/*************************************************************************/ /* physics_body_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "physics_body_2d.h" #include "core/config/engine.h" #include "core/core_string_names.h" #include "core/math/math_funcs.h" #include "core/object/class_db.h" #include "core/templates/list.h" #include "core/templates/rid.h" #include "scene/scene_string_names.h" void PhysicsBody2D::_notification(int p_what) { } void PhysicsBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &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("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions); ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with); ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody2D::remove_collision_exception_with); 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"); } void PhysicsBody2D::set_collision_layer(uint32_t p_layer) { collision_layer = p_layer; PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), p_layer); } uint32_t PhysicsBody2D::get_collision_layer() const { return collision_layer; } void PhysicsBody2D::set_collision_mask(uint32_t p_mask) { collision_mask = p_mask; PhysicsServer2D::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 collision_layer = get_collision_layer(); if (p_value) { collision_layer |= 1 << p_bit; } else { collision_layer &= ~(1 << p_bit); } set_collision_layer(collision_layer); } bool PhysicsBody2D::get_collision_layer_bit(int p_bit) const { return get_collision_layer() & (1 << p_bit); } PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) : CollisionObject2D(PhysicsServer2D::get_singleton()->body_create(), false) { PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), p_mode); collision_layer = 1; collision_mask = 1; set_pickable(false); } TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() { List<RID> exceptions; PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions); Array ret; for (List<RID>::Element *E = exceptions.front(); E; E = E->next()) { RID body = E->get(); ObjectID instance_id = PhysicsServer2D::get_singleton()->body_get_object_instance_id(body); Object *obj = ObjectDB::get_instance(instance_id); PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(obj); ret.append(physics_body); } return ret; } void PhysicsBody2D::add_collision_exception_with(Node *p_node) { ERR_FAIL_NULL(p_node); PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(p_node); ERR_FAIL_COND_MSG(!physics_body, "Collision exception only works between two objects of PhysicsBody2D type."); PhysicsServer2D::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 = Object::cast_to<PhysicsBody2D>(p_node); ERR_FAIL_COND_MSG(!physics_body, "Collision exception only works between two objects of PhysicsBody2D type."); PhysicsServer2D::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; PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity); } void StaticBody2D::set_constant_angular_velocity(real_t p_vel) { constant_angular_velocity = p_vel; PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity); } Vector2 StaticBody2D::get_constant_linear_velocity() const { return constant_linear_velocity; } real_t StaticBody2D::get_constant_angular_velocity() const { return constant_angular_velocity; } void StaticBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) { if (physics_material_override.is_valid()) { if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &StaticBody2D::_reload_physics_characteristics))) { physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &StaticBody2D::_reload_physics_characteristics)); } } physics_material_override = p_physics_material_override; if (physics_material_override.is_valid()) { physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &StaticBody2D::_reload_physics_characteristics)); } _reload_physics_characteristics(); } Ref<PhysicsMaterial> StaticBody2D::get_physics_material_override() const { return physics_material_override; } 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_physics_material_override", "physics_material_override"), &StaticBody2D::set_physics_material_override); ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody2D::get_physics_material_override); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); } StaticBody2D::StaticBody2D() : PhysicsBody2D(PhysicsServer2D::BODY_MODE_STATIC) { constant_angular_velocity = 0; } StaticBody2D::~StaticBody2D() { } void StaticBody2D::_reload_physics_characteristics() { if (physics_material_override.is_null()) { PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0); PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1); } else { PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce()); PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction()); } } void RigidBody2D::_body_enter_tree(ObjectID p_id) { Object *obj = ObjectDB::get_instance(p_id); Node *node = Object::cast_to<Node>(obj); ERR_FAIL_COND(!node); ERR_FAIL_COND(!contact_monitor); Map<ObjectID, BodyState>::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 = Object::cast_to<Node>(obj); ERR_FAIL_COND(!node); ERR_FAIL_COND(!contact_monitor); Map<ObjectID, BodyState>::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 = Object::cast_to<Node>(obj); ERR_FAIL_COND(!contact_monitor); Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(objid); 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, callable_mp(this, &RigidBody2D::_body_enter_tree), make_binds(objid)); node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_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.is_empty()) { if (node) { node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree)); node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree)); if (in_scene) { emit_signal(SceneStringNames::get_singleton()->body_exited, node); } } contact_monitor->body_map.erase(E); } if (node && in_scene) { emit_signal(SceneStringNames::get_singleton()->body_shape_exited, objid, node, p_body_shape, p_local_shape); } } } struct _RigidBody2DInOut { ObjectID id; int shape; int local_shape; }; bool RigidBody2D::_test_motion(const Vector2 &p_motion, bool p_infinite_inertia, float p_margin, const Ref<PhysicsTestMotionResult2D> &p_result) { PhysicsServer2D::MotionResult *r = nullptr; if (p_result.is_valid()) { r = p_result->get_result_ptr(); } return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), get_global_transform(), p_motion, p_infinite_inertia, p_margin, r); } void RigidBody2D::_direct_state_changed(Object *p_state) { #ifdef DEBUG_ENABLED state = Object::cast_to<PhysicsDirectBodyState2D>(p_state); #else state = (PhysicsDirectBodyState2D *)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<ObjectID, BodyState>::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<ObjectID, BodyState>::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<ObjectID, BodyState>::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 = nullptr; } void RigidBody2D::set_mode(Mode p_mode) { mode = p_mode; switch (p_mode) { case MODE_RIGID: { PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BODY_MODE_RIGID); } break; case MODE_STATIC: { PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BODY_MODE_STATIC); } break; case MODE_KINEMATIC: { PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BODY_MODE_KINEMATIC); } break; case MODE_CHARACTER: { PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BODY_MODE_CHARACTER); } 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; PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::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); PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, p_inertia); } real_t RigidBody2D::get_inertia() const { return PhysicsServer2D::get_singleton()->body_get_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA); } void RigidBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) { if (physics_material_override.is_valid()) { if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody2D::_reload_physics_characteristics))) { physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody2D::_reload_physics_characteristics)); } } physics_material_override = p_physics_material_override; if (physics_material_override.is_valid()) { physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody2D::_reload_physics_characteristics)); } _reload_physics_characteristics(); } Ref<PhysicsMaterial> RigidBody2D::get_physics_material_override() const { return physics_material_override; } void RigidBody2D::set_gravity_scale(real_t p_gravity_scale) { gravity_scale = p_gravity_scale; PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::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; PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::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; PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::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 { PhysicsServer2D::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 { PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::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 { PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::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; PhysicsServer2D::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; PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_SLEEPING, sleeping); } void RigidBody2D::set_can_sleep(bool p_active) { can_sleep = p_active; PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::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; PhysicsServer2D::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_central_impulse(const Vector2 &p_impulse) { PhysicsServer2D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); } void RigidBody2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) { PhysicsServer2D::get_singleton()->body_apply_impulse(get_rid(), p_impulse, p_position); } void RigidBody2D::apply_torque_impulse(float p_torque) { PhysicsServer2D::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque); } void RigidBody2D::set_applied_force(const Vector2 &p_force) { PhysicsServer2D::get_singleton()->body_set_applied_force(get_rid(), p_force); }; Vector2 