diff options
author | Anton Yabchinskiy <arn@bestmx.ru> | 2015-07-29 23:01:36 +0300 |
---|---|---|
committer | Anton Yabchinskiy <arn@bestmx.ru> | 2015-07-29 23:01:36 +0300 |
commit | dc8df8a91a995796f0f330bf6bb6b209f6dfce08 (patch) | |
tree | 46cfe09124703b07860754d6b44e0289422e0573 /scene/2d/physics_body_2d.cpp | |
parent | 16746f157f83d666079ba3266acec13d35b84c3f (diff) | |
parent | 922356b903061cda7591090bf19e8346c3a78cf5 (diff) |
Merge branch 'master' of github.com:okamstudio/godot
Diffstat (limited to 'scene/2d/physics_body_2d.cpp')
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 243 |
1 files changed, 132 insertions, 111 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 5457182ea7..c30921eb69 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -5,7 +5,7 @@ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -68,17 +68,42 @@ float PhysicsBody2D::get_one_way_collision_max_depth() const{ } +void PhysicsBody2D::_set_layers(uint32_t p_mask) { + + set_layer_mask(p_mask); + set_collision_mask(p_mask); +} + +uint32_t PhysicsBody2D::_get_layers() const{ + + return get_layer_mask(); +} + void PhysicsBody2D::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_layer_mask","mask"),&PhysicsBody2D::set_layer_mask); ObjectTypeDB::bind_method(_MD("get_layer_mask"),&PhysicsBody2D::get_layer_mask); + ObjectTypeDB::bind_method(_MD("set_collision_mask","mask"),&PhysicsBody2D::set_collision_mask); + ObjectTypeDB::bind_method(_MD("get_collision_mask"),&PhysicsBody2D::get_collision_mask); + + + ObjectTypeDB::bind_method(_MD("set_collision_mask_bit","bit","value"),&PhysicsBody2D::set_collision_mask_bit); + ObjectTypeDB::bind_method(_MD("get_collision_mask_bit","bit"),&PhysicsBody2D::get_collision_mask_bit); + + ObjectTypeDB::bind_method(_MD("set_layer_mask_bit","bit","value"),&PhysicsBody2D::set_layer_mask_bit); + ObjectTypeDB::bind_method(_MD("get_layer_mask_bit","bit"),&PhysicsBody2D::get_layer_mask_bit); + + ObjectTypeDB::bind_method(_MD("_set_layers","mask"),&PhysicsBody2D::_set_layers); + ObjectTypeDB::bind_method(_MD("_get_layers"),&PhysicsBody2D::_get_layers); ObjectTypeDB::bind_method(_MD("set_one_way_collision_direction","dir"),&PhysicsBody2D::set_one_way_collision_direction); ObjectTypeDB::bind_method(_MD("get_one_way_collision_direction"),&PhysicsBody2D::get_one_way_collision_direction); ObjectTypeDB::bind_method(_MD("set_one_way_collision_max_depth","depth"),&PhysicsBody2D::set_one_way_collision_max_depth); ObjectTypeDB::bind_method(_MD("get_one_way_collision_max_depth"),&PhysicsBody2D::get_one_way_collision_max_depth); ObjectTypeDB::bind_method(_MD("add_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::add_collision_exception_with); ObjectTypeDB::bind_method(_MD("remove_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::remove_collision_exception_with); - ADD_PROPERTY(PropertyInfo(Variant::INT,"layers",PROPERTY_HINT_ALL_FLAGS),_SCS("set_layer_mask"),_SCS("get_layer_mask")); + ADD_PROPERTY(PropertyInfo(Variant::INT,"layers",PROPERTY_HINT_ALL_FLAGS,"",0),_SCS("_set_layers"),_SCS("_get_layers")); //for backwards compat + ADD_PROPERTY(PropertyInfo(Variant::INT,"collision/layers",PROPERTY_HINT_ALL_FLAGS),_SCS("set_layer_mask"),_SCS("get_layer_mask")); + ADD_PROPERTY(PropertyInfo(Variant::INT,"collision/mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_collision_mask"),_SCS("get_collision_mask")); ADD_PROPERTYNZ(PropertyInfo(Variant::VECTOR2,"one_way_collision/direction"),_SCS("set_one_way_collision_direction"),_SCS("get_one_way_collision_direction")); ADD_PROPERTYNZ(PropertyInfo(Variant::REAL,"one_way_collision/max_depth"),_SCS("set_one_way_collision_max_depth"),_SCS("get_one_way_collision_max_depth")); } @@ -94,9 +119,53 @@ uint32_t PhysicsBody2D::get_layer_mask() const { return mask; } +void PhysicsBody2D::set_collision_mask(uint32_t p_mask) { + + collision_mask=p_mask; + Physics2DServer::get_singleton()->body_set_collision_mask(get_rid(),p_mask); +} + +uint32_t PhysicsBody2D::get_collision_mask() const { + + return collision_mask; +} + +void PhysicsBody2D::set_collision_mask_bit(int p_bit, bool p_value) { + + uint32_t mask = get_collision_mask(); + if (p_value) + mask|=1<<p_bit; + else + mask&=~(1<<p_bit); + set_collision_mask(mask); + +} +bool PhysicsBody2D::get_collision_mask_bit(int p_bit) const{ + + return get_collision_mask()&(1<<p_bit); +} + + +void PhysicsBody2D::set_layer_mask_bit(int p_bit, bool p_value) { + + uint32_t mask = get_layer_mask(); + if (p_value) + mask|=1<<p_bit; + else + mask&=~(1<<p_bit); + set_layer_mask(mask); + +} + +bool PhysicsBody2D::get_layer_mask_bit(int p_bit) const{ + + return get_layer_mask()&(1<<p_bit); +} + PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode) : CollisionObject2D( Physics2DServer::get_singleton()->body_create(p_mode), false) { mask=1; + collision_mask=1; set_one_way_collision_max_depth(0); set_pickable(false); @@ -277,6 +346,13 @@ void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shap Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(objid); + /*if (obj) { + if (body_in) + print_line("in: "+String(obj->call("get_name"))); + else + print_line("out: "+String(obj->call("get_name"))); + }*/ + ERR_FAIL_COND(!body_in && !E); if (body_in) { @@ -341,6 +417,16 @@ struct _RigidBody2DInOut { int local_shape; }; + +bool RigidBody2D::_test_motion(const Vector2& p_motion,float p_margin,const Ref<Physics2DTestMotionResult>& p_result) { + + Physics2DServer::MotionResult *r=NULL; + if (p_result.is_valid()) + r=p_result->get_result_ptr(); + return Physics2DServer::get_singleton()->body_test_motion(get_rid(),p_motion,p_margin,r); + +} + void RigidBody2D::_direct_state_changed(Object *p_state) { //eh.. fuck @@ -376,14 +462,14 @@ void RigidBody2D::_direct_state_changed(Object *p_state) { 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); - toadd[i].local_shape=local_shape; - toadd[i].id=obj; - toadd[i].shape=shape; // bool found=false; Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(obj); if (!E) { + toadd[toadd_count].local_shape=local_shape; + toadd[toadd_count].id=obj; + toadd[toadd_count].shape=shape; toadd_count++; continue; } @@ -392,6 +478,9 @@ void RigidBody2D::_direct_state_changed(Object *p_state) { int idx = E->get().shapes.find(sp); if (idx==-1) { + toadd[toadd_count].local_shape=local_shape; + toadd[toadd_count].id=obj; + toadd[toadd_count].shape=shape; toadd_count++; continue; } @@ -791,6 +880,8 @@ void RigidBody2D::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_can_sleep","able_to_sleep"),&RigidBody2D::set_can_sleep); ObjectTypeDB::bind_method(_MD("is_able_to_sleep"),&RigidBody2D::is_able_to_sleep); + ObjectTypeDB::bind_method(_MD("test_motion","motion","margin","result:Physics2DTestMotionResult"),&RigidBody2D::_test_motion,DEFVAL(0.08),DEFVAL(Variant())); + ObjectTypeDB::bind_method(_MD("_direct_state_changed"),&RigidBody2D::_direct_state_changed); ObjectTypeDB::bind_method(_MD("_body_enter_tree"),&RigidBody2D::_body_enter_tree); ObjectTypeDB::bind_method(_MD("_body_exit_tree"),&RigidBody2D::_body_exit_tree); @@ -887,21 +978,40 @@ Variant KinematicBody2D::_get_collider() const { return obj; } +void KinematicBody2D::revert_motion() { + + Matrix32 gt = get_global_transform(); + gt.elements[2]-=travel; + travel=Vector2(); + set_global_transform(gt); -bool