940f3fde5c
Makes the API for forces and impulses more flexible, easier to understand and harmonized between 2D and 3D. Rigid bodies now have 3 sets of methods for forces and impulses: -apply_impulse() for impulses (one-shot and time independent) -apply_force() for forces (time dependent) applied for the current step -add_constant_force() for forces that keeps being applied each step Also updated the documentation to clarify the different methods and parameters in rigid body nodes, body direct state and physics servers.
486 lines
15 KiB
C++
486 lines
15 KiB
C++
/*************************************************************************/
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/* physics_body_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PHYSICS_BODY_2D_H
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#define PHYSICS_BODY_2D_H
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#include "core/templates/vset.h"
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#include "scene/2d/collision_object_2d.h"
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#include "scene/resources/physics_material.h"
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#include "servers/physics_server_2d.h"
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class KinematicCollision2D;
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class PhysicsBody2D : public CollisionObject2D {
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GDCLASS(PhysicsBody2D, CollisionObject2D);
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protected:
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static void _bind_methods();
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PhysicsBody2D(PhysicsServer2D::BodyMode p_mode);
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Ref<KinematicCollision2D> motion_cache;
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Ref<KinematicCollision2D> _move(const Vector2 &p_linear_velocity, bool p_test_only = false, real_t p_margin = 0.08);
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public:
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bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
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bool test_move(const Transform2D &p_from, const Vector2 &p_linear_velocity, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08);
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TypedArray<PhysicsBody2D> get_collision_exceptions();
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void add_collision_exception_with(Node *p_node); //must be physicsbody
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void remove_collision_exception_with(Node *p_node);
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virtual ~PhysicsBody2D();
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};
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class StaticBody2D : public PhysicsBody2D {
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GDCLASS(StaticBody2D, PhysicsBody2D);
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private:
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Vector2 constant_linear_velocity;
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real_t constant_angular_velocity = 0.0;
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Ref<PhysicsMaterial> physics_material_override;
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protected:
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static void _bind_methods();
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public:
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void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
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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);
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Vector2 get_constant_linear_velocity() const;
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real_t get_constant_angular_velocity() const;
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StaticBody2D(PhysicsServer2D::BodyMode p_mode = PhysicsServer2D::BODY_MODE_STATIC);
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private:
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void _reload_physics_characteristics();
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};
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class AnimatableBody2D : public StaticBody2D {
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GDCLASS(AnimatableBody2D, StaticBody2D);
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private:
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bool sync_to_physics = true;
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Transform2D last_valid_transform;
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static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state);
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void _body_state_changed(PhysicsDirectBodyState2D *p_state);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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AnimatableBody2D();
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private:
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void _update_kinematic_motion();
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void set_sync_to_physics(bool p_enable);
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bool is_sync_to_physics_enabled() const;
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};
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class RigidDynamicBody2D : public PhysicsBody2D {
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GDCLASS(RigidDynamicBody2D, PhysicsBody2D);
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public:
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enum FreezeMode {
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FREEZE_MODE_STATIC,
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FREEZE_MODE_KINEMATIC,
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};
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enum CenterOfMassMode {
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CENTER_OF_MASS_MODE_AUTO,
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CENTER_OF_MASS_MODE_CUSTOM,
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};
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enum DampMode {
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DAMP_MODE_COMBINE,
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DAMP_MODE_REPLACE,
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};
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enum CCDMode {
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CCD_MODE_DISABLED,
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CCD_MODE_CAST_RAY,
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CCD_MODE_CAST_SHAPE,
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};
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private:
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bool can_sleep = true;
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bool lock_rotation = false;
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bool freeze = false;
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FreezeMode freeze_mode = FREEZE_MODE_STATIC;
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real_t mass = 1.0;
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real_t inertia = 0.0;
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CenterOfMassMode center_of_mass_mode = CENTER_OF_MASS_MODE_AUTO;
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Vector2 center_of_mass;
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Ref<PhysicsMaterial> physics_material_override;
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real_t gravity_scale = 1.0;
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DampMode linear_damp_mode = DAMP_MODE_COMBINE;
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DampMode angular_damp_mode = DAMP_MODE_COMBINE;
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real_t linear_damp = 0.0;
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real_t angular_damp = 0.0;
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Vector2 linear_velocity;
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real_t angular_velocity = 0.0;
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bool sleeping = false;
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int max_contacts_reported = 0;
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bool custom_integrator = false;
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CCDMode ccd_mode = CCD_MODE_DISABLED;
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struct ShapePair {
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int body_shape = 0;
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int local_shape = 0;
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bool tagged = false;
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bool operator<(const ShapePair &p_sp) const {
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if (body_shape == p_sp.body_shape) {
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return local_shape < p_sp.local_shape;
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}
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return body_shape < p_sp.body_shape;
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}
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ShapePair() {}
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ShapePair(int p_bs, int p_ls) {
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body_shape = p_bs;
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local_shape = p_ls;
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}
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};
