Merge pull request #50495 from nekomatata/move-and-slide-fixes-3.x
[3.x] Backport KinematicBody move_and_slide and move_and_collide fixes
This commit is contained in:
commit
526447b86f
|
@ -19,10 +19,16 @@
|
|||
</member>
|
||||
<member name="collider_velocity" type="Vector2" setter="" getter="get_collider_velocity" default="Vector2( 0, 0 )">
|
||||
</member>
|
||||
<member name="collision_depth" type="float" setter="" getter="get_collision_depth" default="0.0">
|
||||
</member>
|
||||
<member name="collision_normal" type="Vector2" setter="" getter="get_collision_normal" default="Vector2( 0, 0 )">
|
||||
</member>
|
||||
<member name="collision_point" type="Vector2" setter="" getter="get_collision_point" default="Vector2( 0, 0 )">
|
||||
</member>
|
||||
<member name="collision_safe_fraction" type="float" setter="" getter="get_collision_safe_fraction" default="0.0">
|
||||
</member>
|
||||
<member name="collision_unsafe_fraction" type="float" setter="" getter="get_collision_unsafe_fraction" default="0.0">
|
||||
</member>
|
||||
<member name="motion" type="Vector2" setter="" getter="get_motion" default="Vector2( 0, 0 )">
|
||||
</member>
|
||||
<member name="motion_remainder" type="Vector2" setter="" getter="get_motion_remainder" default="Vector2( 0, 0 )">
|
||||
|
|
|
@ -19,10 +19,16 @@
|
|||
</member>
|
||||
<member name="collider_velocity" type="Vector3" setter="" getter="get_collider_velocity" default="Vector3( 0, 0, 0 )">
|
||||
</member>
|
||||
<member name="collision_depth" type="float" setter="" getter="get_collision_depth" default="0.0">
|
||||
</member>
|
||||
<member name="collision_normal" type="Vector3" setter="" getter="get_collision_normal" default="Vector3( 0, 0, 0 )">
|
||||
</member>
|
||||
<member name="collision_point" type="Vector3" setter="" getter="get_collision_point" default="Vector3( 0, 0, 0 )">
|
||||
</member>
|
||||
<member name="collision_safe_fraction" type="float" setter="" getter="get_collision_safe_fraction" default="0.0">
|
||||
</member>
|
||||
<member name="collision_unsafe_fraction" type="float" setter="" getter="get_collision_unsafe_fraction" default="0.0">
|
||||
</member>
|
||||
<member name="motion" type="Vector3" setter="" getter="get_motion" default="Vector3( 0, 0, 0 )">
|
||||
</member>
|
||||
<member name="motion_remainder" type="Vector3" setter="" getter="get_motion_remainder" default="Vector3( 0, 0, 0 )">
|
||||
|
|
|
@ -1030,7 +1030,7 @@ bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision
|
|||
}
|
||||
}
|
||||
|
||||
bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only, const Set<RID> &p_exclude) {
|
||||
bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only, bool p_cancel_sliding, const Set<RID> &p_exclude) {
|
||||
if (sync_to_physics) {
|
||||
ERR_PRINT("Functions move_and_slide and move_and_collide do not work together with 'sync to physics' option. Please read the documentation.");
|
||||
}
|
||||
|
@ -1039,6 +1039,44 @@ bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_
|
|||
|
||||
bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, margin, &result, p_exclude_raycast_shapes, p_exclude);
|
||||
|
||||
// Restore direction of motion to be along original motion,
|
||||
// in order to avoid sliding due to recovery,
|
||||
// but only if collision depth is low enough to avoid tunneling.
|
||||
if (p_cancel_sliding) {
|
||||
real_t motion_length = p_motion.length();
|
||||
real_t precision = 0.001;
|
||||
|
||||
if (colliding) {
|
||||
// Can't just use margin as a threshold because collision depth is calculated on unsafe motion,
|
||||
// so even in normal resting cases the depth can be a bit more than the margin.
|
||||
precision += motion_length * (result.collision_unsafe_fraction - result.collision_safe_fraction);
|
||||
|
||||
if (result.collision_depth > (real_t)margin + precision) {
|
||||
p_cancel_sliding = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (p_cancel_sliding) {
|
||||
// When motion is null, recovery is the resulting motion.
