summaryrefslogtreecommitdiff
path: root/scene/3d/physics_body_3d.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'scene/3d/physics_body_3d.cpp')
-rw-r--r--scene/3d/physics_body_3d.cpp1376
1 files changed, 926 insertions, 450 deletions
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index 0356994cdb..48da186860 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -38,8 +38,8 @@
#endif
void PhysicsBody3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "test_only", "safe_margin"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001));
- ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "collision", "safe_margin"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001));
+ ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "test_only", "safe_margin", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(1));
+ ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "collision", "safe_margin", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(1));
ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicsBody3D::set_axis_lock);
ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicsBody3D::get_axis_lock);
@@ -95,10 +95,11 @@ void PhysicsBody3D::remove_collision_exception_with(Node *p_node) {
PhysicsServer3D::get_singleton()->body_remove_collision_exception(get_rid(), collision_object->get_rid());
}
-Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_test_only, real_t p_margin) {
+Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_test_only, real_t p_margin, int p_max_collisions) {
PhysicsServer3D::MotionResult result;
- if (move_and_collide(p_motion, result, p_margin, p_test_only)) {
- if (motion_cache.is_null()) {
+ if (move_and_collide(p_motion, result, p_margin, p_test_only, p_max_collisions)) {
+ // Create a new instance when the cached reference is invalid or still in use in script.
+ if (motion_cache.is_null() || motion_cache->reference_get_count() > 1) {
motion_cache.instantiate();
motion_cache->owner = this;
}
@@ -111,9 +112,9 @@ Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_t
return Ref<KinematicCollision3D>();
}
-bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_test_only, bool p_cancel_sliding, bool p_collide_separation_ray, const Set<RID> &p_exclude) {
+bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_test_only, int p_max_collisions, bool p_cancel_sliding, bool p_collide_separation_ray, const Set<RID> &p_exclude) {
Transform3D gt = get_global_transform();
- bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_margin, &r_result, p_collide_separation_ray, p_exclude);
+ bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_margin, &r_result, p_max_collisions, p_collide_separation_ray, p_exclude);
// Restore direction of motion to be along original motion,
// in order to avoid sliding due to recovery,
@@ -125,9 +126,9 @@ bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, PhysicsServer3D::M
if (colliding) {
// Can't just use margin as a threshold because collision depth is calculated on unsafe motion,
// so even in normal resting cases the depth can be a bit more than the margin.
- precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction);
+ precision += motion_length * (r_result.unsafe_fraction - r_result.safe_fraction);
- if (r_result.collision_depth > (real_t)p_margin + precision) {
+ if (r_result.collisions[0].depth > (real_t)p_margin + precision) {
p_cancel_sliding = false;
}
}
@@ -167,7 +168,7 @@ bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, PhysicsServer3D::M
return colliding;
}
-bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision, real_t p_margin) {
+bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision, real_t p_margin, int p_max_collisions) {
ERR_FAIL_COND_V(!is_inside_tree(), false);
PhysicsServer3D::MotionResult *r = nullptr;
@@ -176,7 +177,7 @@ bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion
r = const_cast<PhysicsServer3D::MotionResult *>(&r_collision->result);
}
- return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_margin, r);
+ return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_margin, r, p_max_collisions);
}
void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
@@ -223,72 +224,98 @@ Ref<PhysicsMaterial> StaticBody3D::get_physics_material_override() const {
return physics_material_override;
}
-void StaticBody3D::set_kinematic_motion_enabled(bool p_enabled) {
- if (p_enabled == kinematic_motion) {
- return;
- }
+void StaticBody3D::set_constant_linear_velocity(const Vector3 &p_vel) {
+ constant_linear_velocity = p_vel;
- kinematic_motion = p_enabled;
+ PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
+}
- if (kinematic_motion) {
- set_body_mode(PhysicsServer3D::BODY_MODE_KINEMATIC);
- } else {
- set_body_mode(PhysicsServer3D::BODY_MODE_STATIC);
- }
+void StaticBody3D::set_constant_angular_velocity(const Vector3 &p_vel) {
+ constant_angular_velocity = p_vel;
-#ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint()) {
- update_configuration_warnings();
- return;
- }
-#endif
+ PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
+}
- _update_kinematic_motion();
+Vector3 StaticBody3D::get_constant_linear_velocity() const {
+ return constant_linear_velocity;
}
-bool StaticBody3D::is_kinematic_motion_enabled() const {
- return kinematic_motion;
+Vector3 StaticBody3D::get_constant_angular_velocity() const {
+ return constant_angular_velocity;
}
-void StaticBody3D::set_constant_linear_velocity(const Vector3 &p_vel) {
- constant_linear_velocity = p_vel;
+void StaticBody3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody3D::set_constant_linear_velocity);
+ ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody3D::set_constant_angular_velocity);
+ ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody3D::get_constant_linear_velocity);
+ ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody3D::get_constant_angular_velocity);
- if (kinematic_motion) {
- _update_kinematic_motion();
+ ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody3D::set_physics_material_override);
+ ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody3D::get_physics_material_override);
+
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
+}
+
+StaticBody3D::StaticBody3D(PhysicsServer3D::BodyMode p_mode) :
+ PhysicsBody3D(p_mode) {
+}
+
+void StaticBody3D::_reload_physics_characteristics() {
+ if (physics_material_override.is_null()) {
+ PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, 0);
+ PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, 1);
} else {
- PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
+ PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
+ PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
}
}
-void StaticBody3D::set_sync_to_physics(bool p_enable) {
+Vector3 AnimatableBody3D::get_linear_velocity() const {
+ return linear_velocity;
+}
+
+Vector3 AnimatableBody3D::get_angular_velocity() const {
+ return angular_velocity;
+}
+
+void AnimatableBody3D::set_sync_to_physics(bool p_enable) {
if (sync_to_physics == p_enable) {
return;
}
sync_to_physics = p_enable;
+ _update_kinematic_motion();
+}
+
+bool AnimatableBody3D::is_sync_to_physics_enabled() const {
+ return sync_to_physics;
+}
+
+void AnimatableBody3D::_update_kinematic_motion() {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
- update_configuration_warnings();
return;
}
#endif
- if (kinematic_motion) {
- _update_kinematic_motion();
+ if (sync_to_physics) {
+ set_only_update_transform_changes(true);
+ set_notify_local_transform(true);
+ } else {
+ set_only_update_transform_changes(false);
+ set_notify_local_transform(false);
}
}
-bool StaticBody3D::is_sync_to_physics_enabled() const {
- return sync_to_physics;
-}
-
-void StaticBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
- StaticBody3D *body = (StaticBody3D *)p_instance;
+void AnimatableBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
+ AnimatableBody3D *body = (AnimatableBody3D *)p_instance;
body->_body_state_changed(p_state);
}
-void StaticBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
+void AnimatableBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
linear_velocity = p_state->get_linear_velocity();
angular_velocity = p_state->get_angular_velocity();
@@ -303,43 +330,7 @@ void StaticBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
_on_transform_changed();
}
-TypedArray<String> StaticBody3D::get_configuration_warnings() const {
- TypedArray<String> warnings = PhysicsBody3D::get_configuration_warnings();
-
- if (sync_to_physics && !kinematic_motion) {
- warnings.push_back(TTR("Sync to physics works only when kinematic motion is enabled."));
- }
-
- return warnings;
-}
-
-void StaticBody3D::set_constant_angular_velocity(const Vector3 &p_vel) {
- constant_angular_velocity = p_vel;
-
- if (kinematic_motion) {
- _update_kinematic_motion();
- } else {
- PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
- }
-}
-
-Vector3 StaticBody3D::get_constant_linear_velocity() const {
- return constant_linear_velocity;
-}
-
-Vector3 StaticBody3D::get_constant_angular_velocity() const {
- return constant_angular_velocity;
-}
-
-Vector3 StaticBody3D::get_linear_velocity() const {
- return linear_velocity;
-}
-
-Vector3 StaticBody3D::get_angular_velocity() const {
- return angular_velocity;
-}
-
-void StaticBody3D::_notification(int p_what) {
+void AnimatableBody3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
last_valid_transform = get_global_transform();
@@ -349,17 +340,6 @@ void StaticBody3D::_notification(int p_what) {
// Used by sync to physics, send the new transform to the physics...
Transform3D new_transform = get_global_transform();
- double delta_time = get_physics_process_delta_time();
- new_transform.origin += constant_linear_velocity * delta_time;
-
- real_t ang_vel = constant_angular_velocity.length();
- if (!Math::is_zero_approx(ang_vel)) {
- Vector3 ang_vel_axis = constant_angular_velocity / ang_vel;
- Basis rot(ang_vel_axis, ang_vel * delta_time);
- new_transform.basis = rot * new_transform.basis;
- new_transform.orthonormalize();
- }
-
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform);
// ... but then revert changes.
@@ -368,111 +348,24 @@ void StaticBody3D::_notification(int p_what) {
set_notify_local_transform(true);
_on_transform_changed();
} break;
-
- case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
-#ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint()) {
- return;
- }
-#endif
-
- ERR_FAIL_COND(!kinematic_motion);
-
- Transform3D new_transform = get_global_transform();
-
- double delta_time = get_physics_process_delta_time();
- new_transform.origin += constant_linear_velocity * delta_time;
-
- real_t ang_vel = constant_angular_velocity.length();
- if (!Math::is_zero_approx(ang_vel)) {
- Vector3 ang_vel_axis = constant_angular_velocity / ang_vel;
- Basis rot(ang_vel_axis, ang_vel * delta_time);
- new_transform.basis = rot * new_transform.basis;
- new_transform.orthonormalize();
- }
-
- if (sync_to_physics) {
- // Propagate transform change to node.
