diff options
Diffstat (limited to 'scene/2d/physics_body_2d.h')
-rw-r--r-- | scene/2d/physics_body_2d.h | 179 |
1 files changed, 126 insertions, 53 deletions
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index 5a5417eaf3..1d6437a3ad 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -47,11 +47,11 @@ protected: Ref<KinematicCollision2D> motion_cache; - Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false, real_t p_margin = 0.08); + Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_test_only = false, real_t p_margin = 0.08); public: - bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes = true, bool p_test_only = false, bool p_cancel_sliding = true); - bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08); + bool move_and_collide(const Vector2 &p_motion, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_test_only = false, bool p_cancel_sliding = true, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>()); + bool test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08); TypedArray<PhysicsBody2D> get_collision_exceptions(); void add_collision_exception_with(Node *p_node); //must be physicsbody @@ -63,15 +63,13 @@ public: class StaticBody2D : public PhysicsBody2D { GDCLASS(StaticBody2D, PhysicsBody2D); +private: Vector2 constant_linear_velocity; real_t constant_angular_velocity = 0.0; Ref<PhysicsMaterial> physics_material_override; - bool kinematic_motion = false; - protected: - void _notification(int p_what); static void _bind_methods(); public: @@ -84,15 +82,35 @@ public: Vector2 get_constant_linear_velocity() const; real_t get_constant_angular_velocity() const; - StaticBody2D(); + StaticBody2D(PhysicsServer2D::BodyMode p_mode = PhysicsServer2D::BODY_MODE_STATIC); private: void _reload_physics_characteristics(); +}; + +class AnimatableBody2D : public StaticBody2D { + GDCLASS(AnimatableBody2D, StaticBody2D); + +private: + bool sync_to_physics = false; + + Transform2D last_valid_transform; + static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state); + void _body_state_changed(PhysicsDirectBodyState2D *p_state); + +protected: + void _notification(int p_what); + static void _bind_methods(); + +public: + AnimatableBody2D(); + +private: void _update_kinematic_motion(); - void set_kinematic_motion_enabled(bool p_enabled); - bool is_kinematic_motion_enabled() const; + void set_sync_to_physics(bool p_enable); + bool is_sync_to_physics_enabled() const; }; class RigidBody2D : public PhysicsBody2D { @@ -106,6 +124,11 @@ public: MODE_KINEMATIC, }; + enum CenterOfMassMode { + CENTER_OF_MASS_MODE_AUTO, + CENTER_OF_MASS_MODE_CUSTOM, + }; + enum CCDMode { CCD_MODE_DISABLED, CCD_MODE_CAST_RAY, @@ -114,10 +137,13 @@ public: private: bool can_sleep = true; - PhysicsDirectBodyState2D *state = nullptr; Mode mode = MODE_DYNAMIC; real_t mass = 1.0; + real_t inertia = 0.0; + CenterOfMassMode center_of_mass_mode = CENTER_OF_MASS_MODE_AUTO; + Vector2 center_of_mass; + Ref<PhysicsMaterial> physics_material_override; real_t gravity_scale = 1.0; real_t linear_damp = -1.0; @@ -173,12 +199,18 @@ private: void _body_exit_tree(ObjectID p_id); void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape); - void _direct_state_changed(Object *p_state); + + static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state); + void _body_state_changed(PhysicsDirectBodyState2D *p_state); protected: void _notification(int p_what); static void _bind_methods(); + virtual void _validate_property(PropertyInfo &property) const override; + + GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState2D *) + public: void set_mode(Mode p_mode); Mode get_mode() const; @@ -189,6 +221,12 @@ public: void set_inertia(real_t p_inertia); real_t get_inertia() const; + void set_center_of_mass_mode(CenterOfMassMode p_mode); + CenterOfMassMode get_center_of_mass_mode() const; + + void set_center_of_mass(const Vector2 &p_center_of_mass); + const Vector2 &get_center_of_mass() const; + void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override); Ref<PhysicsMaterial> get_physics_material_override() const; @@ -243,7 +281,7 @@ public: TypedArray<Node2D> get_colliding_bodies() const; //function for script - TypedArray<String> get_configuration_warnings() const override; + virtual TypedArray<String> get_configuration_warnings() const override; RigidBody2D(); ~RigidBody2D(); @@ -253,49 +291,80 @@ private: }; VARIANT_ENUM_CAST(RigidBody2D::Mode); +VARIANT_ENUM_CAST(RigidBody2D::CenterOfMassMode); VARIANT_ENUM_CAST(RigidBody2D::CCDMode); class CharacterBody2D : public PhysicsBody2D { GDCLASS(CharacterBody2D, PhysicsBody2D); +public: + enum MotionMode { + MOTION_MODE_GROUNDED, + MOTION_MODE_FREE, + }; + bool move_and_slide(); + + const Vector2 &get_linear_velocity() const; + void set_linear_velocity(const Vector2 &p_velocity); + + bool is_on_floor() const; + bool is_on_floor_only() const; + bool is_on_wall() const; + bool is_on_wall_only() const; + bool is_on_ceiling() const; + bool