diff options
Diffstat (limited to 'scene/2d/physics_body_2d.cpp')
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 1446 |
1 files changed, 840 insertions, 606 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 21dc9537ec..30f012c7aa 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -31,120 +31,115 @@ #include "physics_body_2d.h" #include "core/core_string_names.h" -#include "core/engine.h" -#include "core/list.h" -#include "core/math/math_funcs.h" -#include "core/method_bind_ext.gen.inc" -#include "core/object.h" -#include "core/rid.h" #include "scene/scene_string_names.h" -void PhysicsBody2D::_notification(int p_what) { -} - -void PhysicsBody2D::_set_layers(uint32_t p_mask) { - - set_collision_layer(p_mask); - set_collision_mask(p_mask); -} - -uint32_t PhysicsBody2D::_get_layers() const { - - return get_collision_layer(); -} - void PhysicsBody2D::_bind_methods() { - - ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &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_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("move_and_collide", "rel_vec", "test_only", "safe_margin"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08)); + ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "collision", "safe_margin"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08)); ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions); ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with); ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &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"); } -void PhysicsBody2D::set_collision_layer(uint32_t p_layer) { - - collision_layer = p_layer; - PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), p_layer); +PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) : + CollisionObject2D(PhysicsServer2D::get_singleton()->body_create(), false) { + set_body_mode(p_mode); + set_pickable(false); } -uint32_t PhysicsBody2D::get_collision_layer() const { - - return collision_layer; +PhysicsBody2D::~PhysicsBody2D() { + if (motion_cache.is_valid()) { + motion_cache->owner = nullptr; + } } -void PhysicsBody2D::set_collision_mask(uint32_t p_mask) { +Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_test_only, real_t p_margin) { + PhysicsServer2D::MotionResult result; - collision_mask = p_mask; - PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), p_mask); -} + if (move_and_collide(p_motion, result, p_margin, p_test_only)) { + if (motion_cache.is_null()) { + motion_cache.instantiate(); + motion_cache->owner = this; + } -uint32_t PhysicsBody2D::get_collision_mask() const { + motion_cache->result = result; + return motion_cache; + } - return collision_mask; + return Ref<KinematicCollision2D>(); } -void PhysicsBody2D::set_collision_mask_bit(int p_bit, bool p_value) { +bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_test_only, bool p_cancel_sliding, bool p_collide_separation_ray, const Set<RID> &p_exclude) { + if (is_only_update_transform_changes_enabled()) { + ERR_PRINT("Move functions do not work together with 'sync to physics' option. Please read the documentation."); + } + Transform2D gt = get_global_transform(); + bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_margin, &r_result, p_collide_separation_ray, p_exclude); + + // Restore direction of motion to be along original motion, + // in order to avoid sliding due to recovery, + // but only if collision depth is low enough to avoid tunneling. + if (p_cancel_sliding) { + real_t motion_length = p_motion.length(); + real_t precision = 0.001; + + if (colliding) { + // Can't just use margin as a threshold because collision depth is calculated on unsafe motion, + // so even in normal resting cases the depth can be a bit more than the margin. + precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction); + + if (r_result.collision_depth > (real_t)p_margin + precision) { + p_cancel_sliding = false; + } + } - uint32_t mask = get_collision_mask(); - if (p_value) - mask |= 1 << p_bit; - else - mask &= ~(1 << p_bit); - set_collision_mask(mask); -} -bool PhysicsBody2D::get_collision_mask_bit(int p_bit) const { + if (p_cancel_sliding) { + // When motion is null, recovery is the resulting motion. + Vector2 motion_normal; + if (motion_length > CMP_EPSILON) { + motion_normal = p_motion / motion_length; + } - return get_collision_mask() & (1 << p_bit); -} + // Check depth of recovery. + real_t projected_length = r_result.travel.dot(motion_normal); + Vector2 recovery = r_result.travel - motion_normal * projected_length; + real_t recovery_length = recovery.length(); + // Fixes cases where canceling slide causes the motion to go too deep into the ground, + // because we're only taking rest information into account and not general recovery. + if (recovery_length < (real_t)p_margin + precision) { + // Apply adjustment to motion. + r_result.travel = motion_normal * projected_length; + r_result.remainder = p_motion - r_result.travel; + } + } + } -void PhysicsBody2D::set_collision_layer_bit(int p_bit, bool p_value) { + if (!p_test_only) { + gt.elements[2] += r_result.travel; + set_global_transform(gt); + } - uint32_t collision_layer = get_collision_layer(); - if (p_value) - collision_layer |= 1 << p_bit; - else - collision_layer &= ~(1 << p_bit); - set_collision_layer(collision_layer); + return colliding; } -bool PhysicsBody2D::get_collision_layer_bit(int p_bit) const { - - return get_collision_layer() & (1 << p_bit); -} +bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision, real_t p_margin) { + ERR_FAIL_COND_V(!is_inside_tree(), false); -PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) : - CollisionObject2D(PhysicsServer2D::get_singleton()->body_create(), false) { + PhysicsServer2D::MotionResult *r = nullptr; + if (r_collision.is_valid()) { + // Needs const_cast because method bindings don't support non-const Ref. + r = const_cast<PhysicsServer2D::MotionResult *>(&r_collision->result); + } - PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), p_mode); - collision_layer = 1; - collision_mask = 1; - set_pickable(false); + return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_margin, r); } -Array PhysicsBody2D::get_collision_exceptions() { +TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() { List<RID> exceptions; PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions); Array ret; - for (List<RID>::Element *E = exceptions.front(); E; E = E->next()) { - RID body = E->get(); + for (const RID &body : exceptions) { ObjectID instance_id = PhysicsServer2D::get_singleton()->body_get_object_instance_id(body); Object *obj = ObjectDB::get_instance(instance_id); PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(obj); @@ -154,7 +149,6 @@ Array PhysicsBody2D::get_collision_exceptions() { } void PhysicsBody2D::add_collision_exception_with(Node *p_node) { - ERR_FAIL_NULL(p_node); PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(p_node); ERR_FAIL_COND_MSG(!physics_body, "Collision exception only works between two objects of PhysicsBody2D type."); @@ -162,7 +156,6 @@ void PhysicsBody2D::add_collision_exception_with(Node *p_node) { } void PhysicsBody2D::remove_collision_exception_with(Node *p_node) { - ERR_FAIL_NULL(p_node); PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(p_node); ERR_FAIL_COND_MSG(!physics_body, "Collision exception only works between two objects of PhysicsBody2D type."); @@ -170,23 +163,22 @@ void PhysicsBody2D::remove_collision_exception_with(Node *p_node) { } void StaticBody2D::set_constant_linear_velocity(const Vector2 &p_vel) { - constant_linear_velocity = p_vel; + 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; + PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity); } Vector2 StaticBody2D::get_constant_linear_velocity() const { - return constant_linear_velocity; } -real_t StaticBody2D::get_constant_angular_velocity() const { +real_t StaticBody2D::get_constant_angular_velocity() const { return constant_angular_velocity; } @@ -210,7 +202,6 @@ Ref<PhysicsMaterial> StaticBody2D::get_physics_material_override() const { } 