summaryrefslogtreecommitdiff
path: root/scene/2d/physics_body_2d.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'scene/2d/physics_body_2d.cpp')
-rw-r--r--scene/2d/physics_body_2d.cpp1030
1 files changed, 471 insertions, 559 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 0ffaf81e3d..88845a7290 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -31,7 +31,7 @@
void PhysicsBody2D::_notification(int p_what) {
-/*
+ /*
switch(p_what) {
case NOTIFICATION_TRANSFORM_CHANGED: {
@@ -43,78 +43,74 @@ void PhysicsBody2D::_notification(int p_what) {
*/
}
-void PhysicsBody2D::set_one_way_collision_direction(const Vector2& p_dir) {
+void PhysicsBody2D::set_one_way_collision_direction(const Vector2 &p_dir) {
- one_way_collision_direction=p_dir;
- Physics2DServer::get_singleton()->body_set_one_way_collision_direction(get_rid(),p_dir);
+ one_way_collision_direction = p_dir;
+ Physics2DServer::get_singleton()->body_set_one_way_collision_direction(get_rid(), p_dir);
}
-Vector2 PhysicsBody2D::get_one_way_collision_direction() const{
+Vector2 PhysicsBody2D::get_one_way_collision_direction() const {
return one_way_collision_direction;
}
-
void PhysicsBody2D::set_one_way_collision_max_depth(float p_depth) {
- one_way_collision_max_depth=p_depth;
- Physics2DServer::get_singleton()->body_set_one_way_collision_max_depth(get_rid(),p_depth);
-
+ one_way_collision_max_depth = p_depth;
+ Physics2DServer::get_singleton()->body_set_one_way_collision_max_depth(get_rid(), p_depth);
}
-float PhysicsBody2D::get_one_way_collision_max_depth() const{
+float PhysicsBody2D::get_one_way_collision_max_depth() const {
return one_way_collision_max_depth;
}
-
void PhysicsBody2D::_set_layers(uint32_t p_mask) {
set_collision_layer(p_mask);
set_collision_mask(p_mask);
}
-uint32_t PhysicsBody2D::_get_layers() const{
+uint32_t PhysicsBody2D::_get_layers() const {
return get_collision_layer();
}
void PhysicsBody2D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_collision_layer","mask"),&PhysicsBody2D::set_collision_layer);
- ClassDB::bind_method(D_METHOD("get_collision_layer"),&PhysicsBody2D::get_collision_layer);
- ClassDB::bind_method(D_METHOD("set_collision_mask","mask"),&PhysicsBody2D::set_collision_mask);
- ClassDB::bind_method(D_METHOD("get_collision_mask"),&PhysicsBody2D::get_collision_mask);
+ ClassDB::bind_method(D_METHOD("set_collision_layer", "mask"), &PhysicsBody2D::set_collision_layer);
+ ClassDB::bind_method(D_METHOD("get_collision_layer"), &PhysicsBody2D::get_collision_layer);
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &PhysicsBody2D::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsBody2D::get_collision_mask);
+ ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &PhysicsBody2D::set_collision_mask_bit);
+ ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &PhysicsBody2D::get_collision_mask_bit);
- ClassDB::bind_method(D_METHOD("set_collision_mask_bit","bit","value"),&PhysicsBody2D::set_collision_mask_bit);
- ClassDB::bind_method(D_METHOD("get_collision_mask_bit","bit"),&PhysicsBody2D::get_collision_mask_bit);
+ ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &PhysicsBody2D::set_collision_layer_bit);
+ ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &PhysicsBody2D::get_collision_layer_bit);
- ClassDB::bind_method(D_METHOD("set_collision_layer_bit","bit","value"),&PhysicsBody2D::set_collision_layer_bit);
- ClassDB::bind_method(D_METHOD("get_collision_layer_bit","bit"),&PhysicsBody2D::get_collision_layer_bit);
+ ClassDB::bind_method(D_METHOD("_set_layers", "mask"), &PhysicsBody2D::_set_layers);
+ ClassDB::bind_method(D_METHOD("_get_layers"), &PhysicsBody2D::_get_layers);
+ ClassDB::bind_method(D_METHOD("set_one_way_collision_direction", "dir"), &PhysicsBody2D::set_one_way_collision_direction);
+ ClassDB::bind_method(D_METHOD("get_one_way_collision_direction"), &PhysicsBody2D::get_one_way_collision_direction);
+ ClassDB::bind_method(D_METHOD("set_one_way_collision_max_depth", "depth"), &PhysicsBody2D::set_one_way_collision_max_depth);
+ ClassDB::bind_method(D_METHOD("get_one_way_collision_max_depth"), &PhysicsBody2D::get_one_way_collision_max_depth);
+ ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body:PhysicsBody2D"), &PhysicsBody2D::add_collision_exception_with);
+ ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body:PhysicsBody2D"), &PhysicsBody2D::remove_collision_exception_with);
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_2D_PHYSICS, "", 0), "_set_layers", "_get_layers"); //for backwards compat
- ClassDB::bind_method(D_METHOD("_set_layers","mask"),&PhysicsBody2D::_set_layers);
- ClassDB::bind_method(D_METHOD("_get_layers"),&PhysicsBody2D::_get_layers);
- ClassDB::bind_method(D_METHOD("set_one_way_collision_direction","dir"),&PhysicsBody2D::set_one_way_collision_direction);
- ClassDB::bind_method(D_METHOD("get_one_way_collision_direction"),&PhysicsBody2D::get_one_way_collision_direction);
- ClassDB::bind_method(D_METHOD("set_one_way_collision_max_depth","depth"),&PhysicsBody2D::set_one_way_collision_max_depth);
- ClassDB::bind_method(D_METHOD("get_one_way_collision_max_depth"),&PhysicsBody2D::get_one_way_collision_max_depth);
- ClassDB::bind_method(D_METHOD("add_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::add_collision_exception_with);
- ClassDB::bind_method(D_METHOD("remove_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::remove_collision_exception_with);
- ADD_PROPERTY(PropertyInfo(Variant::INT,"layers",PROPERTY_HINT_LAYERS_2D_PHYSICS,"",0),"_set_layers","_get_layers"); //for backwards compat
-
- ADD_GROUP("Collision","collision_");
- ADD_PROPERTY(PropertyInfo(Variant::INT,"collision_layer",PROPERTY_HINT_LAYERS_2D_PHYSICS),"set_collision_layer","get_collision_layer");
- ADD_PROPERTY(PropertyInfo(Variant::INT,"collision_mask",PROPERTY_HINT_LAYERS_2D_PHYSICS),"set_collision_mask","get_collision_mask");
- ADD_GROUP("","");
- ADD_PROPERTYNZ(PropertyInfo(Variant::VECTOR2,"one_way_collision/direction"),"set_one_way_collision_direction","get_one_way_collision_direction");
- ADD_PROPERTYNZ(PropertyInfo(Variant::REAL,"one_way_collision/max_depth"),"set_one_way_collision_max_depth","get_one_way_collision_max_depth");
+ ADD_GROUP("Collision", "collision_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_layer", "get_collision_layer");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
+ ADD_GROUP("", "");
+ ADD_PROPERTYNZ(PropertyInfo(Variant::VECTOR2, "one_way_collision/direction"), "set_one_way_collision_direction", "get_one_way_collision_direction");
+ ADD_PROPERTYNZ(PropertyInfo(Variant::REAL, "one_way_collision/max_depth"), "set_one_way_collision_max_depth", "get_one_way_collision_max_depth");
}
void PhysicsBody2D::set_collision_layer(uint32_t p_mask) {
- mask=p_mask;
- Physics2DServer::get_singleton()->body_set_layer_mask(get_rid(),p_mask);
+ mask = p_mask;
+ Physics2DServer::get_singleton()->body_set_layer_mask(get_rid(), p_mask);
}
uint32_t PhysicsBody2D::get_collision_layer() const {
@@ -124,8 +120,8 @@ uint32_t PhysicsBody2D::get_collision_layer() const {
