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-Add support for one-way collision in 2D (only works for kinematic body so far)
-Solve drawing order bug introduced in previous commit: solves #1214
This commit is contained in:
parent
a327eee762
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@ -15,6 +15,7 @@ const GRAVITY = 500.0
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#consider "floor".
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const FLOOR_ANGLE_TOLERANCE = 40
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const WALK_FORCE = 600
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const WALK_MIN_SPEED=10
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const WALK_MAX_SPEED = 200
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const STOP_FORCE = 1300
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const JUMP_SPEED = 200
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@ -40,12 +41,12 @@ func _fixed_process(delta):
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var stop=true
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if (walk_left):
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if (velocity.x<=0 and velocity.x > -WALK_MAX_SPEED):
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if (velocity.x<=WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED):
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force.x-=WALK_FORCE
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stop=false
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elif (walk_right):
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if (velocity.x>=0 and velocity.x < WALK_MAX_SPEED):
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if (velocity.x>=-WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED):
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force.x+=WALK_FORCE
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stop=false
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@ -55,16 +55,32 @@ Vector2 PhysicsBody2D::get_one_way_collision_direction() const{
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}
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void PhysicsBody2D::set_one_way_collision_max_depth(float p_depth) {
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one_way_collision_max_depth=p_depth;
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Physics2DServer::get_singleton()->body_set_one_way_collision_max_depth(get_rid(),p_depth);
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}
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float PhysicsBody2D::get_one_way_collision_max_depth() const{
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return one_way_collision_max_depth;
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}
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void PhysicsBody2D::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_layer_mask","mask"),&PhysicsBody2D::set_layer_mask);
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ObjectTypeDB::bind_method(_MD("get_layer_mask"),&PhysicsBody2D::get_layer_mask);
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ObjectTypeDB::bind_method(_MD("set_one_way_collision_direction","dir"),&PhysicsBody2D::set_one_way_collision_direction);
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ObjectTypeDB::bind_method(_MD("get_one_way_collision_direction"),&PhysicsBody2D::get_one_way_collision_direction);
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ObjectTypeDB::bind_method(_MD("set_one_way_collision_max_depth","depth"),&PhysicsBody2D::set_one_way_collision_max_depth);
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ObjectTypeDB::bind_method(_MD("get_one_way_collision_max_depth"),&PhysicsBody2D::get_one_way_collision_max_depth);
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ObjectTypeDB::bind_method(_MD("add_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::add_collision_exception_with);
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ObjectTypeDB::bind_method(_MD("remove_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::remove_collision_exception_with);
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ADD_PROPERTY(PropertyInfo(Variant::INT,"layers",PROPERTY_HINT_ALL_FLAGS),_SCS("set_layer_mask"),_SCS("get_layer_mask"));
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2,"one_way_collision/direction"),_SCS("set_one_way_collision_direction"),_SCS("get_one_way_collision_direction"));
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ADD_PROPERTYNZ(PropertyInfo(Variant::VECTOR2,"one_way_collision/direction"),_SCS("set_one_way_collision_direction"),_SCS("get_one_way_collision_direction"));
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ADD_PROPERTYNZ(PropertyInfo(Variant::REAL,"one_way_collision/max_depth"),_SCS("set_one_way_collision_max_depth"),_SCS("get_one_way_collision_max_depth"));
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}
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void PhysicsBody2D::set_layer_mask(uint32_t p_mask) {
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@ -81,6 +97,7 @@ uint32_t PhysicsBody2D::get_layer_mask() const {
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PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode) : CollisionObject2D( Physics2DServer::get_singleton()->body_create(p_mode), false) {
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mask=1;
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set_one_way_collision_max_depth(0);
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}
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@ -947,7 +964,7 @@ Vector2 KinematicBody2D::move(const Vector2& p_motion) {
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//if (d<margin)
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/// continue;
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recover_motion+=(b-a)*0.2;
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recover_motion+=(b-a)*0.4;
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}
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if (recover_motion==Vector2()) {
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@ -978,6 +995,7 @@ Vector2 KinematicBody2D::move(const Vector2& p_motion) {
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bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0,lsafe,lunsafe,exclude,get_layer_mask(),mask);
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//print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
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if (!valid) {
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safe=0;
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unsafe=0;
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best_shape=i; //sadly it's the best
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@ -1009,9 +1027,11 @@ Vector2 KinematicBody2D::move(const Vector2& p_motion) {
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bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt*get_shape_transform(best_shape), Vector2(), margin,&rest_info,exclude,get_layer_mask(),mask);
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if (!c2) {
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//should not happen, but floating point precision is so weird..
