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Diffstat (limited to 'scene/3d/physics_body_3d.cpp')
-rw-r--r--scene/3d/physics_body_3d.cpp48
1 files changed, 15 insertions, 33 deletions
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index 8888aa183a..0eefb45c04 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -34,8 +34,8 @@
#include "scene/scene_string_names.h"
void PhysicsBody3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("move_and_collide", "distance", "test_only", "safe_margin", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(1));
- ClassDB::bind_method(D_METHOD("test_move", "from", "distance", "collision", "safe_margin", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(1));
+ ClassDB::bind_method(D_METHOD("move_and_collide", "distance", "test_only", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(false), DEFVAL(1));
+ ClassDB::bind_method(D_METHOD("test_move", "from", "distance", "collision", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(false), 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);
@@ -91,10 +91,10 @@ 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_distance, bool p_test_only, real_t p_margin, int p_max_collisions) {
+Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_distance, bool p_test_only, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) {
PhysicsServer3D::MotionParameters parameters(get_global_transform(), p_distance, p_margin);
parameters.max_collisions = p_max_collisions;
- parameters.recovery_as_collision = false; // Don't report collisions generated only from recovery.
+ parameters.recovery_as_collision = p_recovery_as_collision;
PhysicsServer3D::MotionResult result;
@@ -169,7 +169,7 @@ bool PhysicsBody3D::move_and_collide(const PhysicsServer3D::MotionParameters &p_
return colliding;
}
-bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_distance, const Ref<KinematicCollision3D> &r_collision, real_t p_margin, int p_max_collisions) {
+bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_distance, const Ref<KinematicCollision3D> &r_collision, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) {
ERR_FAIL_COND_V(!is_inside_tree(), false);
PhysicsServer3D::MotionResult *r = nullptr;
@@ -182,7 +182,7 @@ bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_distan
}
PhysicsServer3D::MotionParameters parameters(p_from, p_distance, p_margin);
- parameters.recovery_as_collision = false; // Don't report collisions generated only from recovery.
+ parameters.recovery_as_collision = p_recovery_as_collision;
return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r);
}
@@ -317,11 +317,6 @@ void AnimatableBody3D::_update_kinematic_motion() {
}
}
-void AnimatableBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
- AnimatableBody3D *body = (AnimatableBody3D *)p_instance;
- body->_body_state_changed(p_state);
-}
-
void AnimatableBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
linear_velocity = p_state->get_linear_velocity();
angular_velocity = p_state->get_angular_velocity();
@@ -373,7 +368,7 @@ void AnimatableBody3D::_bind_methods() {
AnimatableBody3D::AnimatableBody3D() :
StaticBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) {
- PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody3D::_body_state_changed));
}
void RigidBody3D::_body_enter_tree(ObjectID p_id) {
@@ -488,11 +483,6 @@ struct _RigidBodyInOut {
int local_shape = 0;
};
-void RigidBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
- RigidBody3D *body = (RigidBody3D *)p_instance;
- body->_body_state_changed(p_state);
-}
-
void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
set_ignore_transform_notification(true);
set_global_transform(p_state->get_transform());
@@ -982,10 +972,10 @@ TypedArray<Node3D> RigidBody3D::get_colliding_bodies() const {
return ret;
}
-TypedArray<String> RigidBody3D::get_configuration_warnings() const {
+PackedStringArray RigidBody3D::get_configuration_warnings() const {
Transform3D t = get_transform();
- TypedArray<String> warnings = Node::get_configuration_warnings();
+ PackedStringArray warnings = Node::get_configuration_warnings();
if (ABS(t.basis.get_column(0).length() - 1.0) > 0.05 || ABS(t.basis.get_column(1).length() - 1.0) > 0.05 || ABS(t.basis.get_column(2).length() - 1.0) > 0.05) {
warnings.push_back(RTR("Size changes to RigidBody will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
@@ -1139,7 +1129,7 @@ void RigidBody3D::_validate_property(PropertyInfo &p_property) const {
RigidBody3D::RigidBody3D() :
PhysicsBody3D(PhysicsServer3D::BODY_MODE_RIGID) {
- PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &RigidBody3D::_body_state_changed));
}
RigidBody3D::~RigidBody3D() {
@@ -1210,7 +1200,6 @@ bool CharacterBody3D::move_and_slide() {
if (!current_platform_velocity.is_zero_approx()) {
PhysicsServer3D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin);
- parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
parameters.exclude_bodies.insert(platform_rid);
if (platform_object_id.is_valid()) {
@@ -1274,8 +1263,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
for (int iteration = 0; iteration < max_slides; ++iteration) {
PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin);
- parameters.max_collisions = 4;
- parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
+ parameters.max_collisions = 6; // There can be 4 collisions between 2 walls + 2 more for the floor.
PhysicsServer3D::MotionResult result;
bool collided = move_and_collide(parameters, result, false, !sliding_enabled);
@@ -1520,7 +1508,6 @@ void CharacterBody3D::_move_and_slide_floating(double p_delta) {
bool first_slide = true;
for (int iteration = 0; iteration < max_slides; ++iteration) {
PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin);
- parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
PhysicsServer3D::MotionResult result;
bool collided = move_and_collide(parameters, result, false, false);
@@ -1575,7 +1562,7 @@ void CharacterBody3D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_
PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
parameters.max_collisions = 4;
- parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
+ parameters.recovery_as_collision = true; // Report margin recovery as collision to improve floor detection.
parameters.collide_separation_ray = true;
PhysicsServer3D::MotionResult result;
@@ -1611,7 +1598,7 @@ bool CharacterBody3D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_f
PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
parameters.max_collisions = 4;
- parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
+ parameters.recovery_as_collision = true; // Report margin recovery as collision to improve floor detection.
parameters.collide_separation_ray = true;
PhysicsServer3D::MotionResult result;
@@ -2903,11 +2890,6 @@ void PhysicalBone3D::_notification(int p_what) {
}
}
-void PhysicalBone3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
- PhysicalBone3D *bone = (PhysicalBone3D *)p_instance;
- bone->_body_state_changed(p_state);
-}
-
void PhysicalBone3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
if (!simulate_physics || !_internal_simulate_physics) {
return;
@@ -3425,7 +3407,7 @@ void PhysicalBone3D::_start_physics_simulation() {
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_collision_priority(get_rid(), get_collision_priority());
- PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &PhysicalBone3D::_body_state_changed));
set_as_top_level(true);
_internal_simulate_physics = true;
}
@@ -3446,7 +3428,7 @@ void PhysicalBone3D::_stop_physics_simulation() {
PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), 1.0);
}
if (_internal_simulate_physics) {
- PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), nullptr, nullptr);
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), Callable());
parent_skeleton->set_bone_global_pose_override(bone_id, Transform3D(), 0.0, false);
set_as_top_level(false);
_internal_simulate_physics = false;