/*************************************************************************/ /* physics_body_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "physics_body_2d.h" #include "scene/scene_string_names.h" void PhysicsBody2D::_notification(int p_what) { /* switch(p_what) { case NOTIFICATION_TRANSFORM_CHANGED: { Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_TRANSFORM,get_global_transform()); } break; } */ } void PhysicsBody2D::set_one_way_collision_direction(const Vector2& p_dir) { one_way_collision_direction=p_dir; Physics2DServer::get_singleton()->body_set_one_way_collision_direction(get_rid(),p_dir); } Vector2 PhysicsBody2D::get_one_way_collision_direction() const{ return one_way_collision_direction; } void PhysicsBody2D::set_one_way_collision_max_depth(float p_depth) { one_way_collision_max_depth=p_depth; Physics2DServer::get_singleton()->body_set_one_way_collision_max_depth(get_rid(),p_depth); } float PhysicsBody2D::get_one_way_collision_max_depth() const{ return one_way_collision_max_depth; } void PhysicsBody2D::_set_layers(uint32_t p_mask) { set_collision_layer(p_mask); set_collision_mask(p_mask); } uint32_t PhysicsBody2D::_get_layers() const{ return get_collision_layer(); } void PhysicsBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_collision_layer","mask"),&PhysicsBody2D::set_collision_layer); ClassDB::bind_method(D_METHOD("get_collision_layer"),&PhysicsBody2D::get_collision_layer); ClassDB::bind_method(D_METHOD("set_collision_mask","mask"),&PhysicsBody2D::set_collision_mask); ClassDB::bind_method(D_METHOD("get_collision_mask"),&PhysicsBody2D::get_collision_mask); ClassDB::bind_method(D_METHOD("set_collision_mask_bit","bit","value"),&PhysicsBody2D::set_collision_mask_bit); ClassDB::bind_method(D_METHOD("get_collision_mask_bit","bit"),&PhysicsBody2D::get_collision_mask_bit); ClassDB::bind_method(D_METHOD("set_collision_layer_bit","bit","value"),&PhysicsBody2D::set_collision_layer_bit); ClassDB::bind_method(D_METHOD("get_collision_layer_bit","bit"),&PhysicsBody2D::get_collision_layer_bit); ClassDB::bind_method(D_METHOD("_set_layers","mask"),&PhysicsBody2D::_set_layers); ClassDB::bind_method(D_METHOD("_get_layers"),&PhysicsBody2D::_get_layers); ClassDB::bind_method(D_METHOD("set_one_way_collision_direction","dir"),&PhysicsBody2D::set_one_way_collision_direction); ClassDB::bind_method(D_METHOD("get_one_way_collision_direction"),&PhysicsBody2D::get_one_way_collision_direction); ClassDB::bind_method(D_METHOD("set_one_way_collision_max_depth","depth"),&PhysicsBody2D::set_one_way_collision_max_depth); ClassDB::bind_method(D_METHOD("get_one_way_collision_max_depth"),&PhysicsBody2D::get_one_way_collision_max_depth); ClassDB::bind_method(D_METHOD("add_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::add_collision_exception_with); ClassDB::bind_method(D_METHOD("remove_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::remove_collision_exception_with); ADD_PROPERTY(PropertyInfo(Variant::INT,"layers",PROPERTY_HINT_LAYERS_2D_PHYSICS,"",0),"_set_layers","_get_layers"); //for backwards compat 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_GROUP("",""); ADD_PROPERTYNZ(PropertyInfo(Variant::VECTOR2,"one_way_collision/direction"),"set_one_way_collision_direction","get_one_way_collision_direction"); ADD_PROPERTYNZ(PropertyInfo(Variant::REAL,"one_way_collision/max_depth"),"set_one_way_collision_max_depth","get_one_way_collision_max_depth"); } void PhysicsBody2D::set_collision_layer(uint32_t p_mask) { mask=p_mask; Physics2DServer::get_singleton()->body_set_layer_mask(get_rid(),p_mask); } uint32_t PhysicsBody2D::get_collision_layer() const { return mask; } void PhysicsBody2D::set_collision_mask(uint32_t p_mask) { collision_mask=p_mask; Physics2DServer::get_singleton()->body_set_collision_mask(get_rid(),p_mask); } uint32_t PhysicsBody2D::get_collision_mask() const { return collision_mask; } void PhysicsBody2D::set_collision_mask_bit(int p_bit, bool p_value) { uint32_t mask = get_collision_mask(); if (p_value) mask|=1<body_create(p_mode), false) { mask=1; collision_mask=1; set_one_way_collision_max_depth(0); set_pickable(false); } void PhysicsBody2D::add_collision_exception_with(Node* p_node) { ERR_FAIL_NULL(p_node); PhysicsBody2D *physics_body = p_node->cast_to(); if (!physics_body) { ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type"); } ERR_FAIL_COND(!physics_body); Physics2DServer::get_singleton()->body_add_collision_exception(get_rid(),physics_body->get_rid()); } void PhysicsBody2D::remove_collision_exception_with(Node* p_node) { ERR_FAIL_NULL(p_node); PhysicsBody2D *physics_body = p_node->cast_to(); if (!physics_body) { ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type"); } ERR_FAIL_COND(!physics_body); Physics2DServer::get_singleton()->body_remove_collision_exception(get_rid(),physics_body->get_rid()); } void StaticBody2D::set_constant_linear_velocity(const Vector2& p_vel) { constant_linear_velocity=p_vel; Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_LINEAR_VELOCITY,constant_linear_velocity); } void StaticBody2D::set_constant_angular_velocity(real_t p_vel) { constant_angular_velocity=p_vel; Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_ANGULAR_VELOCITY,constant_angular_velocity); } Vector2 StaticBody2D::get_constant_linear_velocity() const { return constant_linear_velocity; } real_t StaticBody2D::get_constant_angular_velocity() const { return constant_angular_velocity; } #if 0 void StaticBody2D::_update_xform() { if (!pre_xform || !pending) return; setting=true; Transform2D new_xform = get_global_transform(); //obtain the new one set_block_transform_notify(true); Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_TRANSFORM,*pre_xform); //then simulate motion! set_global_transform(*pre_xform); //but restore state to previous one in both visual and physics set_block_transform_notify(false); Physics2DServer::get_singleton()->body_static_simulate_motion(get_rid(),new_xform); //then simulate motion! setting=false; pending=false; } #endif void StaticBody2D::set_friction(real_t p_friction){ ERR_FAIL_COND(p_friction<0 || p_friction>1); friction=p_friction; Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_FRICTION,friction); } real_t StaticBody2D::get_friction() const{ return friction; } void StaticBody2D::set_bounce(real_t p_bounce){ ERR_FAIL_COND(p_bounce<0 || p_bounce>1); bounce=p_bounce; Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_BOUNCE,bounce); } real_t StaticBody2D::get_bounce() const{ return bounce; } 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_friction","friction"),&StaticBody2D::set_friction); ClassDB::bind_method(D_METHOD("get_friction"),&StaticBody2D::get_friction); ClassDB::bind_method(D_METHOD("set_bounce","bounce"),&StaticBody2D::set_bounce); ClassDB::bind_method(D_METHOD("get_bounce"),&StaticBody2D::get_bounce); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2,"constant_linear_velocity"),"set_constant_linear_velocity","get_constant_linear_velocity"); ADD_PROPERTY(PropertyInfo(Variant::REAL,"constant_angular_velocity"),"set_constant_angular_velocity","get_constant_angular_velocity"); ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_friction","get_friction"); ADD_PROPERTY( PropertyInfo(Variant::REAL,"bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_bounce","get_bounce"); } StaticBody2D::StaticBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_STATIC) { constant_angular_velocity=0; bounce=0; friction=1; } StaticBody2D::~StaticBody2D() { } void RigidBody2D::_body_enter_tree(ObjectID p_id) { Object *obj = ObjectDB::get_instance(p_id); Node *node = obj ? obj->cast_to() : NULL; ERR_FAIL_COND(!node); Map::Element *E=contact_monitor->body_map.find(p_id); ERR_FAIL_COND(!E); ERR_FAIL_COND(E->get().in_scene); contact_monitor->locked=true; E->get().in_scene=true; emit_signal(SceneStringNames::get_singleton()->body_entered,node); for(int i=0;iget().shapes.size();i++) { emit_signal(SceneStringNames::get_singleton()->body_shape_entered,p_id,node,E->get().shapes[i].body_shape,E->get().shapes[i].local_shape); } contact_monitor->locked=false; } void RigidBody2D::_body_exit_tree(ObjectID p_id) { Object *obj = ObjectDB::get_instance(p_id); Node *node = obj ? obj->cast_to() : NULL; ERR_FAIL_COND(!node); Map::Element *E=contact_monitor->body_map.find(p_id); ERR_FAIL_COND(!E); ERR_FAIL_COND(!E->get().in_scene); E->get().in_scene=false; contact_monitor->locked=true; emit_signal(SceneStringNames::get_singleton()->body_exited,node); for(int