godot/scene/2d/physics_body_2d.cpp

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/*************************************************************************/
/* physics_body_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "physics_body_2d.h"
#include "scene/scene_string_names.h"
bool PhysicsBody2D::motion_fix_enabled = false;
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void PhysicsBody2D::_notification(int p_what) {
/*
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switch(p_what) {
case NOTIFICATION_TRANSFORM_CHANGED: {
Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_TRANSFORM,get_global_transform());
} break;
}
*/
}
void PhysicsBody2D::set_one_way_collision_direction(const Vector2 &p_dir) {
one_way_collision_direction = p_dir;
Physics2DServer::get_singleton()->body_set_one_way_collision_direction(get_rid(), p_dir);
}
Vector2 PhysicsBody2D::get_one_way_collision_direction() const {
return one_way_collision_direction;
}
void PhysicsBody2D::set_one_way_collision_max_depth(float p_depth) {
one_way_collision_max_depth = p_depth;
Physics2DServer::get_singleton()->body_set_one_way_collision_max_depth(get_rid(), p_depth);
}
float PhysicsBody2D::get_one_way_collision_max_depth() const {
return one_way_collision_max_depth;
}
void PhysicsBody2D::_set_layers(uint32_t p_mask) {
set_layer_mask(p_mask);
set_collision_mask(p_mask);
}
uint32_t PhysicsBody2D::_get_layers() const {
return get_layer_mask();
}
void PhysicsBody2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_layer_mask", "mask"), &PhysicsBody2D::set_layer_mask);
ObjectTypeDB::bind_method(_MD("get_layer_mask"), &PhysicsBody2D::get_layer_mask);
ObjectTypeDB::bind_method(_MD("set_collision_mask", "mask"), &PhysicsBody2D::set_collision_mask);
ObjectTypeDB::bind_method(_MD("get_collision_mask"), &PhysicsBody2D::get_collision_mask);
ObjectTypeDB::bind_method(_MD("set_collision_mask_bit", "bit", "value"), &PhysicsBody2D::set_collision_mask_bit);
ObjectTypeDB::bind_method(_MD("get_collision_mask_bit", "bit"), &PhysicsBody2D::get_collision_mask_bit);
ObjectTypeDB::bind_method(_MD("set_layer_mask_bit", "bit", "value"), &PhysicsBody2D::set_layer_mask_bit);
ObjectTypeDB::bind_method(_MD("get_layer_mask_bit", "bit"), &PhysicsBody2D::get_layer_mask_bit);
ObjectTypeDB::bind_method(_MD("_set_layers", "mask"), &PhysicsBody2D::_set_layers);
ObjectTypeDB::bind_method(_MD("_get_layers"), &PhysicsBody2D::_get_layers);
ObjectTypeDB::bind_method(_MD("set_one_way_collision_direction", "dir"), &PhysicsBody2D::set_one_way_collision_direction);
ObjectTypeDB::bind_method(_MD("get_one_way_collision_direction"), &PhysicsBody2D::get_one_way_collision_direction);
ObjectTypeDB::bind_method(_MD("set_one_way_collision_max_depth", "depth"), &PhysicsBody2D::set_one_way_collision_max_depth);
ObjectTypeDB::bind_method(_MD("get_one_way_collision_max_depth"), &PhysicsBody2D::get_one_way_collision_max_depth);
ObjectTypeDB::bind_method(_MD("add_collision_exception_with", "body:PhysicsBody2D"), &PhysicsBody2D::add_collision_exception_with);
ObjectTypeDB::bind_method(_MD("remove_collision_exception_with", "body:PhysicsBody2D"), &PhysicsBody2D::remove_collision_exception_with);
ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_ALL_FLAGS, "", 0), _SCS("_set_layers"), _SCS("_get_layers")); //for backwards compat
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision/layers", PROPERTY_HINT_ALL_FLAGS), _SCS("set_layer_mask"), _SCS("get_layer_mask"));
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision/mask", PROPERTY_HINT_ALL_FLAGS), _SCS("set_collision_mask"), _SCS("get_collision_mask"));
ADD_PROPERTYNZ(PropertyInfo(Variant::VECTOR2, "one_way_collision/direction"), _SCS("set_one_way_collision_direction"), _SCS("get_one_way_collision_direction"));
ADD_PROPERTYNZ(PropertyInfo(Variant::REAL, "one_way_collision/max_depth"), _SCS("set_one_way_collision_max_depth"), _SCS("get_one_way_collision_max_depth"));
}
void PhysicsBody2D::set_layer_mask(uint32_t p_mask) {
mask = p_mask;
Physics2DServer::get_singleton()->body_set_layer_mask(get_rid(), p_mask);
}
uint32_t PhysicsBody2D::get_layer_mask() const {
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return mask;
}
void PhysicsBody2D::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
Physics2DServer::get_singleton()->body_set_collision_mask(get_rid(), p_mask);
}
uint32_t PhysicsBody2D::get_collision_mask() const {
return collision_mask;
}
void PhysicsBody2D::set_collision_mask_bit(int p_bit, bool p_value) {
uint32_t mask = get_collision_mask();
if (p_value)
mask |= 1 << p_bit;
else
mask &= ~(1 << p_bit);
set_collision_mask(mask);
}
bool PhysicsBody2D::get_collision_mask_bit(int p_bit) const {
return get_collision_mask() & (1 << p_bit);
}
void PhysicsBody2D::set_layer_mask_bit(int p_bit, bool p_value) {
uint32_t mask = get_layer_mask();
if (p_value)
mask |= 1 << p_bit;
else
mask &= ~(1 << p_bit);
set_layer_mask(mask);
}
bool PhysicsBody2D::get_layer_mask_bit(int p_bit) const {
return get_layer_mask() & (1 << p_bit);
}
PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode)
: CollisionObject2D(Physics2DServer::get_singleton()->body_create(p_mode), false) {
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mask = 1;
collision_mask = 1;
set_one_way_collision_max_depth(0);
set_pickable(false);
