Expose a method to get gravity for any physics body

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Aaron Franke 2023-11-08 16:56:19 -06:00
parent 313f623b9d
commit aed5ea9460
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GPG key ID: 40A1750B977E56BF
10 changed files with 36 additions and 16 deletions

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@ -23,6 +23,12 @@
Returns an array of nodes that were added as collision exceptions for this body. Returns an array of nodes that were added as collision exceptions for this body.
</description> </description>
</method> </method>
<method name="get_gravity" qualifiers="const">
<return type="Vector2" />
<description>
Returns the gravity vector computed from all sources that can affect the body, including all gravity overrides from [Area2D] nodes and the global world gravity.
</description>
</method>
<method name="move_and_collide"> <method name="move_and_collide">
<return type="KinematicCollision2D" /> <return type="KinematicCollision2D" />
<param index="0" name="motion" type="Vector2" /> <param index="0" name="motion" type="Vector2" />

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@ -31,6 +31,12 @@
Returns an array of nodes that were added as collision exceptions for this body. Returns an array of nodes that were added as collision exceptions for this body.
</description> </description>
</method> </method>
<method name="get_gravity" qualifiers="const">
<return type="Vector3" />
<description>
Returns the gravity vector computed from all sources that can affect the body, including all gravity overrides from [Area3D] nodes and the global world gravity.
</description>
</method>
<method name="move_and_collide"> <method name="move_and_collide">
<return type="KinematicCollision3D" /> <return type="KinematicCollision3D" />
<param index="0" name="motion" type="Vector3" /> <param index="0" name="motion" type="Vector3" />

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@ -6,14 +6,11 @@ extends _BASE_
const SPEED = 300.0 const SPEED = 300.0
const JUMP_VELOCITY = -400.0 const JUMP_VELOCITY = -400.0
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
# Add the gravity. # Add the gravity.
if not is_on_floor(): if not is_on_floor():
velocity.y += gravity * delta velocity += get_gravity() * delta
# Handle jump. # Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor(): if Input.is_action_just_pressed("ui_accept") and is_on_floor():

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@ -6,14 +6,11 @@ extends _BASE_
const SPEED = 5.0 const SPEED = 5.0
const JUMP_VELOCITY = 4.5 const JUMP_VELOCITY = 4.5
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
# Add the gravity. # Add the gravity.
if not is_on_floor(): if not is_on_floor():
velocity.y -= gravity * delta velocity += get_gravity() * delta
# Handle jump. # Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor(): if Input.is_action_just_pressed("ui_accept") and is_on_floor():

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@ -8,20 +8,21 @@ public partial class _CLASS_ : _BASE_
public const float Speed = 300.0f; public const float Speed = 300.0f;
public const float JumpVelocity = -400.0f; public const float JumpVelocity = -400.0f;
// Get the gravity from the project settings to be synced with RigidBody nodes.
public float gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
public override void _PhysicsProcess(double delta) public override void _PhysicsProcess(double delta)
{ {
Vector2 velocity = Velocity; Vector2 velocity = Velocity;
// Add the gravity. // Add the gravity.
if (!IsOnFloor()) if (!IsOnFloor())
velocity.Y += gravity * (float)delta; {
velocity += GetGravity() * (float)delta;
}
// Handle Jump. // Handle Jump.
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor()) if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
{
velocity.Y = JumpVelocity; velocity.Y = JumpVelocity;
}
// Get the input direction and handle the movement/deceleration. // Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions. // As good practice, you should replace UI actions with custom gameplay actions.

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@ -8,20 +8,21 @@ public partial class _CLASS_ : _BASE_
public const float Speed = 5.0f; public const float Speed = 5.0f;
public const float JumpVelocity = 4.5f; public const float JumpVelocity = 4.5f;
// Get the gravity from the project settings to be synced with RigidBody nodes.
public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
public override void _PhysicsProcess(double delta) public override void _PhysicsProcess(double delta)
{ {
Vector3 velocity = Velocity; Vector3 velocity = Velocity;
// Add the gravity. // Add the gravity.
if (!IsOnFloor()) if (!IsOnFloor())
velocity.Y -= gravity * (float)delta; {
velocity += GetGravity() * (float)delta;
}
// Handle Jump. // Handle Jump.
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor()) if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
{
velocity.Y = JumpVelocity; velocity.Y = JumpVelocity;
}
// Get the input direction and handle the movement/deceleration. // Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions. // As good practice, you should replace UI actions with custom gameplay actions.

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@ -35,6 +35,7 @@
void PhysicsBody2D::_bind_methods() { void PhysicsBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("move_and_collide", "motion", "test_only", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08), DEFVAL(false)); ClassDB::bind_method(D_METHOD("move_and_collide", "motion", "test_only", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08), DEFVAL(false));
ClassDB::bind_method(D_METHOD("test_move", "from", "motion", "collision", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08), DEFVAL(false)); ClassDB::bind_method(D_METHOD("test_move", "from", "motion", "collision", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08), DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_gravity"), &PhysicsBody2D::get_gravity);
ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions); ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions);
ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with); ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with);
@ -145,6 +146,10 @@ bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion
return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r); return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r);
} }
Vector2 PhysicsBody2D::get_gravity() const {
return PhysicsServer2D::get_singleton()->body_get_direct_state(get_rid())->get_total_gravity();
}
TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() { TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() {
List<RID> exceptions; List<RID> exceptions;
PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions); PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions);

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@ -52,6 +52,7 @@ protected:
public: public:
bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true); bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
bool test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08, bool p_recovery_as_collision = false); bool test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08, bool p_recovery_as_collision = false);
Vector2 get_gravity() const;
TypedArray<PhysicsBody2D> get_collision_exceptions(); TypedArray<PhysicsBody2D> get_collision_exceptions();
void add_collision_exception_with(Node *p_node); //must be physicsbody void add_collision_exception_with(Node *p_node); //must be physicsbody

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@ -35,6 +35,7 @@
void PhysicsBody3D::_bind_methods() { void PhysicsBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("move_and_collide", "motion", "test_only", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(false), DEFVAL(1)); ClassDB::bind_method(D_METHOD("move_and_collide", "motion", "test_only", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(false), DEFVAL(1));
ClassDB::bind_method(D_METHOD("test_move", "from", "motion", "collision", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(false), DEFVAL(1)); ClassDB::bind_method(D_METHOD("test_move", "from", "motion", "collision", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(false), DEFVAL(1));
ClassDB::bind_method(D_METHOD("get_gravity"), &PhysicsBody3D::get_gravity);
ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicsBody3D::set_axis_lock); ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicsBody3D::set_axis_lock);
ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicsBody3D::get_axis_lock); ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicsBody3D::get_axis_lock);
@ -186,6 +187,10 @@ bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion
return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r); return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r);
} }
Vector3 PhysicsBody3D::get_gravity() const {
return PhysicsServer3D::get_singleton()->body_get_direct_state(get_rid())->get_total_gravity();
}
void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) { void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
if (p_lock) { if (p_lock) {
locked_axis |= p_axis; locked_axis |= p_axis;

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@ -55,6 +55,7 @@ protected:
public: public:
bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true); bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
bool test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1); bool test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1);
Vector3 get_gravity() const;
void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock); void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const; bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;