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-rw-r--r--scene/2d/physics_body_2d.h344
1 files changed, 235 insertions, 109 deletions
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 2dc853b23b..7401fc7578 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -41,38 +41,29 @@ class KinematicCollision2D;
class PhysicsBody2D : public CollisionObject2D {
GDCLASS(PhysicsBody2D, CollisionObject2D);
- uint32_t collision_layer = 1;
- uint32_t collision_mask = 1;
-
protected:
- void _notification(int p_what);
- PhysicsBody2D(PhysicsServer2D::BodyMode p_mode);
-
static void _bind_methods();
+ PhysicsBody2D(PhysicsServer2D::BodyMode p_mode);
-public:
- void set_collision_layer(uint32_t p_layer);
- uint32_t get_collision_layer() const;
-
- void set_collision_mask(uint32_t p_mask);
- uint32_t get_collision_mask() const;
+ Ref<KinematicCollision2D> motion_cache;
- void set_collision_mask_bit(int p_bit, bool p_value);
- bool get_collision_mask_bit(int p_bit) const;
+ Ref<KinematicCollision2D> _move(const Vector2 &p_distance, bool p_test_only = false, real_t p_margin = 0.08);
- void set_collision_layer_bit(int p_bit, bool p_value);
- bool get_collision_layer_bit(int p_bit) const;
+public:
+ bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
+ bool test_move(const Transform2D &p_from, const Vector2 &p_distance, 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
void remove_collision_exception_with(Node *p_node);
- PhysicsBody2D();
+ virtual ~PhysicsBody2D();
};
class StaticBody2D : public PhysicsBody2D {
GDCLASS(StaticBody2D, PhysicsBody2D);
+private:
Vector2 constant_linear_velocity;
real_t constant_angular_velocity = 0.0;
@@ -91,22 +82,54 @@ public:
Vector2 get_constant_linear_velocity() const;
real_t get_constant_angular_velocity() const;
- StaticBody2D();
- ~StaticBody2D();
+ StaticBody2D(PhysicsServer2D::BodyMode p_mode = PhysicsServer2D::BODY_MODE_STATIC);
private:
void _reload_physics_characteristics();
};
-class RigidBody2D : public PhysicsBody2D {
- GDCLASS(RigidBody2D, PhysicsBody2D);
+class AnimatableBody2D : public StaticBody2D {
+ GDCLASS(AnimatableBody2D, StaticBody2D);
+
+private:
+ bool sync_to_physics = true;
+
+ 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:
- enum Mode {
- MODE_RIGID,
- MODE_STATIC,
- MODE_CHARACTER,
- MODE_KINEMATIC,
+ AnimatableBody2D();
+
+private:
+ void _update_kinematic_motion();
+
+ void set_sync_to_physics(bool p_enable);
+ bool is_sync_to_physics_enabled() const;
+};
+
+class RigidDynamicBody2D : public PhysicsBody2D {
+ GDCLASS(RigidDynamicBody2D, PhysicsBody2D);
+
+public:
+ enum FreezeMode {
+ FREEZE_MODE_STATIC,
+ FREEZE_MODE_KINEMATIC,
+ };
+
+ enum CenterOfMassMode {
+ CENTER_OF_MASS_MODE_AUTO,
+ CENTER_OF_MASS_MODE_CUSTOM,
+ };
+
+ enum DampMode {
+ DAMP_MODE_COMBINE,
+ DAMP_MODE_REPLACE,
};
enum CCDMode {
@@ -117,14 +140,23 @@ public:
private:
bool can_sleep = true;
- PhysicsDirectBodyState2D *state = nullptr;
- Mode mode = MODE_RIGID;
+ bool lock_rotation = false;
+ bool freeze = false;
+ FreezeMode freeze_mode = FREEZE_MODE_STATIC;
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;
- real_t angular_damp = -1.0;
+
+ DampMode linear_damp_mode = DAMP_MODE_COMBINE;
+ DampMode angular_damp_mode = DAMP_MODE_COMBINE;
+
+ real_t linear_damp = 0.0;
+ real_t angular_damp = 0.0;
Vector2 linear_velocity;
real_t angular_velocity = 0.0;
@@ -154,11 +186,13 @@ private:
local_shape = p_ls;
}
};
- struct RigidBody2D_RemoveAction {
+ struct RigidDynamicBody2D_RemoveAction {
+ RID rid;
ObjectID body_id;
ShapePair pair;
};
struct BodyState {
+ RID rid;
//int rc;
bool in_scene = false;
VSet<ShapePair> shapes;
@@ -166,25 +200,37 @@ private:
struct ContactMonitor {
bool locked = false;
- Map<ObjectID, BodyState> body_map;
+ HashMap<ObjectID, BodyState> body_map;
};
ContactMonitor *contact_monitor = nullptr;
void _body_enter_tree(ObjectID p_id);
void _body_exit_tree(ObjectID p_id);
- void _body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape);
- void _direct_state_changed(Object *p_state);
+ void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape);
- bool _test_motion(const Vector2 &p_motion, bool p_infinite_inertia = true, real_t p_margin = 0.08, const Ref<PhysicsTestMotionResult2D> &p_result = Ref<PhysicsTestMotionResult2D>());
+ 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 *)