void PhysicsBody2D::set_collision_mask(uint32_t p_mask) {
- collision_mask=p_mask;
- Physics2DServer::get_singleton()->body_set_collision_mask(get_rid(),p_mask);
+ collision_mask = p_mask;
+ Physics2DServer::get_singleton()->body_set_collision_mask(get_rid(), p_mask);
}
uint32_t PhysicsBody2D::get_collision_mask() const {
@@ -137,44 +133,41 @@ 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;
+ mask |= 1 << p_bit;
else
- mask&=~(1<<p_bit);
+ mask &= ~(1 << p_bit);
set_collision_mask(mask);
-
}
-bool PhysicsBody2D::get_collision_mask_bit(int p_bit) const{
+bool PhysicsBody2D::get_collision_mask_bit(int p_bit) const {
- return get_collision_mask()&(1<<p_bit);
+ return get_collision_mask() & (1 << p_bit);
}
-
void PhysicsBody2D::set_collision_layer_bit(int p_bit, bool p_value) {
uint32_t mask = get_collision_layer();
if (p_value)
- mask|=1<<p_bit;
+ mask |= 1 << p_bit;
else
- mask&=~(1<<p_bit);
+ mask &= ~(1 << p_bit);
set_collision_layer(mask);
-
}
-bool PhysicsBody2D::get_collision_layer_bit(int p_bit) const{
+bool PhysicsBody2D::get_collision_layer_bit(int p_bit) const {
- return get_collision_layer()&(1<<p_bit);
+ return get_collision_layer() & (1 << p_bit);
}
-PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode) : CollisionObject2D( Physics2DServer::get_singleton()->body_create(p_mode), false) {
+PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode)
+ : CollisionObject2D(Physics2DServer::get_singleton()->body_create(p_mode), false) {
- mask=1;
- collision_mask=1;
+ mask = 1;
+ collision_mask = 1;
set_one_way_collision_max_depth(0);
set_pickable(false);
-
}
-void PhysicsBody2D::add_collision_exception_with(Node* p_node) {
+void PhysicsBody2D::add_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
PhysicsBody2D *physics_body = p_node->cast_to<PhysicsBody2D>();
@@ -182,11 +175,10 @@ void PhysicsBody2D::add_collision_exception_with(Node* p_node) {
ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
}
ERR_FAIL_COND(!physics_body);
- Physics2DServer::get_singleton()->body_add_collision_exception(get_rid(),physics_body->get_rid());
-
+ Physics2DServer::get_singleton()->body_add_collision_exception(get_rid(), physics_body->get_rid());
}
-void PhysicsBody2D::remove_collision_exception_with(Node* p_node) {
+void PhysicsBody2D::remove_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
PhysicsBody2D *physics_body = p_node->cast_to<PhysicsBody2D>();
@@ -194,20 +186,19 @@ void PhysicsBody2D::remove_collision_exception_with(Node* p_node) {
ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
}
ERR_FAIL_COND(!physics_body);
- Physics2DServer::get_singleton()->body_remove_collision_exception(get_rid(),physics_body->get_rid());
+ Physics2DServer::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid());
}
-void StaticBody2D::set_constant_linear_velocity(const Vector2& p_vel) {
-
- constant_linear_velocity=p_vel;
- Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_LINEAR_VELOCITY,constant_linear_velocity);
+void StaticBody2D::set_constant_linear_velocity(const Vector2 &p_vel) {
+ constant_linear_velocity = p_vel;
+ Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
}
void StaticBody2D::set_constant_angular_velocity(real_t p_vel) {
- constant_angular_velocity=p_vel;
- Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_ANGULAR_VELOCITY,constant_angular_velocity);
+ constant_angular_velocity = p_vel;
+ Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
}
Vector2 StaticBody2D::get_constant_linear_velocity() const {
@@ -242,91 +233,80 @@ void StaticBody2D::_update_xform() {
}
#endif
+void StaticBody2D::set_friction(real_t p_friction) {
-void StaticBody2D::set_friction(real_t p_friction){
-
- ERR_FAIL_COND(p_friction<0 || p_friction>1);
-
- friction=p_friction;
- Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_FRICTION,friction);
+ ERR_FAIL_COND(p_friction < 0 || p_friction > 1);
+ friction = p_friction;
+ Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, friction);
}
-real_t StaticBody2D::get_friction() const{
+real_t StaticBody2D::get_friction() const {
return friction;
}
-void StaticBody2D::set_bounce(real_t p_bounce){
+void StaticBody2D::set_bounce(real_t p_bounce) {
- ERR_FAIL_COND(p_bounce<0 || p_bounce>1);
-
- bounce=p_bounce;
- Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_BOUNCE,bounce);
+ ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1);
+ bounce = p_bounce;
+ Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, bounce);
}
-real_t StaticBody2D::get_bounce() const{
+real_t StaticBody2D::get_bounce() const {
return bounce;
}
void StaticBody2D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_constant_linear_velocity","vel"),&StaticBody2D::set_constant_linear_velocity);
- ClassDB::bind_method(D_METHOD("set_constant_angular_velocity","vel"),&StaticBody2D::set_constant_angular_velocity);
- ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"),&StaticBody2D::get_constant_linear_velocity);
- ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"),&StaticBody2D::get_constant_angular_velocity);
- ClassDB::bind_method(D_METHOD("set_friction","friction"),&StaticBody2D::set_friction);
- ClassDB::bind_method(D_METHOD("get_friction"),&StaticBody2D::get_friction);
+ ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody2D::set_constant_linear_velocity);
+ ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody2D::set_constant_angular_velocity);
+ ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody2D::get_constant_linear_velocity);
+ ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody2D::get_constant_angular_velocity);
+ ClassDB::bind_method(D_METHOD("set_friction", "friction"), &StaticBody2D::set_friction);
+ ClassDB::bind_method(D_METHOD("get_friction"), &StaticBody2D::get_friction);
- ClassDB::bind_method(D_METHOD("set_bounce","bounce"),&StaticBody2D::set_bounce);
- ClassDB::bind_method(D_METHOD("get_bounce"),&StaticBody2D::get_bounce);
+ ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &StaticBody2D::set_bounce);
+ ClassDB::bind_method(D_METHOD("get_bounce"), &StaticBody2D::get_bounce);
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR2,"constant_linear_velocity"),"set_constant_linear_velocity","get_constant_linear_velocity");
- ADD_PROPERTY(PropertyInfo(Variant::REAL,"constant_angular_velocity"),"set_constant_angular_velocity","get_constant_angular_velocity");
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_friction","get_friction");
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_bounce","get_bounce");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce");
}
-StaticBody2D::StaticBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_STATIC) {
-
- constant_angular_velocity=0;
- bounce=0;
- friction=1;
-
+StaticBody2D::StaticBody2D()
+ : PhysicsBody2D(Physics2DServer::BODY_MODE_STATIC) {
+ constant_angular_velocity = 0;
+ bounce = 0;
+ friction = 1;
}
StaticBody2D::~StaticBody2D() {
-
}
-
-
-
void RigidBody2D::_body_enter_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = obj ? obj->cast_to<Node>() : NULL;
