godot/scene/3d/physics_body.cpp

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/*************************************************************************/
/* physics_body.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.h"
#include "method_bind_ext.gen.inc"
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#include "scene/scene_string_names.h"
void PhysicsBody::_notification(int p_what) {
/*
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switch(p_what) {
case NOTIFICATION_TRANSFORM_CHANGED: {
PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_TRANSFORM,get_global_transform());
} break;
}
*/
}
Vector3 PhysicsBody::get_linear_velocity() const {
return Vector3();
}
Vector3 PhysicsBody::get_angular_velocity() const {
return Vector3();
}
float PhysicsBody::get_inverse_mass() const {
return 0;
}
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void PhysicsBody::set_collision_layer(uint32_t p_layer) {
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collision_layer = p_layer;
PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), p_layer);
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}
uint32_t PhysicsBody::get_collision_layer() const {
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return collision_layer;
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}
void PhysicsBody::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), p_mask);
}
uint32_t PhysicsBody::get_collision_mask() const {
return collision_mask;
}
void PhysicsBody::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 PhysicsBody::get_collision_mask_bit(int p_bit) const {
return get_collision_mask() & (1 << p_bit);
}
void PhysicsBody::set_collision_layer_bit(int p_bit, bool p_value) {
uint32_t mask = get_collision_layer();
if (p_value)
mask |= 1 << p_bit;
else
mask &= ~(1 << p_bit);
set_collision_layer(mask);
}
bool PhysicsBody::get_collision_layer_bit(int p_bit) const {
return get_collision_layer() & (1 << p_bit);
}
void PhysicsBody::add_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
PhysicsBody *physics_body = p_node->cast_to<PhysicsBody>();
if (!physics_body) {
ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
}
ERR_FAIL_COND(!physics_body);
PhysicsServer::get_singleton()->body_add_collision_exception(get_rid(), physics_body->get_rid());
}
void PhysicsBody::remove_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
PhysicsBody *physics_body = p_node->cast_to<PhysicsBody>();
if (!physics_body) {
ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
}
ERR_FAIL_COND(!physics_body);
PhysicsServer::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid());
}
void PhysicsBody::_set_layers(uint32_t p_mask) {
set_collision_layer(p_mask);
set_collision_mask(p_mask);
}
uint32_t PhysicsBody::_get_layers() const {
return get_collision_layer();
}
void PhysicsBody::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PhysicsBody::set_collision_layer);
ClassDB::bind_method(D_METHOD("get_collision_layer"), &PhysicsBody::get_collision_layer);
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &PhysicsBody::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsBody::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &PhysicsBody::set_collision_mask_bit);
ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &PhysicsBody::get_collision_mask_bit);
ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &PhysicsBody::set_collision_layer_bit);
ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &PhysicsBody::get_collision_layer_bit);
ClassDB::bind_method(D_METHOD("_set_layers", "mask"), &PhysicsBody::_set_layers);
ClassDB::bind_method(D_METHOD("_get_layers"), &PhysicsBody::_get_layers);
ADD_GROUP("Collision", "collision_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
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}
PhysicsBody::PhysicsBody(PhysicsServer::BodyMode p_mode)
: CollisionObject(PhysicsServer::get_singleton()->body_create(p_mode), false) {
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collision_layer = 1;
collision_mask = 1;
}
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void StaticBody::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;
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_FRICTION, friction);
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}
real_t StaticBody::get_friction() const {
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return friction;
}
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void StaticBody::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;
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_BOUNCE, bounce);
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}
real_t StaticBody::get_bounce() const {
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return bounce;
}
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void StaticBody::set_constant_linear_velocity(const Vector3 &p_vel) {
constant_linear_velocity = p_vel;
PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
}
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void StaticBody::set_constant_angular_velocity(const Vector3 &p_vel) {
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constant_angular_velocity = p_vel;
PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
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}
Vector3 StaticBody::get_constant_linear_velocity() const {
