1697 lines
66 KiB
C++
1697 lines
66 KiB
C++
/*************************************************************************/
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/* physics_body_2d.cpp */
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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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#include "physics_body_2d.h"
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#include "core/config/engine.h"
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#include "core/core_string_names.h"
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#include "core/math/math_funcs.h"
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#include "core/object/class_db.h"
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#include "core/templates/list.h"
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#include "core/templates/rid.h"
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#include "scene/scene_string_names.h"
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void PhysicsBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only", "safe_margin"), &PhysicsBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false), DEFVAL(0.08));
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ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "collision", "safe_margin"), &PhysicsBody2D::test_move, DEFVAL(true), DEFVAL(true), DEFVAL(Variant()), DEFVAL(0.08));
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ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions);
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ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with);
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ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody2D::remove_collision_exception_with);
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}
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PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) :
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CollisionObject2D(PhysicsServer2D::get_singleton()->body_create(), false) {
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set_body_mode(p_mode);
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set_pickable(false);
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}
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PhysicsBody2D::~PhysicsBody2D() {
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if (motion_cache.is_valid()) {
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motion_cache->owner = nullptr;
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}
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}
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Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only, real_t p_margin) {
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PhysicsServer2D::MotionResult result;
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if (move_and_collide(p_motion, p_infinite_inertia, result, p_margin, p_exclude_raycast_shapes, p_test_only)) {
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if (motion_cache.is_null()) {
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motion_cache.instantiate();
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motion_cache->owner = this;
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}
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motion_cache->result = result;
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return motion_cache;
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}
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return Ref<KinematicCollision2D>();
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}
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bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes, bool p_test_only, bool p_cancel_sliding, const Set<RID> &p_exclude) {
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if (is_only_update_transform_changes_enabled()) {
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ERR_PRINT("Move functions do not work together with 'sync to physics' option. Please read the documentation.");
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}
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Transform2D gt = get_global_transform();
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bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, p_margin, &r_result, p_exclude_raycast_shapes, p_exclude);
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// Restore direction of motion to be along original motion,
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// in order to avoid sliding due to recovery,
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// but only if collision depth is low enough to avoid tunneling.
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if (p_cancel_sliding) {
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real_t motion_length = p_motion.length();
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real_t precision = 0.001;
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if (colliding) {
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// Can't just use margin as a threshold because collision depth is calculated on unsafe motion,
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// so even in normal resting cases the depth can be a bit more than the margin.
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precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction);
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if (r_result.collision_depth > (real_t)p_margin + precision) {
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p_cancel_sliding = false;
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}
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}
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if (p_cancel_sliding) {
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// When motion is null, recovery is the resulting motion.
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Vector2 motion_normal;
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if (motion_length > CMP_EPSILON) {
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motion_normal = p_motion / motion_length;
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}
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// Check depth of recovery.
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real_t projected_length = r_result.motion.dot(motion_normal);
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Vector2 recovery = r_result.motion - motion_normal * projected_length;
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real_t recovery_length = recovery.length();
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// Fixes cases where canceling slide causes the motion to go too deep into the ground,
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// because we're only taking rest information into account and not general recovery.
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if (recovery_length < (real_t)p_margin + precision) {
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// Apply adjustment to motion.
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r_result.motion = motion_normal * projected_length;
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r_result.remainder = p_motion - r_result.motion;
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}
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}
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}
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if (!p_test_only) {
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gt.elements[2] += r_result.motion;
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set_global_transform(gt);
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}
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return colliding;
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}
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bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, const Ref<KinematicCollision2D> &r_collision, real_t p_margin) {
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ERR_FAIL_COND_V(!is_inside_tree(), false);
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PhysicsServer2D::MotionResult *r = nullptr;
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if (r_collision.is_valid()) {
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// Needs const_cast because method bindings don't support non-const Ref.
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r = const_cast<PhysicsServer2D::MotionResult *>(&r_collision->result);
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}
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return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, p_margin, r, p_exclude_raycast_shapes);
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}
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TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() {
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List<RID> exceptions;
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PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions);
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Array ret;
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for (const RID &body : exceptions) {
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ObjectID instance_id = PhysicsServer2D::get_singleton()->body_get_object_instance_id(body);
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Object *obj = ObjectDB::get_instance(instance_id);
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PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(obj);
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ret.append(physics_body);
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}
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return ret;
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}
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void PhysicsBody2D::add_collision_exception_with(Node *p_node) {
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ERR_FAIL_NULL(p_node);
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PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(p_node);
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ERR_FAIL_COND_MSG(!physics_body, "Collision exception only works between two objects of PhysicsBody2D type.");
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PhysicsServer2D::get_singleton()->body_add_collision_exception(get_rid(), physics_body->get_rid());
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}
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void PhysicsBody2D::remove_collision_exception_with(Node *p_node) {
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ERR_FAIL_NULL(p_node);
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PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(p_node);
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ERR_FAIL_COND_MSG(!physics_body, "Collision exception only works between two objects of PhysicsBody2D type.");
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PhysicsServer2D::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid());
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}
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void StaticBody2D::set_constant_linear_velocity(const Vector2 &p_vel) {
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constant_linear_velocity = p_vel;
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if (kinematic_motion) {
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_update_kinematic_motion();
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} else {
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PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
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}
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}
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void StaticBody2D::set_constant_angular_velocity(real_t p_vel) {
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constant_angular_velocity = p_vel;
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if (kinematic_motion) {
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_update_kinematic_motion();
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} else {
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PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
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}
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}
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Vector2 StaticBody2D::get_constant_linear_velocity() const {
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return constant_linear_velocity;
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}
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real_t StaticBody2D::get_constant_angular_velocity() const {
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return constant_angular_velocity;
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}
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void StaticBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
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if (physics_material_override.is_valid()) {
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if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &StaticBody2D::_reload_physics_characteristics))) {
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physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &StaticBody2D::_reload_physics_characteristics));
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}
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}
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physics_material_override = p_physics_material_override;
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if (physics_material_override.is_valid()) {
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physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &StaticBody2D::_reload_physics_characteristics));
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}
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_reload_physics_characteristics();
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}
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Ref<PhysicsMaterial> StaticBody2D::get_physics_material_override() const {
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return physics_material_override;
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}
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void StaticBody2D::set_kinematic_motion_enabled(bool p_enabled) {
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if (p_enabled == kinematic_motion) {
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return;
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}
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kinematic_motion = p_enabled;
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if (kinematic_motion) {
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set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC);
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} else {
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set_body_mode(PhysicsServer2D::BODY_MODE_STATIC);
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}
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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update_configuration_warnings();
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return;
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}
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#endif
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_update_kinematic_motion();
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}
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bool StaticBody2D::is_kinematic_motion_enabled() const {
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return kinematic_motion;
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}
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void StaticBody2D::set_sync_to_physics(bool p_enable) {
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if (sync_to_physics == p_enable) {
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return;
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}
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sync_to_physics = p_enable;
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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update_configuration_warnings();
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return;
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}
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#endif
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if (kinematic_motion) {
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_update_kinematic_motion();
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}
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}
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bool StaticBody2D::is_sync_to_physics_enabled() const {
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return sync_to_physics;
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}
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void StaticBody2D::_direct_state_changed(Object *p_state) {
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if (!sync_to_physics) {
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return;
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}
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PhysicsDirectBodyState2D *state = Object::cast_to<PhysicsDirectBodyState2D>(p_state);
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ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState2D object as argument");
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last_valid_transform = state->get_transform();
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set_notify_local_transform(false);
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set_global_transform(last_valid_transform);
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set_notify_local_transform(true);
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}
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TypedArray<String> StaticBody2D::get_configuration_warnings() const {
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TypedArray<String> warnings = PhysicsBody2D::get_configuration_warnings();
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if (sync_to_physics && !kinematic_motion) {
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warnings.push_back(TTR("Sync to physics works only when kinematic motion is enabled."));
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}
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return warnings;
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}
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void StaticBody2D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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last_valid_transform = get_global_transform();
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} break;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
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// Used by sync to physics, send the new transform to the physics...
