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-rw-r--r--scene/2d/physics_body_2d.cpp485
1 files changed, 226 insertions, 259 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 3518d434c3..799ed47862 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -165,21 +165,13 @@ void PhysicsBody2D::remove_collision_exception_with(Node *p_node) {
void StaticBody2D::set_constant_linear_velocity(const Vector2 &p_vel) {
constant_linear_velocity = p_vel;
- if (kinematic_motion) {
- _update_kinematic_motion();
- } else {
- PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
- }
+ PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
}
void StaticBody2D::set_constant_angular_velocity(real_t p_vel) {
constant_angular_velocity = p_vel;
- if (kinematic_motion) {
- _update_kinematic_motion();
- } else {
- PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
- }
+ PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
}
Vector2 StaticBody2D::get_constant_linear_velocity() const {
@@ -209,62 +201,72 @@ Ref<PhysicsMaterial> StaticBody2D::get_physics_material_override() const {
return physics_material_override;
}
-void StaticBody2D::set_kinematic_motion_enabled(bool p_enabled) {
- if (p_enabled == kinematic_motion) {
- return;
- }
-
- kinematic_motion = p_enabled;
+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);
- if (kinematic_motion) {
- set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC);
- } else {
- set_body_mode(PhysicsServer2D::BODY_MODE_STATIC);
- }
+ ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody2D::set_physics_material_override);
+ ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody2D::get_physics_material_override);
-#ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint()) {
- update_configuration_warnings();
- return;
- }
-#endif
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
+}
- _update_kinematic_motion();
+StaticBody2D::StaticBody2D(PhysicsServer2D::BodyMode p_mode) :
+ PhysicsBody2D(p_mode) {
}
-bool StaticBody2D::is_kinematic_motion_enabled() const {
- return kinematic_motion;
+void StaticBody2D::_reload_physics_characteristics() {
+ if (physics_material_override.is_null()) {
+ PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0);
+ PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1);
+ } else {
+ PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
+ PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
+ }
}
-void StaticBody2D::set_sync_to_physics(bool p_enable) {
+void AnimatableBody2D::set_sync_to_physics(bool p_enable) {
if (sync_to_physics == p_enable) {
return;
}
sync_to_physics = p_enable;
+ _update_kinematic_motion();
+}
+
+bool AnimatableBody2D::is_sync_to_physics_enabled() const {
+ return sync_to_physics;
+}
+
+void AnimatableBody2D::_update_kinematic_motion() {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
- update_configuration_warnings();
return;
}
#endif
- if (kinematic_motion) {
- _update_kinematic_motion();
+ if (sync_to_physics) {
+ PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
+ set_only_update_transform_changes(true);
+ set_notify_local_transform(true);
+ } else {
+ PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), nullptr, nullptr);
+ set_only_update_transform_changes(false);
+ set_notify_local_transform(false);
}
}
-bool StaticBody2D::is_sync_to_physics_enabled() const {
- return sync_to_physics;
-}
-
-void StaticBody2D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state) {
- StaticBody2D *body = (StaticBody2D *)p_instance;
+void AnimatableBody2D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state) {
+ AnimatableBody2D *body = (AnimatableBody2D *)p_instance;
body->_body_state_changed(p_state);
}
-void StaticBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
+void AnimatableBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
if (!sync_to_physics) {
return;
}
@@ -275,17 +277,7 @@ void StaticBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
set_notify_local_transform(true);
}
-TypedArray<String> StaticBody2D::get_configuration_warnings() const {
- TypedArray<String> warnings = PhysicsBody2D::get_configuration_warnings();
-
- if (sync_to_physics && !kinematic_motion) {
- warnings.push_back(TTR("Sync to physics works only when kinematic motion is enabled."));
- }
-
- return warnings;
-}
-
-void StaticBody2D::_notification(int p_what) {
+void AnimatableBody2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
last_valid_transform = get_global_transform();
@@ -295,10 +287,6 @@ void StaticBody2D::_notification(int p_what) {
// Used by sync to physics, send the new transform to the physics...
Transform2D new_transform = get_global_transform();
- double delta_time = get_physics_process_delta_time();
- new_transform.translate(constant_linear_velocity * delta_time);
- new_transform.set_rotation(new_transform.get_rotation() + constant_angular_velocity * delta_time);
-
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
// ... but then revert changes.