|
||||
Vector2 motion_normal;
|
||||
if (motion_length > CMP_EPSILON) {
|
||||
motion_normal = p_motion / motion_length;
|
||||
}
|
||||
|
||||
// Check depth of recovery.
|
||||
real_t projected_length = result.motion.dot(motion_normal);
|
||||
Vector2 recovery = result.motion - motion_normal * projected_length;
|
||||
real_t recovery_length = recovery.length();
|
||||
// Fixes cases where canceling slide causes the motion to go too deep into the ground,
|
||||
// because we're only taking rest information into account and not general recovery.
|
||||
if (recovery_length < (real_t)margin + precision) {
|
||||
// Apply adjustment to motion.
|
||||
result.motion = motion_normal * projected_length;
|
||||
result.remainder = p_motion - result.motion;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (colliding) {
|
||||
r_collision.collider_metadata = result.collider_metadata;
|
||||
r_collision.collider_shape = result.collider_shape;
|
||||
|
@ -1092,7 +1130,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
|
|||
Collision floor_collision;
|
||||
Set<RID> exclude;
|
||||
exclude.insert(on_floor_body);
|
||||
if (move_and_collide(current_floor_velocity * delta, p_infinite_inertia, floor_collision, true, false, exclude)) {
|
||||
if (move_and_collide(current_floor_velocity * delta, p_infinite_inertia, floor_collision, true, false, false, exclude)) {
|
||||
colliders.push_back(floor_collision);
|
||||
_set_collision_direction(floor_collision, up_direction, p_floor_max_angle);
|
||||
}
|
||||
|
@ -1101,14 +1139,17 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
|
|||
on_floor_body = RID();
|
||||
Vector2 motion = body_velocity * delta;
|
||||
|
||||
while (p_max_slides) {
|
||||
// No sliding on first attempt to keep floor motion stable when possible,
|
||||
// when stop on slope is enabled.
|
||||
bool sliding_enabled = !p_stop_on_slope;
|
||||
for (int iteration = 0; iteration < p_max_slides; ++iteration) {
|
||||
Collision collision;
|
||||
bool found_collision = false;
|
||||
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
bool collided;
|
||||
if (i == 0) { //collide
|
||||
collided = move_and_collide(motion, p_infinite_inertia, collision);
|
||||
collided = move_and_collide(motion, p_infinite_inertia, collision, true, false, !sliding_enabled);
|
||||
if (!collided) {
|
||||
motion = Vector2(); //clear because no collision happened and motion completed
|
||||
}
|
||||
|
@ -1124,29 +1165,36 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
|
|||
found_collision = true;
|
||||
|
||||
colliders.push_back(collision);
|
||||
motion = collision.remainder;
|
||||
|
||||
_set_collision_direction(collision, up_direction, p_floor_max_angle);
|
||||
|
||||
if (on_floor && p_stop_on_slope) {
|
||||
if ((body_velocity_normal + up_direction).length() < 0.01 && collision.travel.length() < 1) {
|
||||
if ((body_velocity_normal + up_direction).length() < 0.01) {
|
||||
Transform2D gt = get_global_transform();
|
||||
gt.elements[2] -= collision.travel.slide(up_direction);
|
||||
if (collision.travel.length() > margin) {
|
||||
gt.elements[2] -= collision.travel.slide(up_direction);
|
||||
} else {
|
||||
gt.elements[2] -= collision.travel;
|
||||
}
|
||||
set_global_transform(gt);
|
||||
return Vector2();
|
||||
}
|
||||
}
|
||||
|
||||
motion = motion.slide(collision.normal);
|
||||
body_velocity = body_velocity.slide(collision.normal);
|
||||
if (sliding_enabled || !on_floor) {
|
||||
motion = collision.remainder.slide(collision.normal);
|
||||
body_velocity = body_velocity.slide(collision.normal);
|
||||
} else {
|
||||
motion = collision.remainder;
|
||||
}
|
||||
}
|
||||
|
||||
sliding_enabled = true;
|
||||
}
|
||||
|
||||
if (!found_collision || motion == Vector2()) {
|
||||
break;
|
||||
}
|
||||
|
||||
--p_max_slides;
|
||||
}
|
||||
|
||||
if (!on_floor && !on_wall) {
|
||||
|
@ -1169,7 +1217,7 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci
|
|||
Collision col;
|
||||
Transform2D gt = get_global_transform();
|
||||
|
||||
if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
|
||||
if (move_and_collide(p_snap, p_infinite_inertia, col, false, true, false)) {
|
||||
bool apply = true;
|
||||
if (up_direction != Vector2()) {
|
||||
if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
||||
|
@ -1180,9 +1228,12 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci
|
|||
if (p_stop_on_slope) {
|
||||
// move and collide may stray the object a bit because of pre un-stucking,
|
||||
// so only ensure that motion happens on floor direction in this case.