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Transform2D new_transform = get_global_transform();
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real_t delta_time = get_physics_process_delta_time();
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new_transform.translate(constant_linear_velocity * delta_time);
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new_transform.set_rotation(new_transform.get_rotation() + constant_angular_velocity * delta_time);
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PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
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// ... but then revert changes.
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set_notify_local_transform(false);
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set_global_transform(last_valid_transform);
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set_notify_local_transform(true);
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} break;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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ERR_FAIL_COND(!kinematic_motion);
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Transform2D new_transform = get_global_transform();
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real_t delta_time = get_physics_process_delta_time();
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new_transform.translate(constant_linear_velocity * delta_time);
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new_transform.set_rotation(new_transform.get_rotation() + constant_angular_velocity * delta_time);
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if (sync_to_physics) {
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// Propagate transform change to node.
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set_global_transform(new_transform);
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} else {
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PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
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// Propagate transform change to node.
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set_block_transform_notify(true);
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set_global_transform(new_transform);
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set_block_transform_notify(false);
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}
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} break;
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}
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}
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void StaticBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody2D::set_constant_linear_velocity);
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ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody2D::set_constant_angular_velocity);
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ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody2D::get_constant_linear_velocity);
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ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody2D::get_constant_angular_velocity);
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ClassDB::bind_method(D_METHOD("set_kinematic_motion_enabled", "enabled"), &StaticBody2D::set_kinematic_motion_enabled);
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ClassDB::bind_method(D_METHOD("is_kinematic_motion_enabled"), &StaticBody2D::is_kinematic_motion_enabled);
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ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody2D::set_physics_material_override);
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ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody2D::get_physics_material_override);
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ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &StaticBody2D::set_sync_to_physics);
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ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &StaticBody2D::is_sync_to_physics_enabled);
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|
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
|
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "kinematic_motion"), "set_kinematic_motion_enabled", "is_kinematic_motion_enabled");
|
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
|
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}
|
||
|
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StaticBody2D::StaticBody2D() :
|
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PhysicsBody2D(PhysicsServer2D::BODY_MODE_STATIC) {
|
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}
|
||
|
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void StaticBody2D::_reload_physics_characteristics() {
|
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if (physics_material_override.is_null()) {
|
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PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0);
|
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PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1);
|
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} else {
|
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PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
|
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PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
|
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}
|
||
}
|
||
|
||
void StaticBody2D::_update_kinematic_motion() {
|
||
#ifdef TOOLS_ENABLED
|
||
if (Engine::get_singleton()->is_editor_hint()) {
|
||
return;
|
||
}
|
||
#endif
|
||
|
||
if (kinematic_motion && sync_to_physics) {
|
||
PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &StaticBody2D::_direct_state_changed));
|
||
set_only_update_transform_changes(true);
|
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set_notify_local_transform(true);
|
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} else {
|
||
PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), Callable());
|
||
set_only_update_transform_changes(false);
|
||
set_notify_local_transform(false);
|
||
}
|
||
|
||
bool needs_physics_process = false;
|
||
if (kinematic_motion) {
|
||
if (!Math::is_zero_approx(constant_angular_velocity) || !constant_linear_velocity.is_equal_approx(Vector2())) {
|
||
needs_physics_process = true;
|
||
}
|
||
}
|
||
|
||
set_physics_process_internal(needs_physics_process);
|
||
}
|
||
|
||
void RigidBody2D::_body_enter_tree(ObjectID p_id) {
|
||
Object *obj = ObjectDB::get_instance(p_id);
|
||
Node *node = Object::cast_to<Node>(obj);
|
||
ERR_FAIL_COND(!node);
|
||
|
||
ERR_FAIL_COND(!contact_monitor);
|
||
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, E->get().rid, 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 = Object::cast_to<Node>(obj);
|
||
ERR_FAIL_COND(!node);
|
||
ERR_FAIL_COND(!contact_monitor);
|
||
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, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
|
||
}
|
||
|
||
contact_monitor->locked = false;
|
||
}
|
||
|
||
void RigidBody2D::_body_inout(int p_status, const RID &p_body, 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 = Object::cast_to<Node>(obj);
|
||
|
||
ERR_FAIL_COND(!contact_monitor);
|
||
Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(objid);
|
||
|
||
ERR_FAIL_COND(!body_in && !E);
|
||
|
||
if (body_in) {
|
||
if (!E) {
|
||
E = contact_monitor->body_map.insert(objid, BodyState());
|
||
E->get().rid = p_body;
|
||
//E->get().rc=0;
|
||
E->get().in_scene = node && node->is_inside_tree();
|
||
if (node) {
