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@@ -1089,13 +1089,16 @@ void RigidDynamicBody3D::_reload_physics_characteristics() {
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bool CharacterBody3D::move_and_slide() {
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// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
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double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
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- previous_position = get_global_transform().origin;
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+
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for (int i = 0; i < 3; i++) {
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if (locked_axis & (1 << i)) {
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- linear_velocity[i] = 0.0;
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+ motion_velocity[i] = 0.0;
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}
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}
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+ Transform3D gt = get_global_transform();
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+ previous_position = gt.origin;
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+
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Vector3 current_platform_velocity = platform_velocity;
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if ((collision_state.floor || collision_state.wall) && platform_rid.is_valid()) {
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@@ -1109,7 +1112,6 @@ bool CharacterBody3D::move_and_slide() {
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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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PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(platform_rid);
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if (bs) {
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- Transform3D gt = get_global_transform();
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Vector3 local_position = gt.origin - bs->get_transform().origin;
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current_platform_velocity = bs->get_velocity_at_local_position(local_position);
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}
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@@ -1123,6 +1125,8 @@ bool CharacterBody3D::move_and_slide() {
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bool was_on_floor = collision_state.floor;
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collision_state.state = 0;
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+ last_motion = Vector3();
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+
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if (!current_platform_velocity.is_equal_approx(Vector3())) {
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PhysicsServer3D::MotionResult floor_result;
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Set<RID> exclude;
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@@ -1150,20 +1154,15 @@ bool CharacterBody3D::move_and_slide() {
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if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_platform_velocity.dot(up_direction) < 0) {
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current_platform_velocity = current_platform_velocity.slide(up_direction);
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}
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- linear_velocity += current_platform_velocity;
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+ motion_velocity += current_platform_velocity;
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}
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}
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- // Reset the gravity accumulation when touching the ground.
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- if (collision_state.floor && linear_velocity.dot(up_direction) <= 0) {
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- linear_velocity = linear_velocity.slide(up_direction);
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- }
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-
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return motion_results.size() > 0;
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}
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void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) {
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- Vector3 motion = linear_velocity * p_delta;
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+ Vector3 motion = motion_velocity * p_delta;
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Vector3 motion_slide_up = motion.slide(up_direction);
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Vector3 prev_floor_normal = floor_normal;
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@@ -1178,12 +1177,13 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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// Constant speed can be applied only the first time sliding is enabled.
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bool can_apply_constant_speed = sliding_enabled;
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bool first_slide = true;
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- bool vel_dir_facing_up = linear_velocity.dot(up_direction) > 0;
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+ bool vel_dir_facing_up = motion_velocity.dot(up_direction) > 0;
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Vector3 total_travel;
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for (int iteration = 0; iteration < max_slides; ++iteration) {
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PhysicsServer3D::MotionResult result;
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bool collided = move_and_collide(motion, result, margin, false, 4, !sliding_enabled);
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+ last_motion = result.travel;
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if (collided) {
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motion_results.push_back(result);
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@@ -1193,20 +1193,20 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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CollisionState result_state;
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_set_collision_direction(result, result_state);
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- if (collision_state.floor && floor_stop_on_slope && (linear_velocity.normalized() + up_direction).length() < 0.01) {
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+ if (collision_state.floor && floor_stop_on_slope && (motion_velocity.normalized() + up_direction).length() < 0.01) {
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Transform3D gt = get_global_transform();
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if (result.travel.length() <= margin + CMP_EPSILON) {
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gt.origin -= result.travel;
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}
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set_global_transform(gt);
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- linear_velocity = Vector3();
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+ motion_velocity = Vector3();
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motion = Vector3();
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+ last_motion = Vector3();
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break;
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}
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if (result.remainder.is_equal_approx(Vector3())) {
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motion = Vector3();
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- last_motion = result.travel;
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break;
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}
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@@ -1255,7 +1255,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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Vector3 forward = wall_normal.slide(up_direction).normalized();
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motion = motion.slide(forward);
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// Avoid accelerating when you jump on the wall and smooth falling.
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- linear_velocity = linear_velocity.slide(forward);
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+ motion_velocity = motion_velocity.slide(forward);
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// Allow only lateral motion along previous floor when already on floor.
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// Fixes slowing down when moving in diagonal against an inclined wall.
