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@@ -436,7 +436,7 @@ bool RigidBody2D::_test_motion(const Vector2& p_motion,float p_margin,const Ref<
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Physics2DServer::MotionResult *r=NULL;
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if (p_result.is_valid())
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r=p_result->get_result_ptr();
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- return Physics2DServer::get_singleton()->body_test_motion(get_rid(),p_motion,p_margin,r);
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+ return Physics2DServer::get_singleton()->body_test_motion(get_rid(),get_global_transform(),p_motion,p_margin,r);
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}
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@@ -1057,8 +1057,10 @@ Vector2 KinematicBody2D::get_travel() const {
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Vector2 KinematicBody2D::move(const Vector2& p_motion) {
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#if 1
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+
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+ Matrix32 gt = get_global_transform();
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Physics2DServer::MotionResult result;
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- colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(),p_motion,margin,&result);
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+ colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(),gt,p_motion,margin,&result);
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collider_metadata=result.collider_metadata;
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collider_shape=result.collider_shape;
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@@ -1067,10 +1069,12 @@ Vector2 KinematicBody2D::move(const Vector2& p_motion) {
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normal=result.collision_normal;
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collider=result.collider_id;
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- Matrix32 gt = get_global_transform();
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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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travel=result.motion;
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+
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+
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return result.remainder;
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#else
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@@ -1081,7 +1085,6 @@ Vector2 KinematicBody2D::move(const Vector2& p_motion) {
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//this took about a week to get right..
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//but is it right? who knows at this point..
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-
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colliding=false;
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ERR_FAIL_COND_V(!is_inside_tree(),Vector2());
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Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
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@@ -1099,17 +1102,15 @@ Vector2 KinematicBody2D::move(const Vector2& p_motion) {
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bool collided=false;
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uint32_t mask=0;
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- if (collide_static)
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+ if (true)
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mask|=Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY;
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- if (collide_kinematic)
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+ if (true)
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mask|=Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
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- if (collide_rigid)
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+ if (true)
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mask|=Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY;
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- if (collide_character)
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+ if (true)
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mask|=Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
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-// print_line("motion: "+p_motion+" margin: "+rtos(margin));
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-
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//print_line("margin: "+rtos(margin));
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do {
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@@ -1145,6 +1146,8 @@ Vector2 KinematicBody2D::move(const Vector2& p_motion) {
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break;
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}
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+
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+
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Matrix32 gt = get_global_transform();
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gt.elements[2]+=recover_motion;
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set_global_transform(gt);
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@@ -1191,6 +1194,8 @@ Vector2 KinematicBody2D::move(const Vector2& p_motion) {
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if (safe>=1) {
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//not collided
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colliding=false;
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+
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+
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} else {
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//it collided, let's get the rest info in unsafe advance
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@@ -1239,7 +1244,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2& p_linear_velocity,const V
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move_and_slide_colliders.clear();
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move_and_slide_floor_velocity=Vector2();
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- while(motion!=Vector2() && p_max_bounces) {
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+ while(p_max_bounces) {
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motion=move(motion);
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@@ -1280,6 +1285,8 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2& p_linear_velocity,const V
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}
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p_max_bounces--;
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+ if (motion==Vector2())
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+ break;
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}
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return lv;
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@@ -1307,11 +1314,11 @@ Vector2 KinematicBody2D::move_to(const Vector2& p_position) {
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return move(p_position-get_global_pos());
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}
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-bool KinematicBody2D::test_move(const Vector2& p_motion) {
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+bool KinematicBody2D::test_move(const Matrix32& p_from,const Vector2& p_motion) {
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ERR_FAIL_COND_V(!is_inside_tree(),false);
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- return Physics2DServer::get_singleton()->body_test_motion(get_rid(),p_motion,margin);
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+ return Physics2DServer::get_singleton()->body_test_motion(get_rid(),p_from,p_motion,margin);
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}
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@@ -1378,7 +1385,7 @@ void KinematicBody2D::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("move_to","position"),&KinematicBody2D::move_to);
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ObjectTypeDB::bind_method(_MD("move_and_slide","linear_velocity","floor_normal","slope_stop_min_velocity","max_bounces"),&KinematicBody2D::move_and_slide,DEFVAL(Vector2(0,0)),DEFVAL(5),DEFVAL(4));
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- ObjectTypeDB::bind_method(_MD("test_move","rel_vec"),&KinematicBody2D::test_move);
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+ ObjectTypeDB::bind_method(_MD("test_move","from","rel_vec"),&KinematicBody2D::test_move);
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ObjectTypeDB::bind_method(_MD("get_travel"),&KinematicBody2D::get_travel);
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ObjectTypeDB::bind_method(_MD("revert_motion"),&KinematicBody2D::revert_motion);
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