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-rw-r--r--scene/2d/physics/SCsub8
-rw-r--r--scene/2d/physics/animatable_body_2d.cpp111
-rw-r--r--scene/2d/physics/animatable_body_2d.h61
-rw-r--r--scene/2d/physics/area_2d.cpp687
-rw-r--r--scene/2d/physics/area_2d.h202
-rw-r--r--scene/2d/physics/character_body_2d.cpp755
-rw-r--r--scene/2d/physics/character_body_2d.h173
-rw-r--r--scene/2d/physics/collision_object_2d.cpp684
-rw-r--r--scene/2d/physics/collision_object_2d.h179
-rw-r--r--scene/2d/physics/collision_polygon_2d.cpp324
-rw-r--r--scene/2d/physics/collision_polygon_2d.h96
-rw-r--r--scene/2d/physics/collision_shape_2d.cpp294
-rw-r--r--scene/2d/physics/collision_shape_2d.h88
-rw-r--r--scene/2d/physics/joints/SCsub5
-rw-r--r--scene/2d/physics/joints/damped_spring_joint_2d.cpp128
-rw-r--r--scene/2d/physics/joints/damped_spring_joint_2d.h67
-rw-r--r--scene/2d/physics/joints/groove_joint_2d.cpp92
-rw-r--r--scene/2d/physics/joints/groove_joint_2d.h59
-rw-r--r--scene/2d/physics/joints/joint_2d.cpp254
-rw-r--r--scene/2d/physics/joints/joint_2d.h84
-rw-r--r--scene/2d/physics/joints/pin_joint_2d.cpp177
-rw-r--r--scene/2d/physics/joints/pin_joint_2d.h71
-rw-r--r--scene/2d/physics/kinematic_collision_2d.cpp120
-rw-r--r--scene/2d/physics/kinematic_collision_2d.h67
-rw-r--r--scene/2d/physics/physical_bone_2d.cpp299
-rw-r--r--scene/2d/physics/physical_bone_2d.h88
-rw-r--r--scene/2d/physics/physics_body_2d.cpp180
-rw-r--r--scene/2d/physics/physics_body_2d.h63
-rw-r--r--scene/2d/physics/ray_cast_2d.cpp374
-rw-r--r--scene/2d/physics/ray_cast_2d.h109
-rw-r--r--scene/2d/physics/rigid_body_2d.cpp817
-rw-r--r--scene/2d/physics/rigid_body_2d.h249
-rw-r--r--scene/2d/physics/shape_cast_2d.cpp484
-rw-r--r--scene/2d/physics/shape_cast_2d.h126
-rw-r--r--scene/2d/physics/static_body_2d.cpp96
-rw-r--r--scene/2d/physics/static_body_2d.h64
36 files changed, 7735 insertions, 0 deletions
diff --git a/scene/2d/physics/SCsub b/scene/2d/physics/SCsub
new file mode 100644
index 0000000000..e7fd3fe643
--- /dev/null
+++ b/scene/2d/physics/SCsub
@@ -0,0 +1,8 @@
+#!/usr/bin/env python
+
+Import("env")
+
+env.add_source_files(env.scene_sources, "*.cpp")
+
+# Chain load SCsubs
+SConscript("joints/SCsub")
diff --git a/scene/2d/physics/animatable_body_2d.cpp b/scene/2d/physics/animatable_body_2d.cpp
new file mode 100644
index 0000000000..10e90e708b
--- /dev/null
+++ b/scene/2d/physics/animatable_body_2d.cpp
@@ -0,0 +1,111 @@
+/**************************************************************************/
+/* animatable_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 "animatable_body_2d.h"
+
+void AnimatableBody2D::set_sync_to_physics(bool p_enable) {
+ if (sync_to_physics == p_enable) {
+ return;
+ }
+
+ sync_to_physics = p_enable;
+
+ _update_kinematic_motion();
+}
+
+bool AnimatableBody2D::is_sync_to_physics_enabled() const {
+ return sync_to_physics;
+}
+
+void AnimatableBody2D::_update_kinematic_motion() {
+#ifdef TOOLS_ENABLED
+ if (Engine::get_singleton()->is_editor_hint()) {
+ return;
+ }
+#endif
+
+ if (sync_to_physics) {
+ PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody2D::_body_state_changed));
+ set_only_update_transform_changes(true);
+ set_notify_local_transform(true);
+ } else {
+ PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), Callable());
+ set_only_update_transform_changes(false);
+ set_notify_local_transform(false);
+ }
+}
+
+void AnimatableBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
+ if (!sync_to_physics) {
+ return;
+ }
+
+ last_valid_transform = p_state->get_transform();
+ set_notify_local_transform(false);
+ set_global_transform(last_valid_transform);
+ set_notify_local_transform(true);
+}
+
+void AnimatableBody2D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ last_valid_transform = get_global_transform();
+ _update_kinematic_motion();
+ } break;
+
+ case NOTIFICATION_EXIT_TREE: {
+ set_only_update_transform_changes(false);
+ set_notify_local_transform(false);
+ } break;
+
+ case 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);
+ } break;
+ }
+}
+
+void AnimatableBody2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody2D::set_sync_to_physics);
+ ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &AnimatableBody2D::is_sync_to_physics_enabled);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
+}
+
+AnimatableBody2D::AnimatableBody2D() :
+ StaticBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) {
+}
diff --git a/scene/2d/physics/animatable_body_2d.h b/scene/2d/physics/animatable_body_2d.h
new file mode 100644
index 0000000000..e510d5cc9c
--- /dev/null
+++ b/scene/2d/physics/animatable_body_2d.h
@@ -0,0 +1,61 @@
+/**************************************************************************/
+/* animatable_body_2d.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef ANIMATABLE_BODY_2D_H
+#define ANIMATABLE_BODY_2D_H
+
+#include "scene/2d/physics/static_body_2d.h"
+
+class AnimatableBody2D : public StaticBody2D {
+ GDCLASS(AnimatableBody2D, StaticBody2D);
+
+private:
