Commit graph

241 commits

Author SHA1 Message Date
fabriceci
ee3e43c853 Fix #54298 where a CharacterBody2D can be stuck on the wall. 2021-10-27 18:05:35 +02:00
Camille Mohr-Daurat
342c1bf1e2
Merge pull request #53054 from MaxLap/doc_shape_signals
Improve area/body_shape_entered/exited signals parameter names and doc
2021-10-14 14:31:58 -07:00
Maxime Lapointe
b66fdb8dd2 Improve area/body_shape_entered/exited signals parameter names and doc
Fix some typoed names from the doc
Add _index to "index" parameters of *_shape_* signals, this is both in doc and in the template. This makes the code, signature and doc easier to understand
Add method to get Node from the _index params of those signals. This was not as easy to find as one would expect. Putting this information where it is needed will help.
2021-10-14 15:41:26 -04:00
PouleyKetchoupp
4f8d761be6 Fix physics glitch with TileMap moving platforms
Added a parameter in test_body_motion to exclude attached objects from
collision, used to avoid collision with all TileMap tiles with moving
platform motion instead of just the one tile the character touches.

Same changes made in 3D for consistency, and handling potential similar
cases.
2021-10-04 12:27:42 -07:00
PouleyKetchoupp
3ae5687d48 Script interface improvements for test body motion
-Physics servers test body motion use a class to hold parameters instead
of multiple arguments to make it more readable and flexible since there
are many options
-Improved documentation for test body motion and kinematic collision
-Removed read-only properties for body motion results (not handled in
scripts, so they should be get_ methods only instead)
2021-10-04 10:49:10 -07:00
Camille Mohr-Daurat
95432893e2
Merge pull request #53272 from fabriceci/bug-platform-ceiling
Fix #53255 when a body gets stuck when it hits a descending platform in 2D/3D
2021-09-30 18:05:52 -07:00
fabriceci
3fa76dfe58 Fix body stuck on descending platform 2021-09-30 23:55:50 +02:00
Lightning_A
c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00
PouleyKetchoupp
d0ec46be68 Remove shape metadata from 2D physics server
Shape metadata was only used to get tile information when colliding with
tilemaps. It's not needed anymore since there's an API in tilemap using
body ids instead.
2021-09-30 10:45:36 -07:00
fabriceci
bd411ae187 Add latest changes added in the 3D version 2021-09-30 16:50:07 +02:00
Rémi Verschelde
5d6a98f04e
Merge pull request #53239 from nekomatata/fix-animatable-body-initial-state 2021-09-30 15:15:00 +02:00
PouleyKetchoupp
6e6f292f15 Fix AnimatableBody moving and colliding during the first frame
_update_kinematic_motion() shouldn't be called in the constructor
It's too early and causes a first call to set the body position to 0.
Then the second call to set the actual position triggers kinematic
motion, colliding with objects on the path to the initial position.

Side effect of sync to physics now enabled by default.
2021-09-29 18:30:57 -07:00
Camille Mohr-Daurat
341b532d5e
Merge pull request #52754 from nekomatata/dynamic-body-modes
Clarify RigidDynamicBody modes
2021-09-28 17:11:17 -07:00
fabriceci
60fee25c44 Apply delta in move and collide 2021-09-28 14:53:24 +02:00
Rémi Verschelde
60988a06c2
Merge pull request #52953 from nekomatata/fix-collision-recovery-depth 2021-09-28 12:11:38 +02:00
PouleyKetchoupp
bf523a2b2a Improved logic for CharacterBody collision recovery depth
Allows 2D character controller to work without applying gravity when
touching the ground (also more safely in 3D), and collision detection
is more flexible with different safe margin values.

