bool KinematicBody::can_teleport_to(const Vector3 &p_position) { ERR_FAIL_COND_V(!is_inside_tree(), false); PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(get_world()->get_space()); ERR_FAIL_COND_V(!dss, false); uint32_t mask = 0; if (collide_static) mask |= PhysicsDirectSpaceState::TYPE_MASK_STATIC_BODY; if (collide_kinematic) mask |= PhysicsDirectSpaceState::TYPE_MASK_KINEMATIC_BODY; if (collide_rigid) mask |= PhysicsDirectSpaceState::TYPE_MASK_RIGID_BODY; if (collide_character) mask |= PhysicsDirectSpaceState::TYPE_MASK_CHARACTER_BODY; Transform xform = get_global_transform(); xform.origin = p_position; Set<RID> exclude; exclude.insert(get_rid()); for (int i = 0; i < get_shape_count(); i++) { if (is_shape_set_as_trigger(i)) continue; bool col = dss->intersect_shape(get_shape(i)->get_rid(), xform * get_shape_transform(i), 0, NULL, 1, exclude, get_collision_layer(), mask); if (col) return false; } return true; }
bool CollisionObject2D::_get(const StringName &p_name, Variant &r_ret) const { String name = p_name; if (name.begins_with("shapes/")) { int idx = name.get_slicec('/', 1).to_int(); String what = name.get_slicec('/', 2); if (what == "shape") r_ret = get_shape(idx); else if (what == "transform") r_ret = get_shape_transform(idx); else if (what == "trigger") r_ret = is_shape_set_as_trigger(idx); } else return false; return true; }
bool Space2DSW::test_body_motion(Body2DSW *p_body,const Vector2&p_motion,float p_margin,Physics2DServer::MotionResult *r_result) { //give me back regular physics engine logic //this is madness //and most people using this function will think //what it does is simpler than using physics //this took about a week to get right.. //but is it right? who knows at this point.. Rect2 body_aabb; for(int i=0; i<p_body->get_shape_count(); i++) { if (i==0) body_aabb=p_body->get_shape_aabb(i); else body_aabb=body_aabb.merge(p_body->get_shape_aabb(i)); } body_aabb=body_aabb.grow(p_margin); Matrix32 body_transform = p_body->get_transform(); { //STEP 1, FREE BODY IF STUCK const int max_results = 32; int recover_attempts=4; Vector2 sr[max_results*2]; do { Physics2DServerSW::CollCbkData cbk; cbk.max=max_results; cbk.amount=0; cbk.ptr=sr; CollisionSolver2DSW::CallbackResult cbkres=NULL; Physics2DServerSW::CollCbkData *cbkptr=NULL; cbkptr=&cbk; cbkres=Physics2DServerSW::_shape_col_cbk; bool collided=false; int amount = _cull_aabb_for_body(p_body,body_aabb); for(int j=0; j<p_body->get_shape_count(); j++) { if (p_body->is_shape_set_as_trigger(j)) continue; Matrix32 body_shape_xform = body_transform * p_body->get_shape_transform(j); Shape2DSW *body_shape = p_body->get_shape(j); for(int i=0; i<amount; i++) { const CollisionObject2DSW *col_obj=intersection_query_results[i]; int shape_idx=intersection_query_subindex_results[i]; if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { const Body2DSW *body=static_cast<const Body2DSW*>(col_obj); Vector2 cdir = body->get_one_way_collision_direction(); //if (cdir!=Vector2() && p_motion.dot(cdir)<0) // continue; cbk.valid_dir=cdir; cbk.valid_depth=body->get_one_way_collision_max_depth(); } else { cbk.valid_dir=Vector2(); cbk.valid_depth=0; } if (CollisionSolver2DSW::solve(body_shape,body_shape_xform,Vector2(),col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),Vector2(),cbkres,cbkptr,NULL,p_margin)) { collided=cbk.amount>0; } } } if (!collided) break; Vector2 recover_motion; for(int i=0; i<cbk.amount; i++) { Vector2 a = sr[i*2+0]; Vector2 b = sr[i*2+1]; // float d = a.distance_to(b); //if (d<margin) /// continue; recover_motion+=(b-a)*0.4; } if (recover_motion==Vector2()) { collided=false; break; } body_transform.elements[2]+=recover_motion; body_aabb.pos+=recover_motion; recover_attempts--; } while (recover_attempts); } float safe = 1.0; float unsafe = 1.0; int best_shape=-1; { // STEP 