mirror of
https://github.com/godotengine/godot.git
synced 2024-11-11 14:43:44 +00:00
Further fixes to KinematicBody2D API, support for sync motion in moving objects
This commit is contained in:
parent
95d99cb2ac
commit
13a801430b
@ -38,10 +38,14 @@ void CollisionObject2D::_notification(int p_what) {
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case NOTIFICATION_ENTER_TREE: {
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Transform2D global_transform = get_global_transform();
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if (area)
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Physics2DServer::get_singleton()->area_set_transform(rid, get_global_transform());
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Physics2DServer::get_singleton()->area_set_transform(rid, global_transform);
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else
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Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, get_global_transform());
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Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, global_transform);
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last_transform = global_transform;
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RID space = get_world_2d()->get_space();
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if (area) {
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@ -60,10 +64,18 @@ void CollisionObject2D::_notification(int p_what) {
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
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Transform2D global_transform = get_global_transform();
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if (only_update_transform_changes && global_transform == last_transform) {
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return;
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}
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if (area)
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Physics2DServer::get_singleton()->area_set_transform(rid, get_global_transform());
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Physics2DServer::get_singleton()->area_set_transform(rid, global_transform);
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else
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Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, get_global_transform());
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Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, global_transform);
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last_transform = global_transform;
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} break;
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case NOTIFICATION_EXIT_TREE: {
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@ -318,6 +330,10 @@ void CollisionObject2D::_mouse_exit() {
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emit_signal(SceneStringNames::get_singleton()->mouse_exited);
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}
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void CollisionObject2D::set_only_update_transform_changes(bool p_enable) {
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only_update_transform_changes = p_enable;
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}
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void CollisionObject2D::_update_pickable() {
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if (!is_inside_tree())
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return;
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@ -384,6 +400,7 @@ CollisionObject2D::CollisionObject2D(RID p_rid, bool p_area) {
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pickable = true;
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set_notify_transform(true);
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total_subshapes = 0;
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only_update_transform_changes = false;
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if (p_area) {
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@ -65,6 +65,8 @@ class CollisionObject2D : public Node2D {
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int total_subshapes;
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Map<uint32_t, ShapeData> shapes;
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Transform2D last_transform;
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bool only_update_transform_changes; //this is used for sync physics in KinematicBody
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protected:
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CollisionObject2D(RID p_rid, bool p_area);
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@ -78,6 +80,8 @@ protected:
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void _mouse_enter();
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void _mouse_exit();
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void set_only_update_transform_changes(bool p_enable);
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public:
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uint32_t create_shape_owner(Object *p_owner);
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void remove_shape_owner(uint32_t owner);
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@ -130,7 +130,6 @@ void Node2D::_update_xform_values() {
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void Node2D::_update_transform() {
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Transform2D mat(angle, pos);
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_mat.set_rotation_and_scale(angle, _scale);
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_mat.elements[2] = pos;
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@ -971,11 +971,11 @@ RigidBody2D::~RigidBody2D() {
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//////////////////////////
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Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes) {
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Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
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Collision col;
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if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes)) {
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if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) {
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if (motion_cache.is_null()) {
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motion_cache.instance();
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motion_cache->owner = this;
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@ -1026,7 +1026,7 @@ bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision
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}
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}
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bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes) {
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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) {
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Transform2D gt = get_global_transform();
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Physics2DServer::MotionResult result;
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@ -1039,23 +1039,36 @@ bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_
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r_collision.collision = result.collision_point;
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r_collision.normal = result.collision_normal;
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r_collision.collider = result.collider_id;
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r_collision.collider_rid = result.collider;
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r_collision.travel = result.motion;
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r_collision.remainder = result.remainder;
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r_collision.local_shape = result.collision_local_shape;
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}
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if (!p_test_only) {
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gt.elements[2] += result.motion;
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set_global_transform(gt);
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}
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return colliding;
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}
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Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, bool p_infinite_inertia, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle) {
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Vector2 motion = (floor_velocity + p_linear_velocity) * get_physics_process_delta_time();
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Vector2 floor_motion = floor_velocity;
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if (on_floor && on_floor_body.is_valid()) {
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//this approach makes sure there is less delay between the actual body velocity and the one we saved
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Physics2DDirectBodyState *bs = Physics2DServer::get_singleton()->body_get_direct_state(on_floor_body);
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if (bs) {
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floor_motion = bs->get_linear_velocity();
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}
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}
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Vector2 motion = (floor_motion + p_linear_velocity) * get_physics_process_delta_time();
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Vector2 lv = p_linear_velocity;
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on_floor = false;
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on_floor_body = RID();
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on_ceiling = false;
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on_wall = false;
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colliders.clear();
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@ -1096,6 +1109,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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if (collision.normal.dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor
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on_floor = true;
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on_floor_body = collision.collider_rid;
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floor_velocity = collision.collider_vel;
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Vector2 rel_v = lv - floor_velocity;
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@ -1133,20 +1147,29 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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return lv;
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}
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bool KinematicBody2D::snap_to_floor(const Vector2 &p_direction, float p_floor_max_angle) {
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Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction, bool p_infinite_inertia, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle) {
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bool was_on_floor = on_floor;
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Vector2 ret = move_and_slide(p_linear_velocity, p_floor_direction, p_infinite_inertia, p_slope_stop_min_velocity, p_max_slides, p_floor_max_angle);
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if (!was_on_floor || p_snap == Vector2()) {
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return ret;
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}
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Collision col;
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Transform2D gt = get_global_transform();
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Physics2DServer::MotionResult result;
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bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_direction, false, margin, &result, false);
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if (colliding) {
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gt.elements[2] += result.motion;
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if (Math::acos(p_direction.normalized().dot(-result.collision_normal)) < p_floor_max_angle) {
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if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
