godot/scene/2d/physics_body_2d.cpp
Hein-Pieter van Braam 0f687f0ccb Remove use of _SCS from ADD_METHOD
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00

1439 lines
42 KiB
C++

/*************************************************************************/
/* physics_body_2d.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "physics_body_2d.h"
#include "scene/scene_string_names.h"
void PhysicsBody2D::_notification(int p_what) {
/*
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_collision_layer(p_mask);
set_collision_mask(p_mask);
}
uint32_t PhysicsBody2D::_get_layers() const{
return get_collision_layer();
}
void PhysicsBody2D::_bind_methods() {
ClassDB::bind_method(_MD("set_collision_layer","mask"),&PhysicsBody2D::set_collision_layer);
ClassDB::bind_method(_MD("get_collision_layer"),&PhysicsBody2D::get_collision_layer);
ClassDB::bind_method(_MD("set_collision_mask","mask"),&PhysicsBody2D::set_collision_mask);
ClassDB::bind_method(_MD("get_collision_mask"),&PhysicsBody2D::get_collision_mask);
ClassDB::bind_method(_MD("set_collision_mask_bit","bit","value"),&PhysicsBody2D::set_collision_mask_bit);
ClassDB::bind_method(_MD("get_collision_mask_bit","bit"),&PhysicsBody2D::get_collision_mask_bit);
ClassDB::bind_method(_MD("set_collision_layer_bit","bit","value"),&PhysicsBody2D::set_collision_layer_bit);
ClassDB::bind_method(_MD("get_collision_layer_bit","bit"),&PhysicsBody2D::get_collision_layer_bit);
ClassDB::bind_method(_MD("_set_layers","mask"),&PhysicsBody2D::_set_layers);
ClassDB::bind_method(_MD("_get_layers"),&PhysicsBody2D::_get_layers);
ClassDB::bind_method(_MD("set_one_way_collision_direction","dir"),&PhysicsBody2D::set_one_way_collision_direction);
ClassDB::bind_method(_MD("get_one_way_collision_direction"),&PhysicsBody2D::get_one_way_collision_direction);
ClassDB::bind_method(_MD("set_one_way_collision_max_depth","depth"),&PhysicsBody2D::set_one_way_collision_max_depth);
ClassDB::bind_method(_MD("get_one_way_collision_max_depth"),&PhysicsBody2D::get_one_way_collision_max_depth);
ClassDB::bind_method(_MD("add_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::add_collision_exception_with);
ClassDB::bind_method(_MD("remove_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::remove_collision_exception_with);
ADD_PROPERTY(PropertyInfo(Variant::INT,"layers",PROPERTY_HINT_LAYERS_2D_PHYSICS,"",0),"_set_layers","_get_layers"); //for backwards compat
ADD_GROUP("Collision","collision_");
ADD_PROPERTY(PropertyInfo(Variant::INT,"collision_layer",PROPERTY_HINT_LAYERS_2D_PHYSICS),"set_collision_layer","get_collision_layer");
ADD_PROPERTY(PropertyInfo(Variant::INT,"collision_mask",PROPERTY_HINT_LAYERS_2D_PHYSICS),"set_collision_mask","get_collision_mask");
ADD_GROUP("","");
ADD_PROPERTYNZ(PropertyInfo(Variant::VECTOR2,"one_way_collision/direction"),"set_one_way_collision_direction","get_one_way_collision_direction");
ADD_PROPERTYNZ(PropertyInfo(Variant::REAL,"one_way_collision/max_depth"),"set_one_way_collision_max_depth","get_one_way_collision_max_depth");
}
void PhysicsBody2D::set_collision_layer(uint32_t p_mask) {
mask=p_mask;
Physics2DServer::get_singleton()->body_set_layer_mask(get_rid(),p_mask);
}
uint32_t PhysicsBody2D::get_collision_layer() const {
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_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 PhysicsBody2D::get_collision_layer_bit(int p_bit) const{
return get_collision_layer()&(1<<p_bit);
}
PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode) : CollisionObject2D( Physics2DServer::get_singleton()->body_create(p_mode), false) {
mask=1;
collision_mask=1;
set_one_way_collision_max_depth(0);
set_pickable(false);
}
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) {
constant_linear_velocity=p_vel;
Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_LINEAR_VELOCITY,constant_linear_velocity);
}
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);
}
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
