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0
Эх сурвалжийг харах

Added to kinematicbody2d the copy and paste of the API friendler of KinematicBody

Aron de Castro 8 жил өмнө
parent
commit
6e0892f223

+ 133 - 91
scene/2d/physics_body_2d.cpp

@@ -955,35 +955,25 @@ RigidBody2D::~RigidBody2D() {
 
 //////////////////////////
 
-Dictionary KinematicBody2D::_move(const Vector2 &p_motion) {
+Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion) {
 
 	Collision col;
-	if (move(p_motion, col)) {
-		Dictionary d;
-		d["position"] = col.collision;
-		d["normal"] = col.normal;
-		d["local_shape"] = col.local_shape;
-		d["travel"] = col.travel;
-		d["remainder"] = col.remainder;
-		d["collider_id"] = col.collider;
-		d["collider_velocity"] = col.collider_vel;
-		if (col.collider) {
-			d["collider"] = ObjectDB::get_instance(col.collider);
-		} else {
-			d["collider"] = Variant();
-		}
 
-		d["collider_shape_index"] = col.collider_shape;
-		d["collider_metadata"] = col.collider_metadata;
+	if (move_and_collide(p_motion, col)) {
+		if (motion_cache.is_null()) {
+			motion_cache.instance();
+			motion_cache->owner = this;
+		}
 
-		return d;
+		motion_cache->collision = col;
 
-	} else {
-		return Dictionary();
+		return motion_cache;
 	}
+
+	return Ref<KinematicCollision2D>();
 }
 
-bool KinematicBody2D::move(const Vector2 &p_motion, Collision &r_collision) {
+bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, Collision &r_collision) {
 
 	Transform2D gt = get_global_transform();
 	Physics2DServer::MotionResult result;
@@ -1007,7 +997,7 @@ bool KinematicBody2D::move(const Vector2 &p_motion, Collision &r_collision) {
 	return colliding;
 }
 
-Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, float p_slope_stop_min_velocity, int p_max_bounces, float p_floor_max_angle) {
+Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle) {
 
 	Vector2 motion = (floor_velocity + p_linear_velocity) * get_fixed_process_delta_time();
 	Vector2 lv = p_linear_velocity;
@@ -1018,11 +1008,11 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
 	colliders.clear();
 	floor_velocity = Vector2();
 
-	while (p_max_bounces) {
+	while (p_max_slides) {
 
 		Collision collision;
 
-		bool collided = move(motion, collision);
+		bool collided = move_and_collide(motion, collision);
 
 		if (collided) {
 
@@ -1060,7 +1050,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
 			break;
 		}
 
-		p_max_bounces--;
+		p_max_slides--;
 		if (motion == Vector2())
 			break;
 	}
@@ -1103,75 +1093,35 @@ float KinematicBody2D::get_safe_margin() const {
 	return margin;
 }
 
-int KinematicBody2D::get_collision_count() const {
+int KinematicBody2D::get_slide_count() const {
 
 	return colliders.size();
 }
-Vector2 KinematicBody2D::get_collision_position(int p_collision) const {
-
-	ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
 
-	return colliders[p_collision].collision;
-}
-Vector2 KinematicBody2D::get_collision_normal(int p_collision) const {
-	ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
-	return colliders[p_collision].normal;
+KinematicBody2D::Collision KinematicBody2D::get_slide_collision(int p_bounce) const {
+	ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Collision());
+	return colliders[p_bounce];
 }
 
-Vector2 KinematicBody2D::get_collision_travel(int p_collision) const {
-	ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
-	return colliders[p_collision].travel;
-}
-Vector2 KinematicBody2D::get_collision_remainder(int p_collision) const {
-	ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
-	return colliders[p_collision].remainder;
-}
-Object *KinematicBody2D::get_collision_local_shape(int p_collision) const {
-	ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
-	uint32_t owner = shape_find_owner(colliders[p_collision].local_shape);
-	return shape_owner_get_owner(owner);
-}
-Object *KinematicBody2D::get_collision_collider(int p_collision) const {
-	ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
+Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) {
 