- set_global_transform(new_transform);
- } else {
- PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform);
-
- // Propagate transform change to node.
- set_ignore_transform_notification(true);
- set_global_transform(new_transform);
- set_ignore_transform_notification(false);
- _on_transform_changed();
- }
- } break;
}
}
-void StaticBody3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody3D::set_constant_linear_velocity);
- ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody3D::set_constant_angular_velocity);
- ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody3D::get_constant_linear_velocity);
- ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody3D::get_constant_angular_velocity);
-
- ClassDB::bind_method(D_METHOD("set_kinematic_motion_enabled", "enabled"), &StaticBody3D::set_kinematic_motion_enabled);
- ClassDB::bind_method(D_METHOD("is_kinematic_motion_enabled"), &StaticBody3D::is_kinematic_motion_enabled);
-
- ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody3D::set_physics_material_override);
- ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody3D::get_physics_material_override);
+void AnimatableBody3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody3D::set_sync_to_physics);
+ ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &AnimatableBody3D::is_sync_to_physics_enabled);
- ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &StaticBody3D::set_sync_to_physics);
- ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &StaticBody3D::is_sync_to_physics_enabled);
-
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "kinematic_motion"), "set_kinematic_motion_enabled", "is_kinematic_motion_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
}
-StaticBody3D::StaticBody3D() :
- PhysicsBody3D(PhysicsServer3D::BODY_MODE_STATIC) {
-}
+AnimatableBody3D::AnimatableBody3D() :
+ StaticBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) {
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
-void StaticBody3D::_reload_physics_characteristics() {
- if (physics_material_override.is_null()) {
- PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, 0);
- PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, 1);
- } else {
- PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
- PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
- }
-}
-
-void StaticBody3D::_update_kinematic_motion() {
-#ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint()) {
- return;
- }
-#endif
-
- if (kinematic_motion && sync_to_physics) {
- set_only_update_transform_changes(true);
- set_notify_local_transform(true);
- } else {
- set_only_update_transform_changes(false);
- set_notify_local_transform(false);
- }
-
- bool needs_physics_process = false;
- if (kinematic_motion) {
- PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, &StaticBody3D::_body_state_changed_callback);
-
- if (!constant_angular_velocity.is_equal_approx(Vector3()) || !constant_linear_velocity.is_equal_approx(Vector3())) {
- needs_physics_process = true;
- }
- } else {
- PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), nullptr, nullptr);
- }
-
- set_physics_process_internal(needs_physics_process);
+ _update_kinematic_motion();
}
-void RigidBody3D::_body_enter_tree(ObjectID p_id) {
+void RigidDynamicBody3D::_body_enter_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!node);
@@ -495,7 +388,7 @@ void RigidBody3D::_body_enter_tree(ObjectID p_id) {
contact_monitor->locked = false;
}
-void RigidBody3D::_body_exit_tree(ObjectID p_id) {
+void RigidDynamicBody3D::_body_exit_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!node);
@@ -516,7 +409,7 @@ void RigidBody3D::_body_exit_tree(ObjectID p_id) {
contact_monitor->locked = false;
}
-void RigidBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
+void RigidDynamicBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
bool body_in = p_status == 1;
ObjectID objid = p_instance;
@@ -535,8 +428,8 @@ void RigidBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instan
//E->get().rc=0;
E->get().in_tree = node && node->is_inside_tree();
if (node) {
- node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree), make_binds(objid));
- node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree), make_binds(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody3D::_body_enter_tree), make_binds(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody3D::_body_exit_tree), make_binds(objid));
if (E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
}
@@ -562,8 +455,8 @@ void RigidBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instan
if (E->get().shapes.is_empty()) {
if (node) {
- node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree));
- node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody3D::_body_enter_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody3D::_body_exit_tree));
if (in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
}
@@ -577,19 +470,19 @@ void RigidBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instan
}
}
-struct _RigidBodyInOut {
+struct _RigidDynamicBodyInOut {
RID rid;
ObjectID id;
int shape = 0;
int local_shape = 0;
};
-void RigidBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
- RigidBody3D *body = (RigidBody3D *)p_instance;
+void RigidDynamicBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
+ RigidDynamicBody3D *body = (RigidDynamicBody3D *)p_instance;
body->_body_state_changed(p_state);
}
-void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
+void RigidDynamicBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
set_ignore_transform_notification(true);
set_global_transform(p_state->get_transform());
@@ -620,9 +513,9 @@ void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
}
}
- _RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBodyInOut));
+ _RigidDynamicBodyInOut *toadd = (_RigidDynamicBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidDynamicBodyInOut));
int toadd_count = 0; //state->get_contact_count();
- RigidBody3D_RemoveAction *toremove = (RigidBody3D_RemoveAction *)alloca(rc * sizeof(RigidBody3D_RemoveAction));
+ RigidDynamicBody3D_RemoveAction *toremove = (RigidDynamicBody3D_RemoveAction *)alloca(rc * sizeof(RigidDynamicBody3D_RemoveAction));
int toremove_count = 0;
//put the ones to add
@@ -688,7 +581,7 @@ void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
}
}
-void RigidBody3D::_notification(int p_what) {
+void RigidDynamicBody3D::_notification(int p_what) {
#ifdef TOOLS_ENABLED
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
@@ -706,7 +599,7 @@ void RigidBody3D::_notification(int p_what) {
#endif
}
-void RigidBody3D::set_mode(Mode p_mode) {
+void RigidDynamicBody3D::set_mode(Mode p_mode) {
mode = p_mode;
switch (p_mode) {
case MODE_DYNAMIC: {
@@ -725,98 +618,152 @@ void RigidBody3D::set_mode(Mode p_mode) {
update_configuration_warnings();
}
-RigidBody3D::Mode RigidBody3D::get_mode() const {
+RigidDynamicBody3D::Mode RigidDynamicBody3D::get_mode() const {
return mode;
}
-void RigidBody3D::set_mass(real_t p_mass) {
+void RigidDynamicBody3D::set_mass(real_t p_mass) {
ERR_FAIL_COND(p_mass <= 0);
mass = p_mass;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_MASS, mass);
}
-real_t RigidBody3D::get_mass() const {
+real_t RigidDynamicBody3D::get_mass() const {
return mass;
}
-void RigidBody3D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
+void RigidDynamicBody3D::set_inertia(const Vector3 &p_inertia) {
+ ERR_FAIL_COND(p_inertia.x < 0);
+ ERR_FAIL_COND(p_inertia.y < 0);
+ ERR_FAIL_COND(p_inertia.z < 0);
+
+ inertia = p_inertia;
+ PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_INERTIA, inertia);
+}
+
+const Vector3 &RigidDynamicBody3D::get_inertia() const {
+ return inertia;
+}
+
+void RigidDynamicBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
+ if (center_of_mass_mode == p_mode) {
+ return;
+ }
+
+ center_of_mass_mode = p_mode;
+
+ switch (center_of_mass_mode) {
+ case CENTER_OF_MASS_MODE_AUTO: {
+ center_of_mass = Vector3();
+ PhysicsServer3D::get_singleton()->body_reset_mass_properties(get_rid());
+ if (inertia != Vector3()) {
+ PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_INERTIA, inertia);
+ }
+ } break;
+
+ case CENTER_OF_MASS_MODE_CUSTOM: {
+ PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
+ } break;
+ }
+}
+
+RigidDynamicBody3D::CenterOfMassMode RigidDynamicBody3D::get_center_of_mass_mode() const {
+ return center_of_mass_mode;
+}
+
+void RigidDynamicBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) {
+ if (center_of_mass == p_center_of_mass) {
+ return;
+ }
+
+ ERR_FAIL_COND(center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM);
+ center_of_mass = p_center_of_mass;
+
+ PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
+}
+
+const Vector3 &RigidDynamicBody3D::get_center_of_mass() const {
+ return center_of_mass;
+}
+
+void RigidDynamicBody3D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
if (physics_material_override.is_valid()) {
- if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody3D::_reload_physics_characteristics))) {
- physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody3D::_reload_physics_characteristics));
+ if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody3D::_reload_physics_characteristics))) {
+ physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody3D::_reload_physics_characteristics));
}
}
physics_material_override = p_physics_material_override;
if (physics_material_override.is_valid()) {
- physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody3D::_reload_physics_characteristics));
+ physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody3D::_reload_physics_characteristics));
}
_reload_physics_characteristics();
}
-Ref<PhysicsMaterial> RigidBody3D::get_physics_material_override() const {
+Ref<PhysicsMaterial> RigidDynamicBody3D::get_physics_material_override() const {
return physics_material_override;
}
-void RigidBody3D::set_gravity_scale(real_t p_gravity_scale) {
+void RigidDynamicBody3D::set_gravity_scale(real_t p_gravity_scale) {
gravity_scale = p_gravity_scale;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
}
-real_t RigidBody3D::get_gravity_scale() const {
+real_t RigidDynamicBody3D::get_gravity_scale() const {
return gravity_scale;
}
-void RigidBody3D::set_linear_damp(real_t p_linear_damp) {
+void RigidDynamicBody3D::set_linear_damp(real_t p_linear_damp) {