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}
void PhysicsBody2D::add_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
PhysicsBody2D *physics_body = p_node->cast_to<PhysicsBody2D>();
if (!physics_body) {
ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
}
ERR_FAIL_COND(!physics_body);
Physics2DServer::get_singleton()->body_add_collision_exception(get_rid(), physics_body->get_rid());
}
void PhysicsBody2D::remove_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
PhysicsBody2D *physics_body = p_node->cast_to<PhysicsBody2D>();
if (!physics_body) {
ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
}
ERR_FAIL_COND(!physics_body);
Physics2DServer::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid());
}
void StaticBody2D::set_constant_linear_velocity(const Vector2 &p_vel) {
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constant_linear_velocity = p_vel;
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
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}
void StaticBody2D::set_constant_angular_velocity(real_t p_vel) {
constant_angular_velocity = p_vel;
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
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}
Vector2 StaticBody2D::get_constant_linear_velocity() const {
return constant_linear_velocity;
}
real_t StaticBody2D::get_constant_angular_velocity() const {
return constant_angular_velocity;
}
#if 0
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void StaticBody2D::_update_xform() {
if (!pre_xform || !pending)
return;
setting=true;
Matrix32 new_xform = get_global_transform(); //obtain the new one
set_block_transform_notify(true);
Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_TRANSFORM,*pre_xform); //then simulate motion!
set_global_transform(*pre_xform); //but restore state to previous one in both visual and physics
set_block_transform_notify(false);
Physics2DServer::get_singleton()->body_static_simulate_motion(get_rid(),new_xform); //then simulate motion!
setting=false;
pending=false;
}
#endif
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void StaticBody2D::set_friction(real_t p_friction) {
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ERR_FAIL_COND(p_friction < 0 || p_friction > 1);
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friction = p_friction;
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, friction);
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}
real_t StaticBody2D::get_friction() const {
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return friction;
}
void StaticBody2D::set_bounce(real_t p_bounce) {
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ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1);
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bounce = p_bounce;
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, bounce);
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}
real_t StaticBody2D::get_bounce() const {
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return bounce;
}
void StaticBody2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_constant_linear_velocity", "vel"), &StaticBody2D::set_constant_linear_velocity);
ObjectTypeDB::bind_method(_MD("set_constant_angular_velocity", "vel"), &StaticBody2D::set_constant_angular_velocity);
ObjectTypeDB::bind_method(_MD("get_constant_linear_velocity"), &StaticBody2D::get_constant_linear_velocity);
ObjectTypeDB::bind_method(_MD("get_constant_angular_velocity"), &StaticBody2D::get_constant_angular_velocity);
ObjectTypeDB::bind_method(_MD("set_friction", "friction"), &StaticBody2D::set_friction);
ObjectTypeDB::bind_method(_MD("get_friction"), &StaticBody2D::get_friction);
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ObjectTypeDB::bind_method(_MD("set_bounce", "bounce"), &StaticBody2D::set_bounce);
ObjectTypeDB::bind_method(_MD("get_bounce"), &StaticBody2D::get_bounce);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity"), _SCS("set_constant_linear_velocity"), _SCS("get_constant_linear_velocity"));
ADD_PROPERTY(PropertyInfo(Variant::REAL, "constant_angular_velocity"), _SCS("set_constant_angular_velocity"), _SCS("get_constant_angular_velocity"));
ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_friction"), _SCS("get_friction"));
ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_bounce"), _SCS("get_bounce"));
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}
StaticBody2D::StaticBody2D()
: PhysicsBody2D(Physics2DServer::BODY_MODE_STATIC) {
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constant_angular_velocity = 0;
bounce = 0;
friction = 1;
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}
StaticBody2D::~StaticBody2D() {
}
void RigidBody2D::_body_enter_tree(ObjectID p_id) {
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Object *obj = ObjectDB::get_instance(p_id);
Node *node = obj ? obj->cast_to<Node>() : NULL;
ERR_FAIL_COND(!node);
Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
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ERR_FAIL_COND(!E);
ERR_FAIL_COND(E->get().in_scene);
contact_monitor->locked = true;
E->get().in_scene = true;
emit_signal(SceneStringNames::get_singleton()->body_enter, node);
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for (int i = 0; i < E->get().shapes.size(); i++) {
