Expose body_test_motion in 3D physics server

Results are exposed through PhysicsTestMotionResult3D, the same way it's
done for 2D.

Also cleaned a few things in the 2D version.
This commit is contained in:
PouleyKetchoupp 2021-07-02 18:03:44 -07:00
parent eefe276a82
commit 62e577267f
7 changed files with 182 additions and 4 deletions

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@ -772,6 +772,25 @@
Sets a body state (see [enum BodyState] constants). Sets a body state (see [enum BodyState] constants).
</description> </description>
</method> </method>
<method name="body_test_motion">
<return type="bool">
</return>
<argument index="0" name="body" type="RID">
</argument>
<argument index="1" name="from" type="Transform3D">
</argument>
<argument index="2" name="motion" type="Vector3">
</argument>
<argument index="3" name="infinite_inertia" type="bool">
</argument>
<argument index="4" name="margin" type="float" default="0.001">
</argument>
<argument index="5" name="result" type="PhysicsTestMotionResult3D" default="null">
</argument>
<description>
Returns [code]true[/code] if a collision would result from moving in the given direction from a given point in space. Margin increases the size of the shapes involved in the collision detection. [PhysicsTestMotionResult3D] can be passed to return additional information in.
</description>
</method>
<method name="box_shape_create"> <method name="box_shape_create">
<return type="RID"> <return type="RID">
</return> </return>

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@ -0,0 +1,39 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsTestMotionResult3D" inherits="RefCounted" version="4.0">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="collider" type="Object" setter="" getter="get_collider">
</member>
<member name="collider_id" type="int" setter="" getter="get_collider_id" default="0">
</member>
<member name="collider_rid" type="RID" setter="" getter="get_collider_rid">
</member>
<member name="collider_shape" type="int" setter="" getter="get_collider_shape" default="0">
</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)">
</member>
</members>
<constants>
</constants>
</class>

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@ -253,12 +253,12 @@ public:
FUNC2(body_set_pickable, RID, bool); FUNC2(body_set_pickable, RID, bool);
bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) override { bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.08, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false); ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
return physics_2d_server->body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r_result, p_exclude_raycast_shapes); return physics_2d_server->body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r_result, p_exclude_raycast_shapes);
} }
int body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) override { int body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.08) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false); ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
return physics_2d_server->body_test_ray_separation(p_body, p_transform, p_infinite_inertia, r_recover_motion, r_results, p_result_max, p_margin); return physics_2d_server->body_test_ray_separation(p_body, p_transform, p_infinite_inertia, r_recover_motion, r_results, p_result_max, p_margin);
} }

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@ -503,7 +503,7 @@ public:
Variant collider_metadata; Variant collider_metadata;
}; };
virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) = 0; virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.08, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) = 0;
struct SeparationResult { struct SeparationResult {
real_t collision_depth; real_t collision_depth;
@ -517,7 +517,7 @@ public:
Variant collider_metadata; Variant collider_metadata;
}; };
virtual int body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) = 0; virtual int body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.08) = 0;
/* JOINT API */ /* JOINT API */

