6764338e09
Lifetime checks for stored `RIDs` for collision objects assumed they had valid `object_ids`. It turns out that some are not derived from `Object` and thus checking `ObjectDB` returns false for some valid `RIDs`. To account for this we only perform lifetime checks on valid `object_ids`.
943 lines
38 KiB
C++
943 lines
38 KiB
C++
/**************************************************************************/
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/* character_body_3d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "character_body_3d.h"
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//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
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#define FLOOR_ANGLE_THRESHOLD 0.01
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bool CharacterBody3D::move_and_slide() {
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// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
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double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
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for (int i = 0; i < 3; i++) {
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if (locked_axis & (1 << i)) {
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velocity[i] = 0.0;
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}
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}
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Transform3D gt = get_global_transform();
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previous_position = gt.origin;
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Vector3 current_platform_velocity = platform_velocity;
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if ((collision_state.floor || collision_state.wall) && platform_rid.is_valid()) {
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bool excluded = false;
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if (collision_state.floor) {
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excluded = (platform_floor_layers & platform_layer) == 0;
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} else if (collision_state.wall) {
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excluded = (platform_wall_layers & platform_layer) == 0;
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}
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if (!excluded) {
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PhysicsDirectBodyState3D *bs = nullptr;
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// We need to check the platform_rid object still exists before accessing.
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// A valid RID is no guarantee that the object has not been deleted.
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// We can only perform the ObjectDB lifetime check on Object derived objects.
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// Note that physics also creates RIDs for non-Object derived objects, these cannot
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// be lifetime checked through ObjectDB, and therefore there is a still a vulnerability
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// to dangling RIDs (access after free) in this scenario.
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if (platform_object_id.is_null() || ObjectDB::get_instance(platform_object_id)) {
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// This approach makes sure there is less delay between the actual body velocity and the one we saved.
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bs = PhysicsServer3D::get_singleton()->body_get_direct_state(platform_rid);
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}
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if (bs) {
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Vector3 local_position = gt.origin - bs->get_transform().origin;
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current_platform_velocity = bs->get_velocity_at_local_position(local_position);
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} else {
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// Body is removed or destroyed, invalidate floor.
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current_platform_velocity = Vector3();
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platform_rid = RID();
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}
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} else {
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current_platform_velocity = Vector3();
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}
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}
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motion_results.clear();
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bool was_on_floor = collision_state.floor;
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collision_state.state = 0;
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last_motion = Vector3();
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if (!current_platform_velocity.is_zero_approx()) {
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PhysicsServer3D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin);
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parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
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parameters.exclude_bodies.insert(platform_rid);
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if (platform_object_id.is_valid()) {
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parameters.exclude_objects.insert(platform_object_id);
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}
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PhysicsServer3D::MotionResult floor_result;
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if (move_and_collide(parameters, floor_result, false, false)) {
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motion_results.push_back(floor_result);
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CollisionState result_state;
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_set_collision_direction(floor_result, result_state);
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}
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}
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if (motion_mode == MOTION_MODE_GROUNDED) {
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_move_and_slide_grounded(delta, was_on_floor);
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} else {
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_move_and_slide_floating(delta);
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}
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// Compute real velocity.
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real_velocity = get_position_delta() / delta;
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if (platform_on_leave != PLATFORM_ON_LEAVE_DO_NOTHING) {
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// Add last platform velocity when just left a moving platform.
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if (!collision_state.floor && !collision_state.wall) {
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if (platform_on_leave == PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY && current_platform_velocity.dot(up_direction) < 0) {
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current_platform_velocity = current_platform_velocity.slide(up_direction);
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}
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velocity += current_platform_velocity;
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}
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}
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return motion_results.size() > 0;
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}
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void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) {
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Vector3 motion = velocity * p_delta;
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Vector3 motion_slide_up = motion.slide(up_direction);
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Vector3 prev_floor_normal = floor_normal;
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platform_rid = RID();
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platform_object_id = ObjectID();
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platform_velocity = Vector3();
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platform_angular_velocity = Vector3();
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platform_ceiling_velocity = Vector3();
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floor_normal = Vector3();
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wall_normal = Vector3();
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ceiling_normal = Vector3();
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// No sliding on first attempt to keep floor motion stable when possible,
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// When stop on slope is enabled or when there is no up direction.
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bool sliding_enabled = !floor_stop_on_slope;
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// Constant speed can be applied only the first time sliding is enabled.
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bool can_apply_constant_speed = sliding_enabled;
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// If the platform's ceiling push down the body.
