/*************************************************************************/ /* physics_body_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /*************************************************************************/ #ifndef PHYSICS_BODY_2D_H #define PHYSICS_BODY_2D_H #include "scene/2d/collision_object_2d.h" #include "servers/physics_2d_server.h" #include "vset.h" class PhysicsBody2D : public CollisionObject2D { OBJ_TYPE(PhysicsBody2D,CollisionObject2D); uint32_t mask; uint32_t collision_mask; Vector2 one_way_collision_direction; float one_way_collision_max_depth; void _set_layers(uint32_t p_mask); uint32_t _get_layers() const; protected: void _notification(int p_what); PhysicsBody2D(Physics2DServer::BodyMode p_mode); static void _bind_methods(); public: void set_layer_mask(uint32_t p_mask); uint32_t get_layer_mask() 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_layer_mask_bit(int p_bit, bool p_value); bool get_layer_mask_bit(int p_bit) const; void add_collision_exception_with(Node* p_node); //must be physicsbody void remove_collision_exception_with(Node* p_node); void set_one_way_collision_direction(const Vector2& p_dir); Vector2 get_one_way_collision_direction() const; void set_one_way_collision_max_depth(float p_dir); float get_one_way_collision_max_depth() const; PhysicsBody2D(); }; class StaticBody2D : public PhysicsBody2D { OBJ_TYPE(StaticBody2D,PhysicsBody2D); Vector2 constant_linear_velocity; real_t constant_angular_velocity; real_t bounce; real_t friction; protected: static void _bind_methods(); public: void set_friction(real_t p_friction); real_t get_friction() const; void set_bounce(real_t p_bounce); real_t get_bounce() const; void set_constant_linear_velocity(const Vector2& p_vel); void set_constant_angular_velocity(real_t p_vel); Vector2 get_constant_linear_velocity() const; real_t get_constant_angular_velocity() const; StaticBody2D(); ~StaticBody2D(); }; class RigidBody2D : public PhysicsBody2D { OBJ_TYPE(RigidBody2D,PhysicsBody2D); public: enum Mode { MODE_RIGID, MODE_STATIC, MODE_CHARACTER, MODE_KINEMATIC, }; enum CCDMode { CCD_MODE_DISABLED, CCD_MODE_CAST_RAY, CCD_MODE_CAST_SHAPE, }; private: bool can_sleep; Physics2DDirectBodyState *state; Mode mode; real_t bounce; real_t mass; real_t friction; real_t gravity_scale; real_t linear_damp; real_t angular_damp; Vector2 linear_velocity; real_t angular_velocity; bool sleeping; int max_contacts_reported; bool custom_integrator; CCDMode ccd_mode; struct ShapePair { int body_shape; int local_shape; bool tagged; bool operator<(const ShapePair& p_sp) const { if (body_shape==p_sp.body_shape) return local_shape < p_sp.local_shape; else return body_shape < p_sp.body_shape; } ShapePair() {} ShapePair(int p_bs, int p_ls) { body_shape=p_bs; local_shape=p_ls; } }; struct RigidBody2D_RemoveAction { ObjectID body_id; ShapePair pair; }; struct BodyState { //int rc; bool in_scene; VSet shapes; }; struct ContactMonitor { bool locked; Map body_map; }; ContactMonitor *contact_monitor; void _body_enter_tree(ObjectID p_id); void _body_exit_tree(ObjectID p_id); void _body_inout(int p_status, ObjectID p_instance, int p_body_shape,int p_local_shape); void _direct_state_changed(Object *p_state); bool _test_motion(const Vector2& p_motion,float p_margin=0.08,const Ref& p_result=Ref()); protected: static void _bind_methods(); public: 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_weight(real_t p_weight); real_t get_weight() const; void set_friction(real_t p_friction); real_t get_friction() const; void set_bounce(real_t p_bounce); real_t get_bounce() const; 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); Vector2 get_linear_velocity() const; void set_axis_velocity(const Vector2& p_axis); 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; 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; void apply_impulse(const Vector2& p_offset, const Vector2& p_impulse); void set_applied_force(const Vector2& p_force); Vector2 get_applied_force() const; void set_applied_torque(const float p_torque); float get_applied_torque() const; void add_force(const Vector2& p_offset, const Vector2& p_force); Array get_colliding_bodies() const; //function for script RigidBody2D(); ~RigidBody2D(); }; VARIANT_ENUM_CAST(RigidBody2D::Mode); VARIANT_ENUM_CAST(RigidBody2D::CCDMode); class KinematicBody2D : public PhysicsBody2D { OBJ_TYPE(KinematicBody2D,PhysicsBody2D); float margin; bool colliding; Vector2 collision; Vector2 normal; Vector2 collider_vel; ObjectID collider; int collider_shape; Variant collider_metadata; Vector2 travel; Variant _get_collider() const; _FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const; protected: static void _bind_methods(); public: Vector2 move(const Vector2& p_motion); Vector2 move_to(const Vector2& p_position); bool test_move(const Vector2& p_motion); bool is_colliding() const; Vector2 get_travel() const; void revert_motion(); Vector2 get_collision_pos() const; Vector2 get_collision_normal() const; Vector2 get_collider_velocity() const; ObjectID get_collider() const; int get_collider_shape() const; Variant get_collider_metadata() const; void set_collision_margin(float p_margin); float get_collision_margin() const; KinematicBody2D(); ~KinematicBody2D(); }; #endif // PHYSICS_BODY_2D_H