ERR_FAIL_COND(!node);
- Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(p_id);
+ 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);
+ 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++) {
+ for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_entered,p_id,node,E->get().shapes[i].body_shape,E->get().shapes[i].local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
}
- contact_monitor->locked=false;
-
-
+ contact_monitor->locked = false;
}
void RigidBody2D::_body_exit_tree(ObjectID p_id) {
@@ -334,33 +314,32 @@ void RigidBody2D::_body_exit_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = obj ? obj->cast_to<Node>() : NULL;
ERR_FAIL_COND(!node);
- Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(p_id);
+ 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;
+ E->get().in_scene = false;
- contact_monitor->locked=true;
+ contact_monitor->locked = true;
- emit_signal(SceneStringNames::get_singleton()->body_exited,node);
+ emit_signal(SceneStringNames::get_singleton()->body_exited, node);
- for(int i=0;i<E->get().shapes.size();i++) {
+ for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_exited,p_id,node,E->get().shapes[i].body_shape,E->get().shapes[i].local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
}
- contact_monitor->locked=false;
-
+ contact_monitor->locked = false;
}
-void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shape,int p_local_shape) {
+void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape) {
- bool body_in = p_status==1;
- ObjectID objid=p_instance;
+ bool body_in = p_status == 1;
+ ObjectID objid = p_instance;
Object *obj = ObjectDB::get_instance(objid);
Node *node = obj ? obj->cast_to<Node>() : NULL;
- Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(objid);
+ Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(objid);
/*if (obj) {
if (body_in)
@@ -374,14 +353,14 @@ void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shap
if (body_in) {
if (!E) {
- E = contact_monitor->body_map.insert(objid,BodyState());
+ E = contact_monitor->body_map.insert(objid, BodyState());
//E->get().rc=0;
- E->get().in_scene=node && node->is_inside_tree();
+ E->get().in_scene = node && node->is_inside_tree();
if (node) {
- node->connect(SceneStringNames::get_singleton()->tree_entered,this,SceneStringNames::get_singleton()->_body_enter_tree,make_binds(objid));
- node->connect(SceneStringNames::get_singleton()->tree_exited,this,SceneStringNames::get_singleton()->_body_exit_tree,make_binds(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree, make_binds(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_exited, this, SceneStringNames::get_singleton()->_body_exit_tree, make_binds(objid));
if (E->get().in_scene) {
- emit_signal(SceneStringNames::get_singleton()->body_entered,node);
+ emit_signal(SceneStringNames::get_singleton()->body_entered, node);
}
}
@@ -389,11 +368,10 @@ void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shap
}
if (node)
- E->get().shapes.insert(ShapePair(p_body_shape,p_local_shape));
-
+ E->get().shapes.insert(ShapePair(p_body_shape, p_local_shape));
if (E->get().in_scene) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_entered,objid,node,p_body_shape,p_local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, objid, node, p_body_shape, p_local_shape);
}
} else {
@@ -401,31 +379,27 @@ void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shap
//E->get().rc--;
if (node)
- E->get().shapes.erase(ShapePair(p_body_shape,p_local_shape));
+ E->get().shapes.erase(ShapePair(p_body_shape, p_local_shape));
bool in_scene = E->get().in_scene;
if (E->get().shapes.empty()) {
if (node) {
- node->disconnect(SceneStringNames::get_singleton()->tree_entered,this,SceneStringNames::get_singleton()->_body_enter_tree);
- node->disconnect(SceneStringNames::get_singleton()->tree_exited,this,SceneStringNames::get_singleton()->_body_exit_tree);
+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree);
+ node->disconnect(SceneStringNames::get_singleton()->tree_exited, this, SceneStringNames::get_singleton()->_body_exit_tree);
if (in_scene)
- emit_signal(SceneStringNames::get_singleton()->body_exited,obj);
-
+ emit_signal(SceneStringNames::get_singleton()->body_exited, obj);
}
contact_monitor->body_map.erase(E);
}
if (node && in_scene) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_exited,objid,obj,p_body_shape,p_local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, objid, obj, p_body_shape, p_local_shape);
}
-
}
-
}
-
struct _RigidBody2DInOut {
ObjectID id;
@@ -433,62 +407,60 @@ struct _RigidBody2DInOut {
int local_shape;
};
+bool RigidBody2D::_test_motion(const Vector2 &p_motion, float p_margin, const Ref<Physics2DTestMotionResult> &p_result) {
-bool RigidBody2D::_test_motion(const Vector2& p_motion,float p_margin,const Ref<Physics2DTestMotionResult>& p_result) {
-
- Physics2DServer::MotionResult *r=NULL;
+ Physics2DServer::MotionResult *r = NULL;
if (p_result.is_valid())
- r=p_result->get_result_ptr();
- return Physics2DServer::get_singleton()->body_test_motion(get_rid(),get_global_transform(),p_motion,p_margin,r);
-
+ r = p_result->get_result_ptr();
+ return Physics2DServer::get_singleton()->body_test_motion(get_rid(), get_global_transform(), p_motion, p_margin, r);
}
void RigidBody2D::_direct_state_changed(Object *p_state) {
- //eh.. fuck
+//eh.. fuck
#ifdef DEBUG_ENABLED
- state=p_state->cast_to<Physics2DDirectBodyState>();
+ state = p_state->cast_to<Physics2DDirectBodyState>();
#else
- state=(Physics2DDirectBodyState*)p_state; //trust it
+ state = (Physics2DDirectBodyState *)p_state; //trust it
#endif
set_block_transform_notify(true); // don't want notify (would feedback loop)
- if (mode!=MODE_KINEMATIC)
+ 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();
+ 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);
+ get_script_instance()->call("_integrate_forces", state);
set_block_transform_notify(false); // want it back
if (contact_monitor) {
- contact_monitor->locked=true;
+ contact_monitor->locked = true;
//untag all
- int rc=0;
- for( Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.front();E;E=E->next()) {
+ 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++) {
+ for (int i = 0; i < E->get().shapes.size(); i++) {
- E->get().shapes[i].tagged=false;
+ 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;
+ _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++) {
+ for (int i = 0; i < state->get_contact_count(); i++) {
ObjectID obj = state->get_contact_collider_id(i);
int local_shape = state->get_contact_local_shape(i);
@@ -496,270 +468,250 @@ void RigidBody2D::_direct_state_changed(Object *p_state) {
//bool found=false;
- Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(obj);
+ 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[toadd_count].local_shape = local_shape;
+ toadd[toadd_count].id = obj;
+ toadd[toadd_count].shape = shape;
toadd_count++;
continue;
}
- ShapePair sp( shape,local_shape );
+ ShapePair sp(shape, local_shape);
int idx = E->get().shapes.find(sp);
- if (idx==-1) {