ERR_FAIL_COND(p_linear_damp < -1);
linear_damp = p_linear_damp;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP, linear_damp);
}
-real_t RigidBody3D::get_linear_damp() const {
+real_t RigidDynamicBody3D::get_linear_damp() const {
return linear_damp;
}
-void RigidBody3D::set_angular_damp(real_t p_angular_damp) {
+void RigidDynamicBody3D::set_angular_damp(real_t p_angular_damp) {
ERR_FAIL_COND(p_angular_damp < -1);
angular_damp = p_angular_damp;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP, angular_damp);
}
-real_t RigidBody3D::get_angular_damp() const {
+real_t RigidDynamicBody3D::get_angular_damp() const {
return angular_damp;
}
-void RigidBody3D::set_axis_velocity(const Vector3 &p_axis) {
+void RigidDynamicBody3D::set_axis_velocity(const Vector3 &p_axis) {
Vector3 axis = p_axis.normalized();
linear_velocity -= axis * axis.dot(linear_velocity);
linear_velocity += p_axis;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
-void RigidBody3D::set_linear_velocity(const Vector3 &p_velocity) {
+void RigidDynamicBody3D::set_linear_velocity(const Vector3 &p_velocity) {
linear_velocity = p_velocity;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
-Vector3 RigidBody3D::get_linear_velocity() const {
+Vector3 RigidDynamicBody3D::get_linear_velocity() const {
return linear_velocity;
}
-void RigidBody3D::set_angular_velocity(const Vector3 &p_velocity) {
+void RigidDynamicBody3D::set_angular_velocity(const Vector3 &p_velocity) {
angular_velocity = p_velocity;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
}
-Vector3 RigidBody3D::get_angular_velocity() const {
+Vector3 RigidDynamicBody3D::get_angular_velocity() const {
return angular_velocity;
}
-Basis RigidBody3D::get_inverse_inertia_tensor() const {
+Basis RigidDynamicBody3D::get_inverse_inertia_tensor() const {
return inverse_inertia_tensor;
}
-void RigidBody3D::set_use_custom_integrator(bool p_enable) {
+void RigidDynamicBody3D::set_use_custom_integrator(bool p_enable) {
if (custom_integrator == p_enable) {
return;
}
@@ -825,73 +772,73 @@ void RigidBody3D::set_use_custom_integrator(bool p_enable) {
PhysicsServer3D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
}
-bool RigidBody3D::is_using_custom_integrator() {
+bool RigidDynamicBody3D::is_using_custom_integrator() {
return custom_integrator;
}
-void RigidBody3D::set_sleeping(bool p_sleeping) {
+void RigidDynamicBody3D::set_sleeping(bool p_sleeping) {
sleeping = p_sleeping;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_SLEEPING, sleeping);
}
-void RigidBody3D::set_can_sleep(bool p_active) {
+void RigidDynamicBody3D::set_can_sleep(bool p_active) {
can_sleep = p_active;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_CAN_SLEEP, p_active);
}
-bool RigidBody3D::is_able_to_sleep() const {
+bool RigidDynamicBody3D::is_able_to_sleep() const {
return can_sleep;
}
-bool RigidBody3D::is_sleeping() const {
+bool RigidDynamicBody3D::is_sleeping() const {
return sleeping;
}
-void RigidBody3D::set_max_contacts_reported(int p_amount) {
+void RigidDynamicBody3D::set_max_contacts_reported(int p_amount) {
max_contacts_reported = p_amount;
PhysicsServer3D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
}
-int RigidBody3D::get_max_contacts_reported() const {
+int RigidDynamicBody3D::get_max_contacts_reported() const {
return max_contacts_reported;
}
-void RigidBody3D::add_central_force(const Vector3 &p_force) {
+void RigidDynamicBody3D::add_central_force(const Vector3 &p_force) {
PhysicsServer3D::get_singleton()->body_add_central_force(get_rid(), p_force);
}
-void RigidBody3D::add_force(const Vector3 &p_force, const Vector3 &p_position) {
+void RigidDynamicBody3D::add_force(const Vector3 &p_force, const Vector3 &p_position) {
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
singleton->body_add_force(get_rid(), p_force, p_position);
}
-void RigidBody3D::add_torque(const Vector3 &p_torque) {
+void RigidDynamicBody3D::add_torque(const Vector3 &p_torque) {
PhysicsServer3D::get_singleton()->body_add_torque(get_rid(), p_torque);
}
-void RigidBody3D::apply_central_impulse(const Vector3 &p_impulse) {
+void RigidDynamicBody3D::apply_central_impulse(const Vector3 &p_impulse) {
PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
}
-void RigidBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
+void RigidDynamicBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
singleton->body_apply_impulse(get_rid(), p_impulse, p_position);
}
-void RigidBody3D::apply_torque_impulse(const Vector3 &p_impulse) {
+void RigidDynamicBody3D::apply_torque_impulse(const Vector3 &p_impulse) {
PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse);
}
-void RigidBody3D::set_use_continuous_collision_detection(bool p_enable) {
+void RigidDynamicBody3D::set_use_continuous_collision_detection(bool p_enable) {
ccd = p_enable;
PhysicsServer3D::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(), p_enable);
}
-bool RigidBody3D::is_using_continuous_collision_detection() const {
+bool RigidDynamicBody3D::is_using_continuous_collision_detection() const {
return ccd;
}
-void RigidBody3D::set_contact_monitor(bool p_enabled) {
+void RigidDynamicBody3D::set_contact_monitor(bool p_enabled) {
if (p_enabled == is_contact_monitor_enabled()) {
return;
}
@@ -905,8 +852,8 @@ void RigidBody3D::set_contact_monitor(bool p_enabled) {
Node *node = Object::cast_to<Node>(obj);
if (node) {
- node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree));
- node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody3D::_body_enter_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody3D::_body_exit_tree));
}
}
@@ -918,11 +865,11 @@ void RigidBody3D::set_contact_monitor(bool p_enabled) {
}
}
-bool RigidBody3D::is_contact_monitor_enabled() const {
+bool RigidDynamicBody3D::is_contact_monitor_enabled() const {
return contact_monitor != nullptr;
}
-Array RigidBody3D::get_colliding_bodies() const {
+Array RigidDynamicBody3D::get_colliding_bodies() const {
ERR_FAIL_COND_V(!contact_monitor, Array());
Array ret;
@@ -940,79 +887,92 @@ Array RigidBody3D::get_colliding_bodies() const {
return ret;
}
-TypedArray<String> RigidBody3D::get_configuration_warnings() const {
+TypedArray<String> RigidDynamicBody3D::get_configuration_warnings() const {
Transform3D t = get_transform();
TypedArray<String> warnings = Node::get_configuration_warnings();
if ((get_mode() == MODE_DYNAMIC || get_mode() == MODE_DYNAMIC_LOCKED) && (ABS(t.basis.get_axis(0).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(1).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(2).length() - 1.0) > 0.05)) {
- warnings.push_back(TTR("Size changes to RigidBody3D (in dynamic modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
+ warnings.push_back(TTR("Size changes to RigidDynamicBody (in dynamic modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
}
return warnings;
}
-void RigidBody3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_mode", "mode"), &RigidBody3D::set_mode);
- ClassDB::bind_method(D_METHOD("get_mode"), &RigidBody3D::get_mode);
+void RigidDynamicBody3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_mode", "mode"), &RigidDynamicBody3D::set_mode);
+ ClassDB::bind_method(D_METHOD("get_mode"), &RigidDynamicBody3D::get_mode);
+
+ ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidDynamicBody3D::set_mass);
+ ClassDB::bind_method(D_METHOD("get_mass"), &RigidDynamicBody3D::get_mass);
+
+ ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidDynamicBody3D::set_inertia);
+ ClassDB::bind_method(D_METHOD("get_inertia"), &RigidDynamicBody3D::get_inertia);
+
+ ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidDynamicBody3D::set_center_of_mass_mode);
+ ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidDynamicBody3D::get_center_of_mass_mode);
- ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody3D::set_mass);
- ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody3D::get_mass);
+ ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidDynamicBody3D::set_center_of_mass);
+ ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidDynamicBody3D::get_center_of_mass);
- ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody3D::set_physics_material_override);
- ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody3D::get_physics_material_override);
+ ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidDynamicBody3D::set_physics_material_override);
+ ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidDynamicBody3D::get_physics_material_override);
- ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody3D::set_linear_velocity);
- ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody3D::get_linear_velocity);
+ ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidDynamicBody3D::set_linear_velocity);
+ ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidDynamicBody3D::get_linear_velocity);
- ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody3D::set_angular_velocity);
- ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody3D::get_angular_velocity);
+ ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidDynamicBody3D::set_angular_velocity);
+ ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidDynamicBody3D::get_angular_velocity);
- ClassDB::bind_method(D_METHOD("get_inverse_inertia_tensor"), &RigidBody3D::get_inverse_inertia_tensor);
+ ClassDB::bind_method(D_METHOD("get_inverse_inertia_tensor"), &RigidDynamicBody3D::get_inverse_inertia_tensor);
- ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody3D::set_gravity_scale);
- ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody3D::get_gravity_scale);
+ ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidDynamicBody3D::set_gravity_scale);
+ ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidDynamicBody3D::get_gravity_scale);
- ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody3D::set_linear_damp);
- ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody3D::get_linear_damp);
+ ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidDynamicBody3D::set_linear_damp);
+ ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidDynamicBody3D::get_linear_damp);
- ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody3D::set_angular_damp);
- ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody3D::get_angular_damp);
+ ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidDynamicBody3D::set_angular_damp);
+ ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidDynamicBody3D::get_angular_damp);
- ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody3D::set_max_contacts_reported);
- ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody3D::get_max_contacts_reported);
+ ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidDynamicBody3D::set_max_contacts_reported);
+ ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidDynamicBody3D::get_max_contacts_reported);
- ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody3D::set_use_custom_integrator);
- ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody3D::is_using_custom_integrator);
+ ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidDynamicBody3D::set_use_custom_integrator);
+ ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidDynamicBody3D::is_using_custom_integrator);
- ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody3D::set_contact_monitor);
- ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody3D::is_contact_monitor_enabled);
+ ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidDynamicBody3D::set_contact_monitor);
+ ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidDynamicBody3D::is_contact_monitor_enabled);
- ClassDB::bind_method(D_METHOD("set_use_continuous_collision_detection", "enable"), &RigidBody3D::set_use_continuous_collision_detection);
- ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection"), &RigidBody3D::is_using_continuous_collision_detection);
+ ClassDB::bind_method(D_METHOD("set_use_continuous_collision_detection", "enable"), &RigidDynamicBody3D::set_use_continuous_collision_detection);
+ ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection"), &RigidDynamicBody3D::is_using_continuous_collision_detection);
- ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody3D::set_axis_velocity);
+ ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidDynamicBody3D::set_axis_velocity);
- ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidBody3D::add_central_force);
- ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidBody3D::add_force, Vector3());
- ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidBody3D::add_torque);
+ ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidDynamicBody3D::add_central_force);
+ ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidDynamicBody3D::add_force, Vector3());
+ ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidDynamicBody3D::add_torque);
- ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody3D::apply_central_impulse);
- ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidBody3D::apply_impulse, Vector3());
- ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidBody3D::apply_torque_impulse);
+ ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidDynamicBody3D::apply_central_impulse);
+ ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidDynamicBody3D::apply_impulse, Vector3());
+ ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidDynamicBody3D::apply_torque_impulse);
- ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody3D::set_sleeping);
- ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody3D::is_sleeping);
+ ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidDynamicBody3D::set_sleeping);
+ ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidDynamicBody3D::is_sleeping);
- ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody3D::set_can_sleep);
- ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody3D::is_able_to_sleep);
+ ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidDynamicBody3D::set_can_sleep);
+ ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidDynamicBody3D::is_able_to_sleep);
- ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody3D::get_colliding_bodies);
+ ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidDynamicBody3D::get_colliding_bodies);
GDVIRTUAL_BIND(_integrate_forces, "state");
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Dynamic,Static,DynamicLocked,Kinematic"), "set_mode", "get_mode");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,65535,0.01,exp"), "set_mass", "get_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp"), "set_mass", "get_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "inertia", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater,exp"), "set_inertia", "get_inertia");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode", PROPERTY_HINT_ENUM, "Auto,Custom", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_center_of_mass_mode", "get_center_of_mass_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_of_mass", PROPERTY_HINT_RANGE, "-10,10,0.01,or_lesser,or_greater"), "set_center_of_mass", "get_center_of_mass");
+ ADD_LINKED_PROPERTY("center_of_mass_mode", "center_of_mass");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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");
@@ -1038,20 +998,31 @@ void RigidBody3D::_bind_methods() {
BIND_ENUM_CONSTANT(MODE_STATIC);
BIND_ENUM_CONSTANT(MODE_DYNAMIC_LOCKED);
BIND_ENUM_CONSTANT(MODE_KINEMATIC);
+
+ BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO);
+ BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM);
}
-RigidBody3D::RigidBody3D() :
+void RigidDynamicBody3D::_validate_property(PropertyInfo &property) const {
+ if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM) {
+ if (property.name == "center_of_mass") {
+ property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
+ }
+ }
+}
+
+RigidDynamicBody3D::RigidDynamicBody3D() :
PhysicsBody3D(PhysicsServer3D::BODY_MODE_DYNAMIC) {
- PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, &RigidBody3D::_body_state_changed_callback);
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
}
-RigidBody3D::~RigidBody3D() {
+RigidDynamicBody3D::~RigidDynamicBody3D() {
if (contact_monitor) {
memdelete(contact_monitor);
}
}
-void RigidBody3D::_reload_physics_characteristics() {
+void RigidDynamicBody3D::_reload_physics_characteristics() {
if (physics_material_override.is_null()) {
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, 0);
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, 1);
@@ -1067,64 +1038,116 @@ void RigidBody3D::_reload_physics_characteristics() {
#define FLOOR_ANGLE_THRESHOLD 0.01
bool CharacterBody3D::move_and_slide() {
- bool was_on_floor = on_floor;
-
// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
-
+ previous_position = get_global_transform().origin;
for (int i = 0; i < 3; i++) {
if (locked_axis & (1 << i)) {
linear_velocity[i] = 0.0;
}
}
- Vector3 current_floor_velocity = floor_velocity;
- if ((on_floor || on_wall) && on_floor_body.is_valid()) {
- //this approach makes sure there is less delay between the actual body velocity and the one we saved
- PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(on_floor_body);
- if (bs) {
- Transform3D gt = get_global_transform();
- Vector3 local_position = gt.origin - bs->get_transform().origin;
- current_floor_velocity = bs->get_velocity_at_local_position(local_position);
+ Vector3 current_platform_velocity = platform_velocity;
+
+ if ((collision_state.floor || collision_state.wall) && platform_rid.is_valid()) {
+ bool excluded = false;
+ if (collision_state.floor) {
+ excluded = (moving_platform_floor_layers & platform_layer) == 0;
+ } else if (collision_state.wall) {
+ excluded = (moving_platform_wall_layers & platform_layer) == 0;
+ }
+ if (!excluded) {
+ //this approach makes sure there is less delay between the actual body velocity and the one we saved
+ PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(platform_rid);
+ if (bs) {
+ Transform3D gt = get_global_transform();
+ Vector3 local_position = gt.origin - bs->get_transform().origin;
+ current_platform_velocity = bs->get_velocity_at_local_position(local_position);
+ }
+ } else {
+ current_platform_velocity = Vector3();
}
}
motion_results.clear();
- on_floor = false;
- on_ceiling = false;
- on_wall = false;
- floor_normal = Vector3();
- floor_velocity = Vector3();
- if (!current_floor_velocity.is_equal_approx(Vector3()) && on_floor_body.is_valid()) {
+ bool was_on_floor = collision_state.floor;
+ collision_state.state = 0;
+
+ if (!current_platform_velocity.is_equal_approx(Vector3())) {
PhysicsServer3D::MotionResult floor_result;
Set<RID> exclude;
- exclude.insert(on_floor_body);
- if (move_and_collide(current_floor_velocity * delta, floor_result, margin, false, false, false, exclude)) {
+ exclude.insert(platform_rid);
+ if (move_and_collide(current_platform_velocity * delta, floor_result, margin, false, 1, false, false, exclude)) {
motion_results.push_back(floor_result);
- _set_collision_direction(floor_result);
+
+ CollisionState result_state;
+ _set_collision_direction(floor_result, result_state);
}
}
- on_floor_body = RID();
- Vector3 motion = linear_velocity * delta;
+ if (motion_mode == MOTION_MODE_GROUNDED) {
+ _move_and_slide_grounded(delta, was_on_floor);
+ } else {
+ _move_and_slide_free(delta);
+ }
+
+ // Compute real velocity.
+ real_velocity = get_position_delta() / delta;
+
+ if (moving_platform_apply_velocity_on_leave != PLATFORM_VEL_ON_LEAVE_NEVER) {
+ // Add last platform velocity when just left a moving platform.
+ if (!collision_state.floor && !collision_state.wall) {
+ if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_platform_velocity.dot(up_direction) < 0) {
+ current_platform_velocity = current_platform_velocity.slide(up_direction);
+ }
+ linear_velocity += current_platform_velocity;
+ }
+ }
+
+ // Reset the gravity accumulation when touching the ground.
+ if (collision_state.floor && linear_velocity.dot(up_direction) <= 0) {
+ linear_velocity = linear_velocity.slide(up_direction);
+ }
+
+ return motion_results.size() > 0;
+}
+
+void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) {
+ Vector3 motion = linear_velocity * p_delta;
+ Vector3 motion_slide_up = motion.slide(up_direction);
+ Vector3 prev_floor_normal = floor_normal;
+
+ platform_rid = RID();
+ platform_velocity = Vector3();
+ floor_normal = Vector3();
+ wall_normal = Vector3();
// No sliding on first attempt to keep floor motion stable when possible,
- // when stop on slope is enabled.
+ // When stop on slope is enabled or when there is no up direction.
bool sliding_enabled = !floor_stop_on_slope;
+ // Constant speed can be applied only the first time sliding is enabled.
