diff options
Diffstat (limited to 'scene/3d/physics_body_3d.cpp')
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 68 |
1 files changed, 34 insertions, 34 deletions
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 9e2358ed39..fc0df3650f 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -33,10 +33,6 @@ #include "core/core_string_names.h" #include "scene/scene_string_names.h" -#ifdef TOOLS_ENABLED -#include "editor/plugins/node_3d_editor_plugin.h" -#endif - void PhysicsBody3D::_bind_methods() { ClassDB::bind_method(D_METHOD("move_and_collide", "linear_velocity", "test_only", "safe_margin", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(1)); ClassDB::bind_method(D_METHOD("test_move", "from", "linear_velocity", "collision", "safe_margin", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(1)); @@ -516,9 +512,9 @@ void RigidDynamicBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) //untag all int rc = 0; - for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) { - for (int i = 0; i < E->get().shapes.size(); i++) { - E->get().shapes[i].tagged = false; + for (KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) { + for (int i = 0; i < E.value.shapes.size(); i++) { + E.value.shapes[i].tagged = false; rc++; } } @@ -564,12 +560,12 @@ void RigidDynamicBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) //put the ones to remove - for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) { - for (int i = 0; i < E->get().shapes.size(); i++) { - if (!E->get().shapes[i].tagged) { - toremove[toremove_count].rid = E->get().rid; - toremove[toremove_count].body_id = E->key(); - toremove[toremove_count].pair = E->get().shapes[i]; + for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) { + for (int i = 0; i < E.value.shapes.size(); i++) { + if (!E.value.shapes[i].tagged) { + toremove[toremove_count].rid = E.value.rid; + toremove[toremove_count].body_id = E.key; + toremove[toremove_count].pair = E.value.shapes[i]; toremove_count++; } } @@ -889,9 +885,9 @@ void RigidDynamicBody3D::set_contact_monitor(bool p_enabled) { if (!p_enabled) { ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead."); - for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) { + for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) { //clean up mess - Object *obj = ObjectDB::get_instance(E->key()); + Object *obj = ObjectDB::get_instance(E.key); Node *node = Object::cast_to<Node>(obj); if (node) { @@ -918,8 +914,8 @@ Array RigidDynamicBody3D::get_colliding_bodies() const { Array ret; ret.resize(contact_monitor->body_map.size()); int idx = 0; - for (const Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) { - Object *obj = ObjectDB::get_instance(E->key()); + for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) { + Object *obj = ObjectDB::get_instance(E.key); if (!obj) { ret.resize(ret.size() - 1); //ops } else { @@ -1168,14 +1164,18 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo platform_rid = RID(); platform_velocity = Vector3(); + platform_ceiling_velocity = Vector3(); floor_normal = Vector3(); wall_normal = Vector3(); + ceiling_normal = Vector3(); // No sliding on first attempt to keep floor motion stable when possible, // 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; + // If the platform's ceiling push down the body. + bool apply_ceiling_velocity = false; bool first_slide = true; bool vel_dir_facing_up = motion_velocity.dot(up_direction) > 0; Vector3 total_travel; @@ -1193,6 +1193,19 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo CollisionState result_state; _set_collision_direction(result, result_state); + // If we hit a ceiling platform, we set the vertical motion_velocity to at least the platform one. + if (collision_state.ceiling && platform_ceiling_velocity != Vector3() && platform_ceiling_velocity.dot(up_direction) < 0) { + // If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward. + if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (ceiling_normal + up_direction).length() < 0.01) { + apply_ceiling_velocity = true; + Vector3 ceiling_vertical_velocity = up_direction * up_direction.dot(platform_ceiling_velocity); + Vector3 motion_vertical_velocity = up_direction * up_direction.dot(motion_velocity); + if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) { + motion_velocity = ceiling_vertical_velocity + motion_velocity.slide(up_direction); + } + } + } + if (collision_state.floor && floor_stop_on_slope && (motion_velocity.normalized() + up_direction).length() < 0.01) { Transform3D gt = get_global_transform(); if (result.travel.length() <= margin + CMP_EPSILON) { @@ -1304,7 +1317,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo 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)) { + if ((sliding_enabled || !collision_state.floor) && (!collision_state.ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) { const PhysicsServer3D::MotionCollision &collision = result.collisions[0]; Vector3 slide_motion = result.remainder.slide(collision.normal); @@ -1526,6 +1539,8 @@ void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResu if (ceiling_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { r_state.ceiling = true; if (p_apply_state.ceiling) { + platform_ceiling_velocity = collision.collider_velocity; + ceiling_normal = collision.normal; collision_state.ceiling = true; } continue; @@ -1987,11 +2002,6 @@ Vector3 KinematicCollision3D::get_collider_velocity(int p_collision_index) const return result.collisions[p_collision_index].collider_velocity; } -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(); } @@ -2028,10 +2038,6 @@ 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_travel"), &KinematicCollision3D::get_travel); ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision3D::get_remainder); @@ -2046,7 +2052,6 @@ void KinematicCollision3D::_bind_methods() { 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); @@ -2057,7 +2062,6 @@ void KinematicCollision3D::_bind_methods() { 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"); @@ -2071,7 +2075,6 @@ void KinematicCollision3D::_bind_methods() { 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"); } /////////////////////////////////////// @@ -3010,14 +3013,11 @@ void PhysicalBone3D::_on_bone_parent_changed() { _reload_joint(); } -void PhysicalBone3D::_set_gizmo_move_joint(bool p_move_joint) { #ifdef TOOLS_ENABLED +void PhysicalBone3D::_set_gizmo_move_joint(bool p_move_joint) { gizmo_move_joint = p_move_joint; - Node3DEditor::get_singleton()->update_transform_gizmo(); -#endif } -#ifdef TOOLS_ENABLED Transform3D PhysicalBone3D::get_global_gizmo_transform() const { return gizmo_move_joint ? get_global_transform() * joint_offset : get_global_transform(); } |