diff options
Diffstat (limited to 'scene/2d')
-rw-r--r-- | scene/2d/collision_object_2d.cpp | 4 | ||||
-rw-r--r-- | scene/2d/collision_object_2d.h | 3 | ||||
-rw-r--r-- | scene/2d/collision_polygon_2d.cpp | 2 | ||||
-rw-r--r-- | scene/2d/collision_shape_2d.cpp | 2 | ||||
-rw-r--r-- | scene/2d/gpu_particles_2d.cpp | 8 | ||||
-rw-r--r-- | scene/2d/node_2d.cpp | 15 | ||||
-rw-r--r-- | scene/2d/node_2d.h | 4 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 594 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.h | 121 | ||||
-rw-r--r-- | scene/2d/tile_map.cpp | 6 | ||||
-rw-r--r-- | scene/2d/tile_map.h | 1 | ||||
-rw-r--r-- | scene/2d/visibility_notifier_2d.cpp | 2 | ||||
-rw-r--r-- | scene/2d/y_sort.cpp | 52 | ||||
-rw-r--r-- | scene/2d/y_sort.h | 47 |
14 files changed, 460 insertions, 401 deletions
diff --git a/scene/2d/collision_object_2d.cpp b/scene/2d/collision_object_2d.cpp index de648d404c..a633923be7 100644 --- a/scene/2d/collision_object_2d.cpp +++ b/scene/2d/collision_object_2d.cpp @@ -408,6 +408,10 @@ void CollisionObject2D::set_only_update_transform_changes(bool p_enable) { only_update_transform_changes = p_enable; } +bool CollisionObject2D::is_only_update_transform_changes_enabled() const { + return only_update_transform_changes; +} + void CollisionObject2D::_update_pickable() { if (!is_inside_tree()) { return; diff --git a/scene/2d/collision_object_2d.h b/scene/2d/collision_object_2d.h index bb1a9dfcf5..e10f3097d9 100644 --- a/scene/2d/collision_object_2d.h +++ b/scene/2d/collision_object_2d.h @@ -62,7 +62,7 @@ class CollisionObject2D : public Node2D { int total_subshapes = 0; Map<uint32_t, ShapeData> shapes; - bool only_update_transform_changes = false; //this is used for sync physics in KinematicBody + bool only_update_transform_changes = false; //this is used for sync physics in CharacterBody2D protected: CollisionObject2D(RID p_rid, bool p_area); @@ -77,6 +77,7 @@ protected: void _mouse_exit(); void set_only_update_transform_changes(bool p_enable); + bool is_only_update_transform_changes_enabled() const; public: void set_collision_layer(uint32_t p_layer); diff --git a/scene/2d/collision_polygon_2d.cpp b/scene/2d/collision_polygon_2d.cpp index a69ef73a54..2a2fde80e2 100644 --- a/scene/2d/collision_polygon_2d.cpp +++ b/scene/2d/collision_polygon_2d.cpp @@ -244,7 +244,7 @@ TypedArray<String> CollisionPolygon2D::get_configuration_warnings() const { TypedArray<String> warnings = Node::get_configuration_warnings(); if (!Object::cast_to<CollisionObject2D>(get_parent())) { - warnings.push_back(TTR("CollisionPolygon2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape.")); + warnings.push_back(TTR("CollisionPolygon2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape.")); } int polygon_count = polygon.size(); diff --git a/scene/2d/collision_shape_2d.cpp b/scene/2d/collision_shape_2d.cpp index d9009ef85c..60780f1cc3 100644 --- a/scene/2d/collision_shape_2d.cpp +++ b/scene/2d/collision_shape_2d.cpp @@ -181,7 +181,7 @@ TypedArray<String> CollisionShape2D::get_configuration_warnings() const { TypedArray<String> warnings = Node::get_configuration_warnings(); if (!Object::cast_to<CollisionObject2D>(get_parent())) { - warnings.push_back(TTR("CollisionShape2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape.")); + warnings.push_back(TTR("CollisionShape2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape.")); } if (!shape.is_valid()) { warnings.push_back(TTR("A shape must be provided for CollisionShape2D to function. Please create a shape resource for it!")); diff --git a/scene/2d/gpu_particles_2d.cpp b/scene/2d/gpu_particles_2d.cpp index 066835ef0a..d7404ff479 100644 --- a/scene/2d/gpu_particles_2d.cpp +++ b/scene/2d/gpu_particles_2d.cpp @@ -115,7 +115,7 @@ void GPUParticles2D::set_use_local_coordinates(bool p_enable) { void GPUParticles2D::_update_particle_emission_transform() { Transform2D xf2d = get_global_transform(); - Transform xf; + Transform3D xf; xf.basis.set_axis(0, Vector3(xf2d.get_axis(0).x, xf2d.get_axis(0).y, 0)); xf.basis.set_axis(1, Vector3(xf2d.get_axis(1).x, xf2d.get_axis(1).y, 0)); xf.set_origin(Vector3(xf2d.get_origin().x, xf2d.get_origin().y, 0)); @@ -406,9 +406,9 @@ void GPUParticles2D::_notification(int p_what) { RS::get_singleton()->mesh_add_surface_from_arrays(mesh, RS::PRIMITIVE_TRIANGLES, arr, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES); - Vector<Transform> xforms; + Vector<Transform3D> xforms; for (int i = 0; i <= trail_sections; i++) { - Transform xform; + Transform3D xform; /* xform.origin.y = depth / 2.0 - size.height * float(i); xform.origin.y = -xform.origin.y; //bind is an inverse