+ if (idx == -1) {
- toadd[toadd_count].local_shape=local_shape;
- toadd[toadd_count].id=obj;
- toadd[toadd_count].shape=shape;
+ 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;
+ 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 (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
- for(int i=0;i<E->get().shapes.size();i++) {
+ for (int i = 0; i < E->get().shapes.size(); i++) {
if (!E->get().shapes[i].tagged) {
- toremove[toremove_count].body_id=E->key();
- toremove[toremove_count].pair=E->get().shapes[i];
+ toremove[toremove_count].body_id = E->key();
+ toremove[toremove_count].pair = E->get().shapes[i];
toremove_count++;
}
}
}
-
//process remotions
+ for (int i = 0; i < toremove_count; i++) {
- for(int i=0;i<toremove_count;i++) {
-
- _body_inout(0,toremove[i].body_id,toremove[i].pair.body_shape,toremove[i].pair.local_shape);
+ _body_inout(0, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
}
//process aditions
+ for (int i = 0; i < toadd_count; i++) {
- for(int i=0;i<toadd_count;i++) {
-
- _body_inout(1,toadd[i].id,toadd[i].shape,toadd[i].local_shape);
+ _body_inout(1, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
}
- contact_monitor->locked=false;
-
+ contact_monitor->locked = false;
}
-
-
- state=NULL;
+ state = NULL;
}
-
void RigidBody2D::set_mode(Mode p_mode) {
- mode=p_mode;
- switch(p_mode) {
+ mode = p_mode;
+ switch (p_mode) {
case MODE_RIGID: {
- Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_RIGID);
+ Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_RIGID);
} break;
case MODE_STATIC: {
- Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_STATIC);
+ Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_STATIC);
} break;
case MODE_KINEMATIC: {
- Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_KINEMATIC);
+ Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_KINEMATIC);
} break;
case MODE_CHARACTER: {
- Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_CHARACTER);
+ Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_CHARACTER);
} break;
-
}
}
-RigidBody2D::Mode RigidBody2D::get_mode() const{
+RigidBody2D::Mode RigidBody2D::get_mode() const {
return mode;
}
-void RigidBody2D::set_mass(real_t p_mass){
+void RigidBody2D::set_mass(real_t p_mass) {
- ERR_FAIL_COND(p_mass<=0);
- mass=p_mass;
+ ERR_FAIL_COND(p_mass <= 0);
+ mass = p_mass;
_change_notify("mass");
_change_notify("weight");
- Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_MASS,mass);
-
+ Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_MASS, mass);
}
-real_t RigidBody2D::get_mass() const{
+real_t RigidBody2D::get_mass() const {
return mass;
}
void RigidBody2D::set_inertia(real_t p_inertia) {
- ERR_FAIL_COND(p_inertia<=0);
- Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_INERTIA,p_inertia);
+ ERR_FAIL_COND(p_inertia <= 0);
+ Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_INERTIA, p_inertia);
}
-real_t RigidBody2D::get_inertia() const{
+real_t RigidBody2D::get_inertia() const {
- return Physics2DServer::get_singleton()->body_get_param(get_rid(),Physics2DServer::BODY_PARAM_INERTIA);
+ return Physics2DServer::get_singleton()->body_get_param(get_rid(), Physics2DServer::BODY_PARAM_INERTIA);
}
-void RigidBody2D::set_weight(real_t p_weight){
+void RigidBody2D::set_weight(real_t p_weight) {
- set_mass(p_weight/9.8);
+ set_mass(p_weight / 9.8);
}
-real_t RigidBody2D::get_weight() const{
+real_t RigidBody2D::get_weight() const {
- return mass*9.8;
+ return mass * 9.8;
}
+void RigidBody2D::set_friction(real_t p_friction) {
-void RigidBody2D::set_friction(real_t p_friction){
-
- ERR_FAIL_COND(p_friction<0 || p_friction>1);
-
- friction=p_friction;
- Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_FRICTION,friction);
+ ERR_FAIL_COND(p_friction < 0 || p_friction > 1);
+ friction = p_friction;
+ Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, friction);
}
-real_t RigidBody2D::get_friction() const{
+real_t RigidBody2D::get_friction() const {
return friction;
}
-void RigidBody2D::set_bounce(real_t p_bounce){
+void RigidBody2D::set_bounce(real_t p_bounce) {
- ERR_FAIL_COND(p_bounce<0 || p_bounce>1);
-
- bounce=p_bounce;
- Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_BOUNCE,bounce);
+ ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1);
+ bounce = p_bounce;
+ Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, bounce);
}
-real_t RigidBody2D::get_bounce() const{
+real_t RigidBody2D::get_bounce() const {
return bounce;
}
+void RigidBody2D::set_gravity_scale(real_t p_gravity_scale) {
-void RigidBody2D::set_gravity_scale(real_t p_gravity_scale){
-
- gravity_scale=p_gravity_scale;
- Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_GRAVITY_SCALE,gravity_scale);
-
+ gravity_scale = p_gravity_scale;
+ Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
}
-real_t RigidBody2D::get_gravity_scale() const{
+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;
- Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_LINEAR_DAMP,linear_damp);
+void RigidBody2D::set_linear_damp(real_t p_linear_damp) {
+ ERR_FAIL_COND(p_linear_damp < -1);
+ linear_damp = p_linear_damp;
+ Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_LINEAR_DAMP, linear_damp);
}
-real_t RigidBody2D::get_linear_damp() const{
+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;
- Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_ANGULAR_DAMP,angular_damp);
+void RigidBody2D::set_angular_damp(real_t p_angular_damp) {
+ ERR_FAIL_COND(p_angular_damp < -1);
+ angular_damp = p_angular_damp;
+ Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_ANGULAR_DAMP, angular_damp);
}
-real_t RigidBody2D::get_angular_damp() const{
+real_t RigidBody2D::get_angular_damp() const {
return angular_damp;
}
-void RigidBody2D::set_axis_velocity(const Vector2& p_axis) {
+void RigidBody2D::set_axis_velocity(const Vector2 &p_axis) {
- Vector2 v = state? state->get_linear_velocity() : linear_velocity;
+ Vector2 v = state ? state->get_linear_velocity() : linear_velocity;
Vector2 axis = p_axis.normalized();
- v-=axis*axis.dot(v);
- v+=p_axis;
+ v -= axis * axis.dot(v);
+ v += p_axis;
if (state) {
set_linear_velocity(v);
} else {
- Physics2DServer::get_singleton()->body_set_axis_velocity(get_rid(),p_axis);
- linear_velocity=v;
+ Physics2DServer::get_singleton()->body_set_axis_velocity(get_rid(), p_axis);
+ linear_velocity = v;
}
}
-void RigidBody2D::set_linear_velocity(const Vector2& p_velocity){
+void RigidBody2D::set_linear_velocity(const Vector2 &p_velocity) {
- linear_velocity=p_velocity;
+ linear_velocity = p_velocity;
if (state)
state->set_linear_velocity(linear_velocity);
else {
- Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_LINEAR_VELOCITY,linear_velocity);
+ Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
-
}
-Vector2 RigidBody2D::get_linear_velocity() const{
+Vector2 RigidBody2D::get_linear_velocity() const {
return linear_velocity;
}
-void RigidBody2D::set_angular_velocity(real_t p_velocity){
+void RigidBody2D::set_angular_velocity(real_t p_velocity) {
- angular_velocity=p_velocity;
+ angular_velocity = p_velocity;
