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-rw-r--r--scene/2d/physics_body_2d.h75
1 files changed, 28 insertions, 47 deletions
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 47d55d11fa..654b5387d3 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -42,17 +42,26 @@ class PhysicsBody2D : public CollisionObject2D {
GDCLASS(PhysicsBody2D, CollisionObject2D);
protected:
- void _notification(int p_what);
+ static void _bind_methods();
PhysicsBody2D(PhysicsServer2D::BodyMode p_mode);
- static void _bind_methods();
+ real_t margin = 0.08;
+ 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);
public:
+ bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
+ 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>());
+
+ void set_safe_margin(real_t p_margin);
+ real_t get_safe_margin() const;
+
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 {
@@ -163,8 +172,6 @@ private:
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);
- 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>());
-
protected:
void _notification(int p_what);
static void _bind_methods();
@@ -245,43 +252,27 @@ private:
VARIANT_ENUM_CAST(RigidBody2D::Mode);
VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
-class KinematicBody2D : public PhysicsBody2D {
- GDCLASS(KinematicBody2D, 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;
- };
+class CharacterBody2D : public PhysicsBody2D {
+ GDCLASS(CharacterBody2D, PhysicsBody2D);
private:
- real_t margin;
-
Vector2 floor_normal;
Vector2 floor_velocity;
RID on_floor_body;
- bool on_floor;
- bool on_ceiling;
- bool on_wall;
- bool sync_to_physics;
+ bool on_floor = false;
+ bool on_ceiling = false;
+ bool on_wall = false;
+ bool sync_to_physics = false;
- Vector<Collision> colliders;
+ Vector<PhysicsServer2D::MotionResult> motion_results;
Vector<Ref<KinematicCollision2D>> slide_colliders;
- Ref<KinematicCollision2D> motion_cache;
_FORCE_INLINE_ bool _ignores_mode(PhysicsServer2D::BodyMode) 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 separate_raycast_shapes(bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result);
+
Transform2D last_valid_transform;
void _direct_state_changed(Object *p_state);
@@ -290,15 +281,6 @@ protected:
static void _bind_methods();
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 test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia = true);
-
- bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision);
-
- void set_safe_margin(real_t p_margin);
- real_t get_safe_margin() const;
-
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;
@@ -308,21 +290,22 @@ public:
Vector2 get_floor_velocity() const;
int get_slide_count() const;
- Collision get_slide_collision(int p_bounce) const;
+ PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const;
void set_sync_to_physics(bool p_enable);
bool is_sync_to_physics_enabled() const;
- KinematicBody2D();
- ~KinematicBody2D();
+ CharacterBody2D();
+ ~CharacterBody2D();
};
class KinematicCollision2D : public Reference {
GDCLASS(KinematicCollision2D, Reference);
- KinematicBody2D *owner;
- friend class KinematicBody2D;
- KinematicBody2D::Collision collision;
+ PhysicsBody2D *owner = nullptr;
+ friend class PhysicsBody2D;
+ friend class CharacterBody2D;
+ PhysicsServer2D::MotionResult result;
protected:
static void _bind_methods();
@@ -339,8 +322,6 @@ public:
int get_collider_shape_index() const;
Vector2 get_collider_velocity() const;
Variant get_collider_metadata() const;
-
- KinematicCollision2D();
};
#endif // PHYSICS_BODY_2D_H