transform, so negate y */ @@ -446,7 +446,7 @@ void GPUParticles2D::_notification(int p_what) { arr[RS::ARRAY_INDEX] = indices; RS::get_singleton()->mesh_add_surface_from_arrays(mesh, RS::PRIMITIVE_TRIANGLES, arr, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES); - RS::get_singleton()->particles_set_trail_bind_poses(particles, Vector<Transform>()); + RS::get_singleton()->particles_set_trail_bind_poses(particles, Vector<Transform3D>()); } RS::get_singleton()->canvas_item_add_particles(get_canvas_item(), particles, texture_rid); diff --git a/scene/2d/node_2d.cpp b/scene/2d/node_2d.cpp index 8afc43ddc9..049d121213 100644 --- a/scene/2d/node_2d.cpp +++ b/scene/2d/node_2d.cpp @@ -391,6 +391,15 @@ Point2 Node2D::to_global(Point2 p_local) const { return get_global_transform().xform(p_local); } +void Node2D::set_y_sort_enabled(bool p_enabled) { + y_sort_enabled = p_enabled; + RS::get_singleton()->canvas_item_set_sort_children_by_y(get_canvas_item(), y_sort_enabled); +} + +bool Node2D::is_y_sort_enabled() const { + return y_sort_enabled; +} + void Node2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_position", "position"), &Node2D::set_position); ClassDB::bind_method(D_METHOD("set_rotation", "radians"), &Node2D::set_rotation); @@ -437,6 +446,9 @@ void Node2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_z_as_relative", "enable"), &Node2D::set_z_as_relative); ClassDB::bind_method(D_METHOD("is_z_relative"), &Node2D::is_z_relative); + ClassDB::bind_method(D_METHOD("set_y_sort_enabled", "enabled"), &Node2D::set_y_sort_enabled); + ClassDB::bind_method(D_METHOD("is_y_sort_enabled"), &Node2D::is_y_sort_enabled); + ClassDB::bind_method(D_METHOD("get_relative_transform_to_parent", "parent"), &Node2D::get_relative_transform_to_parent); ADD_GROUP("Transform", ""); @@ -454,7 +466,8 @@ void Node2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "global_scale", PROPERTY_HINT_NONE, "", 0), "set_global_scale", "get_global_scale"); ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "global_transform", PROPERTY_HINT_NONE, "", 0), "set_global_transform", "get_global_transform"); - ADD_GROUP("Z Index", ""); + ADD_GROUP("Ordering", ""); ADD_PROPERTY(PropertyInfo(Variant::INT, "z_index", PROPERTY_HINT_RANGE, itos(RS::CANVAS_ITEM_Z_MIN) + "," + itos(RS::CANVAS_ITEM_Z_MAX) + ",1"), "set_z_index", "get_z_index"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "z_as_relative"), "set_z_as_relative", "is_z_relative"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "y_sort_enabled"), "set_y_sort_enabled", "is_y_sort_enabled"); } diff --git a/scene/2d/node_2d.h b/scene/2d/node_2d.h index 358b7e6520..339efd9179 100644 --- a/scene/2d/node_2d.h +++ b/scene/2d/node_2d.h @@ -42,6 +42,7 @@ class Node2D : public CanvasItem { real_t skew = 0.0; int z_index = 0; bool z_relative = true; + bool y_sort_enabled = false; Transform2D _mat; @@ -117,6 +118,9 @@ public: void set_z_as_relative(bool p_enabled); bool is_z_relative() const; + virtual void set_y_sort_enabled(bool p_enabled); + virtual bool is_y_sort_enabled() const; + Transform2D get_relative_transform_to_parent(const Node *p_parent) const; Transform2D get_transform() const override; diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 4f52f62e99..8f6e1c4695 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -38,10 +38,10 @@ #include "core/templates/rid.h" #include "scene/scene_string_names.h" -void PhysicsBody2D::_notification(int p_what) { -} - void PhysicsBody2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only", "safe_margin"), &PhysicsBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false), DEFVAL(0.08)); + ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "collision", "safe_margin"), &PhysicsBody2D::test_move, DEFVAL(true), DEFVAL(true), 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); @@ -53,6 +53,56 @@ PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) : set_pickable(false); } +PhysicsBody2D::~PhysicsBody2D() { + if (motion_cache.is_valid()) { + motion_cache->owner = nullptr; + } +} + +Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only, real_t p_margin) { + PhysicsServer2D::MotionResult result; + + if (move_and_collide(p_motion, p_infinite_inertia, result, p_margin, p_exclude_raycast_shapes, p_test_only)) { + if (motion_cache.is_null()) { + motion_cache.instance(); + motion_cache->owner = this; + } + + motion_cache->result = result; + + return motion_cache; + } + + return Ref<KinematicCollision2D>(); +} + +bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes, bool p_test_only) { + 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_infinite_inertia, p_margin, &r_result, p_exclude_raycast_shapes); + + if (!p_test_only) { + gt.elements[2] += r_result.motion; + set_global_transform(gt); + } + + return colliding; +} + +bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, const Ref<KinematicCollision2D> &r_collision, real_t p_margin) { + ERR_FAIL_COND_V(!is_inside_tree(), 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); + } + + return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, p_margin, r, p_exclude_raycast_shapes); +} + TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() { List<RID> exceptions; PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions); @@ -83,12 +133,22 @@ 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); + + if (kinematic_motion) { + _update_kinematic_motion(); + } else { + 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); + + if (kinematic_motion) { + _update_kinematic_motion(); + } else { + PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity); + } } Vector2 StaticBody2D::get_constant_linear_velocity() const { @@ -118,27 +178,74 @@ Ref<PhysicsMaterial> StaticBody2D::get_physics_material_override() const { return physics_material_override; } +void StaticBody2D::set_kinematic_motion_enabled(bool p_enabled) { + if (p_enabled == kinematic_motion) { + return; + } + + kinematic_motion = p_enabled; + + if (kinematic_motion) { + PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BODY_MODE_KINEMATIC); + } else { + PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BODY_MODE_STATIC); + } + + _update_kinematic_motion(); +} + +bool StaticBody2D::is_kinematic_motion_enabled() const { + return kinematic_motion; +} + +void StaticBody2D::_notification(int p_what) { + if (p_what == NOTIFICATION_INTERNAL_PHYSICS_PROCESS) { +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint()) { + return; + } +#endif + + ERR_FAIL_COND(!kinematic_motion); + + real_t delta_time = get_physics_process_delta_time(); + + Transform2D new_transform = get_global_transform(); + + new_transform.translate(constant_linear_velocity * delta_time); + new_transform.set_rotation(new_transform.get_rotation() + constant_angular_velocity * delta_time); + + PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform); + + // Propagate transform change to node. + set_block_transform_notify(true); + set_global_transform(new_transform); + set_block_transform_notify(false); + } +} + 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); ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody2D::get_constant_angular_velocity); + ClassDB::bind_method(D_METHOD("set_kinematic_motion_enabled", "enabled"), &StaticBody2D::set_kinematic_motion_enabled); + ClassDB::bind_method(D_METHOD("is_kinematic_motion_enabled"), &StaticBody2D::is_kinematic_motion_enabled); + 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"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "kinematic_motion"), "set_kinematic_motion_enabled", "is_kinematic_motion_enabled"); } StaticBody2D::StaticBody2D() : PhysicsBody2D(PhysicsServer2D::BODY_MODE_STATIC) { } -StaticBody2D::~StaticBody2D() { -} - void StaticBody2D::_reload_physics_characteristics() { if (physics_material_override.is_null()) { PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0); @@ -149,6 +256,23 @@ void StaticBody2D::_reload_physics_characteristics() { } } +void StaticBody2D::_update_kinematic_motion() { +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint()) { + return; + } +#endif + + if (kinematic_motion) { + if (!Math::is_zero_approx(constant_angular_velocity) || !constant_linear_velocity.is_equal_approx(Vector2())) { + set_physics_process_internal(true); + return; + } + } + + set_physics_process_internal(false); +} + void RigidBody2D::_body_enter_tree(ObjectID p_id) { Object *obj = ObjectDB::get_instance(p_id); Node *node = Object::cast_to<Node>(obj); @@ -262,14 +386,6 @@ struct _RigidBody2DInOut { int local_shape = 0; }; -bool RigidBody2D::_test_motion(const Vector2 &p_motion, bool p_infinite_inertia, real_t 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::_direct_state_changed(Object *p_state) { #ifdef DEBUG_ENABLED state = Object::cast_to<PhysicsDirectBodyState2D>(p_state); @@ -378,8 +494,8 @@ void RigidBody2D::_direct_state_changed(Object *p_state) { 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: { + PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BODY_MODE_DYNAMIC); } break; case MODE_STATIC: { PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BODY_MODE_STATIC); @@ -389,8 +505,8 @@ void RigidBody2D::set_mode(Mode p_mode) { PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BODY_MODE_KINEMATIC); } break; - case MODE_CHARACTER: { - PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BODY_MODE_CHARACTER); + case MODE_DYNAMIC_LOCKED: { + PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BODY_MODE_DYNAMIC_LOCKED); } break; } @@ -666,8 +782,8 @@ TypedArray<String> RigidBody2D::get_configuration_warnings() const { 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)) { - warnings.push_back(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 warnings; @@ -734,13 +850,11 @@ 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("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies); BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectBodyState2D"))); - ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), "set_mode", "get_mode"); + 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_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::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); @@ -767,9 +881,9 @@ void RigidBody2D::_bind_methods() { 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(CCD_MODE_DISABLED); @@ -778,7 +892,7 @@ void RigidBody2D::_bind_methods() { } RigidBody2D::RigidBody2D() : - PhysicsBody2D(PhysicsServer2D::BODY_MODE_RIGID) { + PhysicsBody2D(PhysicsServer2D::BODY_MODE_DYNAMIC) { PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &RigidBody2D::_direct_state_changed)); } @@ -800,95 +914,13 @@ 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) { - Collision col; - - 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; - - return motion_cache; - } - - return Ref<KinematicCollision2D>(); -} - -bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision) { - PhysicsServer2D::SeparationResult sep_res[8]; //max 8 rays - - Transform2D gt = get_global_transform(); - - 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; - real_t 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; - } - } - - 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; - } else { - return false; - } -} - -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 (!p_test_only) { - gt.elements[2] += result.motion; - set_global_transform(gt); - } - - return colliding; -} - //so, if you pass 45 as limit, avoid numerical precision errors when angle is 45. #define FLOOR_ANGLE_THRESHOLD 0.01 -Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) { - Vector2 body_velocity = p_linear_velocity; - Vector2 body_velocity_normal = body_velocity.normalized(); - Vector2 up_direction = p_up_direction.normalized(); +void CharacterBody2D::move_and_slide() { + Vector2 body_velocity_normal = linear_velocity.normalized(); + + bool was_on_floor = on_floor; Vector2 current_floor_velocity = floor_velocity; if (on_floor && on_floor_body.is_valid()) { @@ -900,69 +932,71 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const } // 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()); + Vector2 motion = (current_floor_velocity + linear_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time()); on_floor = false; on_floor_body = RID(); on_ceiling = false; on_wall = false; - colliders.clear(); + motion_results.clear(); floor_normal = Vector2(); floor_velocity = Vector2(); - while (p_max_slides) { - Collision collision; + int slide_count = max_slides; + while (slide_count) { + PhysicsServer2D::MotionResult result; bool found_collision = false; for (int i = 0; i < 2; ++i) { bool collided; if (i == 0) { //collide - collided = move_and_collide(motion, p_infinite_inertia, collision); + collided = move_and_collide(motion, infinite_inertia, result, margin); 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); + collided = separate_raycast_shapes(result); if (collided) { - collision.remainder = motion; //keep - collision.travel = Vector2(); + result.remainder = motion; //keep + result.motion = Vector2(); } } if (collided) { found_collision = true; - colliders.push_back(collision); - motion = collision.remainder; + motion_results.push_back(result); + motion = result.remainder; if (up_direction == Vector2()) { //all is a wall on_wall = true; } else { - if (Math::acos(collision.