@@ -306,101 +294,22 @@ void StaticBody2D::_notification(int p_what) {
set_global_transform(last_valid_transform);
set_notify_local_transform(true);
} break;
-
- case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
-#ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint()) {
- return;
- }
-#endif
-
- ERR_FAIL_COND(!kinematic_motion);
-
- Transform2D new_transform = get_global_transform();
-
- double delta_time = get_physics_process_delta_time();
- new_transform.translate(constant_linear_velocity * delta_time);
- new_transform.set_rotation(new_transform.get_rotation() + constant_angular_velocity * delta_time);
-
- if (sync_to_physics) {
- // Propagate transform change to node.
- set_global_transform(new_transform);
- } else {
- PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
-
- // Propagate transform change to node.
- set_block_transform_notify(true);
- set_global_transform(new_transform);
- set_block_transform_notify(false);
- }
- } break;
}
}
-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);
+void AnimatableBody2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody2D::set_sync_to_physics);
+ ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &AnimatableBody2D::is_sync_to_physics_enabled);
- ClassDB::bind_method(D_METHOD("set_kinematic_motion_enabled", "enabled"), &StaticBody2D::set_kinematic_motion_enabled);
- ClassDB::bind_method(D_METHOD("is_kinematic_motion_enabled"), &StaticBody2D::is_kinematic_motion_enabled);
-
- ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody2D::set_physics_material_override);
- ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody2D::get_physics_material_override);
-
- ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &StaticBody2D::set_sync_to_physics);
- ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &StaticBody2D::is_sync_to_physics_enabled);
-
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "kinematic_motion"), "set_kinematic_motion_enabled", "is_kinematic_motion_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
}
-StaticBody2D::StaticBody2D() :
- PhysicsBody2D(PhysicsServer2D::BODY_MODE_STATIC) {
-}
-
-void StaticBody2D::_reload_physics_characteristics() {
- if (physics_material_override.is_null()) {
- PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0);
- PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1);
- } else {
- PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
- PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
- }
-}
-
-void StaticBody2D::_update_kinematic_motion() {
-#ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint()) {
- return;
- }
-#endif
-
- if (kinematic_motion && sync_to_physics) {
- PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
- set_only_update_transform_changes(true);
- set_notify_local_transform(true);
- } else {
- PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), nullptr, nullptr);
- set_only_update_transform_changes(false);
- set_notify_local_transform(false);
- }
-
- bool needs_physics_process = false;
- if (kinematic_motion) {
- if (!Math::is_zero_approx(constant_angular_velocity) || !constant_linear_velocity.is_equal_approx(Vector2())) {
- needs_physics_process = true;
- }
- }
-
- set_physics_process_internal(needs_physics_process);
+AnimatableBody2D::AnimatableBody2D() :
+ StaticBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) {
+ _update_kinematic_motion();
}
-void RigidBody2D::_body_enter_tree(ObjectID p_id) {
+void RigidDynamicBody2D::_body_enter_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!node);
@@ -422,7 +331,7 @@ void RigidBody2D::_body_enter_tree(ObjectID p_id) {
contact_monitor->locked = false;
}
-void RigidBody2D::_body_exit_tree(ObjectID p_id) {
+void RigidDynamicBody2D::_body_exit_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!node);
@@ -443,7 +352,7 @@ void RigidBody2D::_body_exit_tree(ObjectID p_id) {
contact_monitor->locked = false;
}
-void RigidBody2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
+void RigidDynamicBody2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
bool body_in = p_status == 1;
ObjectID objid = p_instance;
@@ -462,8 +371,8 @@ void RigidBody2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instan
//E->get().rc=0;
E->get().in_scene = node && node->is_inside_tree();
if (node) {
- node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree), make_binds(objid));
- node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree), make_binds(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody2D::_body_enter_tree), make_binds(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody2D::_body_exit_tree), make_binds(objid));
