diff options
Diffstat (limited to 'scene/3d/physics_body.cpp')
-rw-r--r-- | scene/3d/physics_body.cpp | 202 |
1 files changed, 92 insertions, 110 deletions
diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp index a107c3bf7a..a1a221b5bb 100644 --- a/scene/3d/physics_body.cpp +++ b/scene/3d/physics_body.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -1014,7 +1014,7 @@ void RigidBody::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), "set_gravity_scale", "get_gravity_scale"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "continuous_cd"), "set_use_continuous_collision_detection", "is_using_continuous_collision_detection"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported"), "set_max_contacts_reported", "get_max_contacts_reported"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep"); @@ -1140,27 +1140,28 @@ bool KinematicBody::move_and_collide(const Vector3 &p_motion, bool p_infinite_in //so, if you pass 45 as limit, avoid numerical precision errors when angle is 45. #define FLOOR_ANGLE_THRESHOLD 0.01 -Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) { +Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) { - Vector3 lv = p_linear_velocity; + Vector3 body_velocity = p_linear_velocity; + Vector3 body_velocity_normal = body_velocity.normalized(); for (int i = 0; i < 3; i++) { if (locked_axis & (1 << i)) { - lv[i] = 0; + body_velocity[i] = 0; } } // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky - Vector3 motion = (floor_velocity + lv) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time()); + Vector3 motion = (floor_velocity + body_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time()); on_floor = false; + on_floor_body = RID(); on_ceiling = false; on_wall = false; colliders.clear(); + floor_normal = Vector3(); floor_velocity = Vector3(); - Vector3 lv_n = p_linear_velocity.normalized(); - while (p_max_slides) { Collision collision; @@ -1187,47 +1188,38 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve colliders.push_back(collision); motion = collision.remainder; - bool is_on_slope = false; - if (p_floor_direction == Vector3()) { + if (p_up_direction == Vector3()) { //all is a wall on_wall = true; } else { - if (Math::acos(collision.normal.dot(p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor + if (Math::acos(collision.normal.dot(p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor on_floor = true; + floor_normal = collision.normal; on_floor_body = collision.collider_rid; floor_velocity = collision.collider_vel; if (p_stop_on_slope) { - if ((lv_n + p_floor_direction).length() < 0.01 && collision.travel.length() < 1) { + if ((body_velocity_normal + p_up_direction).length() < 0.01 && collision.travel.length() < 1) { Transform gt = get_global_transform(); - gt.origin -= collision.travel.slide(p_floor_direction); + gt.origin -= collision.travel.slide(p_up_direction); set_global_transform(gt); return Vector3(); } } - - is_on_slope = true; - - } else if (Math::acos(collision.normal.dot(-p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling + } else if (Math::acos(collision.normal.dot(-p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling on_ceiling = true; } else { on_wall = true; } } - if (p_stop_on_slope && is_on_slope) { - motion = motion.slide(p_floor_direction); - lv = lv.slide(p_floor_direction); - } else { - Vector3 n = collision.normal; - motion = motion.slide(n); - lv = lv.slide(n); - } + motion = motion.slide(collision.normal); + body_velocity = body_velocity.slide(collision.normal); for (int j = 0; j < 3; j++) { if (locked_axis & (1 << j)) { - lv[j] = 0; + body_velocity[j] = 0; } } } @@ -1239,14 +1231,14 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve --p_max_slides; } - return lv; + return body_velocity; } -Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_floor_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) { +Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) { bool was_on_floor = on_floor; - Vector3 ret = move_and_slide(p_linear_velocity, p_floor_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia); + Vector3 ret = move_and_slide(p_linear_velocity, p_up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia); if (!was_on_floor || p_snap == Vector3()) { return ret; } @@ -1257,15 +1249,16 @@ Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) { bool apply = true; - if (p_floor_direction != Vector3()) { - if (Math::acos(p_floor_direction.normalized().dot(col.normal)) < p_floor_max_angle) { + if (p_up_direction != Vector3()) { + if (Math::acos(p_up_direction.normalized().dot(col.normal)) < p_floor_max_angle) { on_floor = true; + floor_normal = col.normal; on_floor_body = col.collider_rid; floor_velocity = col.collider_vel; if (p_stop_on_slope) { // move and collide may stray the object a bit because of pre un-stucking, // so only ensure that motion happens on floor direction in this case. - col.travel = col.travel.project(p_floor_direction); + col.travel = col.travel.project(p_up_direction); } } else { apply = false; //snapped with floor direction, but did not snap to a floor, do not snap. @@ -1294,6 +1287,11 @@ bool KinematicBody::is_on_ceiling() const { return on_ceiling; } +Vector3 KinematicBody::get_floor_normal() const { + + return floor_normal; +} + Vector3 KinematicBody::get_floor_velocity() const { return floor_velocity; @@ -1402,14 +1400,15 @@ void KinematicBody::_notification(int p_what) { void KinematicBody::_bind_methods() { ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false)); - ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true)); - ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide_with_snap, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true)); + ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true)); + ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide_with_snap, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true)); ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody::test_move, DEFVAL(true)); ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody::is_on_floor); ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody::is_on_ceiling); ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody::is_on_wall); + ClassDB::bind_method(D_METHOD("get_floor_normal"), &KinematicBody::get_floor_normal); ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody::get_floor_velocity); ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &KinematicBody::set_axis_lock); @@ -1555,6 +1554,32 @@ bool PhysicalBone::JointData::_get(const StringName &p_name, Variant &r_ret) con void PhysicalBone::JointData::_get_property_list(List<PropertyInfo> *p_list) const { } +void PhysicalBone::apply_central_impulse(const Vector3 &p_impulse) { + PhysicsServer::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); +} + +void PhysicalBone::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) { + PhysicsServer::get_singleton()->body_apply_impulse(get_rid(), p_pos, p_impulse); +} + +void PhysicalBone::reset_physics_simulation_state() { + if (simulate_physics) { + _start_physics_simulation(); + } else { + _stop_physics_simulation(); + } +} + +void PhysicalBone::reset_to_rest_position() { + if (parent_skeleton) { + if (-1 == bone_id) { + set_global_transform(parent_skeleton->get_global_transform() * body_offset); + } else { + set_global_transform(parent_skeleton->get_global_transform() * parent_skeleton->get_bone_global_pose(bone_id) * body_offset); + } + } +} + bool PhysicalBone::PinJointData::_set(const StringName &p_name, const Variant &p_value, RID j) { if (JointData::_set(p_name, p_value, j)) { return true; @@ -2160,7 +2185,10 @@ void PhysicalBone::_notification(int p_what) { parent_skeleton = find_skeleton_parent(get_parent()); update_bone_id(); reset_to_rest_position(); - _reset_physics_simulation_state(); + reset_physics_simulation_state(); + if (!joint.is_valid() && joint_data) { + _reload_joint(); + } break; case NOTIFICATION_EXIT_TREE: if (parent_skeleton) { @@ -2169,7 +2197,10 @@ void PhysicalBone::_notification(int p_what) { } } parent_skeleton = NULL; - update_bone_id(); + if (joint.is_valid()) { + PhysicsServer::get_singleton()->free(joint); + joint = RID(); + } break; case NOTIFICATION_TRANSFORM_CHANGED: if (Engine::get_singleton()->is_editor_hint()) { @@ -2211,6 +2242,9 @@ void PhysicalBone::_direct_state_changed(Object *p_state) { } void PhysicalBone::_bind_methods() { + ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &PhysicalBone::apply_central_impulse); + ClassDB::bind_method(D_METHOD("apply_impulse", "position", "impulse"), &PhysicalBone::apply_impulse); + ClassDB::bind_method(D_METHOD("_direct_state_changed"), &PhysicalBone::_direct_state_changed); ClassDB::bind_method(D_METHOD("set_joint_type", "joint_type"), &PhysicalBone::set_joint_type); @@ -2222,8 +2256,6 @@ void PhysicalBone::_bind_methods() { ClassDB::bind_method(D_METHOD("set_body_offset", "offset"), &PhysicalBone::set_body_offset); ClassDB::bind_method(D_METHOD("get_body_offset"), &PhysicalBone::get_body_offset); - ClassDB::bind_method(D_METHOD("is_static_body"), &PhysicalBone::is_static_body); - ClassDB::bind_method(D_METHOD("get_simulate_physics"), &PhysicalBone::get_simulate_physics); ClassDB::bind_method(D_METHOD("is_simulating_physics"), &PhysicalBone::is_simulating_physics); @@ -2492,26 +2524,13 @@ const Transform &PhysicalBone::get_joint_offset() const { return joint_offset; } -void PhysicalBone::set_static_body(bool p_static) { - - static_body = p_static; - - set_as_toplevel(!static_body); - - _reset_physics_simulation_state(); -} - -bool PhysicalBone::is_static_body() { - return static_body; -} - void PhysicalBone::set_simulate_physics(bool p_simulate) { if (simulate_physics == p_simulate) { return; } simulate_physics = p_simulate; - _reset_physics_simulation_state(); + reset_physics_simulation_state(); } bool PhysicalBone::get_simulate_physics() { @@ -2519,7 +2538,7 @@ bool PhysicalBone::get_simulate_physics() { } bool PhysicalBone::is_simulating_physics() { - return _internal_simulate_physics && !_internal_static_body; + return _internal_simulate_physics; } void PhysicalBone::set_bone_name(const String &p_name) { @@ -2602,8 +2621,6 @@ PhysicalBone::PhysicalBone() : #endif joint_data(NULL), parent_skeleton(NULL), - static_body(false), - _internal_static_body(false), simulate_physics(false), _internal_simulate_physics(false), bone_id(-1), @@ -2613,8 +2630,7 @@ PhysicalBone::PhysicalBone() : friction(1), gravity_scale(1) { - set_static_body(static_body); - _reset_physics_simulation_state(); + reset_physics_simulation_state(); } PhysicalBone::~PhysicalBone() { @@ -2641,8 +2657,7 @@ void PhysicalBone::update_bone_id() { parent_skeleton->bind_physical_bone_to_bone(bone_id, this); _fix_joint_offset(); - _internal_static_body = !static_body; // Force staticness reset - _reset_staticness_state(); + reset_physics_simulation_state(); } } @@ -2664,49 +2679,6 @@ void PhysicalBone::update_offset() { #endif } -void PhysicalBone::reset_to_rest_position() { - if (parent_skeleton) { - if (-1 == bone_id) { - set_global_transform(parent_skeleton->get_global_transform() * body_offset); - } else { - set_global_transform(parent_skeleton->get_global_transform() * parent_skeleton->get_bone_global_pose(bone_id) * body_offset); - } - } -} - -void PhysicalBone::_reset_physics_simulation_state() { - if (simulate_physics && !static_body) { - _start_physics_simulation(); - } else { - _stop_physics_simulation(); - } - - _reset_staticness_state(); -} - -void PhysicalBone::_reset_staticness_state() { - - if (parent_skeleton && -1 != bone_id) { - if (static_body && simulate_physics) { // With this check I'm sure the position of this body is updated only when it's necessary - - if (_internal_static_body) { - return; - } - - parent_skeleton->bind_child_node_to_bone(bone_id, this); - _internal_static_body = true; - } else { - - if (!_internal_static_body) { - return; - } - - parent_skeleton->unbind_child_node_from_bone(bone_id, this); - _internal_static_body = false; - } - } -} - void PhysicalBone::_start_physics_simulation() { if (_internal_simulate_physics || !parent_skeleton) { return; @@ -2716,17 +2688,27 @@ void PhysicalBone::_start_physics_simulation() { PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer()); PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask()); PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed"); + set_as_toplevel(true); _internal_simulate_physics = true; } void PhysicalBone::_stop_physics_simulation() { - if (!_internal_simulate_physics || !parent_skeleton) { + if (!parent_skeleton) { return; } - PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_STATIC); - PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), 0); - PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), 0); - PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, ""); - parent_skeleton->set_bone_global_pose_override(bone_id, Transform(), 0.0, false); - _internal_simulate_physics = false; + if (parent_skeleton->get_animate_physical_bones()) { + PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_KINEMATIC); + PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer()); + PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask()); + } else { + PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_STATIC); + PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), 0); + PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), 0); + } + if (_internal_simulate_physics) { + PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, ""); + parent_skeleton->set_bone_global_pose_override(bone_id, Transform(), 0.0, false); + set_as_toplevel(false); + _internal_simulate_physics = false; + } } |