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@@ -971,11 +971,11 @@ RigidBody2D::~RigidBody2D() {
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//////////////////////////
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-Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes) {
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+Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
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Collision col;
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- if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes)) {
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+ if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) {
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if (motion_cache.is_null()) {
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motion_cache.instance();
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motion_cache->owner = this;
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@@ -1026,7 +1026,7 @@ bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision
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}
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}
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-bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes) {
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+bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only) {
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Transform2D gt = get_global_transform();
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Physics2DServer::MotionResult result;
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@@ -1039,23 +1039,36 @@ bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_
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r_collision.collision = result.collision_point;
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r_collision.normal = result.collision_normal;
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r_collision.collider = result.collider_id;
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+ r_collision.collider_rid = result.collider;
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r_collision.travel = result.motion;
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r_collision.remainder = result.remainder;
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r_collision.local_shape = result.collision_local_shape;
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}
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- gt.elements[2] += result.motion;
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- set_global_transform(gt);
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+ if (!p_test_only) {
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+ gt.elements[2] += result.motion;
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+ set_global_transform(gt);
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+ }
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return colliding;
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}
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Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, bool p_infinite_inertia, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle) {
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- Vector2 motion = (floor_velocity + p_linear_velocity) * get_physics_process_delta_time();
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+ Vector2 floor_motion = floor_velocity;
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+ if (on_floor && on_floor_body.is_valid()) {
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+ //this approach makes sure there is less delay between the actual body velocity and the one we saved
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+ Physics2DDirectBodyState *bs = Physics2DServer::get_singleton()->body_get_direct_state(on_floor_body);
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+ if (bs) {
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+ floor_motion = bs->get_linear_velocity();
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+ }
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+ }
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+
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+ Vector2 motion = (floor_motion + p_linear_velocity) * get_physics_process_delta_time();
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Vector2 lv = p_linear_velocity;
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on_floor = false;
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+ on_floor_body = RID();
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on_ceiling = false;
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on_wall = false;
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colliders.clear();
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@@ -1096,6 +1109,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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if (collision.normal.dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor
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on_floor = true;
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+ on_floor_body = collision.collider_rid;
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floor_velocity = collision.collider_vel;
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Vector2 rel_v = lv - floor_velocity;
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@@ -1133,20 +1147,29 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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return lv;
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}
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-bool KinematicBody2D::snap_to_floor(const Vector2 &p_direction, float p_floor_max_angle) {
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+Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction, bool p_infinite_inertia, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle) {
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+
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+ bool was_on_floor = on_floor;
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+
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+ Vector2 ret = move_and_slide(p_linear_velocity, p_floor_direction, p_infinite_inertia, p_slope_stop_min_velocity, p_max_slides, p_floor_max_angle);
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+ if (!was_on_floor || p_snap == Vector2()) {
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+ return ret;
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+ }
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+ Collision col;
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Transform2D gt = get_global_transform();
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- Physics2DServer::MotionResult result;
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- bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_direction, false, margin, &result, false);
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- if (colliding) {
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- gt.elements[2] += result.motion;
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- if (Math::acos(p_direction.normalized().dot(-result.collision_normal)) < p_floor_max_angle) {
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+
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+ if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
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+ gt.elements[2] += col.travel;
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+ if (p_floor_direction != Vector2() && Math::acos(p_floor_direction.normalized().dot(col.normal)) < p_floor_max_angle) {
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on_floor = true;
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+ on_floor_body = col.collider_rid;
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+ floor_velocity = col.collider_vel;
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}
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set_global_transform(gt);
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}
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- return colliding;
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+ return ret;
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}
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bool KinematicBody2D::is_on_floor() const {
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@@ -1210,11 +1233,60 @@ Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) {
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return slide_colliders[p_bounce];
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}
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+void KinematicBody2D::set_sync_to_physics(bool p_enable) {
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+
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+ if (sync_to_physics == p_enable) {
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+ return;
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+ }
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+ sync_to_physics = p_enable;
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+ if (p_enable) {
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+ Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
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+ set_only_update_transform_changes(true);
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+ set_notify_local_transform(true);
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+ } else {
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+ Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, "");
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+ set_only_update_transform_changes(false);
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+ set_notify_local_transform(false);
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+ }
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+}
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+
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+bool KinematicBody2D::is_sync_to_physics_enabled() const {
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+ return sync_to_physics;
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+}
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+
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+void KinematicBody2D::_direct_state_changed(Object *p_state) {
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+
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+ if (!sync_to_physics)
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+ return;
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+
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+ Physics2DDirectBodyState *state = Object::cast_to<Physics2DDirectBodyState>(p_state);
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+
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+ last_valid_transform = state->get_transform();
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+ set_notify_local_transform(false);
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+ set_global_transform(last_valid_transform);
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+ set_notify_local_transform(true);
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+}
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+
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+void KinematicBody2D::_notification(int p_what) {
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+ if (p_what == NOTIFICATION_ENTER_TREE) {
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+ last_valid_transform = get_global_transform();
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+ }
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+
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+ if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
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+ //used by sync to physics, send the new transform to the physics
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+ Transform2D new_transform = get_global_transform();
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+ Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_TRANSFORM, new_transform);
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+ //but then revert changes
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+ set_notify_local_transform(false);
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+ set_global_transform(last_valid_transform);
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+ set_notify_local_transform(true);
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+ }
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+}
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void KinematicBody2D::_bind_methods() {
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- ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true));
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+ ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "infinite_inertia", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(true), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
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- ClassDB::bind_method(D_METHOD("snap_to_floor", "motion", "max_floor_angle"), &KinematicBody2D::snap_to_floor, DEFVAL(Math::deg2rad(45.0)));
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+ ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "floor_normal", "infinite_inertia", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(true), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
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ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move);
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@@ -1229,7 +1301,13 @@ void KinematicBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody2D::get_slide_count);
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ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody2D::_get_slide_collision);
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+ ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &KinematicBody2D::set_sync_to_physics);
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+ ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &KinematicBody2D::is_sync_to_physics_enabled);
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+
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+ ClassDB::bind_method(D_METHOD("_direct_state_changed"), &KinematicBody2D::_direct_state_changed);
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+
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
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+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
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}
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KinematicBody2D::KinematicBody2D() :
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@@ -1240,6 +1318,7 @@ KinematicBody2D::KinematicBody2D() :
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on_floor = false;
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on_ceiling = false;
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on_wall = false;
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+ sync_to_physics = false;
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}
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KinematicBody2D::~KinematicBody2D() {
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if (motion_cache.is_valid()) {
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