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return constant_linear_velocity;
}
Vector3 StaticBody::get_constant_angular_velocity() const {
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return constant_angular_velocity;
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}
void StaticBody::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody::set_constant_linear_velocity);
ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody::set_constant_angular_velocity);
ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody::get_constant_linear_velocity);
ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody::get_constant_angular_velocity);
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ClassDB::bind_method(D_METHOD("set_friction", "friction"), &StaticBody::set_friction);
ClassDB::bind_method(D_METHOD("get_friction"), &StaticBody::get_friction);
ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &StaticBody::set_bounce);
ClassDB::bind_method(D_METHOD("get_bounce"), &StaticBody::get_bounce);
ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body:PhysicsBody"), &PhysicsBody::add_collision_exception_with);
ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body:PhysicsBody"), &PhysicsBody::remove_collision_exception_with);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
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}
StaticBody::StaticBody()
: PhysicsBody(PhysicsServer::BODY_MODE_STATIC) {
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bounce = 0;
friction = 1;
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}
StaticBody::~StaticBody() {
}
void RigidBody::_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_tree);
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E->get().in_tree = true;
contact_monitor->locked = true;
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
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for (int i = 0; i < E->get().shapes.size(); i++) {
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emit_signal(SceneStringNames::get_singleton()->body_shape_entered, 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 RigidBody::_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_tree);
E->get().in_tree = false;
contact_monitor->locked = true;
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
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emit_signal(SceneStringNames::get_singleton()->body_shape_exited, 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 RigidBody::_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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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_tree = node && node->is_inside_tree();
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if (node) {
node->connect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree, make_binds(objid));
node->connect(SceneStringNames::get_singleton()->tree_exited, this, SceneStringNames::get_singleton()->_body_exit_tree, make_binds(objid));
if (E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
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}
}
}
//E->get().rc++;
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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_tree) {
emit_signal(SceneStringNames::get_singleton()->body_shape_entered, 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_tree = E->get().in_tree;
if (E->get().shapes.empty()) {
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if (node) {
node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree);
node->disconnect(SceneStringNames::get_singleton()->tree_exited, this, SceneStringNames::get_singleton()->_body_exit_tree);
if (in_tree)
emit_signal(SceneStringNames::get_singleton()->body_exited, obj);
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}
contact_monitor->body_map.erase(E);
}
if (node && in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_shape_exited, objid, obj, p_body_shape, p_local_shape);
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}
}
}
struct _RigidBodyInOut {
ObjectID id;
int shape;
int local_shape;
};
void RigidBody::_direct_state_changed(Object *p_state) {
//eh.. fuck
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#ifdef DEBUG_ENABLED
state = p_state->cast_to<PhysicsDirectBodyState>();
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#else
state = (PhysicsDirectBodyState *)p_state; //trust it
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#endif
set_ignore_transform_notification(true);
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_ignore_transform_notification(false);
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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++;
}
}
_RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(state->get_contact_count() * sizeof(_RigidBodyInOut));
int toadd_count = 0; //state->get_contact_count();
RigidBody_RemoveAction *toremove = (RigidBody_RemoveAction *)alloca(rc * sizeof(RigidBody_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++) {
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_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++) {
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_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 RigidBody::_notification(int p_what) {
}
void RigidBody::set_mode(Mode p_mode) {
mode = p_mode;
switch (p_mode) {
