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+/**************************************************************************/
+/* physics_body_2d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 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::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("move_and_collide", "motion", "test_only", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("test_move", "from", "motion", "collision", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("get_gravity"), &PhysicsBody2D::get_gravity);
+
+ 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);
+}
+
+PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) :
+ CollisionObject2D(PhysicsServer2D::get_singleton()->body_create(), false) {
+ set_body_mode(p_mode);
+ set_pickable(false);
+}
+
+PhysicsBody2D::~PhysicsBody2D() {
+ if (motion_cache.is_valid()) {
+ motion_cache->owner = nullptr;
+ }
+}
+
+Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_test_only, real_t p_margin, bool p_recovery_as_collision) {
+ PhysicsServer2D::MotionParameters parameters(get_global_transform(), p_motion, p_margin);
+ parameters.recovery_as_collision = p_recovery_as_collision;
+
+ PhysicsServer2D::MotionResult result;
+
+ if (move_and_collide(parameters, result, p_test_only)) {
+ // Create a new instance when the cached reference is invalid or still in use in script.
+ if (motion_cache.is_null() || motion_cache->get_reference_count() > 1) {
+ motion_cache.instantiate();
+ motion_cache->owner = this;
+ }
+
+ motion_cache->result = result;
+ return motion_cache;
+ }
+
+ return Ref<KinematicCollision2D>();
+}
+
+bool PhysicsBody2D::move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only, bool p_cancel_sliding) {
+ if (is_only_update_transform_changes_enabled()) {
+ ERR_PRINT("Move functions do not work together with 'sync to physics' option. See the documentation for details.");
+ }
+
+ bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_parameters, &r_result);
+
+ // Restore direction of motion to be along original motion,
+ // in order to avoid sliding due to recovery,
+ // but only if collision depth is low enough to avoid tunneling.
+ if (p_cancel_sliding) {
+ real_t motion_length = p_parameters.motion.length();
+ real_t precision = 0.001;
+
+ if (colliding) {
+ // Can't just use margin as a threshold because collision depth is calculated on unsafe motion,
+ // so even in normal resting cases the depth can be a bit more than the margin.
+ precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction);
+
+ if (r_result.collision_depth > p_parameters.margin + precision) {
+ p_cancel_sliding = false;
+ }
+ }
+
+ if (p_cancel_sliding) {
+ // When motion is null, recovery is the resulting motion.
+ Vector2 motion_normal;
+ if (motion_length > CMP_EPSILON) {
+ motion_normal = p_parameters.motion / motion_length;
+ }
+
+ // Check depth of recovery.
+ real_t projected_length = r_result.travel.dot(motion_normal);
+ Vector2 recovery = r_result.travel - motion_normal * projected_length;
+ real_t recovery_length = recovery.length();
+ // Fixes cases where canceling slide causes the motion to go too deep into the ground,
+ // because we're only taking rest information into account and not general recovery.
+ if (recovery_length < p_parameters.margin + precision) {
+ // Apply adjustment to motion.
+ r_result.travel = motion_normal * projected_length;
+ r_result.remainder = p_parameters.motion - r_result.travel;
+ }
+ }
+ }
+
+ if (!p_test_only) {
+ Transform2D gt = p_parameters.from;
+ gt.columns[2] += r_result.travel;
+ set_global_transform(gt);
+ }
+
+ return colliding;
+}
+
+bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision, real_t p_margin, bool p_recovery_as_collision) {
+ ERR_FAIL_COND_V(!is_inside_tree(), false);
+
+ PhysicsServer2D::MotionResult *r = nullptr;
+ PhysicsServer2D::MotionResult temp_result;
+ if (r_collision.is_valid()) {
+ // Needs const_cast because method bindings don't support non-const Ref.
+ r = const_cast<PhysicsServer2D::MotionResult *>(&r_collision->result);
+ } else {
+ r = &temp_result;
+ }
+
+ PhysicsServer2D::MotionParameters parameters(p_from, p_motion, p_margin);
+ parameters.recovery_as_collision = p_recovery_as_collision;
+
+ return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r);
+}
+
+Vector2 PhysicsBody2D::get_gravity() const {
+ PhysicsDirectBodyState2D *state = PhysicsServer2D::get_singleton()->body_get_direct_state(get_rid());
+ ERR_FAIL_NULL_V(state, Vector2());
+ return state->get_total_gravity();
+}
+
+TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() {
+ List<RID> exceptions;
+ PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions);
+ Array ret;
+ for (const RID &body : exceptions) {
+ 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_NULL_MSG(physics_body, "Collision exception only works between two nodes that inherit from PhysicsBody2D.");
+ 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_NULL_MSG(physics_body, "Collision exception only works between two nodes that inherit from PhysicsBody2D.");
+ PhysicsServer2D::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid());
+}