+ bool sync_to_physics = true;
+
+ Transform2D last_valid_transform;
+
+ static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state);
+ void _body_state_changed(PhysicsDirectBodyState2D *p_state);
+
+protected:
+ void _notification(int p_what);
+ static void _bind_methods();
+
+public:
+ AnimatableBody2D();
+
+private:
+ void _update_kinematic_motion();
+
+ void set_sync_to_physics(bool p_enable);
+ bool is_sync_to_physics_enabled() const;
+};
+
+#endif // ANIMATABLE_BODY_2D_H
diff --git a/scene/2d/physics/area_2d.cpp b/scene/2d/physics/area_2d.cpp
new file mode 100644
index 0000000000..b1ff94dda4
--- /dev/null
+++ b/scene/2d/physics/area_2d.cpp
@@ -0,0 +1,687 @@
+/**************************************************************************/
+/* area_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 "area_2d.h"
+
+#include "scene/scene_string_names.h"
+#include "servers/audio_server.h"
+
+void Area2D::set_gravity_space_override_mode(SpaceOverride p_mode) {
+ gravity_space_override = p_mode;
+ PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE, p_mode);
+}
+
+Area2D::SpaceOverride Area2D::get_gravity_space_override_mode() const {
+ return gravity_space_override;
+}
+
+void Area2D::set_gravity_is_point(bool p_enabled) {
+ gravity_is_point = p_enabled;
+ PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_IS_POINT, p_enabled);
+}
+
+bool Area2D::is_gravity_a_point() const {
+ return gravity_is_point;
+}
+
+void Area2D::set_gravity_point_unit_distance(real_t p_scale) {
+ gravity_point_unit_distance = p_scale;
+ PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE, p_scale);
+}
+
+real_t Area2D::get_gravity_point_unit_distance() const {
+ return gravity_point_unit_distance;
+}
+
+void Area2D::set_gravity_point_center(const Vector2 &p_center) {
+ gravity_vec = p_center;
+ PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, p_center);
+}
+
+const Vector2 &Area2D::get_gravity_point_center() const {
+ return gravity_vec;
+}
+
+void Area2D::set_gravity_direction(const Vector2 &p_direction) {
+ gravity_vec = p_direction;
+ PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, p_direction);
+}
+
+const Vector2 &Area2D::get_gravity_direction() const {
+ return gravity_vec;
+}
+
+void Area2D::set_gravity(real_t p_gravity) {
+ gravity = p_gravity;
+ PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY, p_gravity);
+}
+
+real_t Area2D::get_gravity() const {
+ return gravity;
+}
+
+void Area2D::set_linear_damp_space_override_mode(SpaceOverride p_mode) {
+ linear_damp_space_override = p_mode;
+ PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE, p_mode);
+}
+
+Area2D::SpaceOverride Area2D::get_linear_damp_space_override_mode() const {
+ return linear_damp_space_override;
+}
+
+void Area2D::set_angular_damp_space_override_mode(SpaceOverride p_mode) {
+ angular_damp_space_override = p_mode;
+ PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE, p_mode);
+}
+
+Area2D::SpaceOverride Area2D::get_angular_damp_space_override_mode() const {
+ return angular_damp_space_override;
+}
+
+void Area2D::set_linear_damp(real_t p_linear_damp) {
+ linear_damp = p_linear_damp;
+ PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_LINEAR_DAMP, p_linear_damp);
+}
+
+real_t Area2D::get_linear_damp() const {
+ return linear_damp;
+}
+
+void Area2D::set_angular_damp(real_t p_angular_damp) {
+ angular_damp = p_angular_damp;
+ PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP, p_angular_damp);
+}
+
+real_t Area2D::get_angular_damp() const {
+ return angular_damp;
+}
+
+void Area2D::set_priority(int p_priority) {
+ priority = p_priority;
+ PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_PRIORITY, p_priority);
+}
+
+int Area2D::get_priority() const {
+ return priority;
+}
+
+void Area2D::_body_enter_tree(ObjectID p_id) {
+ Object *obj = ObjectDB::get_instance(p_id);
+ Node *node = Object::cast_to<Node>(obj);
+ ERR_FAIL_NULL(node);
+
+ HashMap<ObjectID, BodyState>::Iterator E = body_map.find(p_id);
+ ERR_FAIL_COND(!E);
+ ERR_FAIL_COND(E->value.in_tree);
+
+ E->value.in_tree = true;
+ emit_signal(SceneStringNames::get_singleton()->body_entered, node);
+ for (int i = 0; i < E->value.shapes.size(); i++) {
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape);
+ }
+}
+
+void Area2D::_body_exit_tree(ObjectID p_id) {
+ Object *obj = ObjectDB::get_instance(p_id);
+ Node *node = Object::cast_to<Node>(obj);
+ ERR_FAIL_NULL(node);
+ HashMap<ObjectID, BodyState>::Iterator E = body_map.find(p_id);
+ ERR_FAIL_COND(!E);
+ ERR_FAIL_COND(!E->value.in_tree);
+ E->value.in_tree = false;
+ emit_signal(SceneStringNames::get_singleton()->body_exited, node);
+ for (int i = 0; i < E->value.shapes.size(); i++) {
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape);
+ }
+}
+
+void Area2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape) {
+ bool body_in = p_status == PhysicsServer2D::AREA_BODY_ADDED;
+ ObjectID objid = p_instance;
+
+ // Exit early if instance is invalid.
+ if (objid.is_null()) {
+ // Emit the appropriate signals.