-	if (colliders[p_collision].collider) {
-		return ObjectDB::get_instance(colliders[p_collision].collider);
+	ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Ref<KinematicCollision2D>());
+	if (p_bounce >= slide_colliders.size()) {
+		slide_colliders.resize(p_bounce + 1);
 	}
 
-	return NULL;
-}
-ObjectID KinematicBody2D::get_collision_collider_id(int p_collision) const {
-	ERR_FAIL_INDEX_V(p_collision, colliders.size(), 0);
-
-	return colliders[p_collision].collider;
-}
-Object *KinematicBody2D::get_collision_collider_shape(int p_collision) const {
-	ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
-	Object *collider = get_collision_collider(p_collision);
-	CollisionObject2D *obj2d = Object::cast_to<CollisionObject2D>(collider);
-	if (obj2d) {
-		uint32_t owner = shape_find_owner(colliders[p_collision].collider_shape);
-		return obj2d->shape_owner_get_owner(owner);
+	if (slide_colliders[p_bounce].is_null()) {
+		slide_colliders[p_bounce].instance();
+		slide_colliders[p_bounce]->owner = this;
 	}
 
-	return NULL;
-}
-int KinematicBody2D::get_collision_collider_shape_index(int p_collision) const {
-	ERR_FAIL_INDEX_V(p_collision, colliders.size(), -1);
-	return colliders[p_collision].collider_shape;
-}
-Vector2 KinematicBody2D::get_collision_collider_velocity(int p_collision) const {
-	ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
-	return colliders[p_collision].collider_vel;
-}
-Variant KinematicBody2D::get_collision_collider_metadata(int p_collision) const {
-	ERR_FAIL_INDEX_V(p_collision, colliders.size(), Variant());
-	return colliders[p_collision].collider_metadata;
+	slide_colliders[p_bounce]->collision = colliders[p_bounce];
+	return slide_colliders[p_bounce];
 }
 
 void KinematicBody2D::_bind_methods() {
 
-	ClassDB::bind_method(D_METHOD("move", "rel_vec"), &KinematicBody2D::_move);
+	ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec"), &KinematicBody2D::_move);
 	ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
 
 	ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec"), &KinematicBody2D::test_move);
@@ -1184,18 +1134,8 @@ void KinematicBody2D::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody2D::set_safe_margin);
 	ClassDB::bind_method(D_METHOD("get_safe_margin"), &KinematicBody2D::get_safe_margin);
 
-	ClassDB::bind_method(D_METHOD("get_collision_count"), &KinematicBody2D::get_collision_count);
-	ClassDB::bind_method(D_METHOD("get_collision_position", "collision"), &KinematicBody2D::get_collision_position);
-	ClassDB::bind_method(D_METHOD("get_collision_normal", "collision"), &KinematicBody2D::get_collision_normal);
-	ClassDB::bind_method(D_METHOD("get_collision_travel", "collision"), &KinematicBody2D::get_collision_travel);
-	ClassDB::bind_method(D_METHOD("get_collision_remainder", "collision"), &KinematicBody2D::get_collision_remainder);
-	ClassDB::bind_method(D_METHOD("get_collision_local_shape", "collision"), &KinematicBody2D::get_collision_local_shape);
-	ClassDB::bind_method(D_METHOD("get_collision_collider", "collision"), &KinematicBody2D::get_collision_collider);
-	ClassDB::bind_method(D_METHOD("get_collision_collider_id", "collision"), &KinematicBody2D::get_collision_collider_id);
-	ClassDB::bind_method(D_METHOD("get_collision_collider_shape", "collision"), &KinematicBody2D::get_collision_collider_shape);
-	ClassDB::bind_method(D_METHOD("get_collision_collider_shape_index", "collision"), &KinematicBody2D::get_collision_collider_shape_index);
-	ClassDB::bind_method(D_METHOD("get_collision_collider_velocity", "collision"), &KinematicBody2D::get_collision_collider_velocity);
-	ClassDB::bind_method(D_METHOD("get_collision_collider_metadata", "collision"), &KinematicBody2D::get_collision_collider_metadata);
+	ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody2D::get_slide_count);
+	ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody2D::_get_slide_collision);
 