RigidBody2D::get_applied_force() const { return PhysicsServer2D::get_singleton()->body_get_applied_force(get_rid()); }; void RigidBody2D::set_applied_torque(const float p_torque) { PhysicsServer2D::get_singleton()->body_set_applied_torque(get_rid(), p_torque); }; float RigidBody2D::get_applied_torque() const { return PhysicsServer2D::get_singleton()->body_get_applied_torque(get_rid()); }; void RigidBody2D::add_central_force(const Vector2 &p_force) { PhysicsServer2D::get_singleton()->body_add_central_force(get_rid(), p_force); } void RigidBody2D::add_force(const Vector2 &p_force, const Vector2 &p_position) { PhysicsServer2D::get_singleton()->body_add_force(get_rid(), p_force, p_position); } void RigidBody2D::add_torque(const float p_torque) { PhysicsServer2D::get_singleton()->body_add_torque(get_rid(), p_torque); } void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) { ccd_mode = p_mode; PhysicsServer2D::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(), PhysicsServer2D::CCDMode(p_mode)); } RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const { return ccd_mode; } TypedArray<Node2D> RigidBody2D::get_colliding_bodies() const { ERR_FAIL_COND_V(!contact_monitor, Array()); TypedArray<Node2D> ret; ret.resize(contact_monitor->body_map.size()); int idx = 0; for (const Map<ObjectID, BodyState>::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) { ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead."); for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) { //clean up mess Object *obj = ObjectDB::get_instance(E->key()); Node *node = Object::cast_to<Node>(obj); if (node) { node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree)); node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree)); } } memdelete(contact_monitor); contact_monitor = nullptr; } else { contact_monitor = memnew(ContactMonitor); contact_monitor->locked = false; } } bool RigidBody2D::is_contact_monitor_enabled() const { return contact_monitor != nullptr; } void RigidBody2D::_notification(int p_what) { #ifdef TOOLS_ENABLED if (p_what == NOTIFICATION_ENTER_TREE) { if (Engine::get_singleton()->is_editor_hint()) { set_notify_local_transform(true); //used for warnings and only in editor } } if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) { if (Engine::get_singleton()->is_editor_hint()) { update_configuration_warning(); } } #endif } String RigidBody2D::get_configuration_warning() const { Transform2D t = get_transform(); String warning = CollisionObject2D::get_configuration_warning(); if ((get_mode() == MODE_RIGID || get_mode() == MODE_CHARACTER) && (ABS(t.elements[0].length() - 1.0) > 0.05 || ABS(t.elements[1].length() - 1.0) > 0.05)) { if (!warning.is_empty()) { warning += "\n\n"; } warning += TTR("Size changes to RigidBody2D (in character or rigid modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."); } return warning; } 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_physics_material_override", "physics_material_override"), &RigidBody2D::set_physics_material_override); ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody2D::get_physics_material_override); 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_central_impulse", "impulse"), &RigidBody2D::apply_central_impulse, Vector2()); ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidBody2D::apply_impulse, Vector2()); ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidBody2D::apply_torque_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_central_force", "force"), &RigidBody2D::add_central_force); ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidBody2D::add_force, Vector2()); ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidBody2D::add_torque); 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", "infinite_inertia", "margin", "result"), &RigidBody2D::_test_motion, DEFVAL(true), DEFVAL(0.08), DEFVAL(Variant())); ClassDB::bind_method(D_METHOD("_direct_state_changed"), &RigidBody2D::_direct_state_changed); ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies); BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectBodyState2D"))); ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), "set_mode", "get_mode"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_mass", "get_mass"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inertia", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", 0), "set_inertia", "get_inertia"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "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::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); ADD_GROUP("Angular", "angular_"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity"), "set_angular_velocity", "get_angular_velocity"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); ADD_GROUP("Applied Forces", "applied_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "applied_force"), "set_applied_force", "get_applied_force"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "applied_torque"), "set_applied_torque", "get_applied_torque"); ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), 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", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape"))); ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("sleeping_state_changed")); BIND_ENUM_CONSTANT(MODE_RIGID); BIND_ENUM_CONSTANT(MODE_STATIC); BIND_ENUM_CONSTANT(MODE_CHARACTER); BIND_ENUM_CONSTANT(MODE_KINEMATIC); BIND_ENUM_CONSTANT(CCD_MODE_DISABLED); BIND_ENUM_CONSTANT(CCD_MODE_CAST_RAY); BIND_ENUM_CONSTANT(CCD_MODE_CAST_SHAPE); } RigidBody2D::RigidBody2D() : PhysicsBody2D(PhysicsServer2D::BODY_MODE_RIGID) { mode = MODE_RIGID; mass = 1; gravity_scale = 1; linear_damp = -1; angular_damp = -1; max_contacts_reported = 0; state = nullptr; angular_velocity = 0; sleeping = false; ccd_mode = CCD_MODE_DISABLED; custom_integrator = false; contact_monitor = nullptr; can_sleep = true; PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed"); } RigidBody2D::~RigidBody2D() { if (contact_monitor) { memdelete(contact_monitor); } } void RigidBody2D::_reload_physics_characteristics() { if (physics_material_override.is_null()) { PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0); PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1); } else { PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce()); PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction()); } } ////////////////////////// Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) { Collision col; if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) { if (motion_cache.is_null()) { motion_cache.instance(); motion_cache->owner = this; } motion_cache->collision = col; return motion_cache; } return Ref<KinematicCollision2D>(); } bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision) { PhysicsServer2D::SeparationResult sep_res[8]; //max 8 rays Transform2D gt = get_global_transform(); Vector2 recover; int hits = PhysicsServer2D::get_singleton()->body_test_ray_separation(get_rid(), gt, p_infinite_inertia, recover, sep_res, 8, margin); int deepest = -1; float deepest_depth; for (int i = 0; i < hits; i++) { if (deepest == -1 || sep_res[i].collision_depth > deepest_depth) { deepest = i; deepest_depth = sep_res[i].collision_depth; } } gt.elements[2] += recover; set_global_transform(gt); if (deepest != -1) { r_collision.collider = sep_res[deepest].collider_id; r_collision.collider_metadata = sep_res[deepest].collider_metadata; r_collision.collider_shape = sep_res[deepest].collider_shape; r_collision.collider_vel = sep_res[deepest].collider_velocity; r_collision.collision = sep_res[deepest].collision_point; r_collision.normal = sep_res[deepest].collision_normal; r_collision.local_shape = sep_res[deepest].collision_local_shape; r_collision.travel = recover; r_collision.remainder = Vector2(); return true; } else { return false; } } bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only) { if (sync_to_physics) { ERR_PRINT("Functions move_and_slide and move_and_collide do not work together with 'sync to physics' option. Please read the documentation."); } Transform2D gt = get_global_transform(); PhysicsServer2D::MotionResult result; bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, margin, &result, p_exclude_raycast_shapes); if (colliding) { r_collision.collider_metadata = result.collider_metadata; r_collision.collider_shape = result.collider_shape; r_collision.collider_vel = result.collider_velocity; r_collision.collision = result.collision_point; r_collision.normal = result.collision_normal; r_collision.collider = result.collider_id; r_collision.collider_rid = result.collider; r_collision.travel = result.motion; r_collision.remainder = result.remainder; r_collision.local_shape = result.collision_local_shape; } if (!p_test_only) { gt.elements[2] += result.motion; set_global_transform(gt); } return colliding; } //so, if you pass 45 as limit, avoid numerical precision errors when angle is 45. #define FLOOR_ANGLE_THRESHOLD 0.01 Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) { Vector2 body_velocity = p_linear_velocity; Vector2 body_velocity_normal = body_velocity.normalized(); Vector2 up_direction = p_up_direction.normalized(); Vector2 current_floor_velocity = floor_velocity; if (on_floor && on_floor_body.is_valid()) { //this approach makes sure there is less delay between the actual body velocity and the one we saved PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(on_floor_body); if (bs) { current_floor_velocity = bs->get_linear_velocity(); } } // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky Vector2 motion = (current_floor_velocity + body_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time()); on_floor = false; on_floor_body = RID(); on_ceiling = false; on_wall = false; colliders.clear(); floor_normal = Vector2(); floor_velocity = Vector2(); while (p_max_slides) { Collision collision; bool found_collision = false; for (int i = 0; i < 2; ++i) { bool collided; if (i == 0) { //collide collided = move_and_collide(motion, p_infinite_inertia, collision); if (!collided) { motion = Vector2(); //clear because no collision happened and motion completed } } else { //separate raycasts (if any) collided = separate_raycast_shapes(p_infinite_inertia, collision); if (collided) { collision.remainder = motion; //keep collision.travel = Vector2(); } } if (collided) { found_collision = true; colliders.push_back(collision); motion = collision.remainder; if (up_direction == Vector2()) { //all is a wall on_wall = true; } else { if (Math::acos(collision.