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[3.x] Fix KinematicBody axis lock #45176

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merged 1 commit into from
Aug 30, 2021

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aaronfranke
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@aaronfranke aaronfranke commented Jan 14, 2021

This fixes #25798 in 3.x.

@AndreaCatania
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I'm not strongly against this, and for the presented reason it seems a good change. However, the physics server API are generally not so fast especially if compared to locked_axis & (1 << i). So have 3 PhysicsServer calls on a function that is called recursively each frame may be bad, especially when you have more than 1 character.

This is not a blocker if the physics team still think worth it.

@AndreaCatania
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By the way, just noticed the type of locked_axis should not be uint16_t but uint32_t. All back-ends supports up to 32 flags.

@pouleyKetchoupp
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@AndreaCatania The rest of the KinematicBody api is an expensive process anyway, I don't think these calls really make a difference. So I would rather keep things clean and simple.

For info, #25798 is only present on 3.2, since on master set_axis_lock is setting both members. It still makes sense to remove this duplicate on both branches anyway.

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Just one thing I'd like to change. In order to clean things completely, let's add a helper method on KinematicBody3D instead of calling the physics server directly.

Something like:

void KinematicBody::_apply_axis_lock(Vector3 &p_motion) const {
	if (get_axis_lock(PhysicsServer::BODY_AXIS_LINEAR_X)) {
		p_motion.x = 0.0f;
	}
	if (get_axis_lock(PhysicsServer::BODY_AXIS_LINEAR_Y)) {
		p_motion.y = 0.0f;
	}
	if (get_axis_lock(PhysicsServer::BODY_AXIS_LINEAR_Z)) {
		p_motion.z = 0.0f;
	}
}

And then:

_apply_axis_lock(result.motion);

Instead of:

	for (int i = 0; i < 3; i++) { {
		if (PhysicsServer3D::get_singleton()->body_is_axis_locked(get_rid(), PhysicsServer3D::BodyAxis(1 << i))) {
			result.motion[i] = 0;
		}
	}

So the code in KinematicBody won't rely on actual values from the physics server to work properly.

@aaronfranke
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@AndreaCatania I considered if we could replace PhysicsServer::get_singleton()->body_is_axis_locked with PhysicsServer::get_singleton()->body_get_axis_lock or similar and then keep the locked_axis & (1 << i), but it looks like this API used to exist and you removed it so I figured it was for a good reason.

@aaronfranke
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aaronfranke commented Jan 14, 2021

@pouleyKetchoupp What if the helper method was located on PhysicsServer3D? This would avoid the repeated calls to body_is_axis_locked , assuming we don't implement body_get_axis_lock or similar, since we should be able to get locked_axis directly. It somewhat makes sense because locked_axis is located in PhysicsServer3D's bodies and PhysicsServer3D::BodyAxis is in PhysicsServer3D, though it's not as local of a solution as what you propose.

@pouleyKetchoupp
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@aaronfranke It's not a bad idea, but currently I don't think it's worth the extra changes in the Physics Server API, and having to implement it in both Bullet and Godot Physics. I would rather do that later, only if for some reason we need it for optimization purpose.

@madmiraal
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See #45175 (comment). #25798 was fixed with #38852, but never backported to 3.2. I think the better approach is a backport of #38852.

@aaronfranke aaronfranke requested a review from a team as a code owner March 12, 2021 12:26
Base automatically changed from 3.2 to 3.x March 16, 2021 11:11
@akien-mga akien-mga modified the milestones: 3.2, 3.3 Mar 17, 2021
@aaronfranke aaronfranke changed the title [3.2] Fix KinematicBody having a duplicate locked_axis variable [3.x] Fix KinematicBody having a duplicate locked_axis variable Mar 21, 2021
@akien-mga akien-mga modified the milestones: 3.3, 3.4 Mar 26, 2021
@aaronfranke aaronfranke force-pushed the 3.2-kine-dup-lock branch 2 times, most recently from 919e990 to a6bf1ae Compare June 18, 2021 15:03
@aaronfranke aaronfranke requested a review from a team as a code owner August 30, 2021 01:40
@aaronfranke aaronfranke changed the title [3.x] Fix KinematicBody having a duplicate locked_axis variable [3.x] Fix KinematicBody axis lock Aug 30, 2021
@aaronfranke
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I updated this PR so that now it's a 3.x backport of #38852. This also includes backporting the renames, but the old names are kept as aliases for compatibility, and this PR also updates the documentation.

@aaronfranke aaronfranke requested review from AndreaCatania and a team August 30, 2021 01:43
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Looks good!

@pouleyKetchoupp pouleyKetchoupp merged commit e443796 into godotengine:3.x Aug 30, 2021
@aaronfranke aaronfranke deleted the 3.2-kine-dup-lock branch August 30, 2021 17:00
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5 participants