|
||
node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree), make_binds(objid));
|
||
node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_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, p_body, 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.is_empty()) {
|
||
if (node) {
|
||
node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree));
|
||
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree));
|
||
if (in_scene) {
|
||
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
|
||
}
|
||
}
|
||
|
||
contact_monitor->body_map.erase(E);
|
||
}
|
||
if (node && in_scene) {
|
||
emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, node, p_body_shape, p_local_shape);
|
||
}
|
||
}
|
||
}
|
||
|
||
struct _RigidBody2DInOut {
|
||
RID rid;
|
||
ObjectID id;
|
||
int shape = 0;
|
||
int local_shape = 0;
|
||
};
|
||
|
||
void RigidBody2D::_direct_state_changed(Object *p_state) {
|
||
#ifdef DEBUG_ENABLED
|
||
state = Object::cast_to<PhysicsDirectBodyState2D>(p_state);
|
||
ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState2D object as argument");
|
||
#else
|
||
state = (PhysicsDirectBodyState2D *)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++) {
|
||
RID rid = state->get_contact_collider(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].rid = rid;
|
||
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].rid = rid;
|
||
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].rid = E->get().rid;
|
||
toremove[toremove_count].body_id = E->key();
|
||
toremove[toremove_count].pair = E->get().shapes[i];
|
||
toremove_count++;
|
||
}
|
||
}
|
||
}
|
||
|
||
//process removals
|
||
|
||
for (int i = 0; i < toremove_count; i++) {
|
||
_body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
|
||
}
|
||
|
||
//process additions
|
||
|
||
for (int i = 0; i < toadd_count; i++) {
|
||
_body_inout(1, toadd[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
|
||
}
|
||
|
||
contact_monitor->locked = false;
|
||
}
|
||
|
||
state = nullptr;
|
||
}
|
||
|
||
void RigidBody2D::set_mode(Mode p_mode) {
|
||
mode = p_mode;
|
||
switch (p_mode) {
|
||
case MODE_DYNAMIC: {
|
||
set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC);
|
||
} break;
|
||
case MODE_STATIC: {
|
||
set_body_mode(PhysicsServer2D::BODY_MODE_STATIC);
|
||
|
||
} break;
|
||
case MODE_KINEMATIC: {
|
||
set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC);
|
||
|
||
} break;
|
||
case MODE_DYNAMIC_LOCKED: {
|
||
set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC_LOCKED);
|
||
|
||
} 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;
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::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);
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, p_inertia);
|
||
}
|
||
|
||
real_t RigidBody2D::get_inertia() const {
|
||
return PhysicsServer2D::get_singleton()->body_get_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA);
|
||
}
|
||
|
||
void RigidBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
|
||
if (physics_material_override.is_valid()) {
|
||
if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody2D::_reload_physics_characteristics))) {
|
||
physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody2D::_reload_physics_characteristics));
|
||
}
|
||
}
|
||
|
||
physics_material_override = p_physics_material_override;
|
||
|
||
if (physics_material_override.is_valid()) {
|
||
physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody2D::_reload_physics_characteristics));
|
||
}
|
||
_reload_physics_characteristics();
|
||
}
|
||
|
||
Ref<PhysicsMaterial> RigidBody2D::get_physics_material_override() const {
|
||
return physics_material_override;
|
||
}
|
||
|
||
void RigidBody2D::set_gravity_scale(real_t p_gravity_scale) {
|
||
gravity_scale = p_gravity_scale;
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::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;
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::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;
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::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 {
|
||
PhysicsServer2D::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 {
|
||
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::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 {
|
||
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::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;
|
||
PhysicsServer2D::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;
|
||
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_SLEEPING, sleeping);
|
||
}
|
||
|
||
void RigidBody2D::set_can_sleep(bool p_active) {
|
||
can_sleep = p_active;
|
||
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::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;
|
||
PhysicsServer2D::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_central_impulse(const Vector2 &p_impulse) {
|
||
PhysicsServer2D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
|
||
}
|
||
|
||
void RigidBody2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
|
||
PhysicsServer2D::get_singleton()->body_apply_impulse(get_rid(), p_impulse, p_position);
|
||
}
|
||
|
||
void RigidBody2D::apply_torque_impulse(real_t p_torque) {
|
||
PhysicsServer2D::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque);
|
||
}
|
||
|
||
void RigidBody2D::set_applied_force(const Vector2 &p_force) {
|
||
PhysicsServer2D::get_singleton()->body_set_applied_force(get_rid(), p_force);
|
||
};
|
||
|
||
Vector2 RigidBody2D::get_applied_force() const {
|
||
return PhysicsServer2D::get_singleton()->body_get_applied_force(get_rid());
|
||
};
|
||
|
||
void RigidBody2D::set_applied_torque(const real_t p_torque) {
|
||
PhysicsServer2D::get_singleton()->body_set_applied_torque(get_rid(), p_torque);
|
||
};
|
||
|
||
real_t RigidBody2D::get_applied_torque() const {
|
||
return PhysicsServer2D::get_singleton()->body_get_applied_torque(get_rid());
|
||
};
|
||
|
||
void RigidBody2D::add_central_force(const Vector2 &p_force) {
|
||
PhysicsServer2D::get_singleton()->body_add_central_force(get_rid(), p_force);
|
||
}
|
||
|
||
void RigidBody2D::add_force(const Vector2 &p_force, const Vector2 &p_position) {
|
||
PhysicsServer2D::get_singleton()->body_add_force(get_rid(), p_force, p_position);
|
||
}
|
||
|
||
void RigidBody2D::add_torque(const real_t p_torque) {
|
||
PhysicsServer2D::get_singleton()->body_add_torque(get_rid(), p_torque);
|
||
}
|
||
|
||
void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
|
||
ccd_mode = p_mode;
|
||
PhysicsServer2D::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(), PhysicsServer2D::CCDMode(p_mode));
|
||
}
|
||
|
||
RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const {
|
||
return ccd_mode;
|
||
}
|
||
|
||
TypedArray<Node2D> RigidBody2D::get_colliding_bodies() const {
|
||
ERR_FAIL_COND_V(!contact_monitor, Array());
|
||
|
||
TypedArray<Node2D> 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) {
|
||
ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead.");
|
||
|
||
for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
|
||
//clean up mess
|
||
Object *obj = ObjectDB::get_instance(E->key());
|
||
Node *node = Object::cast_to<Node>(obj);
|
||
|
||
if (node) {
|
||
node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree));
|
||
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree));
|
||
}
|
||
}
|
||
|
||
memdelete(contact_monitor);
|
||
contact_monitor = nullptr;
|
||
} else {
|
||
contact_monitor = memnew(ContactMonitor);
|
||
contact_monitor->locked = false;
|
||
}
|
||
}
|
||
|
||
bool RigidBody2D::is_contact_monitor_enabled() const {
|
||
