Merge pull request #76051 from rburing/contact_local_velocity_2d

PhysicsDirectBodyState2D: add `get_contact_local_velocity_at_position`
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Rémi Verschelde 2023-04-17 20:14:00 +02:00
commit 96580689b0
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10 changed files with 37 additions and 11 deletions

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@ -141,7 +141,7 @@
<return type="Vector2" /> <return type="Vector2" />
<param index="0" name="contact_idx" type="int" /> <param index="0" name="contact_idx" type="int" />
<description> <description>
Returns the linear velocity vector at the collider's contact point. Returns the velocity vector at the collider's contact point.
</description> </description>
</method> </method>
<method name="get_contact_count" qualifiers="const"> <method name="get_contact_count" qualifiers="const">
@ -179,6 +179,13 @@
Returns the local shape index of the collision. Returns the local shape index of the collision.
</description> </description>
</method> </method>
<method name="get_contact_local_velocity_at_position" qualifiers="const">
<return type="Vector2" />
<param index="0" name="contact_idx" type="int" />
<description>
Returns the velocity vector at the body's contact point.
</description>
</method>
<method name="get_space_state"> <method name="get_space_state">
<return type="PhysicsDirectSpaceState2D" /> <return type="PhysicsDirectSpaceState2D" />
<description> <description>

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@ -154,6 +154,12 @@
<description> <description>
</description> </description>
</method> </method>
<method name="_get_contact_local_velocity_at_position" qualifiers="virtual const">
<return type="Vector2" />
<param index="0" name="contact_idx" type="int" />
<description>
</description>
</method>
<method name="_get_inverse_inertia" qualifiers="virtual const"> <method name="_get_inverse_inertia" qualifiers="virtual const">
<return type="float" /> <return type="float" />
<description> <description>

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@ -97,6 +97,7 @@ void PhysicsDirectBodyState2DExtension::_bind_methods() {
GDVIRTUAL_BIND(_get_contact_local_position, "contact_idx"); GDVIRTUAL_BIND(_get_contact_local_position, "contact_idx");
GDVIRTUAL_BIND(_get_contact_local_normal, "contact_idx"); GDVIRTUAL_BIND(_get_contact_local_normal, "contact_idx");
GDVIRTUAL_BIND(_get_contact_local_shape, "contact_idx"); GDVIRTUAL_BIND(_get_contact_local_shape, "contact_idx");
GDVIRTUAL_BIND(_get_contact_local_velocity_at_position, "contact_idx");
GDVIRTUAL_BIND(_get_contact_collider, "contact_idx"); GDVIRTUAL_BIND(_get_contact_collider, "contact_idx");
GDVIRTUAL_BIND(_get_contact_collider_position, "contact_idx"); GDVIRTUAL_BIND(_get_contact_collider_position, "contact_idx");
GDVIRTUAL_BIND(_get_contact_collider_id, "contact_idx"); GDVIRTUAL_BIND(_get_contact_collider_id, "contact_idx");

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@ -93,6 +93,7 @@ public:
EXBIND1RC(Vector2, get_contact_local_position, int) EXBIND1RC(Vector2, get_contact_local_position, int)
EXBIND1RC(Vector2, get_contact_local_normal, int) EXBIND1RC(Vector2, get_contact_local_normal, int)
EXBIND1RC(Vector2, get_contact_local_velocity_at_position, int)
EXBIND1RC(int, get_contact_local_shape, int) EXBIND1RC(int, get_contact_local_shape, int)
EXBIND1RC(RID, get_contact_collider, int) EXBIND1RC(RID, get_contact_collider, int)
EXBIND1RC(Vector2, get_contact_collider_position, int) EXBIND1RC(Vector2, get_contact_collider_position, int)

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@ -125,6 +125,7 @@ class GodotBody2D : public GodotCollisionObject2D {
struct Contact { struct Contact {
Vector2 local_pos; Vector2 local_pos;
Vector2 local_normal; Vector2 local_normal;
Vector2 local_velocity_at_pos;
real_t depth = 0.0; real_t depth = 0.0;
int local_shape = 0; int local_shape = 0;
Vector2 collider_pos; Vector2 collider_pos;
@ -191,7 +192,7 @@ public:
_FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); } _FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); }
_FORCE_INLINE_ bool can_report_contacts() const { return !contacts.is_empty(); } _FORCE_INLINE_ bool can_report_contacts() const { return !contacts.is_empty(); }
_FORCE_INLINE_ void add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos, const Vector2 &p_impulse); _FORCE_INLINE_ void add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_local_velocity_at_pos, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos, const Vector2 &p_impulse);
_FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); } _FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); }
_FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); } _FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); }
@ -341,7 +342,7 @@ public:
//add contact inline //add contact inline
void GodotBody2D::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos, const Vector2 &p_impulse) { void GodotBody2D::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_local_velocity_at_pos, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos, const Vector2 &p_impulse) {
int c_max = contacts.size(); int c_max = contacts.size();
if (c_max == 0) { if (c_max == 0) {
@ -374,6 +375,7 @@ void GodotBody2D::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local
c[idx].local_pos = p_local_pos; c[idx].local_pos = p_local_pos;
c[idx].local_normal = p_local_normal; c[idx].local_normal = p_local_normal;
c[idx].local_velocity_at_pos = p_local_velocity_at_pos;
c[idx].depth = p_depth; c[idx].depth = p_depth;
c[idx].local_shape = p_local_shape; c[idx].local_shape = p_local_shape;
c[idx].collider_pos = p_collider_pos; c[idx].collider_pos = p_collider_pos;

