d12b44ca13
Now static body is used for moving platforms through kinematic motion property, so sync to physics needs to be in StaticBody2D instead of CharacterBody2D. Constant kinematic motion is also supported in combination with sync to physics for smoother movements.
369 lines
11 KiB
C++
369 lines
11 KiB
C++
/*************************************************************************/
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/* physics_body_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PHYSICS_BODY_2D_H
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#define PHYSICS_BODY_2D_H
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#include "core/templates/vset.h"
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#include "scene/2d/collision_object_2d.h"
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#include "scene/resources/physics_material.h"
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#include "servers/physics_server_2d.h"
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class KinematicCollision2D;
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class PhysicsBody2D : public CollisionObject2D {
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GDCLASS(PhysicsBody2D, CollisionObject2D);
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protected:
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static void _bind_methods();
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PhysicsBody2D(PhysicsServer2D::BodyMode p_mode);
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Ref<KinematicCollision2D> motion_cache;
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Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false, real_t p_margin = 0.08);
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public:
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bool move_and_collide(const 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>());
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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);
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TypedArray<PhysicsBody2D> get_collision_exceptions();
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void add_collision_exception_with(Node *p_node); //must be physicsbody
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void remove_collision_exception_with(Node *p_node);
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virtual ~PhysicsBody2D();
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};
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class StaticBody2D : public PhysicsBody2D {
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GDCLASS(StaticBody2D, PhysicsBody2D);
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Vector2 constant_linear_velocity;
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real_t constant_angular_velocity = 0.0;
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Ref<PhysicsMaterial> physics_material_override;
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bool kinematic_motion = false;
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bool sync_to_physics = false;
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Transform2D last_valid_transform;
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void _direct_state_changed(Object *p_state);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
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Ref<PhysicsMaterial> get_physics_material_override() const;
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void set_constant_linear_velocity(const Vector2 &p_vel);
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void set_constant_angular_velocity(real_t p_vel);
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Vector2 get_constant_linear_velocity() const;
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real_t get_constant_angular_velocity() const;
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virtual TypedArray<String> get_configuration_warnings() const override;
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StaticBody2D();
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private:
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void _reload_physics_characteristics();
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void _update_kinematic_motion();
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void set_kinematic_motion_enabled(bool p_enabled);
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bool is_kinematic_motion_enabled() const;
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void set_sync_to_physics(bool p_enable);
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bool is_sync_to_physics_enabled() const;
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};
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class RigidBody2D : public PhysicsBody2D {
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GDCLASS(RigidBody2D, PhysicsBody2D);
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public:
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enum Mode {
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MODE_DYNAMIC,
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MODE_STATIC,
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MODE_DYNAMIC_LOCKED,
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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 = true;
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PhysicsDirectBodyState2D *state = nullptr;
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Mode mode = MODE_DYNAMIC;
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real_t mass = 1.0;
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Ref<PhysicsMaterial> physics_material_override;
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real_t gravity_scale = 1.0;
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real_t linear_damp = -1.0;
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real_t angular_damp = -1.0;
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Vector2 linear_velocity;
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real_t angular_velocity = 0.0;
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bool sleeping = false;
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int max_contacts_reported = 0;
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bool custom_integrator = false;
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CCDMode ccd_mode = CCD_MODE_DISABLED;
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struct ShapePair {
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int body_shape = 0;
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int local_shape = 0;
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bool tagged = false;
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bool operator<(const ShapePair &p_sp) const {
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if (body_shape == p_sp.body_shape) {
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return local_shape < p_sp.local_shape;
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}
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return body_shape < p_sp.body_shape;
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}
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ShapePair() {}
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ShapePair(int p_bs, int p_ls) {
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body_shape = p_bs;
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local_shape = p_ls;
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}
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};
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struct RigidBody2D_RemoveAction {
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RID rid;
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ObjectID body_id;
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ShapePair pair;
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};
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struct BodyState {
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RID rid;
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//int rc;
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bool in_scene = false;
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VSet<ShapePair> shapes;
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};
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struct ContactMonitor {
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bool locked = false;
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Map<ObjectID, BodyState> body_map;
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};
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ContactMonitor *contact_monitor = nullptr;
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void _body_enter_tree(ObjectID p_id);
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void _body_exit_tree(ObjectID p_id);
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void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape);
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void _direct_state_changed(Object *p_state);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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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_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
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Ref<PhysicsMaterial> get_physics_material_override() const;
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void set_gravity_scale(real_t p_gravity_scale);
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real_t get_gravity_scale() const;