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bool apply_ceiling_velocity = false;
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bool first_slide = true;
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bool vel_dir_facing_up = velocity.dot(up_direction) > 0;
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Vector3 total_travel;
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for (int iteration = 0; iteration < max_slides; ++iteration) {
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PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin);
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parameters.max_collisions = 6; // There can be 4 collisions between 2 walls + 2 more for the floor.
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parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
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PhysicsServer3D::MotionResult result;
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bool collided = move_and_collide(parameters, result, false, !sliding_enabled);
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last_motion = result.travel;
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if (collided) {
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motion_results.push_back(result);
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CollisionState previous_state = collision_state;
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CollisionState result_state;
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_set_collision_direction(result, result_state);
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// If we hit a ceiling platform, we set the vertical velocity to at least the platform one.
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if (collision_state.ceiling && platform_ceiling_velocity != Vector3() && platform_ceiling_velocity.dot(up_direction) < 0) {
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// If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward.
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if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (ceiling_normal + up_direction).length() < 0.01) {
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apply_ceiling_velocity = true;
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Vector3 ceiling_vertical_velocity = up_direction * up_direction.dot(platform_ceiling_velocity);
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Vector3 motion_vertical_velocity = up_direction * up_direction.dot(velocity);
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if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) {
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velocity = ceiling_vertical_velocity + velocity.slide(up_direction);
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}
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}
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}
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if (collision_state.floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) {
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Transform3D gt = get_global_transform();
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if (result.travel.length() <= margin + CMP_EPSILON) {
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gt.origin -= result.travel;
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}
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set_global_transform(gt);
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velocity = Vector3();
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motion = Vector3();
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last_motion = Vector3();
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break;
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}
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if (result.remainder.is_zero_approx()) {
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motion = Vector3();
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break;
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}
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// Apply regular sliding by default.
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bool apply_default_sliding = true;
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// Wall collision checks.
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if (result_state.wall && (motion_slide_up.dot(wall_normal) <= 0)) {
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// Move on floor only checks.
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if (floor_block_on_wall) {
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// Needs horizontal motion from current motion instead of motion_slide_up
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// to properly test the angle and avoid standing on slopes
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Vector3 horizontal_motion = motion.slide(up_direction);
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Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized();
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real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(horizontal_motion.normalized())));
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// Avoid to move forward on a wall if floor_block_on_wall is true.
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// Applies only when the motion angle is under 90 degrees,
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// in order to avoid blocking lateral motion along a wall.
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if (motion_angle < .5 * Math_PI) {
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apply_default_sliding = false;
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if (p_was_on_floor && !vel_dir_facing_up) {
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// Cancel the motion.
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Transform3D gt = get_global_transform();
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real_t travel_total = result.travel.length();
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real_t cancel_dist_max = MIN(0.1, margin * 20);
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if (travel_total <= margin + CMP_EPSILON) {
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gt.origin -= result.travel;
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result.travel = Vector3(); // Cancel for constant speed computation.
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} else if (travel_total < cancel_dist_max) { // If the movement is large the body can be prevented from reaching the walls.
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gt.origin -= result.travel.slide(up_direction);
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// Keep remaining motion in sync with amount canceled.
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motion = motion.slide(up_direction);
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result.travel = Vector3();
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} else {
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// Travel is too high to be safely canceled, we take it into account.
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result.travel = result.travel.slide(up_direction);
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motion = result.remainder;
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}
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set_global_transform(gt);
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// Determines if you are on the ground, and limits the possibility of climbing on the walls because of the approximations.
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_snap_on_floor(true, false);
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} else {
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// If the movement is not canceled we only keep the remaining.
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motion = result.remainder;
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}
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// Apply slide on forward in order to allow only lateral motion on next step.
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Vector3 forward = wall_normal.slide(up_direction).normalized();
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motion = motion.slide(forward);
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// Scales the horizontal velocity according to the wall slope.
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if (vel_dir_facing_up) {
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Vector3 slide_motion = velocity.slide(result.collisions[0].normal);
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// Keeps the vertical motion from velocity and add the horizontal motion of the projection.
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velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction);
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} else {
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velocity = velocity.slide(forward);
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}
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// Allow only lateral motion along previous floor when already on floor.
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// Fixes slowing down when moving in diagonal against an inclined wall.
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if (p_was_on_floor && !vel_dir_facing_up && (motion.dot(up_direction) > 0.0)) {
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// Slide along the corner between the wall and previous floor.
