Merge pull request #8395 from 20kdc/master
Ported move_and_slide to KinematicBody (3D)
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commit
05d35bb156
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@ -28,6 +28,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "physics_body.h"
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#include "method_bind_ext.inc"
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#include "scene/scene_string_names.h"
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void PhysicsBody::_notification(int p_what) {
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@ -907,6 +908,19 @@ bool KinematicBody::_ignores_mode(PhysicsServer::BodyMode p_mode) const {
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return true;
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}
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void KinematicBody::revert_motion() {
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Transform gt = get_global_transform();
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gt.origin -= travel; //I do hope this is correct.
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travel = Vector3();
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set_global_transform(gt);
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}
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Vector3 KinematicBody::get_travel() const {
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return travel;
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}
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Vector3 KinematicBody::move(const Vector3 &p_motion) {
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//give me back regular physics engine logic
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@ -1097,10 +1111,111 @@ Vector3 KinematicBody::move(const Vector3 &p_motion) {
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Transform gt = get_global_transform();
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gt.origin += motion;
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set_global_transform(gt);
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travel = motion;
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return p_motion - motion;
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}
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Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction, const Vector3 &p_ceil_direction, float p_slope_stop_min_velocity, int p_max_bounces, float p_floor_max_angle, float p_ceil_max_angle) {
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/*
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Things to note:
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1. This function is basically the KinematicBody2D function ported over.
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2. The 'travel' variable and stuff relating to it exists more or less for this function's sake.
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3. Someone is going to have to document this, so here's an example for them:
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vel = move_and_slide(vel, Vector3(0, 1, 0), Vector3(0, -1, 0), 0.1);
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Very useful for FPS controllers so long as you control horizontal motion properly - even for Quake-style AABB colliders.
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The slope stop system is... rather weird, and it's correct operation depends on what scale your game is built on,
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but as far as I can tell in theory it's suppposed to be a way of turning impassable slopes into invisible walls.
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It can also be a pain, since there's a better-known way of defining such things: "let gravity do the work".
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If you don't like it, set it to positive infinity.
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4. Might be a bug somewhere else in physics: When there are two CollisionShape nodes with a shared Shape, only one is considered, I think.
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Test this further.
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*/
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Vector3 motion = (move_and_slide_floor_velocity + p_linear_velocity) * get_fixed_process_delta_time();
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Vector3 lv = p_linear_velocity;
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move_and_slide_on_floor = false;
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move_and_slide_on_ceiling = false;
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move_and_slide_on_wall = false;
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move_and_slide_colliders.clear();
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move_and_slide_floor_velocity = Vector3();
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while (p_max_bounces) {
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motion = move(motion);
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if (is_colliding()) {
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bool hit_horizontal = false; //hit floor or ceiling
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if (p_floor_direction != Vector3()) {
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if (get_collision_normal().dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor
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hit_horizontal = true;
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move_and_slide_on_floor = true;
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move_and_slide_floor_velocity = get_collider_velocity();
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//Note: These two lines are the only lines that really changed between 3D/2D, see if it can't be reused somehow???