+ lock_callback();
+ locked = true;
+ if (body_in) {
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, (Node *)nullptr, p_body_shape, p_area_shape);
+ } else {
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, (Node *)nullptr, p_body_shape, p_area_shape);
+ }
+ locked = false;
+ unlock_callback();
+ return;
+ }
+
+ Object *obj = ObjectDB::get_instance(objid);
+ Node *node = Object::cast_to<Node>(obj);
+
+ HashMap<ObjectID, BodyState>::Iterator E = body_map.find(objid);
+
+ if (!body_in && !E) {
+ return; //does not exist because it was likely removed from the tree
+ }
+
+ lock_callback();
+ locked = true;
+
+ if (body_in) {
+ if (!E) {
+ E = body_map.insert(objid, BodyState());
+ E->value.rid = p_body;
+ E->value.rc = 0;
+ E->value.in_tree = node && node->is_inside_tree();
+ if (node) {
+ node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area2D::_body_enter_tree).bind(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area2D::_body_exit_tree).bind(objid));
+ if (E->value.in_tree) {
+ emit_signal(SceneStringNames::get_singleton()->body_entered, node);
+ }
+ }
+ }
+ E->value.rc++;
+ if (node) {
+ E->value.shapes.insert(ShapePair(p_body_shape, p_area_shape));
+ }
+
+ if (!node || E->value.in_tree) {
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_area_shape);
+ }
+
+ } else {
+ E->value.rc--;
+
+ if (node) {
+ E->value.shapes.erase(ShapePair(p_body_shape, p_area_shape));
+ }
+
+ bool in_tree = E->value.in_tree;
+ if (E->value.rc == 0) {
+ body_map.remove(E);
+ if (node) {
+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area2D::_body_enter_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area2D::_body_exit_tree));
+ if (in_tree) {
+ emit_signal(SceneStringNames::get_singleton()->body_exited, obj);
+ }
+ }
+ }
+ if (!node || in_tree) {
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, obj, p_body_shape, p_area_shape);
+ }
+ }
+
+ locked = false;
+ unlock_callback();
+}
+
+void Area2D::_area_enter_tree(ObjectID p_id) {
+ Object *obj = ObjectDB::get_instance(p_id);
+ Node *node = Object::cast_to<Node>(obj);
+ ERR_FAIL_NULL(node);
+
+ HashMap<ObjectID, AreaState>::Iterator E = area_map.find(p_id);
+ ERR_FAIL_COND(!E);
+ ERR_FAIL_COND(E->value.in_tree);
+
+ E->value.in_tree = true;
+ emit_signal(SceneStringNames::get_singleton()->area_entered, node);
+ for (int i = 0; i < E->value.shapes.size(); i++) {
+ emit_signal(SceneStringNames::get_singleton()->area_shape_entered, E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape);
+ }
+}
+
+void Area2D::_area_exit_tree(ObjectID p_id) {
+ Object *obj = ObjectDB::get_instance(p_id);
+ Node *node = Object::cast_to<Node>(obj);
+ ERR_FAIL_NULL(node);
+ HashMap<ObjectID, AreaState>::Iterator E = area_map.find(p_id);
+ ERR_FAIL_COND(!E);
+ ERR_FAIL_COND(!E->value.in_tree);
+ E->value.in_tree = false;
+ emit_signal(SceneStringNames::get_singleton()->area_exited, node);
+ for (int i = 0; i < E->value.shapes.size(); i++) {
+ emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape);
+ }
+}
+
+void Area2D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape) {
+ bool area_in = p_status == PhysicsServer2D::AREA_BODY_ADDED;
+ ObjectID objid = p_instance;
+
+ // Exit early if instance is invalid.
+ if (objid.is_null()) {
+ // Emit the appropriate signals.
+ lock_callback();
+ locked = true;
+ if (area_in) {
+ emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_area, (Node *)nullptr, p_area_shape, p_self_shape);
+ } else {
+ emit_signal(SceneStringNames::get_singleton()->area_shape_exited, p_area, (Node *)nullptr, p_area_shape, p_self_shape);
+ }
+ locked = false;
+ unlock_callback();
+ return;
+ }
+
+ Object *obj = ObjectDB::get_instance(objid);
+ Node *node = Object::cast_to<Node>(obj);
+
+ HashMap<ObjectID, AreaState>::Iterator E = area_map.find(objid);
+
+ if (!area_in && !E) {
+ return; //likely removed from the tree
+ }
+
+ lock_callback();
+ locked = true;
+
+ if (area_in) {
+ if (!E) {
+ E = area_map.insert(objid, AreaState());
+ E->value.rid = p_area;
+ E->value.rc = 0;
+ E->value.in_tree = node && node->is_inside_tree();
+ if (node) {
+ node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area2D::_area_enter_tree).bind(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area2D::_area_exit_tree).bind(objid));
+ if (E->value.in_tree) {
+ emit_signal(SceneStringNames::get_singleton()->area_entered, node);
+ }
+ }
+ }
+ E->value.rc++;
+ if (node) {
+ E->value.shapes.insert(AreaShapePair(p_area_shape, p_self_shape));
+ }
+
+ if (!node || E->value.in_tree) {
+ emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_area, node, p_area_shape, p_self_shape);
+ }
+
+ } else {
+ E->value.rc--;
+
+ if (node) {
+ E->value.shapes.erase(AreaShapePair(p_area_shape, p_self_shape));
+ }
+
+ bool in_tree = E->value.in_tree;
+ if (E->value.rc == 0) {
+ area_map.remove(E);
+ if (node) {
+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area2D::_area_enter_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area2D::_area_exit_tree));
+ if (in_tree) {
+ emit_signal(SceneStringNames::get_singleton()->area_exited, obj);
+ }
+ }
+ }
+ if (!node || in_tree) {
+ emit_signal(SceneStringNames::get_singleton()->area_shape_exited, p_area, obj, p_area_shape, p_self_shape);
+ }
+ }
+
+ locked = false;
+ unlock_callback();
+}
+
+void Area2D::_clear_monitoring() {
+ ERR_FAIL_COND_MSG(locked, "This function can't be used during the in/out signal.");