return contact_monitor != nullptr;
|
||
}
|
||
|
||
void RigidBody2D::_notification(int p_what) {
|
||
#ifdef TOOLS_ENABLED
|
||
switch (p_what) {
|
||
case NOTIFICATION_ENTER_TREE: {
|
||
if (Engine::get_singleton()->is_editor_hint()) {
|
||
set_notify_local_transform(true); //used for warnings and only in editor
|
||
}
|
||
} break;
|
||
|
||
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
|
||
if (Engine::get_singleton()->is_editor_hint()) {
|
||
update_configuration_warnings();
|
||
}
|
||
} break;
|
||
}
|
||
#endif
|
||
}
|
||
|
||
TypedArray<String> RigidBody2D::get_configuration_warnings() const {
|
||
Transform2D t = get_transform();
|
||
|
||
TypedArray<String> warnings = CollisionObject2D::get_configuration_warnings();
|
||
|
||
if ((get_mode() == MODE_DYNAMIC || get_mode() == MODE_DYNAMIC_LOCKED) && (ABS(t.elements[0].length() - 1.0) > 0.05 || ABS(t.elements[1].length() - 1.0) > 0.05)) {
|
||
warnings.push_back(TTR("Size changes to RigidBody2D (in dynamic modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
|
||
}
|
||
|
||
return warnings;
|
||
}
|
||
|
||
void RigidBody2D::_bind_methods() {
|
||
ClassDB::bind_method(D_METHOD("set_mode", "mode"), &RigidBody2D::set_mode);
|
||
ClassDB::bind_method(D_METHOD("get_mode"), &RigidBody2D::get_mode);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody2D::set_mass);
|
||
ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody2D::get_mass);
|
||
|
||
ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody2D::get_inertia);
|
||
ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody2D::set_inertia);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody2D::set_physics_material_override);
|
||
ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody2D::get_physics_material_override);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody2D::set_gravity_scale);
|
||
ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody2D::get_gravity_scale);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody2D::set_linear_damp);
|
||
ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody2D::get_linear_damp);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody2D::set_angular_damp);
|
||
ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody2D::get_angular_damp);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody2D::set_linear_velocity);
|
||
ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody2D::get_linear_velocity);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody2D::set_angular_velocity);
|
||
ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody2D::get_angular_velocity);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody2D::set_max_contacts_reported);
|
||
ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody2D::get_max_contacts_reported);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody2D::set_use_custom_integrator);
|
||
ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody2D::is_using_custom_integrator);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody2D::set_contact_monitor);
|
||
ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody2D::is_contact_monitor_enabled);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_continuous_collision_detection_mode", "mode"), &RigidBody2D::set_continuous_collision_detection_mode);
|
||
ClassDB::bind_method(D_METHOD("get_continuous_collision_detection_mode"), &RigidBody2D::get_continuous_collision_detection_mode);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody2D::set_axis_velocity);
|
||
ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody2D::apply_central_impulse, Vector2());
|
||
ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidBody2D::apply_impulse, Vector2());
|
||
ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidBody2D::apply_torque_impulse);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_applied_force", "force"), &RigidBody2D::set_applied_force);
|
||
ClassDB::bind_method(D_METHOD("get_applied_force"), &RigidBody2D::get_applied_force);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_applied_torque", "torque"), &RigidBody2D::set_applied_torque);
|
||
ClassDB::bind_method(D_METHOD("get_applied_torque"), &RigidBody2D::get_applied_torque);
|
||
|
||
ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidBody2D::add_central_force);
|
||
ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidBody2D::add_force, Vector2());
|
||
ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidBody2D::add_torque);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody2D::set_sleeping);
|
||
ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody2D::is_sleeping);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep);
|
||
ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep);
|
||
|
||
ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);
|
||
|
||
BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectBodyState2D")));
|
||
|
||
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Dynamic,Static,DynamicLocked,Kinematic"), "set_mode", "get_mode");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,65535,0.01,exp"), "set_mass", "get_mass");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inertia", PROPERTY_HINT_RANGE, "0.01,65535,0.01,exp", PROPERTY_USAGE_NONE), "set_inertia", "get_inertia");
|
||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "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::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
|
||
ADD_GROUP("Angular", "angular_");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
|
||
ADD_GROUP("Applied Forces", "applied_");
|
||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "applied_force"), "set_applied_force", "get_applied_force");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "applied_torque"), "set_applied_torque", "get_applied_torque");
|
||
|
||
ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
|
||
ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
|
||
ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
|
||
ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
|
||
ADD_SIGNAL(MethodInfo("sleeping_state_changed"));
|
||
|
||
BIND_ENUM_CONSTANT(MODE_DYNAMIC);
|
||
BIND_ENUM_CONSTANT(MODE_STATIC);
|
||
BIND_ENUM_CONSTANT(MODE_DYNAMIC_LOCKED);
|
||
BIND_ENUM_CONSTANT(MODE_KINEMATIC);
|
||
|
||
BIND_ENUM_CONSTANT(CCD_MODE_DISABLED);
|
||
BIND_ENUM_CONSTANT(CCD_MODE_CAST_RAY);
|
||
BIND_ENUM_CONSTANT(CCD_MODE_CAST_SHAPE);
|
||
}
|
||
|
||
RigidBody2D::RigidBody2D() :
|
||
PhysicsBody2D(PhysicsServer2D::BODY_MODE_DYNAMIC) {
|
||
PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &RigidBody2D::_direct_state_changed));
|
||
}
|
||
|
||
RigidBody2D::~RigidBody2D() {
|
||
if (contact_monitor) {
|
||
memdelete(contact_monitor);
|
||
}
|
||
}
|
||
|
||
void RigidBody2D::_reload_physics_characteristics() {
|
||
if (physics_material_override.is_null()) {
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0);
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1);
|
||
} else {
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
|
||
}
|
||
}
|
||
|
||
//////////////////////////
|
||
|
||
// So, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
|
||
#define FLOOR_ANGLE_THRESHOLD 0.01
|
||
|
||
void CharacterBody2D::move_and_slide() {
|
||
// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky.
|
||
float delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
|
||
|
||
Vector2 current_platform_velocity = platform_velocity;
|
||
|
||
if ((on_floor || on_wall) && platform_rid.is_valid()) {
|
||
bool excluded = (exclude_body_layers & platform_layer) != 0;
|
||
if (!excluded) {
|
||
// This approach makes sure there is less delay between the actual body velocity and the one we saved.