if (state)
state->set_angular_velocity(angular_velocity);
else
- Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_ANGULAR_VELOCITY,angular_velocity);
+ Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
}
-real_t RigidBody2D::get_angular_velocity() const{
+real_t RigidBody2D::get_angular_velocity() const {
return angular_velocity;
}
-void RigidBody2D::set_use_custom_integrator(bool p_enable){
+void RigidBody2D::set_use_custom_integrator(bool p_enable) {
- if (custom_integrator==p_enable)
+ if (custom_integrator == p_enable)
return;
- custom_integrator=p_enable;
- Physics2DServer::get_singleton()->body_set_omit_force_integration(get_rid(),p_enable);
-
-
+ custom_integrator = p_enable;
+ Physics2DServer::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
}
-bool RigidBody2D::is_using_custom_integrator(){
+bool RigidBody2D::is_using_custom_integrator() {
return custom_integrator;
}
void RigidBody2D::set_sleeping(bool p_sleeping) {
- sleeping=p_sleeping;
- Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_SLEEPING,sleeping);
-
+ sleeping = p_sleeping;
+ Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_SLEEPING, sleeping);
}
void RigidBody2D::set_can_sleep(bool p_active) {
- can_sleep=p_active;
- Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_CAN_SLEEP,p_active);
+ can_sleep = p_active;
+ Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_CAN_SLEEP, p_active);
}
bool RigidBody2D::is_able_to_sleep() const {
@@ -774,21 +726,21 @@ bool RigidBody2D::is_sleeping() const {
void RigidBody2D::set_max_contacts_reported(int p_amount) {
- max_contacts_reported=p_amount;
- Physics2DServer::get_singleton()->body_set_max_contacts_reported(get_rid(),p_amount);
+ max_contacts_reported = p_amount;
+ Physics2DServer::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
}
-int RigidBody2D::get_max_contacts_reported() const{
+int RigidBody2D::get_max_contacts_reported() const {
return max_contacts_reported;
}
-void RigidBody2D::apply_impulse(const Vector2& p_offset, const Vector2& p_impulse) {
+void RigidBody2D::apply_impulse(const Vector2 &p_offset, const Vector2 &p_impulse) {
- Physics2DServer::get_singleton()->body_apply_impulse(get_rid(),p_offset,p_impulse);
+ Physics2DServer::get_singleton()->body_apply_impulse(get_rid(), p_offset, p_impulse);
}
-void RigidBody2D::set_applied_force(const Vector2& p_force) {
+void RigidBody2D::set_applied_force(const Vector2 &p_force) {
Physics2DServer::get_singleton()->body_set_applied_force(get_rid(), p_force);
};
@@ -808,16 +760,15 @@ float RigidBody2D::get_applied_torque() const {
return Physics2DServer::get_singleton()->body_get_applied_torque(get_rid());
};
-void RigidBody2D::add_force(const Vector2& p_offset, const Vector2& p_force) {
+void RigidBody2D::add_force(const Vector2 &p_offset, const Vector2 &p_force) {
- Physics2DServer::get_singleton()->body_add_force(get_rid(),p_offset,p_force);
+ Physics2DServer::get_singleton()->body_add_force(get_rid(), p_offset, p_force);
}
void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
- ccd_mode=p_mode;
- Physics2DServer::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(),Physics2DServer::CCDMode(p_mode));
-
+ ccd_mode = p_mode;
+ Physics2DServer::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(), Physics2DServer::CCDMode(p_mode));
}
RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const {
@@ -825,22 +776,20 @@ RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() cons
return ccd_mode;
}
-
Array RigidBody2D::get_colliding_bodies() const {
- ERR_FAIL_COND_V(!contact_monitor,Array());
+ ERR_FAIL_COND_V(!contact_monitor, Array());
Array 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()) {
+ 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
+ ret.resize(ret.size() - 1); //ops
} else {
- ret[idx++]=obj;
+ ret[idx++] = obj;
}
-
}
return ret;
@@ -848,7 +797,7 @@ Array RigidBody2D::get_colliding_bodies() const {
void RigidBody2D::set_contact_monitor(bool p_enabled) {
- if (p_enabled==is_contact_monitor_enabled())
+ if (p_enabled == is_contact_monitor_enabled())
return;
if (!p_enabled) {
@@ -858,180 +807,173 @@ void RigidBody2D::set_contact_monitor(bool p_enabled) {
}
ERR_FAIL_COND(contact_monitor->locked);
- for(Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.front();E;E=E->next()) {
+ for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
//clean up mess
}
- memdelete( contact_monitor );
- contact_monitor=NULL;
+ memdelete(contact_monitor);
+ contact_monitor = NULL;
} else {
- contact_monitor = memnew( ContactMonitor );
- contact_monitor->locked=false;
+ contact_monitor = memnew(ContactMonitor);
+ contact_monitor->locked = false;
}
-
}
bool RigidBody2D::is_contact_monitor_enabled() const {
- return contact_monitor!=NULL;
+ return contact_monitor != NULL;
}
-
-
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("set_mode", "mode"), &RigidBody2D::set_mode);
+ ClassDB::bind_method(D_METHOD("get_mode"), &RigidBody2D::get_mode);
- 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_mass", "mass"), &RigidBody2D::set_mass);
+ ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody2D::get_mass);
- ClassDB::bind_method(D_METHOD("set_weight","weight"),&RigidBody2D::set_weight);
- ClassDB::bind_method(D_METHOD("get_weight"),&RigidBody2D::get_weight);
+ 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_friction","friction"),&RigidBody2D::set_friction);
- ClassDB::bind_method(D_METHOD("get_friction"),&RigidBody2D::get_friction);
+ ClassDB::bind_method(D_METHOD("set_weight", "weight"), &RigidBody2D::set_weight);
+ ClassDB::bind_method(D_METHOD("get_weight"), &RigidBody2D::get_weight);
- ClassDB::bind_method(D_METHOD("set_bounce","bounce"),&RigidBody2D::set_bounce);
- ClassDB::bind_method(D_METHOD("get_bounce"),&RigidBody2D::get_bounce);
+ ClassDB::bind_method(D_METHOD("set_friction", "friction"), &RigidBody2D::set_friction);
+ ClassDB::bind_method(D_METHOD("get_friction"), &RigidBody2D::get_friction);
- 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_bounce", "bounce"), &RigidBody2D::set_bounce);
+ ClassDB::bind_method(D_METHOD("get_bounce"), &RigidBody2D::get_bounce);
- 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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_axis_velocity","axis_velocity"),&RigidBody2D::set_axis_velocity);
- ClassDB::bind_method(D_METHOD("apply_impulse","offset","impulse"),&RigidBody2D::apply_impulse);
+ 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_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_axis_velocity", "axis_velocity"), &RigidBody2D::set_axis_velocity);
+ ClassDB::bind_method(D_METHOD("apply_impulse", "offset", "impulse"), &RigidBody2D::apply_impulse);
- 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("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("add_force","offset","force"),&RigidBody2D::add_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("set_sleeping","sleeping"),&RigidBody2D::set_sleeping);
- ClassDB::bind_method(D_METHOD("is_sleeping"),&RigidBody2D::is_sleeping);
