From 1a2cb755e2d8b9d59178f36702f6dff7235b9088 Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Tue, 2 Sep 2014 23:13:40 -0300 Subject: 3D Physics and Other Stuff -=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha! --- demos/2d/platformer/stage.xml | 23 ++++---- demos/3d/kinematic_char/cubelib.res | Bin 0 -> 11431 bytes demos/3d/kinematic_char/cubio.gd | 96 +++++++++++++++++++++++++++++++ demos/3d/kinematic_char/engine.cfg | 17 ++++++ demos/3d/kinematic_char/follow_camera.gd | 92 +++++++++++++++++++++++++++++ demos/3d/kinematic_char/kinebody3d.png | Bin 0 -> 6078 bytes demos/3d/kinematic_char/level.scn | Bin 0 -> 15257 bytes demos/3d/kinematic_char/purple_wood.tex | Bin 0 -> 173520 bytes demos/3d/kinematic_char/purplecube.scn | Bin 0 -> 9808 bytes demos/3d/kinematic_char/twood.tex | Bin 0 -> 168054 bytes demos/3d/kinematic_char/white_wood.tex | Bin 0 -> 169001 bytes 11 files changed, 218 insertions(+), 10 deletions(-) create mode 100644 demos/3d/kinematic_char/cubelib.res create mode 100644 demos/3d/kinematic_char/cubio.gd create mode 100644 demos/3d/kinematic_char/engine.cfg create mode 100644 demos/3d/kinematic_char/follow_camera.gd create mode 100644 demos/3d/kinematic_char/kinebody3d.png create mode 100644 demos/3d/kinematic_char/level.scn create mode 100644 demos/3d/kinematic_char/purple_wood.tex create mode 100644 demos/3d/kinematic_char/purplecube.scn create mode 100644 demos/3d/kinematic_char/twood.tex create mode 100644 demos/3d/kinematic_char/white_wood.tex (limited to 'demos') diff --git a/demos/2d/platformer/stage.xml b/demos/2d/platformer/stage.xml index 6a112e02aa..78d0f9ae2c 100644 --- a/demos/2d/platformer/stage.xml +++ b/demos/2d/platformer/stage.xml @@ -1,19 +1,20 @@ - + - + "names" - + "stage" "Node" + "_import_path" "__meta__" "tile_map" "TileMap" @@ -28,7 +29,9 @@ "quadrant_size" "tile_set" "tile_data" - "collision_layers" + "collision/friction" + "collision/bounce" + "collision/layers" "coins" "coin" "Area2D" @@ -140,6 +143,7 @@ 66 "variants" + "" "__editor_plugin_states__" @@ -164,7 +168,7 @@ "use_snap" False "ofs" - 418.81, 615.088 + -177.089, 415.221 "snap" 10 @@ -318,7 +322,7 @@ 4236.75, 541.058 4172.75, 541.058 - 236.879, 1051.15 + 251.684, 1045.6 1451.86, 742.969 0, 140 @@ -349,16 +353,15 @@ -202 358 -10 - "" 2 - 14 + 7 14.769231 - "This is a simple demo on how to make a platformer game with Godot. This version uses physics and the 2D physics engine for motion and collision. The demo also shows the benefits of using the scene system, where coins, enemies and the player are edited separatedly and instanced in the stage. To edit the base tiles for the tileset, open the tileset_edit.xml file and follow instructions. " + "This is a simple demo on how to make a platformer game with Godot.This version uses physics and the 2D physics engine for motion and collision.The demo also shows the benefits of using the scene system, where coins,enemies and the player are edited separatedly and instanced in the stage.To edit the base tiles for the tileset, open the tileset_edit.xml file and follow instructions." 