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
 }
@@ -1210,4 +1150,106 @@ KinematicBody2D::KinematicBody2D()
 	on_wall = false;
 }
 KinematicBody2D::~KinematicBody2D() {
+	if (motion_cache.is_valid()) {
+		motion_cache->owner = NULL;
+	}
+
+	for (int i = 0; i < slide_colliders.size(); i++) {
+		if (slide_colliders[i].is_valid()) {
+			slide_colliders[i]->owner = NULL;
+		}
+	}
+}
+
+////////////////////////
+
+Vector2 KinematicCollision2D::get_position() const {
+
+	return collision.collision;
+}
+Vector2 KinematicCollision2D::get_normal() const {
+	return collision.normal;
+}
+Vector2 KinematicCollision2D::get_travel() const {
+	return collision.travel;
+}
+Vector2 KinematicCollision2D::get_remainder() const {
+	return collision.remainder;
+}
+Object *KinematicCollision2D::get_local_shape() const {
+	ERR_FAIL_COND_V(!owner, NULL);
+	uint32_t ownerid = owner->shape_find_owner(collision.local_shape);
+	return owner->shape_owner_get_owner(ownerid);
+}
+
+Object *KinematicCollision2D::get_collider() const {
+
+	if (collision.collider) {
+		return ObjectDB::get_instance(collision.collider);
+	}
+
+	return NULL;
+}
+ObjectID KinematicCollision2D::get_collider_id() const {
+
+	return collision.collider;
+}
+Object *KinematicCollision2D::get_collider_shape() const {
+
+	Object *collider = get_collider();
+	if (collider) {
+		CollisionObject2D *obj2d = Object::cast_to<CollisionObject2D>(collider);
+		if (obj2d) {
+			uint32_t ownerid = obj2d->shape_find_owner(collision.collider_shape);
+			return obj2d->shape_owner_get_owner(ownerid);
+		}
+	}
+
+	return NULL;
+}
+int KinematicCollision2D::get_collider_shape_index() const {
+
+	return collision.collider_shape;
+}
+Vector2 KinematicCollision2D::get_collider_velocity() const {
+
+	return collision.collider_vel;
+}
+Variant KinematicCollision2D::get_collider_metadata() const {
+
+	return Variant();
+}
+
+void KinematicCollision2D::_bind_methods() {
+
+	ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position);
+	ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal);
+	ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel);
+	ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder);
+	ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape);
+	ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider);
+	ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id);
+	ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision2D::get_collider_shape);
+	ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index);
+	ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity);
+	ClassDB::bind_method(D_METHOD("get_collider_metadata"), &KinematicCollision2D::get_collider_metadata);
+
+	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "position"), "", "get_position");
+	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "normal"), "", "get_normal");
+	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "travel"), "", "get_travel");
+	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "remainder"), "", "get_remainder");
+	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "local_shape"), "", "get_local_shape");
+	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider");
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id"), "", "get_collider_id");
+	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider_shape"), "", "get_collider_shape");
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape_index"), "", "get_collider_shape_index");
+	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "collider_velocity"), "", "get_collider_velocity");
+	ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_collider_metadata");
+}
+
+KinematicCollision2D::KinematicCollision2D() {
+	collision.collider = 0;
+	collision.collider_shape = 0;
+	collision.local_shape = 0;
+	owner = NULL;
 }

+ 37 - 15
scene/2d/physics_body_2d.h

@@ -34,6 +34,8 @@
 #include "servers/physics_2d_server.h"
 #include "vset.h"
 