+ ClassDB::bind_method(D_METHOD("add_force", "offset", "force"), &RigidBody2D::add_force);
- 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("set_sleeping", "sleeping"), &RigidBody2D::set_sleeping);
+ ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody2D::is_sleeping);
- ClassDB::bind_method(D_METHOD("test_motion","motion","margin","result:Physics2DTestMotionResult"),&RigidBody2D::_test_motion,DEFVAL(0.08),DEFVAL(Variant()));
+ 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("_direct_state_changed"),&RigidBody2D::_direct_state_changed);
- ClassDB::bind_method(D_METHOD("_body_enter_tree"),&RigidBody2D::_body_enter_tree);
- ClassDB::bind_method(D_METHOD("_body_exit_tree"),&RigidBody2D::_body_exit_tree);
+ ClassDB::bind_method(D_METHOD("test_motion", "motion", "margin", "result:Physics2DTestMotionResult"), &RigidBody2D::_test_motion, DEFVAL(0.08), DEFVAL(Variant()));
- ClassDB::bind_method(D_METHOD("get_colliding_bodies"),&RigidBody2D::get_colliding_bodies);
+ ClassDB::bind_method(D_METHOD("_direct_state_changed"), &RigidBody2D::_direct_state_changed);
+ ClassDB::bind_method(D_METHOD("_body_enter_tree"), &RigidBody2D::_body_enter_tree);
+ ClassDB::bind_method(D_METHOD("_body_exit_tree"), &RigidBody2D::_body_exit_tree);
- BIND_VMETHOD(MethodInfo("_integrate_forces",PropertyInfo(Variant::OBJECT,"state:Physics2DDirectBodyState")));
+ ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);
- ADD_PROPERTY( PropertyInfo(Variant::INT,"mode",PROPERTY_HINT_ENUM,"Rigid,Static,Character,Kinematic"),"set_mode","get_mode");
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"mass",PROPERTY_HINT_EXP_RANGE,"0.01,65535,0.01"),"set_mass","get_mass");
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"weight",PROPERTY_HINT_EXP_RANGE,"0.01,65535,0.01",PROPERTY_USAGE_EDITOR),"set_weight","get_weight");
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_friction","get_friction");
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_bounce","get_bounce");
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"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"),"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::REAL,"linear_damp",PROPERTY_HINT_RANGE,"-1,128,0.01"),"set_linear_damp","get_linear_damp");
- ADD_GROUP("Angular","angular_");
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"angular_velocity"),"set_angular_velocity","get_angular_velocity");
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"angular_damp",PROPERTY_HINT_RANGE,"-1,128,0.01"),"set_angular_damp","get_angular_damp");
+ BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state:Physics2DDirectBodyState")));
- ADD_SIGNAL( MethodInfo("body_shape_entered",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"local_shape")));
- ADD_SIGNAL( MethodInfo("body_shape_exited",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"local_shape")));
- ADD_SIGNAL( MethodInfo("body_entered",PropertyInfo(Variant::OBJECT,"body")));
- ADD_SIGNAL( MethodInfo("body_exited",PropertyInfo(Variant::OBJECT,"body")));
- ADD_SIGNAL( MethodInfo("sleeping_state_changed"));
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), "set_mode", "get_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_mass", "get_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "weight", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", PROPERTY_USAGE_EDITOR), "set_weight", "get_weight");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "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"), "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::REAL, "linear_damp", PROPERTY_HINT_RANGE, "-1,128,0.01"), "set_linear_damp", "get_linear_damp");
+ ADD_GROUP("Angular", "angular_");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "-1,128,0.01"), "set_angular_damp", "get_angular_damp");
- BIND_CONSTANT( MODE_STATIC );
- BIND_CONSTANT( MODE_KINEMATIC );
- BIND_CONSTANT( MODE_RIGID );
- BIND_CONSTANT( MODE_CHARACTER );
+ ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
+ ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
+ ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body")));
+ ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body")));
+ ADD_SIGNAL(MethodInfo("sleeping_state_changed"));
- BIND_CONSTANT( CCD_MODE_DISABLED );
- BIND_CONSTANT( CCD_MODE_CAST_RAY );
- BIND_CONSTANT( CCD_MODE_CAST_SHAPE );
+ BIND_CONSTANT(MODE_STATIC);
+ BIND_CONSTANT(MODE_KINEMATIC);
+ BIND_CONSTANT(MODE_RIGID);
+ BIND_CONSTANT(MODE_CHARACTER);
+ BIND_CONSTANT(CCD_MODE_DISABLED);
+ BIND_CONSTANT(CCD_MODE_CAST_RAY);
+ BIND_CONSTANT(CCD_MODE_CAST_SHAPE);
}
-RigidBody2D::RigidBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_RIGID) {
+RigidBody2D::RigidBody2D()
+ : PhysicsBody2D(Physics2DServer::BODY_MODE_RIGID) {
- mode=MODE_RIGID;
+ mode = MODE_RIGID;
- bounce=0;
- mass=1;
- friction=1;
+ bounce = 0;
+ mass = 1;
+ friction = 1;
- gravity_scale=1;
- linear_damp=-1;
- angular_damp=-1;
+ gravity_scale = 1;
+ linear_damp = -1;
+ angular_damp = -1;
- max_contacts_reported=0;
- state=NULL;
+ max_contacts_reported = 0;
+ state = NULL;
- angular_velocity=0;
- sleeping=false;
- ccd_mode=CCD_MODE_DISABLED;
+ angular_velocity = 0;
+ sleeping = false;
+ ccd_mode = CCD_MODE_DISABLED;
- custom_integrator=false;
- contact_monitor=NULL;
- can_sleep=true;
+ custom_integrator = false;
+ contact_monitor = NULL;
+ can_sleep = true;
- Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(),this,"_direct_state_changed");
+ Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
}
RigidBody2D::~RigidBody2D() {
if (contact_monitor)
- memdelete( contact_monitor );
-
-
-
+ memdelete(contact_monitor);
}
//////////////////////////
-
Variant KinematicBody2D::_get_collider() const {
- ObjectID oid=get_collider();
- if (oid==0)
+ ObjectID oid = get_collider();
+ if (oid == 0)
return Variant();
Object *obj = ObjectDB::get_instance(oid);
if (!obj)
@@ -1048,10 +990,9 @@ Variant KinematicBody2D::_get_collider() const {
void KinematicBody2D::revert_motion() {
Transform2D gt = get_global_transform();
- gt.elements[2]-=travel;
- travel=Vector2();
+ gt.elements[2] -= travel;
+ travel = Vector2();
set_global_transform(gt);
-
}
Vector2 KinematicBody2D::get_travel() const {
@@ -1059,26 +1000,24 @@ Vector2 KinematicBody2D::get_travel() const {
return travel;
}
-Vector2 KinematicBody2D::move(const Vector2& p_motion) {
+Vector2 KinematicBody2D::move(const Vector2 &p_motion) {
#if 1
Transform2D gt = get_global_transform();
Physics2DServer::MotionResult result;
- colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(),gt,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;
+ colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, 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;
- gt.elements[2]+=result.motion;
+ gt.elements[2] += result.motion;
set_global_transform(gt);
- travel=result.motion;
-
+ travel = result.motion;
return result.remainder;
@@ -1090,43 +1029,41 @@ Vector2 KinematicBody2D::move(const Vector2& p_motion) {
//this took about a week to get right..
//but is it right? who knows at this point..