|
||||
col.travel = up_direction * up_direction.dot(col.travel);
|
||||
if (col.travel.length() > margin) {
|
||||
col.travel = up_direction * up_direction.dot(col.travel);
|
||||
} else {
|
||||
col.travel = Vector2();
|
||||
}
|
||||
}
|
||||
|
||||
} else {
|
||||
apply = false;
|
||||
}
|
||||
|
|
|
@ -311,7 +311,7 @@ protected:
|
|||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false, const Set<RID> &p_exclude = Set<RID>());
|
||||
bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false, bool p_cancel_sliding = true, const Set<RID> &p_exclude = Set<RID>());
|
||||
|
||||
bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia = true);
|
||||
|
||||
|
|
|
@ -973,7 +973,7 @@ Ref<KinematicCollision> KinematicBody::_move(const Vector3 &p_motion, bool p_inf
|
|||
return Ref<KinematicCollision>();
|
||||
}
|
||||
|
||||
bool KinematicBody::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only) {
|
||||
bool KinematicBody::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only, bool p_cancel_sliding) {
|
||||
if (sync_to_physics) {
|
||||
ERR_PRINT("Functions move_and_slide and move_and_collide do not work together with 'sync to physics' option. Please read the documentation.");
|
||||
}
|
||||
|
@ -982,6 +982,44 @@ bool KinematicBody::move_and_collide(const Vector3 &p_motion, bool p_infinite_in
|
|||
PhysicsServer::MotionResult result;
|
||||
bool colliding = PhysicsServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, &result, p_exclude_raycast_shapes);
|
||||
|
||||
// Restore direction of motion to be along original motion,
|
||||
// in order to avoid sliding due to recovery,
|
||||
// but only if collision depth is low enough to avoid tunneling.
|
||||
if (p_cancel_sliding) {
|
||||
real_t motion_length = p_motion.length();
|
||||
real_t precision = 0.001;
|
||||
|
||||
if (colliding) {
|
||||
// Can't just use margin as a threshold because collision depth is calculated on unsafe motion,
|
||||
// so even in normal resting cases the depth can be a bit more than the margin.
|
||||
precision += motion_length * (result.collision_unsafe_fraction - result.collision_safe_fraction);
|
||||
|
||||
if (result.collision_depth > (real_t)margin + precision) {
|
||||
p_cancel_sliding = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (p_cancel_sliding) {
|
||||
// When motion is null, recovery is the resulting motion.
|
||||
Vector3 motion_normal;
|
||||
if (motion_length > CMP_EPSILON) {
|
||||
motion_normal = p_motion / motion_length;
|
||||
}
|
||||
|
||||
// Check depth of recovery.
|
||||
real_t projected_length = result.motion.dot(motion_normal);
|
||||
Vector3 recovery = result.motion - motion_normal * projected_length;
|
||||
real_t recovery_length = recovery.length();
|
||||
// Fixes cases where canceling slide causes the motion to go too deep into the ground,
|
||||
// because we're only taking rest information into account and not general recovery.
|
||||
if (recovery_length < (real_t)margin + precision) {
|
||||
// Apply adjustment to motion.
|
||||
result.motion = motion_normal * projected_length;
|
||||
result.remainder = p_motion - result.motion;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (colliding) {
|
||||
r_collision.collider_metadata = result.collider_metadata;
|
||||
r_collision.collider_shape = result.collider_shape;
|
||||
|
@ -1043,14 +1081,17 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
|
|||
floor_normal = Vector3();
|
||||
floor_velocity = Vector3();
|
||||
|
||||
while (p_max_slides) {
|
||||
// No sliding on first attempt to keep floor motion stable when possible,
|
||||
// when stop on slope is enabled.
