diff options
Diffstat (limited to 'scene/3d/physics_body_3d.cpp')
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 45 |
1 files changed, 21 insertions, 24 deletions
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index aa000d4d3a..9555c3f7a1 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -44,11 +44,8 @@ #endif void PhysicsBody3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &PhysicsBody3D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false)); - ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "collision"), &PhysicsBody3D::test_move, DEFVAL(true), DEFVAL(true), DEFVAL(Variant())); - - ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &PhysicsBody3D::set_safe_margin); - ClassDB::bind_method(D_METHOD("get_safe_margin"), &PhysicsBody3D::get_safe_margin); + ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only", "safe_margin"), &PhysicsBody3D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false), DEFVAL(0.001)); + ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "collision", "safe_margin"), &PhysicsBody3D::test_move, DEFVAL(true), DEFVAL(true), DEFVAL(Variant()), DEFVAL(0.001)); 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); @@ -57,8 +54,6 @@ void PhysicsBody3D::_bind_methods() { ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody3D::add_collision_exception_with); ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody3D::remove_collision_exception_with); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin"); - ADD_GROUP("Axis Lock", "axis_lock_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_X); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Y); @@ -107,9 +102,9 @@ 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_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) { +Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only, real_t p_margin) { PhysicsServer3D::MotionResult result; - if (move_and_collide(p_motion, p_infinite_inertia, result, p_exclude_raycast_shapes, p_test_only)) { + if (move_and_collide(p_motion, p_infinite_inertia, result, p_margin, p_exclude_raycast_shapes, p_test_only)) { if (motion_cache.is_null()) { motion_cache.instance(); motion_cache->owner = this; @@ -123,9 +118,9 @@ 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, bool p_exclude_raycast_shapes, bool p_test_only) { +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) { Transform3D gt = get_global_transform(); - bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, &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); for (int i = 0; i < 3; i++) { if (locked_axis & (1 << i)) { @@ -141,7 +136,7 @@ bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, bool p_infinite_in return colliding; } -bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, const Ref<KinematicCollision3D> &r_collision) { +bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, const Ref<KinematicCollision3D> &r_collision, real_t p_margin) { ERR_FAIL_COND_V(!is_inside_tree(), false); PhysicsServer3D::MotionResult *r = nullptr; @@ -150,16 +145,7 @@ 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_infinite_inertia, r, p_exclude_raycast_shapes); -} - -void PhysicsBody3D::set_safe_margin(real_t p_margin) { - margin = p_margin; - PhysicsServer3D::get_singleton()->body_set_kinematic_safe_margin(get_rid(), margin); -} - -real_t PhysicsBody3D::get_safe_margin() const { - return margin; + return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, p_margin, r, p_exclude_raycast_shapes); } void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) { @@ -985,7 +971,7 @@ Vector3 CharacterBody3D::move_and_slide(const Vector3 &p_linear_velocity) { for (int i = 0; i < 2; ++i) { bool collided; if (i == 0) { //collide - collided = move_and_collide(motion, infinite_inertia, result); + collided = move_and_collide(motion, infinite_inertia, result, margin); if (!collided) { motion = Vector3(); //clear because no collision happened and motion completed } @@ -1054,7 +1040,7 @@ Vector3 CharacterBody3D::move_and_slide(const Vector3 &p_linear_velocity) { // Apply snap. Transform3D gt = get_global_transform(); PhysicsServer3D::MotionResult result; - if (move_and_collide(snap, infinite_inertia, result, false, true)) { + if (move_and_collide(snap, infinite_inertia, result, margin, false, true)) { bool apply = true; if (up_direction != Vector3()) { if (Math::acos(result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { @@ -1116,6 +1102,14 @@ bool CharacterBody3D::separate_raycast_shapes(PhysicsServer3D::MotionResult &r_r } } +void CharacterBody3D::set_safe_margin(real_t p_margin) { + margin = p_margin; +} + +real_t CharacterBody3D::get_safe_margin() const { + return margin; +} + bool CharacterBody3D::is_on_floor() const { return on_floor; } @@ -1223,6 +1217,8 @@ void CharacterBody3D::_notification(int p_what) { void CharacterBody3D::_bind_methods() { ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity"), &CharacterBody3D::move_and_slide); + ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody3D::set_safe_margin); + ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody3D::get_safe_margin); ClassDB::bind_method(D_METHOD("is_stop_on_slope_enabled"), &CharacterBody3D::is_stop_on_slope_enabled); ClassDB::bind_method(D_METHOD("set_stop_on_slope_enabled", "enabled"), &CharacterBody3D::set_stop_on_slope_enabled); ClassDB::bind_method(D_METHOD("is_infinite_inertia_enabled"), &CharacterBody3D::is_infinite_inertia_enabled); @@ -1251,6 +1247,7 @@ void CharacterBody3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle"), "set_floor_max_angle", "get_floor_max_angle"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap"), "set_snap", "get_snap"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_direction"), "set_up_direction", "get_up_direction"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin"); } void CharacterBody3D::_direct_state_changed(Object *p_state) { |