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Vector3 floor_side = prev_floor_normal.cross(wall_normal);
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if (floor_side != Vector3()) {
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motion = floor_side * motion.dot(floor_side);
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}
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}
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// Stop all motion when a second wall is hit (unless sliding down or jumping),
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// in order to avoid jittering in corner cases.
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bool stop_all_motion = previous_state.wall && !vel_dir_facing_up;
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// Allow sliding when the body falls.
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if (!collision_state.floor && motion.dot(up_direction) < 0) {
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Vector3 slide_motion = motion.slide(wall_normal);
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// Test again to allow sliding only if the result goes downwards.
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// Fixes jittering issues at the bottom of inclined walls.
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if (slide_motion.dot(up_direction) < 0) {
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stop_all_motion = false;
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motion = slide_motion;
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}
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}
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if (stop_all_motion) {
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motion = Vector3();
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velocity = Vector3();
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}
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}
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}
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// Stop horizontal motion when under wall slide threshold.
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if (p_was_on_floor && (wall_min_slide_angle > 0.0) && result_state.wall) {
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Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized();
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real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(motion_slide_up.normalized())));
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if (motion_angle < wall_min_slide_angle) {
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motion = up_direction * motion.dot(up_direction);
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velocity = up_direction * velocity.dot(up_direction);
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apply_default_sliding = false;
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}
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}
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}
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if (apply_default_sliding) {
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// Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
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if ((sliding_enabled || !collision_state.floor) && (!collision_state.ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) {
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const PhysicsServer3D::MotionCollision &collision = result.collisions[0];
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Vector3 slide_motion = result.remainder.slide(collision.normal);
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if (collision_state.floor && !collision_state.wall && !motion_slide_up.is_zero_approx()) {
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// Slide using the intersection between the motion plane and the floor plane,
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// in order to keep the direction intact.
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real_t motion_length = slide_motion.length();
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slide_motion = up_direction.cross(result.remainder).cross(floor_normal);
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// Keep the length from default slide to change speed in slopes by default,
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// when constant speed is not enabled.
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slide_motion.normalize();
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slide_motion *= motion_length;
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}
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if (slide_motion.dot(velocity) > 0.0) {
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motion = slide_motion;
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} else {
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motion = Vector3();
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}
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if (slide_on_ceiling && result_state.ceiling) {
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// Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall.
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if (vel_dir_facing_up) {
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velocity = velocity.slide(collision.normal);
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} else {
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// Avoid acceleration in slope when falling.
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velocity = up_direction * up_direction.dot(velocity);
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}
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}
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}
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// No sliding on first attempt to keep floor motion stable when possible.
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else {
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motion = result.remainder;
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if (result_state.ceiling && !slide_on_ceiling && vel_dir_facing_up) {
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velocity = velocity.slide(up_direction);
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motion = motion.slide(up_direction);
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}
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}
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}
|
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total_travel += result.travel;
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|
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// Apply Constant Speed.
|
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if (p_was_on_floor && floor_constant_speed && can_apply_constant_speed && collision_state.floor && !motion.is_zero_approx()) {
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Vector3 travel_slide_up = total_travel.slide(up_direction);
|
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motion = motion.normalized() * MAX(0, (motion_slide_up.length() - travel_slide_up.length()));
|
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}
|
||
}
|
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// When you move forward in a downward slope you don’t collide because you will be in the air.
|
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// This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied.
|
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else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) {
|
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can_apply_constant_speed = false;
|
||
sliding_enabled = true;
|
||
Transform3D gt = get_global_transform();
|
||
gt.origin = gt.origin - result.travel;
|
||
set_global_transform(gt);
|
||
|
||
// Slide using the intersection between the motion plane and the floor plane,
|
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// in order to keep the direction intact.
|
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Vector3 motion_slide_norm = up_direction.cross(motion).cross(prev_floor_normal);
|
||
motion_slide_norm.normalize();
|
||
|
||
motion = motion_slide_norm * (motion_slide_up.length());
|
||
collided = true;
|
||
}
|
||
|
||
if (!collided || motion.is_zero_approx()) {
|
||
break;
|
||
}
|
||
|
||
can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
|
||
sliding_enabled = true;
|
||
first_slide = false;
|
||
}
|
||
|
||
_snap_on_floor(p_was_on_floor, vel_dir_facing_up);
|
||
|
||
// Reset the gravity accumulation when touching the ground.