0 -1 "nodes" - -1, -1, 1, 0, -1, 1, 2, 0, 0, 0, 0, 4, 3, -1, 13, 5, 1, 6, 2, 7, 2, 8, 3, 9, 4, 10, 5, 11, 6, 12, 7, 13, 8, 14, 9, 15, 10, 16, 11, 2, 12, 0, 0, 0, 1, 17, -1, 1, 2, 13, 0, 2, 0, 19, 18, 14, 1, 9, 15, 0, 2, 0, 19, 20, 14, 1, 9, 16, 0, 2, 0, 19, 21, 14, 1, 9, 17, 0, 2, 0, 19, 22, 14, 1, 9, 18, 0, 2, 0, 19, 23, 14, 1, 9, 19, 0, 2, 0, 19, 24, 14, 1, 9, 20, 0, 2, 0, 19, 25, 14, 1, 9, 21, 0, 2, 0, 19, 26, 14, 1, 9, 22, 0, 2, 0, 19, 27, 14, 1, 9, 23, 0, 2, 0, 19, 28, 14, 1, 9, 24, 0, 2, 0, 19, 29, 14, 1, 9, 25, 0, 2, 0, 19, 30, 14, 1, 9, 26, 0, 2, 0, 19, 31, 14, 1, 9, 27, 0, 2, 0, 19, 32, 14, 1, 9, 28, 0, 2, 0, 19, 33, 14, 1, 9, 29, 0, 2, 0, 19, 34, 14, 1, 9, 30, 0, 2, 0, 19, 35, 14, 1, 9, 31, 0, 2, 0, 19, 36, 14, 1, 9, 32, 0, 2, 0, 19, 37, 14, 1, 9, 33, 0, 2, 0, 19, 38, 14, 1, 9, 34, 0, 2, 0, 19, 39, 14, 1, 9, 35, 0, 2, 0, 19, 40, 14, 1, 9, 36, 0, 2, 0, 19, 41, 14, 1, 9, 37, 0, 2, 0, 19, 42, 14, 1, 9, 38, 0, 2, 0, 19, 43, 14, 1, 9, 39, 0, 2, 0, 19, 44, 14, 1, 9, 40, 0, 2, 0, 19, 45, 14, 1, 9, 41, 0, 2, 0, 19, 46, 14, 1, 9, 42, 0, 2, 0, 19, 47, 14, 1, 9, 43, 0, 2, 0, 19, 48, 14, 1, 9, 44, 0, 2, 0, 19, 49, 14, 1, 9, 45, 0, 2, 0, 19, 50, 14, 1, 9, 46, 0, 2, 0, 19, 51, 14, 1, 9, 47, 0, 2, 0, 19, 52, 14, 1, 9, 48, 0, 2, 0, 19, 53, 14, 1, 9, 49, 0, 2, 0, 19, 54, 14, 1, 9, 50, 0, 2, 0, 19, 55, 14, 1, 9, 51, 0, 2, 0, 19, 56, 14, 1, 9, 52, 0, 2, 0, 19, 57, 14, 1, 9, 53, 0, 2, 0, 19, 58, 14, 1, 9, 54, 0, 2, 0, 19, 59, 14, 1, 9, 55, 0, 2, 0, 19, 60, 14, 1, 9, 56, 0, 0, 0, 62, 61, 57, 1, 9, 58, 0, 0, 0, 1, 63, -1, 0, 0, 46, 0, 65, 64, 59, 3, 9, 60, 66, 61, 67, 62, 0, 46, 0, 65, 68, 59, 3, 9, 63, 66, 64, 67, 65, 0, 46, 0, 65, 69, 59, 3, 9, 66, 66, 67, 67, 65, 0, 46, 0, 65, 70, 68, 1, 9, 69, 0, 0, 0, 72, 71, -1, 6, 73, 70, 74, 3, 75, 1, 76, 71, 77, 1, 78, 3, 0, 0, 0, 1, 79, -1, 0, 0, 52, 0, 62, 80, 72, 1, 9, 73, 0, 52, 0, 62, 81, 72, 1, 9, 74, 0, 52, 0, 62, 82, 72, 1, 9, 75, 0, 52, 0, 62, 83, 72, 1, 9, 76, 0, 52, 0, 62, 84, 72, 1, 9, 77, 0, 52, 0, 62, 85, 72, 1, 9, 78, 0, 52, 0, 62, 86, 72, 1, 9, 79, 0, 52, 0, 62, 87, 72, 1, 9, 80, 0, 52, 0, 62, 88, 72, 1, 9, 81, 0, 52, 0, 62, 89, 72, 1, 9, 82, 0, 52, 0, 62, 90, 72, 1, 9, 83, 0, 0, 0, 92, 91, 84, 0, 0, 0, 0, 93, 93, -1, 29, 5, 1, 6, 2, 7, 2, 8, 3, 94, 85, 95, 86, 96, 87, 97, 88, 98, 89, 99, 89, 100, 89, 101, 89, 102, 1, 103, 1, 104, 90, 105, 2, 106, 5, 107, 91, 108, 2, 109, 92, 110, 5, 111, 3, 112, 3, 113, 93, 114, 94, 115, 94, 116, 1, 117, 3, 118, 95, 0 + -1, -1, 1, 0, -1, 2, 2, 0, 3, 1, 0, 0, 0, 5, 4, -1, 16, 2, 0, 6, 2, 7, 3, 8, 3, 9, 4, 10, 5, 11, 6, 12, 7, 13, 8, 14, 9, 15, 10, 16, 11, 17, 3, 18, 6, 19, 12, 3, 13, 0, 0, 0, 1, 20, -1, 2, 2, 0, 3, 14, 0, 2, 0, 22, 21, 15, 1, 10, 16, 0, 2, 0, 22, 23, 15, 1, 10, 17, 0, 2, 0, 22, 24, 15, 1, 10, 18, 0, 2, 0, 22, 25, 15, 1, 10, 19, 0, 2, 0, 22, 26, 15, 1, 10, 20, 0, 2, 0, 22, 27, 15, 1, 10, 21, 0, 2, 0, 22, 28, 15, 1, 10, 22, 0, 2, 0, 22, 29, 15, 1, 10, 23, 0, 2, 0, 22, 