Merge pull request #8395 from 20kdc/master

Ported move_and_slide to KinematicBody (3D)
This commit is contained in:
Rémi Verschelde 2017-04-24 11:20:10 +02:00 committed by GitHub
commit 05d35bb156
2 changed files with 141 additions and 0 deletions

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