369 lines
11 KiB
C++
369 lines
11 KiB
C++
/*************************************************************************/
|
|
/* physics_body_2d.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
|
|
#ifndef PHYSICS_BODY_2D_H
|
|
#define PHYSICS_BODY_2D_H
|
|
|
|
#include "core/templates/vset.h"
|
|
#include "scene/2d/collision_object_2d.h"
|
|
#include "scene/resources/physics_material.h"
|
|
#include "servers/physics_server_2d.h"
|
|
|
|
class KinematicCollision2D;
|
|
|
|
class PhysicsBody2D : public CollisionObject2D {
|
|
GDCLASS(PhysicsBody2D, CollisionObject2D);
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
PhysicsBody2D(PhysicsServer2D::BodyMode p_mode);
|
|
|
|
Ref<KinematicCollision2D> motion_cache;
|
|
|
|
Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false, real_t p_margin = 0.08);
|
|
|
|
public:
|
|
bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes = true, bool p_test_only = false, bool p_cancel_sliding = true, const Set<RID> &p_exclude = Set<RID>());
|
|
bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08);
|
|
|
|
TypedArray<PhysicsBody2D> get_collision_exceptions();
|
|
void add_collision_exception_with(Node *p_node); //must be physicsbody
|
|
void remove_collision_exception_with(Node *p_node);
|
|
|
|
virtual ~PhysicsBody2D();
|
|
};
|
|
|
|
class StaticBody2D : public PhysicsBody2D {
|
|
GDCLASS(StaticBody2D, PhysicsBody2D);
|
|
|
|
Vector2 constant_linear_velocity;
|
|
real_t constant_angular_velocity = 0.0;
|
|
|
|
Ref<PhysicsMaterial> physics_material_override;
|
|
|
|
bool kinematic_motion = false;
|
|
bool sync_to_physics = false;
|
|
|
|
Transform2D last_valid_transform;
|
|
|
|
void _direct_state_changed(Object *p_state);
|
|
|
|
protected:
|
|
void _notification(int p_what);
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
|
|
Ref<PhysicsMaterial> get_physics_material_override() const;
|
|
|
|
void set_constant_linear_velocity(const Vector2 &p_vel);
|
|
void set_constant_angular_velocity(real_t p_vel);
|
|
|
|
Vector2 get_constant_linear_velocity() const;
|
|
real_t get_constant_angular_velocity() const;
|
|
|
|
virtual TypedArray<String> get_configuration_warnings() const override;
|
|
|
|
StaticBody2D();
|
|
|
|
private:
|
|
void _reload_physics_characteristics();
|
|
|
|
void _update_kinematic_motion();
|
|
|
|
void set_kinematic_motion_enabled(bool p_enabled);
|
|
bool is_kinematic_motion_enabled() const;
|
|
|
|
void set_sync_to_physics(bool p_enable);
|
|
bool is_sync_to_physics_enabled() const;
|
|
};
|
|
|
|
class RigidBody2D : public PhysicsBody2D {
|
|
GDCLASS(RigidBody2D, PhysicsBody2D);
|
|
|
|
public:
|
|
enum Mode {
|
|
MODE_DYNAMIC,
|
|
MODE_STATIC,
|
|
MODE_DYNAMIC_LOCKED,
|
|
MODE_KINEMATIC,
|
|
};
|
|
|
|
enum CCDMode {
|
|
CCD_MODE_DISABLED,
|
|
CCD_MODE_CAST_RAY,
|
|
CCD_MODE_CAST_SHAPE,
|
|
};
|
|
|
|
private:
|
|
bool can_sleep = true;
|
|
PhysicsDirectBodyState2D *state = nullptr;
|
|
Mode mode = MODE_DYNAMIC;
|
|
|
|
real_t mass = 1.0;
|
|
Ref<PhysicsMaterial> physics_material_override;
|
|
real_t gravity_scale = 1.0;
|
|
real_t linear_damp = -1.0;
|
|
real_t angular_damp = -1.0;
|
|
|
|
Vector2 linear_velocity;
|
|
real_t angular_velocity = 0.0;
|
|
bool sleeping = false;
|
|
|
|