emit_signal(SceneStringNames::get_singleton()->body_enter_shape, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
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}
contact_monitor->locked = false;
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}
void RigidBody2D::_body_exit_tree(ObjectID p_id) {
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Object *obj = ObjectDB::get_instance(p_id);
Node *node = obj ? obj->cast_to<Node>() : NULL;
ERR_FAIL_COND(!node);
Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
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ERR_FAIL_COND(!E);
ERR_FAIL_COND(!E->get().in_scene);
E->get().in_scene = false;
contact_monitor->locked = true;
emit_signal(SceneStringNames::get_singleton()->body_exit, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
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emit_signal(SceneStringNames::get_singleton()->body_exit_shape, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
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}
contact_monitor->locked = false;
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}
void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape) {
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bool body_in = p_status == 1;
ObjectID objid = p_instance;
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Object *obj = ObjectDB::get_instance(objid);
Node *node = obj ? obj->cast_to<Node>() : NULL;
Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(objid);
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/*if (obj) {
if (body_in)
print_line("in: "+String(obj->call("get_name")));
else
print_line("out: "+String(obj->call("get_name")));
}*/
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ERR_FAIL_COND(!body_in && !E);
if (body_in) {
if (!E) {
E = contact_monitor->body_map.insert(objid, BodyState());
// E->get().rc=0;
E->get().in_scene = node && node->is_inside_tree();
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if (node) {
node->connect(SceneStringNames::get_singleton()->enter_tree, this, SceneStringNames::get_singleton()->_body_enter_tree, make_binds(objid));
node->connect(SceneStringNames::get_singleton()->exit_tree, this, SceneStringNames::get_singleton()->_body_exit_tree, make_binds(objid));
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if (E->get().in_scene) {
emit_signal(SceneStringNames::get_singleton()->body_enter, node);
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}
}
//E->get().rc++;
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}
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if (node)
E->get().shapes.insert(ShapePair(p_body_shape, p_local_shape));
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if (E->get().in_scene) {
emit_signal(SceneStringNames::get_singleton()->body_enter_shape, objid, node, p_body_shape, p_local_shape);
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}
} else {
//E->get().rc--;
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if (node)
E->get().shapes.erase(ShapePair(p_body_shape, p_local_shape));
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bool in_scene = E->get().in_scene;
if (E->get().shapes.empty()) {
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if (node) {
node->disconnect(SceneStringNames::get_singleton()->enter_tree, this, SceneStringNames::get_singleton()->_body_enter_tree);
node->disconnect(SceneStringNames::get_singleton()->exit_tree, this, SceneStringNames::get_singleton()->_body_exit_tree);
if (in_scene)
emit_signal(SceneStringNames::get_singleton()->body_exit, obj);
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}
contact_monitor->body_map.erase(E);
}
if (node && in_scene) {
emit_signal(SceneStringNames::get_singleton()->body_exit_shape, objid, obj, p_body_shape, p_local_shape);
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}
}
}
struct _RigidBody2DInOut {
ObjectID id;
int shape;
int local_shape;
};
bool RigidBody2D::_test_motion(const Vector2 &p_motion, float p_margin, const Ref<Physics2DTestMotionResult> &p_result) {
Physics2DServer::MotionResult *r = NULL;
if (p_result.is_valid())
r = p_result->get_result_ptr();
if (motion_fix_enabled) {
return Physics2DServer::get_singleton()->body_test_motion_from(get_rid(), get_global_transform(), p_motion, p_margin, r);
} else {
return Physics2DServer::get_singleton()->body_test_motion(get_rid(), p_motion, p_margin, r);
}
}
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void RigidBody2D::_direct_state_changed(Object *p_state) {
//eh.. fuck
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#ifdef DEBUG_ENABLED
state = p_state->cast_to<Physics2DDirectBodyState>();
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#else
state = (Physics2DDirectBodyState *)p_state; //trust it
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#endif
set_block_transform_notify(true); // don't want notify (would feedback loop)
if (mode != MODE_KINEMATIC)
set_global_transform(state->get_transform());
linear_velocity = state->get_linear_velocity();
angular_velocity = state->get_angular_velocity();
if (sleeping != state->is_sleeping()) {
sleeping = state->is_sleeping();
emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
}
if (get_script_instance())
get_script_instance()->call("_integrate_forces", state);