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case MODE_RIGID: {
PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_RIGID);
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} break;
case MODE_STATIC: {
PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_STATIC);
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} break;
case MODE_CHARACTER: {
PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_CHARACTER);
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} break;
case MODE_KINEMATIC: {
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PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_KINEMATIC);
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} break;
}
}
RigidBody::Mode RigidBody::get_mode() const {
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return mode;
}
void RigidBody::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");
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_MASS, mass);
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}
real_t RigidBody::get_mass() const {
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return mass;
}
void RigidBody::set_weight(real_t p_weight) {
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set_mass(p_weight / real_t(GLOBAL_DEF("physics/3d/default_gravity", 9.8)));
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}
real_t RigidBody::get_weight() const {
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return mass * real_t(GLOBAL_DEF("physics/3d/default_gravity", 9.8));
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}
void RigidBody::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;
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_FRICTION, friction);
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}
real_t RigidBody::get_friction() const {
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return friction;
}
void RigidBody::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;
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_BOUNCE, bounce);
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}
real_t RigidBody::get_bounce() const {
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return bounce;
}
void RigidBody::set_gravity_scale(real_t p_gravity_scale) {
gravity_scale = p_gravity_scale;
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
}
real_t RigidBody::get_gravity_scale() const {
return gravity_scale;
}
void RigidBody::set_linear_damp(real_t p_linear_damp) {
ERR_FAIL_COND(p_linear_damp < -1);
linear_damp = p_linear_damp;
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_LINEAR_DAMP, linear_damp);
}
real_t RigidBody::get_linear_damp() const {
return linear_damp;
}
void RigidBody::set_angular_damp(real_t p_angular_damp) {
ERR_FAIL_COND(p_angular_damp < -1);
angular_damp = p_angular_damp;
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_ANGULAR_DAMP, angular_damp);
}
real_t RigidBody::get_angular_damp() const {
return angular_damp;
}
void RigidBody::set_axis_velocity(const Vector3 &p_axis) {
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Vector3 v = state ? state->get_linear_velocity() : linear_velocity;
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Vector3 axis = p_axis.normalized();
v -= axis * axis.dot(v);
v += p_axis;
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if (state) {
set_linear_velocity(v);
} else {
PhysicsServer::get_singleton()->body_set_axis_velocity(get_rid(), p_axis);
linear_velocity = v;
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}
}
void RigidBody::set_linear_velocity(const Vector3 &p_velocity) {
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linear_velocity = p_velocity;
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if (state)
state->set_linear_velocity(linear_velocity);
else
PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
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}
Vector3 RigidBody::get_linear_velocity() const {
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return linear_velocity;
}
void RigidBody::set_angular_velocity(const Vector3 &p_velocity) {
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angular_velocity = p_velocity;
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if (state)
state->set_angular_velocity(angular_velocity);
else
PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
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}
Vector3 RigidBody::get_angular_velocity() const {
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return angular_velocity;
}
void RigidBody::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;
PhysicsServer::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
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}
bool RigidBody::is_using_custom_integrator() {
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return custom_integrator;
}
void RigidBody::set_sleeping(bool p_sleeping) {
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sleeping = p_sleeping;
PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_SLEEPING, sleeping);
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}
void RigidBody::set_can_sleep(bool p_active) {
can_sleep = p_active;
PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_CAN_SLEEP, p_active);
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}
bool RigidBody::is_able_to_sleep() const {
return can_sleep;
}
bool RigidBody::is_sleeping() const {