+ bool can_apply_constant_speed = sliding_enabled;
+ bool first_slide = true;
+ bool vel_dir_facing_up = linear_velocity.dot(up_direction) > 0;
+ Vector3 total_travel;
for (int iteration = 0; iteration < max_slides; ++iteration) {
PhysicsServer3D::MotionResult result;
- bool collided = move_and_collide(motion, result, margin, false, !sliding_enabled);
+ bool collided = move_and_collide(motion, result, margin, false, 4, !sliding_enabled);
+
if (collided) {
motion_results.push_back(result);
- _set_collision_direction(result);
- if (on_floor && floor_stop_on_slope && (linear_velocity.normalized() + up_direction).length() < 0.01) {
+ CollisionState previous_state = collision_state;
+
+ CollisionState result_state;
+ _set_collision_direction(result, result_state);
+
+ if (collision_state.floor && floor_stop_on_slope && (linear_velocity.normalized() + up_direction).length() < 0.01) {
Transform3D gt = get_global_transform();
- if (result.travel.length() > margin) {
- gt.origin -= result.travel.slide(up_direction);
- } else {
+ real_t travel_total = result.travel.length();
+ if (travel_total <= margin + CMP_EPSILON) {
gt.origin -= result.travel;
}
set_global_transform(gt);
@@ -1135,94 +1158,353 @@ bool CharacterBody3D::move_and_slide() {
if (result.remainder.is_equal_approx(Vector3())) {
motion = Vector3();
+ last_motion = result.travel;
break;
}
- if (sliding_enabled || !on_floor) {
- Vector3 slide_motion = result.remainder.slide(result.collision_normal);
- if (slide_motion.dot(linear_velocity) > 0.0) {
- motion = slide_motion;
- } else {
- motion = Vector3();
+ // Apply regular sliding by default.
+ bool apply_default_sliding = true;
+
+ // Wall collision checks.
+ if (result_state.wall && (motion_slide_up.dot(wall_normal) <= 0)) {
+ // Move on floor only checks.
+ if (floor_block_on_wall) {
+ // Needs horizontal motion from current motion instead of motion_slide_up
+ // to properly test the angle and avoid standing on slopes
+ Vector3 horizontal_motion = motion.slide(up_direction);
+ Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized();
+ real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(horizontal_motion.normalized())));
+
+ // Avoid to move forward on a wall if floor_block_on_wall is true.
+ // Applies only when the motion angle is under 90 degrees,
+ // in order to avoid blocking lateral motion along a wall.
+ if (motion_angle < .5 * Math_PI) {
+ apply_default_sliding = false;
+
+ if (p_was_on_floor && !vel_dir_facing_up) {
+ // Cancel the motion.
+ Transform3D gt = get_global_transform();
+ real_t travel_total = result.travel.length();
+ real_t cancel_dist_max = MIN(0.1, margin * 20);
+ if (travel_total < margin + CMP_EPSILON) {
+ gt.origin -= result.travel;
+ } else if (travel_total < cancel_dist_max) { // If the movement is large the body can be prevented from reaching the walls.
+ gt.origin -= result.travel.slide(up_direction);
+ // Keep remaining motion in sync with amount canceled.
+ motion = motion.slide(up_direction);
+ }
+ set_global_transform(gt);
+ result.travel = Vector3(); // Cancel for constant speed computation.
+
+ // Determines if you are on the ground, and limits the possibility of climbing on the walls because of the approximations.
+ _snap_on_floor(true, false);
+ } else {
+ // If the movement is not cancelled we only keep the remaining.
+ motion = result.remainder;
+ }
+
+ // Apply slide on forward in order to allow only lateral motion on next step.
+ Vector3 forward = wall_normal.slide(up_direction).normalized();
+ motion = motion.slide(forward);
+ // Avoid accelerating when you jump on the wall and smooth falling.
+ linear_velocity = linear_velocity.slide(forward);
+
+ // Allow only lateral motion along previous floor when already on floor.
+ // Fixes slowing down when moving in diagonal against an inclined wall.
+ if (p_was_on_floor && !vel_dir_facing_up && (motion.dot(up_direction) > 0.0)) {
+ // Slide along the corner between the wall and previous floor.
+ Vector3 floor_side = prev_floor_normal.cross(wall_normal);
+ if (floor_side != Vector3()) {
+ motion = floor_side * motion.dot(floor_side);
+ }
+ }
+
+ // Stop all motion when a second wall is hit (unless sliding down or jumping),
+ // in order to avoid jittering in corner cases.
+ bool stop_all_motion = previous_state.wall && !vel_dir_facing_up;
+
+ // Allow sliding when the body falls.
+ if (!collision_state.floor && motion.dot(up_direction) < 0) {
+ Vector3 slide_motion = motion.slide(wall_normal);
+ // Test again to allow sliding only if the result goes downwards.
+ // Fixes jittering issues at the bottom of inclined walls.
+ if (slide_motion.dot(up_direction) < 0) {
+ stop_all_motion = false;
+ motion = slide_motion;
+ }
+ }
+
+ if (stop_all_motion) {
+ motion = Vector3();
+ linear_velocity = Vector3();
+ }
+ }
+ }
+
+ // Stop horizontal motion when under wall slide threshold.
+ if (p_was_on_floor && (wall_min_slide_angle > 0.0) && result_state.wall) {
+ Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized();
+ real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(motion_slide_up.normalized())));
+ if (motion_angle < wall_min_slide_angle) {
+ motion = up_direction * motion.dot(up_direction);
+ linear_velocity = up_direction * linear_velocity.dot(up_direction);
+
+ apply_default_sliding = false;
+ }
}
- } else {
- motion = result.remainder;
}
+
+ if (apply_default_sliding) {
+ // Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
+ if ((sliding_enabled || !collision_state.floor) && (!collision_state.ceiling || slide_on_ceiling || !vel_dir_facing_up)) {
+ const PhysicsServer3D::MotionCollision &collision = result.collisions[0];
+ Vector3 slide_motion = result.remainder.slide(collision.normal);
+ if (slide_motion.dot(linear_velocity) > 0.0) {
+ motion = slide_motion;
+ } else {
+ motion = Vector3();
+ }
+ if (slide_on_ceiling && result_state.ceiling) {
+ // Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall.
+ if (vel_dir_facing_up) {
+ linear_velocity = linear_velocity.slide(collision.normal);
+ } else {
+ // Avoid acceleration in slope when falling.
+ linear_velocity = up_direction * up_direction.dot(linear_velocity);
+ }
+ }
+ }
+ // No sliding on first attempt to keep floor motion stable when possible.
+ else {
+ motion = result.remainder;
+ if (result_state.ceiling && !slide_on_ceiling && vel_dir_facing_up) {
+ linear_velocity = linear_velocity.slide(up_direction);
+ motion = motion.slide(up_direction);
+ }
+ }
+ }
+
+ // Apply Constant Speed.
+ if (p_was_on_floor && floor_constant_speed && collision_state.floor && !motion.is_equal_approx(Vector3())) {
+ motion = motion.normalized() * MAX(0, (motion_slide_up.length() - result.travel.slide(up_direction).length() - total_travel.slide(up_direction).length()));
+ }
+
+ total_travel += result.travel;
+ }
+ // When you move forward in a downward slope you don’t collide because you will be in the air.
+ // This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied.
+ else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) {
+ can_apply_constant_speed = false;
+ sliding_enabled = true;
+ Transform3D gt = get_global_transform();
+ gt.origin = gt.origin - result.travel;
+ set_global_transform(gt);
+
+ Vector3 motion_slide_norm = motion.slide(prev_floor_normal).normalized();
+ motion = motion_slide_norm * (motion_slide_up.length());
+ collided = true;
}
+ can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
sliding_enabled = true;
+ first_slide = false;
+
+ if (!motion.is_equal_approx(Vector3())) {
+ last_motion = motion;
+ }
if (!collided || motion.is_equal_approx(Vector3())) {
break;
}
}
- if (was_on_floor && !on_floor && !snap.is_equal_approx(Vector3())) {
- // Apply snap.
- Transform3D gt = get_global_transform();
+ _snap_on_floor(p_was_on_floor, vel_dir_facing_up);
+
+ // Reset the gravity accumulation when touching the ground.
+ if (collision_state.floor && !vel_dir_facing_up) {
+ linear_velocity = linear_velocity.slide(up_direction);
+ }
+}
+
+void CharacterBody3D::_move_and_slide_free(double p_delta) {
+ Vector3 motion = linear_velocity * p_delta;
+
+ platform_rid = RID();
+ floor_normal = Vector3();
+ platform_velocity = Vector3();
+
+ bool first_slide = true;
+ for (int iteration = 0; iteration < max_slides; ++iteration) {
PhysicsServer3D::MotionResult result;
- if (move_and_collide(snap, result, margin, true, false, true)) {
- bool apply = true;
- if (up_direction != Vector3()) {
- if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
- on_floor = true;
- floor_normal = result.collision_normal;
- on_floor_body = result.collider;
- floor_velocity = result.collider_velocity;
- if (floor_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.
- if (result.travel.length() > margin) {
- result.travel = result.travel.project(up_direction);
- } else {
- result.travel = Vector3();
- }
- }
- } else {
- apply = false; //snapped with floor direction, but did not snap to a floor, do not snap.