|
||
PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(platform_rid);
|
||
if (bs) {
|
||
Transform2D gt = get_global_transform();
|
||
Vector2 local_position = gt.elements[2] - bs->get_transform().elements[2];
|
||
current_platform_velocity = bs->get_velocity_at_local_position(local_position);
|
||
}
|
||
} else {
|
||
current_platform_velocity = Vector2();
|
||
}
|
||
}
|
||
|
||
motion_results.clear();
|
||
|
||
bool was_on_floor = on_floor;
|
||
on_floor = false;
|
||
on_ceiling = false;
|
||
on_wall = false;
|
||
|
||
if (!current_platform_velocity.is_equal_approx(Vector2())) {
|
||
PhysicsServer2D::MotionResult floor_result;
|
||
Set<RID> exclude;
|
||
exclude.insert(platform_rid);
|
||
if (move_and_collide(current_platform_velocity * delta, infinite_inertia, floor_result, true, false, false, false, exclude)) {
|
||
motion_results.push_back(floor_result);
|
||
_set_collision_direction(floor_result);
|
||
}
|
||
}
|
||
|
||
Vector2 motion = linear_velocity * delta;
|
||
Vector2 motion_slide_up = motion.slide(up_direction);
|
||
|
||
Vector2 prev_platform_velocity = current_platform_velocity;
|
||
Vector2 prev_floor_normal = floor_normal;
|
||
RID prev_platform_rid = platform_rid;
|
||
int prev_platform_layer = platform_layer;
|
||
|
||
platform_rid = RID();
|
||
floor_normal = Vector2();
|
||
platform_velocity = Vector2();
|
||
|
||
// No sliding on first attempt to keep floor motion stable when possible,
|
||
// When stop on slope is enabled or when there is no up direction.
|
||
bool sliding_enabled = !stop_on_slope || up_direction == Vector2();
|
||
// Constant speed can be applied only the first time sliding is enabled.
|
||
bool can_apply_constant_speed = sliding_enabled;
|
||
bool first_slide = true;
|
||
bool vel_dir_facing_up = linear_velocity.dot(up_direction) > 0;
|
||
Vector2 last_travel;
|
||
|
||
for (int iteration = 0; iteration < max_slides; ++iteration) {
|
||
PhysicsServer2D::MotionResult result;
|
||
bool found_collision = false;
|
||
|
||
Vector2 prev_position = get_global_transform().elements[2];
|
||
|
||
for (int i = 0; i < 2; ++i) {
|
||
bool collided;
|
||
if (i == 0) { // Collide.
|
||
collided = move_and_collide(motion, infinite_inertia, result, margin, true, false, !sliding_enabled);
|
||
} else { // Separate raycasts (if any).
|
||
collided = separate_raycast_shapes(result);
|
||
if (collided) {
|
||
result.remainder = motion; // Keep.
|
||
result.motion = Vector2();
|
||
}
|
||
}
|
||
|
||
if (collided) {
|
||
found_collision = true;
|
||
motion_results.push_back(result);
|
||
_set_collision_direction(result);
|
||
|
||
if (on_floor && stop_on_slope && (linear_velocity.normalized() + up_direction).length() < 0.01) {
|
||
Transform2D gt = get_global_transform();
|
||
if (result.motion.length() > margin) {
|
||
gt.elements[2] -= result.motion.slide(up_direction);
|
||
} else {
|
||
gt.elements[2] -= result.motion;
|
||
}
|
||
set_global_transform(gt);
|
||
linear_velocity = Vector2();
|
||
motion = Vector2();
|
||
break;
|
||
}
|
||
|
||
if (result.remainder.is_equal_approx(Vector2())) {
|
||
motion = Vector2();
|
||
break;
|
||
}
|
||
|
||
// Move on floor only checks.
|
||
if (move_on_floor_only && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) {
|
||
// Avoid to move forward on a wall if move_on_floor_only is true.
|
||
if (was_on_floor && !is_on_floor_only() && !vel_dir_facing_up) {
|
||
// If the movement is large the body can be prevented from reaching the walls.
|
||
if (result.motion.length() <= margin) {
|
||
// Cancels the motion.
|
||
Transform2D gt = get_global_transform();
|
||
gt.elements[2] -= result.motion;
|
||
set_global_transform(gt);
|
||
}
|
||
on_floor = true;
|
||
platform_rid = prev_platform_rid;
|
||
platform_layer = prev_platform_layer;
|
||
|
||
platform_velocity = prev_platform_velocity;
|
||
floor_normal = prev_floor_normal;
|
||
linear_velocity = Vector2();
|
||
motion = Vector2();
|
||
break;
|
||
}
|
||
// Prevents the body from being able to climb a slope when it moves forward against the wall.
|
||
else if (!is_on_floor_only()) {
|
||
motion = up_direction * up_direction.dot(result.remainder);
|
||
motion = motion.slide(result.collision_normal);
|
||
} else {
|
||
motion = result.remainder;
|
||
}
|
||
}
|
||
// Constant Speed when the slope is upward.
|
||
else if (constant_speed_on_floor && is_on_floor_only() && can_apply_constant_speed && was_on_floor && motion.dot(result.collision_normal) < 0) {
|
||
can_apply_constant_speed = false;
|
||
Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
|
||
if (!motion_slide_norm.is_equal_approx(Vector2())) {
|
||
motion = motion_slide_norm * (motion_slide_up.length() - result.motion.slide(up_direction).length() - last_travel.slide(up_direction).length());
|
||
}
|
||
}
|
||
// Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
|
||
else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up)) {
|
||
Vector2 slide_motion = result.remainder.slide(result.collision_normal);
|
||
if (slide_motion.dot(linear_velocity) > 0.0) {
|
||
motion = slide_motion;
|
||
} else {
|
||
motion = Vector2();
|
||
}
|
||
if (slide_on_ceiling && on_ceiling) {
|
||
// Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall.
|
||
if (vel_dir_facing_up) {
|
||
linear_velocity = linear_velocity.slide(result.collision_normal);
|
||
} else {
|
||
// Avoid acceleration in slope when falling.
|
||
linear_velocity = up_direction * up_direction.dot(linear_velocity);
|
||
}
|
||
}
|
||
}
|
||
// No sliding on first attempt to keep floor motion stable when possible.
|
||
else {
|
||
motion = result.remainder;
|
||
if (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) {
|
||
linear_velocity = linear_velocity.slide(up_direction);
|
||
motion = motion.slide(up_direction);
|
||
}
|
||
}
|
||
|
||
last_travel = result.motion;
|
||
}
|
||
// When you move forward in a downward slope you don’t collide because you will be in the air.
|
||
// This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied.