if (E->get().in_scene) {
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
}
@@ -491,8 +400,8 @@ void RigidBody2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instan
if (E->get().shapes.is_empty()) {
if (node) {
- node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree));
- node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody2D::_body_enter_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody2D::_body_exit_tree));
if (in_scene) {
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
}
@@ -506,19 +415,19 @@ void RigidBody2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instan
}
}
-struct _RigidBody2DInOut {
+struct _RigidDynamicBody2DInOut {
RID rid;
ObjectID id;
int shape = 0;
int local_shape = 0;
};
-void RigidBody2D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state) {
- RigidBody2D *body = (RigidBody2D *)p_instance;
+void RigidDynamicBody2D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state) {
+ RigidDynamicBody2D *body = (RigidDynamicBody2D *)p_instance;
body->_body_state_changed(p_state);
}
-void RigidBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
+void RigidDynamicBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
set_block_transform_notify(true); // don't want notify (would feedback loop)
if (mode != MODE_KINEMATIC) {
set_global_transform(p_state->get_transform());
@@ -548,9 +457,9 @@ void RigidBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
}
}
- _RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBody2DInOut));
+ _RigidDynamicBody2DInOut *toadd = (_RigidDynamicBody2DInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidDynamicBody2DInOut));
int toadd_count = 0; //state->get_contact_count();
- RigidBody2D_RemoveAction *toremove = (RigidBody2D_RemoveAction *)alloca(rc * sizeof(RigidBody2D_RemoveAction));
+ RigidDynamicBody2D_RemoveAction *toremove = (RigidDynamicBody2D_RemoveAction *)alloca(rc * sizeof(RigidDynamicBody2D_RemoveAction));
int toremove_count = 0;
//put the ones to add
@@ -614,7 +523,7 @@ void RigidBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
}
}
-void RigidBody2D::set_mode(Mode p_mode) {
+void RigidDynamicBody2D::set_mode(Mode p_mode) {
mode = p_mode;
switch (p_mode) {
case MODE_DYNAMIC: {
@@ -635,103 +544,145 @@ void RigidBody2D::set_mode(Mode p_mode) {
}
}
-RigidBody2D::Mode RigidBody2D::get_mode() const {
+RigidDynamicBody2D::Mode RigidDynamicBody2D::get_mode() const {
return mode;
}
-void RigidBody2D::set_mass(real_t p_mass) {
+void RigidDynamicBody2D::set_mass(real_t p_mass) {
ERR_FAIL_COND(p_mass <= 0);
mass = p_mass;
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_MASS, mass);
}
-real_t RigidBody2D::get_mass() const {
+real_t RigidDynamicBody2D::get_mass() const {
return mass;
}
-void RigidBody2D::set_inertia(real_t p_inertia) {
+void RigidDynamicBody2D::set_inertia(real_t p_inertia) {
ERR_FAIL_COND(p_inertia < 0);
- PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, p_inertia);
+ inertia = p_inertia;
+ PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia);
+}
+
+real_t RigidDynamicBody2D::get_inertia() const {
+ return inertia;
+}
+
+void RigidDynamicBody2D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
+ if (center_of_mass_mode == p_mode) {
+ return;
+ }
+
+ center_of_mass_mode = p_mode;
+
+ switch (center_of_mass_mode) {
+ case CENTER_OF_MASS_MODE_AUTO: {
+ center_of_mass = Vector2();
+ PhysicsServer2D::get_singleton()->body_reset_mass_properties(get_rid());
+ if (inertia != 0.0) {
+ PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia);
+ }
+ } break;
+
+ case CENTER_OF_MASS_MODE_CUSTOM: {
+ PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
+ } break;
+ }
+}
+
+RigidDynamicBody2D::CenterOfMassMode RigidDynamicBody2D::get_center_of_mass_mode() const {
+ return center_of_mass_mode;
+}
+
+void RigidDynamicBody2D::set_center_of_mass(const Vector2 &p_center_of_mass) {
+ if (center_of_mass == p_center_of_mass) {
+ return;
+ }
+
+ ERR_FAIL_COND(center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM);
+ center_of_mass = p_center_of_mass;
+
+ PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
}
-real_t RigidBody2D::get_inertia() const {
- return PhysicsServer2D::get_singleton()->body_get_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA);
+const Vector2 &RigidDynamicBody2D::get_center_of_mass() const {
+ return center_of_mass;
}
-void RigidBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
