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-rw-r--r--scene/3d/physics_body.cpp569
1 files changed, 155 insertions, 414 deletions
diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp
index 718daab75a..7e599ce2f5 100644
--- a/scene/3d/physics_body.cpp
+++ b/scene/3d/physics_body.cpp
@@ -879,313 +879,105 @@ RigidBody::~RigidBody() {
//////////////////////////////////////////////////////
//////////////////////////
-Variant KinematicBody::_get_collider() const {
-
- ObjectID oid = get_collider();
- if (oid == 0)
- return Variant();
- Object *obj = ObjectDB::get_instance(oid);
- if (!obj)
- return Variant();
-
- Reference *ref = obj->cast_to<Reference>();
- if (ref) {
- return Ref<Reference>(ref);
- }
+Dictionary KinematicBody::_move(const Vector3 &p_motion) {
+
+ Collision col;
+ if (move(p_motion, col)) {
+ Dictionary d;
+ d["position"] = col.collision;
+ d["normal"] = col.collision;
+ d["local_shape"] = col.local_shape;
+ d["travel"] = col.travel;
+ d["remainder"] = col.remainder;
+ d["collider_id"] = col.collider;
+ if (col.collider) {
+ d["collider"] = ObjectDB::get_instance(col.collider);
+ } else {
+ d["collider"] = Variant();
+ }
- return obj;
-}
+ d["collider_shape_index"] = col.collider_shape;
+ d["collider_metadata"] = col.collider_metadata;
-bool KinematicBody::_ignores_mode(PhysicsServer::BodyMode p_mode) const {
+ return d;
- switch (p_mode) {
- case PhysicsServer::BODY_MODE_STATIC: return !collide_static;
- case PhysicsServer::BODY_MODE_KINEMATIC: return !collide_kinematic;
- case PhysicsServer::BODY_MODE_RIGID: return !collide_rigid;
- case PhysicsServer::BODY_MODE_CHARACTER: return !collide_character;
+ } else {
+ return Dictionary();
}
-
- return true;
}
-void KinematicBody::revert_motion() {
+bool KinematicBody::move(const Vector3 &p_motion, Collision &r_collision) {
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
- //this is madness
- //and most people using this function will think
- //what it does is simpler than using physics
- //this took about a week to get right..
- //but is it right? who knows at this point..
-
- colliding = false;
- ERR_FAIL_COND_V(!is_inside_tree(), Vector3());
- PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(get_world()->get_space());
- ERR_FAIL_COND_V(!dss, Vector3());
- const int max_shapes = 32;
- Vector3 sr[max_shapes * 2];
- int res_shapes;
-
- Set<RID> exclude;
- exclude.insert(get_rid());
-
- //recover first
- int recover_attempts = 4;
-
- bool collided = false;
- uint32_t mask = 0;
- if (collide_static)
- mask |= PhysicsDirectSpaceState::TYPE_MASK_STATIC_BODY;
- if (collide_kinematic)
- mask |= PhysicsDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
- if (collide_rigid)
- mask |= PhysicsDirectSpaceState::TYPE_MASK_RIGID_BODY;
- if (collide_character)
- mask |= PhysicsDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
-
- //print_line("motion: "+p_motion+" margin: "+rtos(margin));
-
- //print_line("margin: "+rtos(margin));
-
- float m = margin;
- //m=0.001;
-
- do {
-
- //motion recover
- for (int i = 0; i < get_shape_count(); i++) {
-
- if (is_shape_set_as_trigger(i))
- continue;
-
- if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), m, sr, max_shapes, res_shapes, exclude, get_collision_layer(), mask)) {
- collided = true;
- }
- }
-
- if (!collided)
- break;
-
- //print_line("have to recover");
- Vector3 recover_motion;
- bool all_outside = true;
- for (int j = 0; j < 8; j++) {
- for (int i = 0; i < res_shapes; i++) {
-
- Vector3 a = sr[i * 2 + 0];
- Vector3 b = sr[i * 2 + 1];
-//print_line(String()+a+" -> "+b);
-#if 0
- float d = a.distance_to(b);
-
- /*
- if (d<margin)
- continue;
- */
- recover_motion+=(b-a)*0.2;
-#else
- float dist = a.distance_to(b);
- if (dist > CMP_EPSILON) {
- Vector3 norm = (b - a).normalized();
- if (dist > margin * 0.5)
- all_outside = false;
