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-rw-r--r--scene/3d/physics_body.cpp124
1 files changed, 124 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");