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); @@ -219,18 +210,13 @@ void StaticBody2D::_bind_methods() { 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); + 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::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); -} - -StaticBody2D::StaticBody2D() : - PhysicsBody2D(PhysicsServer2D::BODY_MODE_STATIC) { - - constant_angular_velocity = 0; } -StaticBody2D::~StaticBody2D() { +StaticBody2D::StaticBody2D(PhysicsServer2D::BodyMode p_mode) : + PhysicsBody2D(p_mode) { } void StaticBody2D::_reload_physics_characteristics() { @@ -243,8 +229,87 @@ void StaticBody2D::_reload_physics_characteristics() { } } -void RigidBody2D::_body_enter_tree(ObjectID p_id) { +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()) { + return; + } +#endif + + 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); + } +} +void AnimatableBody2D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state) { + AnimatableBody2D *body = (AnimatableBody2D *)p_instance; + body->_body_state_changed(p_state); +} + +void AnimatableBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) { + if (!sync_to_physics) { + return; + } + + last_valid_transform = p_state->get_transform(); + set_notify_local_transform(false); + set_global_transform(last_valid_transform); + set_notify_local_transform(true); +} + +void AnimatableBody2D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + last_valid_transform = get_global_transform(); + } break; + + case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { + // Used by sync to physics, send the new transform to the physics... + Transform2D new_transform = get_global_transform(); + + PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform); + + // ... but then revert changes. + set_notify_local_transform(false); + set_global_transform(last_valid_transform); + set_notify_local_transform(true); + } break; + } +} + +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); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled"); +} + +AnimatableBody2D::AnimatableBody2D() : + StaticBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) { + _update_kinematic_motion(); +} + +void RigidBody2D::_body_enter_tree(ObjectID p_id) { Object *obj = ObjectDB::get_instance(p_id); Node *node = Object::cast_to<Node>(obj); ERR_FAIL_COND(!node); @@ -260,15 +325,13 @@ void RigidBody2D::_body_enter_tree(ObjectID p_id) { emit_signal(SceneStringNames::get_singleton()->body_entered, node); 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, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape); } contact_monitor->locked = false; } void RigidBody2D::_body_exit_tree(ObjectID p_id) { - Object *obj = ObjectDB::get_instance(p_id); Node *node = Object::cast_to<Node>(obj); ERR_FAIL_COND(!node); @@ -283,15 +346,13 @@ void RigidBody2D::_body_exit_tree(ObjectID p_id) { emit_signal(SceneStringNames::get_singleton()->body_exited, node); 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, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape); } 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, 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; @@ -305,8 +366,8 @@ 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->get().rid = p_body; //E->get().rc=0; E->get().in_scene = node && node->is_inside_tree(); if (node) { @@ -320,107 +381,98 @@ void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shap //E->get().rc++; } - if (node) + if (node) { 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, p_body, node, p_body_shape, p_local_shape); } } else { - //E->get().rc--; - if (node) + if (node) { E->get().shapes.erase(ShapePair(p_body_shape, p_local_shape)); + } bool in_scene = E->get().in_scene; - if (E->get().shapes.empty()) { - + 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)); - if (in_scene) + if (in_scene) { emit_signal(SceneStringNames::get_singleton()->body_exited, node); + } } contact_monitor->body_map.erase(E); } if (node && in_scene) { - emit_signal(SceneStringNames::get_singleton()->body_shape_exited, objid, node, p_body_shape, p_local_shape); + emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, node, p_body_shape, p_local_shape); } } } struct _RigidBody2DInOut { - + RID rid; ObjectID id; - int shape; - int local_shape; + int shape = 0; + int local_shape = 0; }; -bool RigidBody2D::_test_motion(const Vector2 &p_motion, bool p_infinite_inertia, float p_margin, const Ref<PhysicsTestMotionResult2D> &p_result) { - - PhysicsServer2D::MotionResult *r = nullptr; - if (p_result.is_valid()) - r = p_result->get_result_ptr(); - return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), get_global_transform(), p_motion, p_infinite_inertia, p_margin, r); +void RigidBody2D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state) { + RigidBody2D *body = (RigidBody2D *)p_instance; + body->_body_state_changed(p_state); } -void RigidBody2D::_direct_state_changed(Object *p_state) { +void RigidBody2D::_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()); + } -#ifdef DEBUG_ENABLED - state = Object::cast_to<PhysicsDirectBodyState2D>(p_state); -#else - state = (PhysicsDirectBodyState2D *)p_state; //trust it -#endif + linear_velocity = p_state->get_linear_velocity(); + angular_velocity = p_state->get_angular_velocity(); - set_block_transform_notify(true); // don't want notify (would feedback loop) - 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(); + if (sleeping != p_state->is_sleeping()) { + sleeping = p_state->is_sleeping(); emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed); } - if (get_script_instance()) - get_script_instance()->call("_integrate_forces", state); + + GDVIRTUAL_CALL(_integrate_forces, p_state); + set_block_transform_notify(false); // want it back if (contact_monitor) { - contact_monitor->locked = true; //untag all 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++) { - E->get().shapes[i].tagged = false; rc++; } } - _RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(state->get_contact_count() * sizeof(_RigidBody2DInOut)); + _RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(p_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++) { - - ObjectID obj = state->get_contact_collider_id(i); - int local_shape = state->get_contact_local_shape(i); - int shape = state->get_contact_collider_shape(i); - - //bool found=false; + for (int i = 0; i < p_state->get_contact_count(); i++) { + RID rid = p_state->get_contact_collider(i); + ObjectID obj = p_state->get_contact_collider_id(i); + int local_shape = p_state->get_contact_local_shape(i); + int shape = p_state->get_contact_collider_shape(i); Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(obj); if (!E) { + toadd[toadd_count].rid = rid; toadd[toadd_count].local_shape = local_shape; toadd[toadd_count].id = obj; toadd[toadd_count].shape = shape; @@ -431,7 +483,7 @@ void RigidBody2D::_direct_state_changed(Object *p_state) { ShapePair sp(shape, local_shape); int idx = E->get().shapes.find(sp); if (idx == -1) { - + toadd[toadd_count].rid = rid; toadd[toadd_count].local_shape = local_shape; toadd[toadd_count].id = obj; toadd[toadd_count].shape = shape; @@ -445,11 +497,9 @@ void RigidBody2D::_direct_state_changed(Object *p_state) { //put the ones to remove 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++) { - if (!E->get().shapes[i].tagged) { - + toremove[toremove_count].rid = E->get().rid; toremove[toremove_count].body_id = E->key(); toremove[toremove_count].pair = E->get().shapes[i]; toremove_count++; @@ -457,89 +507,106 @@ void RigidBody2D::_direct_state_changed(Object *p_state) { } } - //process remotions + //process removals 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].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape); } - //process aditions + //process additions 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].