/*************************************************************************/ /* physics_body_2d.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #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); protected: static void _bind_methods(); PhysicsBody2D(PhysicsServer2D::BodyMode p_mode); Ref motion_cache; Ref _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false, real_t p_margin = 0.08); public: bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, real_t p_margin, 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 p_exclude_raycast_shapes = true, const Ref &r_collision = Ref(), real_t p_margin = 0.08); TypedArray get_collision_exceptions(); void add_collision_exception_with(Node *p_node); //must be physicsbody void remove_collision_exception_with(Node *p_node); virtual ~PhysicsBody2D(); }; class StaticBody2D : public PhysicsBody2D { GDCLASS(StaticBody2D, PhysicsBody2D); Vector2 constant_linear_velocity; real_t constant_angular_velocity = 0.0; Ref physics_material_override; bool kinematic_motion = false; protected: void _notification(int p_what); 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(); private: void _reload_physics_characteristics(); void _update_kinematic_motion(); void set_kinematic_motion_enabled(bool p_enabled); bool is_kinematic_motion_enabled() const; }; class RigidBody2D : public PhysicsBody2D { GDCLASS(RigidBody2D, PhysicsBody2D); public: enum Mode { MODE_DYNAMIC, MODE_STATIC, MODE_DYNAMIC_LOCKED, MODE_KINEMATIC, }; enum CCDMode { CCD_MODE_DISABLED, CCD_MODE_CAST_RAY, CCD_MODE_CAST_SHAPE, }; private: bool can_sleep = true; PhysicsDirectBodyState2D *state = nullptr; Mode mode = MODE_DYNAMIC; real_t mass = 1.0; Ref physics_material_override; real_t gravity_scale = 1.0; real_t linear_damp = -1.0; real_t angular_damp = -1.0; Vector2 linear_velocity; real_t angular_velocity = 0.0; bool sleeping = false; int max_contacts_reported = 0; bool custom_integrator = false; CCDMode ccd_mode = CCD_MODE_DISABLED; struct ShapePair { int body_shape = 0; int local_shape = 0; bool tagged = false; 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 { RID rid; ObjectID body_id; ShapePair pair; }; struct BodyState { RID rid; //int rc; bool in_scene = false; VSet shapes; }; struct ContactMonitor { bool locked = false; Map body_map; }; ContactMonitor *contact_monitor = nullptr; void _body_enter_tree(ObjectID p_id); void _body_exit_tree(ObjectID p_id); void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape); void _direct_state_changed(Object *p_state); 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_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(real_t p_torque); void set_applied_force(const Vector2 &p_force); Vector2 get_applied_force() const; void set_applied_torque(const real_t p_torque); real_t 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(real_t p_torque); TypedArray get_colliding_bodies() const; //function for script TypedArray get_configuration_warnings() const override; RigidBody2D(); ~RigidBody2D(); private: void _reload_physics_characteristics(); }; VARIANT_ENUM_CAST(RigidBody2D::Mode); VARIANT_ENUM_CAST(RigidBody2D::CCDMode); class CharacterBody2D : public PhysicsBody2D { GDCLASS(CharacterBody2D, PhysicsBody2D); private: real_t margin = 0.08; bool stop_on_slope = false; bool infinite_inertia = true; int max_slides = 4; real_t floor_max_angle = Math::deg2rad((real_t)45.0); Vector2 snap; Vector2 up_direction = Vector2(0.0, -1.0); Vector2 linear_velocity; Vector2 floor_normal; Vector2 floor_velocity; RID on_floor_body; bool on_floor = false; bool on_ceiling = false; bool on_wall = false; bool sync_to_physics = false; Vector motion_results; Vector> slide_colliders; Ref _get_slide_collision(int p_bounce); bool separate_raycast_shapes(PhysicsServer2D::MotionResult &r_result); Transform2D last_valid_transform; void _direct_state_changed(Object *p_state); void set_safe_margin(real_t p_margin); real_t get_safe_margin() const; bool is_stop_on_slope_enabled() const; void set_stop_on_slope_enabled(bool p_enabled); bool is_infinite_inertia_enabled() const; void set_infinite_inertia_enabled(bool p_enabled); int get_max_slides() const; void set_max_slides(int p_max_slides); real_t get_floor_max_angle() const; void set_floor_max_angle(real_t p_floor_max_angle); const Vector2 &get_snap() const; void set_snap(const Vector2 &p_snap); const Vector2 &get_up_direction() const; void set_up_direction(const Vector2 &p_up_direction); protected: void _notification(int p_what); static void _bind_methods(); public: void move_and_slide(); const Vector2 &get_linear_velocity() const; void set_linear_velocity(const Vector2 &p_velocity); 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; PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const; void set_sync_to_physics(bool p_enable); bool is_sync_to_physics_enabled() const; CharacterBody2D(); ~CharacterBody2D(); }; class KinematicCollision2D : public Reference { GDCLASS(KinematicCollision2D, Reference); PhysicsBody2D *owner = nullptr; friend class PhysicsBody2D; friend class CharacterBody2D; PhysicsServer2D::MotionResult result; 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; }; #endif // PHYSICS_BODY_2D_H