- float adv = norm.dot(recover_motion);
- //print_line(itos(i)+" dist: "+rtos(dist)+" adv: "+rtos(adv));
- recover_motion += norm * MAX(dist - adv, 0) * 0.4;
- }
-#endif
- }
- }
-
- if (recover_motion == Vector3()) {
- collided = false;
- break;
- }
-
- //print_line("**** RECOVER: "+recover_motion);
-
- Transform gt = get_global_transform();
- gt.origin += recover_motion;
- set_global_transform(gt);
-
- recover_attempts--;
-
- if (all_outside)
- break;
-
- } while (recover_attempts);
-
- //move second
- float safe = 1.0;
- float unsafe = 1.0;
- int best_shape = -1;
-
- PhysicsDirectSpaceState::ShapeRestInfo rest;
-
- //print_line("pos: "+get_global_transform().origin);
- //print_line("motion: "+p_motion);
-
- for (int i = 0; i < get_shape_count(); i++) {
-
- if (is_shape_set_as_trigger(i))
- continue;
-
- float lsafe, lunsafe;
- PhysicsDirectSpaceState::ShapeRestInfo lrest;
- bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0, lsafe, lunsafe, exclude, get_collision_layer(), mask, &lrest);
- //print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
- if (!valid) {
- safe = 0;
- unsafe = 0;
- best_shape = i; //sadly it's the best
- //print_line("initial stuck");
-
- break;
- }
- if (lsafe == 1.0) {
- //print_line("initial free");
- continue;
- }
- if (lsafe < safe) {
-
- //print_line("initial at "+rtos(lsafe));
- safe = lsafe;
- safe = MAX(0, lsafe - 0.01);
- unsafe = lunsafe;
- best_shape = i;
- rest = lrest;
- }
- }
-
- //print_line("best shape: "+itos(best_shape)+" motion "+p_motion);
-
- if (safe >= 1) {
- //not collided
- colliding = false;
- } else {
-
- colliding = true;
-
- if (true || (safe == 0 && unsafe == 0)) { //use it always because it's more precise than GJK
- //no advance, use rest info from collision
- Transform ugt = get_global_transform();
- ugt.origin += p_motion * unsafe;
-
- PhysicsDirectSpaceState::ShapeRestInfo rest_info;
- bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt * get_shape_transform(best_shape), m, &rest, exclude, get_collision_layer(), mask);
- if (!c2) {
- //should not happen, but floating point precision is so weird..
- colliding = false;
- }
-
- //print_line("Rest Travel: "+rest.normal);
- }
-
- if (colliding) {
-
- collision = rest.point;
- normal = rest.normal;
- collider = rest.collider_id;
- collider_vel = rest.linear_velocity;
- collider_shape = rest.shape;
- }
+ PhysicsServer::MotionResult result;
+ bool colliding = PhysicsServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, margin, &result);
+
+ if (colliding) {
+ r_collision.collider_metadata = result.collider_metadata;
+ r_collision.collider_shape = result.collider_shape;
+ r_collision.collider_vel = result.collider_velocity;
+ r_collision.collision = result.collision_point;
+ r_collision.normal = result.collision_normal;
+ r_collision.collider = result.collider_id;
+ r_collision.travel = result.motion;
+ r_collision.remainder = result.remainder;
+ r_collision.local_shape = result.collision_local_shape;
}
- Vector3 motion = p_motion * safe;
- /*
- if (colliding)
- motion+=normal*0.001;
- */
- Transform gt = get_global_transform();
- gt.origin += motion;
+ gt.origin += result.motion;
set_global_transform(gt);
- travel = motion;
- return p_motion - motion;
+ return colliding;
}
-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 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction, float p_slope_stop_min_velocity, int p_max_bounces, float p_floor_max_angle) {
- Vector3 motion = (move_and_slide_floor_velocity + p_linear_velocity) * get_fixed_process_delta_time();
+ Vector3 motion = (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();
+ on_floor = false;
+ on_ceiling = false;
+ on_wall = false;
+ colliders.clear();
+ floor_velocity = Vector3();
while (p_max_bounces) {
- motion = move(motion);
+ Collision collision;
