Commit Graph

155 Commits

Author SHA1 Message Date
PouleyKetchoupp beeebb4c2f More accurate unsafe motion calculation
* Safe and unsafe motion are calculated by dichotomy with a limited
number of steps. It's good for performance, but on long motions that
either collide near the beginning or near the end, the result can be
very imprecise.
* Now a factor 0.25 or 0.75 is used to converge faster when this case
happens, which allows longer motions to get more accurate collision
detection.
* Makes snap collision more precise, and helps with cases where diagonal collision on the border of a platform can lead to the character being stuck.

Additional improvements to move_and_slide:
* Handle slide canceling in move_and_collide with 0 velocity instead of
not applying it.
* Better handling of snap with custom logic to cancel sliding.
* Remove small jittering when using stop on slope, by canceling the
motion completely when the resulting motion is less than margin instead
of always projecting to the up direction (in both body motion and snap).

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-07-19 08:09:17 -07:00
PouleyKetchoupp 2fbb6fff4e Fix move_and_collide causing sliding on slopes
Make sure the direction of the motion is preserved, unless the depth is
higher than the margin, which means the body needs depenetration in any
direction.

Also changed move_and_slide to avoid sliding on the first motion, in
order to avoid issues with unstable position on ground when jumping.

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-07-19 08:09:16 -07:00
fabriceci fba4c9d552 Fixing 2D moving platform logic
Fixing by applying the movement in two steps, first the platform
movement, and then the body movement. Plus, add the platform movement
when we are on_wall.
2021-07-15 11:57:58 +02:00
PouleyKetchoupp a146e79758 Expose collider RID in 2D/3D kinematic collision
Can be useful to access the colliding body information for bodies
created with the physics server directly.
2021-06-09 18:26:16 -07:00
Marcel Admiraal 09456c2a01 Return RID instead of Object id in area-body_shape_entered-exited signals. 2021-05-19 10:51:59 +01:00
Marcel Admiraal 8766769fd4 Move collision layer and mask into CollisionObject. 2021-05-08 11:40:57 +01:00
Rémi Verschelde 140350d767
Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Rémi Verschelde a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde 3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
rafallus e075b6b411 Check if _direct_state_changed() argument is valid
- Modified classes: RigidBody, PhysicalBone, VehicleBody, RigidBody2D, KinematicBody2D
- The input argument is untrusted even in release mode
2021-04-07 20:00:30 -05:00
Rémi Verschelde 49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Marcel Admiraal ea4ee986b5 Normalise p_up_direction vector in move_and_slide() and
move_and_slide_with_snap() and fix tolerance in
move_and_slide_with_snap() max floor angle.
2020-06-16 10:11:54 +01:00
Marcel Admiraal 907adb37ce Fixes get_floor_normal() returning the user defined floor_normal.
When there is no collision with a floor the get_floor_normal() function
should return the zero vector to be consistent with get_floor_velocity().

Renames floor_normal to up_direction in all bindings.

Updates the documentation of get_floor_normal() and get_floor_velocity()
to make it clear when the values are valid. Updates the documentation for
move_and_slide() and move_and_slide_with_snap() to use the new up_direction
parameter name.
2020-01-15 10:13:35 +01:00
Andrea Catania 9f1f4620e0 Added function to expose floor normal, useful to correctly calculate player velocity.
This work has been kindly sponsored by IMVU.
2020-01-10 14:58:19 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Hugo Locurcio 0a5b30b14a
Add a range property hint for the number of contacts reported
This closes #34505.
2019-12-21 22:27:10 +01:00
Marcel Admiraal 750f343e4a Ensure move_and_slide() is consistent between the 2D and 3D versions.
In the 3D version:
- Partially revert #20908 that was reverted in the 2D version as part
  of #21653. This ensures that the Vector returned is always perpendicular
  to the surface collided with; and not the floor_normal Vector passed to
  the function when on a floor.
- Include an update of the floor velocity before multiplying by the time
  delta, which was added to the 2D version as part of commit 13a8014.

In the 2D version:
- Use the Vector2.slide() function instead of Vector2.tangent() to adjust
  the amount of motion the stop_on_slope undoes to ensure that it is in the
  right direction. This is a implementation of the 3D approach from #30588.
- Combine the !found_collision and motion == Vector2() checks for break.
- Other minor formating changes to make the functions look identical.

Also renamed some variables to align with their use.
2019-12-02 08:35:50 +01:00
Rémi Verschelde dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
qarmin 17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
luz.paz 91ecd7b6a6 Fix misc. source comment typos
Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
2019-09-19 14:36:52 -04:00
Rémi Verschelde 720065c721
Merge pull request #31476 from SoulForMachine/fix-move-and-slide-error
Prevent move_and_slide() to generate an error.
2019-09-03 12:51:42 +02:00
Milan Davidovic c12ce2b4dd Prevent move_and_slide() to generate an error.
When moving KinematicBody2D from one scene to another and not freeing
the old scene, the first call to move_and_slide() in the new scene will
generate an error because KinematicBody2D keeps internaly a
RID on_floor_body of a body resource in the old scene which no more has
a space assigned.