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor on_floor = true; floor_normal = collision.normal; on_floor_body = collision.collider_rid; floor_velocity = collision.collider_vel; if (p_stop_on_slope) { if ((body_velocity_normal + up_direction).length() < 0.01 && collision.travel.length() < 1) { Transform2D gt = get_global_transform(); gt.elements[2] -= collision.travel.slide(up_direction); set_global_transform(gt); return Vector2(); } } } else if (Math::acos(collision.normal.dot(-up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling on_ceiling = true; } else { on_wall = true; } } motion = motion.slide(collision.normal); body_velocity = body_velocity.slide(collision.normal); } } if (!found_collision || motion == Vector2()) { break; } --p_max_slides; } return body_velocity; } Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) { Vector2 up_direction = p_up_direction.normalized(); bool was_on_floor = on_floor; Vector2 ret = move_and_slide(p_linear_velocity, up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia); if (!was_on_floor || p_snap == Vector2()) { return ret; } Collision col; Transform2D gt = get_global_transform(); if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) { bool apply = true; if (up_direction != Vector2()) { if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { on_floor = true; floor_normal = col.normal; on_floor_body = col.collider_rid; floor_velocity = col.collider_vel; if (p_stop_on_slope) { // move and collide may stray the object a bit because of pre un-stucking, // so only ensure that motion happens on floor direction in this case. col.travel = up_direction * up_direction.dot(col.travel); } } else { apply = false; } } if (apply) { gt.elements[2] += col.travel; set_global_transform(gt); } } return ret; } bool KinematicBody2D::is_on_floor() const { return on_floor; } bool KinematicBody2D::is_on_wall() const { return on_wall; } bool KinematicBody2D::is_on_ceiling() const { return on_ceiling; } Vector2 KinematicBody2D::get_floor_normal() const { return floor_normal; } Vector2 KinematicBody2D::get_floor_velocity() const { return floor_velocity; } bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia) { ERR_FAIL_COND_V(!is_inside_tree(), false); return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, margin); } void KinematicBody2D::set_safe_margin(float p_margin) { margin = p_margin; } float KinematicBody2D::get_safe_margin() const { return margin; } int KinematicBody2D::get_slide_count() const { return colliders.size(); } KinematicBody2D::Collision KinematicBody2D::get_slide_collision(int p_bounce) const { ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Collision()); return colliders[p_bounce]; } Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) { ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Ref<KinematicCollision2D>()); if (p_bounce >= slide_colliders.size()) { slide_colliders.resize(p_bounce + 1); } if (slide_colliders[p_bounce].is_null()) { slide_colliders.write[p_bounce].instance(); slide_colliders.write[p_bounce]->owner = this; } slide_colliders.write[p_bounce]->collision = colliders[p_bounce]; return slide_colliders[p_bounce]; } void KinematicBody2D::set_sync_to_physics(bool p_enable) { if (sync_to_physics == p_enable) { return; } sync_to_physics = p_enable; if (Engine::get_singleton()->is_editor_hint()) { return; } if (p_enable) { PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed"); set_only_update_transform_changes(true); set_notify_local_transform(true); } else { PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), nullptr, ""); set_only_update_transform_changes(false); set_notify_local_transform(false); } } bool KinematicBody2D::is_sync_to_physics_enabled() const { return sync_to_physics; } void KinematicBody2D::_direct_state_changed(Object *p_state) { if (!sync_to_physics) { return; } PhysicsDirectBodyState2D *state = Object::cast_to<PhysicsDirectBodyState2D>(p_state); last_valid_transform = state->get_transform(); set_notify_local_transform(false); set_global_transform(last_valid_transform); set_notify_local_transform(true); } void KinematicBody2D::_notification(int p_what) { if (p_what == NOTIFICATION_ENTER_TREE) { last_valid_transform = get_global_transform(); // Reset move_and_slide() data. on_floor = false; on_floor_body = RID(); on_ceiling = false; on_wall = false; colliders.clear(); floor_velocity = Vector2(); } if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) { //used by sync to physics, send the new transform to the physics Transform2D new_transform = get_global_transform(); PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform); //but