void StaticBody2D::_update_xform() {
if (!pre_xform || !pending)
return;
setting=true;
Transform2D 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
void StaticBody2D::set_friction(real_t p_friction){
ERR_FAIL_COND(p_friction<0 || p_friction>1);
friction=p_friction;
Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_FRICTION,friction);
}
real_t StaticBody2D::get_friction() const{
return friction;
}
void StaticBody2D::set_bounce(real_t p_bounce){
ERR_FAIL_COND(p_bounce<0 || p_bounce>1);
bounce=p_bounce;
Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_BOUNCE,bounce);
}
real_t StaticBody2D::get_bounce() const{
return bounce;
}
void StaticBody2D::_bind_methods() {
ClassDB::bind_method(_MD("set_constant_linear_velocity","vel"),&StaticBody2D::set_constant_linear_velocity);
ClassDB::bind_method(_MD("set_constant_angular_velocity","vel"),&StaticBody2D::set_constant_angular_velocity);
ClassDB::bind_method(_MD("get_constant_linear_velocity"),&StaticBody2D::get_constant_linear_velocity);
ClassDB::bind_method(_MD("get_constant_angular_velocity"),&StaticBody2D::get_constant_angular_velocity);
ClassDB::bind_method(_MD("set_friction","friction"),&StaticBody2D::set_friction);
ClassDB::bind_method(_MD("get_friction"),&StaticBody2D::get_friction);
ClassDB::bind_method(_MD("set_bounce","bounce"),&StaticBody2D::set_bounce);
ClassDB::bind_method(_MD("get_bounce"),&StaticBody2D::get_bounce);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2,"constant_linear_velocity"),"set_constant_linear_velocity","get_constant_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::REAL,"constant_angular_velocity"),"set_constant_angular_velocity","get_constant_angular_velocity");
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");
}
StaticBody2D::StaticBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_STATIC) {
constant_angular_velocity=0;
bounce=0;
friction=1;
}
StaticBody2D::~StaticBody2D() {
}
void RigidBody2D::_body_enter_tree(ObjectID p_id) {
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);
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_entered,node);
for(int i=0;i<E->get().shapes.size();i++) {
emit_signal(SceneStringNames::get_singleton()->body_shape_entered,p_id,node,E->get().shapes[i].body_shape,E->get().shapes[i].local_shape);
}
contact_monitor->locked=false;
}
void RigidBody2D::_body_exit_tree(ObjectID p_id) {
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);
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_exited,node);
for(int i=0;i<E->get().shapes.size();i++) {
emit_signal(SceneStringNames::get_singleton()->body_shape_exited,p_id,node,E->get().shapes[i].body_shape,E->get().shapes[i].local_shape);
}
contact_monitor->locked=false;
}
void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shape,int p_local_shape) {
bool body_in = p_status==1;
ObjectID objid=p_instance;
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);
/*if (obj) {
if (body_in)
print_line("in: "+String(obj->call("get_name")));
else
print_line("out: "+String(obj->call("get_name")));
}*/
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();
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_scene) {
emit_signal(SceneStringNames::get_singleton()->body_entered,node);
}
}
//E->get().rc++;
}
if (node)
E->get().shapes.insert(ShapePair(p_body_shape,p_local_shape));
if (E->get().in_scene) {
emit_signal(SceneStringNames::get_singleton()->body_shape_entered,objid,node,p_body_shape,p_local_shape);
}
} else {
//E->get().rc--;
if (node)
E->get().shapes.erase(ShapePair(p_body_shape,p_local_shape));
bool in_scene = E->get().in_scene;
if (E->get().shapes.empty()) {
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_scene)
emit_signal(SceneStringNames::get_singleton()->body_exited,obj);
}
contact_monitor->body_map.erase(E);
}
if (node && in_scene) {
emit_signal(SceneStringNames::get_singleton()->body_shape_exited,objid,obj,p_body_shape,p_local_shape);
}
}
}
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();