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void set_linear_damp(real_t p_linear_damp);
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real_t get_linear_damp() const;
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void set_angular_damp(real_t p_angular_damp);
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real_t get_angular_damp() const;
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void set_linear_velocity(const Vector2 &p_velocity);
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Vector2 get_linear_velocity() const;
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void set_axis_velocity(const Vector2 &p_axis);
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void set_angular_velocity(real_t p_velocity);
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real_t get_angular_velocity() const;
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void set_use_custom_integrator(bool p_enable);
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bool is_using_custom_integrator();
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void set_sleeping(bool p_sleeping);
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bool is_sleeping() const;
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void set_can_sleep(bool p_active);
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bool is_able_to_sleep() const;
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void set_contact_monitor(bool p_enabled);
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bool is_contact_monitor_enabled() const;
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void set_max_contacts_reported(int p_amount);
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int get_max_contacts_reported() const;
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void set_continuous_collision_detection_mode(CCDMode p_mode);
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CCDMode get_continuous_collision_detection_mode() const;
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void apply_central_impulse(const Vector2 &p_impulse);
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void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2());
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void apply_torque_impulse(real_t p_torque);
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void 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 real_t p_torque);
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real_t get_applied_torque() const;
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void add_central_force(const Vector2 &p_force);
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void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
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void add_torque(real_t p_torque);
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TypedArray<Node2D> get_colliding_bodies() const; //function for script
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virtual TypedArray<String> get_configuration_warnings() const override;
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RigidBody2D();
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~RigidBody2D();
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private:
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void _reload_physics_characteristics();
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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 CharacterBody2D : public PhysicsBody2D {
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GDCLASS(CharacterBody2D, PhysicsBody2D);
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private:
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real_t margin = 0.08;
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bool stop_on_slope = false;
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bool infinite_inertia = true;
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int max_slides = 4;
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real_t floor_max_angle = Math::deg2rad((real_t)45.0);
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Vector2 snap;
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Vector2 up_direction = Vector2(0.0, -1.0);
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Vector2 linear_velocity;
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Vector2 floor_normal;
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Vector2 floor_velocity;
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RID on_floor_body;
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bool on_floor = false;
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bool on_ceiling = false;
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bool on_wall = false;
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Vector<PhysicsServer2D::MotionResult> motion_results;
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Vector<Ref<KinematicCollision2D>> slide_colliders;
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Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
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bool separate_raycast_shapes(PhysicsServer2D::MotionResult &r_result);
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void set_safe_margin(real_t p_margin);
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real_t get_safe_margin() const;
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bool is_stop_on_slope_enabled() const;
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void set_stop_on_slope_enabled(bool p_enabled);
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bool is_infinite_inertia_enabled() const;
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void set_infinite_inertia_enabled(bool p_enabled);
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int get_max_slides() const;
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void set_max_slides(int p_max_slides);
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real_t get_floor_max_angle() const;
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void set_floor_max_angle(real_t p_radians);
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const Vector2 &get_snap() const;
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void set_snap(const Vector2 &p_snap);
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const Vector2 &get_up_direction() const;
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void set_up_direction(const Vector2 &p_up_direction);
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void _set_collision_direction(const PhysicsServer2D::MotionResult &p_result);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void move_and_slide();
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const Vector2 &get_linear_velocity() const;
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void set_linear_velocity(const Vector2 &p_velocity);
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bool is_on_floor() const;
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bool is_on_wall() const;
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bool is_on_ceiling() const;
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Vector2 get_floor_normal() const;
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Vector2 get_floor_velocity() const;
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int get_slide_count() const;
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PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const;
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CharacterBody2D();
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~CharacterBody2D();
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};
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class KinematicCollision2D : public RefCounted {
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GDCLASS(KinematicCollision2D, RefCounted);
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PhysicsBody2D *owner = nullptr;
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friend class PhysicsBody2D;
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friend class CharacterBody2D;
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PhysicsServer2D::MotionResult result;
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protected:
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static void _bind_methods();
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public:
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Vector2 get_position() const;
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Vector2 get_normal() const;
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Vector2 get_travel() const;
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Vector2 get_remainder() const;
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Object *get_local_shape() const;
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Object *get_collider() const;
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ObjectID get_collider_id() const;
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RID get_collider_rid() const;
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Object *get_collider_shape() const;
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int get_collider_shape_index() const;
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Vector2 get_collider_velocity() const;
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Variant get_collider_metadata() const;
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};
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#endif // PHYSICS_BODY_2D_H
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