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return sleeping;
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}
void RigidBody::set_max_contacts_reported(int p_amount) {
max_contacts_reported = p_amount;
PhysicsServer::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
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}
int RigidBody::get_max_contacts_reported() const {
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return max_contacts_reported;
}
void RigidBody::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) {
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PhysicsServer::get_singleton()->body_apply_impulse(get_rid(), p_pos, p_impulse);
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}
void RigidBody::set_use_continuous_collision_detection(bool p_enable) {
ccd = p_enable;
PhysicsServer::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(), p_enable);
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}
bool RigidBody::is_using_continuous_collision_detection() const {
return ccd;
}
void RigidBody::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 RigidBody::is_contact_monitor_enabled() const {
return contact_monitor != NULL;
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}
void RigidBody::set_axis_lock(AxisLock p_lock) {
axis_lock = p_lock;
PhysicsServer::get_singleton()->body_set_axis_lock(get_rid(), PhysicsServer::BodyAxisLock(axis_lock));
}
RigidBody::AxisLock RigidBody::get_axis_lock() const {
return axis_lock;
}
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Array RigidBody::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 RigidBody::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mode", "mode"), &RigidBody::set_mode);
ClassDB::bind_method(D_METHOD("get_mode"), &RigidBody::get_mode);
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ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody::set_mass);
ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody::get_mass);
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ClassDB::bind_method(D_METHOD("set_weight", "weight"), &RigidBody::set_weight);
ClassDB::bind_method(D_METHOD("get_weight"), &RigidBody::get_weight);
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ClassDB::bind_method(D_METHOD("set_friction", "friction"), &RigidBody::set_friction);
ClassDB::bind_method(D_METHOD("get_friction"), &RigidBody::get_friction);
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ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &RigidBody::set_bounce);
ClassDB::bind_method(D_METHOD("get_bounce"), &RigidBody::get_bounce);
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ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody::set_linear_velocity);
ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody::get_linear_velocity);
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ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody::set_angular_velocity);
ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody::get_angular_velocity);
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ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody::set_gravity_scale);
ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody::get_gravity_scale);
ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody::set_linear_damp);
ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody::get_linear_damp);
ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody::set_angular_damp);
ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody::get_angular_damp);
ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody::set_max_contacts_reported);
ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody::get_max_contacts_reported);
ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody::set_use_custom_integrator);
ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody::is_using_custom_integrator);
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ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody::set_contact_monitor);
ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody::is_contact_monitor_enabled);
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ClassDB::bind_method(D_METHOD("set_use_continuous_collision_detection", "enable"), &RigidBody::set_use_continuous_collision_detection);
ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection"), &RigidBody::is_using_continuous_collision_detection);
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ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody::set_axis_velocity);
ClassDB::bind_method(D_METHOD("apply_impulse", "pos", "impulse"), &RigidBody::apply_impulse);
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ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody::set_sleeping);
ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody::is_sleeping);
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ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody::set_can_sleep);
ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody::is_able_to_sleep);
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ClassDB::bind_method(D_METHOD("_direct_state_changed"), &RigidBody::_direct_state_changed);
ClassDB::bind_method(D_METHOD("_body_enter_tree"), &RigidBody::_body_enter_tree);
ClassDB::bind_method(D_METHOD("_body_exit_tree"), &RigidBody::_body_exit_tree);