|
||
else if (i == 0 && constant_speed_on_floor && first_slide && _on_floor_if_snapped(was_on_floor, vel_dir_facing_up)) {
|
||
can_apply_constant_speed = false;
|
||
sliding_enabled = true;
|
||
Transform2D gt = get_global_transform();
|
||
gt.elements[2] = prev_position;
|
||
set_global_transform(gt);
|
||
|
||
Vector2 motion_slide_norm = motion.slide(prev_floor_normal).normalized();
|
||
if (!motion_slide_norm.is_equal_approx(Vector2())) {
|
||
motion = motion_slide_norm * (motion_slide_up.length());
|
||
found_collision = true;
|
||
}
|
||
}
|
||
}
|
||
can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
|
||
sliding_enabled = true;
|
||
first_slide = false;
|
||
|
||
if (!found_collision || motion.is_equal_approx(Vector2())) {
|
||
break;
|
||
}
|
||
}
|
||
|
||
_snap_on_floor(was_on_floor, vel_dir_facing_up);
|
||
|
||
if (!on_floor && !on_wall) {
|
||
// Add last platform velocity when just left a moving platform.
|
||
linear_velocity += current_platform_velocity;
|
||
}
|
||
|
||
// Reset the gravity accumulation when touching the ground.
|
||
if (on_floor && !vel_dir_facing_up) {
|
||
linear_velocity = linear_velocity.slide(up_direction);
|
||
}
|
||
}
|
||
|
||
void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) {
|
||
if (Math::is_equal_approx(floor_snap_length, 0) || up_direction == Vector2() || on_floor || !was_on_floor || vel_dir_facing_up) {
|
||
return;
|
||
}
|
||
|
||
Transform2D gt = get_global_transform();
|
||
PhysicsServer2D::MotionResult result;
|
||
if (move_and_collide(up_direction * -floor_snap_length, infinite_inertia, result, margin, false, true, false)) {
|
||
bool apply = true;
|
||
float collision_angle = Math::acos(result.collision_normal.dot(up_direction));
|
||
if (collision_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
||
on_floor = true;
|
||
floor_normal = result.collision_normal;
|
||
platform_velocity = result.collider_velocity;
|
||
_set_platform_data(result);
|
||
|
||
if (stop_on_slope) {
|
||
// move and collide may stray the object a bit because of pre un-stucking,
|
||
// so only ensure that motion happens on floor direction in this case.
|
||
if (result.motion.length() > margin) {
|
||
result.motion = up_direction * up_direction.dot(result.motion);
|
||
} else {
|
||
result.motion = Vector2();
|
||
}
|
||
}
|
||
} else {
|
||
apply = false;
|
||
}
|
||
|
||
if (apply) {
|
||
gt.elements[2] += result.motion;
|
||
set_global_transform(gt);
|
||
}
|
||
}
|
||
}
|
||
|
||
bool CharacterBody2D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up) {
|
||
if (Math::is_equal_approx(floor_snap_length, 0) || up_direction == Vector2() || on_floor || !was_on_floor || vel_dir_facing_up) {
|
||
return false;
|
||
}
|
||
|
||
PhysicsServer2D::MotionResult result;
|
||
if (move_and_collide(up_direction * -floor_snap_length, infinite_inertia, result, margin, false, true, false)) {
|
||
if (Math::acos(result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
||
return true;
|
||
}
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResult &p_result) {
|
||
if (up_direction == Vector2()) {
|
||
return;
|
||
}
|
||
|
||
if (Math::acos(p_result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
|
||
on_floor = true;
|
||
floor_normal = p_result.collision_normal;
|
||
platform_velocity = p_result.collider_velocity;
|
||
_set_platform_data(p_result);
|
||
} else if (Math::acos(p_result.collision_normal.dot(-up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
|
||
on_ceiling = true;
|
||
} else {
|
||
on_wall = true;
|
||
platform_velocity = p_result.collider_velocity;
|
||
_set_platform_data(p_result);
|
||
}
|
||
}
|
||
|
||
void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) {
|
||
platform_rid = p_result.collider;
|
||
platform_layer = 0;
|
||
CollisionObject2D *collision_object = Object::cast_to<CollisionObject2D>(ObjectDB::get_instance(p_result.collider_id));
|
||
if (collision_object) {
|
||
platform_layer = collision_object->get_collision_layer();
|
||
}
|
||
}
|
||
|
||
bool CharacterBody2D::separate_raycast_shapes(PhysicsServer2D::MotionResult &r_result) {
|
||
PhysicsServer2D::SeparationResult sep_res[8]; //max 8 rays
|
||
|
||
Transform2D gt = get_global_transform();
|
||
|
||
Vector2 recover;
|
||
int hits = PhysicsServer2D::get_singleton()->body_test_ray_separation(get_rid(), gt, infinite_inertia, recover, sep_res, 8, margin);
|
||
int deepest = -1;
|
||
real_t deepest_depth;
|
||
for (int i = 0; i < hits; i++) {
|
||
if (deepest == -1 || sep_res[i].collision_depth > deepest_depth) {
|
||
deepest = i;
|
||
deepest_depth = sep_res[i].collision_depth;
|
||
}
|
||
}
|
||
|
||
gt.elements[2] += recover;
|
||
set_global_transform(gt);
|
||
|
||
if (deepest != -1) {
|
||
r_result.collider_id = sep_res[deepest].collider_id;
|
||
r_result.collider_metadata = sep_res[deepest].collider_metadata;
|
||
r_result.collider_shape = sep_res[deepest].collider_shape;
|
||
r_result.collider_velocity = sep_res[deepest].collider_velocity;