- if (is_colliding()) {
+ bool collided = move(motion, collision);
- bool hit_horizontal = false; //hit floor or ceiling
+ if (collided) {
- if (p_floor_direction != Vector3()) {
- if (get_collision_normal().dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor
+ motion = collision.remainder;
- hit_horizontal = true;
- move_and_slide_on_floor = true;
- move_and_slide_floor_velocity = get_collider_velocity();
+ if (p_floor_direction == Vector3()) {
+ //all is a wall
+ on_wall = true;
+ } else {
+ if (collision.normal.dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor
- //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();
- }
- }
- }
+ on_floor = true;
+ floor_velocity = collision.collider_vel;
- 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 (collision.travel.length() < 0.01 && ABS((lv.x - floor_velocity.x)) < p_slope_stop_min_velocity) {
+ Transform gt = get_global_transform();
+ gt.elements[2] -= collision.travel;
+ set_global_transform(gt);
+ return Vector3();
+ }*/
+ } else if (collision.normal.dot(-p_floor_direction) >= Math::cos(p_floor_max_angle)) { //ceiling
+ on_ceiling = true;
+ } else {
+ on_wall = 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();
+ Vector3 n = 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);
- }
+
+ colliders.push_back(collision);
} else {
break;
@@ -1199,199 +991,148 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
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 {
+bool KinematicBody::is_on_floor() const {
- return move_and_slide_on_wall;
+ return on_floor;
}
-bool KinematicBody::is_move_and_slide_on_ceiling() const {
+bool KinematicBody::is_on_wall() const {
- return move_and_slide_on_ceiling;
+ return on_wall;
}
-Array KinematicBody::get_move_and_slide_colliders() const {
+bool KinematicBody::is_on_ceiling() const {
- return move_and_slide_colliders;
+ return on_ceiling;
}
-Vector3 KinematicBody::move_to(const Vector3 &p_position) {
+Vector3 KinematicBody::get_floor_velocity() const {
- return move(p_position - get_global_transform().origin);
+ return floor_velocity;
}
-bool KinematicBody::can_teleport_to(const Vector3 &p_position) {
+bool KinematicBody::test_move(const Transform &p_from, const Vector3 &p_motion) {
ERR_FAIL_COND_V(!is_inside_tree(), false);
- PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(get_world()->get_space());
- ERR_FAIL_COND_V(!dss, false);
-
- uint32_t mask = 0;
- if (collide_static)
- mask |= PhysicsDirectSpaceState::TYPE_MASK_STATIC_BODY;
- if (collide_kinematic)
- mask |= PhysicsDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
- if (collide_rigid)
- mask |= PhysicsDirectSpaceState::TYPE_MASK_RIGID_BODY;
- if (collide_character)
- mask |= PhysicsDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
-
- Transform xform = get_global_transform();
- xform.origin = p_position;
-
- Set<RID> exclude;
- exclude.insert(get_rid());
-
- for (int i = 0; i < get_shape_count(); i++) {
-
- if (is_shape_set_as_trigger(i))
- continue;
-
- bool col = dss->intersect_shape(get_shape(i)->get_rid(), xform * get_shape_transform(i), 0, NULL, 1, exclude, get_collision_layer(), mask);
- if (col)
- return false;
- }
- return true;
+ return PhysicsServer::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, margin);
}
-bool KinematicBody::is_colliding() const {
+void KinematicBody::set_safe_margin(float p_margin) {
- ERR_FAIL_COND_V(!is_inside_tree(), false);
-
- return colliding;
+ margin = p_margin;
}
-Vector3 KinematicBody::get_collision_pos() const {
- ERR_FAIL_COND_V(!colliding, Vector3());
- return collision;
-}
-Vector3 KinematicBody::get_collision_normal() const {
+float KinematicBody::get_safe_margin() const {
- ERR_FAIL_COND_V(!colliding, Vector3());
- return normal;
+ return margin;
}
-Vector3 KinematicBody::get_collider_velocity() const {