Character body motion changes in 2D and 3D:
-Recovery only for depth > min contact depth to help with collision
detection consistency (rest info could be lost if recovery was too much)
-Adaptive min contact depth (based on margin) instead of space parameter

Extra CharacterBody changes:
-2D: apply changes made in 3D for stop on slope and floor snap that help
fixing some jittering cases
-3D: fix minor inconsistencies in stop on slope and floor snap logic
2021-09-27 15:31:41 -07:00
PouleyKetchoupp
9269952053 Don't override KinematicCollision reference when still in use in script
In case the reference is stored in script, create a new instance to
avoid overriding the previous values.
Otherwise, re-use the reference as before to avoid extra allocations.
2021-09-22 18:08:04 -07:00
PouleyKetchoupp
ed1ba5093f Clarify RigidDynamicBody modes
RigidDynamicBody modes are replaced with several properties to make their
usage clearer:
-lock_rotation: disable body's rotation (instead of MODE_LOCKED)
-freeze: no gravity or forces (instead of MODE_STATIC and MODE_KINEMATIC)
-freeze_mode: Static (can be only teleported) or Kinematic (can be animated)

Also renamed MODE_DYNAMIC_LOCKED to MODE_DYNAMIC_LINEAR in the physics
servers.
2021-09-16 16:03:48 -07:00
Camille Mohr-Daurat
3581b893ed
Merge pull request #52681 from nekomatata/rename-rigid-body
Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBody
2021-09-16 11:20:21 -07:00
PouleyKetchoupp
85819b199a Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBody 2021-09-16 09:55:20 -07:00
fabriceci
04a53f86d0 Retrieve platform layer from PhysicsServer2D 2021-09-16 12:31:55 +02:00
PouleyKetchoupp
82ea2a7045 Proper support for custom mass properties in 2D/3D physics bodies
Changes:
-Added support for custom inertia and center of mass in 3D
-Added support for custom center of mass in 2D
-Calculated center of mass from shapes in 2D (same as in 3D)
-Fixed mass properties calculation with disabled shapes in 2D/3D
-Removed first_integration which is not used in 2D and doesn't seem to
make a lot of sense (prevents omit_force_integration to work during the
first frame)
-Support for custom inertia on different axes for RigidBody3D
2021-09-06 10:20:16 -07:00
PouleyKetchoupp
83baecdff0 Add AnimatableBody inherited from StaticBody for moving platforms
Instead of having a physics node named Static that can be either Static
or Kinematic, AnimatableBody is added again as a separate node:
-Inherited from StaticBody to make its usage clearer
-Still separated from CharacterBody to make its usage more focused

Properly implemented constant velocity for kinematic bodies in godot
physics servers (induced velocity without actually moving).

Also updated description for the different physics nodes to make their
usage clearer.
2021-08-31 18:14:32 -07:00
Juan Linietsky
7946066577
Merge pull request #49471 from nekomatata/body-state-sync-callback
Clean physics direct body state usage in 2D and 3D physics
2021-08-31 14:30:17 -03:00
Camille Mohr-Daurat
0ee1179c1c
Merge pull request #52279 from fabriceci/delta-double
Change delta type to double in Physics_body_2/3D
2021-08-31 08:25:36 -07:00
fabriceci
f9d548627d delta time as double 2021-08-31 14:32:56 +02:00
fabriceci
1a481c8191 Change platform detection by allowing select layers by type (wall or floor) 2021-08-31 09:59:04 +02:00
Camille Mohr-Daurat
87f575efdd
Merge pull request #52135 from fabriceci/fix-transmission-velocity-on-wall-4
Remove velocity transmission on_wall when collider is CharacterBody.
2021-08-27 10:56:42 -07:00
fabriceci
4da0cfe459 Remove velocity transmission on_wall when collider is CharacterBody. 2021-08-26 23:02:30 +02:00
PouleyKetchoupp
6a9ed72185 Clean physics direct body state usage in 2D and 3D physics
Use a C++ callback instead of Callable for synchronizing physics nodes' state with physics servers.

Remove usage of PhysicsDirectBodyState in physics nodes when not
necessary.

Store PhysicsDirectBodyState for bodies individually instead of a
singleton to avoid issues when accessing direct body state for multiple
bodies.

PhysicsDirectBodyState is initialized only when needed, so it doesn't
have to be created when using the physics server directly.

Move PhysicsDirectBodyState2D and PhysicsDirectBodyState3D to separate
cpp files.
2021-08-25 08:57:42 -07:00
PouleyKetchoupp
d9720d4395 Fix CharacterBody motion with RayShape
Make separation ray shapes work properly in move_and_slide, wihtout the
specific code in CharacterBody like before.

Now most of the logic is handled inside the physics server. The only
thing that's needed is to use ray shapes only for recovery and ignore
them when performing the motion itself (unless we're snapping or slips
on slope is on).
2021-08-24 17:34:55 -07:00
reduz
3682978aee Replace BIND_VMETHOD by new GDVIRTUAL syntax
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.

Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.

Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-22 08:23:58 -03:00
fabriceci
68f0cf97bc add motion mode to handle TPS 2021-08-20 17:32:33 +02:00
fabriceci
0cfb7de052 Correct jitter and clean code 2021-08-16 17:17:24 +02:00
fabriceci
d776b6c154 API improvement on physics, mainly CharacterBody
Changes:

- Rename few methods/property and group them in the editor when it's possible
- Make MotionResult API consistency with KinematicCollision
- Return a boolean in move_and_slide if there was a collision
- New methods:
  - get_floor_angle on CharacterBody to get the floor angle.
  - get_angle on KinematicCollision to get the collision angle.
  - get_last_slide_collision to quickly get the latest collision of move_and_slide.
2021-08-15 12:53:29 +02:00
Aaron Franke
eb4902a455
Fix some unnecessary includes 2021-08-13 00:27:38 -05:00
PouleyKetchoupp
4da3a87f7d Remove infinite inertia and ray shapes from CharacterBody
Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.

Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
2021-08-10 12:10:26 -07:00
fabriceci
c6666cc051 Add properties to CharacterBody for more move_and_slide options 2021-08-10 15:57:33 +02:00
PouleyKetchoupp
ec9fed69f4 Fix 3D moving platform logic
Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.

Helps with handling walls and slopes correctly when the character walks
on the moving platform.

Also made some minor adjustments to the 2D version and documentation.

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-08-09 20:21:04 -07:00
PouleyKetchoupp
5650c83e4b Fix applied rotation from moving platforms in move_and_slide
When synchronizing CharacterBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.

This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
2021-08-09 12:30:17 -07:00
PouleyKetchoupp
7d0a28f875 Fix inverted condition in CharacterBody2D/3D set_max_slides 2021-08-03 19:24:46 -07:00
fabriceci
f45af43784 Allow to have multiple collision direction at the same time 2021-07-26 19:14:41 +02:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
PouleyKetchoupp
d12b44ca13 Move sync to physics to StaticBody2D
Now static body is used for moving platforms through kinematic motion
property, so sync to physics needs to be in StaticBody2D instead of
CharacterBody2D.

Constant kinematic motion is also supported in combination with sync to
physics for smoother movements.
2021-07-15 10:13:27 -07:00
fabriceci
cee814e4df Fixing 2D moving platform logic
Fixing by applying the movement in two steps, first the platform
movement, and then the body movement. Plus, add the platform movement
when we are on_wall.
2021-07-15 11:54:43 +02:00
PouleyKetchoupp
cf1ddfdb90 Make move_and_slide collision detection more accurate
More accurate unsafe motion calculation
* Safe and unsafe motion are calculated by dichotomy with a limited
number of steps. It's good for performance, but on long motions that
either collide near the beginning or near the end, the result can be
very imprecise.
* Now a factor 0.25 or 0.75 is used to converge faster when this case
happens, which allows longer motions to get more accurate collision
detection.
* Makes snap collision more precise, and helps with cases where diagonal collision on the border of a platform can lead to the character being stuck.

Additional improvements to move_and_slide:
* Handle slide canceling in move_and_collide with 0 velocity instead of
not applying it.
* Better handling of snap with custom logic to cancel sliding.
* Remove small jittering when using stop on slope, by canceling the
motion completely when the resulting motion is less than margin instead
of always projecting to the up direction (in both body motion and snap).

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-07-01 15:15:42 -07:00
Rémi Verschelde
915344fe76
Merge pull request #49834 from nekomatata/physics-disable-modes
Add support for controlling physics nodes' behavior when disabled
2021-06-30 20:36:36 +02:00
Rémi Verschelde
a02620f3a5
Merge pull request #50009 from reduz/fix-suffixes-and-degrees
Fix editor suffixes and degrees conversion
2021-06-30 18:47:40 +02:00
PouleyKetchoupp
5cbdc7a0ac Add support for controlling physics nodes' behavior when disabled
New property disable_mode to set different behaviors:
Remove: remove from physics simulation
MakeStatic: change body mode to static (doesn't affect area and soft body)
KeepActive: do nothing

Extra change:
Handle disable/enable node state with specific notifications, in order
to differentiate global pause from disabled nodes.
2021-06-30 09:20:44 -07:00