then revert changes set_notify_local_transform(false); set_global_transform(last_valid_transform); set_notify_local_transform(true); } } void KinematicBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false)); ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true)); ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true)); ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move, DEFVAL(true)); ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody2D::is_on_floor); ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody2D::is_on_ceiling); ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody2D::is_on_wall); ClassDB::bind_method(D_METHOD("get_floor_normal"), &KinematicBody2D::get_floor_normal); ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody2D::get_floor_velocity); ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody2D::set_safe_margin); ClassDB::bind_method(D_METHOD("get_safe_margin"), &KinematicBody2D::get_safe_margin); ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody2D::get_slide_count); ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody2D::_get_slide_collision); ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &KinematicBody2D::set_sync_to_physics); ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &KinematicBody2D::is_sync_to_physics_enabled); ClassDB::bind_method(D_METHOD("_direct_state_changed"), &KinematicBody2D::_direct_state_changed); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled"); } KinematicBody2D::KinematicBody2D() : PhysicsBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) { margin = 0.08; on_floor = false; on_ceiling = false; on_wall = false; sync_to_physics = false; } KinematicBody2D::~KinematicBody2D() { if (motion_cache.is_valid()) { motion_cache->owner = nullptr; } for (int i = 0; i < slide_colliders.size(); i++) { if (slide_colliders[i].is_valid()) { slide_colliders.write[i]->owner = nullptr; } } } //////////////////////// Vector2 KinematicCollision2D::get_position() const { return collision.collision; } Vector2 KinematicCollision2D::get_normal() const { return collision.normal; } Vector2 KinematicCollision2D::get_travel() const { return collision.travel; } Vector2 KinematicCollision2D::get_remainder() const { return collision.remainder; } Object *KinematicCollision2D::get_local_shape() const { if (!owner) { return nullptr; } uint32_t ownerid = owner->shape_find_owner(collision.local_shape); return owner->shape_owner_get_owner(ownerid); } Object *KinematicCollision2D::get_collider() const { if (collision.collider.is_valid()) { return ObjectDB::get_instance(collision.collider); } return nullptr; } ObjectID KinematicCollision2D::get_collider_id() const { return collision.collider; } Object *KinematicCollision2D::get_collider_shape() const { Object *collider = get_collider(); if (collider) { CollisionObject2D *obj2d = Object::cast_to<CollisionObject2D>(collider); if (obj2d) { uint32_t ownerid = obj2d->shape_find_owner(collision.collider_shape); return obj2d->shape_owner_get_owner(ownerid); } } return nullptr; } int KinematicCollision2D::get_collider_shape_index() const { return collision.collider_shape; } Vector2 KinematicCollision2D::get_collider_velocity() const { return collision.collider_vel; } Variant KinematicCollision2D::get_collider_metadata() const { return Variant(); } void KinematicCollision2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position); ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal); ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel); ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder); ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape); ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider); ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id); ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision2D::get_collider_shape); ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index); ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity); ClassDB::bind_method(D_METHOD("get_collider_metadata"), &KinematicCollision2D::get_collider_metadata); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "position"), "", "get_position"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "normal"), "", "get_normal"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "travel"), "", "get_travel"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "remainder"), "", "get_remainder"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "local_shape"), "", "get_local_shape"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id"), "", "get_collider_id"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider_shape"), "", "get_collider_shape"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape_index"), "", "get_collider_shape_index"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "collider_velocity"), "", "get_collider_velocity"); ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_collider_metadata"); } KinematicCollision2D::KinematicCollision2D() { collision.collider_shape = 0; collision.local_shape = 0; owner = nullptr; }