godot/scene/2d/physics_body_2d.h

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/*************************************************************************/
/* physics_body_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
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#ifndef PHYSICS_BODY_2D_H
#define PHYSICS_BODY_2D_H
#include "core/templates/vset.h"
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#include "scene/2d/collision_object_2d.h"
#include "scene/resources/physics_material.h"
#include "servers/physics_server_2d.h"
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class KinematicCollision2D;
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class PhysicsBody2D : public CollisionObject2D {
GDCLASS(PhysicsBody2D, CollisionObject2D);
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uint32_t collision_layer;
uint32_t collision_mask;
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protected:
void _notification(int p_what);
PhysicsBody2D(PhysicsServer2D::BodyMode p_mode);
static void _bind_methods();
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public:
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void set_collision_layer(uint32_t p_layer);
uint32_t get_collision_layer() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
void set_collision_mask_bit(int p_bit, bool p_value);
bool get_collision_mask_bit(int p_bit) const;
void set_collision_layer_bit(int p_bit, bool p_value);
bool get_collision_layer_bit(int p_bit) const;
TypedArray<PhysicsBody2D> get_collision_exceptions();
void add_collision_exception_with(Node *p_node); //must be physicsbody
void remove_collision_exception_with(Node *p_node);
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PhysicsBody2D();
};
class StaticBody2D : public PhysicsBody2D {
GDCLASS(StaticBody2D, PhysicsBody2D);
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Vector2 constant_linear_velocity;
real_t constant_angular_velocity;
Ref<PhysicsMaterial> physics_material_override;
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protected:
static void _bind_methods();
public:
void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
Ref<PhysicsMaterial> get_physics_material_override() const;
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void set_constant_linear_velocity(const Vector2 &p_vel);
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void set_constant_angular_velocity(real_t p_vel);
Vector2 get_constant_linear_velocity() const;
real_t get_constant_angular_velocity() const;
StaticBody2D();
~StaticBody2D();
private:
void _reload_physics_characteristics();
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};
class RigidBody2D : public PhysicsBody2D {
GDCLASS(RigidBody2D, PhysicsBody2D);
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public:
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enum Mode {
MODE_RIGID,
MODE_STATIC,
MODE_CHARACTER,
MODE_KINEMATIC,
};
enum CCDMode {
CCD_MODE_DISABLED,
CCD_MODE_CAST_RAY,
CCD_MODE_CAST_SHAPE,
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};
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private:
bool can_sleep;
PhysicsDirectBodyState2D *state;
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Mode mode;
real_t mass;
Ref<PhysicsMaterial> physics_material_override;
real_t gravity_scale;
real_t linear_damp;
real_t angular_damp;
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Vector2 linear_velocity;
real_t angular_velocity;
bool sleeping;
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int max_contacts_reported;
bool custom_integrator;
CCDMode ccd_mode;
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struct ShapePair {
int body_shape;
int local_shape;
bool tagged;
bool operator<(const ShapePair &p_sp) const {
if (body_shape == p_sp.body_shape) {
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return local_shape < p_sp.local_shape;
}
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return body_shape < p_sp.body_shape;
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}
ShapePair() {}
ShapePair(int p_bs, int p_ls) {
body_shape = p_bs;
local_shape = p_ls;
}
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};
struct RigidBody2D_RemoveAction {
ObjectID body_id;
ShapePair pair;
};
struct BodyState {
//int rc;
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bool in_scene;
VSet<ShapePair> shapes;
};
struct ContactMonitor {
bool locked;
Map<ObjectID, BodyState> body_map;
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};
ContactMonitor *contact_monitor;
void _body_enter_tree(ObjectID p_id);
void _body_exit_tree(ObjectID p_id);
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void _body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape);
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void _direct_state_changed(Object *p_state);
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bool _test_motion(const Vector2 &p_motion, bool p_infinite_inertia = true, real_t p_margin = 0.08, const Ref<PhysicsTestMotionResult2D> &p_result = Ref<PhysicsTestMotionResult2D>());
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protected:
void _notification(int p_what);
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static void _bind_methods();
