From d12b44ca13bf442560fdfaa2353806991505201b Mon Sep 17 00:00:00 2001 From: PouleyKetchoupp Date: Fri, 4 Jun 2021 17:14:18 -0700 Subject: [PATCH] Move sync to physics to StaticBody2D Now static body is used for moving platforms through kinematic motion property, so sync to physics needs to be in StaticBody2D instead of CharacterBody2D. Constant kinematic motion is also supported in combination with sync to physics for smoother movements. --- doc/classes/CharacterBody2D.xml | 3 - doc/classes/StaticBody2D.xml | 3 + scene/2d/collision_object_2d.h | 2 +- scene/2d/physics_body_2d.cpp | 167 +++++++++++++++++++------------- scene/2d/physics_body_2d.h | 19 ++-- 5 files changed, 117 insertions(+), 77 deletions(-) diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index b2d8aba17437..e184e7dc8282 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -110,9 +110,6 @@ Maximum number of times the body can change direction before it stops when calling [method move_and_slide]. - - If [code]true[/code], 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 move_and_slide] or [method PhysicsBody2D.move_and_collide] functions. - When set to a value different from [code]Vector2(0, 0)[/code], the body is kept attached to slopes when calling [method move_and_slide]. As long as the [code]snap[/code] vector is in contact with the ground, the body will remain attached to the surface. This means you must disable snap in order to jump, for example. You can do this by setting [code]snap[/code] to [code]Vector2(0, 0)[/code]. diff --git a/doc/classes/StaticBody2D.xml b/doc/classes/StaticBody2D.xml index 85915a53fe15..326bf58e225e 100644 --- a/doc/classes/StaticBody2D.xml +++ b/doc/classes/StaticBody2D.xml @@ -29,6 +29,9 @@ The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. + + 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 PhysicsBody2D.move_and_collide]. + diff --git a/scene/2d/collision_object_2d.h b/scene/2d/collision_object_2d.h index 7a71affbb560..057eb7f63583 100644 --- a/scene/2d/collision_object_2d.h +++ b/scene/2d/collision_object_2d.h @@ -75,7 +75,7 @@ class CollisionObject2D : public Node2D { int total_subshapes = 0; Map shapes; - bool only_update_transform_changes = false; //this is used for sync physics in CharacterBody2D + bool only_update_transform_changes = false; // This is used for sync to physics. void _apply_disabled(); void _apply_enabled(); diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index b68f0312fc02..5b12da8b57d8 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -229,6 +229,13 @@ void StaticBody2D::set_kinematic_motion_enabled(bool p_enabled) { set_body_mode(PhysicsServer2D::BODY_MODE_STATIC); } +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint()) { + update_configuration_warnings(); + return; + } +#endif + _update_kinematic_motion(); } @@ -236,8 +243,75 @@ bool StaticBody2D::is_kinematic_motion_enabled() const { return kinematic_motion; } +void StaticBody2D::set_sync_to_physics(bool p_enable) { + if (sync_to_physics == p_enable) { + return; + } + + sync_to_physics = p_enable; + +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint()) { + update_configuration_warnings(); + return; + } +#endif + + if (kinematic_motion) { + _update_kinematic_motion(); + } +} + +bool StaticBody2D::is_sync_to_physics_enabled() const { + return sync_to_physics; +} + +void StaticBody2D::_direct_state_changed(Object *p_state) { + if (!sync_to_physics) { + return; + } + + PhysicsDirectBodyState2D *state = Object::cast_to(p_state); + ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState2D object as argument"); + + last_valid_transform = state->get_transform(); + set_notify_local_transform(false); + set_global_transform(last_valid_transform); + set_notify_local_transform(true); +} + +TypedArray StaticBody2D::get_configuration_warnings() const { + TypedArray warnings = PhysicsBody2D::get_configuration_warnings(); + + if (sync_to_physics && !kinematic_motion) { + warnings.push_back(TTR("Sync to physics works only when kinematic motion is enabled.")); + } + + return warnings; +} + void StaticBody2D::_notification(int p_what) { switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + last_valid_transform = get_global_transform(); + } break; + + case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { + // Used by sync to physics, send the new transform to the physics... + Transform2D new_transform = get_global_transform(); + + real_t delta_time = get_physics_process_delta_time(); + new_transform.translate(constant_linear_velocity * delta_time); + new_transform.set_rotation(new_transform.get_rotation() + constant_angular_velocity * delta_time); + + PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform); + + // ... but then revert changes. + set_notify_local_transform(false); + set_global_transform(last_valid_transform); + set_notify_local_transform(true); + } break; + case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint()) { @@ -247,19 +321,23 @@ void StaticBody2D::_notification(int p_what) { ERR_FAIL_COND(!kinematic_motion); - real_t delta_time = get_physics_process_delta_time(); - Transform2D new_transform = get_global_transform(); + real_t delta_time = get_physics_process_delta_time(); new_transform.translate(constant_linear_velocity * delta_time); new_transform.set_rotation(new_transform.get_rotation() + constant_angular_velocity * delta_time); - PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform); + if (sync_to_physics) { + // Propagate transform change to node. + set_global_transform(new_transform); + } else { + PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform); - // Propagate transform change to node. - set_block_transform_notify(true); - set_global_transform(new_transform); - set_block_transform_notify(false); + // Propagate transform change to node. + set_block_transform_notify(true); + set_global_transform(new_transform); + set_block_transform_notify(false); + } } break; } } @@ -276,10 +354,14 @@ void StaticBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody2D::set_physics_material_override); ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody2D::get_physics_material_override); + ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &StaticBody2D::set_sync_to_physics); + ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &StaticBody2D::is_sync_to_physics_enabled); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "kinematic_motion"), "set_kinematic_motion_enabled", "is_kinematic_motion_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled"); } StaticBody2D::StaticBody2D() : @@ -303,14 +385,24 @@ void StaticBody2D::_update_kinematic_motion() { } #endif + if (kinematic_motion && sync_to_physics) { + PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &StaticBody2D::_direct_state_changed)); + set_only_update_transform_changes(true); + set_notify_local_transform(true); + } else { + PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), Callable()); + set_only_update_transform_changes(false); + set_notify_local_transform(false); + } + + bool needs_physics_process = false; if (kinematic_motion) { if (!Math::is_zero_approx(constant_angular_velocity) || !constant_linear_velocity.is_equal_approx(Vector2())) { - set_physics_process_internal(true); - return; + needs_physics_process = true; } } - set_physics_process_internal(false); + set_physics_process_internal(needs_physics_process); } void RigidBody2D::_body_enter_tree(ObjectID p_id) { @@ -1206,45 +1298,6 @@ Ref CharacterBody2D::_get_slide_collision(int p_bounce) { return slide_colliders[p_bounce]; } -void CharacterBody2D::set_sync_to_physics(bool p_enable) { - if (sync_to_physics == p_enable) { - return; - } - sync_to_physics = p_enable; - - if (Engine::get_singleton()->is_editor_hint()) { - return; - } - - if (p_enable) { - PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &CharacterBody2D::_direct_state_changed)); - set_only_update_transform_changes(true); - set_notify_local_transform(true); - } else { - PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), Callable()); - set_only_update_transform_changes(false); - set_notify_local_transform(false); - } -} - -bool CharacterBody2D::is_sync_to_physics_enabled() const { - return sync_to_physics; -} - -void CharacterBody2D::_direct_state_changed(Object *p_state) { - if (!sync_to_physics) { - return; - } - - PhysicsDirectBodyState2D *state = Object::cast_to(p_state); - ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState2D object as argument"); - - last_valid_transform = state->get_transform(); - set_notify_local_transform(false); - set_global_transform(last_valid_transform); - set_notify_local_transform(true); -} - void CharacterBody2D::set_safe_margin(real_t p_margin) { margin = p_margin; } @@ -1304,8 +1357,6 @@ void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) { void CharacterBody2D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { - last_valid_transform = get_global_transform(); - // Reset move_and_slide() data. on_floor = false; on_floor_body = RID(); @@ -1314,16 +1365,6 @@ void CharacterBody2D::_notification(int p_what) { motion_results.clear(); floor_velocity = Vector2(); } break; - - case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { - // Used by sync to physics, send the new transform to the physics. - Transform2D new_transform = get_global_transform(); - PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform); - // But then revert changes. - set_notify_local_transform(false); - set_global_transform(last_valid_transform); - set_notify_local_transform(true); - } break; } } @@ -1356,9 +1397,6 @@ void CharacterBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_slide_count"), &CharacterBody2D::get_slide_count); ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision); - ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &CharacterBody2D::set_sync_to_physics); - ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &CharacterBody2D::is_sync_to_physics_enabled); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "stop_on_slope"), "set_stop_on_slope_enabled", "is_stop_on_slope_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "infinite_inertia"), "set_infinite_inertia_enabled", "is_infinite_inertia_enabled"); @@ -1367,7 +1405,6 @@ void CharacterBody2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "snap"), "set_snap", "get_snap"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin"); } diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index 52e432f005c0..7a319aabc906 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -69,6 +69,11 @@ class StaticBody2D : public PhysicsBody2D { Ref physics_material_override; bool kinematic_motion = false; + bool sync_to_physics = false; + + Transform2D last_valid_transform; + + void _direct_state_changed(Object *p_state); protected: void _notification(int p_what); @@ -84,6 +89,8 @@ class StaticBody2D : public PhysicsBody2D { Vector2 get_constant_linear_velocity() const; real_t get_constant_angular_velocity() const; + virtual TypedArray get_configuration_warnings() const override; + StaticBody2D(); private: @@ -93,6 +100,9 @@ class StaticBody2D : public PhysicsBody2D { void set_kinematic_motion_enabled(bool p_enabled); bool is_kinematic_motion_enabled() const; + + void set_sync_to_physics(bool p_enable); + bool is_sync_to_physics_enabled() const; }; class RigidBody2D : public PhysicsBody2D { @@ -243,7 +253,7 @@ class RigidBody2D : public PhysicsBody2D { TypedArray get_colliding_bodies() const; //function for script - TypedArray get_configuration_warnings() const override; + virtual TypedArray get_configuration_warnings() const override; RigidBody2D(); ~RigidBody2D(); @@ -276,7 +286,6 @@ class CharacterBody2D : public PhysicsBody2D { bool on_floor = false; bool on_ceiling = false; bool on_wall = false; - bool sync_to_physics = false; Vector motion_results; Vector> slide_colliders; @@ -285,9 +294,6 @@ class CharacterBody2D : public PhysicsBody2D { bool separate_raycast_shapes(PhysicsServer2D::MotionResult &r_result); - Transform2D last_valid_transform; - void _direct_state_changed(Object *p_state); - void set_safe_margin(real_t p_margin); real_t get_safe_margin() const; @@ -329,9 +335,6 @@ class CharacterBody2D : public PhysicsBody2D { int get_slide_count() const; PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const; - void set_sync_to_physics(bool p_enable); - bool is_sync_to_physics_enabled() const; - CharacterBody2D(); ~CharacterBody2D(); };