2 ATTEMPT MOTION Rect2 motion_aabb=body_aabb; motion_aabb.pos+=p_motion; motion_aabb=motion_aabb.merge(body_aabb); int amount = _cull_aabb_for_body(p_body,motion_aabb); for(int j=0; j<p_body->get_shape_count(); j++) { if (p_body->is_shape_set_as_trigger(j)) continue; Matrix32 body_shape_xform = body_transform * p_body->get_shape_transform(j); Shape2DSW *body_shape = p_body->get_shape(j); bool stuck=false; float best_safe=1; float best_unsafe=1; for(int i=0; i<amount; i++) { const CollisionObject2DSW *col_obj=intersection_query_results[i]; int shape_idx=intersection_query_subindex_results[i]; Matrix32 col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); //test initial overlap, does it collide if going all the way? if (!CollisionSolver2DSW::solve(body_shape,body_shape_xform,p_motion,col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL,0)) { continue; } //test initial overlap if (CollisionSolver2DSW::solve(body_shape,body_shape_xform,Vector2(),col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL,0)) { if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { //if one way collision direction ignore initial overlap const Body2DSW *body=static_cast<const Body2DSW*>(col_obj); if (body->get_one_way_collision_direction()!=Vector2()) { continue; } } stuck=true; break; } //just do kinematic solving float low=0; float hi=1; Vector2 mnormal=p_motion.normalized(); for(int i=0; i<8; i++) { //steps should be customizable.. //Matrix32 xfa = p_xform; float ofs = (low+hi)*0.5; Vector2 sep=mnormal; //important optimization for this to work fast enough bool collided = CollisionSolver2DSW::solve(body_shape,body_shape_xform,p_motion*ofs,col_obj->get_shape(shape_idx),col_obj_xform,Vector2(),NULL,NULL,&sep,0); if (collided) { hi=ofs; } else { low=ofs; } } if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { const Body2DSW *body=static_cast<const Body2DSW*>(col_obj); if (body->get_one_way_collision_direction()!=Vector2()) { Vector2 cd[2]; Physics2DServerSW::CollCbkData cbk; cbk.max=1; cbk.amount=0; cbk.ptr=cd; cbk.valid_dir=body->get_one_way_collision_direction(); cbk.valid_depth=body->get_one_way_collision_max_depth(); Vector2 sep=mnormal; //important optimization for this to work fast enough bool collided = CollisionSolver2DSW::solve(body_shape,body_shape_xform,p_motion*(hi+contact_max_allowed_penetration),col_obj->get_shape(shape_idx),col_obj_xform,Vector2(),Physics2DServerSW::_shape_col_cbk,&cbk,&sep,0); if (!collided || cbk.amount==0) { continue; } } } if (low<best_safe) { best_safe=low; best_unsafe=hi; } } if (stuck) { safe=0; unsafe=0; best_shape=j; //sadly it's the best break; } if (best_safe==1.0) { continue; } if (best_safe < safe) { safe=best_safe; unsafe=best_unsafe; best_shape=j; } } } bool collided=false; if (safe>=1) { //not collided collided=false; if (r_result) { r_result->motion=p_motion+(body_transform.elements[2]-p_body->get_transform().elements[2]); r_result->remainder=Vector2(); } } else { //it collided, let's get the rest info in unsafe advance Matrix32 ugt = body_transform; ugt.elements[2]+=p_motion*unsafe; _RestCallbackData2D rcd; rcd.best_len=0; rcd.best_object=NULL; rcd.best_shape=0; Matrix32 body_shape_xform = ugt * p_body->get_shape_transform(best_shape); Shape2DSW *body_shape = p_body->get_shape(best_shape); body_aabb.pos+=p_motion*unsafe; int amount = _cull_aabb_for_body(p_body,body_aabb); for(int i=0; i<amount; i++) { const CollisionObject2DSW *col_obj=intersection_query_results[i]; int shape_idx=intersection_query_subindex_results[i]; if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { const Body2DSW *body=static_cast<const Body2DSW*>(col_obj); rcd.valid_dir=body->get_one_way_collision_direction(); rcd.valid_depth=body->get_one_way_collision_max_depth(); } else { rcd.valid_dir=Vector2(); rcd.valid_depth=0; } rcd.object=col_obj; rcd.shape=shape_idx; bool sc = CollisionSolver2DSW::solve(body_shape,body_shape_xform,Vector2(),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); if (!sc) continue; } if (rcd.best_len!