max_angle) { + on_floor = true; + on_floor_body = col.collider_rid; + floor_velocity = col.collider_vel; + } + set_global_transform(gt); + } + + return ret; +} + bool KinematicBody2D::is_on_floor() const { return on_floor; @@ -1138,10 +1233,60 @@ Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) { return slide_colliders[p_bounce]; } +void KinematicBody2D::set_sync_to_physics(bool p_enable) { + + if (sync_to_physics == p_enable) { + return; + } + sync_to_physics = p_enable; + if (p_enable) { + Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed"); + set_only_update_transform_changes(true); + set_notify_local_transform(true); + } else { + Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, ""); + set_only_update_transform_changes(false); + set_notify_local_transform(false); + } +} + +bool KinematicBody2D::is_sync_to_physics_enabled() const { + return sync_to_physics; +} + +void KinematicBody2D::_direct_state_changed(Object *p_state) { + + if (!sync_to_physics) + return; + + Physics2DDirectBodyState *state = Object::cast_to<Physics2DDirectBodyState>(p_state); + + last_valid_transform = state->get_transform(); + set_notify_local_transform(false); + set_global_transform(last_valid_transform); + set_notify_local_transform(true); +} + +void KinematicBody2D::_notification(int p_what) { + if (p_what == NOTIFICATION_ENTER_TREE) { + last_valid_transform = get_global_transform(); + } + + if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) { + //used by sync to physics, send the new transform to the physics + Transform2D new_transform = get_global_transform(); + Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_TRANSFORM, new_transform); + //but then revert changes + set_notify_local_transform(false); + set_global_transform(last_valid_transform); + set_notify_local_transform(true); + } +} 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", "test_only"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false)); 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("move_and_slide_with_snap", "linear_velocity", "snap", "floor_normal", "infinite_inertia", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(true), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45))); ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move); @@ -1156,7 +1301,13 @@ void KinematicBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody2D::get_slide_count); ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody2D::_get_slide_collision); + ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &KinematicBody2D::set_sync_to_physics); + ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &KinematicBody2D::is_sync_to_physics_enabled); + + ClassDB::bind_method(D_METHOD("_direct_state_changed"), &KinematicBody2D::_direct_state_changed); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled"); } KinematicBody2D::KinematicBody2D() : @@ -1167,6 +1318,7 @@ KinematicBody2D::KinematicBody2D() : on_floor = false; on_ceiling = false; on_wall = false; + sync_to_physics = false; } KinematicBody2D::~KinematicBody2D() { if (motion_cache.is_valid()) { |