c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
352 lines
8.9 KiB
C++
352 lines
8.9 KiB
C++
/*************************************************************************/
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/* physics_body_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PHYSICS_BODY_2D_H
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#define PHYSICS_BODY_2D_H
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#include "scene/2d/collision_object_2d.h"
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#include "servers/physics_2d_server.h"
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#include "vset.h"
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class PhysicsBody2D : public CollisionObject2D {
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OBJ_TYPE(PhysicsBody2D,CollisionObject2D);
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uint32_t mask;
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uint32_t collision_mask;
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Vector2 one_way_collision_direction;
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float one_way_collision_max_depth;
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void _set_layers(uint32_t p_mask);
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uint32_t _get_layers() const;
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protected:
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void _notification(int p_what);
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PhysicsBody2D(Physics2DServer::BodyMode p_mode);
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static void _bind_methods();
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public:
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void set_layer_mask(uint32_t p_mask);
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uint32_t get_layer_mask() const;
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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void set_collision_mask_bit(int p_bit, bool p_value);
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bool get_collision_mask_bit(int p_bit) const;
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void set_layer_mask_bit(int p_bit, bool p_value);
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bool get_layer_mask_bit(int p_bit) const;
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void add_collision_exception_with(Node* p_node); //must be physicsbody
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void remove_collision_exception_with(Node* p_node);
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void set_one_way_collision_direction(const Vector2& p_dir);
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Vector2 get_one_way_collision_direction() const;
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void set_one_way_collision_max_depth(float p_dir);
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float get_one_way_collision_max_depth() const;
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PhysicsBody2D();
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};
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class StaticBody2D : public PhysicsBody2D {
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OBJ_TYPE(StaticBody2D,PhysicsBody2D);
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Vector2 constant_linear_velocity;
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real_t constant_angular_velocity;
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real_t bounce;
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real_t friction;
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protected:
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static void _bind_methods();
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public:
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void set_friction(real_t p_friction);
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real_t get_friction() const;
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void set_bounce(real_t p_bounce);
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real_t get_bounce() const;
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void set_constant_linear_velocity(const Vector2& p_vel);
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void set_constant_angular_velocity(real_t p_vel);
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Vector2 get_constant_linear_velocity() const;
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real_t get_constant_angular_velocity() const;
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StaticBody2D();
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~StaticBody2D();
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};
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class RigidBody2D : public PhysicsBody2D {
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OBJ_TYPE(RigidBody2D,PhysicsBody2D);
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public:
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enum Mode {
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MODE_RIGID,
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MODE_STATIC,
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MODE_CHARACTER,
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MODE_KINEMATIC,
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};
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enum CCDMode {
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CCD_MODE_DISABLED,
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CCD_MODE_CAST_RAY,
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CCD_MODE_CAST_SHAPE,
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};
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private:
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bool can_sleep;
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Physics2DDirectBodyState *state;
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Mode mode;
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real_t bounce;
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real_t mass;
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real_t friction;
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real_t gravity_scale;
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real_t linear_damp;
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real_t angular_damp;
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Vector2 linear_velocity;
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real_t angular_velocity;
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bool sleeping;
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int max_contacts_reported;
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bool custom_integrator;
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CCDMode ccd_mode;
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struct ShapePair {
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int body_shape;
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int local_shape;
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bool tagged;
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bool operator<(const ShapePair& p_sp) const {
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if (body_shape==p_sp.body_shape)
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return local_shape < p_sp.local_shape;
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else
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return body_shape < p_sp.body_shape;
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}
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ShapePair() {}
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ShapePair(int p_bs, int p_ls) { body_shape=p_bs; local_shape=p_ls; }
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};
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struct RigidBody2D_RemoveAction {
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ObjectID body_id;
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ShapePair pair;
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};
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struct BodyState {
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//int rc;
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bool in_scene;
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VSet<ShapePair> shapes;
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};
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struct ContactMonitor {
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bool locked;
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Map<ObjectID,BodyState> body_map;
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};
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ContactMonitor *contact_monitor;