set_block_transform_notify(false); // want it back
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if (contact_monitor) {
contact_monitor->locked = true;
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//untag all
int rc = 0;
for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
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for (int i = 0; i < E->get().shapes.size(); i++) {
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E->get().shapes[i].tagged = false;
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rc++;
}
}
_RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(state->get_contact_count() * sizeof(_RigidBody2DInOut));
int toadd_count = 0; //state->get_contact_count();
RigidBody2D_RemoveAction *toremove = (RigidBody2D_RemoveAction *)alloca(rc * sizeof(RigidBody2D_RemoveAction));
int toremove_count = 0;
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//put the ones to add
for (int i = 0; i < state->get_contact_count(); i++) {
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ObjectID obj = state->get_contact_collider_id(i);
int local_shape = state->get_contact_local_shape(i);
int shape = state->get_contact_collider_shape(i);
// bool found=false;
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Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(obj);
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if (!E) {
toadd[toadd_count].local_shape = local_shape;
toadd[toadd_count].id = obj;
toadd[toadd_count].shape = shape;
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toadd_count++;
continue;
}
ShapePair sp(shape, local_shape);
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int idx = E->get().shapes.find(sp);
if (idx == -1) {
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toadd[toadd_count].local_shape = local_shape;
toadd[toadd_count].id = obj;
toadd[toadd_count].shape = shape;
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toadd_count++;
continue;
}
E->get().shapes[idx].tagged = true;
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}
//put the ones to remove
for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
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for (int i = 0; i < E->get().shapes.size(); i++) {
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if (!E->get().shapes[i].tagged) {
toremove[toremove_count].body_id = E->key();
toremove[toremove_count].pair = E->get().shapes[i];
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toremove_count++;
}
}
}
//process remotions
for (int i = 0; i < toremove_count; i++) {
_body_inout(0, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
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}
//process aditions
for (int i = 0; i < toadd_count; i++) {
_body_inout(1, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
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}
contact_monitor->locked = false;
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}
state = NULL;
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}
void RigidBody2D::set_mode(Mode p_mode) {
mode = p_mode;
switch (p_mode) {
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case MODE_RIGID: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_RIGID);
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} break;
case MODE_STATIC: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_STATIC);
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} break;
case MODE_KINEMATIC: {
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Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_KINEMATIC);
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} break;
case MODE_CHARACTER: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_CHARACTER);
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} break;
}
}
RigidBody2D::Mode RigidBody2D::get_mode() const {
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return mode;
}
void RigidBody2D::set_mass(real_t p_mass) {
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ERR_FAIL_COND(p_mass <= 0);
mass = p_mass;
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_change_notify("mass");
_change_notify("weight");
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_MASS, mass);
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}
real_t RigidBody2D::get_mass() const {
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return mass;
}
void RigidBody2D::set_inertia(real_t p_inertia) {
ERR_FAIL_COND(p_inertia <= 0);
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_INERTIA, p_inertia);
}
real_t RigidBody2D::get_inertia() const {
return Physics2DServer::get_singleton()->body_get_param(get_rid(), Physics2DServer::BODY_PARAM_INERTIA);
}
void RigidBody2D::set_weight(real_t p_weight) {
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set_mass(p_weight / 9.8);
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}
real_t RigidBody2D::get_weight() const {
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return mass * 9.8;
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}
void RigidBody2D::set_friction(real_t p_friction) {
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ERR_FAIL_COND(p_friction < 0 || p_friction > 1);
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friction = p_friction;
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, friction);