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Vector2 hz_velocity = Vector2(lv.x - move_and_slide_floor_velocity.x, lv.z - move_and_slide_floor_velocity.z);
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if (get_travel().length() < 1 && hz_velocity.length() < p_slope_stop_min_velocity) {
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revert_motion();
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return Vector3();
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}
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}
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}
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if (p_ceil_direction != Vector3()) {
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if (get_collision_normal().dot(p_ceil_direction) >= Math::cos(p_ceil_max_angle)) { //ceiling
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hit_horizontal = true;
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move_and_slide_on_ceiling = true;
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}
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}
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//if it hit something but didn't hit a floor or ceiling, it is by default a wall
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//(this imitates the pre-specifiable-ceiling logic more or less, except ceiling is optional)
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if (!hit_horizontal) {
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move_and_slide_on_wall = true;
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}
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Vector3 n = get_collision_normal();
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motion = motion.slide(n);
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lv = lv.slide(n);
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Variant collider = _get_collider();
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if (collider.get_type() != Variant::NIL) {
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move_and_slide_colliders.push_back(collider);
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}
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} else {
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break;
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}
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p_max_bounces--;
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if (motion == Vector3())
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break;
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}
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return lv;
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}
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bool KinematicBody::is_move_and_slide_on_floor() const {
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return move_and_slide_on_floor;
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}
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bool KinematicBody::is_move_and_slide_on_wall() const {
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return move_and_slide_on_wall;
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}
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bool KinematicBody::is_move_and_slide_on_ceiling() const {
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return move_and_slide_on_ceiling;
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}
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Array KinematicBody::get_move_and_slide_colliders() const {
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return move_and_slide_colliders;
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}
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Vector3 KinematicBody::move_to(const Vector3 &p_position) {
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return move(p_position - get_global_transform().origin);
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@ -1223,6 +1338,7 @@ void KinematicBody::_bind_methods() {
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ClassDB::bind_method(D_METHOD("move", "rel_vec"), &KinematicBody::move);
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ClassDB::bind_method(D_METHOD("move_to", "position"), &KinematicBody::move_to);
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ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "ceil_normal", "slope_stop_min_velocity", "max_bounces", "floor_max_angle", "ceil_max_angle"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(Vector3(0, 0, 0)), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(Math::deg2rad((float)45)));
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ClassDB::bind_method(D_METHOD("can_teleport_to", "position"), &KinematicBody::can_teleport_to);
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@ -1249,6 +1365,14 @@ void KinematicBody::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_collision_margin", "pixels"), &KinematicBody::set_collision_margin);
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ClassDB::bind_method(D_METHOD("get_collision_margin", "pixels"), &KinematicBody::get_collision_margin);
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ClassDB::bind_method(D_METHOD("get_travel"), &KinematicBody::get_travel);
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ClassDB::bind_method(D_METHOD("revert_motion"), &KinematicBody::revert_motion);
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ClassDB::bind_method(D_METHOD("get_move_and_slide_colliders"), &KinematicBody::get_move_and_slide_colliders);
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ClassDB::bind_method(D_METHOD("is_move_and_slide_on_floor"), &KinematicBody::is_move_and_slide_on_floor);
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ClassDB::bind_method(D_METHOD("is_move_and_slide_on_ceiling"), &KinematicBody::is_move_and_slide_on_ceiling);
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ClassDB::bind_method(D_METHOD("is_move_and_slide_on_wall"), &KinematicBody::is_move_and_slide_on_wall);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with/static"), "set_collide_with_static_bodies", "can_collide_with_static_bodies");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with/kinematic"), "set_collide_with_kinematic_bodies", "can_collide_with_kinematic_bodies");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with/rigid"), "set_collide_with_rigid_bodies", "can_collide_with_rigid_bodies");
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@ -275,6 +275,13 @@ class KinematicBody : public PhysicsBody {
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Vector3 collider_vel;
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ObjectID collider;
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int collider_shape;
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Vector3 travel;
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Vector3 move_and_slide_floor_velocity;
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bool move_and_slide_on_floor;
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bool move_and_slide_on_ceiling;
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bool move_and_slide_on_wall;
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Array move_and_slide_colliders;
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Variant _get_collider() const;
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@ -295,6 +302,10 @@ public:
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bool can_teleport_to(const Vector3 &p_position);
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bool is_colliding() const;
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Vector3 get_travel() const; // Set by move and others. Consider unreliable except immediately after a move call.
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void revert_motion();
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Vector3 get_collision_pos() const;
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Vector3 get_collision_normal() const;
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Vector3 get_collider_velocity() const;
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@ -316,6 +327,12 @@ public:
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void set_collision_margin(float p_margin);
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float get_collision_margin() const;
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Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction = Vector3(0, 0, 0), const Vector3 &p_ceil_direction = Vector3(0, 0, 0), float p_slope_stop_min_velocity = 5, int p_max_bounces = 4, float p_floor_max_angle = Math::deg2rad((float)45), float p_ceil_max_angle = Math::deg2rad((float)45));
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bool is_move_and_slide_on_floor() const;
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bool is_move_and_slide_on_wall() const;
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bool is_move_and_slide_on_ceiling() const;
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Array get_move_and_slide_colliders() const;
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KinematicBody();
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~KinematicBody();
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};
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