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor + if (Math::acos(result.collision_normal.dot(up_direction)) <= 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; + floor_normal = result.collision_normal; + on_floor_body = result.collider; + floor_velocity = result.collider_velocity; - if (p_stop_on_slope) { - if ((body_velocity_normal + up_direction).length() < 0.01 && collision.travel.length() < 1) { + if (stop_on_slope) { + if ((body_velocity_normal + up_direction).length() < 0.01 && result.motion.length() < 1) { Transform2D gt = get_global_transform(); - gt.elements[2] -= collision.travel.slide(up_direction); + gt.elements[2] -= result.motion.slide(up_direction); set_global_transform(gt); - return Vector2(); + linear_velocity = Vector2(); + return; } } - } else if (Math::acos(collision.normal.dot(-up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling + } else if (Math::acos(result.collision_normal.dot(-up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling on_ceiling = true; } else { on_wall = true; } } - motion = motion.slide(collision.normal); - body_velocity = body_velocity.slide(collision.normal); + motion = motion.slide(result.collision_normal); + linear_velocity = linear_velocity.slide(result.collision_normal); } } @@ -970,36 +1004,28 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const break; } - --p_max_slides; + --slide_count; } - return body_velocity; -} - -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, real_t p_floor_max_angle, bool p_infinite_inertia) { - Vector2 up_direction = p_up_direction.normalized(); - bool was_on_floor = on_floor; - - Vector2 ret = move_and_slide(p_linear_velocity, 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; + if (!was_on_floor || snap == Vector2()) { + return; } - Collision col; + // Apply snap. Transform2D gt = get_global_transform(); - - if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) { + PhysicsServer2D::MotionResult result; + if (move_and_collide(snap, infinite_inertia, result, margin, false, true)) { bool apply = true; if (up_direction != Vector2()) { - if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { + if (Math::acos(result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { on_floor = true; - floor_normal = col.normal; - on_floor_body = col.collider_rid; - floor_velocity = col.collider_vel; - if (p_stop_on_slope) { + floor_normal = result.collision_normal; + on_floor_body = result.collider; + floor_velocity = result.collider_velocity; + if (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 = up_direction * up_direction.dot(col.travel); + result.motion = up_direction * up_direction.dot(result.motion); } } else { @@ -1008,59 +1034,87 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci } if (apply) { - gt.elements[2] += col.travel; + gt.elements[2] += result.motion; set_global_transform(gt); } } - - return ret; } -bool KinematicBody2D::is_on_floor() const { - return on_floor; -} +bool CharacterBody2D::separate_raycast_shapes(PhysicsServer2D::MotionResult &r_result) { + PhysicsServer2D::SeparationResult sep_res[8]; //max 8 rays -bool KinematicBody2D::is_on_wall() const { - return on_wall; + Transform2D gt = get_global_transform(); + + Vector2 recover; + int hits = PhysicsServer2D::get_singleton()->body_test_ray_separation(get_rid(), gt, infinite_inertia, recover, sep_res, 8, margin); + int deepest = -1; + real_t 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; + } + } + + gt.elements[2] += recover; + set_global_transform(gt); + + if (deepest != -1) { + r_result.collider_id = sep_res[deepest].collider_id; + r_result.collider_metadata = sep_res[deepest].collider_metadata; + r_result.collider_shape = sep_res[deepest].collider_shape; + r_result.collider_velocity = sep_res[deepest].collider_velocity; + r_result.collision_point = sep_res[deepest].collision_point; + r_result.collision_normal = sep_res[deepest].collision_normal; + r_result.collision_local_shape = sep_res[deepest].collision_local_shape; + r_result.motion = recover; + r_result.remainder = Vector2(); + + return true; + } else { + return false; + } } -bool KinematicBody2D::is_on_ceiling() const { - return on_ceiling; +const Vector2 &CharacterBody2D::get_linear_velocity() const { + return linear_velocity; } -Vector2 KinematicBody2D::get_floor_normal() const { - return floor_normal; +void CharacterBody2D::set_linear_velocity(const Vector2 &p_velocity) { + linear_velocity = p_velocity; } -Vector2 KinematicBody2D::get_floor_velocity() const { - return floor_velocity; +bool CharacterBody2D::is_on_floor() const { + return on_floor; } -bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia) { - ERR_FAIL_COND_V(!is_inside_tree(), false); +bool CharacterBody2D::is_on_wall() const { + return on_wall; +} - return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, margin); +bool CharacterBody2D::is_on_ceiling() const { + return on_ceiling; } -void KinematicBody2D::set_safe_margin(real_t p_margin) { - margin = p_margin; +Vector2 CharacterBody2D::get_floor_normal() const { + return floor_normal; } -real_t KinematicBody2D::get_safe_margin() const { - return margin; +Vector2 CharacterBody2D::get_floor_velocity() const { + return floor_velocity; } -int KinematicBody2D::get_slide_count() const { - return colliders.size(); +int CharacterBody2D::get_slide_count() const { + return motion_results.size(); } -KinematicBody2D::Collision KinematicBody2D::get_slide_collision(int p_bounce) const { - ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Collision()); - return colliders[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]; } -Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int 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); } @@ -1070,11 +1124,11 @@ Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) { 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) { +void CharacterBody2D::set_sync_to_physics(bool p_enable) { if (sync_to_physics == p_enable) { return; } @@ -1085,7 +1139,7 @@ void KinematicBody2D::set_sync_to_physics(bool p_enable) { } if (p_enable) { - PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &KinematicBody2D::_direct_state_changed)); + PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &CharacterBody2D::_direct_state_changed)); set_only_update_transform_changes(true); set_notify_local_transform(true); } else { @@ -1095,11 +1149,11 @@ void KinematicBody2D::set_sync_to_physics(bool p_enable) { } } -bool KinematicBody2D::is_sync_to_physics_enabled() const { +bool CharacterBody2D::is_sync_to_physics_enabled() const { return sync_to_physics; } -void KinematicBody2D::_direct_state_changed(Object *p_state) { +void CharacterBody2D::_direct_state_changed(Object *p_state) { if (!sync_to_physics) { return; } @@ -1113,7 +1167,63 @@ void KinematicBody2D::_direct_state_changed(Object *p_state) { set_notify_local_transform(true); } -void KinematicBody2D::_notification(int p_what) { +void CharacterBody2D::set_safe_margin(real_t p_margin) { + margin = p_margin; +} + +real_t CharacterBody2D::get_safe_margin() const { + return margin; +} + +bool CharacterBody2D::is_stop_on_slope_enabled() const { + return stop_on_slope; +} + +void CharacterBody2D::set_stop_on_slope_enabled(bool p_enabled) { + stop_on_slope = p_enabled; +} + +bool CharacterBody2D::is_infinite_inertia_enabled() const { + return infinite_inertia; +} +void CharacterBody2D::set_infinite_inertia_enabled(bool p_enabled) { + infinite_inertia = p_enabled; +} + +int CharacterBody2D::get_max_slides() const { + return max_slides; +} + +void CharacterBody2D::set_max_slides(int p_max_slides) { + ERR_FAIL_COND(p_max_slides > 0); + max_slides = p_max_slides; +} + +real_t CharacterBody2D::get_floor_max_angle() const { + return floor_max_angle; +} + +void CharacterBody2D::set_floor_max_angle(real_t p_floor_max_angle) { + floor_max_angle = p_floor_max_angle; +} + +const Vector2 &CharacterBody2D::get_snap() const { + return snap; +} + +void CharacterBody2D::set_snap(const Vector2 &p_snap) { + snap = p_snap; +} + +const Vector2 &CharacterBody2D::get_up_direction() const { + return up_direction; +} + +void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) { + up_direction = p_up_direction.normalized(); +} + +void CharacterBody2D::_notification(int p_what) { if (p_what == NOTIFICATION_ENTER_TREE) { last_valid_transform = get_global_transform(); @@ -1122,7 +1232,7 @@ void KinematicBody2D::_notification(int p_what) { on_floor_body = RID(); on_ceiling = false; on_wall = false; - colliders.clear(); + motion_results.clear(); floor_velocity = Vector2(); } @@ -1137,47 +1247,55 @@ void KinematicBody2D::_notification(int p_what) { } } -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((real_t)45.0)), 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((real_t)45.0)), DEFVAL(true)); - - ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move, DEFVAL(true)); - - 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); - - 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::_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_stop_on_slope_enabled"), &CharacterBody2D::is_stop_on_slope_enabled); + ClassDB::bind_method(D_METHOD("set_stop_on_slope_enabled", "enabled"), &CharacterBody2D::set_stop_on_slope_enabled); + ClassDB::bind_method(D_METHOD("is_infinite_inertia_enabled"), &CharacterBody2D::is_infinite_inertia_enabled); + ClassDB::bind_method(D_METHOD("set_infinite_inertia_enabled", "enabled"), &CharacterBody2D::set_infinite_inertia_enabled); + 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", "floor_max_angle"), &CharacterBody2D::set_floor_max_angle); + ClassDB::bind_method(D_METHOD("get_snap"), &CharacterBody2D::get_snap); + ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CharacterBody2D::set_snap); + 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("is_on_floor"), &CharacterBody2D::is_on_floor); + ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody2D::is_on_ceiling); + ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody2D::is_on_wall); + ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody2D::get_floor_normal); + ClassDB::bind_method(D_METHOD("get_floor_velocity"), &CharacterBody2D::get_floor_velocity); + ClassDB::bind_method(D_METHOD("get_slide_count"), &CharacterBody2D::get_slide_count); + ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision); + + ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &CharacterBody2D::set_sync_to_physics); + ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &CharacterBody2D::is_sync_to_physics_enabled); - 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); - - 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); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "stop_on_slope"), "set_stop_on_slope_enabled", "is_stop_on_slope_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "infinite_inertia"), "set_infinite_inertia_enabled", "is_infinite_inertia_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides"), "set_max_slides", "get_max_slides"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle"), "set_floor_max_angle", "get_floor_max_angle"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "snap"), "set_snap", "get_snap"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction"); - 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"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin"); } -KinematicBody2D::KinematicBody2D() : +CharacterBody2D::CharacterBody2D() : PhysicsBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) { - margin = 0.08; - - on_floor = false; - on_ceiling = false; - on_wall = false; - sync_to_physics = false; } -KinematicBody2D::~KinematicBody2D() { - if (motion_cache.is_valid()) { - motion_cache->owner = nullptr; - } - +CharacterBody2D::~CharacterBody2D() { for (int i = 0; i < slide_colliders.size(); i++) { if (slide_colliders[i].is_valid()) { slide_colliders.write[i]->owner = nullptr; @@ -1188,39 +1306,39 @@ 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.motion; } Vector2 KinematicCollision2D::get_remainder() const { - return collision.remainder; + return result.remainder; } Object *KinematicCollision2D::get_local_shape() const { if (!owner) { return nullptr; } - uint32_t ownerid = owner->shape_find_owner(collision.local_shape); + 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 collision.collider; + return result.collider_id; } Object *KinematicCollision2D::get_collider_shape() const { @@ -1228,7 +1346,7 @@ Object *KinematicCollision2D::get_collider_shape() const { 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); } } @@ -1237,11 +1355,11 @@ Object *KinematicCollision2D::get_collider_shape() const { } int KinematicCollision2D::get_collider_shape_index() const { - return collision.collider_shape; + return result.collider_shape; } Vector2 KinematicCollision2D::get_collider_velocity() const { - return collision.collider_vel; + return result.collider_velocity; } Variant KinematicCollision2D::get_collider_metadata() const { @@ -1273,9 +1391,3 @@ void KinematicCollision2D::_bind_methods() { 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; -} diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index 47d55d11fa..5a44d31cc2 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -42,17 +42,22 @@ 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(); + 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); 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 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); + 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 { @@ -63,7 +68,10 @@ class StaticBody2D : public PhysicsBody2D { Ref<PhysicsMaterial> physics_material_override; + bool kinematic_motion = false; + protected: + void _notification(int p_what); static void _bind_methods(); public: @@ -77,10 +85,14 @@ public: real_t get_constant_angular_velocity() const; StaticBody2D(); - ~StaticBody2D(); private: void _reload_physics_characteristics(); + + void _update_kinematic_motion(); + + void set_kinematic_motion_enabled(bool p_enabled); + bool is_kinematic_motion_enabled() const; }; class RigidBody2D : public PhysicsBody2D { @@ -88,9 +100,9 @@ class RigidBody2D : public PhysicsBody2D { public: enum Mode { - MODE_RIGID, + MODE_DYNAMIC, MODE_STATIC, - MODE_CHARACTER, + MODE_DYNAMIC_LOCKED, MODE_KINEMATIC, }; @@ -103,7 +115,7 @@ public: private: bool can_sleep = true; PhysicsDirectBodyState2D *state = nullptr; - Mode mode = MODE_RIGID; + Mode mode = MODE_DYNAMIC; real_t mass = 1.0; Ref<PhysicsMaterial> physics_material_override; @@ -163,8 +175,6 @@ 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(); @@ -245,62 +255,70 @@ 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; + real_t margin = 0.08; + + bool stop_on_slope = false; + bool infinite_inertia = true; + int max_slides = 4; + real_t floor_max_angle = Math::deg2rad((real_t)45.0); + Vector2 snap; + Vector2 up_direction = Vector2(0.0, -1.0); + + Vector2 linear_velocity; 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(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_infinite_inertia_enabled() const; + void set_infinite_inertia_enabled(bool p_enabled); + + int get_max_slides() const; + void set_max_slides(int p_max_slides); + + real_t get_floor_max_angle() const; + void set_floor_max_angle(real_t p_floor_max_angle); + + const Vector2 &get_snap() const; + void set_snap(const Vector2 &p_snap); + + const Vector2 &get_up_direction() const; + void set_up_direction(const Vector2 &p_up_direction); + protected: void _notification(int p_what); 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 move_and_slide(); - void set_safe_margin(real_t p_margin); - real_t get_safe_margin() const; + const Vector2 &get_linear_velocity() const; + void set_linear_velocity(const Vector2 &p_velocity); - 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; @@ -308,21 +326,22 @@ 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 +358,6 @@ public: int get_collider_shape_index() const; Vector2 get_collider_velocity() const; Variant get_collider_metadata() const; - - KinematicCollision2D(); }; #endif // PHYSICS_BODY_2D_H diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp index 24b907fe6c..e79dfb019c 100644 --- a/scene/2d/tile_map.cpp +++ b/scene/2d/tile_map.cpp @@ -334,6 +334,12 @@ TileMap::VisibilityMode TileMap::get_navigation_visibility_mode() { return show_navigation; } +void TileMap::set_y_sort_enabled(bool p_enable) { + Node2D::set_y_sort_enabled(p_enable); + _recreate_quadrants(); + emit_signal("changed"); +} + void TileMap::update_dirty_quadrants() { if (!pending_update) { return; diff --git a/scene/2d/tile_map.h b/scene/2d/tile_map.h index f02455a84b..3001e6b471 100644 --- a/scene/2d/tile_map.h +++ b/scene/2d/tile_map.h @@ -279,6 +279,7 @@ public: int get_effective_quadrant_size() const; void update_dirty_quadrants(); + virtual void set_y_sort_enabled(bool p_enable) override; Vector2 map_to_world(const Vector2i &p_pos) const; Vector2i world_to_map(const Vector2 &p_pos) const; diff --git a/scene/2d/visibility_notifier_2d.cpp b/scene/2d/visibility_notifier_2d.cpp index 8feb47f1cc..c85b2c85a4 100644 --- a/scene/2d/visibility_notifier_2d.cpp +++ b/scene/2d/visibility_notifier_2d.cpp @@ -176,7 +176,7 @@ void VisibilityEnabler2D::_find_nodes(Node *p_node) { { RigidBody2D *rb2d = Object::cast_to<RigidBody2D>(p_node); - if (rb2d && ((rb2d->get_mode() == RigidBody2D::MODE_CHARACTER || rb2d->get_mode() == RigidBody2D::MODE_RIGID))) { + if (rb2d && ((rb2d->get_mode() == RigidBody2D::MODE_DYNAMIC || rb2d->get_mode() == RigidBody2D::MODE_DYNAMIC_LOCKED))) { add = true; meta = rb2d->get_mode(); } diff --git a/scene/2d/y_sort.cpp b/scene/2d/y_sort.cpp deleted file mode 100644 index 7e7bc27cc2..0000000000 --- a/scene/2d/y_sort.cpp +++ /dev/null @@ -1,52 +0,0 @@ -/*************************************************************************/ -/* y_sort.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "y_sort.h" - -void YSort::set_sort_enabled(bool p_enabled) { - sort_enabled = p_enabled; - RS::get_singleton()->canvas_item_set_sort_children_by_y(get_canvas_item(), sort_enabled); -} - -bool YSort::is_sort_enabled() const { - return sort_enabled; -} - -void YSort::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_sort_enabled", "enabled"), &YSort::set_sort_enabled); - ClassDB::bind_method(D_METHOD("is_sort_enabled"), &YSort::is_sort_enabled); - - ADD_GROUP("Sort", "sort_"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sort_enabled"), "set_sort_enabled", "is_sort_enabled"); -} - -YSort::YSort() { - RS::get_singleton()->canvas_item_set_sort_children_by_y(get_canvas_item(), true); -} diff --git a/scene/2d/y_sort.h b/scene/2d/y_sort.h deleted file mode 100644 index 7d36ee3391..0000000000 --- a/scene/2d/y_sort.h +++ /dev/null @@ -1,47 +0,0 @@ -/*************************************************************************/ -/* y_sort.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#ifndef Y_SORT_H -#define Y_SORT_H - -#include "scene/2d/node_2d.h" - -class YSort : public Node2D { - GDCLASS(YSort, Node2D); - bool sort_enabled = true; - static void _bind_methods(); - -public: - void set_sort_enabled(bool p_enabled); - bool is_sort_enabled() const; - YSort(); -}; - -#endif // Y_SORT_H |