|
||
if (collision_state.floor && !vel_dir_facing_up) {
|
||
velocity = velocity.slide(up_direction);
|
||
}
|
||
}
|
||
|
||
void CharacterBody3D::_move_and_slide_floating(double p_delta) {
|
||
Vector3 motion = velocity * p_delta;
|
||
|
||
platform_rid = RID();
|
||
platform_object_id = ObjectID();
|
||
floor_normal = Vector3();
|
||
platform_velocity = Vector3();
|
||
platform_angular_velocity = Vector3();
|
||
|
||
bool first_slide = true;
|
||
for (int iteration = 0; iteration < max_slides; ++iteration) {
|
||
PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin);
|
||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||
|
||
PhysicsServer3D::MotionResult result;
|
||
bool collided = move_and_collide(parameters, result, false, false);
|
||
|
||
last_motion = result.travel;
|
||
|
||
if (collided) {
|
||
motion_results.push_back(result);
|
||
|
||
CollisionState result_state;
|
||
_set_collision_direction(result, result_state);
|
||
|
||
if (result.remainder.is_zero_approx()) {
|
||
motion = Vector3();
|
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break;
|
||
}
|
||
|
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if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
|
||
motion = Vector3();
|
||
if (result.travel.length() < margin + CMP_EPSILON) {
|
||
Transform3D gt = get_global_transform();
|
||
gt.origin -= result.travel;
|
||
set_global_transform(gt);
|
||
}
|
||
} else if (first_slide) {
|
||
Vector3 motion_slide_norm = result.remainder.slide(wall_normal).normalized();
|
||
motion = motion_slide_norm * (motion.length() - result.travel.length());
|
||
} else {
|
||
motion = result.remainder.slide(wall_normal);
|
||
}
|
||
|
||
if (motion.dot(velocity) <= 0.0) {
|
||
motion = Vector3();
|
||
}
|
||
}
|
||
|
||
if (!collided || motion.is_zero_approx()) {
|
||
break;
|
||
}
|
||
|
||
first_slide = false;
|
||
}
|
||
}
|
||
|
||
void CharacterBody3D::apply_floor_snap() {
|
||
if (collision_state.floor) {
|
||
return;
|
||
}
|
||
|
||
// Snap by at least collision margin to keep floor state consistent.
|
||
real_t length = MAX(floor_snap_length, margin);
|
||
|
||
PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
|
||
parameters.max_collisions = 4;
|
||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||
parameters.collide_separation_ray = true;
|
||
|
||
PhysicsServer3D::MotionResult result;
|
||
if (move_and_collide(parameters, result, true, false)) {
|
||
CollisionState result_state;
|
||
// Apply direction for floor only.
|
||
_set_collision_direction(result, result_state, CollisionState(true, false, false));
|
||
|
||
if (result_state.floor) {
|
||
if (floor_stop_on_slope) {
|
||
// move and collide may stray the object a bit because of pre un-stucking,
|
||
// so only ensure that motion happens on floor direction in this case.
|
||
if (result.travel.length() > margin) {
|
||
result.travel = up_direction * up_direction.dot(result.travel);
|
||
} else {
|
||
result.travel = Vector3();
|
||
}
|
||
}
|
||
|
||
parameters.from.origin += result.travel;
|
||
set_global_transform(parameters.from);
|
||
}
|
||
}
|
||
}
|
||
|
||
void CharacterBody3D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up) {
|
||
if (collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) {
|
||
return;
|
||
}
|
||
|
||
apply_floor_snap();
|
||
}
|
||
|
||
bool CharacterBody3D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) {
|
||
if (up_direction == Vector3() || collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) {
|
||
return false;
|
||
}
|
||
|
||
// Snap by at least collision margin to keep floor state consistent.
|
||
real_t length = MAX(floor_snap_length, margin);
|
||
|
||
PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
|
||
parameters.max_collisions = 4;
|
||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||
parameters.collide_separation_ray = true;
|
||
|
||
PhysicsServer3D::MotionResult result;
|
||
if (move_and_collide(parameters, result, true, false)) {
|
||
CollisionState result_state;
|
||
// Don't apply direction for any type.
|
||
_set_collision_direction(result, result_state, CollisionState());
|
||
|
||
return result_state.floor;
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state) {
|
||
r_state.state = 0;
|
||
|
||
real_t wall_depth = -1.0;
|
||
real_t floor_depth = -1.0;
|
||
|
||
bool was_on_wall = collision_state.wall;
|
||
Vector3 prev_wall_normal = wall_normal;
|
||
int wall_collision_count = 0;
|
||
Vector3 combined_wall_normal;
|
||
Vector3 tmp_wall_col; // Avoid duplicate on average calculation.
