Add recovery_as_collision in move_and_collide/test_move

This commit is contained in:
fabriceci 2022-09-16 17:07:51 +02:00
parent 55bed82b05
commit a72d5be2c6
8 changed files with 30 additions and 22 deletions

View file

@ -28,11 +28,13 @@
<param index="0" name="distance" type="Vector2" />
<param index="1" name="test_only" type="bool" default="false" />
<param index="2" name="safe_margin" type="float" default="0.08" />
<param index="3" name="recovery_as_collision" type="bool" default="false" />
<description>
Moves the body along the vector [param distance]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion.
If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given.
[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details).
If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is used e.g. by [CharacterBody2D] for improving floor detection during floor snapping.
</description>
</method>
<method name="remove_collision_exception_with">
@ -48,11 +50,13 @@
<param index="1" name="distance" type="Vector2" />
<param index="2" name="collision" type="KinematicCollision2D" default="null" />
<param index="3" name="safe_margin" type="float" default="0.08" />
<param index="4" name="recovery_as_collision" type="bool" default="false" />
<description>
Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [param distance]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
[param collision] is an optional object of type [KinematicCollision2D], which contains additional information about the collision when stopped, or when touching another body along the motion.
[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details).
If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies.
</description>
</method>
</methods>

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@ -35,12 +35,14 @@
<param index="0" name="distance" type="Vector3" />
<param index="1" name="test_only" type="bool" default="false" />
<param index="2" name="safe_margin" type="float" default="0.001" />
<param index="3" name="max_collisions" type="int" default="1" />
<param index="3" name="recovery_as_collision" type="bool" default="false" />
<param index="4" name="max_collisions" type="int" default="1" />
<description>
Moves the body along the vector [param distance]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision when stopped, or when touching another body along the motion.
If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given.
[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details).
If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is used e.g. by [CharacterBody3D] for improving floor detection during floor snapping.
[param max_collisions] allows to retrieve more than one collision result.
</description>
</method>
@ -65,12 +67,14 @@
<param index="1" name="distance" type="Vector3" />
<param index="2" name="collision" type="KinematicCollision3D" default="null" />
<param index="3" name="safe_margin" type="float" default="0.001" />
<param index="4" name="max_collisions" type="int" default="1" />
<param index="4" name="recovery_as_collision" type="bool" default="false" />
<param index="5" name="max_collisions" type="int" default="1" />
<description>
Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [param distance]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
[param collision] is an optional object of type [KinematicCollision3D], which contains additional information about the collision when stopped, or when touching another body along the motion.
[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details).
If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies.
[param max_collisions] allows to retrieve more than one collision result.
</description>
</method>

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@ -29,8 +29,8 @@
Motion vector to define the length and direction of the motion to test.
</member>
<member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false">
If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [method CharacterBody2D.move_and_slide] for improving floor detection when floor snapping is disabled.
If set to [code]false[/code], only collisions resulting from the motion are reported; this is used e.g. by [method PhysicsBody2D.move_and_collide].
If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [CharacterBody2D] for improving floor detection during floor snapping.
If set to [code]false[/code], only collisions resulting from the motion are reported, which is generally the desired behaviour.
</member>
</members>
</class>

View file

@ -32,8 +32,8 @@
Motion vector to define the length and direction of the motion to test.
</member>
<member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false">
If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [method CharacterBody3D.move_and_slide] for improving floor detection when floor snapping is disabled.
If set to [code]false[/code], only collisions resulting from the motion are detected; this is used e.g. by [method PhysicsBody3D.move_and_collide].
If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [CharacterBody3D] for improving floor detection during floor snapping.
If set to [code]false[/code], only collisions resulting from the motion are reported, which is generally the desired behaviour.
</member>
</members>
</class>