- colliding=false;
- ERR_FAIL_COND_V(!is_inside_tree(),Vector2());
+ colliding = false;
+ ERR_FAIL_COND_V(!is_inside_tree(), Vector2());
Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
- ERR_FAIL_COND_V(!dss,Vector2());
- const int max_shapes=32;
- Vector2 sr[max_shapes*2];
+ ERR_FAIL_COND_V(!dss, Vector2());
+ const int max_shapes = 32;
+ Vector2 sr[max_shapes * 2];
int res_shapes;
Set<RID> exclude;
exclude.insert(get_rid());
-
//recover first
- int recover_attempts=4;
+ int recover_attempts = 4;
- bool collided=false;
- uint32_t mask=0;
+ bool collided = false;
+ uint32_t mask = 0;
if (true)
- mask|=Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY;
+ mask |= Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY;
if (true)
- mask|=Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
+ mask |= Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
if (true)
- mask|=Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY;
+ mask |= Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY;
if (true)
- mask|=Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
+ mask |= Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
//print_line("margin: "+rtos(margin));
do {
//motion recover
- for(int i=0;i<get_shape_count();i++) {
+ for (int i = 0; i < get_shape_count(); i++) {
if (is_shape_set_as_trigger(i))
continue;
- if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),Vector2(),margin,sr,max_shapes,res_shapes,exclude,get_layer_mask(),mask))
- collided=true;
-
+ if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), Vector2(), margin, sr, max_shapes, res_shapes, exclude, get_layer_mask(), mask))
+ collided = true;
}
if (!collided)
@@ -1134,10 +1071,10 @@ Vector2 KinematicBody2D::move(const Vector2& p_motion) {
Vector2 recover_motion;
- for(int i=0;i<res_shapes;i++) {
+ for (int i = 0; i < res_shapes; i++) {
- Vector2 a = sr[i*2+0];
- Vector2 b = sr[i*2+1];
+ Vector2 a = sr[i * 2 + 0];
+ Vector2 b = sr[i * 2 + 1];
float d = a.distance_to(b);
@@ -1145,145 +1082,133 @@ Vector2 KinematicBody2D::move(const Vector2& p_motion) {
if (d<margin)
continue;
*/
- recover_motion+=(b-a)*0.4;
+ recover_motion += (b - a) * 0.4;
}
- if (recover_motion==Vector2()) {
- collided=false;
+ if (recover_motion == Vector2()) {
+ collided = false;
break;
}
-
-
Transform2D gt = get_global_transform();
- gt.elements[2]+=recover_motion;
+ gt.elements[2] += recover_motion;
set_global_transform(gt);
recover_attempts--;
} while (recover_attempts);
-
//move second
float safe = 1.0;
float unsafe = 1.0;
- int best_shape=-1;
+ int best_shape = -1;
- for(int i=0;i<get_shape_count();i++) {
+ for (int i = 0; i < get_shape_count(); i++) {
if (is_shape_set_as_trigger(i))
continue;
- float lsafe,lunsafe;
- bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0,lsafe,lunsafe,exclude,get_layer_mask(),mask);
+ float lsafe, lunsafe;
+ bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0, lsafe, lunsafe, exclude, get_layer_mask(), mask);
//print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
if (!valid) {
- safe=0;
- unsafe=0;
- best_shape=i; //sadly it's the best
+ safe = 0;
+ unsafe = 0;
+ best_shape = i; //sadly it's the best
break;
}
- if (lsafe==1.0) {
+ if (lsafe == 1.0) {
continue;
}
if (lsafe < safe) {
- safe=lsafe;
- unsafe=lunsafe;
- best_shape=i;
+ safe = lsafe;
+ unsafe = lunsafe;
+ best_shape = i;
}
}
-
//print_line("best shape: "+itos(best_shape)+" motion "+p_motion);
- if (safe>=1) {
+ if (safe >= 1) {
//not collided
- colliding=false;
-
+ colliding = false;
} else {
//it collided, let's get the rest info in unsafe advance
Transform2D ugt = get_global_transform();
- ugt.elements[2]+=p_motion*unsafe;
+ ugt.elements[2] += p_motion * unsafe;
Physics2DDirectSpaceState::ShapeRestInfo rest_info;
- bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt*get_shape_transform(best_shape), Vector2(), margin,&rest_info,exclude,get_layer_mask(),mask);
+ bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt * get_shape_transform(best_shape), Vector2(), margin, &rest_info, exclude, get_layer_mask(), mask);
if (!c2) {
//should not happen, but floating point precision is so weird..
- colliding=false;
+ colliding = false;
} else {
-
//print_line("Travel: "+rtos(travel));
- colliding=true;
- collision=rest_info.point;
- normal=rest_info.normal;
- collider=rest_info.collider_id;
- collider_vel=rest_info.linear_velocity;
- collider_shape=rest_info.shape;
- collider_metadata=rest_info.metadata;
+ colliding = true;
+ collision = rest_info.point;
+ normal = rest_info.normal;
+ collider = rest_info.collider_id;
+ collider_vel = rest_info.linear_velocity;
+ collider_shape = rest_info.shape;
+ collider_metadata = rest_info.metadata;
}
-
}
- Vector2 motion=p_motion*safe;
+ Vector2 motion = p_motion * safe;
Transform2D gt = get_global_transform();
- gt.elements[2]+=motion;
+ gt.elements[2] += motion;
set_global_transform(gt);
- return p_motion-motion;
+ return p_motion - motion;
#endif
}
+Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, float p_slope_stop_min_velocity, int p_max_bounces) {
-
-Vector2 KinematicBody2D::move_and_slide(const Vector2& p_linear_velocity,const Vector2& p_floor_direction,float p_slope_stop_min_velocity,int p_max_bounces) {
-
- Vector2 motion = (move_and_slide_floor_velocity+p_linear_velocity)*get_fixed_process_delta_time();
+ Vector2 motion = (move_and_slide_floor_velocity + p_linear_velocity) * get_fixed_process_delta_time();
Vector2 lv = p_linear_velocity;
- move_and_slide_on_floor=false;
- move_and_slide_on_ceiling=false;
- move_and_slide_on_wall=false;
+ move_and_slide_on_floor = false;
+ move_and_slide_on_ceiling = false;
+ move_and_slide_on_wall = false;
move_and_slide_colliders.clear();
- move_and_slide_floor_velocity=Vector2();
+ move_and_slide_floor_velocity = Vector2();
- while(p_max_bounces) {
+ while (p_max_bounces) {
- motion=move(motion);
+ motion = move(motion);
if (is_colliding()) {
-
- if (p_floor_direction==Vector2()) {
+ if (p_floor_direction == Vector2()) {
//all is a wall
- move_and_slide_on_wall=true;
+ move_and_slide_on_wall = true;
} else {
- if ( get_collision_normal().dot(p_floor_direction) > Math::cos(Math::deg2rad((float)45))) { //floor
-
+ if (get_collision_normal().dot(p_floor_direction) > Math::cos(Math::deg2rad((float)45))) { //floor
- move_and_slide_on_floor=true;
- move_and_slide_floor_velocity=get_collider_velocity();
+ move_and_slide_on_floor = true;
+ move_and_slide_floor_velocity = get_collider_velocity();
- if (get_travel().length()<1 && ABS((lv.x-move_and_slide_floor_velocity.x))<p_slope_stop_min_velocity) {
+ if (get_travel().length() < 1 && ABS((lv.x - move_and_slide_floor_velocity.x)) < p_slope_stop_min_velocity) {
revert_motion();
return Vector2();
}
- } else if ( get_collision_normal().dot(p_floor_direction) < Math::cos(Math::deg2rad((float)45))) { //ceiling
- move_and_slide_on_ceiling=true;
+ } else if (get_collision_normal().dot(p_floor_direction) < Math::cos(Math::deg2rad((float)45))) { //ceiling
+ move_and_slide_on_ceiling = true;
} else {
- move_and_slide_on_wall=true;
+ move_and_slide_on_wall = true;
}
-
}
- motion=get_collision_normal().slide(motion);
- lv=get_collision_normal().slide(lv);
+ motion = get_collision_normal().slide(motion);
+ lv = get_collision_normal().slide(lv);
Variant collider = _get_collider();
- if (collider.get_type()!=Variant::NIL) {
+ if (collider.get_type() != Variant::NIL) {
move_and_slide_colliders.push_back(collider);
