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Merge pull request #57275 from fabriceci/revert-applying-delta-move-and-collide

Rémi Verschelde 3 years ago
parent
commit
48db38c5e7

+ 6 - 6
doc/classes/PhysicsBody2D.xml

@@ -25,12 +25,12 @@
 		</method>
 		<method name="move_and_collide">
 			<return type="KinematicCollision2D" />
-			<argument index="0" name="linear_velocity" type="Vector2" />
+			<argument index="0" name="distance" type="Vector2" />
 			<argument index="1" name="test_only" type="bool" default="false" />
 			<argument index="2" name="safe_margin" type="float" default="0.08" />
 			<description>
-				Moves the body along the vector [code]linear_velocity[/code]. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
-				The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion.
+				Moves the body along the vector [code]distance[/code]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [code]distance[/code] should be computed using [code]delta[/code].
+				Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion.
 				If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
 				[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details).
 			</description>
@@ -45,12 +45,12 @@
 		<method name="test_move">
 			<return type="bool" />
 			<argument index="0" name="from" type="Transform2D" />
-			<argument index="1" name="linear_velocity" type="Vector2" />
+			<argument index="1" name="distance" type="Vector2" />
 			<argument index="2" name="collision" type="KinematicCollision2D" default="null" />
 			<argument index="3" name="safe_margin" type="float" default="0.08" />
 			<description>
-				Checks for collisions without moving the body. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
-				Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]linear_velocity[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
+				Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [code]distance[/code] should be computed using [code]delta[/code].
+				Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]distance[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
 				[code]collision[/code] is an optional object of type [KinematicCollision2D], which contains additional information about the collision when stopped, or when touching another body along the motion.
 				[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details).
 			</description>

+ 5 - 5
doc/classes/PhysicsBody3D.xml

@@ -32,12 +32,12 @@
 		</method>
 		<method name="move_and_collide">
 			<return type="KinematicCollision3D" />
-			<argument index="0" name="linear_velocity" type="Vector3" />
+			<argument index="0" name="distance" type="Vector3" />
 			<argument index="1" name="test_only" type="bool" default="false" />
 			<argument index="2" name="safe_margin" type="float" default="0.001" />
 			<argument index="3" name="max_collisions" type="int" default="1" />
 			<description>
-				Moves the body along the vector [code]linear_velocity[/code]. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
+				Moves the body along the vector [code]distance[/code]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [code]distance[/code] should be computed using [code]delta[/code].
 				The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision when stopped, or when touching another body along the motion.
 				If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
 				[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details).
@@ -62,13 +62,13 @@
 		<method name="test_move">
 			<return type="bool" />
 			<argument index="0" name="from" type="Transform3D" />
-			<argument index="1" name="linear_velocity" type="Vector3" />
+			<argument index="1" name="distance" type="Vector3" />
 			<argument index="2" name="collision" type="KinematicCollision3D" default="null" />
 			<argument index="3" name="safe_margin" type="float" default="0.001" />
 			<argument index="4" name="max_collisions" type="int" default="1" />
 			<description>
-				Checks for collisions without moving the body. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
-				Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [code]linear_velocity[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
+				Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [code]distance[/code] should be computed using [code]delta[/code].
+				Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [code]distance[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
 				[code]collision[/code] is an optional object of type [KinematicCollision3D], which contains additional information about the collision when stopped, or when touching another body along the motion.
 				[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details).
 				[code]max_collisions[/code] allows to retrieve more than one collision result.

+ 6 - 12
scene/2d/physics_body_2d.cpp

@@ -34,8 +34,8 @@
 #include "scene/scene_string_names.h"
 
 void PhysicsBody2D::_bind_methods() {
-	ClassDB::bind_method(D_METHOD("move_and_collide", "linear_velocity", "test_only", "safe_margin"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08));
-	ClassDB::bind_method(D_METHOD("test_move", "from", "linear_velocity", "collision", "safe_margin"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08));
+	ClassDB::bind_method(D_METHOD("move_and_collide", "distance", "test_only", "safe_margin"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08));
+	ClassDB::bind_method(D_METHOD("test_move", "from", "distance", "collision", "safe_margin"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08));
 
 	ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions);
 	ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with);
@@ -54,11 +54,8 @@ PhysicsBody2D::~PhysicsBody2D() {
 	}
 }
 
-Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_linear_velocity, bool p_test_only, real_t p_margin) {
-	// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky.
-	double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
-
-	PhysicsServer2D::MotionParameters parameters(get_global_transform(), p_linear_velocity * delta, p_margin);
+Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_distance, bool p_test_only, real_t p_margin) {
+	PhysicsServer2D::MotionParameters parameters(get_global_transform(), p_distance, p_margin);
 