return Physics2DServer::get_singleton()->body_test_motion(get_rid(),get_global_transform(),p_motion,p_margin,r);
}
void RigidBody2D::_direct_state_changed(Object *p_state) {
//eh.. fuck
#ifdef DEBUG_ENABLED
state=p_state->cast_to<Physics2DDirectBodyState>();
#else
state=(Physics2DDirectBodyState*)p_state; //trust it
#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
if (contact_monitor) {
contact_monitor->locked=true;
//untag all
int rc=0;
for( Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.front();E;E=E->next()) {
for(int i=0;i<E->get().shapes.size();i++) {
E->get().shapes[i].tagged=false;
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;
//put the ones to add
for(int i=0;i<state->get_contact_count();i++) {
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;
Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(obj);
if (!E) {
toadd[toadd_count].local_shape=local_shape;
toadd[toadd_count].id=obj;
toadd[toadd_count].shape=shape;
toadd_count++;
continue;
}
ShapePair sp( shape,local_shape );
int idx = E->get().shapes.find(sp);
if (idx==-1) {
toadd[toadd_count].local_shape=local_shape;
toadd[toadd_count].id=obj;
toadd[toadd_count].shape=shape;
toadd_count++;
continue;
}
E->get().shapes[idx].tagged=true;
}
//put the ones to remove
for( Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.front();E;E=E->next()) {
for(int i=0;i<E->get().shapes.size();i++) {
if (!E->get().shapes[i].tagged) {
toremove[toremove_count].body_id=E->key();
toremove[toremove_count].pair=E->get().shapes[i];
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);
}
//process aditions
for(int i=0;i<toadd_count;i++) {
_body_inout(1,toadd[i].id,toadd[i].shape,toadd[i].local_shape);
}
contact_monitor->locked=false;
}
state=NULL;
}
void RigidBody2D::set_mode(Mode p_mode) {
mode=p_mode;
switch(p_mode) {
case MODE_RIGID: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_RIGID);
} break;
case MODE_STATIC: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_STATIC);
} break;
case MODE_KINEMATIC: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_KINEMATIC);
} break;
case MODE_CHARACTER: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_CHARACTER);
} break;
}
}
RigidBody2D::Mode RigidBody2D::get_mode() const{
return mode;
}
void RigidBody2D::set_mass(real_t p_mass){
ERR_FAIL_COND(p_mass<=0);
mass=p_mass;
_change_notify("mass");
_change_notify("weight");
Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_MASS,mass);
}
real_t RigidBody2D::get_mass() const{
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){
set_mass(p_weight/9.8);
}
real_t RigidBody2D::get_weight() const{
return mass*9.8;
}
void RigidBody2D::set_friction(real_t p_friction){
ERR_FAIL_COND(p_friction<0 || p_friction>1);
friction=p_friction;
Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_FRICTION,friction);
}
real_t RigidBody2D::get_friction() const{
return friction;
}
void RigidBody2D::set_bounce(real_t p_bounce){
ERR_FAIL_COND(p_bounce<0 || p_bounce>1);
bounce=p_bounce;
Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_BOUNCE,bounce);
}
real_t RigidBody2D::get_bounce() const{
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) {
Vector2 v = state? state->get_linear_velocity() : linear_velocity;
Vector2 axis = p_axis.normalized();
v-=axis*axis.dot(v);
v+=p_axis;
if (state) {
set_linear_velocity(v);
} else {
Physics2DServer::get_singleton()->body_set_axis_velocity(get_rid(),p_axis);
linear_velocity=v;
}
}
void RigidBody2D::set_linear_velocity(const Vector2& p_velocity){
linear_velocity=p_velocity;
if (state)
state->set_linear_velocity(linear_velocity);
else {
Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_LINEAR_VELOCITY,linear_velocity);
}
}
Vector2 RigidBody2D::get_linear_velocity() const{
return linear_velocity;
}
void RigidBody2D::set_angular_velocity(real_t p_velocity){
angular_velocity=p_velocity;
if (state)
state->set_angular_velocity(angular_velocity);
else
Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_ANGULAR_VELOCITY,angular_velocity);
