diff options
Diffstat (limited to 'scene')
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 57 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.h | 2 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 63 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.h | 2 | ||||
-rw-r--r-- | scene/main/viewport.cpp | 13 | ||||
-rw-r--r-- | scene/main/viewport.h | 5 |
6 files changed, 117 insertions, 25 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 241a997ada..7c41cd98fb 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -76,13 +76,46 @@ Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_i return Ref<KinematicCollision2D>(); } -bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes, bool p_test_only) { +bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes, bool p_test_only, bool p_cancel_sliding) { if (is_only_update_transform_changes_enabled()) { ERR_PRINT("Move functions do not work together with 'sync to physics' option. Please read the documentation."); } Transform2D gt = get_global_transform(); bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, p_margin, &r_result, p_exclude_raycast_shapes); + // Restore direction of motion to be along original motion, + // in order to avoid sliding due to recovery, + // but only if collision depth is low enough to avoid tunneling. + real_t motion_length = p_motion.length(); + if (motion_length > CMP_EPSILON) { + real_t precision = 0.001; + + if (colliding && p_cancel_sliding) { + // 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); + + if (r_result.collision_depth > (real_t)p_margin + precision) { + p_cancel_sliding = false; + } + } + + if (p_cancel_sliding) { + // Check depth of recovery. + Vector2 motion_normal = p_motion / motion_length; + real_t dot = r_result.motion.dot(motion_normal); + Vector2 recovery = r_result.motion - motion_normal * dot; + real_t recovery_length = recovery.length(); + // Fixes cases where canceling slide causes the motion to go too deep into the ground, + // Becauses we're only taking rest information into account and not general recovery. + if (recovery_length < (real_t)p_margin + precision) { + // Apply adjustment to motion. + r_result.motion = motion_normal * dot; + r_result.remainder = p_motion - r_result.motion; + } + } + } + if (!p_test_only) { gt.elements[2] += r_result.motion; set_global_transform(gt); @@ -942,15 +975,16 @@ void CharacterBody2D::move_and_slide() { floor_normal = Vector2(); floor_velocity = Vector2(); - int slide_count = max_slides; - while (slide_count) { + // No sliding on first attempt to keep floor motion stable when possible. + bool sliding_enabled = false; + for (int iteration = 0; iteration < max_slides; ++iteration) { PhysicsServer2D::MotionResult result; bool found_collision = false; for (int i = 0; i < 2; ++i) { bool collided; if (i == 0) { //collide - collided = move_and_collide(motion, infinite_inertia, result, margin); + collided = move_and_collide(motion, infinite_inertia, result, margin, true, false, !sliding_enabled); if (!collided) { motion = Vector2(); //clear because no collision happened and motion completed } @@ -966,7 +1000,6 @@ void CharacterBody2D::move_and_slide() { found_collision = true; motion_results.push_back(result); - motion = result.remainder; if (up_direction == Vector2()) { //all is a wall @@ -980,7 +1013,7 @@ void CharacterBody2D::move_and_slide() { floor_velocity = result.collider_velocity; if (stop_on_slope) { - if ((body_velocity_normal + up_direction).length() < 0.01 && result.motion.length() < 1) { + if ((body_velocity_normal + up_direction).length() < 0.01) { Transform2D gt = get_global_transform(); gt.elements[2] -= result.motion.slide(up_direction); set_global_transform(gt); @@ -995,16 +1028,20 @@ void CharacterBody2D::move_and_slide() { } } - motion = motion.slide(result.collision_normal); - linear_velocity = linear_velocity.slide(result.collision_normal); + if (sliding_enabled || !on_floor) { + motion = result.remainder.slide(result.collision_normal); + linear_velocity = linear_velocity.slide(result.collision_normal); + } else { + motion = result.remainder; + } } + + sliding_enabled = true; } if (!found_collision || motion == Vector2()) { break; } - - --slide_count; } if (!was_on_floor || snap == Vector2()) { diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index 31e7fccde0..5a5417eaf3 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -50,7 +50,7 @@ protected: Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false, real_t p_margin = 0.08); public: - bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes = true, bool p_test_only = false); + bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes = true, bool p_test_only = false, bool p_cancel_sliding = true); bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08); TypedArray<PhysicsBody2D> get_collision_exceptions(); diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 00c372cd26..cb2a873f62 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -118,10 +118,43 @@ 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 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) { 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); + // Restore direction of motion to be along original motion, + // in order to avoid sliding due to recovery, + // but only if collision depth is low enough to avoid tunneling. + real_t motion_length = p_motion.length(); + if (motion_length > CMP_EPSILON) { + real_t precision = CMP_EPSILON; + + if (colliding && p_cancel_sliding) { + // 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); + + if (r_result.collision_depth > (real_t)p_margin + precision) { + p_cancel_sliding = false; + } + } + + if (p_cancel_sliding) { + // Check depth of recovery. + Vector3 motion_normal = p_motion / motion_length; + real_t dot = r_result.motion.dot(motion_normal); + Vector3 recovery = r_result.motion - motion_normal * dot; + real_t recovery_length = recovery.length(); + // Fixes cases where