diff options
Diffstat (limited to 'scene/3d/physics_body_3d.cpp')
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 97 |
1 files changed, 61 insertions, 36 deletions
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 38104a8365..53ec07f1ce 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -117,9 +117,9 @@ Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_i return Ref<KinematicCollision3D>(); } -bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes, bool p_test_only, bool p_cancel_sliding) { +bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes, bool p_test_only, bool p_cancel_sliding, const Set<RID> &p_exclude) { Transform3D gt = get_global_transform(); - bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, p_margin, &r_result, p_exclude_raycast_shapes); + bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, p_margin, &r_result, p_exclude_raycast_shapes, p_exclude); // Restore direction of motion to be along original motion, // in order to avoid sliding due to recovery, @@ -1090,6 +1090,9 @@ void 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 + float delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); + for (int i = 0; i < 3; i++) { if (locked_axis & (1 << i)) { linear_velocity[i] = 0.0; @@ -1097,7 +1100,7 @@ void CharacterBody3D::move_and_slide() { } Vector3 current_floor_velocity = floor_velocity; - if (on_floor && on_floor_body.is_valid()) { + 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) { @@ -1107,20 +1110,30 @@ void CharacterBody3D::move_and_slide() { } } - // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky - Vector3 motion = (floor_velocity + linear_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time()); - + motion_results.clear(); on_floor = false; - on_floor_body = RID(); on_ceiling = false; on_wall = false; - motion_results.clear(); floor_normal = Vector3(); floor_velocity = Vector3(); + if (current_floor_velocity != Vector3() && on_floor_body.is_valid()) { + PhysicsServer3D::MotionResult floor_result; + Set<RID> exclude; + exclude.insert(on_floor_body); + if (move_and_collide(current_floor_velocity * delta, infinite_inertia, floor_result, true, false, false, false, exclude)) { + motion_results.push_back(floor_result); + _set_collision_direction(floor_result); + } + } + + on_floor_body = RID(); + Vector3 motion = linear_velocity * delta; + // No sliding on first attempt to keep floor motion stable when possible, // when stop on slope is enabled. bool sliding_enabled = !stop_on_slope; + for (int iteration = 0; iteration < max_slides; ++iteration) { PhysicsServer3D::MotionResult result; bool found_collision = false; @@ -1144,35 +1157,19 @@ void CharacterBody3D::move_and_slide() { found_collision = true; motion_results.push_back(result); - - if (up_direction == Vector3()) { - //all is a wall - on_wall = true; - } else { - if (Math::acos(result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor - - on_floor = true; - floor_normal = result.collision_normal; - on_floor_body = result.collider; - floor_velocity = result.collider_velocity; - - if (stop_on_slope) { - if ((body_velocity_normal + up_direction).length() < 0.01) { - Transform3D gt = get_global_transform(); - if (result.motion.length() > margin) { - gt.origin -= result.motion.slide(up_direction); - } else { - gt.origin -= result.motion; - } - set_global_transform(gt); - linear_velocity = Vector3(); - return; - } + _set_collision_direction(result); + + if (on_floor && stop_on_slope) { + if ((body_velocity_normal + up_direction).length() < 0.01) { + Transform3D gt = get_global_transform(); + if (result.motion.length() > margin) { + gt.origin -= result.motion.slide(up_direction); + } else { + gt.origin -= result.motion; } - } else if (Math::acos(result.collision_normal.dot(-up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling - on_ceiling = true; - } else { - on_wall = true; + set_global_transform(gt); + linear_velocity = Vector3(); + return; } } @@ -1198,6 +1195,11 @@ void CharacterBody3D::move_and_slide() { } } + if (!on_floor && !on_wall) { + // Add last platform velocity when just left a moving platform. + linear_velocity += current_floor_velocity; + } + if (!was_on_floor || snap == Vector3()) { return; } @@ -1233,6 +1235,29 @@ void CharacterBody3D::move_and_slide() { } } +void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResult &p_result) { + on_floor = false; + on_ceiling = false; + on_wall = false; + if (up_direction == Vector3()) { + //all is a wall + on_wall = true; + } else { + if (Math::acos(p_result.collision_normal.dot(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 (Math::acos(p_result.collision_normal.dot(-up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling + on_ceiling = true; + } else { + on_wall = true; + on_floor_body = p_result.collider; + floor_velocity = p_result.collider_velocity; + } + } +} + bool CharacterBody3D::separate_raycast_shapes(PhysicsServer3D::MotionResult &r_result) { PhysicsServer3D::SeparationResult sep_res[8]; //max 8 rays |