|
||||
bool sliding_enabled = !p_stop_on_slope;
|
||||
for (int iteration = 0; iteration < p_max_slides; ++iteration) {
|
||||
Collision collision;
|
||||
bool found_collision = false;
|
||||
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
bool collided;
|
||||
if (i == 0) { //collide
|
||||
collided = move_and_collide(motion, p_infinite_inertia, collision);
|
||||
collided = move_and_collide(motion, p_infinite_inertia, collision, true, false, !sliding_enabled);
|
||||
if (!collided) {
|
||||
motion = Vector3(); //clear because no collision happened and motion completed
|
||||
}
|
||||
|
@ -1066,7 +1107,6 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
|
|||
found_collision = true;
|
||||
|
||||
colliders.push_back(collision);
|
||||
motion = collision.remainder;
|
||||
|
||||
if (up_direction == Vector3()) {
|
||||
//all is a wall
|
||||
|
@ -1080,9 +1120,13 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
|
|||
floor_velocity = collision.collider_vel;
|
||||
|
||||
if (p_stop_on_slope) {
|
||||
if ((body_velocity_normal + up_direction).length() < 0.01 && collision.travel.length() < 1) {
|
||||
if ((body_velocity_normal + up_direction).length() < 0.01) {
|
||||
Transform gt = get_global_transform();
|
||||
gt.origin -= collision.travel.slide(up_direction);
|
||||
if (collision.travel.length() > margin) {
|
||||
gt.origin -= collision.travel.slide(up_direction);
|
||||
} else {
|
||||
gt.origin -= collision.travel;
|
||||
}
|
||||
set_global_transform(gt);
|
||||
return Vector3();
|
||||
}
|
||||
|
@ -1094,22 +1138,26 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
|
|||
}
|
||||
}
|
||||
|
||||
motion = motion.slide(collision.normal);
|
||||
body_velocity = body_velocity.slide(collision.normal);
|
||||
if (sliding_enabled || !on_floor) {
|
||||
motion = collision.remainder.slide(collision.normal);
|
||||
body_velocity = body_velocity.slide(collision.normal);
|
||||
|
||||
for (int j = 0; j < 3; j++) {
|
||||
if (locked_axis & (1 << j)) {
|
||||
body_velocity[j] = 0;
|
||||
for (int j = 0; j < 3; j++) {
|
||||
if (locked_axis & (1 << j)) {
|
||||
body_velocity[j] = 0;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
motion = collision.remainder;
|
||||
}
|
||||
}
|
||||
|
||||
sliding_enabled = true;
|
||||
}
|
||||
|
||||
if (!found_collision || motion == Vector3()) {
|
||||
break;
|
||||
}
|
||||
|
||||
--p_max_slides;
|
||||
}
|
||||
|
||||
return body_velocity;
|
||||
|
@ -1127,7 +1175,7 @@ Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity
|
|||
Collision col;
|
||||
Transform gt = get_global_transform();
|
||||
|
||||
if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
|
||||
if (move_and_collide(p_snap, p_infinite_inertia, col, false, true, false)) {
|
||||
bool apply = true;
|
||||
if (up_direction != Vector3()) {
|
||||
if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
||||
|
@ -1138,7 +1186,11 @@ Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity
|
|||
if (p_stop_on_slope) {
|
||||
// move and collide may stray the object a bit because of pre un-stucking,
|
||||
// so only ensure that motion happens on floor direction in this case.
|
||||
col.travel = col.travel.project(up_direction);
|
||||
if (col.travel.length() > margin) {
|
||||
col.travel = col.travel.project(up_direction);
|
||||
} else {
|
||||
col.travel = Vector3();
|
||||
}
|
||||
}
|
||||
} else {
|
||||
apply = false; //snapped with floor direction, but did not snap to a floor, do not snap.