+int KinematicBody::get_collision_count() const {
- return collider_vel;
+ return colliders.size();
}
+Vector3 KinematicBody::get_collision_position(int p_collision) const {
-ObjectID KinematicBody::get_collider() const {
-
- ERR_FAIL_COND_V(!colliding, 0);
- return collider;
-}
-int KinematicBody::get_collider_shape() const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector3());
- ERR_FAIL_COND_V(!colliding, -1);
- return collider_shape;
+ return colliders[p_collision].collision;
}
-void KinematicBody::set_collide_with_static_bodies(bool p_enable) {
-
- collide_static = p_enable;
+Vector3 KinematicBody::get_collision_normal(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector3());
+ return colliders[p_collision].normal;
}
-bool KinematicBody::can_collide_with_static_bodies() const {
- return collide_static;
+Vector3 KinematicBody::get_collision_travel(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector3());
+ return colliders[p_collision].travel;
}
-
-void KinematicBody::set_collide_with_rigid_bodies(bool p_enable) {
-
- collide_rigid = p_enable;
+Vector3 KinematicBody::get_collision_remainder(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector3());
+ return colliders[p_collision].remainder;
}
-bool KinematicBody::can_collide_with_rigid_bodies() const {
-
- return collide_rigid;
+Object *KinematicBody::get_collision_local_shape(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
+ uint32_t owner = shape_find_owner(colliders[p_collision].local_shape);
+ return shape_owner_get_owner(owner);
}
+Object *KinematicBody::get_collision_collider(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
-void KinematicBody::set_collide_with_kinematic_bodies(bool p_enable) {
+ if (colliders[p_collision].collider) {
+ return ObjectDB::get_instance(colliders[p_collision].collider);
+ }
- collide_kinematic = p_enable;
+ return NULL;
}
-bool KinematicBody::can_collide_with_kinematic_bodies() const {
+ObjectID KinematicBody::get_collision_collider_id(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), 0);
- return collide_kinematic;
+ return colliders[p_collision].collider;
}
+Object *KinematicBody::get_collision_collider_shape(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
+ Object *collider = get_collision_collider(p_collision);
+ if (collider) {
+ CollisionObject *obj2d = collider->cast_to<CollisionObject>();
+ if (obj2d) {
+ uint32_t owner = shape_find_owner(colliders[p_collision].collider_shape);
+ return obj2d->shape_owner_get_owner(owner);
+ }
+ }
-void KinematicBody::set_collide_with_character_bodies(bool p_enable) {
-
- collide_character = p_enable;
+ return NULL;
}
-bool KinematicBody::can_collide_with_character_bodies() const {
-
- return collide_character;
+int KinematicBody::get_collision_collider_shape_index(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), -1);
+ return colliders[p_collision].collider_shape;
}
-
-void KinematicBody::set_collision_margin(float p_margin) {
-
- margin = p_margin;
+Vector3 KinematicBody::get_collision_collider_velocity(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector3());
+ return colliders[p_collision].collider_vel;
}
-
-float KinematicBody::get_collision_margin() const {
-
- return margin;
+Variant KinematicBody::get_collision_collider_metadata(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), Variant());
+ return colliders[p_collision].collider_metadata;
}
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);
+ ClassDB::bind_method(D_METHOD("move", "rel_vec"), &KinematicBody::_move);
+ ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(0.05), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
- ClassDB::bind_method(D_METHOD("is_colliding"), &KinematicBody::is_colliding);
+ ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec"), &KinematicBody::test_move);