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@ -186,6 +186,11 @@ int GodotPhysicsDirectBodyState2D::get_contact_local_shape(int p_contact_idx) co
return body->contacts[p_contact_idx].local_shape; return body->contacts[p_contact_idx].local_shape;
} }
Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_velocity_at_position(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
return body->contacts[p_contact_idx].local_velocity_at_pos;
}
RID GodotPhysicsDirectBodyState2D::get_contact_collider(int p_contact_idx) const { RID GodotPhysicsDirectBodyState2D::get_contact_collider(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID()); ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID());
return body->contacts[p_contact_idx].collider; return body->contacts[p_contact_idx].collider;

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@ -87,6 +87,7 @@ public:
virtual Vector2 get_contact_local_position(int p_contact_idx) const override; virtual Vector2 get_contact_local_position(int p_contact_idx) const override;
virtual Vector2 get_contact_local_normal(int p_contact_idx) const override; virtual Vector2 get_contact_local_normal(int p_contact_idx) const override;
virtual int get_contact_local_shape(int p_contact_idx) const override; virtual int get_contact_local_shape(int p_contact_idx) const override;
virtual Vector2 get_contact_local_velocity_at_position(int p_contact_idx) const override;
virtual RID get_contact_collider(int p_contact_idx) const override; virtual RID get_contact_collider(int p_contact_idx) const override;
virtual Vector2 get_contact_collider_position(int p_contact_idx) const override; virtual Vector2 get_contact_collider_position(int p_contact_idx) const override;

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@ -455,14 +455,15 @@ bool GodotBodyPair2D::pre_solve(real_t p_step) {
c.acc_impulse -= P; c.acc_impulse -= P;
if (A->can_report_contacts()) { if (A->can_report_contacts() || B->can_report_contacts()) {
Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x); Vector2 crB = Vector2(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x) + B->get_linear_velocity();
A->add_contact(global_A + offset_A, -c.normal, depth, shape_A, global_B + offset_A, shape_B, B->get_instance_id(), B->get_self(), crB + B->get_linear_velocity(), c.acc_impulse); Vector2 crA = Vector2(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x) + A->get_linear_velocity();
} if (A->can_report_contacts()) {
A->add_contact(global_A + offset_A, -c.normal, depth, shape_A, crA, global_B + offset_A, shape_B, B->get_instance_id(), B->get_self(), crB, c.acc_impulse);
if (B->can_report_contacts()) { }
Vector2 crA(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x); if (B->can_report_contacts()) {
B->add_contact(global_B + offset_A, c.normal, depth, shape_B, global_A + offset_A, shape_A, A->get_instance_id(), A->get_self(), crA + A->get_linear_velocity(), c.acc_impulse); B->add_contact(global_B + offset_A, c.normal, depth, shape_B, crB, global_A + offset_A, shape_A, A->get_instance_id(), A->get_self(), crA, c.acc_impulse);
}
} }
if (report_contacts_only) { if (report_contacts_only) {

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@ -120,6 +120,7 @@ void PhysicsDirectBodyState2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_contact_local_position", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_local_position); ClassDB::bind_method(D_METHOD("get_contact_local_position", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_local_position);
ClassDB::bind_method(D_METHOD("get_contact_local_normal", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_local_normal); ClassDB::bind_method(D_METHOD("get_contact_local_normal", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_local_normal);
ClassDB::bind_method(D_METHOD("get_contact_local_shape", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_local_shape); ClassDB::bind_method(D_METHOD("get_contact_local_shape", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_local_shape);
ClassDB::bind_method(D_METHOD("get_contact_local_velocity_at_position", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_local_velocity_at_position);
ClassDB::bind_method(D_METHOD("get_contact_collider", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_collider); ClassDB::bind_method(D_METHOD("get_contact_collider", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_collider);
ClassDB::bind_method(D_METHOD("get_contact_collider_position", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_collider_position); ClassDB::bind_method(D_METHOD("get_contact_collider_position", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_collider_position);
ClassDB::bind_method(D_METHOD("get_contact_collider_id", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_collider_id); ClassDB::bind_method(D_METHOD("get_contact_collider_id", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_collider_id);

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@ -92,6 +92,7 @@ public:
virtual Vector2 get_contact_local_position(int p_contact_idx) const = 0; virtual Vector2 get_contact_local_position(int p_contact_idx) const = 0;
virtual Vector2 get_contact_local_normal(int p_contact_idx) const = 0; virtual Vector2 get_contact_local_normal(int p_contact_idx) const = 0;
virtual int get_contact_local_shape(int p_contact_idx) const = 0; virtual int get_contact_local_shape(int p_contact_idx) const = 0;
virtual Vector2 get_contact_local_velocity_at_position(int p_contact_idx) const = 0;
virtual RID get_contact_collider(int p_contact_idx) const = 0; virtual RID get_contact_collider(int p_contact_idx) const = 0;
virtual Vector2 get_contact_collider_position(int p_contact_idx) const = 0; virtual Vector2 get_contact_collider_position(int p_contact_idx) const = 0;