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-rw-r--r--scene/2d/physics_body_2d.cpp142
-rw-r--r--scene/2d/physics_body_2d.h22
2 files changed, 38 insertions, 126 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 0fe828d2cc..b55e9f28d1 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -341,6 +341,16 @@ struct _RigidBody2DInOut {
int local_shape;
};
+
+bool RigidBody2D::_test_motion(const Vector2& p_motion,float p_margin,const Ref<Physics2DTestMotionResult>& p_result) {
+
+ Physics2DServer::MotionResult *r=NULL;
+ if (p_result.is_valid())
+ r=p_result->get_result_ptr();
+ return Physics2DServer::get_singleton()->body_test_motion(get_rid(),p_motion,p_margin,r);
+
+}
+
void RigidBody2D::_direct_state_changed(Object *p_state) {
//eh.. fuck
@@ -791,6 +801,8 @@ void RigidBody2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_can_sleep","able_to_sleep"),&RigidBody2D::set_can_sleep);
ObjectTypeDB::bind_method(_MD("is_able_to_sleep"),&RigidBody2D::is_able_to_sleep);
+ ObjectTypeDB::bind_method(_MD("test_motion","motion","margin","result:Physics2DTestMotionResult"),&RigidBody2D::_test_motion,DEFVAL(0.08),DEFVAL(Variant()));
+
ObjectTypeDB::bind_method(_MD("_direct_state_changed"),&RigidBody2D::_direct_state_changed);
ObjectTypeDB::bind_method(_MD("_body_enter_tree"),&RigidBody2D::_body_enter_tree);
ObjectTypeDB::bind_method(_MD("_body_exit_tree"),&RigidBody2D::_body_exit_tree);
@@ -888,20 +900,25 @@ Variant KinematicBody2D::_get_collider() const {
}
-bool KinematicBody2D::_ignores_mode(Physics2DServer::BodyMode p_mode) const {
+Vector2 KinematicBody2D::move(const Vector2& p_motion) {
- switch(p_mode) {
- case Physics2DServer::BODY_MODE_STATIC: return !collide_static;
- case Physics2DServer::BODY_MODE_KINEMATIC: return !collide_kinematic;
- case Physics2DServer::BODY_MODE_RIGID: return !collide_rigid;
- case Physics2DServer::BODY_MODE_CHARACTER: return !collide_character;
- }
+#if 1
+ Physics2DServer::MotionResult result;
+ colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(),p_motion,margin,&result);
- return true;
-}
+ collider_metadata=result.collider_metadata;
+ collider_shape=result.collider_shape;
+ collider_vel=result.collider_velocity;
+ collision=result.collision_point;
+ normal=result.collision_normal;
+ collider=result.collider_id;
-Vector2 KinematicBody2D::move(const Vector2& p_motion) {
+ Matrix32 gt = get_global_transform();
+ gt.elements[2]+=result.motion;
+ set_global_transform(gt);
+ return result.remainder;
+#else
//give me back regular physics engine logic
//this is madness
//and most people using this function will think
@@ -1051,7 +1068,7 @@ Vector2 KinematicBody2D::move(const Vector2& p_motion) {
set_global_transform(gt);
return p_motion-motion;
-
+#endif
}
Vector2 KinematicBody2D::move_to(const Vector2& p_position) {
@@ -1059,58 +1076,22 @@ Vector2 KinematicBody2D::move_to(const Vector2& p_position) {
return move(p_position-get_global_pos());
}
-bool KinematicBody2D::can_move_to(const Vector2& p_position, bool p_discrete) {
+bool KinematicBody2D::test_move(const Vector2& p_motion) {
ERR_FAIL_COND_V(!is_inside_tree(),false);
- Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
- ERR_FAIL_COND_V(!dss,false);
- uint32_t mask=0;
- if (collide_static)
- mask|=Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY;
- if (collide_kinematic)
- mask|=Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
- if (collide_rigid)
- mask|=Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY;
- if (collide_character)
- mask|=Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
-
- Vector2 motion = p_position-get_global_pos();
- Matrix32 xform=get_global_transform();
-
- if (p_discrete) {
-
- xform.elements[2]+=motion;
- motion=Vector2();
- }
-
- Set<RID> exclude;
- exclude.insert(get_rid());
-
- //fill exclude list..