View file

@ -34,8 +34,8 @@
#include "scene/scene_string_names.h"
void PhysicsBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("move_and_collide", "distance", "test_only", "safe_margin"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08));
ClassDB::bind_method(D_METHOD("test_move", "from", "distance", "collision", "safe_margin"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08));
ClassDB::bind_method(D_METHOD("move_and_collide", "distance", "test_only", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08), DEFVAL(false));
ClassDB::bind_method(D_METHOD("test_move", "from", "distance", "collision", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08), DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions);
ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with);
@ -54,9 +54,9 @@ PhysicsBody2D::~PhysicsBody2D() {
}
}
Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_distance, bool p_test_only, real_t p_margin) {
Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_distance, bool p_test_only, real_t p_margin, bool p_recovery_as_collision) {
PhysicsServer2D::MotionParameters parameters(get_global_transform(), p_distance, p_margin);
parameters.recovery_as_collision = false; // Don't report collisions generated only from recovery.
parameters.recovery_as_collision = p_recovery_as_collision;
PhysicsServer2D::MotionResult result;
@ -128,7 +128,7 @@ bool PhysicsBody2D::move_and_collide(const PhysicsServer2D::MotionParameters &p_
return colliding;
}
bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_distance, const Ref<KinematicCollision2D> &r_collision, real_t p_margin) {
bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_distance, const Ref<KinematicCollision2D> &r_collision, real_t p_margin, bool p_recovery_as_collision) {
ERR_FAIL_COND_V(!is_inside_tree(), false);
PhysicsServer2D::MotionResult *r = nullptr;
@ -141,7 +141,7 @@ bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_distan
}
PhysicsServer2D::MotionParameters parameters(p_from, p_distance, p_margin);
parameters.recovery_as_collision = false; // Don't report collisions generated only from recovery.
parameters.recovery_as_collision = p_recovery_as_collision;
return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r);
}

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@ -47,11 +47,11 @@ protected:
Ref<KinematicCollision2D> motion_cache;
Ref<KinematicCollision2D> _move(const Vector2 &p_distance, bool p_test_only = false, real_t p_margin = 0.08);
Ref<KinematicCollision2D> _move(const Vector2 &p_distance, bool p_test_only = false, real_t p_margin = 0.08, bool p_recovery_as_collision = false);
public:
bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
bool test_move(const Transform2D &p_from, const Vector2 &p_distance, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08);
bool test_move(const Transform2D &p_from, const Vector2 &p_distance, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08, bool p_recovery_as_collision = false);
TypedArray<PhysicsBody2D> get_collision_exceptions();
void add_collision_exception_with(Node *p_node); //must be physicsbody

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@ -34,8 +34,8 @@
#include "scene/scene_string_names.h"
void PhysicsBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("move_and_collide", "distance", "test_only", "safe_margin", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(1));
ClassDB::bind_method(D_METHOD("test_move", "from", "distance", "collision", "safe_margin", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(1));
ClassDB::bind_method(D_METHOD("move_and_collide", "distance", "test_only", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(false), DEFVAL(1));
ClassDB::bind_method(D_METHOD("test_move", "from", "distance", "collision", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(false), DEFVAL(1));
ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicsBody3D::set_axis_lock);
ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicsBody3D::get_axis_lock);
@ -91,10 +91,10 @@ void PhysicsBody3D::remove_collision_exception_with(Node *p_node) {
PhysicsServer3D::get_singleton()->body_remove_collision_exception(get_rid(), collision_object->get_rid());
}
Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_distance, bool p_test_only, real_t p_margin, int p_max_collisions) {
Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_distance, bool p_test_only, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) {
PhysicsServer3D::MotionParameters parameters(get_global_transform(), p_distance, p_margin);
parameters.max_collisions = p_max_collisions;
parameters.recovery_as_collision = false; // Don't report collisions generated only from recovery.
parameters.recovery_as_collision = p_recovery_as_collision;
PhysicsServer3D::MotionResult result;
@ -169,7 +169,7 @@ bool PhysicsBody3D::move_and_collide(const PhysicsServer3D::MotionParameters &p_
return colliding;
}
bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_distance, const Ref<KinematicCollision3D> &r_collision, real_t p_margin, int p_max_collisions) {
bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_distance, const Ref<KinematicCollision3D> &r_collision, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) {
ERR_FAIL_COND_V(!is_inside_tree(), false);
PhysicsServer3D::MotionResult *r = nullptr;
@ -182,7 +182,7 @@ bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_distan
}
PhysicsServer3D::MotionParameters parameters(p_from, p_distance, p_margin);
parameters.recovery_as_collision = false; // Don't report collisions generated only from recovery.
parameters.recovery_as_collision = p_recovery_as_collision;
return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r);
}

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@ -50,11 +50,11 @@ protected:
uint16_t locked_axis = 0;
Ref<KinematicCollision3D> _move(const Vector3 &p_distance, bool p_test_only = false, real_t p_margin = 0.001, int p_max_collisions = 1);
Ref<KinematicCollision3D> _move(const Vector3 &p_distance, bool p_test_only = false, real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1);
public:
bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
bool test_move(const Transform3D &p_from, const Vector3 &p_distance, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, int p_max_collisions = 1);
bool test_move(const Transform3D &p_from, const Vector3 &p_distance, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1);
void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;