=0) { if (r_result) { r_result->collider=rcd.best_object->get_self(); r_result->collider_id=rcd.best_object->get_instance_id(); r_result->collider_shape=rcd.best_shape; r_result->collision_normal=rcd.best_normal; r_result->collision_point=rcd.best_contact; r_result->collider_metadata=rcd.best_object->get_shape_metadata(rcd.best_shape); const Body2DSW *body = static_cast<const Body2DSW*>(rcd.best_object); Vector2 rel_vec = r_result->collision_point-body->get_transform().get_origin(); r_result->collider_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity(); r_result->motion=safe*p_motion+(body_transform.elements[2]-p_body->get_transform().elements[2]); r_result->remainder=p_motion - safe * p_motion; } collided=true; } else { if (r_result) { r_result->motion=p_motion+(body_transform.elements[2]-p_body->get_transform().elements[2]); r_result->remainder=Vector2(); } collided=false; } } return collided; #if 0 //give me back regular physics engine logic //this is madness //and most people using this function will think //what it does is simpler than using physics //this took about a week to get right.. //but is it right? who knows at this point.. colliding=false; ERR_FAIL_COND_V(!is_inside_tree(),Vector2()); Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space()); ERR_FAIL_COND_V(!dss,Vector2()); const int max_shapes=32; Vector2 sr[max_shapes*2]; int res_shapes; Set<RID> exclude; exclude.insert(get_rid()); //recover first int recover_attempts=4; bool collided=false; uint32_t mask=0; if (collide_static) mask|=Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY; if (collide_kinematic) mask|=Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY; if (collide_rigid) mask|=Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY; if (collide_character) mask|=Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY; // print_line("motion: "+p_motion+" margin: "+rtos(margin)); //print_line("margin: "+rtos(margin)); do { //motion recover for(int i=0; i<get_shape_count(); i++) { if (is_shape_set_as_trigger(i)) continue; if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),Vector2(),margin,sr,max_shapes,res_shapes,exclude,get_layer_mask(),mask)) collided=true; } if (!collided) break; Vector2 recover_motion; for(int i=0; i<res_shapes; i++) { Vector2 a = sr[i*2+0]; Vector2 b = sr[i*2+1]; float d = a.distance_to(b); //if (d<margin) /// continue; recover_motion+=(b-a)*0.4; } if (recover_motion==Vector2()) { collided=false; break; } Matrix32 gt = get_global_transform(); gt.elements[2]+=recover_motion; set_global_transform(gt); recover_attempts--; } while (recover_attempts); //move second float safe = 1.0; float unsafe = 1.0; int best_shape=-1; for(int i=0; i<get_shape_count(); i++) { if (is_shape_set_as_trigger(i)) continue; float lsafe,lunsafe; 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); //print_line("shape: "+itos(i)+" travel:"+rtos(ltravel)); if (!valid) { safe=0; unsafe=0; best_shape=i; //sadly it's the best break; } if (lsafe==1.0) { continue; } if (lsafe < safe) { safe=lsafe; unsafe=lunsafe; best_shape=i; } } //print_line("best shape: "+itos(best_shape)+" motion "+p_motion); if (safe>=1) { //not collided colliding=false; } else { //it collided, let's get the rest info in unsafe advance Matrix32 ugt = get_global_transform(); ugt.elements[2]+=p_motion*unsafe; Physics2DDirectSpaceState::ShapeRestInfo rest_info; 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); if (!c2) { //should not happen, but floating point precision is so weird.. colliding=false; } else { //print_line("Travel: "+rtos(travel)); colliding=true; collision=rest_info.point; normal=rest_info.normal; collider=rest_info.collider_id; collider_vel=rest_info.linear_velocity; collider_shape=rest_info.shape; collider_metadata=rest_info.metadata; } } Vector2 motion=p_motion*safe; Matrix32 gt = get_global_transform(); gt.elements[2]+=motion; set_global_transform(gt); return p_motion-motion; #endif return false; }