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@ -396,8 +396,94 @@ void PhysicsShapeQueryResult3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_result_object_shape", "idx"), &PhysicsShapeQueryResult3D::get_result_object_shape); ClassDB::bind_method(D_METHOD("get_result_object_shape", "idx"), &PhysicsShapeQueryResult3D::get_result_object_shape);
} }
///////////////////////////////
Vector3 PhysicsTestMotionResult3D::get_motion() const {
return result.motion;
}
Vector3 PhysicsTestMotionResult3D::get_motion_remainder() const {
return result.remainder;
}
Vector3 PhysicsTestMotionResult3D::get_collision_point() const {
return result.collision_point;
}
Vector3 PhysicsTestMotionResult3D::get_collision_normal() const {
return result.collision_normal;
}
Vector3 PhysicsTestMotionResult3D::get_collider_velocity() const {
return result.collider_velocity;
}
ObjectID PhysicsTestMotionResult3D::get_collider_id() const {
return result.collider_id;
}
RID PhysicsTestMotionResult3D::get_collider_rid() const {
return result.collider;
}
Object *PhysicsTestMotionResult3D::get_collider() const {
return ObjectDB::get_instance(result.collider_id);
}
int PhysicsTestMotionResult3D::get_collider_shape() const {
return result.collider_shape;
}
real_t PhysicsTestMotionResult3D::get_collision_depth() const {
return result.collision_depth;
}
real_t PhysicsTestMotionResult3D::get_collision_safe_fraction() const {
return result.collision_safe_fraction;
}
real_t PhysicsTestMotionResult3D::get_collision_unsafe_fraction() const {
return result.collision_unsafe_fraction;
}
void PhysicsTestMotionResult3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_motion"), &PhysicsTestMotionResult3D::get_motion);
ClassDB::bind_method(D_METHOD("get_motion_remainder"), &PhysicsTestMotionResult3D::get_motion_remainder);
ClassDB::bind_method(D_METHOD("get_collision_point"), &PhysicsTestMotionResult3D::get_collision_point);
ClassDB::bind_method(D_METHOD("get_collision_normal"), &PhysicsTestMotionResult3D::get_collision_normal);
ClassDB::bind_method(D_METHOD("get_collider_velocity"), &PhysicsTestMotionResult3D::get_collider_velocity);
ClassDB::bind_method(D_METHOD("get_collider_id"), &PhysicsTestMotionResult3D::get_collider_id);
ClassDB::bind_method(D_METHOD("get_collider_rid"), &PhysicsTestMotionResult3D::get_collider_rid);
ClassDB::bind_method(D_METHOD("get_collider"), &PhysicsTestMotionResult3D::get_collider);
ClassDB::bind_method(D_METHOD("get_collider_shape"), &PhysicsTestMotionResult3D::get_collider_shape);
ClassDB::bind_method(D_METHOD("get_collision_depth"), &PhysicsTestMotionResult3D::get_collision_depth);
ClassDB::bind_method(D_METHOD("get_collision_safe_fraction"), &PhysicsTestMotionResult3D::get_collision_safe_fraction);
ClassDB::bind_method(D_METHOD("get_collision_unsafe_fraction"), &PhysicsTestMotionResult3D::get_collision_unsafe_fraction);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "motion"), "", "get_motion");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "motion_remainder"), "", "get_motion_remainder");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "collision_point"), "", "get_collision_point");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "collision_normal"), "", "get_collision_normal");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "collider_velocity"), "", "get_collider_velocity");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id", PROPERTY_HINT_OBJECT_ID), "", "get_collider_id");
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::FLOAT, "collision_depth"), "", "get_collision_depth");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_safe_fraction"), "", "get_collision_safe_fraction");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_unsafe_fraction"), "", "get_collision_unsafe_fraction");
}
/////////////////////////////////////// ///////////////////////////////////////
bool PhysicsServer3D::_body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, const Ref<PhysicsTestMotionResult3D> &p_result) {
MotionResult *r = nullptr;
if (p_result.is_valid()) {
r = p_result->get_result_ptr();
}
return body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r);
}
RID PhysicsServer3D::shape_create(ShapeType p_shape) { RID PhysicsServer3D::shape_create(ShapeType p_shape) {
switch (p_shape) { switch (p_shape) {
case SHAPE_PLANE: case SHAPE_PLANE:
@ -551,6 +637,8 @@ void PhysicsServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("body_set_ray_pickable", "body", "enable"), &PhysicsServer3D::body_set_ray_pickable); ClassDB::bind_method(D_METHOD("body_set_ray_pickable", "body", "enable"), &PhysicsServer3D::body_set_ray_pickable);
ClassDB::bind_method(D_METHOD("body_test_motion", "body", "from", "motion", "infinite_inertia", "margin", "result"), &PhysicsServer3D::_body_test_motion, DEFVAL(0.001), DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("body_get_direct_state", "body"), &PhysicsServer3D::body_get_direct_state); ClassDB::bind_method(D_METHOD("body_get_direct_state", "body"), &PhysicsServer3D::body_get_direct_state);
/* SOFT BODY API */ /* SOFT BODY API */

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@ -225,11 +225,15 @@ public:
virtual ~RenderingServerHandler() {} virtual ~RenderingServerHandler() {}
}; };
class PhysicsTestMotionResult3D;
class PhysicsServer3D : public Object { class PhysicsServer3D : public Object {
GDCLASS(PhysicsServer3D, Object); GDCLASS(PhysicsServer3D, Object);
static PhysicsServer3D *singleton; static PhysicsServer3D *singleton;
virtual bool _body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, const Ref<PhysicsTestMotionResult3D> &p_result = Ref<PhysicsTestMotionResult3D>());
protected: protected:
static void _bind_methods(); static void _bind_methods();
@ -770,6 +774,33 @@ public:
~PhysicsServer3D(); ~PhysicsServer3D();
}; };
class PhysicsTestMotionResult3D : public RefCounted {
GDCLASS(PhysicsTestMotionResult3D, RefCounted);
PhysicsServer3D::MotionResult result;
friend class PhysicsServer3D;
protected:
static void _bind_methods();
public:
PhysicsServer3D::MotionResult *get_result_ptr() const { return const_cast<PhysicsServer3D::MotionResult *>(&result); }
Vector3 get_motion() const;
Vector3 get_motion_remainder() const;
Vector3 get_collision_point() const;
Vector3 get_collision_normal() const;
Vector3 get_collider_velocity() const;
ObjectID get_collider_id() const;
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 PhysicsServer3D *(*CreatePhysicsServer3DCallback)(); typedef PhysicsServer3D *(*CreatePhysicsServer3DCallback)();
class PhysicsServer3DManager { class PhysicsServer3DManager {

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@ -220,6 +220,7 @@ void register_server_types() {
ClassDB::register_virtual_class<PhysicsDirectBodyState3D>(); ClassDB::register_virtual_class<PhysicsDirectBodyState3D>();
ClassDB::register_virtual_class<PhysicsDirectSpaceState3D>(); ClassDB::register_virtual_class<PhysicsDirectSpaceState3D>();
ClassDB::register_virtual_class<PhysicsShapeQueryResult3D>(); ClassDB::register_virtual_class<PhysicsShapeQueryResult3D>();
ClassDB::register_class<PhysicsTestMotionResult3D>();
// Physics 2D // Physics 2D
GLOBAL_DEF(PhysicsServer2DManager::setting_property_name, "DEFAULT"); GLOBAL_DEF(PhysicsServer2DManager::setting_property_name, "DEFAULT");