diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index aeddb9d777c9..3eba44004cb9 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -1136,11 +1136,11 @@ void RigidBody2D::_reload_physics_characteristics() { ////////////////////////// -Ref KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes) { +Ref KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) { Collision col; - if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes)) { + if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) { if (motion_cache.is_null()) { motion_cache.instance(); motion_cache->owner = this; @@ -1191,7 +1191,7 @@ 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 KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only) { Transform2D gt = get_global_transform(); Physics2DServer::MotionResult result; @@ -1210,14 +1210,25 @@ bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_ r_collision.local_shape = result.collision_local_shape; } - gt.elements[2] += result.motion; - set_global_transform(gt); + if (!p_test_only) { + gt.elements[2] += result.motion; + set_global_transform(gt); + } return colliding; } 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) { + Vector2 floor_motion = floor_velocity; + if (on_floor && on_floor_body.is_valid()) { + //this approach makes sure there is less delay between the actual body velocity and the one we saved + Physics2DDirectBodyState *bs = Physics2DServer::get_singleton()->body_get_direct_state(on_floor_body); + if (bs) { + floor_motion = bs->get_linear_velocity(); + } + } + Vector2 motion = (floor_motion + p_linear_velocity) * get_physics_process_delta_time(); Vector2 lv = p_linear_velocity; @@ -1263,6 +1274,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const if (collision.normal.dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor on_floor = true; + on_floor_body = collision.collider_rid; floor_velocity = collision.collider_vel; Vector2 rel_v = lv - floor_velocity; @@ -1300,20 +1312,29 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const return lv; } -bool KinematicBody2D::snap_to_floor(const Vector2 &p_direction, float p_floor_max_angle) { +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) { + + bool was_on_floor = on_floor; + 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); + if (!was_on_floor || p_snap == Vector2()) { + return ret; + } + + Collision col; Transform2D gt = get_global_transform(); - Physics2DServer::MotionResult result; - bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_direction, false, margin, &result, false); - if (colliding) { - gt.elements[2] += result.motion; - if (Math::acos(p_direction.normalized().dot(-result.collision_normal)) < p_floor_max_angle) { + + if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) { + gt.elements[2] += col.travel; + if (p_floor_direction != Vector2() && Math::acos(p_floor_direction.normalized().dot(col.normal)) < p_floor_max_angle) { on_floor = true; + on_floor_body = col.collider_rid; + floor_velocity = col.collider_vel; } set_global_transform(gt); } - return colliding; + return ret; } 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) { @@ -1453,9 +1474,9 @@ void KinematicBody2D::_notification(int p_what) { } void KinematicBody2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true)); + 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)); 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))); - ClassDB::bind_method(D_METHOD("snap_to_floor", "motion", "max_floor_angle"), &KinematicBody2D::snap_to_floor, DEFVAL(Math::deg2rad(45.0))); + 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))); ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move); @@ -1487,6 +1508,7 @@ KinematicBody2D::KinematicBody2D() : on_floor = false; on_ceiling = false; on_wall = false; + sync_to_physics = false; } KinematicBody2D::~KinematicBody2D() { if (motion_cache.is_valid()) { diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index db0f64533d63..0a2ce0918bf8 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -310,6 +310,7 @@ class KinematicBody2D : public PhysicsBody2D { bool on_floor; bool on_ceiling; bool on_wall; + bool sync_to_physics; Vector colliders; Vector > slide_colliders; @@ -317,7 +318,7 @@ class KinematicBody2D : public PhysicsBody2D { _FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const; - Ref _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true); + Ref _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false); Ref _get_slide_collision(int p_bounce); Transform2D last_valid_transform; @@ -328,8 +329,8 @@ class KinematicBody2D : public PhysicsBody2D { 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 snap_to_floor(const Vector2 &p_direction, float p_floor_max_angle = Math::deg2rad((float)45)); + 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 test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia); bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision); @@ -338,6 +339,7 @@ class KinematicBody2D : public PhysicsBody2D { float get_safe_margin() const; 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)); + 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)); bool is_on_floor() const; bool is_on_wall() const; bool is_on_ceiling() const;