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}
real_t RigidBody2D::get_friction() const {
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return friction;
}
void RigidBody2D::set_bounce(real_t p_bounce) {
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ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1);
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bounce = p_bounce;
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, bounce);
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}
real_t RigidBody2D::get_bounce() const {
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return bounce;
}
void RigidBody2D::set_gravity_scale(real_t p_gravity_scale) {
gravity_scale = p_gravity_scale;
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
}
real_t RigidBody2D::get_gravity_scale() const {
return gravity_scale;
}
void RigidBody2D::set_linear_damp(real_t p_linear_damp) {
ERR_FAIL_COND(p_linear_damp < -1);
linear_damp = p_linear_damp;
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_LINEAR_DAMP, linear_damp);
}
real_t RigidBody2D::get_linear_damp() const {
return linear_damp;
}
void RigidBody2D::set_angular_damp(real_t p_angular_damp) {
ERR_FAIL_COND(p_angular_damp < -1);
angular_damp = p_angular_damp;
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_ANGULAR_DAMP, angular_damp);
}
real_t RigidBody2D::get_angular_damp() const {
return angular_damp;
}
void RigidBody2D::set_axis_velocity(const Vector2 &p_axis) {
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Vector2 v = state ? state->get_linear_velocity() : linear_velocity;
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Vector2 axis = p_axis.normalized();
v -= axis * axis.dot(v);
v += p_axis;
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if (state) {
set_linear_velocity(v);
} else {
Physics2DServer::get_singleton()->body_set_axis_velocity(get_rid(), p_axis);
linear_velocity = v;
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}
}
void RigidBody2D::set_linear_velocity(const Vector2 &p_velocity) {
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linear_velocity = p_velocity;
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if (state)
state->set_linear_velocity(linear_velocity);
else {
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
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}
}
Vector2 RigidBody2D::get_linear_velocity() const {
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return linear_velocity;
}
void RigidBody2D::set_angular_velocity(real_t p_velocity) {
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angular_velocity = p_velocity;
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if (state)
state->set_angular_velocity(angular_velocity);
else
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
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}
real_t RigidBody2D::get_angular_velocity() const {
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return angular_velocity;
}
void RigidBody2D::set_use_custom_integrator(bool p_enable) {
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if (custom_integrator == p_enable)
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return;
custom_integrator = p_enable;
Physics2DServer::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
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}
bool RigidBody2D::is_using_custom_integrator() {
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return custom_integrator;
}
void RigidBody2D::set_sleeping(bool p_sleeping) {
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sleeping = p_sleeping;
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_SLEEPING, sleeping);
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}
void RigidBody2D::set_can_sleep(bool p_active) {
can_sleep = p_active;
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_CAN_SLEEP, p_active);
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}
bool RigidBody2D::is_able_to_sleep() const {
return can_sleep;
}
bool RigidBody2D::is_sleeping() const {
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return sleeping;
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}
void RigidBody2D::set_max_contacts_reported(int p_amount) {
max_contacts_reported = p_amount;
Physics2DServer::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
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}
int RigidBody2D::get_max_contacts_reported() const {
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return max_contacts_reported;
}
void RigidBody2D::apply_impulse(const Vector2 &p_offset, const Vector2 &p_impulse) {
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Physics2DServer::get_singleton()->body_apply_impulse(get_rid(), p_offset, p_impulse);
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}
void RigidBody2D::set_applied_force(const Vector2 &p_force) {
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Physics2DServer::get_singleton()->body_set_applied_force(get_rid(), p_force);
};
Vector2 RigidBody2D::get_applied_force() const {
return Physics2DServer::get_singleton()->body_get_applied_force(get_rid());
};
void RigidBody2D::set_applied_torque(const float p_torque) {
Physics2DServer::get_singleton()->body_set_applied_torque(get_rid(), p_torque);
};