is_on_ceiling_only() const; + Vector2 get_floor_normal() const; + real_t get_floor_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const; + Vector2 get_platform_velocity() const; + + int get_slide_collision_count() const; + PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const; + + CharacterBody2D(); + ~CharacterBody2D(); + private: real_t margin = 0.08; + MotionMode motion_mode = MOTION_MODE_GROUNDED; - bool stop_on_slope = false; - bool infinite_inertia = true; + bool floor_stop_on_slope = false; + bool floor_constant_speed = false; + bool floor_block_on_wall = true; + bool slide_on_ceiling = true; int max_slides = 4; + int platform_layer; real_t floor_max_angle = Math::deg2rad((real_t)45.0); - Vector2 snap; + float floor_snap_length = 0; + real_t free_mode_min_slide_angle = Math::deg2rad((real_t)15.0); Vector2 up_direction = Vector2(0.0, -1.0); - + uint32_t moving_platform_floor_layers = UINT32_MAX; + uint32_t moving_platform_wall_layers = 0; Vector2 linear_velocity; Vector2 floor_normal; - Vector2 floor_velocity; - RID on_floor_body; + Vector2 platform_velocity; + RID platform_rid; bool on_floor = false; bool on_ceiling = false; bool on_wall = false; - bool sync_to_physics = false; Vector<PhysicsServer2D::MotionResult> motion_results; Vector<Ref<KinematicCollision2D>> slide_colliders; - Ref<KinematicCollision2D> _get_slide_collision(int p_bounce); - - bool separate_raycast_shapes(PhysicsServer2D::MotionResult &r_result); - - Transform2D last_valid_transform; - void _direct_state_changed(Object *p_state); - void set_safe_margin(real_t p_margin); real_t get_safe_margin() const; - bool is_stop_on_slope_enabled() const; - void set_stop_on_slope_enabled(bool p_enabled); + bool is_floor_stop_on_slope_enabled() const; + void set_floor_stop_on_slope_enabled(bool p_enabled); + + bool is_floor_constant_speed_enabled() const; + void set_floor_constant_speed_enabled(bool p_enabled); - bool is_infinite_inertia_enabled() const; - void set_infinite_inertia_enabled(bool p_enabled); + bool is_floor_block_on_wall_enabled() const; + void set_floor_block_on_wall_enabled(bool p_enabled); + + bool is_slide_on_ceiling_enabled() const; + void set_slide_on_ceiling_enabled(bool p_enabled); int get_max_slides() const; void set_max_slides(int p_max_slides); @@ -303,38 +372,41 @@ private: real_t get_floor_max_angle() const; void set_floor_max_angle(real_t p_radians); - const Vector2 &get_snap() const; - void set_snap(const Vector2 &p_snap); + real_t get_floor_snap_length(); + void set_floor_snap_length(real_t p_floor_snap_length); - const Vector2 &get_up_direction() const; - void set_up_direction(const Vector2 &p_up_direction); + real_t get_free_mode_min_slide_angle() const; + void set_free_mode_min_slide_angle(real_t p_radians); -protected: - void _notification(int p_what); - static void _bind_methods(); + uint32_t get_moving_platform_floor_layers() const; + void set_moving_platform_floor_layers(const uint32_t p_exclude_layer); -public: - void move_and_slide(); + uint32_t get_moving_platform_wall_layers() const; + void set_moving_platform_wall_layers(const uint32_t p_exclude_layer); - const Vector2 &get_linear_velocity() const; - void set_linear_velocity(const Vector2 &p_velocity); - - bool is_on_floor() const; - bool is_on_wall() const; - bool is_on_ceiling() const; - Vector2 get_floor_normal() const; - Vector2 get_floor_velocity() const; + void set_motion_mode(MotionMode p_mode); + MotionMode get_motion_mode() const; - int get_slide_count() const; - PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const; + void _move_and_slide_free(double p_delta); + void _move_and_slide_grounded(double p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity); - void set_sync_to_physics(bool p_enable); - bool is_sync_to_physics_enabled() const; + Ref<KinematicCollision2D> _get_slide_collision(int p_bounce); + Ref<KinematicCollision2D> _get_last_slide_collision(); + const Vector2 &get_up_direction() const; + bool _on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up); + void set_up_direction(const Vector2 &p_up_direction); + void _set_collision_direction(const PhysicsServer2D::MotionResult &p_result); + void _set_platform_data(const PhysicsServer2D::MotionResult &p_result); + void _snap_on_floor(bool was_on_floor, bool vel_dir_facing_up); - CharacterBody2D(); - ~CharacterBody2D(); +protected: + void _notification(int p_what); + static void _bind_methods(); + virtual void _validate_property(PropertyInfo &property) const override; }; +VARIANT_ENUM_CAST(CharacterBody2D::MotionMode); + class KinematicCollision2D : public RefCounted { GDCLASS(KinematicCollision2D, RefCounted); @@ -351,6 +423,7 @@ public: Vector2 get_normal() const; Vector2 get_travel() const; Vector2 get_remainder() const; + real_t get_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const; Object *get_local_shape() const; Object *get_collider() const; ObjectID get_collider_id() const; |