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colliding=false;
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} else {
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//print_line("Travel: "+rtos(travel));
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colliding=true;
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collision=rest_info.point;
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@ -40,6 +40,7 @@ class PhysicsBody2D : public CollisionObject2D {
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uint32_t mask;
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Vector2 one_way_collision_direction;
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float one_way_collision_max_depth;
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protected:
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void _notification(int p_what);
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@ -57,6 +58,9 @@ public:
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void set_one_way_collision_direction(const Vector2& p_dir);
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Vector2 get_one_way_collision_direction() const;
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void set_one_way_collision_max_depth(float p_dir);
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float get_one_way_collision_max_depth() const;
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PhysicsBody2D();
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};
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@ -647,6 +647,7 @@ Body2DSW::Body2DSW() : CollisionObject2DSW(TYPE_BODY), active_list(this), inerti
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area_linear_damp=0;
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contact_count=0;
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gravity_scale=1.0;
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one_way_collision_max_depth=0.1;
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still_time=0;
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continuous_cd_mode=Physics2DServer::CCD_MODE_DISABLED;
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@ -68,6 +68,7 @@ class Body2DSW : public CollisionObject2DSW {
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real_t applied_torque;
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Vector2 one_way_collision_direction;
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float one_way_collision_max_depth;
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SelfList<Body2DSW> active_list;
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@ -221,6 +222,9 @@ public:
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void set_one_way_collision_direction(const Vector2& p_dir) { one_way_collision_direction=p_dir; }
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Vector2 get_one_way_collision_direction() const { return one_way_collision_direction; }
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void set_one_way_collision_max_depth(float p_depth) { one_way_collision_max_depth=p_depth; }
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float get_one_way_collision_max_depth() const { return one_way_collision_max_depth; }
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void set_space(Space2DSW *p_space);
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void update_inertias();
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@ -138,6 +138,21 @@ void Physics2DServerSW::_shape_col_cbk(const Vector2& p_point_A,const Vector2& p
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if (cbk->max==0)
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return;
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if (cbk->valid_dir!=Vector2()) {
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if (p_point_A.distance_squared_to(p_point_B)>cbk->valid_depth*cbk->valid_depth) {
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return;
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}
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if (cbk->valid_dir.dot((p_point_A-p_point_B).normalized())<0.7071) {
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/* print_line("A: "+p_point_A);
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print_line("B: "+p_point_B);
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print_line("discard too angled "+rtos(cbk->valid_dir.dot((p_point_A-p_point_B))));
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print_line("resnorm: "+(p_point_A-p_point_B).normalized());
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print_line("distance: "+rtos(p_point_A.distance_to(p_point_B)));
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*/
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return;
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}
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}
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if (cbk->amount == cbk->max) {
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//find least deep
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float min_depth=1e20;
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@ -875,6 +890,21 @@ Vector2 Physics2DServerSW::body_get_one_way_collision_direction(RID p_body) cons
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}
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void Physics2DServerSW::body_set_one_way_collision_max_depth(RID p_body,float p_max_depth) {
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Body2DSW *body = body_owner.get(p_body);
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ERR_FAIL_COND(!body);
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body->set_one_way_collision_max_depth(p_max_depth);
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}
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float Physics2DServerSW::body_get_one_way_collision_max_depth(RID p_body) const {
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Body2DSW *body = body_owner.get(p_body);
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ERR_FAIL_COND_V(!body,0);
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return body->get_one_way_collision_max_depth();
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}
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void Physics2DServerSW::body_set_force_integration_callback(RID p_body,Object *p_receiver,const StringName& p_method,const Variant& p_udata) {
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@ -71,6 +71,8 @@ public:
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struct CollCbkData {
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Vector2 valid_dir;
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float valid_depth;
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int max;
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int amount;