}
real_t RigidBody2D::get_angular_velocity() const{
return angular_velocity;
}
void RigidBody2D::set_use_custom_integrator(bool p_enable){
if (custom_integrator==p_enable)
return;
custom_integrator=p_enable;
Physics2DServer::get_singleton()->body_set_omit_force_integration(get_rid(),p_enable);
}
bool RigidBody2D::is_using_custom_integrator(){
return custom_integrator;
}
void RigidBody2D::set_sleeping(bool p_sleeping) {
sleeping=p_sleeping;
Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_SLEEPING,sleeping);
}
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);
}
bool RigidBody2D::is_able_to_sleep() const {
return can_sleep;
}
bool RigidBody2D::is_sleeping() const {
return sleeping;
}
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);
}
int RigidBody2D::get_max_contacts_reported() const{
return max_contacts_reported;
}
void RigidBody2D::apply_impulse(const Vector2& p_offset, const Vector2& p_impulse) {
Physics2DServer::get_singleton()->body_apply_impulse(get_rid(),p_offset,p_impulse);
}
void RigidBody2D::set_applied_force(const Vector2& p_force) {
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);
}
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));
}
RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const {
return ccd_mode;
}
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;
}
void RigidBody2D::set_contact_monitor(bool p_enabled) {
if (p_enabled==is_contact_monitor_enabled())
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()) {
//clean up mess
}
memdelete( contact_monitor );
contact_monitor=NULL;
} else {
contact_monitor = memnew( ContactMonitor );
contact_monitor->locked=false;
}
}
bool RigidBody2D::is_contact_monitor_enabled() const {
return contact_monitor!=NULL;
}
void RigidBody2D::_bind_methods() {
ClassDB::bind_method(_MD("set_mode","mode"),&RigidBody2D::set_mode);
ClassDB::bind_method(_MD("get_mode"),&RigidBody2D::get_mode);
ClassDB::bind_method(_MD("set_mass","mass"),&RigidBody2D::set_mass);
ClassDB::bind_method(_MD("get_mass"),&RigidBody2D::get_mass);
ClassDB::bind_method(_MD("get_inertia"),&RigidBody2D::get_inertia);
ClassDB::bind_method(_MD("set_inertia","inertia"),&RigidBody2D::set_inertia);
ClassDB::bind_method(_MD("set_weight","weight"),&RigidBody2D::set_weight);
ClassDB::bind_method(_MD("get_weight"),&RigidBody2D::get_weight);
ClassDB::bind_method(_MD("set_friction","friction"),&RigidBody2D::set_friction);
ClassDB::bind_method(_MD("get_friction"),&RigidBody2D::get_friction);
ClassDB::bind_method(_MD("set_bounce","bounce"),&RigidBody2D::set_bounce);
ClassDB::bind_method(_MD("get_bounce"),&RigidBody2D::get_bounce);
ClassDB::bind_method(_MD("set_gravity_scale","gravity_scale"),&RigidBody2D::set_gravity_scale);
ClassDB::bind_method(_MD("get_gravity_scale"),&RigidBody2D::get_gravity_scale);
ClassDB::bind_method(_MD("set_linear_damp","linear_damp"),&RigidBody2D::set_linear_damp);
ClassDB::bind_method(_MD("get_linear_damp"),&RigidBody2D::get_linear_damp);
ClassDB::bind_method(_MD("set_angular_damp","angular_damp"),&RigidBody2D::set_angular_damp);
ClassDB::bind_method(_MD("get_angular_damp"),&RigidBody2D::get_angular_damp);
ClassDB::bind_method(_MD("set_linear_velocity","linear_velocity"),&RigidBody2D::set_linear_velocity);
ClassDB::bind_method(_MD("get_linear_velocity"),&RigidBody2D::get_linear_velocity);
ClassDB::bind_method(_MD("set_angular_velocity","angular_velocity"),&RigidBody2D::set_angular_velocity);
ClassDB::bind_method(_MD("get_angular_velocity"),&RigidBody2D::get_angular_velocity);
ClassDB::bind_method(_MD("set_max_contacts_reported","amount"),&RigidBody2D::set_max_contacts_reported);
ClassDB::bind_method(_MD("get_max_contacts_reported"),&RigidBody2D::get_max_contacts_reported);
ClassDB::bind_method(_MD("set_use_custom_integrator","enable"),&RigidBody2D::set_use_custom_integrator);
ClassDB::bind_method(_MD("is_using_custom_integrator"),&RigidBody2D::is_using_custom_integrator);
