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https://github.com/godotengine/godot
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Merge pull request #49328 from nekomatata/sync-to-physics-3d
Support for 3D sync to physics
This commit is contained in:
commit
60add98a4c
5 changed files with 159 additions and 31 deletions
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@ -32,6 +32,9 @@
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The physics material override for the body.
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If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
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</member>
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<member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false">
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If [code]true[/code] and [member kinematic_motion] is enabled, the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody3D.move_and_collide].
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</member>
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</members>
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<constants>
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</constants>
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@ -77,6 +77,10 @@ void CollisionObject3D::_notification(int p_what) {
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
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if (only_update_transform_changes) {
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return;
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}
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if (area) {
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PhysicsServer3D::get_singleton()->area_set_transform(rid, get_global_transform());
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} else {
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@ -284,6 +288,14 @@ void CollisionObject3D::set_body_mode(PhysicsServer3D::BodyMode p_mode) {
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PhysicsServer3D::get_singleton()->body_set_mode(rid, p_mode);
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}
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void CollisionObject3D::set_only_update_transform_changes(bool p_enable) {
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only_update_transform_changes = p_enable;
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}
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bool CollisionObject3D::is_only_update_transform_changes_enabled() const {
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return only_update_transform_changes;
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}
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void CollisionObject3D::_update_pickable() {
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if (!is_inside_tree()) {
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return;
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@ -74,6 +74,8 @@ private:
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Map<uint32_t, ShapeData> shapes;
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bool only_update_transform_changes = false; // This is used for sync to physics.
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bool capture_input_on_drag = false;
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bool ray_pickable = true;
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@ -107,6 +109,9 @@ protected:
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void set_body_mode(PhysicsServer3D::BodyMode p_mode);
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void set_only_update_transform_changes(bool p_enable);
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bool is_only_update_transform_changes_enabled() const;
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public:
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void set_collision_layer(uint32_t p_layer);
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uint32_t get_collision_layer() const;
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@ -243,6 +243,13 @@ void StaticBody3D::set_kinematic_motion_enabled(bool p_enabled) {
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set_body_mode(PhysicsServer3D::BODY_MODE_STATIC);
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}
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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update_configuration_warnings();
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return;
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}
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#endif
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_update_kinematic_motion();
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}
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@ -260,6 +267,57 @@ void StaticBody3D::set_constant_linear_velocity(const Vector3 &p_vel) {
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}
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}
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void StaticBody3D::set_sync_to_physics(bool p_enable) {
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if (sync_to_physics == p_enable) {
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return;
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}
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sync_to_physics = p_enable;
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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update_configuration_warnings();
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return;
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}
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#endif
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if (kinematic_motion) {
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_update_kinematic_motion();
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}
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}
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bool StaticBody3D::is_sync_to_physics_enabled() const {
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return sync_to_physics;
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}
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void StaticBody3D::_direct_state_changed(Object *p_state) {
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PhysicsDirectBodyState3D *state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
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ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState3D object as argument");
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linear_velocity = state->get_linear_velocity();
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angular_velocity = state->get_angular_velocity();
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if (!sync_to_physics) {
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return;
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}
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last_valid_transform = state->get_transform();
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set_notify_local_transform(false);
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set_global_transform(last_valid_transform);
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set_notify_local_transform(true);
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_on_transform_changed();
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}
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TypedArray<String> StaticBody3D::get_configuration_warnings() const {
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TypedArray<String> warnings = PhysicsBody3D::get_configuration_warnings();
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if (sync_to_physics && !kinematic_motion) {
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warnings.push_back(TTR("Sync to physics works only when kinematic motion is enabled."));
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}
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return warnings;
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}
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void StaticBody3D::set_constant_angular_velocity(const Vector3 &p_vel) {
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constant_angular_velocity = p_vel;
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@ -288,18 +346,15 @@ Vector3 StaticBody3D::get_angular_velocity() const {
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void StaticBody3D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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case NOTIFICATION_ENTER_TREE: {
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last_valid_transform = get_global_transform();
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} break;
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ERR_FAIL_COND(!kinematic_motion);
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
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// Used by sync to physics, send the new transform to the physics...
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Transform3D new_transform = get_global_transform();
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real_t delta_time = get_physics_process_delta_time();
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Transform3D new_transform = get_global_transform();
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new_transform.origin += constant_linear_velocity * delta_time;
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real_t ang_vel = constant_angular_velocity.length();
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@ -312,12 +367,48 @@ void StaticBody3D::_notification(int p_what) {
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PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform);
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// Propagate transform change to node.
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set_ignore_transform_notification(true);
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set_global_transform(new_transform);
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set_ignore_transform_notification(false);
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// ... but then revert changes.