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape); } contact_monitor->locked = false; } - - state = nullptr; } void RigidBody2D::set_mode(Mode p_mode) { - mode = p_mode; switch (p_mode) { - - case MODE_RIGID: { - - PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BODY_MODE_RIGID); + case MODE_DYNAMIC: { + set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC); } break; case MODE_STATIC: { - - PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BODY_MODE_STATIC); + set_body_mode(PhysicsServer2D::BODY_MODE_STATIC); } break; case MODE_KINEMATIC: { - - PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BODY_MODE_KINEMATIC); + set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC); } break; - case MODE_CHARACTER: { - PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BODY_MODE_CHARACTER); + case MODE_DYNAMIC_LOCKED: { + set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC_LOCKED); } break; } } RigidBody2D::Mode RigidBody2D::get_mode() const { - return mode; } void RigidBody2D::set_mass(real_t p_mass) { - ERR_FAIL_COND(p_mass <= 0); mass = p_mass; - _change_notify("mass"); - _change_notify("weight"); PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::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); - 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 RigidBody2D::get_inertia() const { - - return PhysicsServer2D::get_singleton()->body_get_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA); + return inertia; } -void RigidBody2D::set_weight(real_t p_weight) { +void RigidBody2D::set_center_of_mass_mode(CenterOfMassMode p_mode) { + if (center_of_mass_mode == p_mode) { + return; + } + + center_of_mass_mode = p_mode; - set_mass(p_weight / (real_t(GLOBAL_DEF("physics/2d/default_gravity", 98)) / 10)); + 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; + } +} + +RigidBody2D::CenterOfMassMode RigidBody2D::get_center_of_mass_mode() const { + return center_of_mass_mode; } -real_t RigidBody2D::get_weight() const { +void RigidBody2D::set_center_of_mass(const Vector2 &p_center_of_mass) { + if (center_of_mass == p_center_of_mass) { + return; + } - return mass * (real_t(GLOBAL_DEF("physics/2d/default_gravity", 98)) / 10); + 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); +} + +const Vector2 &RigidBody2D::get_center_of_mass() const { + return center_of_mass; } void RigidBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) { @@ -562,123 +629,96 @@ Ref<PhysicsMaterial> RigidBody2D::get_physics_material_override() const { } void RigidBody2D::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 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; PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::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; PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::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) { - - Vector2 v = state ? state->get_linear_velocity() : linear_velocity; Vector2 axis = p_axis.normalized(); - v -= axis * axis.dot(v); - v += p_axis; - if (state) { - set_linear_velocity(v); - } else { - PhysicsServer2D::get_singleton()->body_set_axis_velocity(get_rid(), p_axis); - linear_velocity = v; - } + 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) { - linear_velocity = p_velocity; - if (state) - state->set_linear_velocity(linear_velocity); - else { - - PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); - } + PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); } Vector2 RigidBody2D::get_linear_velocity() const { - return linear_velocity; } void RigidBody2D::set_angular_velocity(real_t p_velocity) { - angular_velocity = p_velocity; - if (state) - state->set_angular_velocity(angular_velocity); - else - PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, angular_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 RigidBody2D::get_angular_velocity() const { return angular_velocity; } void RigidBody2D::set_use_custom_integrator(bool p_enable) { - - if (custom_integrator == p_enable) + if (custom_integrator == p_enable) { return; + } custom_integrator = p_enable; PhysicsServer2D::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; PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_SLEEPING, sleeping); } void RigidBody2D::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 { - return can_sleep; } bool RigidBody2D::is_sleeping() const { - return sleeping; } void RigidBody2D::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 { - return max_contacts_reported; } @@ -686,32 +726,27 @@ void RigidBody2D::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_offset, const Vector2 &p_impulse) { - - PhysicsServer2D::get_singleton()->body_apply_impulse(get_rid(), p_offset, p_impulse); +void RigidBody2D::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(float p_torque) { +void RigidBody2D::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) { - PhysicsServer2D::get_singleton()->body_set_applied_force(get_rid(), p_force); }; Vector2 RigidBody2D::get_applied_force() const { - return PhysicsServer2D::get_singleton()->body_get_applied_force(get_rid()); }; -void RigidBody2D::set_applied_torque(const float p_torque) { - +void RigidBody2D::set_applied_torque(const real_t p_torque) { PhysicsServer2D::get_singleton()->body_set_applied_torque(get_rid(), p_torque); }; -float RigidBody2D::get_applied_torque() const { - +real_t RigidBody2D::get_applied_torque() const { return PhysicsServer2D::get_singleton()->body_get_applied_torque(get_rid()); }; @@ -719,31 +754,27 @@ void RigidBody2D::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_offset, const Vector2 &p_force) { - - PhysicsServer2D::get_singleton()->body_add_force(get_rid(), p_offset, p_force); +void RigidBody2D::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 float p_torque) { +void RigidBody2D::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) { - 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 { - return ccd_mode; } -Array RigidBody2D::get_colliding_bodies() const { - +TypedArray<Node2D> RigidBody2D::get_colliding_bodies() const { ERR_FAIL_COND_V(!contact_monitor, Array()); - Array ret; + TypedArray<Node2D> 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()) { @@ -759,16 +790,14 @@ 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) { - ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead."); for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) { - //clean up mess Object *obj = ObjectDB::get_instance(E->key()); Node *node = Object::cast_to<Node>(obj); @@ -782,53 +811,46 @@ void RigidBody2D::set_contact_monitor(bool p_enabled) { memdelete(contact_monitor); contact_monitor = nullptr; } else { - contact_monitor = memnew(ContactMonitor); contact_monitor->locked = false; } } bool RigidBody2D::is_contact_monitor_enabled() const { - return contact_monitor != nullptr; } void RigidBody2D::_notification(int p_what) { - #ifdef TOOLS_ENABLED - if (p_what == NOTIFICATION_ENTER_TREE) { - if (Engine::get_singleton()->is_editor_hint()) { - set_notify_local_transform(true); //used for warnings and only in editor - } - } + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + if (Engine::get_singleton()->is_editor_hint()) { + set_notify_local_transform(true); //used for warnings and only in editor + } + } break; - if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) { - if (Engine::get_singleton()->is_editor_hint()) { - update_configuration_warning(); - } + case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { + if (Engine::get_singleton()->is_editor_hint()) { + update_configuration_warnings(); + } + } break; } - #endif } -String RigidBody2D::get_configuration_warning() const { - +TypedArray<String> RigidBody2D::get_configuration_warnings() const { Transform2D t = get_transform(); - String warning = CollisionObject2D::get_configuration_warning(); + TypedArray<String> warnings = CollisionObject2D::get_configuration_warnings(); - if ((get_mode() == MODE_RIGID || get_mode() == MODE_CHARACTER) && (ABS(t.elements[0].length() - 1.0) > 0.05 || ABS(t.elements[1].length() - 1.0) > 0.05)) { - if (warning != String()) { - warning += "\n\n"; - } - warning += TTR("Size changes to RigidBody2D (in character or rigid modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."); + 