|
||||
|
|
|
@ -306,7 +306,7 @@ protected:
|
|||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
|
||||
bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false, bool p_cancel_sliding = true);
|
||||
bool test_move(const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia);
|
||||
|
||||
bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision);
|
||||
|
|
|
@ -251,6 +251,8 @@ bool PhysicsDirectSpaceStateSW::cast_motion(const RID &p_shape, const Transform
|
|||
|
||||
bool best_first = true;
|
||||
|
||||
Vector3 motion_normal = p_motion.normalized();
|
||||
|
||||
Vector3 closest_A, closest_B;
|
||||
|
||||
for (int i = 0; i < amount; i++) {
|
||||
|
@ -266,7 +268,7 @@ bool PhysicsDirectSpaceStateSW::cast_motion(const RID &p_shape, const Transform
|
|||
int shape_idx = space->intersection_query_subindex_results[i];
|
||||
|
||||
Vector3 point_A, point_B;
|
||||
Vector3 sep_axis = p_motion.normalized();
|
||||
Vector3 sep_axis = motion_normal;
|
||||
|
||||
Transform col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
|
||||
//test initial overlap, does it collide if going all the way?
|
||||
|
@ -275,35 +277,47 @@ bool PhysicsDirectSpaceStateSW::cast_motion(const RID &p_shape, const Transform
|
|||
}
|
||||
|
||||
//test initial overlap, ignore objects it's inside of.
|
||||
sep_axis = p_motion.normalized();
|
||||
sep_axis = motion_normal;
|
||||
|
||||
if (!CollisionSolverSW::solve_distance(shape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
//just do kinematic solving
|
||||
real_t low = 0;
|
||||
real_t hi = 1;
|
||||
Vector3 mnormal = p_motion.normalized();
|
||||
|
||||
real_t low = 0.0;
|
||||
real_t hi = 1.0;
|
||||
real_t fraction_coeff = 0.5;
|
||||
for (int j = 0; j < 8; j++) { //steps should be customizable..
|
||||
real_t fraction = low + (hi - low) * fraction_coeff;
|
||||
|
||||
real_t ofs = (low + hi) * 0.5;
|
||||
|
||||
Vector3 sep = mnormal; //important optimization for this to work fast enough
|
||||
|
||||
mshape.motion = xform_inv.basis.xform(p_motion * ofs);
|
||||
mshape.motion = xform_inv.basis.xform(p_motion * fraction);
|
||||
|
||||
Vector3 lA, lB;
|
||||
|
||||
Vector3 sep = motion_normal; //important optimization for this to work fast enough
|
||||
bool collided = !CollisionSolverSW::solve_distance(&mshape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, aabb, &sep);
|
||||
|
||||
if (collided) {
|
||||
hi = ofs;
|
||||
hi = fraction;
|
||||
if ((j == 0) || (low > 0.0)) { // Did it not collide before?
|
||||
// When alternating or first iteration, use dichotomy.
|
||||
fraction_coeff = 0.5;
|
||||
} else {
|
||||
// When colliding again, converge faster towards low fraction
|
||||
// for more accurate results with long motions that collide near the start.
|
||||
fraction_coeff = 0.25;
|
||||
}
|
||||
} else {
|
||||
point_A = lA;
|
||||
point_B = lB;
|
||||
low = ofs;
|
||||
low = fraction;
|
||||
if ((j == 0) || (hi < 1.0)) { // Did it collide before?
|
||||
// When alternating or first iteration, use dichotomy.
|
||||
fraction_coeff = 0.5;
|
||||
} else {
|
||||
// When not colliding again, converge faster towards high fraction
|
||||
// for more accurate results with long motions that collide near the end.
|
||||
fraction_coeff = 0.75;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -894,27 +908,40 @@ bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Ve
|
|||
}
|
||||
|
||||
//just do kinematic solving
|
||||
real_t low = 0;
|
||||
real_t hi = 1;
|
||||
|
||||
real_t low = 0.0;
|
||||
real_t hi = 1.0;
|
||||
real_t fraction_coeff = 0.5;
|
||||
for (int k = 0; k < 8; k++) { //steps should be customizable..
|
||||
real_t fraction = low + (hi - low) * fraction_coeff;
|
||||
|
||||
real_t ofs = (low + hi) * 0.5;
|
||||
|
||||
Vector3 sep = motion_normal; //important optimization for this to work fast enough
|
||||
|
||||
mshape.motion = body_shape_xform_inv.basis.xform(p_motion * ofs);
|
||||
mshape.motion = body_shape_xform_inv.basis.xform(p_motion * fraction);
|
||||
|
||||
Vector3 lA, lB;
|
||||
|
||||
Vector3 sep = motion_normal; //important optimization for this to work fast enough
|
||||
bool collided = !CollisionSolverSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, motion_aabb, &sep);
|
||||
|
||||
if (collided) {
|
||||
hi = ofs;
|
||||
hi = fraction;
|
||||
if ((k == 0) || (low > 0.0)) { // Did it not collide before?