+
+ void _apply_body_mode();
+
public:
- void set_mode(Mode p_mode);
- Mode get_mode() const;
+ void set_lock_rotation_enabled(bool p_lock_rotation);
+ bool is_lock_rotation_enabled() const;
+
+ void set_freeze_enabled(bool p_freeze);
+ bool is_freeze_enabled() const;
+
+ void set_freeze_mode(FreezeMode p_freeze_mode);
+ FreezeMode get_freeze_mode() const;
void set_mass(real_t p_mass);
real_t get_mass() const;
@@ -192,12 +238,24 @@ 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;
void set_gravity_scale(real_t p_gravity_scale);
real_t get_gravity_scale() const;
+ void set_linear_damp_mode(DampMode p_mode);
+ DampMode get_linear_damp_mode() const;
+
+ void set_angular_damp_mode(DampMode p_mode);
+ DampMode get_angular_damp_mode() const;
+
void set_linear_damp(real_t p_linear_damp);
real_t get_linear_damp() const;
@@ -234,108 +292,177 @@ public:
void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2());
void apply_torque_impulse(real_t p_torque);
- void set_applied_force(const Vector2 &p_force);
- Vector2 get_applied_force() const;
+ void apply_central_force(const Vector2 &p_force);
+ void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
+ void apply_torque(real_t p_torque);
- void set_applied_torque(const real_t p_torque);
- real_t get_applied_torque() const;
+ void add_constant_central_force(const Vector2 &p_force);
+ void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
+ void add_constant_torque(real_t p_torque);
- void add_central_force(const Vector2 &p_force);
- void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
- void add_torque(real_t p_torque);
+ void set_constant_force(const Vector2 &p_force);
+ Vector2 get_constant_force() const;
+
+ void set_constant_torque(real_t p_torque);
+ real_t get_constant_torque() const;
TypedArray<Node2D> get_colliding_bodies() const; //function for script
- virtual String get_configuration_warning() const override;
+ virtual TypedArray<String> get_configuration_warnings() const override;
- RigidBody2D();
- ~RigidBody2D();
+ RigidDynamicBody2D();
+ ~RigidDynamicBody2D();
private:
void _reload_physics_characteristics();
};
-VARIANT_ENUM_CAST(RigidBody2D::Mode);
-VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
+VARIANT_ENUM_CAST(RigidDynamicBody2D::FreezeMode);
+VARIANT_ENUM_CAST(RigidDynamicBody2D::CenterOfMassMode);
+VARIANT_ENUM_CAST(RigidDynamicBody2D::DampMode);
+VARIANT_ENUM_CAST(RigidDynamicBody2D::CCDMode);
-class KinematicBody2D : public PhysicsBody2D {
- GDCLASS(KinematicBody2D, PhysicsBody2D);
+class CharacterBody2D : public PhysicsBody2D {
+ GDCLASS(CharacterBody2D, PhysicsBody2D);
public:
- struct Collision {
- Vector2 collision;
- Vector2 normal;
- Vector2 collider_vel;
- ObjectID collider;
- RID collider_rid;
- int collider_shape = 0;
- Variant collider_metadata;
- Vector2 remainder;
- Vector2 travel;
- int local_shape = 0;
+ enum MotionMode {
+ MOTION_MODE_GROUNDED,
+ MOTION_MODE_FLOATING,
};
+ enum MovingPlatformApplyVelocityOnLeave {
+ PLATFORM_VEL_ON_LEAVE_ALWAYS,
+ PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY,
+ PLATFORM_VEL_ON_LEAVE_NEVER,
+ };
+ bool move_and_slide();
+
+ const Vector2 &get_velocity() const;
+ void set_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;
+ const Vector2 &get_last_motion() const;
+ Vector2 get_position_delta() const;
+ const Vector2 &get_floor_normal() const;
+ const Vector2 &get_wall_normal() const;
+ const Vector2 &get_real_velocity() const;
+
+ real_t get_floor_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
+ 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;
+ real_t margin = 0.08;
+ MotionMode motion_mode = MOTION_MODE_GROUNDED;
+ MovingPlatformApplyVelocityOnLeave moving_platform_apply_velocity_on_leave = PLATFORM_VEL_ON_LEAVE_ALWAYS;
+
+ bool floor_constant_speed = false;
+ bool floor_stop_on_slope = true;
+ bool floor_block_on_wall = true;
+ bool slide_on_ceiling = true;
+ int max_slides = 4;
+ int platform_layer = 0;
+ real_t floor_max_angle = Math::deg2rad((real_t)45.0);
+ real_t floor_snap_length = 1;
+ real_t wall_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 velocity;
Vector2 floor_normal;
- Vector2 floor_velocity;
- RID on_floor_body;
- bool on_floor;
- bool on_ceiling;
- bool on_wall;
- bool sync_to_physics;
-
- Vector<Collision> colliders;