int max_contacts_reported = 0;
|
|
|
|
bool custom_integrator = false;
|
|
|
|
CCDMode ccd_mode = CCD_MODE_DISABLED;
|
|
|
|
struct ShapePair {
|
|
int body_shape = 0;
|
|
int local_shape = 0;
|
|
bool tagged = false;
|
|
bool operator<(const ShapePair &p_sp) const {
|
|
if (body_shape == p_sp.body_shape) {
|
|
return local_shape < p_sp.local_shape;
|
|
}
|
|
|
|
return body_shape < p_sp.body_shape;
|
|
}
|
|
|
|
ShapePair() {}
|
|
ShapePair(int p_bs, int p_ls) {
|
|
body_shape = p_bs;
|
|
local_shape = p_ls;
|
|
}
|
|
};
|
|
struct RigidBody2D_RemoveAction {
|
|
RID rid;
|
|
ObjectID body_id;
|
|
ShapePair pair;
|
|
};
|
|
struct BodyState {
|
|
RID rid;
|
|
//int rc;
|
|
bool in_scene = false;
|
|
VSet<ShapePair> shapes;
|
|
};
|
|
|
|
struct ContactMonitor {
|
|
bool locked = false;
|
|
Map<ObjectID, BodyState> body_map;
|
|
};
|
|
|
|
ContactMonitor *contact_monitor = nullptr;
|
|
void _body_enter_tree(ObjectID p_id);
|
|
void _body_exit_tree(ObjectID p_id);
|
|
|
|
void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape);
|
|
void _direct_state_changed(Object *p_state);
|
|
|
|
protected:
|
|
void _notification(int p_what);
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
void set_mode(Mode p_mode);
|
|
Mode get_mode() const;
|
|
|
|
void set_mass(real_t p_mass);
|
|
real_t get_mass() const;
|
|
|
|
void set_inertia(real_t p_inertia);
|
|
real_t get_inertia() const;
|
|
|
|
void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
|
|
Ref<PhysicsMaterial> get_physics_material_override() const;
|
|
|
|
void set_gravity_scale(real_t p_gravity_scale);
|
|
real_t get_gravity_scale() const;
|
|
|
|
void set_linear_damp(real_t p_linear_damp);
|
|
real_t get_linear_damp() const;
|
|
|
|
void set_angular_damp(real_t p_angular_damp);
|
|
real_t get_angular_damp() const;
|
|
|
|
void set_linear_velocity(const Vector2 &p_velocity);
|
|
Vector2 get_linear_velocity() const;
|
|
|
|
void set_axis_velocity(const Vector2 &p_axis);
|
|
|
|
void set_angular_velocity(real_t p_velocity);
|
|
real_t get_angular_velocity() const;
|
|
|
|
void set_use_custom_integrator(bool p_enable);
|
|
bool is_using_custom_integrator();
|
|
|
|
void set_sleeping(bool p_sleeping);
|
|
bool is_sleeping() const;
|
|
|
|
void set_can_sleep(bool p_active);
|
|
bool is_able_to_sleep() const;
|
|
|
|
void set_contact_monitor(bool p_enabled);
|
|
bool is_contact_monitor_enabled() const;
|
|
|
|
void set_max_contacts_reported(int p_amount);
|
|
int get_max_contacts_reported() const;
|
|
|
|
void set_continuous_collision_detection_mode(CCDMode p_mode);
|
|
CCDMode get_continuous_collision_detection_mode() const;
|
|
|
|
void apply_central_impulse(const Vector2 &p_impulse);
|
|
void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2());
|
|
void apply_torque_impulse(real_t p_torque);
|
|
|
|
void set_applied_force(const Vector2 &p_force);
|
|
Vector2 get_applied_force() const;
|
|
|
|
void set_applied_torque(const real_t p_torque);
|
|
real_t get_applied_torque() const;
|
|
|
|
void add_central_force(const Vector2 &p_force);
|
|
void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
|
|
void add_torque(real_t p_torque);
|
|
|
|
TypedArray<Node2D> get_colliding_bodies() const; //function for script