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struct RigidDynamicBody2D_RemoveAction {
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RID rid;
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ObjectID body_id;
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ShapePair pair;
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};
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struct BodyState {
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RID rid;
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//int rc;
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bool in_scene = false;
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VSet<ShapePair> shapes;
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};
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struct ContactMonitor {
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bool locked = false;
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Map<ObjectID, BodyState> body_map;
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};
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ContactMonitor *contact_monitor = nullptr;
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void _body_enter_tree(ObjectID p_id);
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void _body_exit_tree(ObjectID p_id);
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void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape);
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static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state);
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void _body_state_changed(PhysicsDirectBodyState2D *p_state);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const override;
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GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState2D *)
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void _apply_body_mode();
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public:
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void set_lock_rotation_enabled(bool p_lock_rotation);
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bool is_lock_rotation_enabled() const;
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void set_freeze_enabled(bool p_freeze);
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bool is_freeze_enabled() const;
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void set_freeze_mode(FreezeMode p_freeze_mode);
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FreezeMode get_freeze_mode() const;
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void set_mass(real_t p_mass);
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real_t get_mass() const;
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void set_inertia(real_t p_inertia);
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real_t get_inertia() const;
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void set_center_of_mass_mode(CenterOfMassMode p_mode);
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CenterOfMassMode get_center_of_mass_mode() const;
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void set_center_of_mass(const Vector2 &p_center_of_mass);
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const Vector2 &get_center_of_mass() const;
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void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
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Ref<PhysicsMaterial> get_physics_material_override() const;
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void set_gravity_scale(real_t p_gravity_scale);
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real_t get_gravity_scale() const;
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void set_linear_damp_mode(DampMode p_mode);
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DampMode get_linear_damp_mode() const;
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void set_angular_damp_mode(DampMode p_mode);
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DampMode get_angular_damp_mode() const;
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void set_linear_damp(real_t p_linear_damp);
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real_t get_linear_damp() const;
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void set_angular_damp(real_t p_angular_damp);
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real_t get_angular_damp() const;
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void set_linear_velocity(const Vector2 &p_velocity);
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Vector2 get_linear_velocity() const;
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void set_axis_velocity(const Vector2 &p_axis);
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void set_angular_velocity(real_t p_velocity);
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real_t get_angular_velocity() const;
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void set_use_custom_integrator(bool p_enable);
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bool is_using_custom_integrator();
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void set_sleeping(bool p_sleeping);
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bool is_sleeping() const;
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void set_can_sleep(bool p_active);
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bool is_able_to_sleep() const;
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void set_contact_monitor(bool p_enabled);
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bool is_contact_monitor_enabled() const;
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void set_max_contacts_reported(int p_amount);
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int get_max_contacts_reported() const;
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void set_continuous_collision_detection_mode(CCDMode p_mode);
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CCDMode get_continuous_collision_detection_mode() const;
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void apply_central_impulse(const Vector2 &p_impulse);
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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 apply_central_force(const Vector2 &p_force);
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void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
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void apply_torque(real_t p_torque);
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void add_constant_central_force(const Vector2 &p_force);
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void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
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void add_constant_torque(real_t p_torque);
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void set_constant_force(const Vector2 &p_force);
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Vector2 get_constant_force() const;
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void set_constant_torque(real_t p_torque);
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real_t get_constant_torque() const;
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TypedArray<Node2D> get_colliding_bodies() const; //function for script
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virtual TypedArray<String> get_configuration_warnings() const override;
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RigidDynamicBody2D();
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~RigidDynamicBody2D();
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private:
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void _reload_physics_characteristics();
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};
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VARIANT_ENUM_CAST(RigidDynamicBody2D::FreezeMode);
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VARIANT_ENUM_CAST(RigidDynamicBody2D::CenterOfMassMode);
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VARIANT_ENUM_CAST(RigidDynamicBody2D::DampMode);
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VARIANT_ENUM_CAST(RigidDynamicBody2D::CCDMode);
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class CharacterBody2D : public PhysicsBody2D {
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GDCLASS(CharacterBody2D, PhysicsBody2D);
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public:
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enum MotionMode {
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MOTION_MODE_GROUNDED,
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MOTION_MODE_FREE,
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};
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enum MovingPlatformApplyVelocityOnLeave {
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PLATFORM_VEL_ON_LEAVE_ALWAYS,
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PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY,
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PLATFORM_VEL_ON_LEAVE_NEVER,
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};
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bool move_and_slide();
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const Vector2 &get_motion_velocity() const;
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void set_motion_velocity(const Vector2 &p_velocity);
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bool is_on_floor() const;
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bool is_on_floor_only() const;
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bool is_on_wall() const;
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bool is_on_wall_only() const;
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bool is_on_ceiling() const;
