/*************************************************************************/ /* 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 << p_bit; else mask &= ~(1 << p_bit); set_collision_mask(mask); } bool PhysicsBody2D::get_collision_mask_bit(int p_bit) const { return get_collision_mask() & (1 << p_bit); } void PhysicsBody2D::set_collision_layer_bit(int p_bit, bool p_value) { uint32_t mask = get_collision_layer(); if (p_value) mask |= 1 << p_bit; else mask &= ~(1 << p_bit); set_collision_layer(mask); } bool PhysicsBody2D::get_collision_layer_bit(int p_bit) const { return get_collision_layer() & (1 << p_bit); } PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode) : CollisionObject2D(Physics2DServer::get_singleton()->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; i < E->get().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; i < E->get().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; i < E->get().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; i < state->get_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; i < E->get().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; i < toremove_count; i++) { _body_inout(0, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape); } //process aditions for (int i = 0; i < toadd_count; i++) { _body_inout(1, toadd[i].id, toadd[i].shape, toadd[i].local_shape); } contact_monitor->locked = 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; i < get_shape_count(); i++) { if (is_shape_set_as_trigger(i)) continue; if (dss->collide_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; i < res_shapes; i++) { Vector2 a = sr[i * 2 + 0]; Vector2 b = sr[i * 2 + 1]; float d = a.distance_to(b); /* if (dcast_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)) < p_slope_stop_min_velocity) { revert_motion(); return Vector2(); } } else if (get_collision_normal().dot(p_floor_direction) < Math::cos(Math::deg2rad((float)45))) { //ceiling move_and_slide_on_ceiling = true; } else { move_and_slide_on_wall = true; } } motion = get_collision_normal().slide(motion); lv = get_collision_normal().slide(lv); Variant collider = _get_collider(); if (collider.get_type() != Variant::NIL) { move_and_slide_colliders.push_back(collider); } } else { break; } p_max_bounces--; if (motion == Vector2()) break; } return lv; } bool KinematicBody2D::is_move_and_slide_on_floor() const { return move_and_slide_on_floor; } bool KinematicBody2D::is_move_and_slide_on_wall() const { return move_and_slide_on_wall; } bool KinematicBody2D::is_move_and_slide_on_ceiling() const { return move_and_slide_on_ceiling; } Array KinematicBody2D::get_move_and_slide_colliders() const { return move_and_slide_colliders; } Vector2 KinematicBody2D::move_to(const Vector2 &p_position) { return move(p_position - get_global_position()); } bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion) { ERR_FAIL_COND_V(!is_inside_tree(), false); return Physics2DServer::get_singleton()->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() { }