- for(int i=0;i<get_shape_count();i++) {
+ return Physics2DServer::get_singleton()->body_test_motion(get_rid(),p_motion,margin);
- bool col = dss->intersect_shape(get_shape(i)->get_rid(), xform * get_shape_transform(i),motion,0,NULL,0,exclude,get_layer_mask(),mask);
- if (col)
- return false;
- }
-
- return true;
}
-bool KinematicBody2D::is_colliding() const {
-
- ERR_FAIL_COND_V(!is_inside_tree(),false);
-
- return colliding;
-}
Vector2 KinematicBody2D::get_collision_pos() const {
ERR_FAIL_COND_V(!colliding,Vector2());
return collision;
}
+
Vector2 KinematicBody2D::get_collision_normal() const {
ERR_FAIL_COND_V(!colliding,Vector2());
@@ -1143,43 +1124,10 @@ Variant KinematicBody2D::get_collider_metadata() const {
}
-void KinematicBody2D::set_collide_with_static_bodies(bool p_enable) {
-
- collide_static=p_enable;
-}
-bool KinematicBody2D::can_collide_with_static_bodies() const {
-
- return collide_static;
-}
-
-void KinematicBody2D::set_collide_with_rigid_bodies(bool p_enable) {
-
- collide_rigid=p_enable;
-
-}
-bool KinematicBody2D::can_collide_with_rigid_bodies() const {
-
- return collide_rigid;
-}
-
-void KinematicBody2D::set_collide_with_kinematic_bodies(bool p_enable) {
-
- collide_kinematic=p_enable;
-
-}
-bool KinematicBody2D::can_collide_with_kinematic_bodies() const {
+bool KinematicBody2D::is_colliding() const{
- return collide_kinematic;
-}
-
-void KinematicBody2D::set_collide_with_character_bodies(bool p_enable) {
-
- collide_character=p_enable;
-}
-bool KinematicBody2D::can_collide_with_character_bodies() const {
-
- return collide_character;
+ return colliding;
}
void KinematicBody2D::set_collision_margin(float p_margin) {
@@ -1198,7 +1146,7 @@ void KinematicBody2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("move","rel_vec"),&KinematicBody2D::move);
ObjectTypeDB::bind_method(_MD("move_to","position"),&KinematicBody2D::move_to);
- ObjectTypeDB::bind_method(_MD("can_move_to","position","discrete"),&KinematicBody2D::can_move_to,DEFVAL(false));
+ ObjectTypeDB::bind_method(_MD("test_move","rel_vec"),&KinematicBody2D::test_move);
ObjectTypeDB::bind_method(_MD("is_colliding"),&KinematicBody2D::is_colliding);
@@ -1209,26 +1157,9 @@ void KinematicBody2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("get_collider_shape"),&KinematicBody2D::get_collider_shape);
ObjectTypeDB::bind_method(_MD("get_collider_metadata"),&KinematicBody2D::get_collider_metadata);
-
- ObjectTypeDB::bind_method(_MD("set_collide_with_static_bodies","enable"),&KinematicBody2D::set_collide_with_static_bodies);
- ObjectTypeDB::bind_method(_MD("can_collide_with_static_bodies"),&KinematicBody2D::can_collide_with_static_bodies);
-
- ObjectTypeDB::bind_method(_MD("set_collide_with_kinematic_bodies","enable"),&KinematicBody2D::set_collide_with_kinematic_bodies);
- ObjectTypeDB::bind_method(_MD("can_collide_with_kinematic_bodies"),&KinematicBody2D::can_collide_with_kinematic_bodies);
-
- ObjectTypeDB::bind_method(_MD("set_collide_with_rigid_bodies","enable"),&KinematicBody2D::set_collide_with_rigid_bodies);
- ObjectTypeDB::bind_method(_MD("can_collide_with_rigid_bodies"),&KinematicBody2D::can_collide_with_rigid_bodies);
-
- ObjectTypeDB::bind_method(_MD("set_collide_with_character_bodies","enable"),&KinematicBody2D::set_collide_with_character_bodies);
- ObjectTypeDB::bind_method(_MD("can_collide_with_character_bodies"),&KinematicBody2D::can_collide_with_character_bodies);
-
ObjectTypeDB::bind_method(_MD("set_collision_margin","pixels"),&KinematicBody2D::set_collision_margin);
ObjectTypeDB::bind_method(_MD("get_collision_margin","pixels"),&KinematicBody2D::get_collision_margin);
- ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/static"),_SCS("set_collide_with_static_bodies"),_SCS("can_collide_with_static_bodies"));
- ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/kinematic"),_SCS("set_collide_with_kinematic_bodies"),_SCS("can_collide_with_kinematic_bodies"));
- ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/rigid"),_SCS("set_collide_with_rigid_bodies"),_SCS("can_collide_with_rigid_bodies"));
- ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/character"),_SCS("set_collide_with_character_bodies"),_SCS("can_collide_with_character_bodies"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"collision/margin",PROPERTY_HINT_RANGE,"0.001,256,0.001"),_SCS("set_collision_margin"),_SCS("get_collision_margin"));
@@ -1236,11 +1167,6 @@ void KinematicBody2D::_bind_methods() {
KinematicBody2D::KinematicBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC){
- collide_static=true;
- collide_rigid=true;
- collide_kinematic=true;
- collide_character=true;
-
colliding=false;
collider=0;
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index c05a4ff058..b8cba6e5ba 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -188,6 +188,7 @@ private:
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>());
protected:
@@ -249,6 +250,8 @@ public:
void set_applied_force(const Vector2& p_force);
Vector2 get_applied_force() const;
+
+
Array get_colliding_bodies() const; //function for script
RigidBody2D();
@@ -266,11 +269,6 @@ class KinematicBody2D : public PhysicsBody2D {
OBJ_TYPE(KinematicBody2D,PhysicsBody2D);
float margin;
- bool collide_static;
- bool collide_rigid;
- bool collide_kinematic;
- bool collide_character;
-
bool colliding;
Vector2 collision;
Vector2 normal;
@@ -290,7 +288,7 @@ public:
Vector2 move(const Vector2& p_motion);
Vector2 move_to(const Vector2& p_position);
- bool can_move_to(const Vector2& p_position,bool p_discrete=false);
+ bool test_move(const Vector2& p_motion);
bool is_colliding() const;
Vector2 get_collision_pos() const;
Vector2 get_collision_normal() const;
@@ -299,18 +297,6 @@ public:
int get_collider_shape() const;
Variant get_collider_metadata() const;
- void set_collide_with_static_bodies(bool p_enable);
- bool can_collide_with_static_bodies() const;
-
- void set_collide_with_rigid_bodies(bool p_enable);
- bool can_collide_with_rigid_bodies() const;
-
- void set_collide_with_kinematic_bodies(bool p_enable);
- bool can_collide_with_kinematic_bodies() const;
-
- void set_collide_with_character_bodies(bool p_enable);
- bool can_collide_with_character_bodies() const;
-
void set_collision_margin(float p_margin);
float get_collision_margin() const;