float RigidBody2D::get_applied_torque() const {
return Physics2DServer::get_singleton()->body_get_applied_torque(get_rid());
};
void RigidBody2D::add_force(const Vector2 &p_offset, const Vector2 &p_force) {
Physics2DServer::get_singleton()->body_add_force(get_rid(), p_offset, p_force);
}
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void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
ccd_mode = p_mode;
Physics2DServer::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(), Physics2DServer::CCDMode(p_mode));
}
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RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const {
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return ccd_mode;
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}
Array RigidBody2D::get_colliding_bodies() const {
ERR_FAIL_COND_V(!contact_monitor, Array());
Array ret;
ret.resize(contact_monitor->body_map.size());
int idx = 0;
for (const Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
Object *obj = ObjectDB::get_instance(E->key());
if (!obj) {
ret.resize(ret.size() - 1); //ops
} else {
ret[idx++] = obj;
}
}
return ret;
}
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void RigidBody2D::set_contact_monitor(bool p_enabled) {
if (p_enabled == is_contact_monitor_enabled())
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return;
if (!p_enabled) {
if (contact_monitor->locked) {
ERR_EXPLAIN("Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\",false) instead");
}
ERR_FAIL_COND(contact_monitor->locked);
for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
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//clean up mess
}
memdelete(contact_monitor);
contact_monitor = NULL;
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} else {
contact_monitor = memnew(ContactMonitor);
contact_monitor->locked = false;
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}
}
bool RigidBody2D::is_contact_monitor_enabled() const {
return contact_monitor != NULL;
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}
void RigidBody2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_mode", "mode"), &RigidBody2D::set_mode);
ObjectTypeDB::bind_method(_MD("get_mode"), &RigidBody2D::get_mode);
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ObjectTypeDB::bind_method(_MD("set_mass", "mass"), &RigidBody2D::set_mass);
ObjectTypeDB::bind_method(_MD("get_mass"), &RigidBody2D::get_mass);
ObjectTypeDB::bind_method(_MD("get_inertia"), &RigidBody2D::get_inertia);
ObjectTypeDB::bind_method(_MD("set_inertia", "inertia"), &RigidBody2D::set_inertia);
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ObjectTypeDB::bind_method(_MD("set_weight", "weight"), &RigidBody2D::set_weight);
ObjectTypeDB::bind_method(_MD("get_weight"), &RigidBody2D::get_weight);
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ObjectTypeDB::bind_method(_MD("set_friction", "friction"), &RigidBody2D::set_friction);
ObjectTypeDB::bind_method(_MD("get_friction"), &RigidBody2D::get_friction);
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ObjectTypeDB::bind_method(_MD("set_bounce", "bounce"), &RigidBody2D::set_bounce);
ObjectTypeDB::bind_method(_MD("get_bounce"), &RigidBody2D::get_bounce);
ObjectTypeDB::bind_method(_MD("set_gravity_scale", "gravity_scale"), &RigidBody2D::set_gravity_scale);
ObjectTypeDB::bind_method(_MD("get_gravity_scale"), &RigidBody2D::get_gravity_scale);
ObjectTypeDB::bind_method(_MD("set_linear_damp", "linear_damp"), &RigidBody2D::set_linear_damp);
ObjectTypeDB::bind_method(_MD("get_linear_damp"), &RigidBody2D::get_linear_damp);
ObjectTypeDB::bind_method(_MD("set_angular_damp", "angular_damp"), &RigidBody2D::set_angular_damp);
ObjectTypeDB::bind_method(_MD("get_angular_damp"), &RigidBody2D::get_angular_damp);
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ObjectTypeDB::bind_method(_MD("set_linear_velocity", "linear_velocity"), &RigidBody2D::set_linear_velocity);
ObjectTypeDB::bind_method(_MD("get_linear_velocity"), &RigidBody2D::get_linear_velocity);
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ObjectTypeDB::bind_method(_MD("set_angular_velocity", "angular_velocity"), &RigidBody2D::set_angular_velocity);
ObjectTypeDB::bind_method(_MD("get_angular_velocity"), &RigidBody2D::get_angular_velocity);
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ObjectTypeDB::bind_method(_MD("set_max_contacts_reported", "amount"), &RigidBody2D::set_max_contacts_reported);
ObjectTypeDB::bind_method(_MD("get_max_contacts_reported"), &RigidBody2D::get_max_contacts_reported);
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ObjectTypeDB::bind_method(_MD("set_use_custom_integrator", "enable"), &RigidBody2D::set_use_custom_integrator);
ObjectTypeDB::bind_method(_MD("is_using_custom_integrator"), &RigidBody2D::is_using_custom_integrator);
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ObjectTypeDB::bind_method(_MD("set_contact_monitor", "enabled"), &RigidBody2D::set_contact_monitor);
ObjectTypeDB::bind_method(_MD("is_contact_monitor_enabled"), &RigidBody2D::is_contact_monitor_enabled);
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ObjectTypeDB::bind_method(_MD("set_continuous_collision_detection_mode", "mode"), &RigidBody2D::set_continuous_collision_detection_mode);