- ClassDB::bind_method(D_METHOD("get_collision_pos"), &KinematicBody::get_collision_pos);
- ClassDB::bind_method(D_METHOD("get_collision_normal"), &KinematicBody::get_collision_normal);
- ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicBody::get_collider_velocity);
- ClassDB::bind_method(D_METHOD("get_collider:Variant"), &KinematicBody::_get_collider);
- ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicBody::get_collider_shape);
+ 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_velocity"), &KinematicBody::get_floor_velocity);
- ClassDB::bind_method(D_METHOD("set_collide_with_static_bodies", "enable"), &KinematicBody::set_collide_with_static_bodies);
- ClassDB::bind_method(D_METHOD("can_collide_with_static_bodies"), &KinematicBody::can_collide_with_static_bodies);
+ ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody::set_safe_margin);
+ ClassDB::bind_method(D_METHOD("get_safe_margin", "pixels"), &KinematicBody::get_safe_margin);
- ClassDB::bind_method(D_METHOD("set_collide_with_kinematic_bodies", "enable"), &KinematicBody::set_collide_with_kinematic_bodies);
- ClassDB::bind_method(D_METHOD("can_collide_with_kinematic_bodies"), &KinematicBody::can_collide_with_kinematic_bodies);
+ ClassDB::bind_method(D_METHOD("get_collision_count"), &KinematicBody::get_collision_count);
+ ClassDB::bind_method(D_METHOD("get_collision_position", "collision"), &KinematicBody::get_collision_position);
+ ClassDB::bind_method(D_METHOD("get_collision_normal", "collision"), &KinematicBody::get_collision_normal);
+ ClassDB::bind_method(D_METHOD("get_collision_travel", "collision"), &KinematicBody::get_collision_travel);
+ ClassDB::bind_method(D_METHOD("get_collision_remainder", "collision"), &KinematicBody::get_collision_remainder);
+ ClassDB::bind_method(D_METHOD("get_collision_local_shape", "collision"), &KinematicBody::get_collision_local_shape);
+ ClassDB::bind_method(D_METHOD("get_collision_collider", "collision"), &KinematicBody::get_collision_collider);
+ ClassDB::bind_method(D_METHOD("get_collision_collider_id", "collision"), &KinematicBody::get_collision_collider_id);
+ ClassDB::bind_method(D_METHOD("get_collision_collider_shape", "collision"), &KinematicBody::get_collision_collider_shape);
+ ClassDB::bind_method(D_METHOD("get_collision_collider_shape_index", "collision"), &KinematicBody::get_collision_collider_shape_index);
+ ClassDB::bind_method(D_METHOD("get_collision_collider_velocity", "collision"), &KinematicBody::get_collision_collider_velocity);
+ ClassDB::bind_method(D_METHOD("get_collision_collider_metadata", "collision"), &KinematicBody::get_collision_collider_metadata);
- ClassDB::bind_method(D_METHOD("set_collide_with_rigid_bodies", "enable"), &KinematicBody::set_collide_with_rigid_bodies);
- ClassDB::bind_method(D_METHOD("can_collide_with_rigid_bodies"), &KinematicBody::can_collide_with_rigid_bodies);
-
- ClassDB::bind_method(D_METHOD("set_collide_with_character_bodies", "enable"), &KinematicBody::set_collide_with_character_bodies);
- ClassDB::bind_method(D_METHOD("can_collide_with_character_bodies"), &KinematicBody::can_collide_with_character_bodies);
-
- 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");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with/character"), "set_collide_with_character_bodies", "can_collide_with_character_bodies");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_collision_margin", "get_collision_margin");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
}
KinematicBody::KinematicBody()
: PhysicsBody(PhysicsServer::BODY_MODE_KINEMATIC) {
- collide_static = true;
- collide_rigid = true;
- collide_kinematic = true;
- collide_character = true;
-
- colliding = false;
- collider = 0;
margin = 0.001;
- collider_shape = 0;
+
+ on_floor = false;
+ on_ceiling = false;
+ on_wall = false;
}
KinematicBody::~KinematicBody() {
}