+void RigidDynamicBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
if (physics_material_override.is_valid()) {
- if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody2D::_reload_physics_characteristics))) {
- physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody2D::_reload_physics_characteristics));
+ if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody2D::_reload_physics_characteristics))) {
+ physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody2D::_reload_physics_characteristics));
}
}
physics_material_override = p_physics_material_override;
if (physics_material_override.is_valid()) {
- physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody2D::_reload_physics_characteristics));
+ physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody2D::_reload_physics_characteristics));
}
_reload_physics_characteristics();
}
-Ref<PhysicsMaterial> RigidBody2D::get_physics_material_override() const {
+Ref<PhysicsMaterial> RigidDynamicBody2D::get_physics_material_override() const {
return physics_material_override;
}
-void RigidBody2D::set_gravity_scale(real_t p_gravity_scale) {
+void RigidDynamicBody2D::set_gravity_scale(real_t p_gravity_scale) {
gravity_scale = p_gravity_scale;
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
}
-real_t RigidBody2D::get_gravity_scale() const {
+real_t RigidDynamicBody2D::get_gravity_scale() const {
return gravity_scale;
}
-void RigidBody2D::set_linear_damp(real_t p_linear_damp) {
+void RigidDynamicBody2D::set_linear_damp(real_t p_linear_damp) {
ERR_FAIL_COND(p_linear_damp < -1);
linear_damp = p_linear_damp;
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_LINEAR_DAMP, linear_damp);
}
-real_t RigidBody2D::get_linear_damp() const {
+real_t RigidDynamicBody2D::get_linear_damp() const {
return linear_damp;
}
-void RigidBody2D::set_angular_damp(real_t p_angular_damp) {
+void RigidDynamicBody2D::set_angular_damp(real_t p_angular_damp) {
ERR_FAIL_COND(p_angular_damp < -1);
angular_damp = p_angular_damp;
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP, angular_damp);
}
-real_t RigidBody2D::get_angular_damp() const {
+real_t RigidDynamicBody2D::get_angular_damp() const {
return angular_damp;
}
-void RigidBody2D::set_axis_velocity(const Vector2 &p_axis) {
+void RigidDynamicBody2D::set_axis_velocity(const Vector2 &p_axis) {
Vector2 axis = p_axis.normalized();
linear_velocity -= axis * axis.dot(linear_velocity);
linear_velocity += p_axis;
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
-void RigidBody2D::set_linear_velocity(const Vector2 &p_velocity) {
+void RigidDynamicBody2D::set_linear_velocity(const Vector2 &p_velocity) {
linear_velocity = p_velocity;
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
-Vector2 RigidBody2D::get_linear_velocity() const {
+Vector2 RigidDynamicBody2D::get_linear_velocity() const {
return linear_velocity;
}
-void RigidBody2D::set_angular_velocity(real_t p_velocity) {
+void RigidDynamicBody2D::set_angular_velocity(real_t p_velocity) {
angular_velocity = p_velocity;
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
}
-real_t RigidBody2D::get_angular_velocity() const {
+real_t RigidDynamicBody2D::get_angular_velocity() const {
return angular_velocity;
}
-void RigidBody2D::set_use_custom_integrator(bool p_enable) {
+void RigidDynamicBody2D::set_use_custom_integrator(bool p_enable) {
if (custom_integrator == p_enable) {
return;
}
@@ -740,87 +691,87 @@ void RigidBody2D::set_use_custom_integrator(bool p_enable) {
PhysicsServer2D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
}
-bool RigidBody2D::is_using_custom_integrator() {
+bool RigidDynamicBody2D::is_using_custom_integrator() {
return custom_integrator;
}
-void RigidBody2D::set_sleeping(bool p_sleeping) {
+void RigidDynamicBody2D::set_sleeping(bool p_sleeping) {
sleeping = p_sleeping;
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_SLEEPING, sleeping);
}
-void RigidBody2D::set_can_sleep(bool p_active) {
+void RigidDynamicBody2D::set_can_sleep(bool p_active) {
can_sleep = p_active;
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_CAN_SLEEP, p_active);
}
-bool RigidBody2D::is_able_to_sleep() const {
+bool RigidDynamicBody2D::is_able_to_sleep() const {
return can_sleep;
}
-bool RigidBody2D::is_sleeping() const {
+bool RigidDynamicBody2D::is_sleeping() const {
return sleeping;
}
-void RigidBody2D::set_max_contacts_reported(int p_amount) {
+void RigidDynamicBody2D::set_max_contacts_reported(int p_amount) {
max_contacts_reported = p_amount;
PhysicsServer2D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