ObjectTypeDB::bind_method(_MD("get_continuous_collision_detection_mode"), &RigidBody2D::get_continuous_collision_detection_mode);
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ObjectTypeDB::bind_method(_MD("set_axis_velocity", "axis_velocity"), &RigidBody2D::set_axis_velocity);
ObjectTypeDB::bind_method(_MD("apply_impulse", "offset", "impulse"), &RigidBody2D::apply_impulse);
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ObjectTypeDB::bind_method(_MD("set_applied_force", "force"), &RigidBody2D::set_applied_force);
ObjectTypeDB::bind_method(_MD("get_applied_force"), &RigidBody2D::get_applied_force);
ObjectTypeDB::bind_method(_MD("set_applied_torque", "torque"), &RigidBody2D::set_applied_torque);
ObjectTypeDB::bind_method(_MD("get_applied_torque"), &RigidBody2D::get_applied_torque);
ObjectTypeDB::bind_method(_MD("add_force", "offset", "force"), &RigidBody2D::add_force);
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ObjectTypeDB::bind_method(_MD("set_sleeping", "sleeping"), &RigidBody2D::set_sleeping);
ObjectTypeDB::bind_method(_MD("is_sleeping"), &RigidBody2D::is_sleeping);
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ObjectTypeDB::bind_method(_MD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep);
ObjectTypeDB::bind_method(_MD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep);
ObjectTypeDB::bind_method(_MD("test_motion", "motion", "margin", "result:Physics2DTestMotionResult"), &RigidBody2D::_test_motion, DEFVAL(0.08), DEFVAL(Variant()));
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ObjectTypeDB::bind_method(_MD("_direct_state_changed"), &RigidBody2D::_direct_state_changed);
ObjectTypeDB::bind_method(_MD("_body_enter_tree"), &RigidBody2D::_body_enter_tree);
ObjectTypeDB::bind_method(_MD("_body_exit_tree"), &RigidBody2D::_body_exit_tree);
ObjectTypeDB::bind_method(_MD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);
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BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state:Physics2DDirectBodyState")));
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ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), _SCS("set_mode"), _SCS("get_mode"));
ADD_PROPERTY(PropertyInfo(Variant::REAL, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), _SCS("set_mass"), _SCS("get_mass"));
ADD_PROPERTY(PropertyInfo(Variant::REAL, "weight", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", PROPERTY_USAGE_EDITOR), _SCS("set_weight"), _SCS("get_weight"));
ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_friction"), _SCS("get_friction"));
ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_bounce"), _SCS("get_bounce"));
ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), _SCS("set_gravity_scale"), _SCS("get_gravity_scale"));
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), _SCS("set_use_custom_integrator"), _SCS("is_using_custom_integrator"));
ADD_PROPERTY(PropertyInfo(Variant::INT, "continuous_cd", PROPERTY_HINT_ENUM, "Disabled,Cast Ray,Cast Shape"), _SCS("set_continuous_collision_detection_mode"), _SCS("get_continuous_collision_detection_mode"));
ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported"), _SCS("set_max_contacts_reported"), _SCS("get_max_contacts_reported"));
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), _SCS("set_contact_monitor"), _SCS("is_contact_monitor_enabled"));
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), _SCS("set_sleeping"), _SCS("is_sleeping"));
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), _SCS("set_can_sleep"), _SCS("is_able_to_sleep"));
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "velocity/linear"), _SCS("set_linear_velocity"), _SCS("get_linear_velocity"));
ADD_PROPERTY(PropertyInfo(Variant::REAL, "velocity/angular"), _SCS("set_angular_velocity"), _SCS("get_angular_velocity"));
ADD_PROPERTY(PropertyInfo(Variant::REAL, "damp_override/linear", PROPERTY_HINT_RANGE, "-1,128,0.01"), _SCS("set_linear_damp"), _SCS("get_linear_damp"));
ADD_PROPERTY(PropertyInfo(Variant::REAL, "damp_override/angular", PROPERTY_HINT_RANGE, "-1,128,0.01"), _SCS("set_angular_damp"), _SCS("get_angular_damp"));
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ADD_SIGNAL(MethodInfo("body_enter_shape", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
ADD_SIGNAL(MethodInfo("body_exit_shape", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
ADD_SIGNAL(MethodInfo("body_enter", PropertyInfo(Variant::OBJECT, "body")));
ADD_SIGNAL(MethodInfo("body_exit", PropertyInfo(Variant::OBJECT, "body")));
ADD_SIGNAL(MethodInfo("sleeping_state_changed"));
BIND_CONSTANT(MODE_STATIC);
BIND_CONSTANT(MODE_KINEMATIC);
BIND_CONSTANT(MODE_RIGID);
BIND_CONSTANT(MODE_CHARACTER);
BIND_CONSTANT(CCD_MODE_DISABLED);
BIND_CONSTANT(CCD_MODE_CAST_RAY);
BIND_CONSTANT(CCD_MODE_CAST_SHAPE);
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}
RigidBody2D::RigidBody2D()
: PhysicsBody2D(Physics2DServer::BODY_MODE_RIGID) {
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mode = MODE_RIGID;
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bounce = 0;
mass = 1;
friction = 1;
gravity_scale = 1;
linear_damp = -1;
angular_damp = -1;
max_contacts_reported = 0;
state = NULL;
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angular_velocity = 0;
sleeping = false;
ccd_mode = CCD_MODE_DISABLED;