To fix this, on_floor_body is set to empty RID in response to
NOTIFICATION_ENTER_TREE notification of KinematicBody2D and
KinematicBody. Also all other data related to move_and_slide() is reset:
floor, ceiling, wall flags, colliders vector, floor_velocity.

This fixes #31416.
2019-08-26 15:10:15 +02:00
Rémi Verschelde bfed4b6a97
Merge pull request #31014 from DavidSichma/kinematic_angle
Fix floor_max_angle comparison for impossible angles
2019-08-23 09:10:38 +02:00
RaphaelHunter 74713fe970 Fix custom inertia in physics2d, closes#30838 2019-08-22 20:30:03 +08:00
Tomasz Chabora af5e0fff66 Remove ERR_EXPLAIN from scene/* code 2019-08-09 13:54:52 +02:00
David Sichma 2fae8832c5 Fix floor_max_angle comparison for impossible angles 2019-08-01 12:54:19 +02:00
Hugo Locurcio 0243dc53b8
Tweak Area and PhysicsBody damping setting hints for consistency
This partially addresses #19182.
2019-07-31 13:57:13 +02:00
Hugo Locurcio ff7184c5cb
Improve the node configuration warning display
- Refer to properties explicitly when possible
- When multiple warnings are returned, always separate them by one
  blank line to make them easier to distinguish
- Improve grammar and formatting
2019-07-09 00:18:00 +02:00
Bojidar Marinov 0c4c36d823
Add default values to the editor help, docs, and generated RST
Also, make spacing of "=" in the editor help a bit more consistent.
Closes #16086
2019-06-27 18:29:35 +03:00
Rémi Verschelde 6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
qarmin 856a8226a5 Small fixes, mostly dupicated code 2019-04-08 11:03:37 +02:00
Kanabenki 3f64215a43 Add missing check for 2d physics bounce and friction setters
The override check was already present for 3d physics but missing for 2d
2019-03-18 15:30:26 +01:00
Juan Linietsky 4f041d3afa Specifically error when users try to use sync to physics and move and slide, closes #26545 2019-03-04 09:53:02 -03:00
Juan Linietsky 9dfe3b6d9e Ensure move and slide snap respects stop on slope, fixes #26180 2019-02-23 10:24:21 -03:00
Juan Linietsky 87b303aa95 Fixed bugs in test body motion and removed unnecesary test in move_and_slide. Fixes #25968 2019-02-21 17:21:36 -03:00
Juan Linietsky 0cee7ab4c9 Change snapping to only happen when the floor normal remains as floor, fixes #22312 2019-02-16 15:50:31 -03:00
Juan Linietsky c54330c6b0 Make sure stop on slope can have a tiny bit of precision edge. 2019-02-16 11:19:47 -03:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
piratesephiroth 0e94afbc92 fix stop_on_slope affecting sliding up slopes 2018-12-14 16:02:43 +01:00
DualMatrix 86472ad5a9 Fixed using move_and_slide with stop_on_slope stopping too early
This makes it stop exactly on the slope, I'm not 100% sure if this if this is the correct fix let me know what you think.

Fixes #23675
2018-11-29 02:24:33 +01:00
Juan Linietsky 0032345618 Make sure sync to physics is disabled in editor, fixes #20230 2018-11-21 22:22:43 -03:00
Rémi Verschelde 193d695a1a
Merge pull request #17530 from bojidar-bg/17516-detect-delta
Make it possible to call move_and_slide from _process, even if it is not recommended
2018-11-12 21:14:15 +01:00
Rémi Verschelde 2815e708a0
Merge pull request #23090 from DavidSichma/inconsistent-kinematic
Consistency in KinematicBody
2018-11-12 20:30:38 +01:00
Bojidar Marinov d94c76a199
Make it possible to call move_and_slide from _process, even if it is not recommended
Previously, it would reuse the _physics_process delta, causing it to move faster on faster framerates

Fixes #17516
2018-11-08 20:34:34 +02:00
Juan Linietsky f2e54057ae -Moved EditorDefaultValue to ClassDB, made it core
-Removed one and zero hints for properties, replaced by default value
2018-11-08 11:30:59 -03:00
Guilherme Recchi Cardozo 3fb2069d39 Add method get_collision_exceptions
Adding this method to PhysicsBody, PhysicsBody2D and
SoftBody. It returns a list of nodes included in
collision exceptions.

Fixes #23235, cheers!
2018-11-01 06:41:34 -03:00
David Sichma 6ec4da2e3b Fix inconsistency in KinematicBody
- moved new infinite_inertia argument of move_and_slide and
move_and_slide_with_snap in KinematicBody and KinematicBody2D to the
end if not already there. This makes the order of arguments consistent
and should keep projects from 3.0 compatible as this argument did not
exist in 3.0. Docs updated accordingly.
- renamed max_bounces to max_slides for consistency. Docs updated
accordingly.
- the argument infinite_inertia in test_move is now optional, as it is
in every other movement related method. This closes #22829.
2018-10-17 17:22:14 +02:00
Rémi Verschelde 277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Rémi Verschelde 60570a5e60 PhysicsBody: Don't create PhysicsMaterial override for default friction/bounce
And don't save physics_material_override if null.
2018-09-02 15:08:43 +02:00