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void _body_enter_tree(ObjectID p_id);
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void _body_exit_tree(ObjectID p_id);
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void _body_inout(int p_status, ObjectID p_instance, int p_body_shape,int p_local_shape);
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void _direct_state_changed(Object *p_state);
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bool _test_motion(const Vector2& p_motion,float p_margin=0.08,const Ref<Physics2DTestMotionResult>& p_result=Ref<Physics2DTestMotionResult>());
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protected:
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static void _bind_methods();
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public:
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void set_mode(Mode p_mode);
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Mode get_mode() const;
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void set_mass(real_t p_mass);
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real_t get_mass() const;
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void set_inertia(real_t p_inertia);
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real_t get_inertia() const;
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void set_weight(real_t p_weight);
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real_t get_weight() const;
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void set_friction(real_t p_friction);
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real_t get_friction() const;
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void set_bounce(real_t p_bounce);
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real_t get_bounce() const;
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void set_gravity_scale(real_t p_gravity_scale);
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real_t get_gravity_scale() const;
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void set_linear_damp(real_t p_linear_damp);
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real_t get_linear_damp() const;
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void set_angular_damp(real_t p_angular_damp);
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real_t get_angular_damp() const;
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void set_linear_velocity(const Vector2& p_velocity);
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Vector2 get_linear_velocity() const;
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void set_axis_velocity(const Vector2& p_axis);
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void set_angular_velocity(real_t p_velocity);
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real_t get_angular_velocity() const;
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void set_use_custom_integrator(bool p_enable);
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bool is_using_custom_integrator();
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void set_sleeping(bool p_sleeping);
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bool is_sleeping() const;
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void set_can_sleep(bool p_active);
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bool is_able_to_sleep() const;
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void set_contact_monitor(bool p_enabled);
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bool is_contact_monitor_enabled() const;
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void set_max_contacts_reported(int p_amount);
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int get_max_contacts_reported() const;
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void set_continuous_collision_detection_mode(CCDMode p_mode);
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CCDMode get_continuous_collision_detection_mode() const;
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void apply_impulse(const Vector2& p_offset, const Vector2& p_impulse);
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void set_applied_force(const Vector2& p_force);
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Vector2 get_applied_force() const;
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void set_applied_torque(const float p_torque);
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float get_applied_torque() const;
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void add_force(const Vector2& p_offset, const Vector2& p_force);
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Array get_colliding_bodies() const; //function for script
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RigidBody2D();
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~RigidBody2D();
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};
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VARIANT_ENUM_CAST(RigidBody2D::Mode);
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VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
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class KinematicBody2D : public PhysicsBody2D {
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OBJ_TYPE(KinematicBody2D,PhysicsBody2D);
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float margin;
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bool colliding;
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Vector2 collision;
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Vector2 normal;
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Vector2 collider_vel;
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ObjectID collider;
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int collider_shape;
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Variant collider_metadata;
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Vector2 travel;
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Vector2 move_and_slide_floor_velocity;
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bool move_and_slide_on_floor;
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bool move_and_slide_on_ceiling;
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bool move_and_slide_on_wall;
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Array move_and_slide_colliders;
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Variant _get_collider() const;
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_FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;
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protected:
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static void _bind_methods();
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public:
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Vector2 move(const Vector2& p_motion);
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Vector2 move_to(const Vector2& p_position);
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bool test_move(const Matrix32 &p_from, const Vector2& p_motion);
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bool is_colliding() const;
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Vector2 get_travel() const;
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void revert_motion();
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Vector2 get_collision_pos() const;
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Vector2 get_collision_normal() const;
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Vector2 get_collider_velocity() const;
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ObjectID get_collider() const;
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int get_collider_shape() const;
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Variant get_collider_metadata() const;
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void set_collision_margin(float p_margin);
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float get_collision_margin() const;
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Vector2 move_and_slide(const Vector2& p_linear_velocity, const Vector2& p_floor_direction=Vector2(0,0), float p_slope_stop_min_velocity=5, int p_max_bounces=4);
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bool is_move_and_slide_on_floor() const;
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bool is_move_and_slide_on_wall() const;
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bool is_move_and_slide_on_ceiling() const;
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Array get_move_and_slide_colliders() const;
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KinematicBody2D();
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~KinematicBody2D();
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};
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#endif // PHYSICS_BODY_2D_H
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