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.")); } - return warning; + 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); @@ -838,8 +860,11 @@ void RigidBody2D::_bind_methods() { 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_weight", "weight"), &RigidBody2D::set_weight); - ClassDB::bind_method(D_METHOD("get_weight"), &RigidBody2D::get_weight); + ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidBody2D::set_center_of_mass_mode); + ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidBody2D::get_center_of_mass_mode); + + ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidBody2D::set_center_of_mass); + ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidBody2D::get_center_of_mass); 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); @@ -872,8 +897,8 @@ void RigidBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_continuous_collision_detection_mode"), &RigidBody2D::get_continuous_collision_detection_mode); 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); - ClassDB::bind_method(D_METHOD("apply_impulse", "offset", "impulse"), &RigidBody2D::apply_impulse); + 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_applied_force", "force"), &RigidBody2D::set_applied_force); @@ -883,7 +908,7 @@ void RigidBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_applied_torque"), &RigidBody2D::get_applied_torque); ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidBody2D::add_central_force); - ClassDB::bind_method(D_METHOD("add_force", "offset", "force"), &RigidBody2D::add_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_sleeping", "sleeping"), &RigidBody2D::set_sleeping); @@ -892,18 +917,16 @@ void RigidBody2D::_bind_methods() { 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("test_motion", "motion", "infinite_inertia", "margin", "result"), &RigidBody2D::_test_motion, DEFVAL(true), DEFVAL(0.08), DEFVAL(Variant())); - - ClassDB::bind_method(D_METHOD("_direct_state_changed"), &RigidBody2D::_direct_state_changed); - ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies); - BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectBodyState2D"))); + GDVIRTUAL_BIND(_integrate_forces, "state"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), "set_mode", "get_mode"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_mass", "get_mass"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inertia", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", 0), "set_inertia", "get_inertia"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "weight", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", PROPERTY_USAGE_EDITOR), "set_weight", "get_weight"); + 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, "0.01,1000,0.01,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"); @@ -922,51 +945,42 @@ void RigidBody2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "applied_force"), "set_applied_force", "get_applied_force"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "applied_torque"), "set_applied_torque", "get_applied_torque"); - ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), 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", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape"))); + ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape"))); + ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape"))); ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("sleeping_state_changed")); - BIND_ENUM_CONSTANT(MODE_RIGID); + BIND_ENUM_CONSTANT(MODE_DYNAMIC); BIND_ENUM_CONSTANT(MODE_STATIC); - BIND_ENUM_CONSTANT(MODE_CHARACTER); + 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() : - PhysicsBody2D(PhysicsServer2D::BODY_MODE_RIGID) { - - mode = MODE_RIGID; - - mass = 1; - - gravity_scale = 1; - linear_damp = -1; - angular_damp = -1; - - max_contacts_reported = 0; - state = nullptr; - - angular_velocity = 0; - sleeping = false; - ccd_mode = CCD_MODE_DISABLED; - - custom_integrator = false; - contact_monitor = nullptr; - can_sleep = true; +void RigidBody2D::_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; + } + } +} - PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed"); +RigidBody2D::RigidBody2D() : + PhysicsBody2D(PhysicsServer2D::BODY_MODE_DYNAMIC) { + PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback); } RigidBody2D::~RigidBody2D() { - - if (contact_monitor) + if (contact_monitor) { memdelete(contact_monitor); + } } void RigidBody2D::_reload_physics_characteristics() { @@ -981,396 +995,608 @@ void RigidBody2D::_reload_physics_characteristics() { ////////////////////////// -Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) { +// So, if you pass 45 as limit, avoid numerical precision errors when angle is 45. +#define FLOOR_ANGLE_THRESHOLD 0.01 - Collision col; +bool CharacterBody2D::move_and_slide() { + // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky. + double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); - if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) { - if (motion_cache.is_null()) { - motion_cache.instance(); - motion_cache->owner = this; - } - - motion_cache->collision = col; + Vector2 current_platform_velocity = platform_velocity; - return motion_cache; + if ((on_floor || on_wall) && platform_rid.is_valid()) { + bool excluded = false; + if (on_floor) { + excluded = (moving_platform_floor_layers & platform_layer) == 0; + } else if (on_wall) { + excluded = (moving_platform_wall_layers & platform_layer) == 0; + } + if (!excluded) { + //this approach makes sure there is less delay between the actual body velocity and the one we saved + PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(platform_rid); + if (bs) { + Transform2D gt = get_global_transform(); + Vector2 local_position = gt.elements[2] - bs->get_transform().elements[2]; + current_platform_velocity = bs->get_velocity_at_local_position(local_position); + } + } else { + current_platform_velocity = Vector2(); + } } - return Ref<KinematicCollision2D>(); -} - -bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision) { + motion_results.clear(); - PhysicsServer2D::SeparationResult sep_res[8]; //max 8 rays - - Transform2D gt = get_global_transform(); + bool was_on_floor = on_floor; + on_floor = false; + on_ceiling = false; + on_wall = false; - Vector2 recover; - int hits = PhysicsServer2D::get_singleton()->body_test_ray_separation(get_rid(), gt, p_infinite_inertia, recover, sep_res, 8, margin); - int deepest = -1; - float deepest_depth; - for (int i = 0; i < hits; i++) { - if (deepest == -1 || sep_res[i].collision_depth > deepest_depth) { - deepest = i; - deepest_depth = sep_res[i].collision_depth; + if (!current_platform_velocity.is_equal_approx(Vector2())) { + PhysicsServer2D::MotionResult floor_result; + Set<RID> exclude; + exclude.insert(platform_rid); + if (move_and_collide(current_platform_velocity * delta, floor_result, margin, false, false, false, exclude)) { + motion_results.push_back(floor_result); + _set_collision_direction(floor_result); } } - gt.elements[2] += recover; - set_global_transform(gt); - - if (deepest != -1) { - r_collision.collider = sep_res[deepest].collider_id; - r_collision.collider_metadata = sep_res[deepest].collider_metadata; - r_collision.collider_shape = sep_res[deepest].collider_shape; - r_collision.collider_vel = sep_res[deepest].collider_velocity; - r_collision.collision = sep_res[deepest].collision_point; - r_collision.normal = sep_res[deepest].collision_normal; - r_collision.local_shape = sep_res[deepest].collision_local_shape; - r_collision.travel = recover; - r_collision.remainder = Vector2(); - - return true; + if (motion_mode == MOTION_MODE_GROUNDED) { + _move_and_slide_grounded(delta, was_on_floor, current_platform_velocity); } else { - return false; + _move_and_slide_free(delta); } -} -bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only) { - - if (sync_to_physics) { - ERR_PRINT("Functions move_and_slide and move_and_collide do not work together with 'sync to physics' option. Please read the documentation."); - } - Transform2D gt = get_global_transform(); - PhysicsServer2D::MotionResult result; - bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, margin, &result, p_exclude_raycast_shapes); - - if (colliding) { - r_collision.collider_metadata = result.collider_metadata; - r_collision.collider_shape = result.collider_shape; - r_collision.collider_vel = result.collider_velocity; - r_collision.collision = result.collision_point; - r_collision.normal = result.collision_normal; - r_collision.collider = result.collider_id; - r_collision.collider_rid = result.collider; - r_collision.travel = result.motion; - r_collision.remainder = result.remainder; - r_collision.local_shape = result.collision_local_shape; + if (!on_floor && !on_wall) { + // Add last platform velocity when just left a moving platform. + linear_velocity += current_platform_velocity; } - if (!p_test_only) { - gt.elements[2] += result.motion; - set_global_transform(gt); - } - - return colliding; + return motion_results.size() > 0; } -//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45. -#define FLOOR_ANGLE_THRESHOLD 0.01 +void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity) { + Vector2 motion = linear_velocity * p_delta; + Vector2 motion_slide_up = motion.slide(up_direction); -Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) { + Vector2 prev_floor_normal = floor_normal; + RID prev_platform_rid = platform_rid; + int prev_platform_layer = platform_layer; - Vector2 body_velocity = p_linear_velocity; - Vector2 body_velocity_normal = body_velocity.normalized(); + platform_rid = RID(); + floor_normal = Vector2(); + platform_velocity = Vector2(); - Vector2 current_floor_velocity = floor_velocity; - if (on_floor && on_floor_body.is_valid()) { - //this approach makes sure there is less delay between the actual body velocity and the one we saved - PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(on_floor_body); - if (bs) { - current_floor_velocity = bs->get_linear_velocity(); - } - } + // No sliding on first attempt to keep floor motion stable when possible, + // When stop on slope is enabled or when there is no up direction. + bool sliding_enabled = !floor_stop_on_slope; + // Constant speed can be applied only the first time sliding is enabled. + bool can_apply_constant_speed = sliding_enabled; + bool first_slide = true; + bool vel_dir_facing_up = linear_velocity.dot(up_direction) > 0; + Vector2 last_travel; - // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky - Vector2 motion = (current_floor_velocity + body_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time()); + for (int iteration = 0; iteration < max_slides; ++iteration) { + PhysicsServer2D::MotionResult result; - on_floor = false; - on_floor_body = RID(); - on_ceiling = false; - on_wall = false; - colliders.clear(); - floor_normal = Vector2(); - floor_velocity = Vector2(); + Vector2 prev_position = get_global_transform().elements[2]; - while (p_max_slides) { + bool collided = move_and_collide(motion, result, margin, false, !sliding_enabled); - Collision collision; - bool found_collision = false; + if (collided) { + motion_results.push_back(result); + _set_collision_direction(result); - for (int i = 0; i < 2; ++i) { - bool collided; - if (i == 0) { //collide - collided = move_and_collide(motion, p_infinite_inertia, collision); - if (!collided) { - motion = Vector2(); //clear because no collision happened and motion completed - } - } else { //separate raycasts (if any) - collided = separate_raycast_shapes(p_infinite_inertia, collision); - if (collided) { - collision.remainder = motion; //keep - collision.travel = Vector2(); + if (on_floor && floor_stop_on_slope && (linear_velocity.normalized() + up_direction).length() < 0.01) { + Transform2D gt = get_global_transform(); + if (result.travel.length() > margin) { + gt.elements[2] -= result.travel.slide(up_direction); + } else { + gt.elements[2] -= result.travel; } + set_global_transform(gt); + linear_velocity = Vector2(); + motion = Vector2(); + break; } - if (collided) { - found_collision = true; - - colliders.push_back(collision); - motion = collision.remainder; + if (result.remainder.is_equal_approx(Vector2())) { + motion = Vector2(); + break; + } - if (p_up_direction == Vector2()) { - //all is a wall - on_wall = true; + // Move on floor only checks. + if (floor_block_on_wall && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) { + // Avoid to move forward on a wall if floor_block_on_wall is true. + if (p_was_on_floor && !on_floor && !vel_dir_facing_up) { + // If the movement is large the body can be prevented from reaching the walls. + if (result.travel.length() <= margin) { + // Cancels the motion. + Transform2D gt = get_global_transform(); + gt.elements[2] -= result.travel; + set_global_transform(gt); + } + on_floor = true; + platform_rid = prev_platform_rid; + platform_layer = prev_platform_layer; + platform_velocity = p_prev_platform_velocity; + floor_normal = prev_floor_normal; + linear_velocity = Vector2(); + motion = Vector2(); + break; + } + // Prevents the body from being able to climb a slope when it moves forward against the wall. + else if (!on_floor) { + motion = up_direction * up_direction.dot(result.remainder); + motion = motion.slide(result.collision_normal); + } else { + motion = result.remainder; + } + } + // Constant Speed when the slope is upward. + else if (floor_constant_speed && is_on_floor_only() && can_apply_constant_speed && p_was_on_floor && motion.dot(result.collision_normal) < 0) { + can_apply_constant_speed = false; + Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized(); + motion = motion_slide_norm * (motion_slide_up.length() - result.travel.slide(up_direction).length() - last_travel.slide(up_direction).length()); + } + // Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling. + else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up)) { + Vector2 slide_motion = result.remainder.slide(result.collision_normal); + if (slide_motion.dot(linear_velocity) > 0.0) { + motion = slide_motion; } else { - if (Math::acos(collision.normal.dot(p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor - - on_floor = true; - floor_normal = collision.normal; - on_floor_body = collision.collider_rid; - floor_velocity = collision.collider_vel; - - if (p_stop_on_slope) { - if ((body_velocity_normal + p_up_direction).length() < 0.01 && collision.travel.length() < 1) { - Transform2D gt = get_global_transform(); - gt.elements[2] -= collision.travel.slide(p_up_direction); - set_global_transform(gt); - return Vector2(); - } - } - } else if (Math::acos(collision.normal.dot(-p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling - on_ceiling = true; + motion = Vector2(); + } + if (slide_on_ceiling && on_ceiling) { + // Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall. + if (vel_dir_facing_up) { + linear_velocity = linear_velocity.slide(result.collision_normal); } else { - on_wall = true; + // Avoid acceleration in slope when falling. + linear_velocity = up_direction * up_direction.dot(linear_velocity); } } - - motion = motion.slide(collision.normal); - body_velocity = body_velocity.slide(collision.normal); } + // No sliding on first attempt to keep floor motion stable when possible. + else { + motion = result.remainder; + if (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) { + linear_velocity = linear_velocity.slide(up_direction); + motion = motion.slide(up_direction); + } + } + + last_travel = result.travel; } + // When you move forward in a downward slope you don’t collide because you will be in the air. + // This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied. + else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) { + can_apply_constant_speed = false; + sliding_enabled = true; + Transform2D gt = get_global_transform(); + gt.elements[2] = prev_position; + set_global_transform(gt); - if (!found_collision || motion == Vector2()) - break; + Vector2 motion_slide_norm = motion.slide(prev_floor_normal).normalized(); + motion = motion_slide_norm * (motion_slide_up.length()); + collided = true; + } - --p_max_slides; + can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled; + sliding_enabled = true; + first_slide = false; + + if (!collided || motion.is_equal_approx(Vector2())) { + break; + } } - return body_velocity; + _snap_on_floor(p_was_on_floor, vel_dir_facing_up); + + // Reset the gravity accumulation when touching the ground. + if (on_floor && !vel_dir_facing_up) { + linear_velocity = linear_velocity.slide(up_direction); + } } -Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) { +void CharacterBody2D::_move_and_slide_free(double p_delta) { + Vector2 motion = linear_velocity * p_delta; - bool was_on_floor = on_floor; + platform_rid = RID(); + floor_normal = Vector2(); + platform_velocity = Vector2(); - Vector2 ret = move_and_slide(p_linear_velocity, p_up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia); - if (!was_on_floor || p_snap == Vector2()) { - return ret; + bool first_slide = true; + for (int iteration = 0; iteration < max_slides; ++iteration) { + PhysicsServer2D::MotionResult result; + + bool collided = move_and_collide(motion, result, margin, false, false); + + if (collided) { + motion_results.push_back(result); + _set_collision_direction(result); + + if (free_mode_min_slide_angle != 0 && result.get_angle(-linear_velocity.normalized()) < free_mode_min_slide_angle + FLOOR_ANGLE_THRESHOLD) { + motion = Vector2(); + } else if (first_slide) { + Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized(); + motion = motion_slide_norm * (motion.length() - result.travel.length()); + } else { + motion = result.remainder.slide(result.collision_normal); + } + + if (motion.dot(linear_velocity) <= 0.0) { + motion = Vector2(); + } + } + + first_slide = false; + + if (!collided || motion.is_equal_approx(Vector2())) { + break; + } } +} - Collision col; - Transform2D gt = get_global_transform(); +void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) { + if (Math::is_equal_approx(floor_snap_length, 0) || on_floor || !was_on_floor || vel_dir_facing_up) { + return; + } - if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) { + Transform2D gt = get_global_transform(); + PhysicsServer2D::MotionResult result; + if (move_and_collide(up_direction * -floor_snap_length, result, margin, true, false, true)) { bool apply = true; - if (p_up_direction != Vector2()) { - if (Math::acos(p_up_direction.normalized().dot(col.normal)) < p_floor_max_angle) { - on_floor = true; - floor_normal = col.normal; - on_floor_body = col.collider_rid; - floor_velocity = col.collider_vel; - if (p_stop_on_slope) { - // move and collide may stray the object a bit because of pre un-stucking, - // so only ensure that motion happens on floor direction in this case. - col.travel = p_up_direction * p_up_direction.dot(col.travel); + if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { + on_floor = true; + floor_normal = result.collision_normal; + _set_platform_data(result); + + if (floor_stop_on_slope) { + // move and collide may stray the object a bit because of pre un-stucking, + // so only ensure that motion happens on floor direction in this case. + if (result.travel.length() > margin) { + result.travel = up_direction * up_direction.dot(result.travel); + } else { + result.travel = Vector2(); } - - } else { - apply = false; } + } else { + apply = false; } if (apply) { - gt.elements[2] += col.travel; + gt.elements[2] += result.travel; set_global_transform(gt); } } - - return ret; } -bool KinematicBody2D::is_on_floor() const { +bool CharacterBody2D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up) { + if (Math::is_equal_approx(floor_snap_length, 0) || up_direction == Vector2() || on_floor || !was_on_floor || vel_dir_facing_up) { + return false; + } - return on_floor; -} -bool KinematicBody2D::is_on_wall() const { + PhysicsServer2D::MotionResult result; + if (move_and_collide(up_direction * -floor_snap_length, result, margin, true, false, true)) { + if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { + return true; + } + } - return on_wall; + return false; } -bool KinematicBody2D::is_on_ceiling() const { - return on_ceiling; +void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResult &p_result) { + if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor + on_floor = true; + floor_normal = p_result.collision_normal; + _set_platform_data(p_result); + } else if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(-up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling + on_ceiling = true; + } else { + on_wall = true; + // Don't apply wall velocity when the collider is a CharacterBody2D. + if (Object::cast_to<CharacterBody2D>(ObjectDB::get_instance(p_result.collider_id)) == nullptr) { + _set_platform_data(p_result); + } + } } -Vector2 KinematicBody2D::get_floor_normal() const { - - return floor_normal; +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(); + } } -Vector2 KinematicBody2D::get_floor_velocity() const { +const Vector2 &CharacterBody2D::get_linear_velocity() const { + return linear_velocity; +} - return floor_velocity; +void CharacterBody2D::set_linear_velocity(const Vector2 &p_velocity) { + linear_velocity = p_velocity; } -bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia) { +bool CharacterBody2D::is_on_floor() const { + return on_floor; +} - ERR_FAIL_COND_V(!is_inside_tree(), false); +bool CharacterBody2D::is_on_floor_only() const { + return on_floor && !on_wall && !on_ceiling; +} - return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, margin); +bool CharacterBody2D::is_on_wall() const { + return on_wall; } -void KinematicBody2D::set_safe_margin(float p_margin) { +bool CharacterBody2D::is_on_wall_only() const { + return on_wall && !on_floor && !on_ceiling; +} - margin = p_margin; +bool CharacterBody2D::is_on_ceiling() const { + return on_ceiling; } -float KinematicBody2D::get_safe_margin() const { +bool CharacterBody2D::is_on_ceiling_only() const { + return on_ceiling && !on_floor && !on_wall; +} - return margin; +Vector2 CharacterBody2D::get_floor_normal() const { + return floor_normal; } -int KinematicBody2D::get_slide_count() const { +real_t CharacterBody2D::get_floor_angle(const Vector2 &p_up_direction) const { + ERR_FAIL_COND_V(p_up_direction == Vector2(), 0); + return Math::acos(floor_normal.dot(p_up_direction)); +} - return colliders.size(); +Vector2 CharacterBody2D::get_platform_velocity() const { + return platform_velocity; } -KinematicBody2D::Collision KinematicBody2D::get_slide_collision(int p_bounce) const { - ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Collision()); - return colliders[p_bounce]; +int CharacterBody2D::get_slide_collision_count() const { + return motion_results.size(); } -Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) { +PhysicsServer2D::MotionResult CharacterBody2D::get_slide_collision(int p_bounce) const { + ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer2D::MotionResult()); + return motion_results[p_bounce]; +} - ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Ref<KinematicCollision2D>()); +Ref<KinematicCollision2D> CharacterBody2D::_get_slide_collision(int p_bounce) { + ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref<KinematicCollision2D>()); if (p_bounce >= slide_colliders.size()) { slide_colliders.resize(p_bounce + 1); } if (slide_colliders[p_bounce].is_null()) { - slide_colliders.write[p_bounce].instance(); + slide_colliders.write[p_bounce].instantiate(); slide_colliders.write[p_bounce]->owner = this; } - slide_colliders.write[p_bounce]->collision = colliders[p_bounce]; + slide_colliders.write[p_bounce]->result = motion_results[p_bounce]; return slide_colliders[p_bounce]; } -void KinematicBody2D::set_sync_to_physics(bool p_enable) { - - if (sync_to_physics == p_enable) { - return; +Ref<KinematicCollision2D> CharacterBody2D::_get_last_slide_collision() { + if (motion_results.size() == 0) { + return Ref<KinematicCollision2D>(); } - sync_to_physics = p_enable; + return _get_slide_collision(motion_results.size() - 1); +} - if (Engine::get_singleton()->is_editor_hint()) - return; +void CharacterBody2D::set_safe_margin(real_t