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Vector2 *ptr;
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@ -208,6 +210,10 @@ public:
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virtual void body_set_one_way_collision_direction(RID p_body,const Vector2& p_direction);
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virtual Vector2 body_get_one_way_collision_direction(RID p_body) const;
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virtual void body_set_one_way_collision_max_depth(RID p_body,float p_max_depth);
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virtual float body_get_one_way_collision_max_depth(RID p_body) const;
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virtual void body_set_force_integration_callback(RID p_body,Object *p_receiver,const StringName& p_method,const Variant& p_udata=Variant());
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virtual bool body_collide_shape(RID p_body, int p_body_shape,RID p_shape, const Matrix32& p_shape_xform,const Vector2& p_motion,Vector2 *r_results,int p_result_max,int &r_result_count);
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@ -98,7 +98,7 @@ bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2& p_from, const Vec
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if (shape->intersect_segment(local_from,local_to,shape_point,shape_normal)) {
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//print_line("inters sgment!");
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Matrix32 xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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shape_point=xform.xform(shape_point);
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@ -217,6 +217,16 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32
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int shape_idx=space->intersection_query_subindex_results[i];
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/*if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) {
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const Body2DSW *body=static_cast<const Body2DSW*>(col_obj);
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if (body->get_one_way_collision_direction()!=Vector2() && p_motion.dot(body->get_one_way_collision_direction())<=CMP_EPSILON) {
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print_line("failed in motion dir");
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continue;
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}
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}*/
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Matrix32 col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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//test initial overlap, does it collide if going all the way?
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if (!CollisionSolver2DSW::solve(shape,p_xform,p_motion,col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL,p_margin)) {
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@ -227,6 +237,14 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32
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//test initial overlap
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if (CollisionSolver2DSW::solve(shape,p_xform,Vector2(),col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL,p_margin)) {
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if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) {
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//if one way collision direction ignore initial overlap
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const Body2DSW *body=static_cast<const Body2DSW*>(col_obj);
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if (body->get_one_way_collision_direction()!=Vector2()) {
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continue;
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}
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}
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return false;
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}
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@ -253,6 +271,29 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32
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}
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}
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if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) {
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const Body2DSW *body=static_cast<const Body2DSW*>(col_obj);
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if (body->get_one_way_collision_direction()!=Vector2()) {
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Vector2 cd[2];
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Physics2DServerSW::CollCbkData cbk;
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cbk.max=1;
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cbk.amount=0;
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cbk.ptr=cd;
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cbk.valid_dir=body->get_one_way_collision_direction();
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cbk.valid_depth=body->get_one_way_collision_max_depth();
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Vector2 sep=mnormal; //important optimization for this to work fast enough
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bool collided = CollisionSolver2DSW::solve(shape,p_xform,p_motion*(hi+space->contact_max_allowed_penetration),col_obj->get_shape(shape_idx),col_obj_xform,Vector2(),Physics2DServerSW::_shape_col_cbk,&cbk,&sep,p_margin);
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if (!collided || cbk.amount==0) {
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continue;
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}
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}
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}
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if (low<best_safe) {
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best_safe=low;
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best_unsafe=hi;
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@ -311,14 +352,23 @@ bool Physics2DDirectSpaceStateSW::collide_shape(RID p_shape, const Matrix32& p_s
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if (p_exclude.has( col_obj->get_self() ))
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continue;
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if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) {
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const Body2DSW *body=static_cast<const Body2DSW*>(col_obj);
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cbk.valid_dir=body->get_one_way_collision_direction();