Vector3 KinematicBody::move(const Vector3 &p_motion) { //give me back regular physics engine logic //this is madness //and most people using this function will think //what it does is simpler than using physics //this took about a week to get right.. //but is it right? who knows at this point.. colliding = false; ERR_FAIL_COND_V(!is_inside_tree(), Vector3()); PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(get_world()->get_space()); ERR_FAIL_COND_V(!dss, Vector3()); const int max_shapes = 32; Vector3 sr[max_shapes * 2]; int res_shapes; Set<RID> exclude; exclude.insert(get_rid()); //recover first int recover_attempts = 4; bool collided = false; uint32_t mask = 0; if (collide_static) mask |= PhysicsDirectSpaceState::TYPE_MASK_STATIC_BODY; if (collide_kinematic) mask |= PhysicsDirectSpaceState::TYPE_MASK_KINEMATIC_BODY; if (collide_rigid) mask |= PhysicsDirectSpaceState::TYPE_MASK_RIGID_BODY; if (collide_character) mask |= PhysicsDirectSpaceState::TYPE_MASK_CHARACTER_BODY; //print_line("motion: "+p_motion+" margin: "+rtos(margin)); //print_line("margin: "+rtos(margin)); float m = margin; //m=0.001; do { //motion recover for (int i = 0; i < get_shape_count(); i++) { if (is_shape_set_as_trigger(i)) continue; if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), m, sr, max_shapes, res_shapes, exclude, get_collision_layer(), mask)) { collided = true; } } if (!collided) break; //print_line("have to recover"); Vector3 recover_motion; bool all_outside = true; for (int j = 0; j < 8; j++) { for (int i = 0; i < res_shapes; i++) { Vector3 a = sr[i * 2 + 0]; Vector3 b = sr[i * 2 + 1]; //print_line(String()+a+" -> "+b); #if 0 float d = a.distance_to(b); /* if (d<margin) continue; */ recover_motion+=(b-a)*0.2; #else float dist = a.distance_to(b); if (dist > CMP_EPSILON) { Vector3 norm = (b - a).normalized(); if (dist > margin * 0.5) all_outside = false; float adv = norm.dot(recover_motion); //print_line(itos(i)+" dist: "+rtos(dist)+" adv: "+rtos(adv)); recover_motion += norm * MAX(dist - adv, 0) * 0.4; } #endif } } if (recover_motion == Vector3()) { collided = false; break; } //print_line("**** RECOVER: "+recover_motion); Transform gt = get_global_transform(); gt.origin += recover_motion; set_global_transform(gt); recover_attempts--; if (all_outside) break; } while (recover_attempts); //move second float safe = 1.0; float unsafe = 1.0; int best_shape = -1; PhysicsDirectSpaceState::ShapeRestInfo rest; //print_line("pos: "+get_global_transform().origin); //print_line("motion: "+p_motion); for (int i = 0; i < get_shape_count(); i++) { if (is_shape_set_as_trigger(i)) continue; float lsafe, lunsafe; PhysicsDirectSpaceState::ShapeRestInfo lrest; bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0, lsafe, lunsafe, exclude, get_collision_layer(), mask, &lrest); //print_line("shape: "+itos(i)+" travel:"+rtos(ltravel)); if (!valid) { safe = 0; unsafe = 0; best_shape = i; //sadly it's the best //print_line("initial stuck"); break; } if (lsafe == 1.0) { //print_line("initial free"); continue; } if (lsafe < safe) { //print_line("initial at "+rtos(lsafe)); safe = lsafe; safe = MAX(0, lsafe - 0.01); unsafe = lunsafe; best_shape = i; rest = lrest; } } //print_line("best shape: "+itos(best_shape)+" motion "+p_motion); if (safe >= 1) { //not collided colliding = false; } else { colliding = true; if (true || (safe == 0 && unsafe == 0)) { //use it always because it's more precise than GJK //no advance, use rest info from collision