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ClassDB::bind_method(D_METHOD("set_axis_lock", "axis_lock"), &RigidBody::set_axis_lock);
ClassDB::bind_method(D_METHOD("get_axis_lock"), &RigidBody::get_axis_lock);
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ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody::get_colliding_bodies);
BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state:PhysicsDirectBodyState")));
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), "set_mode", "get_mode");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_mass", "get_mass");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "weight", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", PROPERTY_USAGE_EDITOR), "set_weight", "get_weight");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), "set_gravity_scale", "get_gravity_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "continuous_cd"), "set_use_continuous_collision_detection", "is_using_continuous_collision_detection");
ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported"), "set_max_contacts_reported", "get_max_contacts_reported");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
ADD_PROPERTY(PropertyInfo(Variant::INT, "axis_lock", PROPERTY_HINT_ENUM, "Disabled,Lock X,Lock Y,Lock Z"), "set_axis_lock", "get_axis_lock");
ADD_GROUP("Linear", "linear_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "-1,128,0.01"), "set_linear_damp", "get_linear_damp");
ADD_GROUP("Angular", "angular_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "-1,128,0.01"), "set_angular_damp", "get_angular_damp");
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ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body")));
ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body")));
ADD_SIGNAL(MethodInfo("sleeping_state_changed"));
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BIND_CONSTANT(MODE_STATIC);
BIND_CONSTANT(MODE_KINEMATIC);
BIND_CONSTANT(MODE_RIGID);
BIND_CONSTANT(MODE_CHARACTER);
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}
RigidBody::RigidBody()
: PhysicsBody(PhysicsServer::BODY_MODE_RIGID) {
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mode = MODE_RIGID;
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bounce = 0;
mass = 1;
friction = 1;
max_contacts_reported = 0;
state = NULL;
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gravity_scale = 1;
linear_damp = -1;
angular_damp = -1;
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//angular_velocity=0;
sleeping = false;
ccd = false;
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custom_integrator = false;
contact_monitor = NULL;
can_sleep = true;
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axis_lock = AXIS_LOCK_DISABLED;
PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
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}
RigidBody::~RigidBody() {
if (contact_monitor)
memdelete(contact_monitor);
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}
//////////////////////////////////////////////////////
//////////////////////////
Dictionary KinematicBody::_move(const Vector3 &p_motion) {
Collision col;
if (move(p_motion, col)) {
Dictionary d;
d["position"] = col.collision;
d["normal"] = col.collision;
d["local_shape"] = col.local_shape;
d["travel"] = col.travel;
d["remainder"] = col.remainder;
d["collider_id"] = col.collider;
if (col.collider) {
d["collider"] = ObjectDB::get_instance(col.collider);
} else {
d["collider"] = Variant();
}
d["collider_shape_index"] = col.collider_shape;
d["collider_metadata"] = col.collider_metadata;
return d;
} else {
return Dictionary();
}
}
bool KinematicBody::move(const Vector3 &p_motion, Collision &r_collision) {
Transform gt = get_global_transform();
PhysicsServer::MotionResult result;
bool colliding = PhysicsServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, margin, &result);
if (colliding) {
r_collision.collider_metadata = result.collider_metadata;
r_collision.collider_shape = result.collider_shape;
r_collision.collider_vel = result.collider_velocity;
r_collision.collision = result.collision_point;
r_collision.normal = result.collision_normal;
r_collision.collider = result.collider_id;
r_collision.travel = result.motion;
r_collision.remainder = result.remainder;
r_collision.local_shape = result.collision_local_shape;
}
gt.origin += result.motion;
set_global_transform(gt);
return colliding;
}
Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction, float p_slope_stop_min_velocity, int p_max_bounces, float p_floor_max_angle) {
Vector3 motion = (floor_velocity + p_linear_velocity) * get_fixed_process_delta_time();
Vector3 lv = p_linear_velocity;
on_floor = false;
on_ceiling = false;
on_wall = false;
colliders.clear();
floor_velocity = Vector3();
while (p_max_bounces) {
Collision collision;
bool collided = move(motion, collision);
if (collided) {
motion = collision.remainder;
if (p_floor_direction == Vector3()) {
//all is a wall
on_wall = true;
} else {
if (collision.normal.dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor
on_floor = true;
floor_velocity = collision.collider_vel;
/*if (collision.travel.length() < 0.01 && ABS((lv.x - floor_velocity.x)) < p_slope_stop_min_velocity) {
Transform gt = get_global_transform();
gt.elements[2] -= collision.travel;
set_global_transform(gt);
return Vector3();
}*/
} else if (collision.normal.dot(-p_floor_direction) >= Math::cos(p_floor_max_angle)) { //ceiling