canceling slide causes the motion to go too deep into the ground, + // Becauses we're only taking rest information into account and not general recovery. + if (recovery_length < (real_t)p_margin + precision) { + // Apply adjustment to motion. + r_result.motion = motion_normal * dot; + r_result.remainder = p_motion - r_result.motion; + } + } + } + for (int i = 0; i < 3; i++) { if (locked_axis & (1 << i)) { r_result.motion[i] = 0; @@ -978,15 +1011,16 @@ void CharacterBody3D::move_and_slide() { floor_normal = Vector3(); floor_velocity = Vector3(); - int slide_count = max_slides; - while (slide_count) { + // No sliding on first attempt to keep motion stable when possible. + bool sliding_enabled = false; + for (int iteration = 0; iteration < max_slides; ++iteration) { PhysicsServer3D::MotionResult result; bool found_collision = false; for (int i = 0; i < 2; ++i) { bool collided; if (i == 0) { //collide - collided = move_and_collide(motion, infinite_inertia, result, margin); + collided = move_and_collide(motion, infinite_inertia, result, margin, true, false, !sliding_enabled); if (!collided) { motion = Vector3(); //clear because no collision happened and motion completed } @@ -1002,7 +1036,6 @@ void CharacterBody3D::move_and_slide() { found_collision = true; motion_results.push_back(result); - motion = result.remainder; if (up_direction == Vector3()) { //all is a wall @@ -1016,7 +1049,7 @@ void CharacterBody3D::move_and_slide() { floor_velocity = result.collider_velocity; if (stop_on_slope) { - if ((body_velocity_normal + up_direction).length() < 0.01 && result.motion.length() < 1) { + if ((body_velocity_normal + up_direction).length() < 0.01) { Transform3D gt = get_global_transform(); gt.origin -= result.motion.slide(up_direction); set_global_transform(gt); @@ -1031,22 +1064,26 @@ void CharacterBody3D::move_and_slide() { } } - motion = motion.slide(result.collision_normal); - linear_velocity = linear_velocity.slide(result.collision_normal); + if (sliding_enabled || !on_floor) { + motion = result.remainder.slide(result.collision_normal); + linear_velocity = linear_velocity.slide(result.collision_normal); - for (int j = 0; j < 3; j++) { - if (locked_axis & (1 << j)) { - linear_velocity[j] = 0.0; + for (int j = 0; j < 3; j++) { + if (locked_axis & (1 << j)) { + linear_velocity[j] = 0.0; + } } + } else { + motion = result.remainder; } } + + sliding_enabled = true; } if (!found_collision || motion == Vector3()) { break; } - - --slide_count; } if (!was_on_floor || snap == Vector3()) { diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h index c704a578d7..9d45ce3799 100644 --- a/scene/3d/physics_body_3d.h +++ b/scene/3d/physics_body_3d.h @@ -53,7 +53,7 @@ protected: Ref<KinematicCollision3D> _move(const Vector3 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false, real_t p_margin = 0.001); public: - bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes = true, bool p_test_only = false); + bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes = true, bool p_test_only = false, bool p_cancel_sliding = true); bool test_move(const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001); void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock); diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index cc56d6a49e..319e589036 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -929,6 +929,15 @@ bool Viewport::is_audio_listener_2d() const { return audio_listener_2d; } +void Viewport::set_disable_3d(bool p_disable) { + disable_3d = p_disable; + RenderingServer::get_singleton()->viewport_set_disable_3d(viewport, disable_3d); +} + +bool Viewport::is_3d_disabled() const { + return disable_3d; +} + void Viewport::enable_canvas_transform_override(bool p_enable) { if (override_canvas_transform == p_enable) { return; @@ -3516,6 +3525,9 @@ void Viewport::_bind_methods() { ClassDB::bind_method(D_METHOD("set_as_audio_listener_2d", "enable"), &Viewport::set_as_audio_listener_2d); ClassDB::bind_method(D_METHOD("is_audio_listener_2d"), &Viewport::is_audio_listener_2d); + ClassDB::bind_method(D_METHOD("set_disable_3d", "disable"), &Viewport::set_disable_3d); + ClassDB::bind_method(D_METHOD("is_3d_disabled"), &Viewport::is_3d_disabled); + ClassDB::bind_method(D_METHOD("get_mouse_position"), &Viewport::get_mouse_position); ClassDB::bind_method(D_METHOD("warp_mouse", "to_position"), &Viewport::warp_mouse); @@ -3582,6 +3594,7 @@ void Viewport::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::BOOL, "snap_2d_transforms_to_pixel"), "set_snap_2d_transforms_to_pixel", "is_snap_2d_transforms_to_pixel_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "snap_2d_vertices_to_pixel"), "set_snap_2d_vertices_to_pixel", "is_snap_2d_vertices_to_pixel_enabled"); ADD_GROUP("Rendering", ""); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disable_3d"), "set_disable_3d", "is_3d_disabled"); ADD_PROPERTY(PropertyInfo(Variant::INT, "msaa", PROPERTY_HINT_ENUM, "Disabled (Fastest),2x (Fast),4x (Average),8x (Slow),16x (Slower)"), "set_msaa", "get_msaa"); ADD_PROPERTY(PropertyInfo(Variant::INT, "screen_space_aa", PROPERTY_HINT_ENUM, "Disabled (Fastest),FXAA (Fast)"), "set_screen_space_aa", "get_screen_space_aa"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_debanding"), "set_use_debanding", "is_using_debanding"); diff --git a/scene/main/viewport.h b/scene/main/viewport.h index d905e44a82..29491a1178 100644 --- a/scene/main/viewport.h +++ b/scene/main/viewport.h @@ -288,6 +288,8 @@ private: void _update_listener(); void _update_listener_2d(); + bool disable_3d = false; + void _propagate_enter_world(Node *p_node); void _propagate_exit_world(Node *p_node); void _propagate_viewport_notification(Node *p_node, int p_what); @@ -503,6 +505,9 @@ public: void set_as_audio_listener_2d(bool p_enable); bool is_audio_listener_2d() const; + void set_disable_3d(bool p_disable); + bool is_3d_disabled() const; + void update_canvas_items(); Rect2 get_visible_rect() const; |