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Expose a method to get gravity for any physics body

Aaron Franke 1 year ago
parent
commit
aed5ea9460

+ 6 - 0
doc/classes/PhysicsBody2D.xml

@@ -23,6 +23,12 @@
 				Returns an array of nodes that were added as collision exceptions for this body.
 			</description>
 		</method>
+		<method name="get_gravity" qualifiers="const">
+			<return type="Vector2" />
+			<description>
+				Returns the gravity vector computed from all sources that can affect the body, including all gravity overrides from [Area2D] nodes and the global world gravity.
+			</description>
+		</method>
 		<method name="move_and_collide">
 			<return type="KinematicCollision2D" />
 			<param index="0" name="motion" type="Vector2" />

+ 6 - 0
doc/classes/PhysicsBody3D.xml

@@ -31,6 +31,12 @@
 				Returns an array of nodes that were added as collision exceptions for this body.
 			</description>
 		</method>
+		<method name="get_gravity" qualifiers="const">
+			<return type="Vector3" />
+			<description>
+				Returns the gravity vector computed from all sources that can affect the body, including all gravity overrides from [Area3D] nodes and the global world gravity.
+			</description>
+		</method>
 		<method name="move_and_collide">
 			<return type="KinematicCollision3D" />
 			<param index="0" name="motion" type="Vector3" />

+ 1 - 4
modules/gdscript/editor/script_templates/CharacterBody2D/basic_movement.gd

@@ -6,14 +6,11 @@ extends _BASE_
 const SPEED = 300.0
 const JUMP_VELOCITY = -400.0
 
-# Get the gravity from the project settings to be synced with RigidBody nodes.
-var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
-
 
 func _physics_process(delta: float) -> void:
 	# Add the gravity.
 	if not is_on_floor():
-		velocity.y += gravity * delta
+		velocity += get_gravity() * delta
 
 	# Handle jump.
 	if Input.is_action_just_pressed("ui_accept") and is_on_floor():

+ 1 - 4
modules/gdscript/editor/script_templates/CharacterBody3D/basic_movement.gd

@@ -6,14 +6,11 @@ extends _BASE_
 const SPEED = 5.0
 const JUMP_VELOCITY = 4.5
 
-# Get the gravity from the project settings to be synced with RigidBody nodes.
-var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
-
 
 func _physics_process(delta: float) -> void:
 	# Add the gravity.
 	if not is_on_floor():
-		velocity.y -= gravity * delta
+		velocity += get_gravity() * delta
 
 	# Handle jump.
 	if Input.is_action_just_pressed("ui_accept") and is_on_floor():

+ 5 - 4
modules/mono/editor/script_templates/CharacterBody2D/basic_movement.cs

@@ -8,20 +8,21 @@ public partial class _CLASS_ : _BASE_
     public const float Speed = 300.0f;
     public const float JumpVelocity = -400.0f;
 
-    // Get the gravity from the project settings to be synced with RigidBody nodes.
-    public float gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
-
     public override void _PhysicsProcess(double delta)
     {
         Vector2 velocity = Velocity;
 
         // Add the gravity.
         if (!IsOnFloor())
-            velocity.Y += gravity * (float)delta;
+        {
+            velocity += GetGravity() * (float)delta;
+        }
 
         // Handle Jump.
         if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
+        {
             velocity.Y = JumpVelocity;
+        }
 
         // Get the input direction and handle the movement/deceleration.
         // As good practice, you should replace UI actions with custom gameplay actions.

+ 5 - 4
modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs

@@ -8,20 +8,21 @@ public partial class _CLASS_ : _BASE_
     public const float Speed = 5.0f;
     public const float JumpVelocity = 4.5f;
 
-    // Get the gravity from the project settings to be synced with RigidBody nodes.
-    public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
-
     public override void _PhysicsProcess(double delta)
     {
         Vector3 velocity = Velocity;
 
         // Add the gravity.
         if (!IsOnFloor())
-            velocity.Y -= gravity * (float)delta;
+        {
+            velocity += GetGravity() * (float)delta;
+        }
 
         // Handle Jump.
         if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
+        {
             velocity.Y = JumpVelocity;
+        }
 
         // Get the input direction and handle the movement/deceleration.
         // As good practice, you should replace UI actions with custom gameplay actions.

+ 5 - 0
scene/2d/physics_body_2d.cpp

@@ -35,6 +35,7 @@
 void PhysicsBody2D::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("move_and_collide", "motion", "test_only", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08), DEFVAL(false));
 	ClassDB::bind_method(D_METHOD("test_move", "from", "motion", "collision", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08), DEFVAL(false));
+	ClassDB::bind_method(D_METHOD("get_gravity"), &PhysicsBody2D::get_gravity);
 
 	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);
@@ -145,6 +146,10 @@ bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion
 	return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r);
 }
 
+Vector2 PhysicsBody2D::get_gravity() const {
+	return PhysicsServer2D::get_singleton()->body_get_direct_state(get_rid())->get_total_gravity();
+}
+
 TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() {
 	List<RID> exceptions;
 	PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions);

+ 1 - 0
scene/2d/physics_body_2d.h

@@ -52,6 +52,7 @@ protected:
 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_motion, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08, bool p_recovery_as_collision = false);
+	Vector2 get_gravity() const;
 
 	TypedArray<PhysicsBody2D> get_collision_exceptions();
 	void add_collision_exception_with(Node *p_node); //must be physicsbody

+ 5 - 0
scene/3d/physics_body_3d.cpp

@@ -35,6 +35,7 @@
 void PhysicsBody3D::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("move_and_collide", "motion", "test_only", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(false), DEFVAL(1));
 	ClassDB::bind_method(D_METHOD("test_move", "from", "motion", "collision", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(false), DEFVAL(1));
+	ClassDB::bind_method(D_METHOD("get_gravity"), &PhysicsBody3D::get_gravity);
 
 	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);
@@ -186,6 +187,10 @@ bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion
 	return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r);
 }
 
+Vector3 PhysicsBody3D::get_gravity() const {
+	return PhysicsServer3D::get_singleton()->body_get_direct_state(get_rid())->get_total_gravity();
+}
+
 void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
 	if (p_lock) {
 		locked_axis |= p_axis;

+ 1 - 0
scene/3d/physics_body_3d.h

@@ -55,6 +55,7 @@ protected:
 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_motion, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1);
+	Vector3 get_gravity() const;
 
 	void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
 	bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;