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.
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7 changed files with 182 additions and 4 deletions
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@ -772,6 +772,25 @@
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Sets a body state (see [enum BodyState] constants).
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</description>
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</method>
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<method name="body_test_motion">
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<return type="bool">
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</return>
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<argument index="0" name="body" type="RID">
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</argument>
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<argument index="1" name="from" type="Transform3D">
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</argument>
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<argument index="2" name="motion" type="Vector3">
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</argument>
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<argument index="3" name="infinite_inertia" type="bool">
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</argument>
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<argument index="4" name="margin" type="float" default="0.001">
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</argument>
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<argument index="5" name="result" type="PhysicsTestMotionResult3D" default="null">
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</argument>
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<description>
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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.
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</description>
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</method>
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<method name="box_shape_create">
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<return type="RID">
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</return>
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39
doc/classes/PhysicsTestMotionResult3D.xml
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39
doc/classes/PhysicsTestMotionResult3D.xml
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@ -0,0 +1,39 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsTestMotionResult3D" inherits="RefCounted" version="4.0">
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<brief_description>
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</brief_description>
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<description>
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="collider" type="Object" setter="" getter="get_collider">
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</member>
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<member name="collider_id" type="int" setter="" getter="get_collider_id" default="0">
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</member>
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<member name="collider_rid" type="RID" setter="" getter="get_collider_rid">
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</member>
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<member name="collider_shape" type="int" setter="" getter="get_collider_shape" default="0">
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</member>
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<member name="collider_velocity" type="Vector3" setter="" getter="get_collider_velocity" default="Vector3(0, 0, 0)">
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</member>
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<member name="collision_depth" type="float" setter="" getter="get_collision_depth" default="0.0">
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</member>
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<member name="collision_normal" type="Vector3" setter="" getter="get_collision_normal" default="Vector3(0, 0, 0)">
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</member>
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<member name="collision_point" type="Vector3" setter="" getter="get_collision_point" default="Vector3(0, 0, 0)">
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</member>
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<member name="collision_safe_fraction" type="float" setter="" getter="get_collision_safe_fraction" default="0.0">
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</member>
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<member name="collision_unsafe_fraction" type="float" setter="" getter="get_collision_unsafe_fraction" default="0.0">
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</member>
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<member name="motion" type="Vector3" setter="" getter="get_motion" default="Vector3(0, 0, 0)">
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</member>
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<member name="motion_remainder" type="Vector3" setter="" getter="get_motion_remainder" default="Vector3(0, 0, 0)">
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</member>
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</members>
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<constants>
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</constants>
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</class>
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@ -253,12 +253,12 @@ public:
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FUNC2(body_set_pickable, RID, bool);
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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 {
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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 {
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ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
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return physics_2d_server->body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r_result, p_exclude_raycast_shapes);
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}
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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 {
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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 {
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ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
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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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}
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@ -503,7 +503,7 @@ public:
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Variant collider_metadata;
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};
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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;
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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;
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struct SeparationResult {
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real_t collision_depth;
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@ -517,7 +517,7 @@ public:
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Variant collider_metadata;
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};
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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;
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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;
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/* JOINT API */
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@ -396,8 +396,94 @@ void PhysicsShapeQueryResult3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_result_object_shape", "idx"), &PhysicsShapeQueryResult3D::get_result_object_shape);
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}
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///////////////////////////////
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Vector3 PhysicsTestMotionResult3D::get_motion() const {
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return result.motion;
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}
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Vector3 PhysicsTestMotionResult3D::get_motion_remainder() const {
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return result.remainder;
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}
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Vector3 PhysicsTestMotionResult3D::get_collision_point() const {
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return result.collision_point;
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}
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Vector3 PhysicsTestMotionResult3D::get_collision_normal() const {
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return result.collision_normal;
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}
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Vector3 PhysicsTestMotionResult3D::get_collider_velocity() const {
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return result.collider_velocity;
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}
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ObjectID PhysicsTestMotionResult3D::get_collider_id() const {
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return result.collider_id;
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}