|
||
r_result.collision_point = sep_res[deepest].collision_point;
|
||
r_result.collision_normal = sep_res[deepest].collision_normal;
|
||
r_result.collision_local_shape = sep_res[deepest].collision_local_shape;
|
||
r_result.motion = recover;
|
||
r_result.remainder = Vector2();
|
||
|
||
return true;
|
||
} else {
|
||
return false;
|
||
}
|
||
}
|
||
|
||
const Vector2 &CharacterBody2D::get_linear_velocity() const {
|
||
return linear_velocity;
|
||
}
|
||
|
||
void CharacterBody2D::set_linear_velocity(const Vector2 &p_velocity) {
|
||
linear_velocity = p_velocity;
|
||
}
|
||
|
||
bool CharacterBody2D::is_on_floor() const {
|
||
return on_floor;
|
||
}
|
||
|
||
bool CharacterBody2D::is_on_floor_only() const {
|
||
return on_floor && !on_wall && !on_ceiling;
|
||
}
|
||
|
||
bool CharacterBody2D::is_on_wall() const {
|
||
return on_wall;
|
||
}
|
||
|
||
bool CharacterBody2D::is_on_wall_only() const {
|
||
return on_wall && !on_floor && !on_ceiling;
|
||
}
|
||
|
||
bool CharacterBody2D::is_on_ceiling() const {
|
||
return on_ceiling;
|
||
}
|
||
|
||
bool CharacterBody2D::is_on_ceiling_only() const {
|
||
return on_ceiling && !on_floor && !on_wall;
|
||
}
|
||
|
||
Vector2 CharacterBody2D::get_floor_normal() const {
|
||
return floor_normal;
|
||
}
|
||
|
||
Vector2 CharacterBody2D::get_platform_velocity() const {
|
||
return platform_velocity;
|
||
}
|
||
|
||
int CharacterBody2D::get_slide_count() const {
|
||
return motion_results.size();
|
||
}
|
||
|
||
PhysicsServer2D::MotionResult CharacterBody2D::get_slide_collision(int p_bounce) const {
|
||
ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer2D::MotionResult());
|
||
return motion_results[p_bounce];
|
||
}
|
||
|
||
Ref<KinematicCollision2D> CharacterBody2D::_get_slide_collision(int p_bounce) {
|
||
ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref<KinematicCollision2D>());
|
||
if (p_bounce >= slide_colliders.size()) {
|
||
slide_colliders.resize(p_bounce + 1);
|
||
}
|
||
|
||
if (slide_colliders[p_bounce].is_null()) {
|
||
slide_colliders.write[p_bounce].instantiate();
|
||
slide_colliders.write[p_bounce]->owner = this;
|
||
}
|
||
|
||
slide_colliders.write[p_bounce]->result = motion_results[p_bounce];
|
||
return slide_colliders[p_bounce];
|
||
}
|
||
|
||
void CharacterBody2D::set_safe_margin(real_t p_margin) {
|
||
margin = p_margin;
|
||
}
|
||
|
||
real_t CharacterBody2D::get_safe_margin() const {
|
||
return margin;
|
||
}
|
||
|
||
bool CharacterBody2D::is_stop_on_slope_enabled() const {
|
||
return stop_on_slope;
|
||
}
|
||
|
||
void CharacterBody2D::set_stop_on_slope_enabled(bool p_enabled) {
|
||
stop_on_slope = p_enabled;
|
||
}
|
||
|
||
bool CharacterBody2D::is_infinite_inertia_enabled() const {
|
||
return infinite_inertia;
|
||
}
|
||
void CharacterBody2D::set_infinite_inertia_enabled(bool p_enabled) {
|
||
infinite_inertia = p_enabled;
|
||
}
|
||
|
||
bool CharacterBody2D::is_constant_speed_on_floor_enabled() const {
|
||
return constant_speed_on_floor;
|
||
}
|
||
void CharacterBody2D::set_constant_speed_on_floor_enabled(bool p_enabled) {
|
||
constant_speed_on_floor = p_enabled;
|
||
}
|
||
|
||
bool CharacterBody2D::is_move_on_floor_only_enabled() const {
|
||
return move_on_floor_only;
|
||
}
|
||
void CharacterBody2D::set_move_on_floor_only_enabled(bool p_enabled) {
|
||
move_on_floor_only = p_enabled;
|
||
}
|
||
|
||
bool CharacterBody2D::is_slide_on_ceiling_enabled() const {
|
||
return slide_on_ceiling;
|
||
}
|
||
void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) {
|
||
slide_on_ceiling = p_enabled;
|
||
}
|
||
|
||
uint32_t CharacterBody2D::get_exclude_body_layers() const {
|
||
return exclude_body_layers;
|
||
}
|
||
|
||
void CharacterBody2D::set_exclude_body_layers(uint32_t p_exclude_layers) {
|
||
exclude_body_layers = p_exclude_layers;
|
||
}
|
||
|
||
int CharacterBody2D::get_max_slides() const {
|
||
return max_slides;
|
||
}
|
||
|
||
void CharacterBody2D::set_max_slides(int p_max_slides) {
|
||
ERR_FAIL_COND(p_max_slides < 1);
|
||
max_slides = p_max_slides;
|
||
}
|
||
|
||
real_t CharacterBody2D::get_floor_max_angle() const {
|
||
return floor_max_angle;
|
||
}
|
||
|
||
void CharacterBody2D::set_floor_max_angle(real_t p_radians) {
|
||
floor_max_angle = p_radians;
|
||
}
|
||
|
||
real_t CharacterBody2D::get_floor_snap_length() {
|
||
return floor_snap_length;
|
||
}
|
||
|
||
void CharacterBody2D::set_floor_snap_length(real_t p_floor_snap_length) {
|
||
ERR_FAIL_COND(p_floor_snap_length < 0);
|
||
floor_snap_length = p_floor_snap_length;
|
||
}
|
||
|
||
const Vector2 &CharacterBody2D::get_up_direction() const {
|
||
return up_direction;
|
||
}
|
||
|
||
void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) {
|
||
up_direction = p_up_direction.normalized();
|
||
}
|
||
|
||
void CharacterBody2D::_notification(int p_what) {
|
||
switch (p_what) {
|
||
case NOTIFICATION_ENTER_TREE: {
|
||
// Reset move_and_slide() data.