|
|
|
|
virtual TypedArray<String> get_configuration_warnings() const override;
|
|
|
|
RigidBody2D();
|
|
~RigidBody2D();
|
|
|
|
private:
|
|
void _reload_physics_characteristics();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(RigidBody2D::Mode);
|
|
VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
|
|
|
|
class CharacterBody2D : public PhysicsBody2D {
|
|
GDCLASS(CharacterBody2D, PhysicsBody2D);
|
|
|
|
private:
|
|
real_t margin = 0.08;
|
|
|
|
bool stop_on_slope = false;
|
|
bool infinite_inertia = true;
|
|
int max_slides = 4;
|
|
real_t floor_max_angle = Math::deg2rad((real_t)45.0);
|
|
Vector2 snap;
|
|
Vector2 up_direction = Vector2(0.0, -1.0);
|
|
|
|
Vector2 linear_velocity;
|
|
|
|
Vector2 floor_normal;
|
|
Vector2 floor_velocity;
|
|
RID on_floor_body;
|
|
bool on_floor = false;
|
|
bool on_ceiling = false;
|
|
bool on_wall = false;
|
|
|
|
Vector<PhysicsServer2D::MotionResult> motion_results;
|
|
Vector<Ref<KinematicCollision2D>> slide_colliders;
|
|
|
|
Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
|
|
|
|
bool separate_raycast_shapes(PhysicsServer2D::MotionResult &r_result);
|
|
|
|
void set_safe_margin(real_t p_margin);
|
|
real_t get_safe_margin() const;
|
|
|
|
bool is_stop_on_slope_enabled() const;
|
|
void set_stop_on_slope_enabled(bool p_enabled);
|
|
|
|
bool is_infinite_inertia_enabled() const;
|
|
void set_infinite_inertia_enabled(bool p_enabled);
|
|
|
|
int get_max_slides() const;
|
|
void set_max_slides(int p_max_slides);
|
|
|
|
real_t get_floor_max_angle() const;
|
|
void set_floor_max_angle(real_t p_radians);
|
|
|
|
const Vector2 &get_snap() const;
|
|
void set_snap(const Vector2 &p_snap);
|
|
|
|
const Vector2 &get_up_direction() const;
|
|
void set_up_direction(const Vector2 &p_up_direction);
|
|
void _set_collision_direction(const PhysicsServer2D::MotionResult &p_result);
|
|
|
|
protected:
|
|
void _notification(int p_what);
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
void move_and_slide();
|
|
|
|
const Vector2 &get_linear_velocity() const;
|
|
void set_linear_velocity(const Vector2 &p_velocity);
|
|
|
|
bool is_on_floor() const;
|
|
bool is_on_wall() const;
|
|
bool is_on_ceiling() const;
|
|
Vector2 get_floor_normal() const;
|
|
Vector2 get_floor_velocity() const;
|
|
|
|
int get_slide_count() const;
|
|
PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const;
|
|
|
|
CharacterBody2D();
|
|
~CharacterBody2D();
|
|
};
|
|
|
|
class KinematicCollision2D : public RefCounted {
|
|
GDCLASS(KinematicCollision2D, RefCounted);
|
|
|
|
PhysicsBody2D *owner = nullptr;
|
|
friend class PhysicsBody2D;
|
|
friend class CharacterBody2D;
|
|
PhysicsServer2D::MotionResult result;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
Vector2 get_position() const;
|
|
Vector2 get_normal() const;
|
|
Vector2 get_travel() const;
|
|
Vector2 get_remainder() const;
|
|
Object *get_local_shape() const;
|
|
Object *get_collider() const;
|
|
ObjectID get_collider_id() const;
|
|
RID get_collider_rid() const;
|
|
Object *get_collider_shape() const;
|
|
int get_collider_shape_index() const;
|
|
Vector2 get_collider_velocity() const;
|
|
Variant get_collider_metadata() const;
|
|
};
|
|
|
|
#endif // PHYSICS_BODY_2D_H
|