ClassDB::bind_method(_MD("set_contact_monitor","enabled"),&RigidBody2D::set_contact_monitor);
ClassDB::bind_method(_MD("is_contact_monitor_enabled"),&RigidBody2D::is_contact_monitor_enabled);
ClassDB::bind_method(_MD("set_continuous_collision_detection_mode","mode"),&RigidBody2D::set_continuous_collision_detection_mode);
ClassDB::bind_method(_MD("get_continuous_collision_detection_mode"),&RigidBody2D::get_continuous_collision_detection_mode);
ClassDB::bind_method(_MD("set_axis_velocity","axis_velocity"),&RigidBody2D::set_axis_velocity);
ClassDB::bind_method(_MD("apply_impulse","offset","impulse"),&RigidBody2D::apply_impulse);
ClassDB::bind_method(_MD("set_applied_force","force"),&RigidBody2D::set_applied_force);
ClassDB::bind_method(_MD("get_applied_force"),&RigidBody2D::get_applied_force);
ClassDB::bind_method(_MD("set_applied_torque","torque"),&RigidBody2D::set_applied_torque);
ClassDB::bind_method(_MD("get_applied_torque"),&RigidBody2D::get_applied_torque);
ClassDB::bind_method(_MD("add_force","offset","force"),&RigidBody2D::add_force);
ClassDB::bind_method(_MD("set_sleeping","sleeping"),&RigidBody2D::set_sleeping);
ClassDB::bind_method(_MD("is_sleeping"),&RigidBody2D::is_sleeping);
ClassDB::bind_method(_MD("set_can_sleep","able_to_sleep"),&RigidBody2D::set_can_sleep);
ClassDB::bind_method(_MD("is_able_to_sleep"),&RigidBody2D::is_able_to_sleep);
ClassDB::bind_method(_MD("test_motion","motion","margin","result:Physics2DTestMotionResult"),&RigidBody2D::_test_motion,DEFVAL(0.08),DEFVAL(Variant()));
ClassDB::bind_method(_MD("_direct_state_changed"),&RigidBody2D::_direct_state_changed);
ClassDB::bind_method(_MD("_body_enter_tree"),&RigidBody2D::_body_enter_tree);
ClassDB::bind_method(_MD("_body_exit_tree"),&RigidBody2D::_body_exit_tree);
ClassDB::bind_method(_MD("get_colliding_bodies"),&RigidBody2D::get_colliding_bodies);
BIND_VMETHOD(MethodInfo("_integrate_forces",PropertyInfo(Variant::OBJECT,"state:Physics2DDirectBodyState")));
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::INT,"continuous_cd",PROPERTY_HINT_ENUM,"Disabled,Cast Ray,Cast Shape"),"set_continuous_collision_detection_mode","get_continuous_collision_detection_mode");
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_GROUP("Linear","linear_");
ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"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::REAL,"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");
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"));
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 );
}
RigidBody2D::RigidBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_RIGID) {
mode=MODE_RIGID;
bounce=0;
mass=1;
friction=1;
gravity_scale=1;
linear_damp=-1;
angular_damp=-1;
max_contacts_reported=0;
state=NULL;
angular_velocity=0;
sleeping=false;
ccd_mode=CCD_MODE_DISABLED;
custom_integrator=false;
contact_monitor=NULL;
can_sleep=true;
Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(),this,"_direct_state_changed");
}
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() {
Transform2D gt = get_global_transform();
gt.elements[2]-=travel;
travel=Vector2();
set_global_transform(gt);
}
Vector2 KinematicBody2D::get_travel() const {
return travel;
}
Vector2 KinematicBody2D::move(const Vector2& p_motion) {
#if 1
Transform2D gt = get_global_transform();
Physics2DServer::MotionResult result;
colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(),gt,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;
}
Transform2D 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
Transform2D 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;
Transform2D gt = get_global_transform();
gt.elements[2]+=motion;
set_global_transform(gt);
return p_motion-motion;
#endif
}
Vector2 KinematicBody2D::move_and_slide(const Vector2& p_linear_velocity,const Vector2& p_floor_direction,float p_slope_stop_min_velocity,int p_max_bounces) {
Vector2 motion = (move_and_slide_floor_velocity+p_linear_velocity)*get_fixed_process_delta_time();