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RID PhysicsTestMotionResult3D::get_collider_rid() const {
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return result.collider;
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}
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Object *PhysicsTestMotionResult3D::get_collider() const {
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return ObjectDB::get_instance(result.collider_id);
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}
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int PhysicsTestMotionResult3D::get_collider_shape() const {
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return result.collider_shape;
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}
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real_t PhysicsTestMotionResult3D::get_collision_depth() const {
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return result.collision_depth;
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}
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real_t PhysicsTestMotionResult3D::get_collision_safe_fraction() const {
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return result.collision_safe_fraction;
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}
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real_t PhysicsTestMotionResult3D::get_collision_unsafe_fraction() const {
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return result.collision_unsafe_fraction;
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}
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void PhysicsTestMotionResult3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_motion"), &PhysicsTestMotionResult3D::get_motion);
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ClassDB::bind_method(D_METHOD("get_motion_remainder"), &PhysicsTestMotionResult3D::get_motion_remainder);
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ClassDB::bind_method(D_METHOD("get_collision_point"), &PhysicsTestMotionResult3D::get_collision_point);
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ClassDB::bind_method(D_METHOD("get_collision_normal"), &PhysicsTestMotionResult3D::get_collision_normal);
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ClassDB::bind_method(D_METHOD("get_collider_velocity"), &PhysicsTestMotionResult3D::get_collider_velocity);
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ClassDB::bind_method(D_METHOD("get_collider_id"), &PhysicsTestMotionResult3D::get_collider_id);
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ClassDB::bind_method(D_METHOD("get_collider_rid"), &PhysicsTestMotionResult3D::get_collider_rid);
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ClassDB::bind_method(D_METHOD("get_collider"), &PhysicsTestMotionResult3D::get_collider);
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ClassDB::bind_method(D_METHOD("get_collider_shape"), &PhysicsTestMotionResult3D::get_collider_shape);
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ClassDB::bind_method(D_METHOD("get_collision_depth"), &PhysicsTestMotionResult3D::get_collision_depth);
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ClassDB::bind_method(D_METHOD("get_collision_safe_fraction"), &PhysicsTestMotionResult3D::get_collision_safe_fraction);
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ClassDB::bind_method(D_METHOD("get_collision_unsafe_fraction"), &PhysicsTestMotionResult3D::get_collision_unsafe_fraction);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "motion"), "", "get_motion");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "motion_remainder"), "", "get_motion_remainder");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "collision_point"), "", "get_collision_point");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "collision_normal"), "", "get_collision_normal");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "collider_velocity"), "", "get_collider_velocity");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id", PROPERTY_HINT_OBJECT_ID), "", "get_collider_id");
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ADD_PROPERTY(PropertyInfo(Variant::RID, "collider_rid"), "", "get_collider_rid");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape"), "", "get_collider_shape");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_depth"), "", "get_collision_depth");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_safe_fraction"), "", "get_collision_safe_fraction");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_unsafe_fraction"), "", "get_collision_unsafe_fraction");
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}
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///////////////////////////////////////
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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) {
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MotionResult *r = nullptr;
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if (p_result.is_valid()) {
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r = p_result->get_result_ptr();
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}
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return body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r);
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}
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RID PhysicsServer3D::shape_create(ShapeType p_shape) {
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switch (p_shape) {
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case SHAPE_PLANE:
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ClassDB::bind_method(D_METHOD("body_set_ray_pickable", "body", "enable"), &PhysicsServer3D::body_set_ray_pickable);
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ClassDB::bind_method(D_METHOD("body_test_motion", "body", "from", "motion", "infinite_inertia", "margin", "result"), &PhysicsServer3D::_body_test_motion, DEFVAL(0.001), DEFVAL(Variant()));
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ClassDB::bind_method(D_METHOD("body_get_direct_state", "body"), &PhysicsServer3D::body_get_direct_state);
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/* SOFT BODY API */
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virtual ~RenderingServerHandler() {}
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};
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class PhysicsTestMotionResult3D;
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class PhysicsServer3D : public Object {
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GDCLASS(PhysicsServer3D, Object);
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static PhysicsServer3D *singleton;
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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>());
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protected:
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static void _bind_methods();
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~PhysicsServer3D();
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};
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class PhysicsTestMotionResult3D : public RefCounted {
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GDCLASS(PhysicsTestMotionResult3D, RefCounted);
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PhysicsServer3D::MotionResult result;
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friend class PhysicsServer3D;
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protected:
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static void _bind_methods();
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public:
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PhysicsServer3D::MotionResult *get_result_ptr() const { return const_cast<PhysicsServer3D::MotionResult *>(&result); }
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Vector3 get_motion() const;
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Vector3 get_motion_remainder() const;
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Vector3 get_collision_point() const;
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Vector3 get_collision_normal() const;
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Vector3 get_collider_velocity() const;
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ObjectID get_collider_id() const;
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RID get_collider_rid() const;
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Object *get_collider() const;
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int get_collider_shape() const;
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real_t get_collision_depth() const;
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real_t get_collision_safe_fraction() const;
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real_t get_collision_unsafe_fraction() const;
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};
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typedef PhysicsServer3D *(*CreatePhysicsServer3DCallback)();
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class PhysicsServer3DManager {
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@ -220,6 +220,7 @@ void register_server_types() {
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ClassDB::register_virtual_class<PhysicsDirectBodyState3D>();
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ClassDB::register_virtual_class<PhysicsDirectSpaceState3D>();
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ClassDB::register_virtual_class<PhysicsShapeQueryResult3D>();
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ClassDB::register_class<PhysicsTestMotionResult3D>();
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// Physics 2D
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GLOBAL_DEF(PhysicsServer2DManager::setting_property_name, "DEFAULT");
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