/*************************************************************************/ /* physics_body_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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. */ /*************************************************************************/ #ifndef PHYSICS_BODY_2D_H #define PHYSICS_BODY_2D_H #include "core/templates/vset.h" #include "scene/2d/collision_object_2d.h" #include "scene/resources/physics_material.h" #include "servers/physics_server_2d.h" class KinematicCollision2D; class PhysicsBody2D : public CollisionObject2D { GDCLASS(PhysicsBody2D, CollisionObject2D); uint32_t collision_layer; uint32_t collision_mask; protected: void _notification(int p_what); PhysicsBody2D(PhysicsServer2D::BodyMode p_mode); static void _bind_methods(); public: void set_collision_layer(uint32_t p_layer); uint32_t get_collision_layer() const; void set_collision_mask(uint32_t p_mask); uint32_t get_collision_mask() const; void set_collision_mask_bit(int p_bit, bool p_value); bool get_collision_mask_bit(int p_bit) const; void set_collision_layer_bit(int p_bit, bool p_value); bool get_collision_layer_bit(int p_bit) const; TypedArray get_collision_exceptions(); void add_collision_exception_with(Node *p_node); //must be physicsbody void remove_collision_exception_with(Node *p_node); PhysicsBody2D(); }; class StaticBody2D : public PhysicsBody2D { GDCLASS(StaticBody2D, PhysicsBody2D); Vector2 constant_linear_velocity; real_t constant_angular_velocity; Ref physics_material_override; protected: static void _bind_methods(); public: void set_physics_material_override(const Ref &p_physics_material_override); Ref get_physics_material_override() const; void set_constant_linear_velocity(const Vector2 &p_vel); void set_constant_angular_velocity(real_t p_vel); Vector2 get_constant_linear_velocity() const; real_t get_constant_angular_velocity() const; StaticBody2D(); ~StaticBody2D(); private: void _reload_physics_characteristics(); }; class RigidBody2D : public PhysicsBody2D { GDCLASS(RigidBody2D, PhysicsBody2D); public: enum Mode { MODE_RIGID, MODE_STATIC, MODE_CHARACTER, MODE_KINEMATIC, }; enum CCDMode { CCD_MODE_DISABLED, CCD_MODE_CAST_RAY, CCD_MODE_CAST_SHAPE, }; private: bool can_sleep; PhysicsDirectBodyState2D *state; Mode mode; real_t mass; Ref physics_material_override; real_t gravity_scale; real_t linear_damp; real_t angular_damp; Vector2 linear_velocity; real_t angular_velocity; bool sleeping; int max_contacts_reported; bool custom_integrator; CCDMode ccd_mode; struct ShapePair { int body_shape; int local_shape; bool tagged; bool operator<(const ShapePair &p_sp) const { if (body_shape == p_sp.body_shape) { return local_shape < p_sp.local_shape; } return body_shape < p_sp.body_shape; } ShapePair() {} ShapePair(int p_bs, int p_ls) { body_shape = p_bs; local_shape = p_ls; } }; struct RigidBody2D_RemoveAction { ObjectID body_id; ShapePair pair; }; struct BodyState { //int rc; bool in_scene; VSet shapes; }; struct ContactMonitor { bool locked; Map body_map; }; ContactMonitor *contact_monitor; void _body_enter_tree(ObjectID p_id); void _body_exit_tree(ObjectID p_id); void _body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape); void _direct_state_changed(Object *p_state); bool _test_motion(const Vector2 &p_motion, bool p_infinite_inertia = true, float p_margin = 0.08, const Ref &p_result = Ref()); protected: void _notification(int p_what); static void _bind_methods(); public: void set_mode(Mode p_mode); Mode get_mode() const; void set_mass(real_t p_mass); real_t get_mass() const; void set_inertia(real_t p_inertia); real_t get_inertia() const; void set_weight(real_t p_weight); real_t get_weight() const; void set_physics_material_override(const Ref &p_physics_material_override); Ref get_physics_material_override() const; void set_gravity_scale(real_t p_gravity_scale); real_t get_gravity_scale() const; void