From 3f9db7b398bd18248c486297ad8bdc7b38eed3ed Mon Sep 17 00:00:00 2001 From: fabriceci Date: Fri, 29 Jul 2022 22:00:04 +0200 Subject: [PATCH] Adds a method to return the angular velocity of a platform --- doc/classes/CharacterBody3D.xml | 8 +++++++- scene/3d/physics_body_3d.cpp | 9 +++++++++ scene/3d/physics_body_3d.h | 2 ++ servers/physics_3d/godot_space_3d.cpp | 1 + servers/physics_server_3d.h | 1 + 5 files changed, 20 insertions(+), 1 deletion(-) diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index 7efdeb19b179..22982a490a49 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -41,10 +41,16 @@ Returns a [KinematicCollision3D], which contains information about the latest collision that occurred during the last call to [method move_and_slide]. + + + + Returns the angular velocity of the platform at the last collision point. Only valid after calling [method move_and_slide]. + + - 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]. + Returns the linear velocity of the platform at the last collision point. Only valid after calling [method move_and_slide]. diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index d8c0516a947f..54316903639e 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -1251,6 +1251,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo platform_rid = RID(); platform_object_id = ObjectID(); platform_velocity = Vector3(); + platform_angular_velocity = Vector3(); platform_ceiling_velocity = Vector3(); floor_normal = Vector3(); wall_normal = Vector3(); @@ -1511,6 +1512,7 @@ void CharacterBody3D::_move_and_slide_floating(double p_delta) { 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) { @@ -1713,6 +1715,7 @@ void CharacterBody3D::_set_platform_data(const PhysicsServer3D::MotionCollision 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); } @@ -1785,6 +1788,10 @@ 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(); } @@ -1937,6 +1944,7 @@ void CharacterBody3D::_notification(int p_what) { platform_object_id = ObjectID(); motion_results.clear(); platform_velocity = Vector3(); + platform_angular_velocity = Vector3(); } break; } } @@ -1991,6 +1999,7 @@ void CharacterBody3D::_bind_methods() { 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); diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h index 96e1688c23af..ecc1def35baf 100644 --- a/scene/3d/physics_body_3d.h +++ b/scene/3d/physics_body_3d.h @@ -370,6 +370,7 @@ public: const Vector3 &get_real_velocity() const; real_t get_floor_angle(const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const; const Vector3 &get_platform_velocity() const; + const Vector3 &get_platform_angular_velocity() const; virtual Vector3 get_linear_velocity() const override; @@ -422,6 +423,7 @@ private: Vector3 ceiling_normal; Vector3 last_motion; Vector3 platform_velocity; + Vector3 platform_angular_velocity; Vector3 platform_ceiling_velocity; Vector3 previous_position; Vector3 real_velocity; diff --git a/servers/physics_3d/godot_space_3d.cpp b/servers/physics_3d/godot_space_3d.cpp index 074232dd660c..8415811ca0c9 100644 --- a/servers/physics_3d/godot_space_3d.cpp +++ b/servers/physics_3d/godot_space_3d.cpp @@ -991,6 +991,7 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D:: Vector3 rel_vec = result.contact - (body->get_transform().origin + body->get_center_of_mass()); collision.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec); + collision.collider_angular_velocity = body->get_angular_velocity(); } r_result->travel = safe * p_parameters.motion; diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h index d5c4d9713bfe..08d7c418b5b6 100644 --- a/servers/physics_server_3d.h +++ b/servers/physics_server_3d.h @@ -541,6 +541,7 @@ public: Vector3 position; Vector3 normal; Vector3 collider_velocity; + Vector3 collider_angular_velocity; real_t depth = 0.0; int local_shape = 0; ObjectID collider_id;