Vector2 lv = p_linear_velocity;
move_and_slide_on_floor=false;
move_and_slide_on_ceiling=false;
move_and_slide_on_wall=false;
move_and_slide_colliders.clear();
move_and_slide_floor_velocity=Vector2();
while(p_max_bounces) {
motion=move(motion);
if (is_colliding()) {
if (p_floor_direction==Vector2()) {
//all is a wall
move_and_slide_on_wall=true;
} else {
if ( get_collision_normal().dot(p_floor_direction) > Math::cos(Math::deg2rad((float)45))) { //floor
move_and_slide_on_floor=true;
move_and_slide_floor_velocity=get_collider_velocity();
if (get_travel().length()<1 && ABS((lv.x-move_and_slide_floor_velocity.x))<p_slope_stop_min_velocity) {
revert_motion();
return Vector2();
}
} else if ( get_collision_normal().dot(p_floor_direction) < Math::cos(Math::deg2rad((float)45))) { //ceiling
move_and_slide_on_ceiling=true;
} else {
move_and_slide_on_wall=true;
}
}
motion=get_collision_normal().slide(motion);
lv=get_collision_normal().slide(lv);
Variant collider = _get_collider();
if (collider.get_type()!=Variant::NIL) {
move_and_slide_colliders.push_back(collider);
}
} else {
break;
}
p_max_bounces--;
if (motion==Vector2())
break;
}
return lv;
}
bool KinematicBody2D::is_move_and_slide_on_floor() const {
return move_and_slide_on_floor;
}
bool KinematicBody2D::is_move_and_slide_on_wall() const{
return move_and_slide_on_wall;
}
bool KinematicBody2D::is_move_and_slide_on_ceiling() const{
return move_and_slide_on_ceiling;
}
Array KinematicBody2D::get_move_and_slide_colliders() const{
return move_and_slide_colliders;
}
Vector2 KinematicBody2D::move_to(const Vector2& p_position) {
return move(p_position-get_global_position());
}
bool KinematicBody2D::test_move(const Transform2D& p_from,const Vector2& p_motion) {
ERR_FAIL_COND_V(!is_inside_tree(),false);
return Physics2DServer::get_singleton()->body_test_motion(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() {
ClassDB::bind_method(_MD("move","rel_vec"),&KinematicBody2D::move);
ClassDB::bind_method(_MD("move_to","position"),&KinematicBody2D::move_to);
ClassDB::bind_method(_MD("move_and_slide","linear_velocity","floor_normal","slope_stop_min_velocity","max_bounces"),&KinematicBody2D::move_and_slide,DEFVAL(Vector2(0,0)),DEFVAL(5),DEFVAL(4));
ClassDB::bind_method(_MD("test_move","from","rel_vec"),&KinematicBody2D::test_move);
ClassDB::bind_method(_MD("get_travel"),&KinematicBody2D::get_travel);
ClassDB::bind_method(_MD("revert_motion"),&KinematicBody2D::revert_motion);
ClassDB::bind_method(_MD("is_colliding"),&KinematicBody2D::is_colliding);
ClassDB::bind_method(_MD("get_collision_pos"),&KinematicBody2D::get_collision_pos);
ClassDB::bind_method(_MD("get_collision_normal"),&KinematicBody2D::get_collision_normal);
ClassDB::bind_method(_MD("get_collider_velocity"),&KinematicBody2D::get_collider_velocity);
ClassDB::bind_method(_MD("get_collider:Variant"),&KinematicBody2D::_get_collider);
ClassDB::bind_method(_MD("get_collider_shape"),&KinematicBody2D::get_collider_shape);
ClassDB::bind_method(_MD("get_collider_metadata:Variant"),&KinematicBody2D::get_collider_metadata);
ClassDB::bind_method(_MD("get_move_and_slide_colliders"),&KinematicBody2D::get_move_and_slide_colliders);
ClassDB::bind_method(_MD("is_move_and_slide_on_floor"),&KinematicBody2D::is_move_and_slide_on_floor);
ClassDB::bind_method(_MD("is_move_and_slide_on_ceiling"),&KinematicBody2D::is_move_and_slide_on_ceiling);
ClassDB::bind_method(_MD("is_move_and_slide_on_wall"),&KinematicBody2D::is_move_and_slide_on_wall);
ClassDB::bind_method(_MD("set_collision_margin","pixels"),&KinematicBody2D::set_collision_margin);
ClassDB::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"),"set_collision_margin","get_collision_margin");
}
KinematicBody2D::KinematicBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC){
colliding=false;
collider=0;
collider_shape=0;
margin=0.08;
move_and_slide_on_floor=false;
move_and_slide_on_ceiling=false;
move_and_slide_on_wall=false;
}
KinematicBody2D::~KinematicBody2D() {
}