|
||
|
||
for (int i = p_result.collision_count - 1; i >= 0; i--) {
|
||
const PhysicsServer3D::MotionCollision &collision = p_result.collisions[i];
|
||
|
||
if (motion_mode == MOTION_MODE_GROUNDED) {
|
||
// Check if any collision is floor.
|
||
real_t floor_angle = collision.get_angle(up_direction);
|
||
if (floor_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
||
r_state.floor = true;
|
||
if (p_apply_state.floor && collision.depth > floor_depth) {
|
||
collision_state.floor = true;
|
||
floor_normal = collision.normal;
|
||
floor_depth = collision.depth;
|
||
_set_platform_data(collision);
|
||
}
|
||
continue;
|
||
}
|
||
|
||
// Check if any collision is ceiling.
|
||
real_t ceiling_angle = collision.get_angle(-up_direction);
|
||
if (ceiling_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
||
r_state.ceiling = true;
|
||
if (p_apply_state.ceiling) {
|
||
platform_ceiling_velocity = collision.collider_velocity;
|
||
ceiling_normal = collision.normal;
|
||
collision_state.ceiling = true;
|
||
}
|
||
continue;
|
||
}
|
||
}
|
||
|
||
// Collision is wall by default.
|
||
r_state.wall = true;
|
||
|
||
if (p_apply_state.wall && collision.depth > wall_depth) {
|
||
collision_state.wall = true;
|
||
wall_depth = collision.depth;
|
||
wall_normal = collision.normal;
|
||
|
||
// Don't apply wall velocity when the collider is a CharacterBody3D.
|
||
if (Object::cast_to<CharacterBody3D>(ObjectDB::get_instance(collision.collider_id)) == nullptr) {
|
||
_set_platform_data(collision);
|
||
}
|
||
}
|
||
|
||
// Collect normal for calculating average.
|
||
if (!collision.normal.is_equal_approx(tmp_wall_col)) {
|
||
tmp_wall_col = collision.normal;
|
||
combined_wall_normal += collision.normal;
|
||
wall_collision_count++;
|
||
}
|
||
}
|
||
|
||
if (r_state.wall) {
|
||
if (wall_collision_count > 1 && !r_state.floor) {
|
||
// Check if wall normals cancel out to floor support.
|
||
if (!r_state.floor && motion_mode == MOTION_MODE_GROUNDED) {
|
||
combined_wall_normal.normalize();
|
||
real_t floor_angle = Math::acos(combined_wall_normal.dot(up_direction));
|
||
if (floor_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
||
r_state.floor = true;
|
||
r_state.wall = false;
|
||
if (p_apply_state.floor) {
|
||
collision_state.floor = true;
|
||
floor_normal = combined_wall_normal;
|
||
}
|
||
if (p_apply_state.wall) {
|
||
collision_state.wall = was_on_wall;
|
||
wall_normal = prev_wall_normal;
|
||
}
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
void CharacterBody3D::_set_platform_data(const PhysicsServer3D::MotionCollision &p_collision) {
|
||
platform_rid = p_collision.collider;
|
||
platform_object_id = p_collision.collider_id;
|
||
platform_velocity = p_collision.collider_velocity;
|
||
platform_angular_velocity = p_collision.collider_angular_velocity;
|
||
platform_layer = PhysicsServer3D::get_singleton()->body_get_collision_layer(platform_rid);
|
||
}
|
||
|
||
void CharacterBody3D::set_safe_margin(real_t p_margin) {
|
||
margin = p_margin;
|
||
}
|
||
|
||
real_t CharacterBody3D::get_safe_margin() const {
|
||
return margin;
|
||
}
|
||
|
||
const Vector3 &CharacterBody3D::get_velocity() const {
|
||
return velocity;
|
||
}
|
||
|
||
void CharacterBody3D::set_velocity(const Vector3 &p_velocity) {
|
||
velocity = p_velocity;
|
||
}
|
||
|
||
bool CharacterBody3D::is_on_floor() const {
|
||
return collision_state.floor;
|
||
}
|
||
|
||
bool CharacterBody3D::is_on_floor_only() const {
|
||
return collision_state.floor && !collision_state.wall && !collision_state.ceiling;
|
||
}
|
||
|
||
bool CharacterBody3D::is_on_wall() const {
|
||
return collision_state.wall;
|
||
}
|
||
|
||
bool CharacterBody3D::is_on_wall_only() const {
|
||
return collision_state.wall && !collision_state.floor && !collision_state.ceiling;
|
||
}
|
||
|
||
bool CharacterBody3D::is_on_ceiling() const {
|
||
return collision_state.ceiling;
|
||
}
|
||
|
||
bool CharacterBody3D::is_on_ceiling_only() const {
|
||
return collision_state.ceiling && !collision_state.floor && !collision_state.wall;
|
||
}
|
||
|
||
const Vector3 &CharacterBody3D::get_floor_normal() const {
|
||
return floor_normal;
|
||
}
|
||
|
||
const Vector3 &CharacterBody3D::get_wall_normal() const {
|
||
return wall_normal;
|
||
}
|
||
|
||
const Vector3 &CharacterBody3D::get_last_motion() const {
|
||
return last_motion;