}
@@ -1292,7 +1217,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2& p_linear_velocity,const V
}
p_max_bounces--;
- if (motion==Vector2())
+ if (motion == Vector2())
break;
}
@@ -1303,45 +1228,41 @@ bool KinematicBody2D::is_move_and_slide_on_floor() const {
return move_and_slide_on_floor;
}
-bool KinematicBody2D::is_move_and_slide_on_wall() const{
+bool KinematicBody2D::is_move_and_slide_on_wall() const {
return move_and_slide_on_wall;
}
-bool KinematicBody2D::is_move_and_slide_on_ceiling() const{
+bool KinematicBody2D::is_move_and_slide_on_ceiling() const {
return move_and_slide_on_ceiling;
}
-Array KinematicBody2D::get_move_and_slide_colliders() const{
+Array KinematicBody2D::get_move_and_slide_colliders() const {
return move_and_slide_colliders;
}
-Vector2 KinematicBody2D::move_to(const Vector2& p_position) {
+Vector2 KinematicBody2D::move_to(const Vector2 &p_position) {
- return move(p_position-get_global_position());
+ return move(p_position - get_global_position());
}
-bool KinematicBody2D::test_move(const Transform2D& p_from,const Vector2& p_motion) {
-
- ERR_FAIL_COND_V(!is_inside_tree(),false);
-
- return Physics2DServer::get_singleton()->body_test_motion(get_rid(),p_from,p_motion,margin);
+bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion) {
+ ERR_FAIL_COND_V(!is_inside_tree(), false);
+ return Physics2DServer::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, margin);
}
Vector2 KinematicBody2D::get_collision_pos() const {
- ERR_FAIL_COND_V(!colliding,Vector2());
+ ERR_FAIL_COND_V(!colliding, Vector2());
return collision;
-
}
Vector2 KinematicBody2D::get_collision_normal() const {
- ERR_FAIL_COND_V(!colliding,Vector2());
+ ERR_FAIL_COND_V(!colliding, Vector2());
return normal;
-
}
Vector2 KinematicBody2D::get_collider_velocity() const {
@@ -1351,88 +1272,79 @@ Vector2 KinematicBody2D::get_collider_velocity() const {
ObjectID KinematicBody2D::get_collider() const {
- ERR_FAIL_COND_V(!colliding,0);
+ ERR_FAIL_COND_V(!colliding, 0);
return collider;
}
-
int KinematicBody2D::get_collider_shape() const {
- ERR_FAIL_COND_V(!colliding,0);
+ ERR_FAIL_COND_V(!colliding, 0);
return collider_shape;
}
Variant KinematicBody2D::get_collider_metadata() const {
- ERR_FAIL_COND_V(!colliding,0);
+ ERR_FAIL_COND_V(!colliding, 0);
return collider_metadata;
-
}
-
-bool KinematicBody2D::is_colliding() const{
+bool KinematicBody2D::is_colliding() const {
return colliding;
}
void KinematicBody2D::set_collision_margin(float p_margin) {
- margin=p_margin;
+ margin = p_margin;
}
-float KinematicBody2D::get_collision_margin() const{
+float KinematicBody2D::get_collision_margin() const {
return margin;
}
void KinematicBody2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("move", "rel_vec"), &KinematicBody2D::move);
+ ClassDB::bind_method(D_METHOD("move_to", "position"), &KinematicBody2D::move_to);
+ ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "slope_stop_min_velocity", "max_bounces"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(5), DEFVAL(4));
- ClassDB::bind_method(D_METHOD("move","rel_vec"),&KinematicBody2D::move);
- ClassDB::bind_method(D_METHOD("move_to","position"),&KinematicBody2D::move_to);
- ClassDB::bind_method(D_METHOD("move_and_slide","linear_velocity","floor_normal","slope_stop_min_velocity","max_bounces"),&KinematicBody2D::move_and_slide,DEFVAL(Vector2(0,0)),DEFVAL(5),DEFVAL(4));
-
- ClassDB::bind_method(D_METHOD("test_move","from","rel_vec"),&KinematicBody2D::test_move);
- ClassDB::bind_method(D_METHOD("get_travel"),&KinematicBody2D::get_travel);
- ClassDB::bind_method(D_METHOD("revert_motion"),&KinematicBody2D::revert_motion);
-
- ClassDB::bind_method(D_METHOD("is_colliding"),&KinematicBody2D::is_colliding);
+ ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec"), &KinematicBody2D::test_move);
+ ClassDB::bind_method(D_METHOD("get_travel"), &KinematicBody2D::get_travel);
+ ClassDB::bind_method(D_METHOD("revert_motion"), &KinematicBody2D::revert_motion);
- ClassDB::bind_method(D_METHOD("get_collision_pos"),&KinematicBody2D::get_collision_pos);
- ClassDB::bind_method(D_METHOD("get_collision_normal"),&KinematicBody2D::get_collision_normal);
- ClassDB::bind_method(D_METHOD("get_collider_velocity"),&KinematicBody2D::get_collider_velocity);
- ClassDB::bind_method(D_METHOD("get_collider:Variant"),&KinematicBody2D::_get_collider);
- ClassDB::bind_method(D_METHOD("get_collider_shape"),&KinematicBody2D::get_collider_shape);
- ClassDB::bind_method(D_METHOD("get_collider_metadata:Variant"),&KinematicBody2D::get_collider_metadata);
- ClassDB::bind_method(D_METHOD("get_move_and_slide_colliders"),&KinematicBody2D::get_move_and_slide_colliders);
- ClassDB::bind_method(D_METHOD("is_move_and_slide_on_floor"),&KinematicBody2D::is_move_and_slide_on_floor);
- ClassDB::bind_method(D_METHOD("is_move_and_slide_on_ceiling"),&KinematicBody2D::is_move_and_slide_on_ceiling);
- ClassDB::bind_method(D_METHOD("is_move_and_slide_on_wall"),&KinematicBody2D::is_move_and_slide_on_wall);
+ ClassDB::bind_method(D_METHOD("is_colliding"), &KinematicBody2D::is_colliding);
- ClassDB::bind_method(D_METHOD("set_collision_margin","pixels"),&KinematicBody2D::set_collision_margin);
- ClassDB::bind_method(D_METHOD("get_collision_margin","pixels"),&KinematicBody2D::get_collision_margin);
-
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"collision/margin",PROPERTY_HINT_RANGE,"0.001,256,0.001"),"set_collision_margin","get_collision_margin");
+ ClassDB::bind_method(D_METHOD("get_collision_pos"), &KinematicBody2D::get_collision_pos);
+ ClassDB::bind_method(D_METHOD("get_collision_normal"), &KinematicBody2D::get_collision_normal);
+ ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicBody2D::get_collider_velocity);
+ ClassDB::bind_method(D_METHOD("get_collider:Variant"), &KinematicBody2D::_get_collider);
+ ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicBody2D::get_collider_shape);
+ ClassDB::bind_method(D_METHOD("get_collider_metadata:Variant"), &KinematicBody2D::get_collider_metadata);
+ ClassDB::bind_method(D_METHOD("get_move_and_slide_colliders"), &KinematicBody2D::get_move_and_slide_colliders);
+ ClassDB::bind_method(D_METHOD("is_move_and_slide_on_floor"), &KinematicBody2D::is_move_and_slide_on_floor);
+ ClassDB::bind_method(D_METHOD("is_move_and_slide_on_ceiling"), &KinematicBody2D::is_move_and_slide_on_ceiling);
+ ClassDB::bind_method(D_METHOD("is_move_and_slide_on_wall"), &KinematicBody2D::is_move_and_slide_on_wall);
+ ClassDB::bind_method(D_METHOD("set_collision_margin", "pixels"), &KinematicBody2D::set_collision_margin);
+ ClassDB::bind_method(D_METHOD("get_collision_margin", "pixels"), &KinematicBody2D::get_collision_margin);
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_collision_margin", "get_collision_margin");
}
-KinematicBody2D::KinematicBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC){
-
- colliding=false;
- collider=0;
+KinematicBody2D::KinematicBody2D()
+ : PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC) {
- collider_shape=0;
+ colliding = false;
+ collider = 0;
- margin=0.08;
+ collider_shape = 0;
- move_and_slide_on_floor=false;
- move_and_slide_on_ceiling=false;
- move_and_slide_on_wall=false;
+ margin = 0.08;
+ move_and_slide_on_floor = false;
+ move_and_slide_on_ceiling = false;
+ move_and_slide_on_wall = false;
}
-KinematicBody2D::~KinematicBody2D() {
-
-
+KinematicBody2D::~KinematicBody2D() {
}
-