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set_notify_local_transform(false);
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set_global_transform(last_valid_transform);
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set_notify_local_transform(true);
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_on_transform_changed();
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} break;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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ERR_FAIL_COND(!kinematic_motion);
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Transform3D new_transform = get_global_transform();
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real_t delta_time = get_physics_process_delta_time();
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new_transform.origin += constant_linear_velocity * delta_time;
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real_t ang_vel = constant_angular_velocity.length();
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if (!Math::is_zero_approx(ang_vel)) {
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Vector3 ang_vel_axis = constant_angular_velocity / ang_vel;
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Basis rot(ang_vel_axis, ang_vel * delta_time);
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new_transform.basis = rot * new_transform.basis;
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new_transform.orthonormalize();
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}
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if (sync_to_physics) {
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// Propagate transform change to node.
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set_global_transform(new_transform);
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} else {
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PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform);
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// Propagate transform change to node.
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set_ignore_transform_notification(true);
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set_global_transform(new_transform);
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set_ignore_transform_notification(false);
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_on_transform_changed();
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}
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} break;
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}
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}
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@ -333,22 +424,14 @@ void StaticBody3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody3D::set_physics_material_override);
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ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody3D::get_physics_material_override);
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ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &StaticBody3D::set_sync_to_physics);
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ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &StaticBody3D::is_sync_to_physics_enabled);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "kinematic_motion"), "set_kinematic_motion_enabled", "is_kinematic_motion_enabled");
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}
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void StaticBody3D::_direct_state_changed(Object *p_state) {
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#ifdef DEBUG_ENABLED
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PhysicsDirectBodyState3D *state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
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ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState3D object as argument");
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#else
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PhysicsDirectBodyState3D *state = (PhysicsDirectBodyState3D *)p_state; //trust it
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#endif
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linear_velocity = state->get_linear_velocity();
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angular_velocity = state->get_angular_velocity();
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
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}
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StaticBody3D::StaticBody3D() :
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@ -372,18 +455,26 @@ void StaticBody3D::_update_kinematic_motion() {
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}
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#endif
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if (kinematic_motion && sync_to_physics) {
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set_only_update_transform_changes(true);
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set_notify_local_transform(true);
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} else {
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set_only_update_transform_changes(false);
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set_notify_local_transform(false);
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}
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bool needs_physics_process = false;
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if (kinematic_motion) {
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PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &StaticBody3D::_direct_state_changed));
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if (!constant_angular_velocity.is_equal_approx(Vector3()) || !constant_linear_velocity.is_equal_approx(Vector3())) {
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set_physics_process_internal(true);
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return;
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needs_physics_process = true;
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}
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} else {
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PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), Callable());
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}
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set_physics_process_internal(false);
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set_physics_process_internal(needs_physics_process);
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}
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void RigidBody3D::_body_enter_tree(ObjectID p_id) {
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@ -1006,6 +1097,15 @@ void CharacterBody3D::move_and_slide() {
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}
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}
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Vector3 current_floor_velocity = floor_velocity;
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if (on_floor && on_floor_body.is_valid()) {
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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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PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(on_floor_body);
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if (bs) {
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current_floor_velocity = bs->get_linear_velocity();
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}
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}
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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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Vector3 motion = (floor_velocity + linear_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time());
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@ -82,13 +82,16 @@ class StaticBody3D : public PhysicsBody3D {
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Ref<PhysicsMaterial> physics_material_override;
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bool kinematic_motion = false;
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bool sync_to_physics = false;
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Transform3D last_valid_transform;
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void _direct_state_changed(Object *p_state);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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void _direct_state_changed(Object *p_state);
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public:
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void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
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Ref<PhysicsMaterial> get_physics_material_override() const;
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@ -102,6 +105,8 @@ public:
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virtual Vector3 get_linear_velocity() const override;
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virtual Vector3 get_angular_velocity() const override;
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virtual TypedArray<String> get_configuration_warnings() const override;
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StaticBody3D();
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private:
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@ -111,6 +116,9 @@ private:
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void set_kinematic_motion_enabled(bool p_enabled);
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bool is_kinematic_motion_enabled() const;
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void set_sync_to_physics(bool p_enable);
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bool is_sync_to_physics_enabled() const;
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};
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class RigidBody3D : public PhysicsBody3D {
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@ -251,7 +259,7 @@ public:
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void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3());
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void apply_torque_impulse(const Vector3 &p_impulse);
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TypedArray<String> get_configuration_warnings() const override;
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virtual TypedArray<String> get_configuration_warnings() const override;
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RigidBody3D();
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~RigidBody3D();
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