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cbk.valid_depth=body->get_one_way_collision_max_depth();
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} else {
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cbk.valid_dir=Vector2();
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cbk.valid_depth=0;
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}
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if (CollisionSolver2DSW::solve(shape,p_shape_xform,p_motion,col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),Vector2(),cbkres,cbkptr,NULL,p_margin)) {
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collided=true;
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collided=p_result_max==0 || cbk.amount>0;
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}
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}
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r_result_count=cbk.amount;
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return collided;
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@ -334,6 +384,8 @@ struct _RestCallbackData2D {
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Vector2 best_contact;
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Vector2 best_normal;
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float best_len;
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Vector2 valid_dir;
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float valid_depth;
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};
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static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,void *p_userdata) {
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@ -341,11 +393,23 @@ static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,v
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_RestCallbackData2D *rd=(_RestCallbackData2D*)p_userdata;
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if (rd->valid_dir!=Vector2()) {
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if (rd->valid_dir!=Vector2()) {
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if (p_point_A.distance_squared_to(p_point_B)>rd->valid_depth*rd->valid_depth)
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return;
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if (rd->valid_dir.dot((p_point_A-p_point_B).normalized())<Math_PI*0.25)
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return;
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}
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}
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Vector2 contact_rel = p_point_B - p_point_A;
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float len = contact_rel.length();
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if (len <= rd->best_len)
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return;
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rd->best_len=len;
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rd->best_contact=p_point_B;
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rd->best_normal=contact_rel/len;
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@ -385,6 +449,17 @@ bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Matrix32& p_shape
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if (p_exclude.has( col_obj->get_self() ))
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continue;
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if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) {
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const Body2DSW *body=static_cast<const Body2DSW*>(col_obj);
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rcd.valid_dir=body->get_one_way_collision_direction();
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rcd.valid_depth=body->get_one_way_collision_max_depth();
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} else {
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rcd.valid_dir=Vector2();
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rcd.valid_depth=0;
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}
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rcd.object=col_obj;
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rcd.shape=shape_idx;
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bool sc = CollisionSolver2DSW::solve(shape,p_shape_xform,p_motion,col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),Vector2() ,_rest_cbk_result,&rcd,NULL,p_margin);
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@ -503,6 +503,9 @@ void Physics2DServer::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("body_set_one_way_collision_direction","normal"),&Physics2DServer::body_set_one_way_collision_direction);
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ObjectTypeDB::bind_method(_MD("body_get_one_way_collision_direction"),&Physics2DServer::body_get_one_way_collision_direction);
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ObjectTypeDB::bind_method(_MD("body_set_one_way_collision_max_depth","normal"),&Physics2DServer::body_set_one_way_collision_max_depth);
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ObjectTypeDB::bind_method(_MD("body_get_one_way_collision_max_depth"),&Physics2DServer::body_get_one_way_collision_max_depth);
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ObjectTypeDB::bind_method(_MD("body_set_omit_force_integration","body","enable"),&Physics2DServer::body_set_omit_force_integration);
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ObjectTypeDB::bind_method(_MD("body_is_omitting_force_integration","body"),&Physics2DServer::body_is_omitting_force_integration);
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@ -445,6 +445,9 @@ public:
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virtual void body_set_one_way_collision_direction(RID p_body,const Vector2& p_direction)=0;
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virtual Vector2 body_get_one_way_collision_direction(RID p_body) const=0;
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virtual void body_set_one_way_collision_max_depth(RID p_body,float p_max_depth)=0;
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virtual float body_get_one_way_collision_max_depth(RID p_body) const=0;
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//missing remove
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virtual void body_set_contacts_reported_depth_treshold(RID p_body, float p_treshold)=0;
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virtual float body_get_contacts_reported_depth_treshold(RID p_body) const=0;
|
||||
|
@ -392,7 +392,7 @@ class VisualServerRaster : public VisualServer {
|
||||
|
||||
CanvasItem() {
|
||||
E=NULL;
|
||||
z=CANVAS_ITEM_Z_MAX/2;
|
||||
z=0;
|
||||
opacity=1;
|
||||
self_opacity=1;
|
||||
sort_y=false;
|
||||
|
Loading…
Reference in New Issue
Block a user