|
||
}
|
||
|
||
Vector3 CharacterBody3D::get_position_delta() const {
|
||
return get_global_transform().origin - previous_position;
|
||
}
|
||
|
||
const Vector3 &CharacterBody3D::get_real_velocity() const {
|
||
return real_velocity;
|
||
}
|
||
|
||
real_t CharacterBody3D::get_floor_angle(const Vector3 &p_up_direction) const {
|
||
ERR_FAIL_COND_V(p_up_direction == Vector3(), 0);
|
||
return Math::acos(floor_normal.dot(p_up_direction));
|
||
}
|
||
|
||
const Vector3 &CharacterBody3D::get_platform_velocity() const {
|
||
return platform_velocity;
|
||
}
|
||
|
||
const Vector3 &CharacterBody3D::get_platform_angular_velocity() const {
|
||
return platform_angular_velocity;
|
||
}
|
||
|
||
Vector3 CharacterBody3D::get_linear_velocity() const {
|
||
return get_real_velocity();
|
||
}
|
||
|
||
int CharacterBody3D::get_slide_collision_count() const {
|
||
return motion_results.size();
|
||
}
|
||
|
||
PhysicsServer3D::MotionResult CharacterBody3D::get_slide_collision(int p_bounce) const {
|
||
ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer3D::MotionResult());
|
||
return motion_results[p_bounce];
|
||
}
|
||
|
||
Ref<KinematicCollision3D> CharacterBody3D::_get_slide_collision(int p_bounce) {
|
||
ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref<KinematicCollision3D>());
|
||
if (p_bounce >= slide_colliders.size()) {
|
||
slide_colliders.resize(p_bounce + 1);
|
||
}
|
||
|
||
// Create a new instance when the cached reference is invalid or still in use in script.
|
||
if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->get_reference_count() > 1) {
|
||
slide_colliders.write[p_bounce].instantiate();
|
||
slide_colliders.write[p_bounce]->owner_id = get_instance_id();
|
||
}
|
||
|
||
slide_colliders.write[p_bounce]->result = motion_results[p_bounce];
|
||
return slide_colliders[p_bounce];
|
||
}
|
||
|
||
Ref<KinematicCollision3D> CharacterBody3D::_get_last_slide_collision() {
|
||
if (motion_results.size() == 0) {
|
||
return Ref<KinematicCollision3D>();
|
||
}
|
||
return _get_slide_collision(motion_results.size() - 1);
|
||
}
|
||
|
||
bool CharacterBody3D::is_floor_stop_on_slope_enabled() const {
|
||
return floor_stop_on_slope;
|
||
}
|
||
|
||
void CharacterBody3D::set_floor_stop_on_slope_enabled(bool p_enabled) {
|
||
floor_stop_on_slope = p_enabled;
|
||
}
|
||
|
||
bool CharacterBody3D::is_floor_constant_speed_enabled() const {
|
||
return floor_constant_speed;
|
||
}
|
||
|
||
void CharacterBody3D::set_floor_constant_speed_enabled(bool p_enabled) {
|
||
floor_constant_speed = p_enabled;
|
||
}
|
||
|
||
bool CharacterBody3D::is_floor_block_on_wall_enabled() const {
|
||
return floor_block_on_wall;
|
||
}
|
||
|
||
void CharacterBody3D::set_floor_block_on_wall_enabled(bool p_enabled) {
|
||
floor_block_on_wall = p_enabled;
|
||
}
|
||
|
||
bool CharacterBody3D::is_slide_on_ceiling_enabled() const {
|
||
return slide_on_ceiling;
|
||
}
|
||
|
||
void CharacterBody3D::set_slide_on_ceiling_enabled(bool p_enabled) {
|
||
slide_on_ceiling = p_enabled;
|
||
}
|
||
|
||
uint32_t CharacterBody3D::get_platform_floor_layers() const {
|
||
return platform_floor_layers;
|
||
}
|
||
|
||
void CharacterBody3D::set_platform_floor_layers(uint32_t p_exclude_layers) {
|
||
platform_floor_layers = p_exclude_layers;
|
||
}
|
||
|
||
uint32_t CharacterBody3D::get_platform_wall_layers() const {
|
||
return platform_wall_layers;
|
||
}
|
||
|
||
void CharacterBody3D::set_platform_wall_layers(uint32_t p_exclude_layers) {
|
||
platform_wall_layers = p_exclude_layers;
|
||
}
|
||
|
||
void CharacterBody3D::set_motion_mode(MotionMode p_mode) {
|
||
motion_mode = p_mode;
|
||
}
|
||
|
||
CharacterBody3D::MotionMode CharacterBody3D::get_motion_mode() const {
|
||
return motion_mode;
|
||
}
|
||
|
||
void CharacterBody3D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) {
|
||
platform_on_leave = p_on_leave_apply_velocity;
|
||
}
|
||
|
||
CharacterBody3D::PlatformOnLeave CharacterBody3D::get_platform_on_leave() const {
|
||
return platform_on_leave;
|
||
}
|
||
|
||
int CharacterBody3D::get_max_slides() const {
|
||
return max_slides;
|
||
}
|
||
|
||
void CharacterBody3D::set_max_slides(int p_max_slides) {
|
||
ERR_FAIL_COND(p_max_slides < 1);
|
||
max_slides = p_max_slides;
|
||
}
|
||
|
||
real_t CharacterBody3D::get_floor_max_angle() const {
|
||
return floor_max_angle;