+
+ bool collided = move_and_collide(motion, result, margin, false, 1, false);
+
+ if (collided) {
+ motion_results.push_back(result);
+
+ CollisionState result_state;
+ _set_collision_direction(result, result_state);
+
+ if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-linear_velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
+ motion = Vector3();
+ if (result.travel.length() < margin + CMP_EPSILON) {
+ Transform3D gt = get_global_transform();
+ gt.origin -= result.travel;
+ set_global_transform(gt);
}
+ } else if (first_slide) {
+ Vector3 motion_slide_norm = result.remainder.slide(wall_normal).normalized();
+ motion = motion_slide_norm * (motion.length() - result.travel.length());
+ } else {
+ motion = result.remainder.slide(wall_normal);
}
- if (apply) {
- gt.origin += result.travel;
- set_global_transform(gt);
+
+ if (motion.dot(linear_velocity) <= 0.0) {
+ motion = Vector3();
}
}
+
+ first_slide = false;
+
+ if (!collided || motion.is_equal_approx(Vector3())) {
+ break;
+ }
}
+}
- if (!on_floor && !on_wall) {
- // Add last platform velocity when just left a moving platform.
- linear_velocity += current_floor_velocity;
+void CharacterBody3D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) {
+ if (collision_state.floor || !was_on_floor || vel_dir_facing_up) {
+ return;
}
- // Reset the gravity accumulation when touching the ground.
- if (on_floor && linear_velocity.dot(up_direction) <= 0) {
- linear_velocity = linear_velocity.slide(up_direction);
+ real_t length = MAX(floor_snap_length, margin);
+ Transform3D gt = get_global_transform();
+ PhysicsServer3D::MotionResult result;
+ if (move_and_collide(-up_direction * length, result, margin, true, 4, false, true)) {
+ CollisionState result_state;
+ // Apply direction for floor only.
+ _set_collision_direction(result, result_state, CollisionState(true, false, false));
+
+ if (result_state.floor) {
+ if (floor_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.
+ if (result.travel.length() > margin) {
+ result.travel = up_direction * up_direction.dot(result.travel);
+ } else {
+ result.travel = Vector3();
+ }
+ }
+
+ gt.origin += result.travel;
+ set_global_transform(gt);
+ }
}
+}
- return motion_results.size() > 0;
+bool CharacterBody3D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up) {
+ if (Math::is_zero_approx(floor_snap_length) || up_direction == Vector3() || collision_state.floor || !was_on_floor || vel_dir_facing_up) {
+ return false;
+ }
+
+ PhysicsServer3D::MotionResult result;
+ if (move_and_collide(-up_direction * floor_snap_length, result, margin, true, 4, false, true)) {
+ CollisionState result_state;
+ // Don't apply direction for any type.
+ _set_collision_direction(result, result_state, CollisionState());
+
+ return result_state.floor;
+ }
+
+ return false;
}
-void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResult &p_result) {
- if (up_direction == Vector3()) {
- //all is a wall
- on_wall = true;
- } else {
- if (p_result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
- on_floor = true;
- floor_normal = p_result.collision_normal;
- on_floor_body = p_result.collider;
- floor_velocity = p_result.collider_velocity;
- } else if (p_result.get_angle(-up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
- on_ceiling = true;
- } else {
- on_wall = true;
+void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state) {
+ r_state.state = 0;
+
+ real_t wall_depth = -1.0;
+ real_t floor_depth = -1.0;
+
+ bool was_on_wall = collision_state.wall;
+ Vector3 prev_wall_normal = wall_normal;
+ int wall_collision_count = 0;
+ Vector3 combined_wall_normal;
+
+ for (int i = p_result.collision_count - 1; i >= 0; i--) {
+ const PhysicsServer3D::MotionCollision &collision = p_result.collisions[i];
+
+ if (motion_mode == MOTION_MODE_GROUNDED) {
+ // Check if any collision is floor.
+ real_t floor_angle = collision.get_angle(up_direction);
+ if (floor_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
+ r_state.floor = true;
+ if (p_apply_state.floor && collision.depth > floor_depth) {
+ collision_state.floor = true;
+ floor_normal = collision.normal;
+ floor_depth = collision.depth;
+ _set_platform_data(collision);
+ }
+ continue;
+ }
+
+ // Check if any collision is ceiling.
+ real_t ceiling_angle = collision.get_angle(-up_direction);
+ if (ceiling_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
+ r_state.ceiling = true;
+ if (p_apply_state.ceiling) {
+ collision_state.ceiling = true;
+ }
+ continue;
+ }
+ }
+
+ // Collision is wall by default.
+ r_state.wall = true;
+
+ if (p_apply_state.wall && collision.depth > wall_depth) {
+ collision_state.wall = true;
+ wall_depth = collision.depth;
+ wall_normal = collision.normal;
+
// Don't apply wall velocity when the collider is a CharacterBody3D.
- if (Object::cast_to<CharacterBody3D>(ObjectDB::get_instance(p_result.collider_id)) == nullptr) {
- on_floor_body = p_result.collider;
- floor_velocity = p_result.collider_velocity;
+ if (Object::cast_to<CharacterBody3D>(ObjectDB::get_instance(collision.collider_id)) == nullptr) {
+ _set_platform_data(collision);
}
}
+
+ // Collect normal for calculating average.
+ combined_wall_normal += collision.normal;
+ wall_collision_count++;
}
+
+ if (r_state.wall) {
+ if (wall_collision_count > 1 && !r_state.floor) {
+ // Check if wall normals cancel out to floor support.
+ if (!r_state.floor && motion_mode == MOTION_MODE_GROUNDED) {
+ combined_wall_normal.normalize();
+ real_t floor_angle = Math::acos(combined_wall_normal.dot(up_direction));
+ if (floor_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
+ r_state.floor = true;
+ r_state.wall = false;
+ if (p_apply_state.floor) {
+ collision_state.floor = true;
+ floor_normal = combined_wall_normal;
+ }
+ if (p_apply_state.wall) {
+ collision_state.wall = was_on_wall;
+ wall_normal = prev_wall_normal;
+ }
+ return;
+ }
+ }
+ }
+ }
+}
+
+void CharacterBody3D::_set_platform_data(const PhysicsServer3D::MotionCollision &p_collision) {
+ platform_rid = p_collision.collider;
+ platform_velocity = p_collision.collider_velocity;
+ platform_layer = PhysicsServer3D::get_singleton()->body_get_collision_layer(platform_rid);
}
void CharacterBody3D::set_safe_margin(real_t p_margin) {
@@ -1242,40 +1524,56 @@ void CharacterBody3D::set_linear_velocity(const Vector3 &p_velocity) {
}
bool CharacterBody3D::is_on_floor() const {
- return on_floor;
+ return collision_state.floor;
}
bool CharacterBody3D::is_on_floor_only() const {
- return on_floor && !on_wall && !on_ceiling;
+ return collision_state.floor && !collision_state.wall && !collision_state.ceiling;
}
bool CharacterBody3D::is_on_wall() const {
- return on_wall;
+ return collision_state.wall;
}
bool CharacterBody3D::is_on_wall_only() const {
- return on_wall && !on_floor && !on_ceiling;
+ return collision_state.wall && !collision_state.floor && !collision_state.ceiling;
}
bool CharacterBody3D::is_on_ceiling() const {
- return on_ceiling;
+ return collision_state.ceiling;
}
bool CharacterBody3D::is_on_ceiling_only() const {
- return on_ceiling && !on_floor && !on_wall;
+ return collision_state.ceiling && !collision_state.floor && !collision_state.wall;
}
Vector3 CharacterBody3D::get_floor_normal() const {
return floor_normal;
}
+Vector3 CharacterBody3D::get_wall_normal() const {
+ return wall_normal;
+}
+
+Vector3 CharacterBody3D::get_last_motion() const {
+ return last_motion;
+}
+
+Vector3 CharacterBody3D::get_position_delta() const {
+ return get_transform().origin - previous_position;
+}
+
+Vector3 CharacterBody3D::get_real_velocity() const {
+ return real_velocity;
+};
+
real_t CharacterBody3D::get_floor_angle(const Vector3 &p_up_direction) const {
ERR_FAIL_COND_V(p_up_direction == Vector3(), 0);
return Math::acos(floor_normal.dot(p_up_direction));
}
Vector3 CharacterBody3D::get_platform_velocity() const {
- return floor_velocity;
+ return platform_velocity;
}
int CharacterBody3D::get_slide_collision_count() const {
@@ -1293,7 +1591,8 @@ Ref<KinematicCollision3D> CharacterBody3D::_get_slide_collision(int p_bounce) {
slide_colliders.resize(p_bounce + 1);
}
- if (slide_colliders[p_bounce].is_null()) {
+ // Create a new instance when the cached reference is invalid or still in use in script.