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@@ -1284,7 +1284,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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if (stop_all_motion) {
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motion = Vector3();
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- linear_velocity = Vector3();
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+ motion_velocity = Vector3();
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}
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}
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}
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@@ -1295,7 +1295,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(motion_slide_up.normalized())));
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if (motion_angle < wall_min_slide_angle) {
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motion = up_direction * motion.dot(up_direction);
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- linear_velocity = up_direction * linear_velocity.dot(up_direction);
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+ motion_velocity = up_direction * motion_velocity.dot(up_direction);
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apply_default_sliding = false;
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}
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@@ -1306,19 +1306,33 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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// Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
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if ((sliding_enabled || !collision_state.floor) && (!collision_state.ceiling || slide_on_ceiling || !vel_dir_facing_up)) {
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const PhysicsServer3D::MotionCollision &collision = result.collisions[0];
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+
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Vector3 slide_motion = result.remainder.slide(collision.normal);
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- if (slide_motion.dot(linear_velocity) > 0.0) {
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+ if (collision_state.floor && !collision_state.wall) {
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+ // Slide using the intersection between the motion plane and the floor plane,
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+ // in order to keep the direction intact.
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+ real_t motion_length = slide_motion.length();
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+ slide_motion = up_direction.cross(result.remainder).cross(floor_normal);
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+
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+ // Keep the length from default slide to change speed in slopes by default,
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+ // when constant speed is not enabled.
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+ slide_motion.normalize();
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+ slide_motion *= motion_length;
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+ }
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+
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+ if (slide_motion.dot(motion_velocity) > 0.0) {
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motion = slide_motion;
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} else {
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motion = Vector3();
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}
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+
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if (slide_on_ceiling && result_state.ceiling) {
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// Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall.
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if (vel_dir_facing_up) {
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- linear_velocity = linear_velocity.slide(collision.normal);
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+ motion_velocity = motion_velocity.slide(collision.normal);
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} else {
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// Avoid acceleration in slope when falling.
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- linear_velocity = up_direction * up_direction.dot(linear_velocity);
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+ motion_velocity = up_direction * up_direction.dot(motion_velocity);
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}
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}
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}
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@@ -1326,18 +1340,19 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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else {
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motion = result.remainder;
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if (result_state.ceiling && !slide_on_ceiling && vel_dir_facing_up) {
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- linear_velocity = linear_velocity.slide(up_direction);
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+ motion_velocity = motion_velocity.slide(up_direction);
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motion = motion.slide(up_direction);
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}
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}
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}
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+ total_travel += result.travel;
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+
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// Apply Constant Speed.
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- if (p_was_on_floor && floor_constant_speed && collision_state.floor && !motion.is_equal_approx(Vector3())) {
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- motion = motion.normalized() * MAX(0, (motion_slide_up.length() - result.travel.slide(up_direction).length() - total_travel.slide(up_direction).length()));
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+ if (p_was_on_floor && floor_constant_speed && can_apply_constant_speed && collision_state.floor && !motion.is_equal_approx(Vector3())) {
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+ Vector3 travel_slide_up = total_travel.slide(up_direction);
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+ motion = motion.normalized() * MAX(0, (motion_slide_up.length() - travel_slide_up.length()));
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}
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-
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- total_travel += result.travel;
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}
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// When you move forward in a downward slope you don’t collide because you will be in the air.
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// This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied.
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@@ -1348,34 +1363,34 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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gt.origin = gt.origin - result.travel;
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set_global_transform(gt);
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- Vector3 motion_slide_norm = motion.slide(prev_floor_normal).normalized();
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+ // Slide using the intersection between the motion plane and the floor plane,
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+ // in order to keep the direction intact.
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+ Vector3 motion_slide_norm = up_direction.cross(motion).cross(prev_floor_normal);
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+ motion_slide_norm.normalize();
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+
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motion = motion_slide_norm * (motion_slide_up.length());
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collided = true;
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}
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- can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
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- sliding_enabled = true;
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- first_slide = false;
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-
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- if (!motion.is_equal_approx(Vector3())) {
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- last_motion = motion;
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- }
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-
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if (!collided || motion.is_equal_approx(Vector3())) {
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break;
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}
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+
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+ can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
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+ sliding_enabled = true;
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+ first_slide = false;
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}
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_snap_on_floor(p_was_on_floor, vel_dir_facing_up);
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// Reset the gravity accumulation when touching the ground.