i=0;iget().shapes.size();i++) { emit_signal(SceneStringNames::get_singleton()->body_shape_exited,p_id,node,E->get().shapes[i].body_shape,E->get().shapes[i].local_shape); } contact_monitor->locked=false; } void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shape,int p_local_shape) { bool body_in = p_status==1; ObjectID objid=p_instance; Object *obj = ObjectDB::get_instance(objid); Node *node = obj ? obj->cast_to() : NULL; Map::Element *E=contact_monitor->body_map.find(objid); /*if (obj) { if (body_in) print_line("in: "+String(obj->call("get_name"))); else print_line("out: "+String(obj->call("get_name"))); }*/ ERR_FAIL_COND(!body_in && !E); if (body_in) { if (!E) { E = contact_monitor->body_map.insert(objid,BodyState()); //E->get().rc=0; E->get().in_scene=node && node->is_inside_tree(); if (node) { node->connect(SceneStringNames::get_singleton()->tree_entered,this,SceneStringNames::get_singleton()->_body_enter_tree,make_binds(objid)); node->connect(SceneStringNames::get_singleton()->tree_exited,this,SceneStringNames::get_singleton()->_body_exit_tree,make_binds(objid)); if (E->get().in_scene) { emit_signal(SceneStringNames::get_singleton()->body_entered,node); } } //E->get().rc++; } if (node) E->get().shapes.insert(ShapePair(p_body_shape,p_local_shape)); if (E->get().in_scene) { emit_signal(SceneStringNames::get_singleton()->body_shape_entered,objid,node,p_body_shape,p_local_shape); } } else { //E->get().rc--; if (node) E->get().shapes.erase(ShapePair(p_body_shape,p_local_shape)); bool in_scene = E->get().in_scene; if (E->get().shapes.empty()) { if (node) { node->disconnect(SceneStringNames::get_singleton()->tree_entered,this,SceneStringNames::get_singleton()->_body_enter_tree); node->disconnect(SceneStringNames::get_singleton()->tree_exited,this,SceneStringNames::get_singleton()->_body_exit_tree); if (in_scene) emit_signal(SceneStringNames::get_singleton()->body_exited,obj); } contact_monitor->body_map.erase(E); } if (node && in_scene) { emit_signal(SceneStringNames::get_singleton()->body_shape_exited,objid,obj,p_body_shape,p_local_shape); } } } struct _RigidBody2DInOut { ObjectID id; int shape; int local_shape; }; bool RigidBody2D::_test_motion(const Vector2& p_motion,float p_margin,const Ref& 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(),get_global_transform(),p_motion,p_margin,r); } void RigidBody2D::_direct_state_changed(Object *p_state) { //eh.. fuck #ifdef DEBUG_ENABLED state=p_state->cast_to(); #else state=(Physics2DDirectBodyState*)p_state; //trust it #endif set_block_transform_notify(true); // don't want notify (would feedback loop) if (mode!=MODE_KINEMATIC) set_global_transform(state->get_transform()); linear_velocity=state->get_linear_velocity(); angular_velocity=state->get_angular_velocity(); if(sleeping!=state->is_sleeping()) { sleeping=state->is_sleeping(); emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed); } if (get_script_instance()) get_script_instance()->call("_integrate_forces",state); set_block_transform_notify(false); // want it back if (contact_monitor) { contact_monitor->locked=true; //untag all int rc=0; for( Map::Element *E=contact_monitor->body_map.front();E;E=E->next()) { for(int i=0;iget().shapes.size();i++) { E->get().shapes[i].tagged=false; rc++; } } _RigidBody2DInOut *toadd=(_RigidBody2DInOut*)alloca(state->get_contact_count()*sizeof(_RigidBody2DInOut)); int toadd_count=0;//state->get_contact_count(); RigidBody2D_RemoveAction *toremove=(RigidBody2D_RemoveAction*)alloca(rc*sizeof(RigidBody2D_RemoveAction)); int toremove_count=0; //put the ones to add for(int i=0;iget_contact_count();i++) { ObjectID obj = state->get_contact_collider_id(i); int local_shape = state->get_contact_local_shape(i); int shape = state->get_contact_collider_shape(i); //bool found=false; Map::Element *E=contact_monitor->body_map.find(obj); if (!E) { toadd[toadd_count].local_shape=local_shape; toadd[toadd_count].id=obj; toadd[toadd_count].shape=shape; toadd_count++; continue; } ShapePair sp( shape,local_shape ); int idx = E->get().shapes.find(sp); if (idx==-1) { toadd[toadd_count].local_shape=local_shape; toadd[toadd_count].id=obj; toadd[toadd_count].shape=shape; toadd_count++; continue; } E->get().shapes[idx].tagged=true; } //put the ones to remove for( Map::Element *E=contact_monitor->body_map.front();E;E=E->next()) { for(int i=0;iget().shapes.size();i++) { if (!E->get().shapes[i].tagged) { toremove[toremove_count].body_id=E->key(); toremove[toremove_count].pair=E->get().shapes[i]; toremove_count++; } } } //process remotions for(int i=0;ilocked=false; } state=NULL; } void RigidBody2D::set_mode(Mode p_mode) { mode=p_mode; switch(p_mode) { case MODE_RIGID: { Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_RIGID); } break; case MODE_STATIC: { Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_STATIC); } break; case MODE_KINEMATIC: { Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_KINEMATIC); } break; case MODE_CHARACTER: { Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_CHARACTER); } break; } } RigidBody2D::Mode RigidBody2D::get_mode() const{ return mode; } void RigidBody2D::set_mass(real_t p_mass){ ERR_FAIL_COND(p_mass<=0); mass=p_mass; _change_notify("mass"); _change_notify("weight"); Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_MASS,mass); } real_t RigidBody2D::get_mass() const{ return mass; } void RigidBody2D::set_inertia(real_t p_inertia) { ERR_FAIL_COND(p_inertia<=0); Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_INERTIA,p_inertia); } real_t RigidBody2D::get_inertia() const{ return Physics2DServer::get_singleton()->body_get_param(get_rid(),Physics2DServer::BODY_PARAM_INERTIA); } void RigidBody2D::set_weight(real_t p_weight){ set_mass(p_weight/9.8); } real_t RigidBody2D::get_weight() const{ return mass*9.8; } void RigidBody2D::set_friction(real_t p_friction){ ERR_FAIL_COND(p_friction<0 || p_friction>1); friction=p_friction; Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_FRICTION,friction); } real_t RigidBody2D::get_friction() const{ return friction; } void RigidBody2D::set_bounce(real_t p_bounce){ ERR_FAIL_COND(p_bounce<0 || p_bounce>1); bounce=p_bounce; Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_BOUNCE,bounce); } real_t RigidBody2D::get_bounce() const{ return bounce; } void RigidBody2D::set_gravity_scale(real_t p_gravity_scale){ gravity_scale=p_gravity_scale; Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_GRAVITY_SCALE,gravity_scale); } real_t RigidBody2D::get_gravity_scale() const{ return gravity_scale; } void RigidBody2D::set_linear_damp(real_t p_linear_damp){ ERR_FAIL_COND(p_linear_damp<-1); linear_damp=p_linear_damp; Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_LINEAR_DAMP,linear_damp); } real_t RigidBody2D::get_linear_damp() const{ return linear_damp; } void RigidBody2D::set_angular_damp(real_t p_angular_damp){ ERR_FAIL_COND(p_angular_damp<-1); angular_damp=p_angular_damp; Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_ANGULAR_DAMP,angular_damp); } real_t RigidBody2D::get_angular_damp() const{ return angular_damp; } void RigidBody2D::set_axis_velocity(const Vector2& p_axis) { Vector2 v = state? state->get_linear_velocity() : linear_velocity; Vector2 axis = p_axis.normalized(); v-=axis*axis.dot(v); v+=p_axis; if (state) { set_linear_velocity(v); } else { Physics2DServer::get_singleton()->body_set_axis_velocity(get_rid(),p_axis); linear_velocity=v; } } void RigidBody2D::set_linear_velocity(const Vector2& p_velocity){ linear_velocity=p_velocity; if (state) state->set_linear_velocity(linear_velocity); else { Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_LINEAR_VELOCITY,linear_velocity); } } Vector2 RigidBody2D::get_linear_velocity() const{ return linear_velocity; } void RigidBody2D::set_angular_velocity(real_t p_velocity){ angular_velocity=p_velocity; if (state) state->set_angular_velocity(angular_velocity); else Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_ANGULAR_VELOCITY,angular_velocity); } real_t RigidBody2D::get_angular_velocity() const{ return angular_velocity; } void RigidBody2D::set_use_custom_integrator(bool p_enable){ if (custom_integrator==p_enable) return; custom_integrator=p_enable; Physics2DServer::get_singleton()->body_set_omit_force_integration(get_rid(),p_enable); } bool RigidBody2D::is_using_custom_integrator(){ return custom_integrator; } void RigidBody2D::set_sleeping(bool p_sleeping) { sleeping=p_sleeping; Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_SLEEPING,sleeping); } void RigidBody2D::set_can_sleep(bool p_active) { can_sleep=p_active; Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_CAN_SLEEP,p_active); } bool RigidBody2D::is_able_to_sleep() const { return can_sleep; } bool