set_linear_damp(real_t p_linear_damp); real_t get_linear_damp() const; void set_angular_damp(real_t p_angular_damp); real_t get_angular_damp() const; void set_linear_velocity(const Vector2 &p_velocity); Vector2 get_linear_velocity() const; void set_axis_velocity(const Vector2 &p_axis); void set_angular_velocity(real_t p_velocity); real_t get_angular_velocity() const; void set_use_custom_integrator(bool p_enable); bool is_using_custom_integrator(); void set_sleeping(bool p_sleeping); bool is_sleeping() const; void set_can_sleep(bool p_active); bool is_able_to_sleep() const; void set_contact_monitor(bool p_enabled); bool is_contact_monitor_enabled() const; void set_max_contacts_reported(int p_amount); int get_max_contacts_reported() const; void set_continuous_collision_detection_mode(CCDMode p_mode); CCDMode get_continuous_collision_detection_mode() const; void apply_central_impulse(const Vector2 &p_impulse); void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()); void apply_torque_impulse(float p_torque); void set_applied_force(const Vector2 &p_force); Vector2 get_applied_force() const; void set_applied_torque(const float p_torque); float get_applied_torque() const; void add_central_force(const Vector2 &p_force); void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()); void add_torque(float p_torque); TypedArray get_colliding_bodies() const; //function for script virtual String get_configuration_warning() const override; RigidBody2D(); ~RigidBody2D(); private: void _reload_physics_characteristics(); }; VARIANT_ENUM_CAST(RigidBody2D::Mode); VARIANT_ENUM_CAST(RigidBody2D::CCDMode); class KinematicBody2D : public PhysicsBody2D { GDCLASS(KinematicBody2D, PhysicsBody2D); public: struct Collision { Vector2 collision; Vector2 normal; Vector2 collider_vel; ObjectID collider; RID collider_rid; int collider_shape; Variant collider_metadata; Vector2 remainder; Vector2 travel; int local_shape; }; private: float margin; Vector2 floor_normal; Vector2 floor_velocity; RID on_floor_body; bool on_floor; bool on_ceiling; bool on_wall; bool sync_to_physics; Vector colliders; Vector> slide_colliders; Ref motion_cache; _FORCE_INLINE_ bool _ignores_mode(PhysicsServer2D::BodyMode) const; Ref _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false); Ref _get_slide_collision(int p_bounce); Transform2D last_valid_transform; void _direct_state_changed(Object *p_state); protected: void _notification(int p_what); static void _bind_methods(); public: bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false); bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia = true); bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision); void set_safe_margin(float p_margin); float get_safe_margin() const; Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true); Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true); bool is_on_floor() const; bool is_on_wall() const; bool is_on_ceiling() const; Vector2 get_floor_normal() const; Vector2 get_floor_velocity() const; int get_slide_count() const; Collision get_slide_collision(int p_bounce) const; void set_sync_to_physics(bool p_enable); bool is_sync_to_physics_enabled() const; KinematicBody2D(); ~KinematicBody2D(); }; class KinematicCollision2D : public Reference { GDCLASS(KinematicCollision2D, Reference); KinematicBody2D *owner; friend class KinematicBody2D; KinematicBody2D::Collision collision; protected: static void _bind_methods(); public: Vector2 get_position() const; Vector2 get_normal() const; Vector2 get_travel() const; Vector2 get_remainder() const; Object *get_local_shape() const; Object *get_collider() const; ObjectID get_collider_id() const; Object *get_collider_shape() const; int get_collider_shape_index() const; Vector2 get_collider_velocity() const; Variant get_collider_metadata() const; KinematicCollision2D(); }; #endif // PHYSICS_BODY_2D_H