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gt.elements[2] += col.travel;
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if (p_floor_direction != Vector2() && Math::acos(p_floor_direction.normalized().dot(col.normal)) < p_floor_max_angle) {
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on_floor = true;
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on_floor_body = col.collider_rid;
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floor_velocity = col.collider_vel;
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}
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set_global_transform(gt);
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}
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return colliding;
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return ret;
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}
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bool KinematicBody2D::is_on_floor() const {
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@ -1210,11 +1233,60 @@ Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) {
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return slide_colliders[p_bounce];
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}
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void KinematicBody2D::set_sync_to_physics(bool p_enable) {
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if (sync_to_physics == p_enable) {
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return;
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}
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sync_to_physics = p_enable;
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if (p_enable) {
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Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
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set_only_update_transform_changes(true);
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set_notify_local_transform(true);
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} else {
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Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, "");
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set_only_update_transform_changes(false);
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set_notify_local_transform(false);
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}
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}
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bool KinematicBody2D::is_sync_to_physics_enabled() const {
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return sync_to_physics;
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}
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void KinematicBody2D::_direct_state_changed(Object *p_state) {
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if (!sync_to_physics)
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return;
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Physics2DDirectBodyState *state = Object::cast_to<Physics2DDirectBodyState>(p_state);
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last_valid_transform = state->get_transform();
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set_notify_local_transform(false);
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set_global_transform(last_valid_transform);
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set_notify_local_transform(true);
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}
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void KinematicBody2D::_notification(int p_what) {
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if (p_what == NOTIFICATION_ENTER_TREE) {
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last_valid_transform = get_global_transform();
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}
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if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
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//used by sync to physics, send the new transform to the physics
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Transform2D new_transform = get_global_transform();
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Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_TRANSFORM, new_transform);
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//but then revert changes
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set_notify_local_transform(false);
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set_global_transform(last_valid_transform);
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set_notify_local_transform(true);
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}
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}
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void KinematicBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true));
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ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "infinite_inertia", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(true), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
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ClassDB::bind_method(D_METHOD("snap_to_floor", "motion", "max_floor_angle"), &KinematicBody2D::snap_to_floor, DEFVAL(Math::deg2rad(45.0)));
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ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "floor_normal", "infinite_inertia", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(true), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
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ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move);
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@ -1229,7 +1301,13 @@ void KinematicBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody2D::get_slide_count);
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ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody2D::_get_slide_collision);
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ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &KinematicBody2D::set_sync_to_physics);
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ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &KinematicBody2D::is_sync_to_physics_enabled);
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ClassDB::bind_method(D_METHOD("_direct_state_changed"), &KinematicBody2D::_direct_state_changed);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
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}
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KinematicBody2D::KinematicBody2D() :
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@ -1240,6 +1318,7 @@ KinematicBody2D::KinematicBody2D() :
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on_floor = false;
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on_ceiling = false;
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on_wall = false;
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sync_to_physics = false;
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}
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KinematicBody2D::~KinematicBody2D() {
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if (motion_cache.is_valid()) {
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@ -276,6 +276,7 @@ public:
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Vector2 normal;
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Vector2 collider_vel;
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ObjectID collider;
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RID collider_rid;
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int collider_shape;
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Variant collider_metadata;
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Vector2 remainder;
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@ -287,9 +288,11 @@ private:
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float margin;
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Vector2 floor_velocity;
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RID on_floor_body;
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bool on_floor;
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bool on_ceiling;
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bool on_wall;
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bool sync_to_physics;
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Vector<Collision> colliders;
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Vector<Ref<KinematicCollision2D> > slide_colliders;
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@ -297,15 +300,19 @@ private:
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_FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;
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Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true);
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Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
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Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
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Transform2D last_valid_transform;
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void _direct_state_changed(Object *p_state);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true);
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bool snap_to_floor(const Vector2 &p_direction, float p_floor_max_angle = Math::deg2rad((float)45));
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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);
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bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia);
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bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision);
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@ -314,6 +321,7 @@ public:
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float get_safe_margin() const;
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Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_infinite_inertia = true, float p_slope_stop_min_velocity = 5, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45));
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Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_infinite_inertia = true, float p_slope_stop_min_velocity = 5, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45));
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bool is_on_floor() const;
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bool is_on_wall() const;
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bool is_on_ceiling() const;
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@ -322,6 +330,9 @@ public:
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int get_slide_count() const;
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Collision get_slide_collision(int p_bounce) const;
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void set_sync_to_physics(bool p_enable);
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bool is_sync_to_physics_enabled() const;
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KinematicBody2D();
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~KinematicBody2D();
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};
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@ -984,10 +984,18 @@ int Physics2DServerSW::body_test_ray_separation(RID p_body, const Transform2D &p
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Physics2DDirectBodyState *Physics2DServerSW::body_get_direct_state(RID p_body) {
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if ((using_threads && !doing_sync)) {
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ERR_EXPLAIN("Body state is inaccessible right now, wait for iteration or physics process notification.");
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ERR_FAIL_V(NULL);
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}
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if (!body_owner.owns(p_body))
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return NULL;
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Body2DSW *body = body_owner.get(p_body);
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ERR_FAIL_COND_V(!body, NULL);
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if ((using_threads && !doing_sync) || body->get_space()->is_locked()) {
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if (body->get_space()->is_locked()) {
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ERR_EXPLAIN("Body state is inaccessible right now, wait for iteration or physics process notification.");
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ERR_FAIL_V(NULL);
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