 	PhysicsServer2D::MotionResult result;
 	if (move_and_collide(parameters, result, p_test_only)) {
@@ -129,7 +126,7 @@ bool PhysicsBody2D::move_and_collide(const PhysicsServer2D::MotionParameters &p_
 	return colliding;
 }
 
-bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_linear_velocity, const Ref<KinematicCollision2D> &r_collision, real_t p_margin) {
+bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_distance, const Ref<KinematicCollision2D> &r_collision, real_t p_margin) {
 	ERR_FAIL_COND_V(!is_inside_tree(), false);
 
 	PhysicsServer2D::MotionResult *r = nullptr;
@@ -141,10 +138,7 @@ bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_linear
 		r = &temp_result;
 	}
 
-	// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky.
-	double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
-
-	PhysicsServer2D::MotionParameters parameters(p_from, p_linear_velocity * delta, p_margin);
+	PhysicsServer2D::MotionParameters parameters(p_from, p_distance, p_margin);
 
 	bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r);
 

+ 2 - 2
scene/2d/physics_body_2d.h

@@ -47,11 +47,11 @@ protected:
 
 	Ref<KinematicCollision2D> motion_cache;
 
-	Ref<KinematicCollision2D> _move(const Vector2 &p_linear_velocity, bool p_test_only = false, real_t p_margin = 0.08);
+	Ref<KinematicCollision2D> _move(const Vector2 &p_distance, bool p_test_only = false, real_t p_margin = 0.08);
 
 public:
 	bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
-	bool test_move(const Transform2D &p_from, const Vector2 &p_linear_velocity, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08);
+	bool test_move(const Transform2D &p_from, const Vector2 &p_distance, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08);
 
 	TypedArray<PhysicsBody2D> get_collision_exceptions();
 	void add_collision_exception_with(Node *p_node); //must be physicsbody

+ 6 - 12
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", "linear_velocity", "test_only", "safe_margin", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(1));
-	ClassDB::bind_method(D_METHOD("test_move", "from", "linear_velocity", "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", "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("set_axis_lock", "axis", "lock"), &PhysicsBody3D::set_axis_lock);
 	ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicsBody3D::get_axis_lock);
@@ -91,11 +91,8 @@ 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_linear_velocity, bool p_test_only, real_t p_margin, int p_max_collisions) {
-	// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
-	double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
-
-	PhysicsServer3D::MotionParameters parameters(get_global_transform(), p_linear_velocity * delta, p_margin);
+Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_distance, bool p_test_only, real_t p_margin, int p_max_collisions) {
+	PhysicsServer3D::MotionParameters parameters(get_global_transform(), p_distance, p_margin);
 	parameters.max_collisions = p_max_collisions;
 
 	PhysicsServer3D::MotionResult result;
@@ -170,7 +167,7 @@ bool PhysicsBody3D::move_and_collide(const PhysicsServer3D::MotionParameters &p_
 	return colliding;
 }
 
-bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_linear_velocity, 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, int p_max_collisions) {
 	ERR_FAIL_COND_V(!is_inside_tree(), false);
 
 	PhysicsServer3D::MotionResult *r = nullptr;
@@ -182,10 +179,7 @@ bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_linear
 		r = &temp_result;
 	}
 
-	// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
-	double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
-
-	PhysicsServer3D::MotionParameters parameters(p_from, p_linear_velocity * delta, p_margin);
+	PhysicsServer3D::MotionParameters parameters(p_from, p_distance, p_margin);
 
 	bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r);
 

+ 2 - 2
scene/3d/physics_body_3d.h

@@ -50,11 +50,11 @@ protected:
 
 	uint16_t locked_axis = 0;
 
-	Ref<KinematicCollision3D> _move(const Vector3 &p_linear_velocity, bool p_test_only = false, real_t p_margin = 0.001, int p_max_collisions = 1);
+	Ref<KinematicCollision3D> _move(const Vector3 &p_distance, bool p_test_only = false, real_t p_margin = 0.001, int p_max_collisions = 1);
 
 public:
 	bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
-	bool test_move(const Transform3D &p_from, const Vector3 &p_linear_velocity, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, int p_max_collisions = 1);
+	bool test_move(const Transform3D &p_from, const Vector3 &p_distance, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, int p_max_collisions = 1);
 
 	void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
 	bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;