public:
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void set_mode(Mode p_mode);
Mode get_mode() const;
void set_mass(real_t p_mass);
real_t get_mass() const;
void set_inertia(real_t p_inertia);
real_t get_inertia() const;
void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
Ref<PhysicsMaterial> get_physics_material_override() const;
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void set_gravity_scale(real_t p_gravity_scale);
real_t get_gravity_scale() const;
void set_linear_damp(real_t p_linear_damp);
real_t get_linear_damp() const;
void set_angular_damp(real_t p_angular_damp);
real_t get_angular_damp() const;
void set_linear_velocity(const Vector2 &p_velocity);
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Vector2 get_linear_velocity() const;
void set_axis_velocity(const Vector2 &p_axis);
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void set_angular_velocity(real_t p_velocity);
real_t get_angular_velocity() const;
void set_use_custom_integrator(bool p_enable);
bool is_using_custom_integrator();
void set_sleeping(bool p_sleeping);
bool is_sleeping() const;
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void set_can_sleep(bool p_active);
bool is_able_to_sleep() const;
void set_contact_monitor(bool p_enabled);
bool is_contact_monitor_enabled() const;
void set_max_contacts_reported(int p_amount);
int get_max_contacts_reported() const;
void set_continuous_collision_detection_mode(CCDMode p_mode);
CCDMode get_continuous_collision_detection_mode() const;
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void apply_central_impulse(const Vector2 &p_impulse);
void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2());
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void apply_torque_impulse(real_t p_torque);
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void set_applied_force(const Vector2 &p_force);
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Vector2 get_applied_force() const;
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void set_applied_torque(const real_t p_torque);
real_t get_applied_torque() const;
void add_central_force(const Vector2 &p_force);
void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
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void add_torque(real_t p_torque);
TypedArray<Node2D> get_colliding_bodies() const; //function for script
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virtual String get_configuration_warning() const override;
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RigidBody2D();
~RigidBody2D();
private:
void _reload_physics_characteristics();
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};
VARIANT_ENUM_CAST(RigidBody2D::Mode);
VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
class KinematicBody2D : public PhysicsBody2D {
GDCLASS(KinematicBody2D, PhysicsBody2D);
public:
struct Collision {
Vector2 collision;
Vector2 normal;
Vector2 collider_vel;
ObjectID collider;
RID collider_rid;
int collider_shape;
Variant collider_metadata;
Vector2 remainder;
Vector2 travel;
int local_shape;
};
private:
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real_t margin;
Vector2 floor_normal;
Vector2 floor_velocity;
RID on_floor_body;
bool on_floor;
bool on_ceiling;
bool on_wall;
bool sync_to_physics;
Vector<Collision> colliders;
Vector<Ref<KinematicCollision2D>> slide_colliders;
Ref<KinematicCollision2D> motion_cache;
_FORCE_INLINE_ bool _ignores_mode(PhysicsServer2D::BodyMode) const;
Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
Transform2D last_valid_transform;
void _direct_state_changed(Object *p_state);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia = true);
bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision);
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void set_safe_margin(real_t p_margin);
real_t get_safe_margin() const;
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Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, real_t p_floor_max_angle = Math::deg2rad((real_t)45.0), bool p_infinite_inertia = true);
Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, real_t p_floor_max_angle = Math::deg2rad((real_t)45.0), bool p_infinite_inertia = true);
bool is_on_floor() const;
bool is_on_wall() const;
bool is_on_ceiling() const;
Vector2 get_floor_normal() const;
Vector2 get_floor_velocity() const;
int get_slide_count() const;
Collision get_slide_collision(int p_bounce) const;
void set_sync_to_physics(bool p_enable);
bool is_sync_to_physics_enabled() const;
KinematicBody2D();
~KinematicBody2D();
};
class KinematicCollision2D : public Reference {
GDCLASS(KinematicCollision2D, Reference);
KinematicBody2D *owner;
friend class KinematicBody2D;
KinematicBody2D::Collision collision;
protected:
static void _bind_methods();
public:
Vector2 get_position() const;
Vector2 get_normal() const;
Vector2 get_travel() const;
Vector2 get_remainder() const;
Object *get_local_shape() const;
Object *get_collider() const;
ObjectID get_collider_id() const;
Object *get_collider_shape() const;
int get_collider_shape_index() const;
Vector2 get_collider_velocity() const;
Variant get_collider_metadata() const;
KinematicCollision2D();
};
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#endif // PHYSICS_BODY_2D_H