From b31115cdc1c635e0e33f7a1e053dc2d944bcf521 Mon Sep 17 00:00:00 2001 From: Silc Renew Date: Thu, 11 Aug 2022 01:45:36 +0900 Subject: Add collision weight to PhysicsBody for penetrations must be avoided Co-authored-by: Juan Linietsky --- scene/2d/collision_object_2d.cpp | 14 ++++++++++++++ scene/2d/collision_object_2d.h | 4 ++++ scene/2d/physical_bone_2d.cpp | 2 ++ 3 files changed, 20 insertions(+) (limited to 'scene/2d') diff --git a/scene/2d/collision_object_2d.cpp b/scene/2d/collision_object_2d.cpp index a8c12f4893..7f991df36c 100644 --- a/scene/2d/collision_object_2d.cpp +++ b/scene/2d/collision_object_2d.cpp @@ -186,6 +186,17 @@ bool CollisionObject2D::get_collision_mask_value(int p_layer_number) const { return get_collision_mask() & (1 << (p_layer_number - 1)); } +void CollisionObject2D::set_collision_priority(real_t p_priority) { + collision_priority = p_priority; + if (!area) { + PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), p_priority); + } +} + +real_t CollisionObject2D::get_collision_priority() const { + return collision_priority; +} + void CollisionObject2D::set_disable_mode(DisableMode p_mode) { if (disable_mode == p_mode) { return; @@ -574,6 +585,8 @@ void CollisionObject2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &CollisionObject2D::get_collision_layer_value); ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &CollisionObject2D::set_collision_mask_value); ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &CollisionObject2D::get_collision_mask_value); + ClassDB::bind_method(D_METHOD("set_collision_priority", "priority"), &CollisionObject2D::set_collision_priority); + ClassDB::bind_method(D_METHOD("get_collision_priority"), &CollisionObject2D::get_collision_priority); ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &CollisionObject2D::set_disable_mode); ClassDB::bind_method(D_METHOD("get_disable_mode"), &CollisionObject2D::get_disable_mode); ClassDB::bind_method(D_METHOD("set_pickable", "enabled"), &CollisionObject2D::set_pickable); @@ -611,6 +624,7 @@ void CollisionObject2D::_bind_methods() { ADD_GROUP("Collision", "collision_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_layer", "get_collision_layer"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_priority"), "set_collision_priority", "get_collision_priority"); ADD_GROUP("Input", "input_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "input_pickable"), "set_pickable", "is_pickable"); diff --git a/scene/2d/collision_object_2d.h b/scene/2d/collision_object_2d.h index 997afee6c4..f03c6fc72e 100644 --- a/scene/2d/collision_object_2d.h +++ b/scene/2d/collision_object_2d.h @@ -49,6 +49,7 @@ public: private: uint32_t collision_layer = 1; uint32_t collision_mask = 1; + real_t collision_priority = 1.0; bool area = false; RID rid; @@ -115,6 +116,9 @@ public: void set_collision_mask_value(int p_layer_number, bool p_value); bool get_collision_mask_value(int p_layer_number) const; + void set_collision_priority(real_t p_priority); + real_t get_collision_priority() const; + void set_disable_mode(DisableMode p_mode); DisableMode get_disable_mode() const; diff --git a/scene/2d/physical_bone_2d.cpp b/scene/2d/physical_bone_2d.cpp index 2999736d64..62f4d855ef 100644 --- a/scene/2d/physical_bone_2d.cpp +++ b/scene/2d/physical_bone_2d.cpp @@ -158,6 +158,7 @@ void PhysicalBone2D::_start_physics_simulation() { // Apply the layers and masks. PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer()); PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask()); + PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority()); // Apply the correct mode. _apply_body_mode(); @@ -176,6 +177,7 @@ void PhysicalBone2D::_stop_physics_simulation() { set_physics_process_internal(false); PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), 0); PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), 0); + PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), 1.0); PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_STATIC); } } -- cgit v1.2.3