KinematicBody2D::_ignores_mode(Physics2DServer::BodyMode p_mode) const { +} - switch(p_mode) { - case Physics2DServer::BODY_MODE_STATIC: return !collide_static; - case Physics2DServer::BODY_MODE_KINEMATIC: return !collide_kinematic; - case Physics2DServer::BODY_MODE_RIGID: return !collide_rigid; - case Physics2DServer::BODY_MODE_CHARACTER: return !collide_character; - } +Vector2 KinematicBody2D::get_travel() const { - return true; + return travel; } Vector2 KinematicBody2D::move(const Vector2& p_motion) { +#if 1 + Physics2DServer::MotionResult result; + colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(),p_motion,margin,&result); + + collider_metadata=result.collider_metadata; + collider_shape=result.collider_shape; + collider_vel=result.collider_velocity; + collision=result.collision_point; + normal=result.collision_normal; + collider=result.collider_id; + + Matrix32 gt = get_global_transform(); + gt.elements[2]+=result.motion; + set_global_transform(gt); + travel=result.motion; + return result.remainder; + +#else //give me back regular physics engine logic //this is madness //and most people using this function will think @@ -1051,7 +1161,7 @@ Vector2 KinematicBody2D::move(const Vector2& p_motion) { set_global_transform(gt); return p_motion-motion; - +#endif } Vector2 KinematicBody2D::move_to(const Vector2& p_position) { @@ -1059,58 +1169,22 @@ Vector2 KinematicBody2D::move_to(const Vector2& p_position) { return move(p_position-get_global_pos()); } -bool KinematicBody2D::can_move_to(const Vector2& p_position, bool p_discrete) { +bool KinematicBody2D::test_move(const Vector2& p_motion) { ERR_FAIL_COND_V(!is_inside_tree(),false); - Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space()); - ERR_FAIL_COND_V(!dss,false); - - uint32_t mask=0; - if (collide_static) - mask|=Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY; - if (collide_kinematic) - mask|=Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY; - if (collide_rigid) - mask|=Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY; - if (collide_character) - mask|=Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY; - Vector2 motion = p_position-get_global_pos(); - Matrix32 xform=get_global_transform(); + return Physics2DServer::get_singleton()->body_test_motion(get_rid(),p_motion,margin); - if (p_discrete) { - xform.elements[2]+=motion; - motion=Vector2(); - } - - Set<RID> exclude; - exclude.insert(get_rid()); - - //fill exclude list.. - for(int i=0;i<get_shape_count();i++) { - - - bool col = dss->intersect_shape(get_shape(i)->get_rid(), xform * get_shape_transform(i),motion,0,NULL,0,exclude,get_layer_mask(),mask); - if (col) - return false; - } - - return true; } -bool KinematicBody2D::is_colliding() const { - - ERR_FAIL_COND_V(!is_inside_tree(),false); - - return colliding; -} Vector2 KinematicBody2D::get_collision_pos() const { ERR_FAIL_COND_V(!colliding,Vector2()); return collision; } + Vector2 KinematicBody2D::get_collision_normal() const { ERR_FAIL_COND_V(!colliding,Vector2()); @@ -1143,43 +1217,10 @@ Variant KinematicBody2D::get_collider_metadata() const { } -void KinematicBody2D::set_collide_with_static_bodies(bool p_enable) { - collide_static=p_enable; -} -bool KinematicBody2D::can_collide_with_static_bodies() const { - - return collide_static; -} - -void KinematicBody2D::set_collide_with_rigid_bodies(bool p_enable) { - - collide_rigid=p_enable; - -} -bool KinematicBody2D::can_collide_with_rigid_bodies() const { - - - return collide_rigid; -} - -void KinematicBody2D::set_collide_with_kinematic_bodies(bool