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@@ -28,6 +28,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "physics_body.h"
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+#include "method_bind_ext.inc"
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#include "scene/scene_string_names.h"
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void PhysicsBody::_notification(int p_what) {
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@@ -907,6 +908,19 @@ bool KinematicBody::_ignores_mode(PhysicsServer::BodyMode p_mode) const {
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return true;
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}
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+void KinematicBody::revert_motion() {
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+
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+ Transform gt = get_global_transform();
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+ gt.origin -= travel; //I do hope this is correct.
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+ travel = Vector3();
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+ set_global_transform(gt);
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+}
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+
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+Vector3 KinematicBody::get_travel() const {
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+
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+ return travel;
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+}
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+
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Vector3 KinematicBody::move(const Vector3 &p_motion) {
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//give me back regular physics engine logic
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@@ -1097,10 +1111,111 @@ Vector3 KinematicBody::move(const Vector3 &p_motion) {
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Transform gt = get_global_transform();
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gt.origin += motion;
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set_global_transform(gt);
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+ travel = motion;
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return p_motion - motion;
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}
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+Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction, const Vector3 &p_ceil_direction, float p_slope_stop_min_velocity, int p_max_bounces, float p_floor_max_angle, float p_ceil_max_angle) {
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+
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+ /*
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+ Things to note:
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+ 1. This function is basically the KinematicBody2D function ported over.
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+ 2. The 'travel' variable and stuff relating to it exists more or less for this function's sake.
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+ 3. Someone is going to have to document this, so here's an example for them:
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+ vel = move_and_slide(vel, Vector3(0, 1, 0), Vector3(0, -1, 0), 0.1);
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+ Very useful for FPS controllers so long as you control horizontal motion properly - even for Quake-style AABB colliders.
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+ The slope stop system is... rather weird, and it's correct operation depends on what scale your game is built on,
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+ but as far as I can tell in theory it's suppposed to be a way of turning impassable slopes into invisible walls.
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+ It can also be a pain, since there's a better-known way of defining such things: "let gravity do the work".
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+ If you don't like it, set it to positive infinity.
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+ 4. Might be a bug somewhere else in physics: When there are two CollisionShape nodes with a shared Shape, only one is considered, I think.
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+ Test this further.
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+ */
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+
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+ Vector3 motion = (move_and_slide_floor_velocity + p_linear_velocity) * get_fixed_process_delta_time();
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+ Vector3 lv = p_linear_velocity;
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+
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+ move_and_slide_on_floor = false;
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+ move_and_slide_on_ceiling = false;
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+ move_and_slide_on_wall = false;
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+ move_and_slide_colliders.clear();
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+ move_and_slide_floor_velocity = Vector3();
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+
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+ while (p_max_bounces) {
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+
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+ motion = move(motion);
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+
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+ if (is_colliding()) {
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+
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+ bool hit_horizontal = false; //hit floor or ceiling
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+
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+ if (p_floor_direction != Vector3()) {
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+ if (get_collision_normal().dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor
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+
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+ hit_horizontal = true;
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+ move_and_slide_on_floor = true;
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+ move_and_slide_floor_velocity = get_collider_velocity();
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+
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+ //Note: These two lines are the only lines that really changed between 3D/2D, see if it can't be reused somehow???
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+ Vector2 hz_velocity = Vector2(lv.x - move_and_slide_floor_velocity.x, lv.z - move_and_slide_floor_velocity.z);
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+ if (get_travel().length() < 1 && hz_velocity.length() < p_slope_stop_min_velocity) {
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+ revert_motion();
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+ return Vector3();
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+ }
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+ }
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+ }
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+
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+ if (p_ceil_direction != Vector3()) {
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+ if (get_collision_normal().dot(p_ceil_direction) >= Math::cos(p_ceil_max_angle)) { //ceiling
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+ hit_horizontal = true;
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+ move_and_slide_on_ceiling = true;
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+ }
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+ }
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+
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+ //if it hit something but didn't hit a floor or ceiling, it is by default a wall
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+ //(this imitates the pre-specifiable-ceiling logic more or less, except ceiling is optional)
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+ if (!hit_horizontal) {
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+ move_and_slide_on_wall = true;
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+ }
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+
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+ Vector3 n = get_collision_normal();
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+ motion = motion.slide(n);
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+ lv = lv.slide(n);
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+ Variant collider = _get_collider();
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+ if (collider.get_type() != Variant::NIL) {
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+ move_and_slide_colliders.push_back(collider);
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+ }
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+
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+ } else {
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+ break;
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+ }
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+
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+ p_max_bounces--;
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+ if (motion == Vector3())
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+ break;
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+ }
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+
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+ return lv;
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+}
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+
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+bool KinematicBody::is_move_and_slide_on_floor() const {
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+
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+ return move_and_slide_on_floor;
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+}
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+bool KinematicBody::is_move_and_slide_on_wall() const {
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+
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+ return move_and_slide_on_wall;
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+}
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+bool KinematicBody::is_move_and_slide_on_ceiling() const {
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+
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+ return move_and_slide_on_ceiling;
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+}
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+Array KinematicBody::get_move_and_slide_colliders() const {
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+
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+ return move_and_slide_colliders;
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+}
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+
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Vector3 KinematicBody::move_to(const Vector3 &p_position) {
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return move(p_position - get_global_transform().origin);
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@@ -1223,6 +1338,7 @@ void KinematicBody::_bind_methods() {
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ClassDB::bind_method(D_METHOD("move", "rel_vec"), &KinematicBody::move);
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ClassDB::bind_method(D_METHOD("move_to", "position"), &KinematicBody::move_to);
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+ ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "ceil_normal", "slope_stop_min_velocity", "max_bounces", "floor_max_angle", "ceil_max_angle"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(Vector3(0, 0, 0)), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(Math::deg2rad((float)45)));
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ClassDB::bind_method(D_METHOD("can_teleport_to", "position"), &KinematicBody::can_teleport_to);
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@@ -1249,6 +1365,14 @@ void KinematicBody::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_collision_margin", "pixels"), &KinematicBody::set_collision_margin);
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ClassDB::bind_method(D_METHOD("get_collision_margin", "pixels"), &KinematicBody::get_collision_margin);
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+ ClassDB::bind_method(D_METHOD("get_travel"), &KinematicBody::get_travel);
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+ ClassDB::bind_method(D_METHOD("revert_motion"), &KinematicBody::revert_motion);
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+
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+ ClassDB::bind_method(D_METHOD("get_move_and_slide_colliders"), &KinematicBody::get_move_and_slide_colliders);
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+ ClassDB::bind_method(D_METHOD("is_move_and_slide_on_floor"), &KinematicBody::is_move_and_slide_on_floor);
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+ ClassDB::bind_method(D_METHOD("is_move_and_slide_on_ceiling"), &KinematicBody::is_move_and_slide_on_ceiling);
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+ ClassDB::bind_method(D_METHOD("is_move_and_slide_on_wall"), &KinematicBody::is_move_and_slide_on_wall);
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+
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with/static"), "set_collide_with_static_bodies", "can_collide_with_static_bodies");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with/kinematic"), "set_collide_with_kinematic_bodies", "can_collide_with_kinematic_bodies");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with/rigid"), "set_collide_with_rigid_bodies", "can_collide_with_rigid_bodies");
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