Transform ugt = get_global_transform(); ugt.origin += p_motion * unsafe; PhysicsDirectSpaceState::ShapeRestInfo rest_info; bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt * get_shape_transform(best_shape), m, &rest, exclude, get_collision_layer(), mask); if (!c2) { //should not happen, but floating point precision is so weird.. colliding = false; } //print_line("Rest Travel: "+rest.normal); } if (colliding) { collision = rest.point; normal = rest.normal; collider = rest.collider_id; collider_vel = rest.linear_velocity; collider_shape = rest.shape; } } Vector3 motion = p_motion * safe; /* if (colliding) motion+=normal*0.001; */ Transform gt = get_global_transform(); gt.origin += motion; set_global_transform(gt); return p_motion - motion; }
Vector2 KinematicBody2D::move(const Vector2& p_motion) { //give me back regular physics engine logic //this is madness //and most people using this function will think //what it does is simpler than using physics //this took about a week to get right.. //but is it right? who knows at this point.. colliding=false; ERR_FAIL_COND_V(!is_inside_tree(),Vector2()); Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space()); ERR_FAIL_COND_V(!dss,Vector2()); const int max_shapes=32; Vector2 sr[max_shapes*2]; int res_shapes; Set<RID> exclude; exclude.insert(get_rid()); //recover first int recover_attempts=4; bool collided=false; uint32_t mask=0; if (collide_static) mask|=Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY; if (collide_kinematic) mask|=Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY; if (collide_rigid) mask|=Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY; if (collide_character) mask|=Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY; // print_line("motion: "+p_motion+" margin: "+rtos(margin)); //print_line("margin: "+rtos(margin)); do { //motion recover for(int i=0;i<get_shape_count();i++) { if (is_shape_set_as_trigger(i)) continue; if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),Vector2(),margin,sr,max_shapes,res_shapes,exclude,get_layer_mask(),mask)) collided=true; } if (!collided) break; Vector2 recover_motion; for(int i=0;i<res_shapes;i++) { Vector2 a = sr[i*2+0]; Vector2 b = sr[i*2+1]; float d = a.distance_to(b); //if (d<margin) /// continue; recover_motion+=(b-a)*0.2; } if (recover_motion==Vector2()) { collided=false; break; } Matrix32 gt = get_global_transform(); gt.elements[2]+=recover_motion; set_global_transform(gt); recover_attempts--; } while (recover_attempts); //move second float safe = 1.0; float unsafe = 1.0; int best_shape=-1; for(int i=0;i<get_shape_count();i++) { if (is_shape_set_as_trigger(i)) continue; float lsafe,lunsafe; 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); //print_line("shape: "+itos(i)+" travel:"+rtos(ltravel)); if (!valid) { safe=0; unsafe=0; best_shape=i; //sadly it's the best break; } if (lsafe==1.0) { continue; } if (lsafe < safe) { safe=lsafe; unsafe=lunsafe; best_shape=i; } } //print_line("best shape: "+itos(best_shape)+" motion "+p_motion); if (safe>=1) { //not collided colliding=false; } else { //it collided, let's get the rest info in unsafe advance Matrix32 ugt = get_global_transform(); ugt.elements[2]+=p_motion*unsafe; Physics2DDirectSpaceState::ShapeRestInfo rest_info; 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); if (!c2) { //should not happen, but floating point precision is so weird.. colliding=false; } else { //print_line("Travel: "+rtos(travel)); colliding=true; collision=rest_info.point; normal=rest_info.normal; collider=rest_info.collider_id; collider_vel=rest_info.linear_velocity; collider_shape=rest_info.shape; collider_metadata=rest_info.metadata; } } Vector2 motion=p_motion*safe; Matrix32 gt = get_global_transform(); gt.elements[2]+=motion; set_global_transform(gt); return p_motion-motion; }