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if (collision_state.floor && !vel_dir_facing_up) {
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- linear_velocity = linear_velocity.slide(up_direction);
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+ motion_velocity = motion_velocity.slide(up_direction);
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}
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}
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void CharacterBody3D::_move_and_slide_free(double p_delta) {
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- Vector3 motion = linear_velocity * p_delta;
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+ Vector3 motion = motion_velocity * p_delta;
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platform_rid = RID();
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floor_normal = Vector3();
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@@ -1386,6 +1401,7 @@ void CharacterBody3D::_move_and_slide_free(double p_delta) {
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PhysicsServer3D::MotionResult result;
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bool collided = move_and_collide(motion, result, margin, false, 1, false);
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+ last_motion = result.travel;
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if (collided) {
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motion_results.push_back(result);
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@@ -1393,7 +1409,12 @@ void CharacterBody3D::_move_and_slide_free(double p_delta) {
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CollisionState result_state;
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_set_collision_direction(result, result_state);
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- if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-linear_velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
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+ if (result.remainder.is_equal_approx(Vector3())) {
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+ motion = Vector3();
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+ break;
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+ }
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+
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+ if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-motion_velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
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motion = Vector3();
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if (result.travel.length() < margin + CMP_EPSILON) {
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Transform3D gt = get_global_transform();
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@@ -1407,16 +1428,16 @@ void CharacterBody3D::_move_and_slide_free(double p_delta) {
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motion = result.remainder.slide(wall_normal);
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}
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- if (motion.dot(linear_velocity) <= 0.0) {
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+ if (motion.dot(motion_velocity) <= 0.0) {
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motion = Vector3();
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}
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}
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- first_slide = false;
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-
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if (!collided || motion.is_equal_approx(Vector3())) {
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break;
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}
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+
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+ first_slide = false;
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}
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}
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@@ -1568,12 +1589,12 @@ real_t CharacterBody3D::get_safe_margin() const {
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return margin;
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}
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-Vector3 CharacterBody3D::get_linear_velocity() const {
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- return linear_velocity;
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+const Vector3 &CharacterBody3D::get_motion_velocity() const {
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+ return motion_velocity;
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}
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-void CharacterBody3D::set_linear_velocity(const Vector3 &p_velocity) {
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- linear_velocity = p_velocity;
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+void CharacterBody3D::set_motion_velocity(const Vector3 &p_velocity) {
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+ motion_velocity = p_velocity;
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}
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bool CharacterBody3D::is_on_floor() const {
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@@ -1600,15 +1621,15 @@ bool CharacterBody3D::is_on_ceiling_only() const {
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return collision_state.ceiling && !collision_state.floor && !collision_state.wall;
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}
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-Vector3 CharacterBody3D::get_floor_normal() const {
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+const Vector3 &CharacterBody3D::get_floor_normal() const {
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return floor_normal;
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}
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-Vector3 CharacterBody3D::get_wall_normal() const {
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+const Vector3 &CharacterBody3D::get_wall_normal() const {
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return wall_normal;
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}
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-Vector3 CharacterBody3D::get_last_motion() const {
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+const Vector3 &CharacterBody3D::get_last_motion() const {
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return last_motion;
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}
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@@ -1616,19 +1637,23 @@ Vector3 CharacterBody3D::get_position_delta() const {
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return get_transform().origin - previous_position;
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}
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-Vector3 CharacterBody3D::get_real_velocity() const {
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+const Vector3 &CharacterBody3D::get_real_velocity() const {
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return real_velocity;
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-};
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+}
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real_t CharacterBody3D::get_floor_angle(const Vector3 &p_up_direction) const {
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ERR_FAIL_COND_V(p_up_direction == Vector3(), 0);
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return Math::acos(floor_normal.dot(p_up_direction));
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}
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-Vector3 CharacterBody3D::get_platform_velocity() const {
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+const Vector3 &CharacterBody3D::get_platform_velocity() const {
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return platform_velocity;
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}
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+Vector3 CharacterBody3D::get_linear_velocity() const {
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+ return get_real_velocity();
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+}
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+
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int CharacterBody3D::get_slide_collision_count() const {
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return motion_results.size();
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}
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@@ -1783,8 +1808,8 @@ void CharacterBody3D::_notification(int p_what) {
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void CharacterBody3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody3D::move_and_slide);
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- ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &CharacterBody3D::set_linear_velocity);
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- ClassDB::bind_method(D_METHOD("get_linear_velocity"), &CharacterBody3D::get_linear_velocity);
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+ ClassDB::bind_method(D_METHOD("set_motion_velocity", "motion_velocity"), &CharacterBody3D::set_motion_velocity);
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+ ClassDB::bind_method(D_METHOD("get_motion_velocity"), &CharacterBody3D::get_motion_velocity);
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ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody3D::set_safe_margin);
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ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody3D::get_safe_margin);
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@@ -1837,7 +1862,7 @@ void CharacterBody3D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Free", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_direction"), "set_up_direction", "get_up_direction");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
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- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_linear_velocity", "get_linear_velocity");
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+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "motion_velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_motion_velocity", "get_motion_velocity");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_max_slides", "get_max_slides");
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ADD_GROUP("Free Mode", "free_mode_");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle");
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