p_enable) { - - collide_kinematic=p_enable; - -} -bool KinematicBody2D::can_collide_with_kinematic_bodies() const { - - return collide_kinematic; -} - -void KinematicBody2D::set_collide_with_character_bodies(bool p_enable) { +bool KinematicBody2D::is_colliding() const{ - collide_character=p_enable; -} -bool KinematicBody2D::can_collide_with_character_bodies() const { - - return collide_character; + return colliding; } void KinematicBody2D::set_collision_margin(float p_margin) { @@ -1198,7 +1239,9 @@ void KinematicBody2D::_bind_methods() { ObjectTypeDB::bind_method(_MD("move","rel_vec"),&KinematicBody2D::move); ObjectTypeDB::bind_method(_MD("move_to","position"),&KinematicBody2D::move_to); - ObjectTypeDB::bind_method(_MD("can_move_to","position","discrete"),&KinematicBody2D::can_move_to,DEFVAL(false)); + ObjectTypeDB::bind_method(_MD("test_move","rel_vec"),&KinematicBody2D::test_move); + ObjectTypeDB::bind_method(_MD("get_travel"),&KinematicBody2D::get_travel); + ObjectTypeDB::bind_method(_MD("revert_motion"),&KinematicBody2D::revert_motion); ObjectTypeDB::bind_method(_MD("is_colliding"),&KinematicBody2D::is_colliding); @@ -1209,26 +1252,9 @@ void KinematicBody2D::_bind_methods() { ObjectTypeDB::bind_method(_MD("get_collider_shape"),&KinematicBody2D::get_collider_shape); ObjectTypeDB::bind_method(_MD("get_collider_metadata"),&KinematicBody2D::get_collider_metadata); - - ObjectTypeDB::bind_method(_MD("set_collide_with_static_bodies","enable"),&KinematicBody2D::set_collide_with_static_bodies); - ObjectTypeDB::bind_method(_MD("can_collide_with_static_bodies"),&KinematicBody2D::can_collide_with_static_bodies); - - ObjectTypeDB::bind_method(_MD("set_collide_with_kinematic_bodies","enable"),&KinematicBody2D::set_collide_with_kinematic_bodies); - ObjectTypeDB::bind_method(_MD("can_collide_with_kinematic_bodies"),&KinematicBody2D::can_collide_with_kinematic_bodies); - - ObjectTypeDB::bind_method(_MD("set_collide_with_rigid_bodies","enable"),&KinematicBody2D::set_collide_with_rigid_bodies); - ObjectTypeDB::bind_method(_MD("can_collide_with_rigid_bodies"),&KinematicBody2D::can_collide_with_rigid_bodies); - - ObjectTypeDB::bind_method(_MD("set_collide_with_character_bodies","enable"),&KinematicBody2D::set_collide_with_character_bodies); - ObjectTypeDB::bind_method(_MD("can_collide_with_character_bodies"),&KinematicBody2D::can_collide_with_character_bodies); - ObjectTypeDB::bind_method(_MD("set_collision_margin","pixels"),&KinematicBody2D::set_collision_margin); ObjectTypeDB::bind_method(_MD("get_collision_margin","pixels"),&KinematicBody2D::get_collision_margin); - ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/static"),_SCS("set_collide_with_static_bodies"),_SCS("can_collide_with_static_bodies")); - ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/kinematic"),_SCS("set_collide_with_kinematic_bodies"),_SCS("can_collide_with_kinematic_bodies")); - ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/rigid"),_SCS("set_collide_with_rigid_bodies"),_SCS("can_collide_with_rigid_bodies")); - ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/character"),_SCS("set_collide_with_character_bodies"),_SCS("can_collide_with_character_bodies")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"collision/margin",PROPERTY_HINT_RANGE,"0.001,256,0.001"),_SCS("set_collision_margin"),_SCS("get_collision_margin")); @@ -1236,11 +1262,6 @@ void KinematicBody2D::_bind_methods() { KinematicBody2D::KinematicBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC){ - collide_static=true; - collide_rigid=true; - collide_kinematic=true; - collide_character=true; - colliding=false; collider=0; |