+
+ {
+ HashMap<ObjectID, BodyState> bmcopy = body_map;
+ body_map.clear();
+ //disconnect all monitored stuff
+
+ for (const KeyValue<ObjectID, BodyState> &E : bmcopy) {
+ Object *obj = ObjectDB::get_instance(E.key);
+ Node *node = Object::cast_to<Node>(obj);
+
+ if (!node) { //node may have been deleted in previous frame or at other legitimate point
+ continue;
+ }
+
+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area2D::_body_enter_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area2D::_body_exit_tree));
+
+ if (!E.value.in_tree) {
+ continue;
+ }
+
+ for (int i = 0; i < E.value.shapes.size(); i++) {
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E.value.rid, node, E.value.shapes[i].body_shape, E.value.shapes[i].area_shape);
+ }
+
+ emit_signal(SceneStringNames::get_singleton()->body_exited, obj);
+ }
+ }
+
+ {
+ HashMap<ObjectID, AreaState> bmcopy = area_map;
+ area_map.clear();
+ //disconnect all monitored stuff
+
+ for (const KeyValue<ObjectID, AreaState> &E : bmcopy) {
+ Object *obj = ObjectDB::get_instance(E.key);
+ Node *node = Object::cast_to<Node>(obj);
+
+ if (!node) { //node may have been deleted in previous frame or at other legitimate point
+ continue;
+ }
+
+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area2D::_area_enter_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area2D::_area_exit_tree));
+
+ if (!E.value.in_tree) {
+ continue;
+ }
+
+ for (int i = 0; i < E.value.shapes.size(); i++) {
+ emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E.value.rid, node, E.value.shapes[i].area_shape, E.value.shapes[i].self_shape);
+ }
+
+ emit_signal(SceneStringNames::get_singleton()->area_exited, obj);
+ }
+ }
+}
+
+void Area2D::_space_changed(const RID &p_new_space) {
+ if (p_new_space.is_null()) {
+ _clear_monitoring();
+ }
+}
+
+void Area2D::set_monitoring(bool p_enable) {
+ if (p_enable == monitoring) {
+ return;
+ }
+ ERR_FAIL_COND_MSG(locked, "Function blocked during in/out signal. Use set_deferred(\"monitoring\", true/false).");
+
+ monitoring = p_enable;
+
+ if (monitoring) {
+ PhysicsServer2D::get_singleton()->area_set_monitor_callback(get_rid(), callable_mp(this, &Area2D::_body_inout));
+ PhysicsServer2D::get_singleton()->area_set_area_monitor_callback(get_rid(), callable_mp(this, &Area2D::_area_inout));
+ } else {
+ PhysicsServer2D::get_singleton()->area_set_monitor_callback(get_rid(), Callable());
+ PhysicsServer2D::get_singleton()->area_set_area_monitor_callback(get_rid(), Callable());
+ _clear_monitoring();
+ }
+}
+
+bool Area2D::is_monitoring() const {
+ return monitoring;
+}
+
+void Area2D::set_monitorable(bool p_enable) {
+ ERR_FAIL_COND_MSG(locked || (is_inside_tree() && PhysicsServer2D::get_singleton()->is_flushing_queries()), "Function blocked during in/out signal. Use set_deferred(\"monitorable\", true/false).");
+
+ if (p_enable == monitorable) {
+ return;
+ }
+
+ monitorable = p_enable;
+
+ PhysicsServer2D::get_singleton()->area_set_monitorable(get_rid(), monitorable);
+}
+
+bool Area2D::is_monitorable() const {
+ return monitorable;
+}
+
+TypedArray<Node2D> Area2D::get_overlapping_bodies() const {
+ TypedArray<Node2D> ret;
+ ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping bodies when monitoring is off.");
+ ret.resize(body_map.size());
+ int idx = 0;
+ for (const KeyValue<ObjectID, BodyState> &E : body_map) {
+ Object *obj = ObjectDB::get_instance(E.key);
+ if (obj) {
+ ret[idx] = obj;
+ idx++;
+ }
+ }
+
+ ret.resize(idx);
+ return ret;
+}
+
+TypedArray<Area2D> Area2D::get_overlapping_areas() const {
+ TypedArray<Area2D> ret;
+ ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping areas when monitoring is off.");
+ ret.resize(area_map.size());
+ int idx = 0;
+ for (const KeyValue<ObjectID, AreaState> &E : area_map) {
+ Object *obj = ObjectDB::get_instance(E.key);
+ if (obj) {
+ ret[idx] = obj;
+ idx++;
+ }
+ }
+
+ ret.resize(idx);
+ return ret;
+}
+
+bool Area2D::has_overlapping_bodies() const {
+ ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping bodies when monitoring is off.");
+ return !body_map.is_empty();
+}
+
+bool Area2D::has_overlapping_areas() const {
+ ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping areas when monitoring is off.");
+ return !area_map.is_empty();
+}
+
+bool Area2D::overlaps_area(Node *p_area) const {
+ ERR_FAIL_NULL_V(p_area, false);
+ HashMap<ObjectID, AreaState>::ConstIterator E = area_map.find(p_area->get_instance_id());
+ if (!E) {
+ return false;
+ }
+ return E->value.in_tree;
+}
+
+bool Area2D::overlaps_body(Node *p_body) const {
+ ERR_FAIL_NULL_V(p_body, false);
+ HashMap<ObjectID, BodyState>::ConstIterator E = body_map.find(p_body->get_instance_id());
+ if (!E) {
+ return false;
+ }
+ return E->value.in_tree;
+}
+
+void Area2D::set_audio_bus_override(bool p_override) {
+ audio_bus_override = p_override;
+}
+
+bool Area2D::is_overriding_audio_bus() const {
+ return audio_bus_override;
+}
+
+void Area2D::set_audio_bus_name(const StringName &p_audio_bus) {
+ audio_bus = p_audio_bus;
+}
+
+StringName Area2D::get_audio_bus_name() const {
+ for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
+ if (AudioServer::get_singleton()->get_bus_name(i) == audio_bus) {
+ return audio_bus;
+ }
+ }
+ return SceneStringNames::get_singleton()->Master;
+}
+
+void Area2D::_validate_property(PropertyInfo &p_property) const {
+ if (p_property.name == "audio_bus_name") {