p_margin) { + margin = p_margin; +} - if (p_enable) { - PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed"); - set_only_update_transform_changes(true); - set_notify_local_transform(true); - } else { - PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), nullptr, ""); - set_only_update_transform_changes(false); - set_notify_local_transform(false); - } +real_t CharacterBody2D::get_safe_margin() const { + return margin; } -bool KinematicBody2D::is_sync_to_physics_enabled() const { - return sync_to_physics; +bool CharacterBody2D::is_floor_stop_on_slope_enabled() const { + return floor_stop_on_slope; } -void KinematicBody2D::_direct_state_changed(Object *p_state) { +void CharacterBody2D::set_floor_stop_on_slope_enabled(bool p_enabled) { + floor_stop_on_slope = p_enabled; +} - if (!sync_to_physics) - return; +bool CharacterBody2D::is_floor_constant_speed_enabled() const { + return floor_constant_speed; +} - PhysicsDirectBodyState2D *state = Object::cast_to<PhysicsDirectBodyState2D>(p_state); +void CharacterBody2D::set_floor_constant_speed_enabled(bool p_enabled) { + floor_constant_speed = p_enabled; +} - last_valid_transform = state->get_transform(); - set_notify_local_transform(false); - set_global_transform(last_valid_transform); - set_notify_local_transform(true); +bool CharacterBody2D::is_floor_block_on_wall_enabled() const { + return floor_block_on_wall; } -void KinematicBody2D::_notification(int p_what) { - if (p_what == NOTIFICATION_ENTER_TREE) { - last_valid_transform = get_global_transform(); +void CharacterBody2D::set_floor_block_on_wall_enabled(bool p_enabled) { + floor_block_on_wall = p_enabled; +} - // Reset move_and_slide() data. - on_floor = false; - on_floor_body = RID(); - on_ceiling = false; - on_wall = false; - colliders.clear(); - floor_velocity = Vector2(); - } +bool CharacterBody2D::is_slide_on_ceiling_enabled() const { + return slide_on_ceiling; +} - if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) { - //used by sync to physics, send the new transform to the physics - Transform2D new_transform = get_global_transform(); - PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform); - //but then revert changes - set_notify_local_transform(false); - set_global_transform(last_valid_transform); - set_notify_local_transform(true); - } +void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) { + slide_on_ceiling = p_enabled; } -void KinematicBody2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false)); - ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true)); - ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true)); +uint32_t CharacterBody2D::get_moving_platform_floor_layers() const { + return moving_platform_floor_layers; +} - ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move, DEFVAL(true)); +void CharacterBody2D::set_moving_platform_floor_layers(uint32_t p_exclude_layers) { + moving_platform_floor_layers = p_exclude_layers; +} - ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody2D::is_on_floor); - ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody2D::is_on_ceiling); - ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody2D::is_on_wall); - ClassDB::bind_method(D_METHOD("get_floor_normal"), &KinematicBody2D::get_floor_normal); - ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody2D::get_floor_velocity); +uint32_t CharacterBody2D::get_moving_platform_wall_layers() const { + return moving_platform_wall_layers; +} - ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody2D::set_safe_margin); - ClassDB::bind_method(D_METHOD("get_safe_margin"), &KinematicBody2D::get_safe_margin); +void CharacterBody2D::set_moving_platform_wall_layers(uint32_t p_exclude_layers) { + moving_platform_wall_layers = p_exclude_layers; +} - ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody2D::get_slide_count); - ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody2D::_get_slide_collision); +void CharacterBody2D::set_motion_mode(MotionMode p_mode) { + motion_mode = p_mode; +} - ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &KinematicBody2D::set_sync_to_physics); - ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &KinematicBody2D::is_sync_to_physics_enabled); +CharacterBody2D::MotionMode CharacterBody2D::get_motion_mode() const { + return motion_mode; +} - ClassDB::bind_method(D_METHOD("_direct_state_changed"), &KinematicBody2D::_direct_state_changed); +int CharacterBody2D::get_max_slides() const { + return max_slides; +} - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled"); +void CharacterBody2D::set_max_slides(int p_max_slides) { + ERR_FAIL_COND(p_max_slides < 1); + max_slides = p_max_slides; } -KinematicBody2D::KinematicBody2D() : - PhysicsBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) { +real_t CharacterBody2D::get_floor_max_angle() const { + return floor_max_angle; +} - margin = 0.08; +void CharacterBody2D::set_floor_max_angle(real_t p_radians) { + floor_max_angle = p_radians; +} - on_floor = false; - on_ceiling = false; - on_wall = false; - sync_to_physics = false; +real_t CharacterBody2D::get_floor_snap_length() { + return floor_snap_length; } -KinematicBody2D::~KinematicBody2D() { - if (motion_cache.is_valid()) { - motion_cache->owner = nullptr; + +void CharacterBody2D::set_floor_snap_length(real_t p_floor_snap_length) { + ERR_FAIL_COND(p_floor_snap_length < 0); + floor_snap_length = p_floor_snap_length; +} + +real_t CharacterBody2D::get_free_mode_min_slide_angle() const { + return free_mode_min_slide_angle; +} + +void CharacterBody2D::set_free_mode_min_slide_angle(real_t p_radians) { + free_mode_min_slide_angle = p_radians; +} + +const Vector2 &CharacterBody2D::get_up_direction() const { + return up_direction; +} + +void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) { + ERR_FAIL_COND_MSG(p_up_direction == Vector2(), "up_direction can't be equal to Vector2.ZERO, consider using Free motion mode instead."); + up_direction = p_up_direction.normalized(); +} + +void CharacterBody2D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + // Reset move_and_slide() data. + on_floor = false; + platform_rid = RID(); + on_ceiling = false; + on_wall = false; + motion_results.clear(); + platform_velocity = Vector2(); + } break; } +} + +void CharacterBody2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody2D::move_and_slide); + + ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &CharacterBody2D::set_linear_velocity); + ClassDB::bind_method(D_METHOD("get_linear_velocity"), &CharacterBody2D::get_linear_velocity); + + ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody2D::set_safe_margin); + ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin); + ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody2D::is_floor_stop_on_slope_enabled); + ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody2D::set_floor_stop_on_slope_enabled); + ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled", "enabled"), &CharacterBody2D::set_floor_constant_speed_enabled); + ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled"), &CharacterBody2D::is_floor_constant_speed_enabled); + ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled", "enabled"), &CharacterBody2D::set_floor_block_on_wall_enabled); + ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled"), &CharacterBody2D::is_floor_block_on_wall_enabled); + ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody2D::set_slide_on_ceiling_enabled); + ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody2D::is_slide_on_ceiling_enabled); + + ClassDB::bind_method(D_METHOD("set_moving_platform_floor_layers", "exclude_layer"), &CharacterBody2D::set_moving_platform_floor_layers); + ClassDB::bind_method(D_METHOD("get_moving_platform_floor_layers"), &CharacterBody2D::get_moving_platform_floor_layers); + ClassDB::bind_method(D_METHOD("set_moving_platform_wall_layers", "exclude_layer"), &CharacterBody2D::set_moving_platform_wall_layers); + ClassDB::bind_method(D_METHOD("get_moving_platform_wall_layers"), &CharacterBody2D::get_moving_platform_wall_layers); + + ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody2D::get_max_slides); + ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody2D::set_max_slides); + ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody2D::get_floor_max_angle); + ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody2D::set_floor_max_angle); + ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody2D::get_floor_snap_length); + ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody2D::set_floor_snap_length); + ClassDB::bind_method(D_METHOD("get_free_mode_min_slide_angle"), &CharacterBody2D::get_free_mode_min_slide_angle); + ClassDB::bind_method(D_METHOD("set_free_mode_min_slide_angle", "radians"), &CharacterBody2D::set_free_mode_min_slide_angle); + ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody2D::get_up_direction); + ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody2D::set_up_direction); + ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody2D::set_motion_mode); + ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody2D::get_motion_mode); + + ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody2D::is_on_floor); + ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody2D::is_on_floor_only); + ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody2D::is_on_ceiling); + ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody2D::is_on_ceiling_only); + ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody2D::is_on_wall); + ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody2D::is_on_wall_only); + ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody2D::get_floor_normal); + ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody2D::get_floor_angle, DEFVAL(Vector2(0.0, -1.0))); + ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody2D::get_platform_velocity); + ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody2D::get_slide_collision_count); + ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision); + ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody2D::_get_last_slide_collision); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Free", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_max_slides", "get_max_slides"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction"); + ADD_GROUP("Free Mode", "free_mode_"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "free_mode_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians", PROPERTY_USAGE_DEFAULT), "set_free_mode_min_slide_angle", "get_free_mode_min_slide_angle"); + ADD_GROUP("Floor", "floor_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians"), "set_floor_max_angle", "get_floor_max_angle"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,1000,0.1"), "set_floor_snap_length", "get_floor_snap_length"); + ADD_GROUP("Moving platform", "moving_platform"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_floor_layers", "get_moving_platform_floor_layers"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_wall_layers", "get_moving_platform_wall_layers"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin"); + + BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED); + BIND_ENUM_CONSTANT(MOTION_MODE_FREE); +} +void CharacterBody2D::_validate_property(PropertyInfo &property) const { + if (motion_mode == MOTION_MODE_FREE) { + if (property.name.begins_with("floor_") || property.name == "up_direction" || property.name == "slide_on_ceiling") { + property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; + } + } else { + if (property.name == "free_mode_min_slide_angle") { + property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; + } + } +} + +CharacterBody2D::CharacterBody2D() : + PhysicsBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) { +} + +CharacterBody2D::~CharacterBody2D() { for (int i = 0; i < slide_colliders.size(); i++) { if (slide_colliders[i].is_valid()) { slide_colliders.write[i]->owner = nullptr; @@ -1381,71 +1607,85 @@ KinematicBody2D::~KinematicBody2D() { //////////////////////// Vector2 KinematicCollision2D::get_position() const { - - return collision.collision; + return result.collision_point; } + Vector2 KinematicCollision2D::get_normal() const { - return collision.normal; + return result.collision_normal; } + Vector2 KinematicCollision2D::get_travel() const { - return collision.travel; + return result.travel; } + Vector2 KinematicCollision2D::get_remainder() const { - return collision.remainder; + return result.remainder; +} + +real_t KinematicCollision2D::get_angle(const Vector2 &p_up_direction) const { + ERR_FAIL_COND_V(p_up_direction == Vector2(), 0); + return result.get_angle(p_up_direction); } + Object *KinematicCollision2D::get_local_shape() const { - if (!owner) return nullptr; - uint32_t ownerid = owner->shape_find_owner(collision.local_shape); + if (!owner) { + return nullptr; + } + uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape); return owner->shape_owner_get_owner(ownerid); } Object *KinematicCollision2D::get_collider() const { - - if (collision.collider.is_valid()) { - return ObjectDB::get_instance(collision.collider); + if (result.collider_id.is_valid()) { + return ObjectDB::get_instance(result.collider_id); } return nullptr; } + ObjectID KinematicCollision2D::get_collider_id() const { + return result.collider_id; +} - return collision.collider; +RID KinematicCollision2D::get_collider_rid() const { + return result.collider; } -Object *KinematicCollision2D::get_collider_shape() const { +Object *KinematicCollision2D::get_collider_shape() const { Object *collider = get_collider(); if (collider) { CollisionObject2D *obj2d = Object::cast_to<CollisionObject2D>(collider); if (obj2d) { - uint32_t ownerid = obj2d->shape_find_owner(collision.collider_shape); + uint32_t ownerid = obj2d->shape_find_owner(result.collider_shape); return obj2d->shape_owner_get_owner(ownerid); } } return nullptr; } -int KinematicCollision2D::get_collider_shape_index() const { - return collision.collider_shape; +int KinematicCollision2D::get_collider_shape_index() const { + return result.collider_shape; } -Vector2 KinematicCollision2D::get_collider_velocity() const { - return collision.collider_vel; +Vector2 KinematicCollision2D::get_collider_velocity() const { + return result.collider_velocity; } -Variant KinematicCollision2D::get_collider_metadata() const { +Variant KinematicCollision2D::get_collider_metadata() const { return Variant(); } void KinematicCollision2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position); ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal); ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel); ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder); + ClassDB::bind_method(D_METHOD("get_angle", "up_direction"), &KinematicCollision2D::get_angle, DEFVAL(Vector2(0.0, -1.0))); ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape); ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider); ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id); + ClassDB::bind_method(D_METHOD("get_collider_rid"), &KinematicCollision2D::get_collider_rid); ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision2D::get_collider_shape); ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index); ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity); @@ -1458,15 +1698,9 @@ void KinematicCollision2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "local_shape"), "", "get_local_shape"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id"), "", "get_collider_id"); + ADD_PROPERTY(PropertyInfo(Variant::RID, "collider_rid"), "", "get_collider_rid"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider_shape"), "", "get_collider_shape"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape_index"), "", "get_collider_shape_index"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "collider_velocity"), "", "get_collider_velocity"); ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_collider_metadata"); } - -KinematicCollision2D::KinematicCollision2D() { - - collision.collider_shape = 0; - collision.local_shape = 0; - owner = nullptr; -} |