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bool is_on_ceiling_only() const;
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const Vector2 &get_last_motion() const;
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Vector2 get_position_delta() const;
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const Vector2 &get_floor_normal() const;
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const Vector2 &get_wall_normal() const;
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const Vector2 &get_real_velocity() const;
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real_t get_floor_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
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const Vector2 &get_platform_velocity() const;
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int get_slide_collision_count() const;
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PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const;
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CharacterBody2D();
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~CharacterBody2D();
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private:
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real_t margin = 0.08;
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MotionMode motion_mode = MOTION_MODE_GROUNDED;
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MovingPlatformApplyVelocityOnLeave moving_platform_apply_velocity_on_leave = PLATFORM_VEL_ON_LEAVE_ALWAYS;
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bool floor_constant_speed = false;
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bool floor_stop_on_slope = true;
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bool floor_block_on_wall = true;
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bool slide_on_ceiling = true;
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int max_slides = 4;
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int platform_layer = 0;
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real_t floor_max_angle = Math::deg2rad((real_t)45.0);
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real_t floor_snap_length = 1;
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real_t free_mode_min_slide_angle = Math::deg2rad((real_t)15.0);
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Vector2 up_direction = Vector2(0.0, -1.0);
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uint32_t moving_platform_floor_layers = UINT32_MAX;
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uint32_t moving_platform_wall_layers = 0;
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Vector2 motion_velocity;
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Vector2 floor_normal;
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Vector2 platform_velocity;
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Vector2 wall_normal;
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Vector2 last_motion;
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Vector2 previous_position;
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Vector2 real_velocity;
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RID platform_rid;
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ObjectID platform_object_id;
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bool on_floor = false;
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bool on_ceiling = false;
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bool on_wall = false;
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Vector<PhysicsServer2D::MotionResult> motion_results;
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Vector<Ref<KinematicCollision2D>> slide_colliders;
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void set_safe_margin(real_t p_margin);
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real_t get_safe_margin() const;
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bool is_floor_stop_on_slope_enabled() const;
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void set_floor_stop_on_slope_enabled(bool p_enabled);
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bool is_floor_constant_speed_enabled() const;
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void set_floor_constant_speed_enabled(bool p_enabled);
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bool is_floor_block_on_wall_enabled() const;
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void set_floor_block_on_wall_enabled(bool p_enabled);
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bool is_slide_on_ceiling_enabled() const;
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void set_slide_on_ceiling_enabled(bool p_enabled);
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int get_max_slides() const;
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void set_max_slides(int p_max_slides);
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real_t get_floor_max_angle() const;
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void set_floor_max_angle(real_t p_radians);
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real_t get_floor_snap_length();
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void set_floor_snap_length(real_t p_floor_snap_length);
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real_t get_free_mode_min_slide_angle() const;
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void set_free_mode_min_slide_angle(real_t p_radians);
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uint32_t get_moving_platform_floor_layers() const;
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void set_moving_platform_floor_layers(const uint32_t p_exclude_layer);
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uint32_t get_moving_platform_wall_layers() const;
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void set_moving_platform_wall_layers(const uint32_t p_exclude_layer);
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void set_motion_mode(MotionMode p_mode);
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MotionMode get_motion_mode() const;
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void set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_velocity);
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MovingPlatformApplyVelocityOnLeave get_moving_platform_apply_velocity_on_leave() const;
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void _move_and_slide_free(double p_delta);
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void _move_and_slide_grounded(double p_delta, bool p_was_on_floor);
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Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
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Ref<KinematicCollision2D> _get_last_slide_collision();
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const Vector2 &get_up_direction() const;
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bool _on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up);
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void set_up_direction(const Vector2 &p_up_direction);
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void _set_collision_direction(const PhysicsServer2D::MotionResult &p_result);
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void _set_platform_data(const PhysicsServer2D::MotionResult &p_result);
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void _snap_on_floor(bool was_on_floor, bool vel_dir_facing_up);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const override;
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};
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VARIANT_ENUM_CAST(CharacterBody2D::MotionMode);
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VARIANT_ENUM_CAST(CharacterBody2D::MovingPlatformApplyVelocityOnLeave);
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class KinematicCollision2D : public RefCounted {
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GDCLASS(KinematicCollision2D, RefCounted);
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PhysicsBody2D *owner = nullptr;
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friend class PhysicsBody2D;
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friend class CharacterBody2D;
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PhysicsServer2D::MotionResult result;
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protected:
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static void _bind_methods();
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public:
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Vector2 get_position() const;
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Vector2 get_normal() const;
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Vector2 get_travel() const;
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Vector2 get_remainder() const;
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real_t get_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
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Object *get_local_shape() const;
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Object *get_collider() const;
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ObjectID get_collider_id() const;
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RID get_collider_rid() const;
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Object *get_collider_shape() const;
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int get_collider_shape_index() const;
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Vector2 get_collider_velocity() const;
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};
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#endif // PHYSICS_BODY_2D_H
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