+ String options;
+ for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
+ if (i > 0) {
+ options += ",";
+ }
+ String name = AudioServer::get_singleton()->get_bus_name(i);
+ options += name;
+ }
+
+ p_property.hint_string = options;
+ } else if (p_property.name.begins_with("gravity") && p_property.name != "gravity_space_override") {
+ if (gravity_space_override == SPACE_OVERRIDE_DISABLED) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ } else {
+ if (gravity_is_point) {
+ if (p_property.name == "gravity_direction") {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+ } else {
+ if (p_property.name.begins_with("gravity_point_")) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+ }
+ }
+ } else if (p_property.name.begins_with("linear_damp") && p_property.name != "linear_damp_space_override") {
+ if (linear_damp_space_override == SPACE_OVERRIDE_DISABLED) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+ } else if (p_property.name.begins_with("angular_damp") && p_property.name != "angular_damp_space_override") {
+ if (angular_damp_space_override == SPACE_OVERRIDE_DISABLED) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+ }
+}
+
+void Area2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_gravity_space_override_mode", "space_override_mode"), &Area2D::set_gravity_space_override_mode);
+ ClassDB::bind_method(D_METHOD("get_gravity_space_override_mode"), &Area2D::get_gravity_space_override_mode);
+
+ ClassDB::bind_method(D_METHOD("set_gravity_is_point", "enable"), &Area2D::set_gravity_is_point);
+ ClassDB::bind_method(D_METHOD("is_gravity_a_point"), &Area2D::is_gravity_a_point);
+
+ ClassDB::bind_method(D_METHOD("set_gravity_point_unit_distance", "distance_scale"), &Area2D::set_gravity_point_unit_distance);
+ ClassDB::bind_method(D_METHOD("get_gravity_point_unit_distance"), &Area2D::get_gravity_point_unit_distance);
+
+ ClassDB::bind_method(D_METHOD("set_gravity_point_center", "center"), &Area2D::set_gravity_point_center);
+ ClassDB::bind_method(D_METHOD("get_gravity_point_center"), &Area2D::get_gravity_point_center);
+
+ ClassDB::bind_method(D_METHOD("set_gravity_direction", "direction"), &Area2D::set_gravity_direction);
+ ClassDB::bind_method(D_METHOD("get_gravity_direction"), &Area2D::get_gravity_direction);
+
+ ClassDB::bind_method(D_METHOD("set_gravity", "gravity"), &Area2D::set_gravity);
+ ClassDB::bind_method(D_METHOD("get_gravity"), &Area2D::get_gravity);
+
+ ClassDB::bind_method(D_METHOD("set_linear_damp_space_override_mode", "space_override_mode"), &Area2D::set_linear_damp_space_override_mode);
+ ClassDB::bind_method(D_METHOD("get_linear_damp_space_override_mode"), &Area2D::get_linear_damp_space_override_mode);
+
+ ClassDB::bind_method(D_METHOD("set_angular_damp_space_override_mode", "space_override_mode"), &Area2D::set_angular_damp_space_override_mode);
+ ClassDB::bind_method(D_METHOD("get_angular_damp_space_override_mode"), &Area2D::get_angular_damp_space_override_mode);
+
+ ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &Area2D::set_linear_damp);
+ ClassDB::bind_method(D_METHOD("get_linear_damp"), &Area2D::get_linear_damp);
+
+ ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &Area2D::set_angular_damp);
+ ClassDB::bind_method(D_METHOD("get_angular_damp"), &Area2D::get_angular_damp);
+
+ ClassDB::bind_method(D_METHOD("set_priority", "priority"), &Area2D::set_priority);
+ ClassDB::bind_method(D_METHOD("get_priority"), &Area2D::get_priority);
+
+ ClassDB::bind_method(D_METHOD("set_monitoring", "enable"), &Area2D::set_monitoring);
+ ClassDB::bind_method(D_METHOD("is_monitoring"), &Area2D::is_monitoring);
+
+ ClassDB::bind_method(D_METHOD("set_monitorable", "enable"), &Area2D::set_monitorable);
+ ClassDB::bind_method(D_METHOD("is_monitorable"), &Area2D::is_monitorable);
+
+ ClassDB::bind_method(D_METHOD("get_overlapping_bodies"), &Area2D::get_overlapping_bodies);
+ ClassDB::bind_method(D_METHOD("get_overlapping_areas"), &Area2D::get_overlapping_areas);
+
+ ClassDB::bind_method(D_METHOD("has_overlapping_bodies"), &Area2D::has_overlapping_bodies);
+ ClassDB::bind_method(D_METHOD("has_overlapping_areas"), &Area2D::has_overlapping_areas);
+
+ ClassDB::bind_method(D_METHOD("overlaps_body", "body"), &Area2D::overlaps_body);
+ ClassDB::bind_method(D_METHOD("overlaps_area", "area"), &Area2D::overlaps_area);
+
+ ClassDB::bind_method(D_METHOD("set_audio_bus_name", "name"), &Area2D::set_audio_bus_name);
+ ClassDB::bind_method(D_METHOD("get_audio_bus_name"), &Area2D::get_audio_bus_name);
+
+ ClassDB::bind_method(D_METHOD("set_audio_bus_override", "enable"), &Area2D::set_audio_bus_override);
+ ClassDB::bind_method(D_METHOD("is_overriding_audio_bus"), &Area2D::is_overriding_audio_bus);
+
+ ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
+ ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
+ ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D")));
+ ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D")));
+
+ ADD_SIGNAL(MethodInfo("area_shape_entered", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D"), PropertyInfo(Variant::INT, "area_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
+ ADD_SIGNAL(MethodInfo("area_shape_exited", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D"), PropertyInfo(Variant::INT, "area_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
+ ADD_SIGNAL(MethodInfo("area_entered", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D")));
