godot/scene/2d/physics_body_2d.h
PouleyKetchoupp 4da3a87f7d Remove infinite inertia and ray shapes from CharacterBody
Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.

Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
2021-08-10 12:10:26 -07:00

384 lines
12 KiB
C++

/*************************************************************************/
/* physics_body_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
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#ifndef PHYSICS_BODY_2D_H
#define PHYSICS_BODY_2D_H
#include "core/templates/vset.h"
#include "scene/2d/collision_object_2d.h"
#include "scene/resources/physics_material.h"
#include "servers/physics_server_2d.h"
class KinematicCollision2D;
class PhysicsBody2D : public CollisionObject2D {
GDCLASS(PhysicsBody2D, CollisionObject2D);
protected:
static void _bind_methods();
PhysicsBody2D(PhysicsServer2D::BodyMode p_mode);
Ref<KinematicCollision2D> motion_cache;
Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_test_only = false, real_t p_margin = 0.08);
public:
bool move_and_collide(const Vector2 &p_motion, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_test_only = false, bool p_cancel_sliding = true, const Set<RID> &p_exclude = Set<RID>());
bool test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08);
TypedArray<PhysicsBody2D> get_collision_exceptions();
void add_collision_exception_with(Node *p_node); //must be physicsbody
void remove_collision_exception_with(Node *p_node);
virtual ~PhysicsBody2D();
};
class StaticBody2D : public PhysicsBody2D {
GDCLASS(StaticBody2D, PhysicsBody2D);
Vector2 constant_linear_velocity;
real_t constant_angular_velocity = 0.0;
Ref<PhysicsMaterial> physics_material_override;
bool kinematic_motion = false;
bool sync_to_physics = false;
Transform2D last_valid_transform;
void _direct_state_changed(Object *p_state);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
Ref<PhysicsMaterial> get_physics_material_override() 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;
virtual TypedArray<String> get_configuration_warnings() const override;
StaticBody2D();
private:
void _reload_physics_characteristics();
void _update_kinematic_motion();
void set_kinematic_motion_enabled(bool p_enabled);
bool is_kinematic_motion_enabled() const;
void set_sync_to_physics(bool p_enable);
bool is_sync_to_physics_enabled() const;
};
class RigidBody2D : public PhysicsBody2D {
GDCLASS(RigidBody2D, PhysicsBody2D);
public:
enum Mode {
MODE_DYNAMIC,
MODE_STATIC,
MODE_DYNAMIC_LOCKED,
MODE_KINEMATIC,
};
enum CCDMode {
CCD_MODE_DISABLED,
CCD_MODE_CAST_RAY,
CCD_MODE_CAST_SHAPE,
};
private:
bool can_sleep = true;
PhysicsDirectBodyState2D *state = nullptr;
Mode mode = MODE_DYNAMIC;
real_t mass = 1.0;
Ref<PhysicsMaterial> physics_material_override;
real_t gravity_scale = 1.0;
real_t linear_damp = -1.0;
real_t angular_damp = -1.0;
Vector2 linear_velocity;
real_t angular_velocity = 0.0;
bool sleeping = false;
int max_contacts_reported = 0;
bool custom_integrator = false;
CCDMode ccd_mode = CCD_MODE_DISABLED;
struct ShapePair {
int body_shape = 0;
int local_shape = 0;
bool tagged = false;
bool operator<(const ShapePair &p_sp) const {
if (body_shape == p_sp.body_shape) {
return local_shape < p_sp.local_shape;
}
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 {
RID rid;
ObjectID body_id;
ShapePair pair;
};
struct BodyState {
RID rid;
//int rc;
bool in_scene = false;
VSet<ShapePair> shapes;
};
struct ContactMonitor {
bool locked = false;
Map<ObjectID, BodyState> body_map;
};
ContactMonitor *contact_monitor = nullptr;
void _body_enter_tree(ObjectID p_id);
void _body_exit_tree(ObjectID p_id);
void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape);
void _direct_state_changed(Object *p_state);
protected:
void _notification(int p_what);