|
||||
// When alternating or first iteration, use dichotomy.
|
||||
fraction_coeff = 0.5;
|
||||
} else {
|
||||
// When colliding again, converge faster towards low fraction
|
||||
// for more accurate results with long motions that collide near the start.
|
||||
fraction_coeff = 0.25;
|
||||
}
|
||||
} else {
|
||||
point_A = lA;
|
||||
point_B = lB;
|
||||
low = ofs;
|
||||
low = fraction;
|
||||
if ((k == 0) || (hi < 1.0)) { // Did it collide before?
|
||||
// When alternating or first iteration, use dichotomy.
|
||||
fraction_coeff = 0.5;
|
||||
} else {
|
||||
// When not colliding again, converge faster towards high fraction
|
||||
// for more accurate results with long motions that collide near the end.
|
||||
fraction_coeff = 0.75;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1008,6 +1035,9 @@ bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Ve
|
|||
r_result->collision_local_shape = rcd.best_local_shape;
|
||||
r_result->collision_normal = rcd.best_normal;
|
||||
r_result->collision_point = rcd.best_contact;
|
||||
r_result->collision_depth = rcd.best_len;
|
||||
r_result->collision_safe_fraction = safe;
|
||||
r_result->collision_unsafe_fraction = unsafe;
|
||||
//r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);
|
||||
|
||||
const BodySW *body = static_cast<const BodySW *>(rcd.best_object);
|
||||
|
|
|
@ -283,22 +283,38 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID &p_shape, const Transfor
|
|||
continue;
|
||||
}
|
||||
|
||||
//just do kinematic solving
|
||||
real_t low = 0;
|
||||
real_t hi = 1;
|
||||
Vector2 mnormal = p_motion.normalized();
|
||||
|
||||
//just do kinematic solving
|
||||
real_t low = 0.0;
|
||||
real_t hi = 1.0;
|
||||
real_t fraction_coeff = 0.5;
|
||||
for (int j = 0; j < 8; j++) { //steps should be customizable..
|
||||
|
||||
real_t ofs = (low + hi) * 0.5;
|
||||
real_t fraction = low + (hi - low) * fraction_coeff;
|
||||
|
||||
Vector2 sep = mnormal; //important optimization for this to work fast enough
|
||||
bool collided = CollisionSolver2DSW::solve(shape, p_xform, p_motion * ofs, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_margin);
|
||||
bool collided = CollisionSolver2DSW::solve(shape, p_xform, p_motion * fraction, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_margin);
|
||||
|
||||
if (collided) {
|
||||
hi = ofs;
|
||||
hi = fraction;
|
||||
if ((j == 0) || (low > 0.0)) { // Did it not collide before?
|
||||
// When alternating or first iteration, use dichotomy.
|
||||
fraction_coeff = 0.5;
|
||||
} else {
|
||||
// When colliding again, converge faster towards low fraction
|
||||
// for more accurate results with long motions that collide near the start.
|
||||
fraction_coeff = 0.25;
|
||||
}
|
||||
} else {
|
||||
low = ofs;
|
||||
low = fraction;
|
||||
if ((j == 0) || (hi < 1.0)) { // Did it collide before?
|
||||
// When alternating or first iteration, use dichotomy.
|
||||
fraction_coeff = 0.5;
|
||||
} else {
|
||||
// When not colliding again, converge faster towards high fraction
|
||||
// for more accurate results with long motions that collide near the end.
|
||||
fraction_coeff = 0.75;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -962,20 +978,35 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
|
|||
}
|
||||
|
||||
//just do kinematic solving
|
||||
real_t low = 0;
|
||||
real_t hi = 1;
|
||||
|
||||
real_t low = 0.0;
|
||||
real_t hi = 1.0;
|
||||
real_t fraction_coeff = 0.5;
|
||||
for (int k = 0; k < 8; k++) { //steps should be customizable..