+ ADD_SIGNAL(MethodInfo("area_exited", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D")));
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitoring"), "set_monitoring", "is_monitoring");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitorable"), "set_monitorable", "is_monitorable");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,100000,1,or_greater,or_less"), "set_priority", "get_priority");
+
+ ADD_GROUP("Gravity", "gravity_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "gravity_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_space_override_mode", "get_gravity_space_override_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "gravity_point", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_is_point", "is_gravity_a_point");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_point_unit_distance", PROPERTY_HINT_RANGE, "0,1024,0.001,or_greater,exp,suffix:px"), "set_gravity_point_unit_distance", "get_gravity_point_unit_distance");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "gravity_point_center", PROPERTY_HINT_NONE, "suffix:px"), "set_gravity_point_center", "get_gravity_point_center");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "gravity_direction"), "set_gravity_direction", "get_gravity_direction");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity", PROPERTY_HINT_RANGE, U"-4096,4096,0.001,or_less,or_greater,suffix:px/s\u00B2"), "set_gravity", "get_gravity");
+
+ ADD_GROUP("Linear Damp", "linear_damp_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_linear_damp_space_override_mode", "get_linear_damp_space_override_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
+
+ ADD_GROUP("Angular Damp", "angular_damp_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_angular_damp_space_override_mode", "get_angular_damp_space_override_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
+
+ ADD_GROUP("Audio Bus", "audio_bus_");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "audio_bus_override"), "set_audio_bus_override", "is_overriding_audio_bus");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "audio_bus_name", PROPERTY_HINT_ENUM, ""), "set_audio_bus_name", "get_audio_bus_name");
+
+ BIND_ENUM_CONSTANT(SPACE_OVERRIDE_DISABLED);
+ BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE);
+ BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE_REPLACE);
+ BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE);
+ BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE_COMBINE);
+}
+
+Area2D::Area2D() :
+ CollisionObject2D(PhysicsServer2D::get_singleton()->area_create(), true) {
+ set_gravity(980);
+ set_gravity_direction(Vector2(0, 1));
+ set_monitoring(true);
+ set_monitorable(true);
+ set_hide_clip_children(true);
+}
+
+Area2D::~Area2D() {
+}
diff --git a/scene/2d/physics/area_2d.h b/scene/2d/physics/area_2d.h
new file mode 100644
index 0000000000..7c59d76e00
--- /dev/null
+++ b/scene/2d/physics/area_2d.h
@@ -0,0 +1,202 @@
+/**************************************************************************/
+/* area_2d.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef AREA_2D_H
+#define AREA_2D_H
+
+#include "core/templates/vset.h"
+#include "scene/2d/physics/collision_object_2d.h"
+
+class Area2D : public CollisionObject2D {
+ GDCLASS(Area2D, CollisionObject2D);
+
+public:
+ enum SpaceOverride {
+ SPACE_OVERRIDE_DISABLED,
+ SPACE_OVERRIDE_COMBINE,
+ SPACE_OVERRIDE_COMBINE_REPLACE,
+ SPACE_OVERRIDE_REPLACE,
+ SPACE_OVERRIDE_REPLACE_COMBINE
+ };
+
+private:
+ SpaceOverride gravity_space_override = SPACE_OVERRIDE_DISABLED;
+ Vector2 gravity_vec;
+ real_t gravity = 0.0;
+ bool gravity_is_point = false;
+ real_t gravity_point_unit_distance = 0.0;
+
+ SpaceOverride linear_damp_space_override = SPACE_OVERRIDE_DISABLED;
+ SpaceOverride angular_damp_space_override = SPACE_OVERRIDE_DISABLED;
+ real_t linear_damp = 0.1;
+ real_t angular_damp = 1.0;
+
+ int priority = 0;
+
+ bool monitoring = false;
+ bool monitorable = false;
+ bool locked = false;
+
+ void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape);
+
+ void _body_enter_tree(ObjectID p_id);
+ void _body_exit_tree(ObjectID p_id);
+
+ struct ShapePair {
+ int body_shape = 0;
+ int area_shape = 0;
+ bool operator<(const ShapePair &p_sp) const {
+ if (body_shape == p_sp.body_shape) {
+ return area_shape < p_sp.area_shape;
+ } else {
+ return body_shape < p_sp.body_shape;
+ }
+ }
+
+ ShapePair() {}
+ ShapePair(int p_bs, int p_as) {
+ body_shape = p_bs;
+ area_shape = p_as;
+ }
+ };
+
+ struct BodyState {
+ RID rid;
+ int rc = 0;
+ bool in_tree = false;
+ VSet<ShapePair> shapes;
+ };
+
+ HashMap<ObjectID, BodyState> body_map;
+
+ void _area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape);
+
+ void _area_enter_tree(ObjectID p_id);
+ void _area_exit_tree(ObjectID p_id);
+
+ struct AreaShapePair {
+ int area_shape = 0;
+ int self_shape = 0;
+ bool operator<(const AreaShapePair &p_sp) const {
+ if (area_shape == p_sp.area_shape) {
+ return self_shape < p_sp.self_shape;
+ } else {
+ return area_shape < p_sp.area_shape;
+ }
+ }
+
+ AreaShapePair() {}
+ AreaShapePair(int p_bs, int p_as) {
+ area_shape = p_bs;
+ self_shape = p_as;
+ }
+ };
+
+ struct AreaState {
+ RID rid;
+ int rc = 0;
+ bool in_tree = false;
+ VSet<AreaShapePair> shapes;
+ };
+
+ HashMap<ObjectID, AreaState> area_map;
+ void _clear_monitoring();
+
+ bool audio_bus_override = false;