+ if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->reference_get_count() > 1) {
slide_colliders.write[p_bounce].instantiate();
slide_colliders.write[p_bounce]->owner = this;
}
@@ -1317,6 +1616,62 @@ void CharacterBody3D::set_floor_stop_on_slope_enabled(bool p_enabled) {
floor_stop_on_slope = p_enabled;
}
+bool CharacterBody3D::is_floor_constant_speed_enabled() const {
+ return floor_constant_speed;
+}
+
+void CharacterBody3D::set_floor_constant_speed_enabled(bool p_enabled) {
+ floor_constant_speed = p_enabled;
+}
+
+bool CharacterBody3D::is_floor_block_on_wall_enabled() const {
+ return floor_block_on_wall;
+}
+
+void CharacterBody3D::set_floor_block_on_wall_enabled(bool p_enabled) {
+ floor_block_on_wall = p_enabled;
+}
+
+bool CharacterBody3D::is_slide_on_ceiling_enabled() const {
+ return slide_on_ceiling;
+}
+
+void CharacterBody3D::set_slide_on_ceiling_enabled(bool p_enabled) {
+ slide_on_ceiling = p_enabled;
+}
+
+uint32_t CharacterBody3D::get_moving_platform_floor_layers() const {
+ return moving_platform_floor_layers;
+}
+
+void CharacterBody3D::set_moving_platform_floor_layers(uint32_t p_exclude_layers) {
+ moving_platform_floor_layers = p_exclude_layers;
+}
+
+uint32_t CharacterBody3D::get_moving_platform_wall_layers() const {
+ return moving_platform_wall_layers;
+}
+
+void CharacterBody3D::set_moving_platform_wall_layers(uint32_t p_exclude_layers) {
+ moving_platform_wall_layers = p_exclude_layers;
+}
+
+void CharacterBody3D::set_motion_mode(MotionMode p_mode) {
+ motion_mode = p_mode;
+}
+
+CharacterBody3D::MotionMode CharacterBody3D::get_motion_mode() const {
+ return motion_mode;
+}
+
+void CharacterBody3D::set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_apply_velocity) {
+ moving_platform_apply_velocity_on_leave = p_on_leave_apply_velocity;
+}
+
+CharacterBody3D::MovingPlatformApplyVelocityOnLeave CharacterBody3D::get_moving_platform_apply_velocity_on_leave() const {
+ return moving_platform_apply_velocity_on_leave;
+}
+
int CharacterBody3D::get_max_slides() const {
return max_slides;
}
@@ -1334,12 +1689,21 @@ void CharacterBody3D::set_floor_max_angle(real_t p_radians) {
floor_max_angle = p_radians;
}
-const Vector3 &CharacterBody3D::get_snap() const {
- return snap;
+real_t CharacterBody3D::get_floor_snap_length() {
+ return floor_snap_length;
}
-void CharacterBody3D::set_snap(const Vector3 &p_snap) {
- snap = p_snap;
+void CharacterBody3D::set_floor_snap_length(real_t p_floor_snap_length) {
+ ERR_FAIL_COND(p_floor_snap_length < 0);
+ floor_snap_length = p_floor_snap_length;
+}
+
+real_t CharacterBody3D::get_wall_min_slide_angle() const {
+ return wall_min_slide_angle;
+}
+
+void CharacterBody3D::set_wall_min_slide_angle(real_t p_radians) {
+ wall_min_slide_angle = p_radians;
}
const Vector3 &CharacterBody3D::get_up_direction() const {
@@ -1347,6 +1711,7 @@ const Vector3 &CharacterBody3D::get_up_direction() const {
}
void CharacterBody3D::set_up_direction(const Vector3 &p_up_direction) {
+ ERR_FAIL_COND_MSG(p_up_direction == Vector3(), "up_direction can't be equal to Vector3.ZERO, consider using Free motion mode instead.");
up_direction = p_up_direction.normalized();
}
@@ -1354,12 +1719,10 @@ void CharacterBody3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
// Reset move_and_slide() data.
- on_floor = false;
- on_floor_body = RID();
- on_ceiling = false;
- on_wall = false;
+ collision_state.state = 0;
+ platform_rid = RID();
motion_results.clear();
- floor_velocity = Vector3();
+ platform_velocity = Vector3();
} break;
}
}
@@ -1374,14 +1737,32 @@ void CharacterBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody3D::get_safe_margin);
ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody3D::is_floor_stop_on_slope_enabled);
ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody3D::set_floor_stop_on_slope_enabled);
+ ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled", "enabled"), &CharacterBody3D::set_floor_constant_speed_enabled);
+ ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled"), &CharacterBody3D::is_floor_constant_speed_enabled);
+ ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled", "enabled"), &CharacterBody3D::set_floor_block_on_wall_enabled);
+ ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled"), &CharacterBody3D::is_floor_block_on_wall_enabled);
+ ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody3D::set_slide_on_ceiling_enabled);
+ ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody3D::is_slide_on_ceiling_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_moving_platform_floor_layers", "exclude_layer"), &CharacterBody3D::set_moving_platform_floor_layers);
+ ClassDB::bind_method(D_METHOD("get_moving_platform_floor_layers"), &CharacterBody3D::get_moving_platform_floor_layers);
+ ClassDB::bind_method(D_METHOD("set_moving_platform_wall_layers", "exclude_layer"), &CharacterBody3D::set_moving_platform_wall_layers);
+ ClassDB::bind_method(D_METHOD("get_moving_platform_wall_layers"), &CharacterBody3D::get_moving_platform_wall_layers);
+
ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody3D::get_max_slides);
ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody3D::set_max_slides);
ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody3D::get_floor_max_angle);
ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody3D::set_floor_max_angle);
- ClassDB::bind_method(D_METHOD("get_snap"), &CharacterBody3D::get_snap);
- ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CharacterBody3D::set_snap);
+ ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody3D::get_floor_snap_length);
+ ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody3D::set_floor_snap_length);
+ ClassDB::bind_method(D_METHOD("get_wall_min_slide_angle"), &CharacterBody3D::get_wall_min_slide_angle);
+ ClassDB::bind_method(D_METHOD("set_wall_min_slide_angle", "radians"), &CharacterBody3D::set_wall_min_slide_angle);
ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody3D::get_up_direction);
ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody3D::set_up_direction);
+ ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody3D::set_motion_mode);
+ ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody3D::get_motion_mode);
+ ClassDB::bind_method(D_METHOD("set_moving_platform_apply_velocity_on_leave", "on_leave_apply_velocity"), &CharacterBody3D::set_moving_platform_apply_velocity_on_leave);
+ ClassDB::bind_method(D_METHOD("get_moving_platform_apply_velocity_on_leave"), &CharacterBody3D::get_moving_platform_apply_velocity_on_leave);
ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody3D::is_on_floor);
ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody3D::is_on_floor_only);
@@ -1390,21 +1771,49 @@ void CharacterBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody3D::is_on_wall);
ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody3D::is_on_wall_only);
ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody3D::get_floor_normal);
+ ClassDB::bind_method(D_METHOD("get_wall_normal"), &CharacterBody3D::get_wall_normal);
+ ClassDB::bind_method(D_METHOD("get_last_motion"), &CharacterBody3D::get_last_motion);
+ ClassDB::bind_method(D_METHOD("get_position_delta"), &CharacterBody3D::get_position_delta);
+ ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody3D::get_real_velocity);
ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody3D::get_floor_angle, DEFVAL(Vector3(0.0, 1.0, 0.0)));
ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody3D::get_platform_velocity);
-
ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody3D::get_slide_collision_count);
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody3D::_get_slide_collision);
ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody3D::_get_last_slide_collision);
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_max_slides", "get_max_slides");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap"), "set_snap", "get_snap");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Free", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_direction"), "set_up_direction", "get_up_direction");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_linear_velocity", "get_linear_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_max_slides", "get_max_slides");
+ ADD_GROUP("Free Mode", "free_mode_");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle");
ADD_GROUP("Floor", "floor_");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians"), "set_floor_max_angle", "get_floor_max_angle");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians"), "set_floor_max_angle", "get_floor_max_angle");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"), "set_floor_snap_length", "get_floor_snap_length");
+ ADD_GROUP("Moving platform", "moving_platform");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_apply_velocity_on_leave", PROPERTY_HINT_ENUM, "Always,Upward Only,Never", PROPERTY_USAGE_DEFAULT), "set_moving_platform_apply_velocity_on_leave", "get_moving_platform_apply_velocity_on_leave");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_floor_layers", "get_moving_platform_floor_layers");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_wall_layers", "get_moving_platform_wall_layers");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
+
+ BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED);
+ BIND_ENUM_CONSTANT(MOTION_MODE_FREE);
+
+ BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_ALWAYS);
+ BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY);
+ BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_NEVER);
+}
+
+void CharacterBody3D::_validate_property(PropertyInfo &property) const {
+ if (motion_mode == MOTION_MODE_FREE) {
+ if (property.name.begins_with("floor_") || property.name == "up_direction" || property.name == "slide_on_ceiling") {
+ property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
+ }
+ }
}
CharacterBody3D::CharacterBody3D() :
@@ -1421,14 +1830,6 @@ CharacterBody3D::~CharacterBody3D() {
///////////////////////////////////////
-Vector3 KinematicCollision3D::get_position() const {
- return result.collision_point;
-}
-
-Vector3 KinematicCollision3D::get_normal() const {
- return result.collision_normal;
-}
-
Vector3 KinematicCollision3D::get_travel() const {
return result.travel;
}
@@ -1437,41 +1838,60 @@ Vector3 KinematicCollision3D::get_remainder() const {
return result.remainder;
}
-real_t KinematicCollision3D::get_angle(const Vector3 &p_up_direction) const {
+int KinematicCollision3D::get_collision_count() const {
+ return result.collision_count;
+}
+
+Vector3 KinematicCollision3D::get_position(int p_collision_index) const {
+ ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
+ return result.collisions[p_collision_index].position;
+}
+
+Vector3 KinematicCollision3D::get_normal(int p_collision_index) const {
+ ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
+ return result.collisions[p_collision_index].normal;
+}
+
+real_t KinematicCollision3D::get_angle(int p_collision_index, const Vector3 &p_up_direction) const {
+ ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0.0);