|
||
on_floor = false;
|
||
platform_rid = RID();
|
||
on_ceiling = false;
|
||
on_wall = false;
|
||
motion_results.clear();
|
||
platform_velocity = Vector2();
|
||
} break;
|
||
}
|
||
}
|
||
|
||
void CharacterBody2D::_bind_methods() {
|
||
ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody2D::move_and_slide);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &CharacterBody2D::set_linear_velocity);
|
||
ClassDB::bind_method(D_METHOD("get_linear_velocity"), &CharacterBody2D::get_linear_velocity);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody2D::set_safe_margin);
|
||
ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin);
|
||
ClassDB::bind_method(D_METHOD("is_stop_on_slope_enabled"), &CharacterBody2D::is_stop_on_slope_enabled);
|
||
ClassDB::bind_method(D_METHOD("set_stop_on_slope_enabled", "enabled"), &CharacterBody2D::set_stop_on_slope_enabled);
|
||
ClassDB::bind_method(D_METHOD("is_infinite_inertia_enabled"), &CharacterBody2D::is_infinite_inertia_enabled);
|
||
ClassDB::bind_method(D_METHOD("set_constant_speed_on_floor_enabled", "enabled"), &CharacterBody2D::set_constant_speed_on_floor_enabled);
|
||
ClassDB::bind_method(D_METHOD("is_constant_speed_on_floor_enabled"), &CharacterBody2D::is_constant_speed_on_floor_enabled);
|
||
ClassDB::bind_method(D_METHOD("set_move_on_floor_only_enabled", "enabled"), &CharacterBody2D::set_move_on_floor_only_enabled);
|
||
ClassDB::bind_method(D_METHOD("is_move_on_floor_only_enabled"), &CharacterBody2D::is_move_on_floor_only_enabled);
|
||
ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody2D::set_slide_on_ceiling_enabled);
|
||
ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody2D::is_slide_on_ceiling_enabled);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_exclude_body_layers", "exclude_layer"), &CharacterBody2D::set_exclude_body_layers);
|
||
ClassDB::bind_method(D_METHOD("get_exclude_body_layers"), &CharacterBody2D::get_exclude_body_layers);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_infinite_inertia_enabled", "enabled"), &CharacterBody2D::set_infinite_inertia_enabled);
|
||
ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody2D::get_max_slides);
|
||
ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody2D::set_max_slides);
|
||
ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody2D::get_floor_max_angle);
|
||
ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody2D::set_floor_max_angle);
|
||
ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody2D::get_floor_snap_length);
|
||
ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody2D::set_floor_snap_length);
|
||
ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody2D::get_up_direction);
|
||
ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody2D::set_up_direction);
|
||
|
||
ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody2D::is_on_floor);
|
||
ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody2D::is_on_floor_only);
|
||
ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody2D::is_on_ceiling);
|
||
ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody2D::is_on_ceiling_only);
|
||
ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody2D::is_on_wall);
|
||
ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody2D::is_on_wall_only);
|
||
ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody2D::get_floor_normal);
|
||
ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody2D::get_platform_velocity);
|
||
ClassDB::bind_method(D_METHOD("get_slide_count"), &CharacterBody2D::get_slide_count);
|
||
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision);
|
||
|
||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
|
||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "stop_on_slope"), "set_stop_on_slope_enabled", "is_stop_on_slope_enabled");
|
||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "infinite_inertia"), "set_infinite_inertia_enabled", "is_infinite_inertia_enabled");
|
||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant_speed_on_floor"), "set_constant_speed_on_floor_enabled", "is_constant_speed_on_floor_enabled");
|
||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "move_on_floor_only"), "set_move_on_floor_only_enabled", "is_move_on_floor_only_enabled");
|
||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
|
||
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_RANGE, "1,8,1,or_greater"), "set_max_slides", "get_max_slides");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians"), "set_floor_max_angle", "get_floor_max_angle");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,1000,0.1"), "set_floor_snap_length", "get_floor_snap_length");
|
||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction");
|
||
ADD_PROPERTY(PropertyInfo(Variant::INT, "exclude_body_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_exclude_body_layers", "get_exclude_body_layers");
|
||
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
|
||
}
|
||
|
||
CharacterBody2D::CharacterBody2D() :
|
||
PhysicsBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) {
|
||
}
|
||
|
||
CharacterBody2D::~CharacterBody2D() {
|
||
for (int i = 0; i < slide_colliders.size(); i++) {
|
||
if (slide_colliders[i].is_valid()) {
|
||
slide_colliders.write[i]->owner = nullptr;
|
||
}
|
||
}
|
||
}
|
||
|
||
////////////////////////
|
||
|
||
Vector2 KinematicCollision2D::get_position() const {
|
||
return result.collision_point;
|
||
}
|
||
|
||
Vector2 KinematicCollision2D::get_normal() const {
|
||
return result.collision_normal;
|
||
}
|
||
|
||
Vector2 KinematicCollision2D::get_travel() const {
|
||
return result.motion;
|
||
}
|
||
|
||
Vector2 KinematicCollision2D::get_remainder() const {
|
||
return result.remainder;
|
||
}
|
||
|
||
Object *KinematicCollision2D::get_local_shape() const {
|
||
if (!owner) {
|
||
return nullptr;
|
||
}
|
||
uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape);
|
||
return owner->shape_owner_get_owner(ownerid);
|
||
}
|
||
|
||
Object *KinematicCollision2D::get_collider() const {
|
||
if (result.collider_id.is_valid()) {
|
||
return ObjectDB::get_instance(result.collider_id);
|
||
}
|
||
|
||
return nullptr;
|
||
}
|
||
|
||
ObjectID KinematicCollision2D::get_collider_id() const {
|
||
return result.collider_id;
|
||
}
|
||
|
||
RID KinematicCollision2D::get_collider_rid() const {
|
||
return result.collider;
|
||
}
|
||
|
||
Object *KinematicCollision2D::get_collider_shape() const {
|
||
Object *collider = get_collider();
|
||
if (collider) {
|
||
CollisionObject2D *obj2d = Object::cast_to<CollisionObject2D>(collider);
|
||
if (obj2d) {
|
||
uint32_t ownerid = obj2d->shape_find_owner(result.collider_shape);
|
||
return obj2d->shape_owner_get_owner(ownerid);
|
||
}
|
||
}
|
||
|
||
return nullptr;
|
||
}
|
||
|
||
int KinematicCollision2D::get_collider_shape_index() const {
|
||
return result.collider_shape;
|
||
}
|
||
|
||
Vector2 KinematicCollision2D::get_collider_velocity() const {
|
||
return result.collider_velocity;
|
||
}
|
||
|
||
Variant KinematicCollision2D::get_collider_metadata() const {
|
||
return Variant();
|
||
}
|
||
|
||
void KinematicCollision2D::_bind_methods() {
|
||
ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position);
|
||
ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal);
|
||
ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel);
|
||
ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder);
|
||
ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape);
|
||
ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider);
|
||
ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id);
|
||
ClassDB::bind_method(D_METHOD("get_collider_rid"), &KinematicCollision2D::get_collider_rid);
|
||
ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision2D::get_collider_shape);
|
||
ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index);
|
||
ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity);
|
||
ClassDB::bind_method(D_METHOD("get_collider_metadata"), &KinematicCollision2D::get_collider_metadata);
|
||
|
||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "position"), "", "get_position");
|
||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "normal"), "", "get_normal");
|
||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "travel"), "", "get_travel");
|
||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "remainder"), "", "get_remainder");
|
||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "local_shape"), "", "get_local_shape");
|
||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider");
|
||
ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id"), "", "get_collider_id");
|
||
ADD_PROPERTY(PropertyInfo(Variant::RID, "collider_rid"), "", "get_collider_rid");
|
||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider_shape"), "", "get_collider_shape");
|
||
ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape_index"), "", "get_collider_shape_index");
|
||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "collider_velocity"), "", "get_collider_velocity");
|
||
ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_collider_metadata");
|
||
}
|