RigidBody2D::is_sleeping() const { return sleeping; } void RigidBody2D::set_max_contacts_reported(int p_amount) { max_contacts_reported=p_amount; Physics2DServer::get_singleton()->body_set_max_contacts_reported(get_rid(),p_amount); } int RigidBody2D::get_max_contacts_reported() const{ return max_contacts_reported; } void RigidBody2D::apply_impulse(const Vector2& p_offset, const Vector2& p_impulse) { Physics2DServer::get_singleton()->body_apply_impulse(get_rid(),p_offset,p_impulse); } void RigidBody2D::set_applied_force(const Vector2& p_force) { Physics2DServer::get_singleton()->body_set_applied_force(get_rid(), p_force); }; Vector2 RigidBody2D::get_applied_force() const { return Physics2DServer::get_singleton()->body_get_applied_force(get_rid()); }; void RigidBody2D::set_applied_torque(const float p_torque) { Physics2DServer::get_singleton()->body_set_applied_torque(get_rid(), p_torque); }; float RigidBody2D::get_applied_torque() const { return Physics2DServer::get_singleton()->body_get_applied_torque(get_rid()); }; void RigidBody2D::add_force(const Vector2& p_offset, const Vector2& p_force) { Physics2DServer::get_singleton()->body_add_force(get_rid(),p_offset,p_force); } void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) { ccd_mode=p_mode; Physics2DServer::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(),Physics2DServer::CCDMode(p_mode)); } RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const { return ccd_mode; } Array RigidBody2D::get_colliding_bodies() const { ERR_FAIL_COND_V(!contact_monitor,Array()); Array ret; ret.resize(contact_monitor->body_map.size()); int idx=0; for (const Map::Element *E=contact_monitor->body_map.front();E;E=E->next()) { Object *obj = ObjectDB::get_instance(E->key()); if (!obj) { ret.resize( ret.size() -1 ); //ops } else { ret[idx++]=obj; } } return ret; } void RigidBody2D::set_contact_monitor(bool p_enabled) { if (p_enabled==is_contact_monitor_enabled()) return; if (!p_enabled) { if (contact_monitor->locked) { ERR_EXPLAIN("Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\",false) instead"); } ERR_FAIL_COND(contact_monitor->locked); for(Map::Element *E=contact_monitor->body_map.front();E;E=E->next()) { //clean up mess } memdelete( contact_monitor ); contact_monitor=NULL; } else { contact_monitor = memnew( ContactMonitor ); contact_monitor->locked=false; } } bool RigidBody2D::is_contact_monitor_enabled() const { return contact_monitor!=NULL; } void RigidBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_mode","mode"),&RigidBody2D::set_mode); ClassDB::bind_method(D_METHOD("get_mode"),&RigidBody2D::get_mode); ClassDB::bind_method(D_METHOD("set_mass","mass"),&RigidBody2D::set_mass); ClassDB::bind_method(D_METHOD("get_mass"),&RigidBody2D::get_mass); ClassDB::bind_method(D_METHOD("get_inertia"),&RigidBody2D::get_inertia); ClassDB::bind_method(D_METHOD("set_inertia","inertia"),&RigidBody2D::set_inertia); ClassDB::bind_method(D_METHOD("set_weight","weight"),&RigidBody2D::set_weight); ClassDB::bind_method(D_METHOD("get_weight"),&RigidBody2D::get_weight); ClassDB::bind_method(D_METHOD("set_friction","friction"),&RigidBody2D::set_friction); ClassDB::bind_method(D_METHOD("get_friction"),&RigidBody2D::get_friction); ClassDB::bind_method(D_METHOD("set_bounce","bounce"),&RigidBody2D::set_bounce); ClassDB::bind_method(D_METHOD("get_bounce"),&RigidBody2D::get_bounce); ClassDB::bind_method(D_METHOD("set_gravity_scale","gravity_scale"),&RigidBody2D::set_gravity_scale); ClassDB::bind_method(D_METHOD("get_gravity_scale"),&RigidBody2D::get_gravity_scale); ClassDB::bind_method(D_METHOD("set_linear_damp","linear_damp"),&RigidBody2D::set_linear_damp); ClassDB::bind_method(D_METHOD("get_linear_damp"),&RigidBody2D::get_linear_damp); ClassDB::bind_method(D_METHOD("set_angular_damp","angular_damp"),&RigidBody2D::set_angular_damp); ClassDB::bind_method(D_METHOD("get_angular_damp"),&RigidBody2D::get_angular_damp); ClassDB::bind_method(D_METHOD("set_linear_velocity","linear_velocity"),&RigidBody2D::set_linear_velocity); ClassDB::bind_method(D_METHOD("get_linear_velocity"),&RigidBody2D::get_linear_velocity); ClassDB::bind_method(D_METHOD("set_angular_velocity","angular_velocity"),&RigidBody2D::set_angular_velocity); ClassDB::bind_method(D_METHOD("get_angular_velocity"),&RigidBody2D::get_angular_velocity); ClassDB::bind_method(D_METHOD("set_max_contacts_reported","amount"),&RigidBody2D::set_max_contacts_reported); ClassDB::bind_method(D_METHOD("get_max_contacts_reported"),&RigidBody2D::get_max_contacts_reported); ClassDB::bind_method(D_METHOD("set_use_custom_integrator","enable"),&RigidBody2D::set_use_custom_integrator); ClassDB::bind_method(D_METHOD("is_using_custom_integrator"),&RigidBody2D::is_using_custom_integrator); ClassDB::bind_method(D_METHOD("set_contact_monitor","enabled"),&RigidBody2D::set_contact_monitor); ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"),&RigidBody2D::is_contact_monitor_enabled); ClassDB::bind_method(D_METHOD("set_continuous_collision_detection_mode","mode"),&RigidBody2D::set_continuous_collision_detection_mode); ClassDB::bind_method(D_METHOD("get_continuous_collision_detection_mode"),&RigidBody2D::get_continuous_collision_detection_mode); ClassDB::bind_method(D_METHOD("set_axis_velocity","axis_velocity"),&RigidBody2D::set_axis_velocity); ClassDB::bind_method(D_METHOD("apply_impulse","offset","impulse"),&RigidBody2D::apply_impulse); ClassDB::bind_method(D_METHOD("set_applied_force","force"),&RigidBody2D::set_applied_force); ClassDB::bind_method(D_METHOD("get_applied_force"),&RigidBody2D::get_applied_force); ClassDB::bind_method(D_METHOD("set_applied_torque","torque"),&RigidBody2D::set_applied_torque); ClassDB::bind_method(D_METHOD("get_applied_torque"),&RigidBody2D::get_applied_torque); ClassDB::bind_method(D_METHOD("add_force","offset","force"),&RigidBody2D::add_force); ClassDB::bind_method(D_METHOD("set_sleeping","sleeping"),&RigidBody2D::set_sleeping); ClassDB::bind_method(D_METHOD("is_sleeping"),&RigidBody2D::is_sleeping); 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","margin","result:Physics2DTestMotionResult"),&RigidBody2D::_test_motion,DEFVAL(0.08),DEFVAL(Variant())); ClassDB::bind_method(D_METHOD("_direct_state_changed"),&RigidBody2D::_direct_state_changed); ClassDB::bind_method(D_METHOD("_body_enter_tree"),&RigidBody2D::_body_enter_tree); ClassDB::bind_method(D_METHOD("_body_exit_tree"),&RigidBody2D::_body_exit_tree); ClassDB::bind_method(D_METHOD("get_colliding_bodies"),&RigidBody2D::get_colliding_bodies); BIND_VMETHOD(MethodInfo("_integrate_forces",PropertyInfo(Variant::OBJECT,"state:Physics2DDirectBodyState"))); ADD_PROPERTY( PropertyInfo(Variant::INT,"mode",PROPERTY_HINT_ENUM,"Rigid,Static,Character,Kinematic"),"set_mode","get_mode"); ADD_PROPERTY( PropertyInfo(Variant::REAL,"mass",PROPERTY_HINT_EXP_RANGE,"0.01,65535,0.01"),"set_mass","get_mass"); ADD_PROPERTY( PropertyInfo(Variant::REAL,"weight",PROPERTY_HINT_EXP_RANGE,"0.01,65535,0.01",PROPERTY_USAGE_EDITOR),"set_weight","get_weight"); ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_friction","get_friction"); ADD_PROPERTY( PropertyInfo(Variant::REAL,"bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_bounce","get_bounce"); ADD_PROPERTY( PropertyInfo(Variant::REAL,"gravity_scale",PROPERTY_HINT_RANGE,"-128,128,0.01"),"set_gravity_scale","get_gravity_scale"); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"custom_integrator"),"set_use_custom_integrator","is_using_custom_integrator"); ADD_PROPERTY( PropertyInfo(Variant::INT,"continuous_cd",PROPERTY_HINT_ENUM,"Disabled,Cast Ray,Cast Shape"),"set_continuous_collision_detection_mode","get_continuous_collision_detection_mode"); ADD_PROPERTY( PropertyInfo(Variant::INT,"contacts_reported"),"set_max_contacts_reported","get_max_contacts_reported"); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"contact_monitor"),"set_contact_monitor","is_contact_monitor_enabled"); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"sleeping"),"set_sleeping","is_sleeping"); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"can_sleep"),"set_can_sleep","is_able_to_sleep"); ADD_GROUP("Linear","linear_"); ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"linear_velocity"),"set_linear_velocity","get_linear_velocity"); ADD_PROPERTY( PropertyInfo(Variant::REAL,"linear_damp",PROPERTY_HINT_RANGE,"-1,128,0.01"),"set_linear_damp","get_linear_damp"); ADD_GROUP("Angular","angular_"); ADD_PROPERTY( PropertyInfo(Variant::REAL,"angular_velocity"),"set_angular_velocity","get_angular_velocity"); ADD_PROPERTY( PropertyInfo(Variant::REAL,"angular_damp",PROPERTY_HINT_RANGE,"-1,128,0.01"),"set_angular_damp","get_angular_damp"); ADD_SIGNAL( MethodInfo("body_shape_entered",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"local_shape"))); ADD_SIGNAL( MethodInfo("body_shape_exited",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"local_shape"))); ADD_SIGNAL( MethodInfo("body_entered",PropertyInfo(Variant::OBJECT,"body"))); ADD_SIGNAL( MethodInfo("body_exited",PropertyInfo(Variant::OBJECT,"body"))); ADD_SIGNAL( MethodInfo("sleeping_state_changed")); BIND_CONSTANT( MODE_STATIC ); BIND_CONSTANT( MODE_KINEMATIC ); BIND_CONSTANT( MODE_RIGID ); BIND_CONSTANT( MODE_CHARACTER ); BIND_CONSTANT( CCD_MODE_DISABLED ); BIND_CONSTANT( CCD_MODE_CAST_RAY ); BIND_CONSTANT( CCD_MODE_CAST_SHAPE ); } RigidBody2D::RigidBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_RIGID) { mode=MODE_RIGID; bounce=0; mass=1; friction=1; gravity_scale=1; linear_damp=-1; angular_damp=-1; max_contacts_reported=0; state=NULL; angular_velocity=0; sleeping=false; ccd_mode=CCD_MODE_DISABLED; custom_integrator=false; contact_monitor=NULL; can_sleep=true; Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(),this,"_direct_state_changed"); } RigidBody2D::~RigidBody2D() { if (contact_monitor) memdelete( contact_monitor ); } ////////////////////////// Variant KinematicBody2D::_get_collider() const { ObjectID oid=get_collider(); if (oid==0) return Variant(); Object *obj = ObjectDB::get_instance(oid); if (!obj) return Variant(); Reference *ref = obj->cast_to(); if (ref) { return Ref(ref); } return obj; } void KinematicBody2D::revert_motion() { Transform2D gt = get_global_transform(); gt.elements[2]-=travel; travel=Vector2(); set_global_transform(gt); } Vector2 KinematicBody2D::get_travel() const { return travel; } Vector2 KinematicBody2D::move(const Vector2& p_motion) { #if 1 Transform2D gt = get_global_transform(); Physics2DServer::MotionResult result; colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(),gt,p_motion,margin,&result); 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; gt.elements[2]+=result.motion; set_global_transform(gt); travel=result.motion; return result.remainder; #else //give me back regular physics engine logic //this is madness //and most people using this function will think //what it does is simpler than using physics //this took about a week to get right.. //but is it right? who knows at this point.. colliding=false; ERR_FAIL_COND_V(!is_inside_tree(),Vector2()); Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space()); ERR_FAIL_COND_V(!dss,Vector2()); const int max_shapes=32; Vector2 sr[max_shapes*2]; int res_shapes; Set exclude; exclude.insert(get_rid()); //recover first int recover_attempts=4; bool collided=false; uint32_t mask=0; if (true) mask|=Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY; if (true) mask|=Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY; if (true) mask|=Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY; if (true) mask|=Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY; //print_line("margin: "+rtos(margin)); do { //motion recover for(int i=0;icollide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),Vector2(),margin,sr,max_shapes,res_shapes,exclude,get_layer_mask(),mask)) collided=true; } if (!collided) break; Vector2 recover_motion; for(int i=0;icast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0,lsafe,lunsafe,exclude,get_layer_mask(),mask); //print_line("shape: "+itos(i)+" travel:"+rtos(ltravel)); if (!valid) { safe=0; unsafe=0; best_shape=i; //sadly it's the best break; } if (lsafe==1.0) { continue; } if (lsafe < safe) { safe=lsafe; unsafe=lunsafe; best_shape=i; } } //print_line("best shape: "+itos(best_shape)+" motion "+p_motion); if (safe>=1) { //not collided colliding=false; } else { //it collided, let's get the rest info in unsafe advance Transform2D ugt = get_global_transform(); ugt.elements[2]+=p_motion*unsafe; Physics2DDirectSpaceState::ShapeRestInfo rest_info; bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt*get_shape_transform(best_shape), Vector2(), margin,&rest_info,exclude,get_layer_mask(),mask); if (!c2) { //should not happen, but floating point precision is so weird.. colliding=false; } else { //print_line("Travel: "+rtos(travel)); colliding=true; collision=rest_info.point; normal=rest_info.normal; collider=rest_info.collider_id; collider_vel=rest_info.linear_velocity; collider_shape=rest_info.shape; collider_metadata=rest_info.metadata; } } Vector2 motion=p_motion*safe; Transform2D gt = get_global_transform(); gt.elements[2]+=motion; set_global_transform(gt); return p_motion-motion; #endif } Vector2 KinematicBody2D::move_and_slide(const Vector2& p_linear_velocity,const Vector2& p_floor_direction,float p_slope_stop_min_velocity,int p_max_bounces) { Vector2 motion = (move_and_slide_floor_velocity+p_linear_velocity)*get_fixed_process_delta_time(); Vector2 lv = p_linear_velocity; move_and_slide_on_floor=false; move_and_slide_on_ceiling=false; move_and_slide_on_wall=false; move_and_slide_colliders.clear(); move_and_slide_floor_velocity=Vector2(); while(p_max_bounces) { motion=move(motion); if (is_colliding()) { if (p_floor_direction==Vector2()) { //all is a wall move_and_slide_on_wall=true; } else { if ( get_collision_normal().dot(p_floor_direction) > Math::cos(Math::deg2rad((float)45))) { //floor move_and_slide_on_floor=true; move_and_slide_floor_velocity=get_collider_velocity(); if (get_travel().length()<1 && ABS((lv.x-move_and_slide_floor_velocity.x))body_test_motion(get_rid(),p_from,p_motion,margin); } 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()); return normal; } Vector2 KinematicBody2D::get_collider_velocity() const { return collider_vel; } ObjectID KinematicBody2D::get_collider() const { ERR_FAIL_COND_V(!colliding,0); return collider; } int KinematicBody2D::get_collider_shape() const { ERR_FAIL_COND_V(!colliding,0); return collider_shape; } Variant KinematicBody2D::get_collider_metadata() const { ERR_FAIL_COND_V(!colliding,0); return collider_metadata; } bool KinematicBody2D::is_colliding() const{ return colliding; } void KinematicBody2D::set_collision_margin(float p_margin) { margin=p_margin; } float KinematicBody2D::get_collision_margin() const{ return margin; } void KinematicBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("move","rel_vec"),&KinematicBody2D::move); ClassDB::bind_method(D_METHOD("move_to","position"),&KinematicBody2D::move_to); ClassDB::bind_method(D_METHOD("move_and_slide","linear_velocity","floor_normal","slope_stop_min_velocity","max_bounces"),&KinematicBody2D::move_and_slide,DEFVAL(Vector2(0,0)),DEFVAL(5),DEFVAL(4)); ClassDB::bind_method(D_METHOD("test_move","from","rel_vec"),&KinematicBody2D::test_move); ClassDB::bind_method(D_METHOD("get_travel"),&KinematicBody2D::get_travel); ClassDB::bind_method(D_METHOD("revert_motion"),&KinematicBody2D::revert_motion); ClassDB::bind_method(D_METHOD("is_colliding"),&KinematicBody2D::is_colliding); ClassDB::bind_method(D_METHOD("get_collision_pos"),&KinematicBody2D::get_collision_pos); ClassDB::bind_method(D_METHOD("get_collision_normal"),&KinematicBody2D::get_collision_normal); ClassDB::bind_method(D_METHOD("get_collider_velocity"),&KinematicBody2D::get_collider_velocity); ClassDB::bind_method(D_METHOD("get_collider:Variant"),&KinematicBody2D::_get_collider); ClassDB::bind_method(D_METHOD("get_collider_shape"),&KinematicBody2D::get_collider_shape); ClassDB::bind_method(D_METHOD("get_collider_metadata:Variant"),&KinematicBody2D::get_collider_metadata); ClassDB::bind_method(D_METHOD("get_move_and_slide_colliders"),&KinematicBody2D::get_move_and_slide_colliders); ClassDB::bind_method(D_METHOD("is_move_and_slide_on_floor"),&KinematicBody2D::is_move_and_slide_on_floor); ClassDB::bind_method(D_METHOD("is_move_and_slide_on_ceiling"),&KinematicBody2D::is_move_and_slide_on_ceiling); ClassDB::bind_method(D_METHOD("is_move_and_slide_on_wall"),&KinematicBody2D::is_move_and_slide_on_wall); ClassDB::bind_method(D_METHOD("set_collision_margin","pixels"),&KinematicBody2D::set_collision_margin); ClassDB::bind_method(D_METHOD("get_collision_margin","pixels"),&KinematicBody2D::get_collision_margin); ADD_PROPERTY( PropertyInfo(Variant::REAL,"collision/margin",PROPERTY_HINT_RANGE,"0.001,256,0.001"),"set_collision_margin","get_collision_margin"); } KinematicBody2D::KinematicBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC){ colliding=false; collider=0; collider_shape=0; margin=0.08; move_and_slide_on_floor=false; move_and_slide_on_ceiling=false; move_and_slide_on_wall=false; } KinematicBody2D::~KinematicBody2D() { }