|
||
}
|
||
|
||
void CharacterBody3D::set_floor_max_angle(real_t p_radians) {
|
||
floor_max_angle = p_radians;
|
||
}
|
||
|
||
real_t CharacterBody3D::get_floor_snap_length() {
|
||
return floor_snap_length;
|
||
}
|
||
|
||
void CharacterBody3D::set_floor_snap_length(real_t p_floor_snap_length) {
|
||
ERR_FAIL_COND(p_floor_snap_length < 0);
|
||
floor_snap_length = p_floor_snap_length;
|
||
}
|
||
|
||
real_t CharacterBody3D::get_wall_min_slide_angle() const {
|
||
return wall_min_slide_angle;
|
||
}
|
||
|
||
void CharacterBody3D::set_wall_min_slide_angle(real_t p_radians) {
|
||
wall_min_slide_angle = p_radians;
|
||
}
|
||
|
||
const Vector3 &CharacterBody3D::get_up_direction() const {
|
||
return up_direction;
|
||
}
|
||
|
||
void CharacterBody3D::set_up_direction(const Vector3 &p_up_direction) {
|
||
ERR_FAIL_COND_MSG(p_up_direction == Vector3(), "up_direction can't be equal to Vector3.ZERO, consider using Floating motion mode instead.");
|
||
up_direction = p_up_direction.normalized();
|
||
}
|
||
|
||
void CharacterBody3D::_notification(int p_what) {
|
||
switch (p_what) {
|
||
case NOTIFICATION_ENTER_TREE: {
|
||
// Reset move_and_slide() data.
|
||
collision_state.state = 0;
|
||
platform_rid = RID();
|
||
platform_object_id = ObjectID();
|
||
motion_results.clear();
|
||
platform_velocity = Vector3();
|
||
platform_angular_velocity = Vector3();
|
||
} break;
|
||
}
|
||
}
|
||
|
||
void CharacterBody3D::_bind_methods() {
|
||
ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody3D::move_and_slide);
|
||
ClassDB::bind_method(D_METHOD("apply_floor_snap"), &CharacterBody3D::apply_floor_snap);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody3D::set_velocity);
|
||
ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody3D::get_velocity);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_safe_margin", "margin"), &CharacterBody3D::set_safe_margin);
|
||
ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody3D::get_safe_margin);
|
||
ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody3D::is_floor_stop_on_slope_enabled);
|
||
ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody3D::set_floor_stop_on_slope_enabled);
|
||
ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled", "enabled"), &CharacterBody3D::set_floor_constant_speed_enabled);
|
||
ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled"), &CharacterBody3D::is_floor_constant_speed_enabled);
|
||
ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled", "enabled"), &CharacterBody3D::set_floor_block_on_wall_enabled);
|
||
ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled"), &CharacterBody3D::is_floor_block_on_wall_enabled);
|
||
ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody3D::set_slide_on_ceiling_enabled);
|
||
ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody3D::is_slide_on_ceiling_enabled);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_platform_floor_layers", "exclude_layer"), &CharacterBody3D::set_platform_floor_layers);
|
||
ClassDB::bind_method(D_METHOD("get_platform_floor_layers"), &CharacterBody3D::get_platform_floor_layers);
|
||
ClassDB::bind_method(D_METHOD("set_platform_wall_layers", "exclude_layer"), &CharacterBody3D::set_platform_wall_layers);
|
||
ClassDB::bind_method(D_METHOD("get_platform_wall_layers"), &CharacterBody3D::get_platform_wall_layers);
|
||
|
||
ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody3D::get_max_slides);
|
||
ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody3D::set_max_slides);
|
||
ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody3D::get_floor_max_angle);
|
||
ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody3D::set_floor_max_angle);
|
||
ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody3D::get_floor_snap_length);
|
||
ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody3D::set_floor_snap_length);
|
||
ClassDB::bind_method(D_METHOD("get_wall_min_slide_angle"), &CharacterBody3D::get_wall_min_slide_angle);
|
||
ClassDB::bind_method(D_METHOD("set_wall_min_slide_angle", "radians"), &CharacterBody3D::set_wall_min_slide_angle);
|
||
ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody3D::get_up_direction);
|
||
ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody3D::set_up_direction);
|
||
ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody3D::set_motion_mode);
|