}
-int RigidBody2D::get_max_contacts_reported() const {
+int RigidDynamicBody2D::get_max_contacts_reported() const {
return max_contacts_reported;
}
-void RigidBody2D::apply_central_impulse(const Vector2 &p_impulse) {
+void RigidDynamicBody2D::apply_central_impulse(const Vector2 &p_impulse) {
PhysicsServer2D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
}
-void RigidBody2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
+void RigidDynamicBody2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
PhysicsServer2D::get_singleton()->body_apply_impulse(get_rid(), p_impulse, p_position);
}
-void RigidBody2D::apply_torque_impulse(real_t p_torque) {
+void RigidDynamicBody2D::apply_torque_impulse(real_t p_torque) {
PhysicsServer2D::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque);
}
-void RigidBody2D::set_applied_force(const Vector2 &p_force) {
+void RigidDynamicBody2D::set_applied_force(const Vector2 &p_force) {
PhysicsServer2D::get_singleton()->body_set_applied_force(get_rid(), p_force);
};
-Vector2 RigidBody2D::get_applied_force() const {
+Vector2 RigidDynamicBody2D::get_applied_force() const {
return PhysicsServer2D::get_singleton()->body_get_applied_force(get_rid());
};
-void RigidBody2D::set_applied_torque(const real_t p_torque) {
+void RigidDynamicBody2D::set_applied_torque(const real_t p_torque) {
PhysicsServer2D::get_singleton()->body_set_applied_torque(get_rid(), p_torque);
};
-real_t RigidBody2D::get_applied_torque() const {
+real_t RigidDynamicBody2D::get_applied_torque() const {
return PhysicsServer2D::get_singleton()->body_get_applied_torque(get_rid());
};
-void RigidBody2D::add_central_force(const Vector2 &p_force) {
+void RigidDynamicBody2D::add_central_force(const Vector2 &p_force) {
PhysicsServer2D::get_singleton()->body_add_central_force(get_rid(), p_force);
}
-void RigidBody2D::add_force(const Vector2 &p_force, const Vector2 &p_position) {
+void RigidDynamicBody2D::add_force(const Vector2 &p_force, const Vector2 &p_position) {
PhysicsServer2D::get_singleton()->body_add_force(get_rid(), p_force, p_position);
}
-void RigidBody2D::add_torque(const real_t p_torque) {
+void RigidDynamicBody2D::add_torque(const real_t p_torque) {
PhysicsServer2D::get_singleton()->body_add_torque(get_rid(), p_torque);
}
-void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
+void RigidDynamicBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
ccd_mode = p_mode;
PhysicsServer2D::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(), PhysicsServer2D::CCDMode(p_mode));
}
-RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const {
+RigidDynamicBody2D::CCDMode RigidDynamicBody2D::get_continuous_collision_detection_mode() const {
return ccd_mode;
}
-TypedArray<Node2D> RigidBody2D::get_colliding_bodies() const {
+TypedArray<Node2D> RigidDynamicBody2D::get_colliding_bodies() const {
ERR_FAIL_COND_V(!contact_monitor, Array());
TypedArray<Node2D> ret;
@@ -838,7 +789,7 @@ TypedArray<Node2D> RigidBody2D::get_colliding_bodies() const {
return ret;
}
-void RigidBody2D::set_contact_monitor(bool p_enabled) {
+void RigidDynamicBody2D::set_contact_monitor(bool p_enabled) {
if (p_enabled == is_contact_monitor_enabled()) {
return;
}
@@ -852,8 +803,8 @@ void RigidBody2D::set_contact_monitor(bool p_enabled) {
Node *node = Object::cast_to<Node>(obj);
if (node) {
- node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree));
- node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody2D::_body_enter_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody2D::_body_exit_tree));
}
}
@@ -865,11 +816,11 @@ void RigidBody2D::set_contact_monitor(bool p_enabled) {
}
}
-bool RigidBody2D::is_contact_monitor_enabled() const {
+bool RigidDynamicBody2D::is_contact_monitor_enabled() const {
return contact_monitor != nullptr;
}
-void RigidBody2D::_notification(int p_what) {
+void RigidDynamicBody2D::_notification(int p_what) {
#ifdef TOOLS_ENABLED
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
@@ -887,86 +838,95 @@ void RigidBody2D::_notification(int p_what) {
#endif
}
-TypedArray<String> RigidBody2D::get_configuration_warnings() const {
+TypedArray<String> RigidDynamicBody2D::get_configuration_warnings() const {
Transform2D t = get_transform();
TypedArray<String> warnings = CollisionObject2D::get_configuration_warnings();
if ((get_mode() == MODE_DYNAMIC || get_mode() == MODE_DYNAMIC_LOCKED) && (ABS(t.elements[0].length() - 1.0) > 0.05 || ABS(t.elements[1].length() - 1.0) > 0.05)) {
- warnings.push_back(TTR("Size changes to RigidBody2D (in dynamic modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