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_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
Ref<PhysicsMaterial> get_physics_material_override() 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_central_impulse(const Vector2 &p_impulse);
void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2());
void apply_torque_impulse(real_t p_torque);
void set_applied_force(const Vector2 &p_force);
Vector2 get_applied_force() const;
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());
void add_torque(real_t p_torque);
TypedArray<Node2D> get_colliding_bodies() const; //function for script
virtual TypedArray<String> get_configuration_warnings() const override;
RigidBody2D();
~RigidBody2D();
private:
void _reload_physics_characteristics();
};
VARIANT_ENUM_CAST(RigidBody2D::Mode);
VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
class CharacterBody2D : public PhysicsBody2D {
GDCLASS(CharacterBody2D, PhysicsBody2D);
private:
real_t margin = 0.08;
bool stop_on_slope = false;
bool constant_speed_on_floor = false;
bool move_on_floor_only = true;
bool slide_on_ceiling = true;
int max_slides = 4;
int platform_layer;
real_t floor_max_angle = Math::deg2rad((real_t)45.0);
float floor_snap_length = 0;
Vector2 up_direction = Vector2(0.0, -1.0);
uint32_t exclude_body_layers = 0;
Vector2 linear_velocity;
Vector2 floor_normal;
Vector2 platform_velocity;
RID platform_rid;
bool on_floor = false;
bool on_ceiling = false;
bool on_wall = false;
Vector<PhysicsServer2D::MotionResult> motion_results;
Vector<Ref<KinematicCollision2D>> slide_colliders;
void set_safe_margin(real_t p_margin);
real_t get_safe_margin() const;
bool is_stop_on_slope_enabled() const;
void set_stop_on_slope_enabled(bool p_enabled);
bool is_constant_speed_on_floor_enabled() const;
void set_constant_speed_on_floor_enabled(bool p_enabled);
bool is_move_on_floor_only_enabled() const;
void set_move_on_floor_only_enabled(bool p_enabled);
bool is_slide_on_ceiling_enabled() const;
void set_slide_on_ceiling_enabled(bool p_enabled);
int get_max_slides() const;
void set_max_slides(int p_max_slides);
real_t get_floor_max_angle() const;
void set_floor_max_angle(real_t p_radians);
real_t get_floor_snap_length();
void set_floor_snap_length(real_t p_floor_snap_length);
uint32_t get_exclude_body_layers() const;
void set_exclude_body_layers(const uint32_t p_exclude_layer);
Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
const Vector2 &get_up_direction() const;
bool _on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up);
void set_up_direction(const Vector2 &p_up_direction);
void _set_collision_direction(const PhysicsServer2D::MotionResult &p_result);
void _set_platform_data(const PhysicsServer2D::MotionResult &p_result);
void _snap_on_floor(bool was_on_floor, bool vel_dir_facing_up);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void move_and_slide();
const Vector2 &get_linear_velocity() const;
void set_linear_velocity(const Vector2 &p_velocity);
bool is_on_floor() const;
bool is_on_floor_only() const;
bool is_on_wall() const;
bool is_on_wall_only() const;
bool is_on_ceiling() const;
bool is_on_ceiling_only() const;
Vector2 get_floor_normal() const;
Vector2 get_platform_velocity() const;
int get_slide_count() const;
PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const;
CharacterBody2D();
~CharacterBody2D();
};
class KinematicCollision2D : public RefCounted {
GDCLASS(KinematicCollision2D, RefCounted);
PhysicsBody2D *owner = nullptr;
friend class PhysicsBody2D;
friend class CharacterBody2D;
PhysicsServer2D::MotionResult result;
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;
RID get_collider_rid() const;
Object *get_collider_shape() const;
int get_collider_shape_index() const;
Vector2 get_collider_velocity() const;
Variant get_collider_metadata() const;
};
#endif // PHYSICS_BODY_2D_H