||
ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody3D::get_motion_mode);
|
||
ClassDB::bind_method(D_METHOD("set_platform_on_leave", "on_leave_apply_velocity"), &CharacterBody3D::set_platform_on_leave);
|
||
ClassDB::bind_method(D_METHOD("get_platform_on_leave"), &CharacterBody3D::get_platform_on_leave);
|
||
|
||
ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody3D::is_on_floor);
|
||
ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody3D::is_on_floor_only);
|
||
ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody3D::is_on_ceiling);
|
||
ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody3D::is_on_ceiling_only);
|
||
ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody3D::is_on_wall);
|
||
ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody3D::is_on_wall_only);
|
||
ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody3D::get_floor_normal);
|
||
ClassDB::bind_method(D_METHOD("get_wall_normal"), &CharacterBody3D::get_wall_normal);
|
||
ClassDB::bind_method(D_METHOD("get_last_motion"), &CharacterBody3D::get_last_motion);
|
||
ClassDB::bind_method(D_METHOD("get_position_delta"), &CharacterBody3D::get_position_delta);
|
||
ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody3D::get_real_velocity);
|
||
ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody3D::get_floor_angle, DEFVAL(Vector3(0.0, 1.0, 0.0)));
|
||
ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody3D::get_platform_velocity);
|
||
ClassDB::bind_method(D_METHOD("get_platform_angular_velocity"), &CharacterBody3D::get_platform_angular_velocity);
|
||
ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody3D::get_slide_collision_count);
|
||
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody3D::_get_slide_collision);
|
||
ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody3D::_get_last_slide_collision);
|
||
|
||
ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Floating", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode");
|
||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_direction"), "set_up_direction", "get_up_direction");
|
||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
|
||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "velocity", PROPERTY_HINT_NONE, "suffix:m/s", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity");
|
||
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle");
|
||
|
||
ADD_GROUP("Floor", "floor_");
|
||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled");
|
||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled");
|
||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees"), "set_floor_max_angle", "get_floor_max_angle");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater,suffix:m"), "set_floor_snap_length", "get_floor_snap_length");
|
||
|
||
ADD_GROUP("Moving Platform", "platform_");
|
||
ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_on_leave", PROPERTY_HINT_ENUM, "Add Velocity,Add Upward Velocity,Do Nothing", PROPERTY_USAGE_DEFAULT), "set_platform_on_leave", "get_platform_on_leave");
|
||
ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_floor_layers", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_platform_floor_layers", "get_platform_floor_layers");
|
||
ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_wall_layers", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_platform_wall_layers", "get_platform_wall_layers");
|
||
|
||
ADD_GROUP("Collision", "");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:m"), "set_safe_margin", "get_safe_margin");
|
||
|
||
BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED);
|
||
BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING);
|
||
|
||
BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_VELOCITY);
|
||
BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY);
|
||
BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_DO_NOTHING);
|
||
}
|
||
|
||
void CharacterBody3D::_validate_property(PropertyInfo &p_property) const {
|
||
if (motion_mode == MOTION_MODE_FLOATING) {
|
||
if (p_property.name.begins_with("floor_") || p_property.name == "up_direction" || p_property.name == "slide_on_ceiling") {
|
||
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
||
}
|
||
}
|
||
}
|
||
|
||
CharacterBody3D::CharacterBody3D() :
|
||
PhysicsBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) {
|
||
}
|