on_ceiling = true;
} else {
on_wall = true;
}
}
Vector3 n = collision.normal;
motion = motion.slide(n);
lv = lv.slide(n);
colliders.push_back(collision);
} else {
break;
}
p_max_bounces--;
if (motion == Vector3())
break;
}
return lv;
}
bool KinematicBody::is_on_floor() const {
return on_floor;
}
bool KinematicBody::is_on_wall() const {
return on_wall;
}
bool KinematicBody::is_on_ceiling() const {
return on_ceiling;
}
Vector3 KinematicBody::get_floor_velocity() const {
return floor_velocity;
}
bool KinematicBody::test_move(const Transform &p_from, const Vector3 &p_motion) {
ERR_FAIL_COND_V(!is_inside_tree(), false);
return PhysicsServer::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, margin);
}
void KinematicBody::set_safe_margin(float p_margin) {
margin = p_margin;
}
float KinematicBody::get_safe_margin() const {
return margin;
}
int KinematicBody::get_collision_count() const {
return colliders.size();
}
Vector3 KinematicBody::get_collision_position(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector3());
return colliders[p_collision].collision;
}
Vector3 KinematicBody::get_collision_normal(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector3());
return colliders[p_collision].normal;
}
Vector3 KinematicBody::get_collision_travel(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector3());
return colliders[p_collision].travel;
}
Vector3 KinematicBody::get_collision_remainder(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector3());
return colliders[p_collision].remainder;
}
Object *KinematicBody::get_collision_local_shape(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
uint32_t owner = shape_find_owner(colliders[p_collision].local_shape);
return shape_owner_get_owner(owner);
}
Object *KinematicBody::get_collision_collider(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
if (colliders[p_collision].collider) {
return ObjectDB::get_instance(colliders[p_collision].collider);
}
return NULL;
}
ObjectID KinematicBody::get_collision_collider_id(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), 0);
return colliders[p_collision].collider;
}
Object *KinematicBody::get_collision_collider_shape(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
Object *collider = get_collision_collider(p_collision);
if (collider) {
CollisionObject *obj2d = collider->cast_to<CollisionObject>();
if (obj2d) {
uint32_t owner = shape_find_owner(colliders[p_collision].collider_shape);
return obj2d->shape_owner_get_owner(owner);
}
}
return NULL;
}
int KinematicBody::get_collision_collider_shape_index(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), -1);
return colliders[p_collision].collider_shape;
}
Vector3 KinematicBody::get_collision_collider_velocity(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector3());
return colliders[p_collision].collider_vel;
}
Variant KinematicBody::get_collision_collider_metadata(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), Variant());
return colliders[p_collision].collider_metadata;
}
void KinematicBody::_bind_methods() {
ClassDB::bind_method(D_METHOD("move", "rel_vec"), &KinematicBody::_move);
ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(0.05), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec"), &KinematicBody::test_move);
ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody::is_on_floor);
ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody::is_on_ceiling);
ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody::is_on_wall);
ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody::get_floor_velocity);
ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody::set_safe_margin);
ClassDB::bind_method(D_METHOD("get_safe_margin", "pixels"), &KinematicBody::get_safe_margin);
ClassDB::bind_method(D_METHOD("get_collision_count"), &KinematicBody::get_collision_count);
ClassDB::bind_method(D_METHOD("get_collision_position", "collision"), &KinematicBody::get_collision_position);
ClassDB::bind_method(D_METHOD("get_collision_normal", "collision"), &KinematicBody::get_collision_normal);
ClassDB::bind_method(D_METHOD("get_collision_travel", "collision"), &KinematicBody::get_collision_travel);
ClassDB::bind_method(D_METHOD("get_collision_remainder", "collision"), &KinematicBody::get_collision_remainder);
ClassDB::bind_method(D_METHOD("get_collision_local_shape", "collision"), &KinematicBody::get_collision_local_shape);
ClassDB::bind_method(D_METHOD("get_collision_collider", "collision"), &KinematicBody::get_collision_collider);
ClassDB::bind_method(D_METHOD("get_collision_collider_id", "collision"), &KinematicBody::get_collision_collider_id);
ClassDB::bind_method(D_METHOD("get_collision_collider_shape", "collision"), &KinematicBody::get_collision_collider_shape);
ClassDB::bind_method(D_METHOD("get_collision_collider_shape_index", "collision"), &KinematicBody::get_collision_collider_shape_index);
ClassDB::bind_method(D_METHOD("get_collision_collider_velocity", "collision"), &KinematicBody::get_collision_collider_velocity);
ClassDB::bind_method(D_METHOD("get_collision_collider_metadata", "collision"), &KinematicBody::get_collision_collider_metadata);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
}
KinematicBody::KinematicBody()
: PhysicsBody(PhysicsServer::BODY_MODE_KINEMATIC) {
margin = 0.001;
on_floor = false;
on_ceiling = false;
on_wall = false;
}
KinematicBody::~KinematicBody() {
}