+ Vector2 platform_velocity;
+ Vector2 wall_normal;
+ Vector2 last_motion;
+ Vector2 previous_position;
+ Vector2 real_velocity;
+
+ RID platform_rid;
+ ObjectID platform_object_id;
+ bool on_floor = false;
+ bool on_ceiling = false;
+ bool on_wall = false;
+
+ Vector<PhysicsServer2D::MotionResult> motion_results;
Vector<Ref<KinematicCollision2D>> slide_colliders;
- Ref<KinematicCollision2D> motion_cache;
- _FORCE_INLINE_ bool _ignores_mode(PhysicsServer2D::BodyMode) const;
+ void set_safe_margin(real_t p_margin);
+ real_t get_safe_margin() const;
- Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
- Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
+ bool is_floor_stop_on_slope_enabled() const;
+ void set_floor_stop_on_slope_enabled(bool p_enabled);
- Transform2D last_valid_transform;
- void _direct_state_changed(Object *p_state);
+ bool is_floor_constant_speed_enabled() const;
+ void set_floor_constant_speed_enabled(bool p_enabled);
-protected:
- void _notification(int p_what);
- static void _bind_methods();
+ bool is_floor_block_on_wall_enabled() const;
+ void set_floor_block_on_wall_enabled(bool p_enabled);
-public:
- bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
+ bool is_slide_on_ceiling_enabled() const;
+ void set_slide_on_ceiling_enabled(bool p_enabled);
- bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia = true);
+ int get_max_slides() const;
+ void set_max_slides(int p_max_slides);
- bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision);
+ real_t get_floor_max_angle() const;
+ void set_floor_max_angle(real_t p_radians);
- void set_safe_margin(real_t p_margin);
- real_t get_safe_margin() const;
+ real_t get_floor_snap_length();
+ void set_floor_snap_length(real_t p_floor_snap_length);
- Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, real_t p_floor_max_angle = Math::deg2rad((real_t)45.0), bool p_infinite_inertia = true);
- Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, real_t p_floor_max_angle = Math::deg2rad((real_t)45.0), bool p_infinite_inertia = true);
- 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;
+ real_t get_wall_min_slide_angle() const;
+ void set_wall_min_slide_angle(real_t p_radians);
- int get_slide_count() const;
- Collision get_slide_collision(int p_bounce) const;
+ uint32_t get_moving_platform_floor_layers() const;
+ void set_moving_platform_floor_layers(const uint32_t p_exclude_layer);
- void set_sync_to_physics(bool p_enable);
- bool is_sync_to_physics_enabled() const;
+ uint32_t get_moving_platform_wall_layers() const;
+ void set_moving_platform_wall_layers(const uint32_t p_exclude_layer);
- KinematicBody2D();
- ~KinematicBody2D();
+ void set_motion_mode(MotionMode p_mode);
+ MotionMode get_motion_mode() const;
+
+ void set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_velocity);
+ MovingPlatformApplyVelocityOnLeave get_moving_platform_apply_velocity_on_leave() const;
+
+ void _move_and_slide_floating(double p_delta);
+ void _move_and_slide_grounded(double p_delta, bool p_was_on_floor);
+
+ 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 p_was_on_floor, bool p_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 p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor = false);
+
+protected:
+ void _notification(int p_what);
+ static void _bind_methods();
+ virtual void _validate_property(PropertyInfo &property) const override;
};
-class KinematicCollision2D : public Reference {
- GDCLASS(KinematicCollision2D, Reference);
+VARIANT_ENUM_CAST(CharacterBody2D::MotionMode);
+VARIANT_ENUM_CAST(CharacterBody2D::MovingPlatformApplyVelocityOnLeave);
- KinematicBody2D *owner;
- friend class KinematicBody2D;
- KinematicBody2D::Collision collision;
+class KinematicCollision2D : public RefCounted {
+ GDCLASS(KinematicCollision2D, RefCounted);
+
+ PhysicsBody2D *owner = nullptr;
+ friend class PhysicsBody2D;
+ friend class CharacterBody2D;
+ PhysicsServer2D::MotionResult result;
protected:
static void _bind_methods();
@@ -345,15 +472,14 @@ 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;
+ RID get_collider_rid() const;
Object *get_collider_shape() const;
int get_collider_shape_index() const;
Vector2 get_collider_velocity() const;
- Variant get_collider_metadata() const;
-
- KinematicCollision2D();
};
#endif // PHYSICS_BODY_2D_H