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@@ -243,6 +243,13 @@ void StaticBody3D::set_kinematic_motion_enabled(bool p_enabled) {
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set_body_mode(PhysicsServer3D::BODY_MODE_STATIC);
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}
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+#ifdef TOOLS_ENABLED
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+ if (Engine::get_singleton()->is_editor_hint()) {
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+ update_configuration_warnings();
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+ return;
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+ }
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+#endif
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+
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_update_kinematic_motion();
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}
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@@ -260,6 +267,57 @@ void StaticBody3D::set_constant_linear_velocity(const Vector3 &p_vel) {
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}
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}
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+void StaticBody3D::set_sync_to_physics(bool p_enable) {
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+ if (sync_to_physics == p_enable) {
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+ return;
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+ }
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+
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+ sync_to_physics = p_enable;
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+
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+#ifdef TOOLS_ENABLED
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+ if (Engine::get_singleton()->is_editor_hint()) {
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+ update_configuration_warnings();
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+ return;
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+ }
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+#endif
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+
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+ if (kinematic_motion) {
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+ _update_kinematic_motion();
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+ }
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+}
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+
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+bool StaticBody3D::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 StaticBody3D::_direct_state_changed(Object *p_state) {
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+ PhysicsDirectBodyState3D *state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
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+ ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState3D object as argument");
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+
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+ linear_velocity = state->get_linear_velocity();
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+ angular_velocity = state->get_angular_velocity();
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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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+
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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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+ _on_transform_changed();
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+}
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+
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+TypedArray<String> StaticBody3D::get_configuration_warnings() const {
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+ TypedArray<String> warnings = PhysicsBody3D::get_configuration_warnings();
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+
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+ if (sync_to_physics && !kinematic_motion) {
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+ warnings.push_back(TTR("Sync to physics works only when kinematic motion is enabled."));
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+ }
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+
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+ return warnings;
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+}
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+
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void StaticBody3D::set_constant_angular_velocity(const Vector3 &p_vel) {
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constant_angular_velocity = p_vel;
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@@ -288,6 +346,34 @@ Vector3 StaticBody3D::get_angular_velocity() const {
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void StaticBody3D::_notification(int p_what) {
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switch (p_what) {
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+ case NOTIFICATION_ENTER_TREE: {
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+ last_valid_transform = get_global_transform();
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+ } break;
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+
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+ case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
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+ // Used by sync to physics, send the new transform to the physics...
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+ Transform3D new_transform = get_global_transform();
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+
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+ real_t delta_time = get_physics_process_delta_time();
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+ new_transform.origin += constant_linear_velocity * delta_time;
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+
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+ real_t ang_vel = constant_angular_velocity.length();
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+ if (!Math::is_zero_approx(ang_vel)) {
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+ Vector3 ang_vel_axis = constant_angular_velocity / ang_vel;
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+ Basis rot(ang_vel_axis, ang_vel * delta_time);
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+ new_transform.basis = rot * new_transform.basis;
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+ new_transform.orthonormalize();
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+ }
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+
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+ PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform);
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+
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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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+ _on_transform_changed();
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+ } break;
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+
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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@@ -297,9 +383,9 @@ void StaticBody3D::_notification(int p_what) {
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ERR_FAIL_COND(!kinematic_motion);
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- real_t delta_time = get_physics_process_delta_time();
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-
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Transform3D new_transform = get_global_transform();
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+
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+ real_t delta_time = get_physics_process_delta_time();
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new_transform.origin += constant_linear_velocity * delta_time;
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real_t ang_vel = constant_angular_velocity.length();
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@@ -310,13 +396,18 @@ void StaticBody3D::_notification(int p_what) {
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new_transform.orthonormalize();
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}
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- PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform);
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+ if (sync_to_physics) {
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+ // Propagate transform change to node.
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+ set_global_transform(new_transform);
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+ } else {
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+ PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform);
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- // Propagate transform change to node.
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- set_ignore_transform_notification(true);
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- set_global_transform(new_transform);
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- set_ignore_transform_notification(false);
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- _on_transform_changed();
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+ // Propagate transform change to node.
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+ set_ignore_transform_notification(true);
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+ set_global_transform(new_transform);
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+ set_ignore_transform_notification(false);
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+ _on_transform_changed();
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+ }
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} break;
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}
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}
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@@ -333,22 +424,14 @@ void StaticBody3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody3D::set_physics_material_override);
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ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody3D::get_physics_material_override);
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+ ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &StaticBody3D::set_sync_to_physics);
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+ ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &StaticBody3D::is_sync_to_physics_enabled);
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+
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "kinematic_motion"), "set_kinematic_motion_enabled", "is_kinematic_motion_enabled");
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-}
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-
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-void StaticBody3D::_direct_state_changed(Object *p_state) {
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-#ifdef DEBUG_ENABLED
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- PhysicsDirectBodyState3D *state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
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- ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState3D object as argument");
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-#else
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- PhysicsDirectBodyState3D *state = (PhysicsDirectBodyState3D *)p_state; //trust it
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-#endif
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-
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- linear_velocity = state->get_linear_velocity();
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- angular_velocity = state->get_angular_velocity();
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+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
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}
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StaticBody3D::StaticBody3D() :
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@@ -372,18 +455,26 @@ void StaticBody3D::_update_kinematic_motion() {
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}
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#endif
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+ if (kinematic_motion && sync_to_physics) {
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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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+ 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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+ bool needs_physics_process = false;
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if (kinematic_motion) {
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PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &StaticBody3D::_direct_state_changed));
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if (!constant_angular_velocity.is_equal_approx(Vector3()) || !constant_linear_velocity.is_equal_approx(Vector3())) {
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- set_physics_process_internal(true);
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- return;
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+ needs_physics_process = true;
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}
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} else {
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PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), Callable());
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}
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- set_physics_process_internal(false);
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+ set_physics_process_internal(needs_physics_process);
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}
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void RigidBody3D::_body_enter_tree(ObjectID p_id) {
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@@ -1006,6 +1097,15 @@ void CharacterBody3D::move_and_slide() {
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}
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}
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+ Vector3 current_floor_velocity = 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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+ PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(on_floor_body);
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+ if (bs) {
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+ current_floor_velocity = bs->get_linear_velocity();
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+ }
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+ }
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+
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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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Vector3 motion = (floor_velocity + linear_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time());
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