+ warnings.push_back(TTR("Size changes to RigidDynamicBody2D (in dynamic modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
}
return warnings;
}
-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);
+void RigidDynamicBody2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_mode", "mode"), &RigidDynamicBody2D::set_mode);
+ ClassDB::bind_method(D_METHOD("get_mode"), &RigidDynamicBody2D::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_mass", "mass"), &RigidDynamicBody2D::set_mass);
+ ClassDB::bind_method(D_METHOD("get_mass"), &RigidDynamicBody2D::get_mass);
- 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("get_inertia"), &RigidDynamicBody2D::get_inertia);
+ ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidDynamicBody2D::set_inertia);
- ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody2D::set_physics_material_override);
- ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody2D::get_physics_material_override);
+ ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidDynamicBody2D::set_center_of_mass_mode);
+ ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidDynamicBody2D::get_center_of_mass_mode);
- 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_center_of_mass", "center_of_mass"), &RigidDynamicBody2D::set_center_of_mass);
+ ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidDynamicBody2D::get_center_of_mass);
- 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_physics_material_override", "physics_material_override"), &RigidDynamicBody2D::set_physics_material_override);
+ ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidDynamicBody2D::get_physics_material_override);
- 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_gravity_scale", "gravity_scale"), &RigidDynamicBody2D::set_gravity_scale);
+ ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidDynamicBody2D::get_gravity_scale);
- 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_linear_damp", "linear_damp"), &RigidDynamicBody2D::set_linear_damp);
+ ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidDynamicBody2D::get_linear_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_angular_damp", "angular_damp"), &RigidDynamicBody2D::set_angular_damp);
+ ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidDynamicBody2D::get_angular_damp);
- 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_linear_velocity", "linear_velocity"), &RigidDynamicBody2D::set_linear_velocity);
+ ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidDynamicBody2D::get_linear_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_angular_velocity", "angular_velocity"), &RigidDynamicBody2D::set_angular_velocity);
+ ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidDynamicBody2D::get_angular_velocity);
- 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_max_contacts_reported", "amount"), &RigidDynamicBody2D::set_max_contacts_reported);
+ ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidDynamicBody2D::get_max_contacts_reported);
- 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_use_custom_integrator", "enable"), &RigidDynamicBody2D::set_use_custom_integrator);
+ ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidDynamicBody2D::is_using_custom_integrator);
- ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody2D::set_axis_velocity);
- ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody2D::apply_central_impulse, Vector2());
- ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidBody2D::apply_impulse, Vector2());
- ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidBody2D::apply_torque_impulse);
+ ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidDynamicBody2D::set_contact_monitor);
+ ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidDynamicBody2D::is_contact_monitor_enabled);
- 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_continuous_collision_detection_mode", "mode"), &RigidDynamicBody2D::set_continuous_collision_detection_mode);
+ ClassDB::bind_method(D_METHOD("get_continuous_collision_detection_mode"), &RigidDynamicBody2D::get_continuous_collision_detection_mode);
- 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_axis_velocity", "axis_velocity"), &RigidDynamicBody2D::set_axis_velocity);
+ ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidDynamicBody2D::apply_central_impulse, Vector2());
+ ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidDynamicBody2D::apply_impulse, Vector2());
+ ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidDynamicBody2D::apply_torque_impulse);
- ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidBody2D::add_central_force);
- ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidBody2D::add_force, Vector2());
- ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidBody2D::add_torque);
+ ClassDB::bind_method(D_METHOD("set_applied_force", "force"), &RigidDynamicBody2D::set_applied_force);
+ ClassDB::bind_method(D_METHOD("get_applied_force"), &RigidDynamicBody2D::get_applied_force);
- 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("set_applied_torque", "torque"), &RigidDynamicBody2D::set_applied_torque);
+ ClassDB::bind_method(D_METHOD("get_applied_torque"), &RigidDynamicBody2D::get_applied_torque);
- 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("add_central_force", "force"), &RigidDynamicBody2D::add_central_force);
+ ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidDynamicBody2D::add_force, Vector2());
+ ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidDynamicBody2D::add_torque);
- ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);
+ ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidDynamicBody2D::set_sleeping);
+ ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidDynamicBody2D::is_sleeping);
+
+ ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidDynamicBody2D::set_can_sleep);
+ ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidDynamicBody2D::is_able_to_sleep);
+
+ ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidDynamicBody2D::get_colliding_bodies);
GDVIRTUAL_BIND(_integrate_forces, "state");
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Dynamic,Static,DynamicLocked,Kinematic"), "set_mode", "get_mode");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,65535,0.01,exp"), "set_mass", "get_mass");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inertia", PROPERTY_HINT_RANGE, "0.01,65535,0.01,exp", PROPERTY_USAGE_NONE), "set_inertia", "get_inertia");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp"), "set_mass", "get_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inertia", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater,exp"), "set_inertia", "get_inertia");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode", PROPERTY_HINT_ENUM, "Auto,Custom", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_center_of_mass_mode", "get_center_of_mass_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "center_of_mass", PROPERTY_HINT_RANGE, "-10,10,0.01,or_lesser,or_greater"), "set_center_of_mass", "get_center_of_mass");
+ ADD_LINKED_PROPERTY("center_of_mass_mode", "center_of_mass");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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");
@@ -996,23 +956,34 @@ void RigidBody2D::_bind_methods() {
BIND_ENUM_CONSTANT(MODE_DYNAMIC_LOCKED);
BIND_ENUM_CONSTANT(MODE_KINEMATIC);
+ BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO);
+ BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM);
+
BIND_ENUM_CONSTANT(CCD_MODE_DISABLED);
BIND_ENUM_CONSTANT(CCD_MODE_CAST_RAY);
BIND_ENUM_CONSTANT(CCD_MODE_CAST_SHAPE);
}
-RigidBody2D::RigidBody2D() :
+void RigidDynamicBody2D::_validate_property(PropertyInfo &property) const {
+ if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM) {
+ if (property.name == "center_of_mass") {
+ property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
+ }
+ }
+}
+
+RigidDynamicBody2D::RigidDynamicBody2D() :
PhysicsBody2D(PhysicsServer2D::BODY_MODE_DYNAMIC) {
PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
}
-RigidBody2D::~RigidBody2D() {
+RigidDynamicBody2D::~RigidDynamicBody2D() {
if (contact_monitor) {
memdelete(contact_monitor);
}
}
-void RigidBody2D::_reload_physics_characteristics() {
+void RigidDynamicBody2D::_reload_physics_characteristics() {
if (physics_material_override.is_null()) {
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0);
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1);
@@ -1335,11 +1306,7 @@ void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResu
void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) {
platform_rid = p_result.collider;
platform_velocity = p_result.collider_velocity;
- platform_layer = 0;
- CollisionObject2D *collision_object = Object::cast_to<CollisionObject2D>(ObjectDB::get_instance(p_result.collider_id));
- if (collision_object) {
- platform_layer = collision_object->get_collision_layer();
- }
+ platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(platform_rid);
}
const Vector2 &CharacterBody2D::get_linear_velocity() const {