+ StringName audio_bus;
+
+protected:
+ static void _bind_methods();
+ void _validate_property(PropertyInfo &p_property) const;
+
+ virtual void _space_changed(const RID &p_new_space) override;
+
+public:
+ void set_gravity_space_override_mode(SpaceOverride p_mode);
+ SpaceOverride get_gravity_space_override_mode() const;
+
+ void set_gravity_is_point(bool p_enabled);
+ bool is_gravity_a_point() const;
+
+ void set_gravity_point_unit_distance(real_t p_scale);
+ real_t get_gravity_point_unit_distance() const;
+
+ void set_gravity_point_center(const Vector2 &p_center);
+ const Vector2 &get_gravity_point_center() const;
+
+ void set_gravity_direction(const Vector2 &p_direction);
+ const Vector2 &get_gravity_direction() const;
+
+ void set_gravity(real_t p_gravity);
+ real_t get_gravity() const;
+
+ void set_linear_damp_space_override_mode(SpaceOverride p_mode);
+ SpaceOverride get_linear_damp_space_override_mode() const;
+
+ void set_angular_damp_space_override_mode(SpaceOverride p_mode);
+ SpaceOverride get_angular_damp_space_override_mode() 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_priority(int p_priority);
+ int get_priority() const;
+
+ void set_monitoring(bool p_enable);
+ bool is_monitoring() const;
+
+ void set_monitorable(bool p_enable);
+ bool is_monitorable() const;
+
+ TypedArray<Node2D> get_overlapping_bodies() const; //function for script
+ TypedArray<Area2D> get_overlapping_areas() const; //function for script
+
+ bool has_overlapping_bodies() const;
+ bool has_overlapping_areas() const;
+
+ bool overlaps_area(Node *p_area) const;
+ bool overlaps_body(Node *p_body) const;
+
+ void set_audio_bus_override(bool p_override);
+ bool is_overriding_audio_bus() const;
+
+ void set_audio_bus_name(const StringName &p_audio_bus);
+ StringName get_audio_bus_name() const;
+
+ Area2D();
+ ~Area2D();
+};
+
+VARIANT_ENUM_CAST(Area2D::SpaceOverride);
+
+#endif // AREA_2D_H
diff --git a/scene/2d/physics/character_body_2d.cpp b/scene/2d/physics/character_body_2d.cpp
new file mode 100644
index 0000000000..e5d575a159
--- /dev/null
+++ b/scene/2d/physics/character_body_2d.cpp
@@ -0,0 +1,755 @@
+/**************************************************************************/
+/* character_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 "character_body_2d.h"
+
+// So, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
+#define FLOOR_ANGLE_THRESHOLD 0.01
+
+bool CharacterBody2D::move_and_slide() {
+ // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky.
+ double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
+
+ Vector2 current_platform_velocity = platform_velocity;
+ Transform2D gt = get_global_transform();
+ previous_position = gt.columns[2];
+
+ if ((on_floor || on_wall) && platform_rid.is_valid()) {
+ bool excluded = false;
+ if (on_floor) {
+ excluded = (platform_floor_layers & platform_layer) == 0;
+ } else if (on_wall) {
+ excluded = (platform_wall_layers & platform_layer) == 0;
+ }
+ if (!excluded) {
+ //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(platform_rid);
+ if (bs) {
+ Vector2 local_position = gt.columns[2] - bs->get_transform().columns[2];
+ current_platform_velocity = bs->get_velocity_at_local_position(local_position);
+ } else {
+ // Body is removed or destroyed, invalidate floor.
+ current_platform_velocity = Vector2();
+ platform_rid = RID();
+ }
+ } else {
+ current_platform_velocity = Vector2();
+ }
+ }
+
+ motion_results.clear();
+ last_motion = Vector2();
+
+ bool was_on_floor = on_floor;
+ on_floor = false;
+ on_ceiling = false;
+ on_wall = false;
+
+ if (!current_platform_velocity.is_zero_approx()) {
+ PhysicsServer2D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin);
+ parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
+ parameters.exclude_bodies.insert(platform_rid);
+ if (platform_object_id.is_valid()) {
+ parameters.exclude_objects.insert(platform_object_id);
+ }
+
+ PhysicsServer2D::MotionResult floor_result;
+ if (move_and_collide(parameters, floor_result, false, false)) {
+ motion_results.push_back(floor_result);
+ _set_collision_direction(floor_result);
+ }
+ }
+
+ if (motion_mode == MOTION_MODE_GROUNDED) {
+ _move_and_slide_grounded(delta, was_on_floor);
+ } else {
+ _move_and_slide_floating(delta);
+ }
+
+ // Compute real velocity.
+ real_velocity = get_position_delta() / delta;
+
+ if (platform_on_leave != PLATFORM_ON_LEAVE_DO_NOTHING) {
+ // Add last platform velocity when just left a moving platform.
+ if (!on_floor && !on_wall) {
+ if (platform_on_leave == PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY && current_platform_velocity.dot(up_direction) < 0) {
+ current_platform_velocity = current_platform_velocity.slide(up_direction);
+ }
+ velocity += current_platform_velocity;
+ }
+ }
+
+ return motion_results.size() > 0;
+}
+
+void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) {
+ Vector2 motion = velocity * p_delta;
+ Vector2 motion_slide_up = motion.slide(up_direction);
+
+ Vector2 prev_floor_normal = floor_normal;
+
+ platform_rid = RID();
+ platform_object_id = ObjectID();
+ floor_normal = Vector2();
+ platform_velocity = Vector2();
+
+ // No sliding on first attempt to keep floor motion stable when possible,
+ // When stop on slope is enabled or when there is no up direction.
+ bool sliding_enabled = !floor_stop_on_slope;
+ // Constant speed can be applied only the first time sliding is enabled.