30, 15, 1, 10, 24, 0, 2, 0, 22, 31, 15, 1, 10, 25, 0, 2, 0, 22, 32, 15, 1, 10, 26, 0, 2, 0, 22, 33, 15, 1, 10, 27, 0, 2, 0, 22, 34, 15, 1, 10, 28, 0, 2, 0, 22, 35, 15, 1, 10, 29, 0, 2, 0, 22, 36, 15, 1, 10, 30, 0, 2, 0, 22, 37, 15, 1, 10, 31, 0, 2, 0, 22, 38, 15, 1, 10, 32, 0, 2, 0, 22, 39, 15, 1, 10, 33, 0, 2, 0, 22, 40, 15, 1, 10, 34, 0, 2, 0, 22, 41, 15, 1, 10, 35, 0, 2, 0, 22, 42, 15, 1, 10, 36, 0, 2, 0, 22, 43, 15, 1, 10, 37, 0, 2, 0, 22, 44, 15, 1, 10, 38, 0, 2, 0, 22, 45, 15, 1, 10, 39, 0, 2, 0, 22, 46, 15, 1, 10, 40, 0, 2, 0, 22, 47, 15, 1, 10, 41, 0, 2, 0, 22, 48, 15, 1, 10, 42, 0, 2, 0, 22, 49, 15, 1, 10, 43, 0, 2, 0, 22, 50, 15, 1, 10, 44, 0, 2, 0, 22, 51, 15, 1, 10, 45, 0, 2, 0, 22, 52, 15, 1, 10, 46, 0, 2, 0, 22, 53, 15, 1, 10, 47, 0, 2, 0, 22, 54, 15, 1, 10, 48, 0, 2, 0, 22, 55, 15, 1, 10, 49, 0, 2, 0, 22, 56, 15, 1, 10, 50, 0, 2, 0, 22, 57, 15, 1, 10, 51, 0, 2, 0, 22, 58, 15, 1, 10, 52, 0, 2, 0, 22, 59, 15, 1, 10, 53, 0, 2, 0, 22, 60, 15, 1, 10, 54, 0, 2, 0, 22, 61, 15, 1, 10, 55, 0, 2, 0, 22, 62, 15, 1, 10, 56, 0, 2, 0, 22, 63, 15, 1, 10, 57, 0, 0, 0, 65, 64, 58, 1, 10, 59, 0, 0, 0, 1, 66, -1, 1, 2, 0, 0, 46, 0, 68, 67, 60, 3, 10, 61, 69, 62, 70, 63, 0, 46, 0, 68, 71, 60, 3, 10, 64, 69, 65, 70, 66, 0, 46, 0, 68, 72, 60, 3, 10, 67, 69, 68, 70, 66, 0, 46, 0, 68, 73, 69, 1, 10, 70, 0, 0, 0, 75, 74, -1, 7, 2, 0, 76, 71, 77, 4, 78, 2, 79, 72, 80, 2, 81, 4, 0, 0, 0, 1, 82, -1, 1, 2, 0, 0, 52, 0, 65, 83, 73, 1, 10, 74, 0, 52, 0, 65, 84, 73, 1, 10, 75, 0, 52, 0, 65, 85, 73, 1, 10, 76, 0, 52, 0, 65, 86, 73, 1, 10, 77, 0, 52, 0, 65, 87, 73, 1, 10, 78, 0, 52, 0, 65, 88, 73, 1, 10, 79, 0, 52, 0, 65, 89, 73, 1, 10, 80, 0, 52, 0, 65, 90, 73, 1, 10, 81, 0, 52, 0, 65, 91, 73, 1, 10, 82, 0, 52, 0, 65, 92, 73, 1, 10, 83, 0, 52, 0, 65, 93, 73, 1, 10, 84, 0, 0, 0, 95, 94, 85, 0, 0, 0, 0, 96, 96, -1, 30, 2, 0, 6, 2, 7, 3, 8, 3, 9, 4, 97, 86, 98, 87, 99, 88, 100, 89, 101, 0, 102, 0, 103, 0, 104, 0, 105, 2, 106, 2, 107, 90, 108, 3, 109, 6, 110, 91, 111, 3, 112, 92, 113, 6, 114, 4, 115, 4, 116, 93, 117, 94, 118, 94, 119, 2, 120, 4, 121, 95, 0 "conns" diff --git a/demos/3d/kinematic_char/cubelib.res b/demos/3d/kinematic_char/cubelib.res new file mode 100644 index 0000000000..66b999d78d Binary files /dev/null and b/demos/3d/kinematic_char/cubelib.res differ diff --git a/demos/3d/kinematic_char/cubio.gd b/demos/3d/kinematic_char/cubio.gd new file mode 100644 index 0000000000..6f12e39db7 --- /dev/null +++ b/demos/3d/kinematic_char/cubio.gd @@ -0,0 +1,96 @@ + +extends KinematicBody + +# member variables here, example: +# var a=2 +# var b="textvar" + +var g = -9.8 +var vel = Vector3() +const MAX_SPEED = 5 +const JUMP_SPEED = 7 +const ACCEL= 2 +const DEACCEL= 4 +const MAX_SLOPE_ANGLE = 30 + +func _fixed_process(delta): + + var dir = Vector3() #where does the player intend to walk to + var cam_xform = get_node("target/camera").get_global_transform() + + if (Input.is_action_pressed("move_forward")): + dir+=-cam_xform.basis[2] + if (Input.is_action_pressed("move_backwards")): + dir+=cam_xform.basis[2] + if (Input.is_action_pressed("move_left")): + dir+=-cam_xform.basis[0] + if (Input.is_action_pressed("move_right")): + dir+=cam_xform.basis[0] + + dir.y=0 + dir=dir.normalized() + + vel.y+=delta*g + + var hvel = vel + hvel.y=0 + + var target = dir*MAX_SPEED + var accel + if (dir.dot(hvel) >0): + accel=ACCEL + else: + accel=DEACCEL + + hvel = hvel.linear_interpolate(target,accel*delta) + + vel.x=hvel.x; + vel.z=hvel.z + + var motion = vel*delta + motion=move(vel*delta) + + var on_floor = false + var original_vel = vel + + + var floor_velocity=Vector2() + + var attempts=4 + + while(is_colliding() and attempts): + var n=get_collision_normal() + + if ( rad2deg(acos(n.dot( Vector3(0,1,0)))) < MAX_SLOPE_ANGLE ): + #if angle to the "up" vectors is < angle tolerance + #char is on floor + floor_velocity=get_collider_velocity() + on_floor=true + + motion = n.slide(motion) + vel = n.slide(vel) + if (original_vel.dot(vel) > 0): + #do not allow to slide towads the opposite direction we were coming from + motion=move(motion) + if (motion.length()<0.001): + break + attempts-=1 + + if (on_floor and floor_velocity!=Vector3()): + move(floor_velocity*delta) + + if (on_floor and Input.is_action_pressed("jump")): + vel.y=JUMP_SPEED + + var crid = get_node("../elevator1").get_rid() +# print(crid," : ",PS.body_get_state(crid,PS.BODY_STATE_TRANSFORM)) + +func _ready(): + # Initalization here + set_fixed_process(true) + pass + + +func _on_tcube_body_enter( body ): + get_node("../ty").show() + pass # replace with function body diff --git a/demos/3d/kinematic_char/engine.cfg b/demos/3d/kinematic_char/engine.cfg new file mode 100644 index 0000000000..b3060b65e0 --- /dev/null +++ b/demos/3d/kinematic_char/engine.cfg @@ -0,0 +1,17 @@ +[application] + +name="Kinematic Character 3D" +main_scene="res://level.scn" +icon="res://kinebody3d.png" + +[input] + +move_forward=[key(Up)] +move_left=[key(Left)] +move_right=[key(Right)] +move_backwards=[key(Down)] +jump=[key(Space)] + +[rasterizer] + +shadow_filter=3 diff --git a/demos/3d/kinematic_char/follow_camera.gd b/demos/3d/kinematic_char/follow_camera.gd new file mode 100644 index 0000000000..0b9ff9bbb2 --- /dev/null +++ b/demos/3d/kinematic_char/follow_camera.gd @@ -0,0 +1,92 @@ + +extends Camera + +# member variables here, example: +# var a=2 +# var b="textvar" + +var collision_exception=[] +export var min_distance=0.5 +export var max_distance=4.0 +export var angle_v_adjust=0.0 +export var autoturn_ray_aperture=25 +export var autoturn_speed=50 +var max_height = 2.0 +var min_height = 0 + +func _fixed_process(dt): + var target = get_parent().get_global_transform().origin + var pos = get_global_transform().origin + var up = Vector3(0,1,0) + + var delta = pos - target + + #regular delta follow + + #check ranges + + if (delta.length() < min_distance): + delta = delta.normalized() * min_distance + elif (delta.length() > max_distance): + delta = delta.normalized() * max_distance + + #check upper and