+class KinematicCollision2D;
+
 class PhysicsBody2D : public CollisionObject2D {
 
 	GDCLASS(PhysicsBody2D, CollisionObject2D);
@@ -288,42 +290,62 @@ private:
 	bool on_ceiling;
 	bool on_wall;
 	Vector<Collision> colliders;
+	Vector<Ref<KinematicCollision2D> > slide_colliders;
+	Ref<KinematicCollision2D> motion_cache;
 
 	_FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;
 
-	Dictionary _move(const Vector2 &p_motion);
+	Ref<KinematicCollision2D> _move(const Vector2 &p_motion);
+	Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
 
 protected:
 	static void _bind_methods();
 
 public:
-	bool move(const Vector2 &p_motion, Collision &r_collision);
+	bool move_and_collide(const Vector2 &p_motion, Collision &r_collision);
 	bool test_move(const Transform2D &p_from, const Vector2 &p_motion);
 
 	void set_safe_margin(float p_margin);
 	float get_safe_margin() const;
 
-	Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), float p_slope_stop_min_velocity = 5, int p_max_bounces = 4, float p_floor_max_angle = Math::deg2rad((float)45));
+	Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), float p_slope_stop_min_velocity = 5, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45));
 	bool is_on_floor() const;
 	bool is_on_wall() const;
 	bool is_on_ceiling() const;
 	Vector2 get_floor_velocity() const;
 
-	int get_collision_count() const;
-	Vector2 get_collision_position(int p_collision) const;
-	Vector2 get_collision_normal(int p_collision) const;
-	Vector2 get_collision_travel(int p_collision) const;
-	Vector2 get_collision_remainder(int p_collision) const;
-	Object *get_collision_local_shape(int p_collision) const;
-	Object *get_collision_collider(int p_collision) const;
-	ObjectID get_collision_collider_id(int p_collision) const;
-	Object *get_collision_collider_shape(int p_collision) const;
-	int get_collision_collider_shape_index(int p_collision) const;
-	Vector2 get_collision_collider_velocity(int p_collision) const;
-	Variant get_collision_collider_metadata(int p_collision) const;
+	int get_slide_count() const;
+	Collision get_slide_collision(int p_bounce) const;
 
 	KinematicBody2D();
 	~KinematicBody2D();
 };
 
+class KinematicCollision2D : public Reference {
+
+	GDCLASS(KinematicCollision2D, Reference);
+
+	KinematicBody2D *owner;
+	friend class KinematicBody2D;
+	KinematicBody2D::Collision collision;
+
+protected:
+	static void _bind_methods();
+
+public:
+	Vector2 get_position() const;
+	Vector2 get_normal() const;
+	Vector2 get_travel() const;
+	Vector2 get_remainder() const;
+	Object *get_local_shape() const;
+	Object *get_collider() const;
+	ObjectID get_collider_id() const;
+	Object *get_collider_shape() const;
+	int get_collider_shape_index() const;
+	Vector2 get_collider_velocity() const;
+	Variant get_collider_metadata() const;
+
+	KinematicCollision2D();
+};
+
 #endif // PHYSICS_BODY_2D_H

+ 1 - 1
scene/3d/physics_body.cpp

@@ -1061,7 +1061,7 @@ KinematicBody::Collision KinematicBody::get_slide_collision(int p_bounce) const
 Ref<KinematicCollision> KinematicBody::_get_slide_collision(int p_bounce) {
 
 	ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Ref<KinematicCollision>());
-	if (p_bounce > slide_colliders.size()) {
+	if (p_bounce >= slide_colliders.size()) {
 		slide_colliders.resize(p_bounce + 1);
 	}
 

+ 1 - 0
scene/register_scene_types.cpp

@@ -430,6 +430,7 @@ void register_scene_types() {
 	ClassDB::register_class<StaticBody2D>();
 	ClassDB::register_class<RigidBody2D>();
 	ClassDB::register_class<KinematicBody2D>();
+	ClassDB::register_class<KinematicCollision2D>();
 	ClassDB::register_class<Area2D>();
 	ClassDB::register_class<CollisionShape2D>();
 	ClassDB::register_class<CollisionPolygon2D>();