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Diffstat (limited to 'scene/2d/physics_body_2d.h')
-rw-r--r--scene/2d/physics_body_2d.h86
1 files changed, 31 insertions, 55 deletions
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 5b7db35fe8..e51b512302 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -33,57 +33,52 @@
#include "servers/physics_2d_server.h"
#include "vset.h"
-
class PhysicsBody2D : public CollisionObject2D {
- GDCLASS(PhysicsBody2D,CollisionObject2D);
+ GDCLASS(PhysicsBody2D, CollisionObject2D);
uint32_t mask;
uint32_t collision_mask;
Vector2 one_way_collision_direction;
float one_way_collision_max_depth;
-
void _set_layers(uint32_t p_mask);
uint32_t _get_layers() const;
protected:
-
void _notification(int p_what);
PhysicsBody2D(Physics2DServer::BodyMode p_mode);
static void _bind_methods();
-public:
+public:
void set_collision_layer(uint32_t p_mask);
uint32_t get_collision_layer() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
-
void set_collision_mask_bit(int p_bit, bool p_value);
bool get_collision_mask_bit(int p_bit) const;
void set_collision_layer_bit(int p_bit, bool p_value);
bool get_collision_layer_bit(int p_bit) const;
- void add_collision_exception_with(Node* p_node); //must be physicsbody
- void remove_collision_exception_with(Node* p_node);
+ void add_collision_exception_with(Node *p_node); //must be physicsbody
+ void remove_collision_exception_with(Node *p_node);
- void set_one_way_collision_direction(const Vector2& p_dir);
+ void set_one_way_collision_direction(const Vector2 &p_dir);
Vector2 get_one_way_collision_direction() const;
void set_one_way_collision_max_depth(float p_dir);
float get_one_way_collision_max_depth() const;
PhysicsBody2D();
-
};
class StaticBody2D : public PhysicsBody2D {
- GDCLASS(StaticBody2D,PhysicsBody2D);
+ GDCLASS(StaticBody2D, PhysicsBody2D);
Vector2 constant_linear_velocity;
real_t constant_angular_velocity;
@@ -91,21 +86,17 @@ class StaticBody2D : public PhysicsBody2D {
real_t bounce;
real_t friction;
-
protected:
-
static void _bind_methods();
public:
-
void set_friction(real_t p_friction);
real_t get_friction() const;
void set_bounce(real_t p_bounce);
real_t get_bounce() const;
-
- void set_constant_linear_velocity(const Vector2& p_vel);
+ void set_constant_linear_velocity(const Vector2 &p_vel);
void set_constant_angular_velocity(real_t p_vel);
Vector2 get_constant_linear_velocity() const;
@@ -113,14 +104,13 @@ public:
StaticBody2D();
~StaticBody2D();
-
};
class RigidBody2D : public PhysicsBody2D {
- GDCLASS(RigidBody2D,PhysicsBody2D);
-public:
+ GDCLASS(RigidBody2D, PhysicsBody2D);
+public:
enum Mode {
MODE_RIGID,
MODE_STATIC,
@@ -135,7 +125,6 @@ public:
};
private:
-
bool can_sleep;
Physics2DDirectBodyState *state;
Mode mode;
@@ -151,35 +140,34 @@ private:
real_t angular_velocity;
bool sleeping;
-
int max_contacts_reported;
bool custom_integrator;
CCDMode ccd_mode;
-
struct ShapePair {
int body_shape;
int local_shape;
bool tagged;
- bool operator<(const ShapePair& p_sp) const {
- if (body_shape==p_sp.body_shape)
+ bool operator<(const ShapePair &p_sp) const {
+ if (body_shape == p_sp.body_shape)
return local_shape < p_sp.local_shape;
else
return body_shape < p_sp.body_shape;
}
ShapePair() {}
- ShapePair(int p_bs, int p_ls) { body_shape=p_bs; local_shape=p_ls; }
+ ShapePair(int p_bs, int p_ls) {
+ body_shape = p_bs;
+ local_shape = p_ls;
+ }
};
struct RigidBody2D_RemoveAction {
-
ObjectID body_id;
ShapePair pair;