lower height + if ( delta.y > max_height): + delta.y = max_height + if ( delta.y < min_height): + delta.y = min_height + + #check autoturn + + var ds = PhysicsServer.space_get_direct_state( get_world().get_space() ) + + + var col_left = ds.intersect_ray(target,target+Matrix3(up,deg2rad(autoturn_ray_aperture)).xform(delta),collision_exception) + var col = ds.intersect_ray(target,target,collision_exception) + var col_right = ds.intersect_ray(target,target+Matrix3(up,deg2rad(-autoturn_ray_aperture)).xform(delta),collision_exception) + + if (col!=null): + #if main ray was occluded, get camera closer, this is the worst case scenario + delta = col.position - target + elif (col_left!=null and col_right==null): + #if only left ray is occluded, turn the camera around to the right + delta = Matrix3(up,deg2rad(-dt*autoturn_speed)).xform(delta) + elif (col_left==null and col_right!=null): + #if only right ray is occluded, turn the camera around to the left + delta = Matrix3(up,deg2rad(dt*autoturn_speed)).xform(delta) + else: + #do nothing otherwise, left and right are occluded but center is not, so do not autoturn + pass + + #apply lookat + pos = target + delta + + look_at_from_pos(pos,target,up) + + #turn a little up or down + var t = get_transform() + t.basis = Matrix3(t.basis[0],deg2rad(angle_v_adjust)) * t.basis + set_transform(t) + + + +func _ready(): + +#find collision exceptions for ray + var node = self + while(node): + if (node extends RigidBody): + collision_exception.append(node.get_rid()) + break + else: + node=node.get_parent() + # Initalization here + set_fixed_process(true) + #this detaches the camera transform from the parent spatial node + set_as_toplevel(true) + + + + + + diff --git a/demos/3d/kinematic_char/kinebody3d.png b/demos/3d/kinematic_char/kinebody3d.png new file mode 100644 index 0000000000..41f0edb246 Binary files /dev/null and b/demos/3d/kinematic_char/kinebody3d.png differ diff --git a/demos/3d/kinematic_char/level.scn b/demos/3d/kinematic_char/level.scn new file mode 100644 index 0000000000..785db19adc Binary files /dev/null and b/demos/3d/kinematic_char/level.scn differ diff --git a/demos/3d/kinematic_char/purple_wood.tex b/demos/3d/kinematic_char/purple_wood.tex new file mode 100644 index 0000000000..cdf0f810f1 Binary files /dev/null and b/demos/3d/kinematic_char/purple_wood.tex differ diff --git a/demos/3d/kinematic_char/purplecube.scn b/demos/3d/kinematic_char/purplecube.scn new file mode 100644 index 0000000000..ab758366fd Binary files /dev/null and b/demos/3d/kinematic_char/purplecube.scn differ diff --git a/demos/3d/kinematic_char/twood.tex b/demos/3d/kinematic_char/twood.tex new file mode 100644 index 0000000000..65c1bd043c Binary files /dev/null and b/demos/3d/kinematic_char/twood.tex differ diff --git a/demos/3d/kinematic_char/white_wood.tex b/demos/3d/kinematic_char/white_wood.tex new file mode 100644 index 0000000000..e003442e70 Binary files /dev/null and b/demos/3d/kinematic_char/white_wood.tex differ -- cgit v1.2.3