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custom_integrator = false;
contact_monitor = NULL;
can_sleep = true;
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Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
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}
RigidBody2D::~RigidBody2D() {
if (contact_monitor)
memdelete(contact_monitor);
}
//////////////////////////
Variant KinematicBody2D::_get_collider() const {
ObjectID oid = get_collider();
if (oid == 0)
return Variant();
Object *obj = ObjectDB::get_instance(oid);
if (!obj)
return Variant();
Reference *ref = obj->cast_to<Reference>();
if (ref) {
return Ref<Reference>(ref);
}
return obj;
}
void KinematicBody2D::revert_motion() {
Matrix32 gt = get_global_transform();
gt.elements[2] -= travel;
set_global_transform(gt);
travel = Vector2();
}
Vector2 KinematicBody2D::get_travel() const {
return travel;
}
Vector2 KinematicBody2D::move(const Vector2 &p_motion) {
#if 1
Matrix32 gt = get_global_transform();
Physics2DServer::MotionResult result;
if (motion_fix_enabled) {
colliding = Physics2DServer::get_singleton()->body_test_motion_from(get_rid(), gt, p_motion, margin, &result);
} else {
colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), p_motion, margin, &result);
}
collider_metadata = result.collider_metadata;
collider_shape = result.collider_shape;
collider_vel = result.collider_velocity;
collision = result.collision_point;
normal = result.collision_normal;
collider = result.collider_id;
gt.elements[2] += result.motion;
set_global_transform(gt);
travel = result.motion;
return result.remainder;
#else
//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 (true)
mask |= Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY;
if (true)
mask |= Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
if (true)
mask |= Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY;
if (true)
mask |= Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
//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
}
Vector2 KinematicBody2D::move_to(const Vector2 &p_position) {
return move(p_position - get_global_pos());
}
bool KinematicBody2D::test_move(const Vector2 &p_motion) {
ERR_FAIL_COND_V(!is_inside_tree(), false);
if (motion_fix_enabled) {
return Physics2DServer::get_singleton()->body_test_motion_from(get_rid(), get_global_transform(), p_motion, margin);
} else {
return Physics2DServer::get_singleton()->body_test_motion(get_rid(), p_motion, margin);
}
}
bool KinematicBody2D::test_move_from(const Matrix32 &p_from, const Vector2 &p_motion) {
ERR_FAIL_COND_V(!is_inside_tree(), false);
return Physics2DServer::get_singleton()->body_test_motion_from(get_rid(), p_from, p_motion, margin);
}
Vector2 KinematicBody2D::get_collision_pos() const {
ERR_FAIL_COND_V(!colliding, Vector2());
return collision;
}
Vector2 KinematicBody2D::get_collision_normal() const {
ERR_FAIL_COND_V(!colliding, Vector2());
return normal;
}
Vector2 KinematicBody2D::get_collider_velocity() const {
return collider_vel;
}
ObjectID KinematicBody2D::get_collider() const {
ERR_FAIL_COND_V(!colliding, 0);
return collider;
}
int KinematicBody2D::get_collider_shape() const {
ERR_FAIL_COND_V(!colliding, 0);
return collider_shape;
}
Variant KinematicBody2D::get_collider_metadata() const {
ERR_FAIL_COND_V(!colliding, 0);
return collider_metadata;
}
bool KinematicBody2D::is_colliding() const {
return colliding;
}
void KinematicBody2D::set_collision_margin(float p_margin) {
margin = p_margin;
}
float KinematicBody2D::get_collision_margin() const {
return margin;
}
void KinematicBody2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("move", "rel_vec"), &KinematicBody2D::move);
ObjectTypeDB::bind_method(_MD("move_to", "position"), &KinematicBody2D::move_to);
ObjectTypeDB::bind_method(_MD("test_move", "rel_vec"), &KinematicBody2D::test_move);
ObjectTypeDB::bind_method(_MD("test_move_from", "from", "rel_vec"), &KinematicBody2D::test_move_from);
ObjectTypeDB::bind_method(_MD("get_travel"), &KinematicBody2D::get_travel);
ObjectTypeDB::bind_method(_MD("revert_motion"), &KinematicBody2D::revert_motion);
ObjectTypeDB::bind_method(_MD("is_colliding"), &KinematicBody2D::is_colliding);
ObjectTypeDB::bind_method(_MD("get_collision_pos"), &KinematicBody2D::get_collision_pos);
ObjectTypeDB::bind_method(_MD("get_collision_normal"), &KinematicBody2D::get_collision_normal);
ObjectTypeDB::bind_method(_MD("get_collider_velocity"), &KinematicBody2D::get_collider_velocity);
ObjectTypeDB::bind_method(_MD("get_collider:Variant"), &KinematicBody2D::_get_collider);
ObjectTypeDB::bind_method(_MD("get_collider_shape"), &KinematicBody2D::get_collider_shape);
ObjectTypeDB::bind_method(_MD("get_collider_metadata:Variant"), &KinematicBody2D::get_collider_metadata);
ObjectTypeDB::bind_method(_MD("set_collision_margin", "pixels"), &KinematicBody2D::set_collision_margin);
ObjectTypeDB::bind_method(_MD("get_collision_margin", "pixels"), &KinematicBody2D::get_collision_margin);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), _SCS("set_collision_margin"), _SCS("get_collision_margin"));
}
KinematicBody2D::KinematicBody2D()
: PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC) {
colliding = false;
collider = 0;
collider_shape = 0;
margin = 0.08;
}
KinematicBody2D::~KinematicBody2D() {
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}