-
};
struct BodyState {
@@ -191,26 +179,22 @@ private:
struct ContactMonitor {
bool locked;
- Map<ObjectID,BodyState> body_map;
-
+ Map<ObjectID, BodyState> body_map;
};
-
ContactMonitor *contact_monitor;
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 _body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape);
void _direct_state_changed(Object *p_state);
- bool _test_motion(const Vector2& p_motion,float p_margin=0.08,const Ref<Physics2DTestMotionResult>& p_result=Ref<Physics2DTestMotionResult>());
+ bool _test_motion(const Vector2 &p_motion, float p_margin = 0.08, const Ref<Physics2DTestMotionResult> &p_result = Ref<Physics2DTestMotionResult>());
protected:
-
static void _bind_methods();
-public:
+public:
void set_mode(Mode p_mode);
Mode get_mode() const;
@@ -238,10 +222,10 @@ public:
void set_angular_damp(real_t p_angular_damp);
real_t get_angular_damp() const;
- void set_linear_velocity(const Vector2& p_velocity);
+ void set_linear_velocity(const Vector2 &p_velocity);
Vector2 get_linear_velocity() const;
- void set_axis_velocity(const Vector2& p_axis);
+ void set_axis_velocity(const Vector2 &p_axis);
void set_angular_velocity(real_t p_velocity);
real_t get_angular_velocity() const;
@@ -264,33 +248,28 @@ public:
void set_continuous_collision_detection_mode(CCDMode p_mode);
CCDMode get_continuous_collision_detection_mode() const;
- void apply_impulse(const Vector2& p_offset, const Vector2& p_impulse);
+ void apply_impulse(const Vector2 &p_offset, const Vector2 &p_impulse);
- void set_applied_force(const Vector2& p_force);
+ void set_applied_force(const Vector2 &p_force);
Vector2 get_applied_force() const;
void set_applied_torque(const float p_torque);
float get_applied_torque() const;
- void add_force(const Vector2& p_offset, const Vector2& p_force);
-
-
+ void add_force(const Vector2 &p_offset, const Vector2 &p_force);
Array get_colliding_bodies() const; //function for script
RigidBody2D();
~RigidBody2D();
-
};
VARIANT_ENUM_CAST(RigidBody2D::Mode);
VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
-
-
class KinematicBody2D : public PhysicsBody2D {
- GDCLASS(KinematicBody2D,PhysicsBody2D);
+ GDCLASS(KinematicBody2D, PhysicsBody2D);
float margin;
bool colliding;
@@ -311,15 +290,15 @@ class KinematicBody2D : public PhysicsBody2D {
Variant _get_collider() const;
_FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;
-protected:
+protected:
static void _bind_methods();
-public:
- Vector2 move(const Vector2& p_motion);
- Vector2 move_to(const Vector2& p_position);
+public:
+ Vector2 move(const Vector2 &p_motion);
+ Vector2 move_to(const Vector2 &p_position);
- bool test_move(const Transform2D &p_from, const Vector2& p_motion);
+ bool test_move(const Transform2D &p_from, const Vector2 &p_motion);
bool is_colliding() const;
Vector2 get_travel() const;
@@ -335,17 +314,14 @@ public:
void set_collision_margin(float p_margin);
float get_collision_margin() const;
- Vector2 move_and_slide(const Vector2& p_linear_velocity, const Vector2& p_floor_direction=Vector2(0,0), float p_slope_stop_min_velocity=5, int p_max_bounces=4);
+ Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), float p_slope_stop_min_velocity = 5, int p_max_bounces = 4);
bool is_move_and_slide_on_floor() const;
bool is_move_and_slide_on_wall() const;
bool is_move_and_slide_on_ceiling() const;
Array get_move_and_slide_colliders() const;
-
KinematicBody2D();
~KinematicBody2D();
-
};
-
#endif // PHYSICS_BODY_2D_H