|
||||
|
||||
real_t ofs = (low + hi) * 0.5;
|
||||
real_t fraction = low + (hi - low) * fraction_coeff;
|
||||
|
||||
Vector2 sep = motion_normal; //important optimization for this to work fast enough
|
||||
bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * ofs, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, &sep, 0);
|
||||
bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * fraction, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, &sep, 0);
|
||||
|
||||
if (collided) {
|
||||
hi = ofs;
|
||||
hi = fraction;
|
||||
if ((k == 0) || (low > 0.0)) { // Did it not collide before?
|
||||
// When alternating or first iteration, use dichotomy.
|
||||
fraction_coeff = 0.5;
|
||||
} else {
|
||||
// When colliding again, converge faster towards low fraction
|
||||
// for more accurate results with long motions that collide near the start.
|
||||
fraction_coeff = 0.25;
|
||||
}
|
||||
} else {
|
||||
low = ofs;
|
||||
low = fraction;
|
||||
if ((k == 0) || (hi < 1.0)) { // Did it collide before?
|
||||
// When alternating or first iteration, use dichotomy.
|
||||
fraction_coeff = 0.5;
|
||||
} else {
|
||||
// When not colliding again, converge faster towards high fraction
|
||||
// for more accurate results with long motions that collide near the end.
|
||||
fraction_coeff = 0.75;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1128,6 +1159,9 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
|
|||
r_result->collision_local_shape = rcd.best_local_shape;
|
||||
r_result->collision_normal = rcd.best_normal;
|
||||
r_result->collision_point = rcd.best_contact;
|
||||
r_result->collision_depth = rcd.best_len;
|
||||
r_result->collision_safe_fraction = safe;
|
||||
r_result->collision_unsafe_fraction = unsafe;
|
||||
r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);
|
||||
|
||||
const Body2DSW *body = static_cast<const Body2DSW *>(rcd.best_object);
|
||||
|
|
|
@ -444,6 +444,18 @@ int Physics2DTestMotionResult::get_collider_shape() const {
|
|||
return result.collider_shape;
|
||||
}
|
||||
|
||||
real_t Physics2DTestMotionResult::get_collision_depth() const {
|
||||
return result.collision_depth;
|
||||
}
|
||||
|
||||
real_t Physics2DTestMotionResult::get_collision_safe_fraction() const {
|
||||
return result.collision_safe_fraction;
|
||||
}
|
||||
|
||||
real_t Physics2DTestMotionResult::get_collision_unsafe_fraction() const {
|
||||
return result.collision_unsafe_fraction;
|
||||
}
|
||||
|
||||
void Physics2DTestMotionResult::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("get_motion"), &Physics2DTestMotionResult::get_motion);
|
||||
ClassDB::bind_method(D_METHOD("get_motion_remainder"), &Physics2DTestMotionResult::get_motion_remainder);
|
||||
|
@ -454,6 +466,9 @@ void Physics2DTestMotionResult::_bind_methods() {
|
|||
ClassDB::bind_method(D_METHOD("get_collider_rid"), &Physics2DTestMotionResult::get_collider_rid);
|
||||
ClassDB::bind_method(D_METHOD("get_collider"), &Physics2DTestMotionResult::get_collider);
|
||||
ClassDB::bind_method(D_METHOD("get_collider_shape"), &Physics2DTestMotionResult::get_collider_shape);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_depth"), &Physics2DTestMotionResult::get_collision_depth);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_safe_fraction"), &Physics2DTestMotionResult::get_collision_safe_fraction);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_unsafe_fraction"), &Physics2DTestMotionResult::get_collision_unsafe_fraction);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "", "get_motion");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion_remainder"), "", "get_motion_remainder");
|
||||
|
@ -464,6 +479,9 @@ void Physics2DTestMotionResult::_bind_methods() {
|
|||
ADD_PROPERTY(PropertyInfo(Variant::_RID, "collider_rid"), "", "get_collider_rid");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape"), "", "get_collider_shape");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision_depth"), "", "get_collision_depth");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision_safe_fraction"), "", "get_collision_safe_fraction");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision_unsafe_fraction"), "", "get_collision_unsafe_fraction");
