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Merge pull request #63650 from fabriceci/apply-moving-platform-angular-velocity
Allow to apply the angular velocity of a moving platform
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commit
151e1355e8
@ -41,10 +41,16 @@
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Returns a [KinematicCollision3D], which contains information about the latest collision that occurred during the last call to [method move_and_slide].
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</description>
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</method>
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<method name="get_platform_angular_velocity" qualifiers="const">
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<return type="Vector3" />
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<description>
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Returns the angular velocity of the platform at the last collision point. Only valid after calling [method move_and_slide].
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</description>
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</method>
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<method name="get_platform_velocity" qualifiers="const">
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<return type="Vector3" />
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<description>
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Returns the linear velocity of the floor at the last collision point. Only valid after calling [method move_and_slide] and when [method is_on_floor] returns [code]true[/code].
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Returns the linear velocity of the platform at the last collision point. Only valid after calling [method move_and_slide].
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</description>
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</method>
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<method name="get_position_delta" qualifiers="const">
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@ -1246,6 +1246,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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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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@ -1506,6 +1507,7 @@ void CharacterBody3D::_move_and_slide_floating(double p_delta) {
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platform_object_id = ObjectID();
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floor_normal = Vector3();
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platform_velocity = Vector3();
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platform_angular_velocity = Vector3();
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bool first_slide = true;
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for (int iteration = 0; iteration < max_slides; ++iteration) {
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@ -1708,6 +1710,7 @@ void CharacterBody3D::_set_platform_data(const PhysicsServer3D::MotionCollision
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platform_rid = p_collision.collider;
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platform_object_id = p_collision.collider_id;
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platform_velocity = p_collision.collider_velocity;
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platform_angular_velocity = p_collision.collider_angular_velocity;
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platform_layer = PhysicsServer3D::get_singleton()->body_get_collision_layer(platform_rid);
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}
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@ -1780,6 +1783,10 @@ const Vector3 &CharacterBody3D::get_platform_velocity() const {
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return platform_velocity;
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}
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const Vector3 &CharacterBody3D::get_platform_angular_velocity() const {
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return platform_angular_velocity;
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}
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Vector3 CharacterBody3D::get_linear_velocity() const {
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return get_real_velocity();
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}
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@ -1932,6 +1939,7 @@ void CharacterBody3D::_notification(int p_what) {
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platform_object_id = ObjectID();
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motion_results.clear();
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platform_velocity = Vector3();
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platform_angular_velocity = Vector3();
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} break;
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}
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}
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@ -1986,6 +1994,7 @@ void CharacterBody3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody3D::get_real_velocity);
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ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody3D::get_floor_angle, DEFVAL(Vector3(0.0, 1.0, 0.0)));
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ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody3D::get_platform_velocity);
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ClassDB::bind_method(D_METHOD("get_platform_angular_velocity"), &CharacterBody3D::get_platform_angular_velocity);
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ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody3D::get_slide_collision_count);
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ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody3D::_get_slide_collision);
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ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody3D::_get_last_slide_collision);
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@ -371,6 +371,7 @@ public:
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const Vector3 &get_real_velocity() const;
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real_t get_floor_angle(const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const;
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const Vector3 &get_platform_velocity() const;
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const Vector3 &get_platform_angular_velocity() const;
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virtual Vector3 get_linear_velocity() const override;
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@ -423,6 +424,7 @@ private:
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Vector3 ceiling_normal;
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Vector3 last_motion;
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Vector3 platform_velocity;
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Vector3 platform_angular_velocity;
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Vector3 platform_ceiling_velocity;
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Vector3 previous_position;
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Vector3 real_velocity;
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@ -992,6 +992,7 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::
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Vector3 rel_vec = result.contact - (body->get_transform().origin + body->get_center_of_mass());
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collision.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
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collision.collider_angular_velocity = body->get_angular_velocity();
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}
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r_result->travel = safe * p_parameters.motion;
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@ -541,6 +541,7 @@ public:
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Vector3 position;
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Vector3 normal;
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Vector3 collider_velocity;
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Vector3 collider_angular_velocity;
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real_t depth = 0.0;
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int local_shape = 0;
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ObjectID collider_id;
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