ERR_FAIL_COND_V(p_up_direction == Vector3(), 0);
- return result.get_angle(p_up_direction);
+ return result.collisions[p_collision_index].get_angle(p_up_direction);
}
-Object *KinematicCollision3D::get_local_shape() const {
+Object *KinematicCollision3D::get_local_shape(int p_collision_index) const {
+ ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr);
if (!owner) {
return nullptr;
}
- uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape);
+ uint32_t ownerid = owner->shape_find_owner(result.collisions[p_collision_index].local_shape);
return owner->shape_owner_get_owner(ownerid);
}
-Object *KinematicCollision3D::get_collider() const {
- if (result.collider_id.is_valid()) {
- return ObjectDB::get_instance(result.collider_id);
+Object *KinematicCollision3D::get_collider(int p_collision_index) const {
+ ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr);
+ if (result.collisions[p_collision_index].collider_id.is_valid()) {
+ return ObjectDB::get_instance(result.collisions[p_collision_index].collider_id);
}
return nullptr;
}
-ObjectID KinematicCollision3D::get_collider_id() const {
- return result.collider_id;
+ObjectID KinematicCollision3D::get_collider_id(int p_collision_index) const {
+ ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, ObjectID());
+ return result.collisions[p_collision_index].collider_id;
}
-RID KinematicCollision3D::get_collider_rid() const {
- return result.collider;
+RID KinematicCollision3D::get_collider_rid(int p_collision_index) const {
+ ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, RID());
+ return result.collisions[p_collision_index].collider;
}
-Object *KinematicCollision3D::get_collider_shape() const {
- Object *collider = get_collider();
+Object *KinematicCollision3D::get_collider_shape(int p_collision_index) const {
+ Object *collider = get_collider(p_collision_index);
if (collider) {
CollisionObject3D *obj2d = Object::cast_to<CollisionObject3D>(collider);
if (obj2d) {
- uint32_t ownerid = obj2d->shape_find_owner(result.collider_shape);
+ uint32_t ownerid = obj2d->shape_find_owner(result.collisions[p_collision_index].collider_shape);
return obj2d->shape_owner_get_owner(ownerid);
}
}
@@ -1479,45 +1899,101 @@ Object *KinematicCollision3D::get_collider_shape() const {
return nullptr;
}
-int KinematicCollision3D::get_collider_shape_index() const {
- return result.collider_shape;
+int KinematicCollision3D::get_collider_shape_index(int p_collision_index) const {
+ ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0);
+ return result.collisions[p_collision_index].collider_shape;
}
-Vector3 KinematicCollision3D::get_collider_velocity() const {
- return result.collider_velocity;
+Vector3 KinematicCollision3D::get_collider_velocity(int p_collision_index) const {
+ ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
+ return result.collisions[p_collision_index].collider_velocity;
}
-Variant KinematicCollision3D::get_collider_metadata() const {
+Variant KinematicCollision3D::get_collider_metadata(int p_collision_index) const {
+ ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Variant());
return Variant();
}
+Vector3 KinematicCollision3D::get_best_position() const {
+ return result.collision_count ? get_position() : Vector3();
+}
+
+Vector3 KinematicCollision3D::get_best_normal() const {
+ return result.collision_count ? get_normal() : Vector3();
+}
+
+Object *KinematicCollision3D::get_best_local_shape() const {
+ return result.collision_count ? get_local_shape() : nullptr;
+}
+
+Object *KinematicCollision3D::get_best_collider() const {
+ return result.collision_count ? get_collider() : nullptr;
+}
+
+ObjectID KinematicCollision3D::get_best_collider_id() const {
+ return result.collision_count ? get_collider_id() : ObjectID();
+}
+
+RID KinematicCollision3D::get_best_collider_rid() const {
+ return result.collision_count ? get_collider_rid() : RID();
+}
+
+Object *KinematicCollision3D::get_best_collider_shape() const {
+ return result.collision_count ? get_collider_shape() : nullptr;
+}
+
+int KinematicCollision3D::get_best_collider_shape_index() const {
+ return result.collision_count ? get_collider_shape_index() : 0;
+}
+
+Vector3 KinematicCollision3D::get_best_collider_velocity() const {
+ return result.collision_count ? get_collider_velocity() : Vector3();
+}
+
+Variant KinematicCollision3D::get_best_collider_metadata() const {
+ return result.collision_count ? get_collider_metadata() : Variant();
+}
+
void KinematicCollision3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision3D::get_position);
- ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision3D::get_normal);
ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision3D::get_travel);
ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision3D::get_remainder);
- ClassDB::bind_method(D_METHOD("get_angle", "up_direction"), &KinematicCollision3D::get_angle, DEFVAL(Vector3(0.0, 1.0, 0.0)));
- ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision3D::get_local_shape);
- ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision3D::get_collider);
- ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision3D::get_collider_id);
- ClassDB::bind_method(D_METHOD("get_collider_rid"), &KinematicCollision3D::get_collider_rid);
- ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision3D::get_collider_shape);
- ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision3D::get_collider_shape_index);
- ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision3D::get_collider_velocity);
- ClassDB::bind_method(D_METHOD("get_collider_metadata"), &KinematicCollision3D::get_collider_metadata);
-
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position"), "", "get_position");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "normal"), "", "get_normal");
+ ClassDB::bind_method(D_METHOD("get_collision_count"), &KinematicCollision3D::get_collision_count);
+ ClassDB::bind_method(D_METHOD("get_position", "collision_index"), &KinematicCollision3D::get_position, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("get_normal", "collision_index"), &KinematicCollision3D::get_normal, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("get_angle", "collision_index", "up_direction"), &KinematicCollision3D::get_angle, DEFVAL(0), DEFVAL(Vector3(0.0, 1.0, 0.0)));
+ ClassDB::bind_method(D_METHOD("get_local_shape", "collision_index"), &KinematicCollision3D::get_local_shape, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("get_collider", "collision_index"), &KinematicCollision3D::get_collider, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("get_collider_id", "collision_index"), &KinematicCollision3D::get_collider_id, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("get_collider_rid", "collision_index"), &KinematicCollision3D::get_collider_rid, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("get_collider_shape", "collision_index"), &KinematicCollision3D::get_collider_shape, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("get_collider_shape_index", "collision_index"), &KinematicCollision3D::get_collider_shape_index, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("get_collider_velocity", "collision_index"), &KinematicCollision3D::get_collider_velocity, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("get_collider_metadata", "collision_index"), &KinematicCollision3D::get_collider_metadata, DEFVAL(0));
+
+ ClassDB::bind_method(D_METHOD("get_best_position"), &KinematicCollision3D::get_best_position);
+ ClassDB::bind_method(D_METHOD("get_best_normal"), &KinematicCollision3D::get_best_normal);
+ ClassDB::bind_method(D_METHOD("get_best_local_shape"), &KinematicCollision3D::get_best_local_shape);
+ ClassDB::bind_method(D_METHOD("get_best_collider"), &KinematicCollision3D::get_best_collider);
+ ClassDB::bind_method(D_METHOD("get_best_collider_id"), &KinematicCollision3D::get_best_collider_id);
+ ClassDB::bind_method(D_METHOD("get_best_collider_rid"), &KinematicCollision3D::get_best_collider_rid);
+ ClassDB::bind_method(D_METHOD("get_best_collider_shape"), &KinematicCollision3D::get_best_collider_shape);
+ ClassDB::bind_method(D_METHOD("get_best_collider_shape_index"), &KinematicCollision3D::get_best_collider_shape_index);
+ ClassDB::bind_method(D_METHOD("get_best_collider_velocity"), &KinematicCollision3D::get_best_collider_velocity);
+ ClassDB::bind_method(D_METHOD("get_best_collider_metadata"), &KinematicCollision3D::get_best_collider_metadata);
+
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "travel"), "", "get_travel");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "remainder"), "", "get_remainder");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "local_shape"), "", "get_local_shape");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id"), "", "get_collider_id");
- ADD_PROPERTY(PropertyInfo(Variant::RID, "collider_rid"), "", "get_collider_rid");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider_shape"), "", "get_collider_shape");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape_index"), "", "get_collider_shape_index");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "collider_velocity"), "", "get_collider_velocity");
- ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_collider_metadata");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_count"), "", "get_collision_count");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position"), "", "get_best_position");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "normal"), "", "get_best_normal");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "local_shape"), "", "get_best_local_shape");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_best_collider");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id"), "", "get_best_collider_id");
+ ADD_PROPERTY(PropertyInfo(Variant::RID, "collider_rid"), "", "get_best_collider_rid");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider_shape"), "", "get_best_collider_shape");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape_index"), "", "get_best_collider_shape_index");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "collider_velocity"), "", "get_best_collider_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_best_collider_metadata");
}
///////////////////////////////////////
@@ -2315,7 +2791,7 @@ void PhysicalBone3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "body_offset"), "set_body_offset", "get_body_offset");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,65535,0.01,exp"), "set_mass", "get_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp"), "set_mass", "get_mass");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-10,10,0.01"), "set_gravity_scale", "get_gravity_scale");
@@ -2713,7 +3189,7 @@ void PhysicalBone3D::_start_physics_simulation() {
set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC);
PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
- PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, &PhysicalBone3D::_body_state_changed_callback);
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
set_as_top_level(true);
_internal_simulate_physics = true;
}