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
|
|
@ -469,6 +469,9 @@ public:
|
|||
Vector2 collision_point;
|
||||
Vector2 collision_normal;
|
||||
Vector2 collider_velocity;
|
||||
real_t collision_depth = 0.0;
|
||||
real_t collision_safe_fraction = 0.0;
|
||||
real_t collision_unsafe_fraction = 0.0;
|
||||
int collision_local_shape = 0;
|
||||
ObjectID collider_id = 0;
|
||||
RID collider;
|
||||
|
@ -594,6 +597,9 @@ public:
|
|||
RID get_collider_rid() const;
|
||||
Object *get_collider() const;
|
||||
int get_collider_shape() const;
|
||||
real_t get_collision_depth() const;
|
||||
real_t get_collision_safe_fraction() const;
|
||||
real_t get_collision_unsafe_fraction() const;
|
||||
};
|
||||
|
||||
typedef Physics2DServer *(*CreatePhysics2DServerCallback)();
|
||||
|
|
|
@ -392,6 +392,18 @@ int PhysicsTestMotionResult::get_collider_shape() const {
|
|||
return result.collider_shape;
|
||||
}
|
||||
|
||||
real_t PhysicsTestMotionResult::get_collision_depth() const {
|
||||
return result.collision_depth;
|
||||
}
|
||||
|
||||
real_t PhysicsTestMotionResult::get_collision_safe_fraction() const {
|
||||
return result.collision_safe_fraction;
|
||||
}
|
||||
|
||||
real_t PhysicsTestMotionResult::get_collision_unsafe_fraction() const {
|
||||
return result.collision_unsafe_fraction;
|
||||
}
|
||||
|
||||
void PhysicsTestMotionResult::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("get_motion"), &PhysicsTestMotionResult::get_motion);
|
||||
ClassDB::bind_method(D_METHOD("get_motion_remainder"), &PhysicsTestMotionResult::get_motion_remainder);
|
||||
|
@ -402,6 +414,9 @@ void PhysicsTestMotionResult::_bind_methods() {
|
|||
ClassDB::bind_method(D_METHOD("get_collider_rid"), &PhysicsTestMotionResult::get_collider_rid);
|
||||
ClassDB::bind_method(D_METHOD("get_collider"), &PhysicsTestMotionResult::get_collider);
|
||||
ClassDB::bind_method(D_METHOD("get_collider_shape"), &PhysicsTestMotionResult::get_collider_shape);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_depth"), &PhysicsTestMotionResult::get_collision_depth);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_safe_fraction"), &PhysicsTestMotionResult::get_collision_safe_fraction);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_unsafe_fraction"), &PhysicsTestMotionResult::get_collision_unsafe_fraction);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "motion"), "", "get_motion");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "motion_remainder"), "", "get_motion_remainder");
|
||||
|
@ -412,6 +427,9 @@ void PhysicsTestMotionResult::_bind_methods() {
|
|||
ADD_PROPERTY(PropertyInfo(Variant::_RID, "collider_rid"), "", "get_collider_rid");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape"), "", "get_collider_shape");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision_depth"), "", "get_collision_depth");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision_safe_fraction"), "", "get_collision_safe_fraction");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision_unsafe_fraction"), "", "get_collision_unsafe_fraction");
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
|
|
@ -461,6 +461,9 @@ public:
|
|||
Vector3 collision_point;
|
||||
Vector3 collision_normal;
|
||||
Vector3 collider_velocity;
|
||||
real_t collision_depth = 0.0;
|
||||
real_t collision_safe_fraction = 0.0;
|
||||
real_t collision_unsafe_fraction = 0.0;
|
||||
int collision_local_shape = 0;
|
||||
ObjectID collider_id = 0;
|
||||
RID collider;
|
||||
|
@ -765,6 +768,9 @@ public:
|
|||
RID get_collider_rid() const;
|
||||
Object *get_collider() const;
|
||||
int get_collider_shape() const;
|
||||
real_t get_collision_depth() const;
|
||||
real_t get_collision_safe_fraction() const;
|
||||
real_t get_collision_unsafe_fraction() const;
|
||||
};
|
||||
|
||||
typedef PhysicsServer *(*CreatePhysicsServerCallback)();
|
||||
|
|
Loading…
Reference in New Issue