+ bool can_apply_constant_speed = sliding_enabled;
+ // If the platform's ceiling push down the body.
+ bool apply_ceiling_velocity = false;
+ bool first_slide = true;
+ bool vel_dir_facing_up = velocity.dot(up_direction) > 0;
+ Vector2 last_travel;
+
+ for (int iteration = 0; iteration < max_slides; ++iteration) {
+ PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin);
+ parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
+
+ Vector2 prev_position = parameters.from.columns[2];
+
+ PhysicsServer2D::MotionResult result;
+ bool collided = move_and_collide(parameters, result, false, !sliding_enabled);
+
+ last_motion = result.travel;
+
+ if (collided) {
+ motion_results.push_back(result);
+ _set_collision_direction(result);
+
+ // If we hit a ceiling platform, we set the vertical velocity to at least the platform one.
+ if (on_ceiling && result.collider_velocity != Vector2() && result.collider_velocity.dot(up_direction) < 0) {
+ // If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward.
+ if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (result.collision_normal + up_direction).length() < 0.01) {
+ apply_ceiling_velocity = true;
+ Vector2 ceiling_vertical_velocity = up_direction * up_direction.dot(result.collider_velocity);
+ Vector2 motion_vertical_velocity = up_direction * up_direction.dot(velocity);
+ if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) {
+ velocity = ceiling_vertical_velocity + velocity.slide(up_direction);
+ }
+ }
+ }
+
+ if (on_floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) {
+ Transform2D gt = get_global_transform();
+ if (result.travel.length() <= margin + CMP_EPSILON) {
+ gt.columns[2] -= result.travel;
+ }
+ set_global_transform(gt);
+ velocity = Vector2();
+ last_motion = Vector2();
+ motion = Vector2();
+ break;
+ }
+
+ if (result.remainder.is_zero_approx()) {
+ motion = Vector2();
+ break;
+ }
+
+ // Move on floor only checks.
+ if (floor_block_on_wall && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) {
+ // Avoid to move forward on a wall if floor_block_on_wall is true.
+ if (p_was_on_floor && !on_floor && !vel_dir_facing_up) {
+ // If the movement is large the body can be prevented from reaching the walls.
+ if (result.travel.length() <= margin + CMP_EPSILON) {
+ // Cancels the motion.
+ Transform2D gt = get_global_transform();
+ gt.columns[2] -= result.travel;
+ set_global_transform(gt);
+ }
+ // Determines if you are on the ground.
+ _snap_on_floor(true, false, true);
+ velocity = Vector2();
+ last_motion = Vector2();
+ motion = Vector2();
+ break;
+ }
+ // Prevents the body from being able to climb a slope when it moves forward against the wall.
+ else if (!on_floor) {
+ motion = up_direction * up_direction.dot(result.remainder);
+ motion = motion.slide(result.collision_normal);
+ } else {
+ motion = result.remainder;
+ }
+ }
+ // Constant Speed when the slope is upward.
+ else if (floor_constant_speed && is_on_floor_only() && can_apply_constant_speed && p_was_on_floor && motion.dot(result.collision_normal) < 0) {
+ can_apply_constant_speed = false;
+ Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
+ motion = motion_slide_norm * (motion_slide_up.length() - result.travel.slide(up_direction).length() - last_travel.slide(up_direction).length());
+ }
+ // Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
+ else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) {
+ Vector2 slide_motion = result.remainder.slide(result.collision_normal);
+ if (slide_motion.dot(velocity) > 0.0) {
+ motion = slide_motion;
+ } else {
+ motion = Vector2();
+ }
+ if (slide_on_ceiling && on_ceiling) {
+ // Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall.
+ if (vel_dir_facing_up) {
+ velocity = velocity.slide(result.collision_normal);
+ } else {
+ // Avoid acceleration in slope when falling.
+ velocity = up_direction * up_direction.dot(velocity);
+ }
+ }
+ }
+ // No sliding on first attempt to keep floor motion stable when possible.
+ else {
+ motion = result.remainder;
+ if (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) {
+ velocity = velocity.slide(up_direction);
+ motion = motion.slide(up_direction);
+ }
+ }
+
+ last_travel = result.travel;
+ }
+ // When you move forward in a downward slope you don’t collide because you will be in the air.
+ // This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied.
+ else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) {
+ can_apply_constant_speed = false;
+ sliding_enabled = true;
+ Transform2D gt = get_global_transform();
+ gt.columns[2] = prev_position;
+ set_global_transform(gt);
+
+ Vector2 motion_slide_norm = motion.slide(prev_floor_normal).normalized();
+ motion = motion_slide_norm * (motion_slide_up.length());
+ collided = true;
+ }
+
+ can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
+ sliding_enabled = true;
+ first_slide = false;
+
+ if (!collided || motion.is_zero_approx()) {
+ break;
+ }
+ }
+
+ _snap_on_floor(p_was_on_floor, vel_dir_facing_up);
+
+ // Scales the horizontal velocity according to the wall slope.
+ if (is_on_wall_only() && motion_slide_up.dot(motion_results.get(0).collision_normal) < 0) {
+ Vector2 slide_motion = velocity.slide(motion_results.get(0).collision_normal);
+ if (motion_slide_up.dot(slide_motion) < 0) {
+ velocity = up_direction * up_direction.dot(velocity);
+ } else {
+ // Keeps the vertical motion from velocity and add the horizontal motion of the projection.
+ velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction);
+ }
+ }
+
+ // Reset the gravity accumulation when touching the ground.
+ if (on_floor && !vel_dir_facing_up) {
+ velocity = velocity.slide(up_direction);
+ }
+}
+
+void CharacterBody2D::_move_and_slide_floating(double p_delta) {
+ Vector2 motion = velocity * p_delta;
+
+ platform_rid = RID();
+ platform_object_id = ObjectID();
+ floor_normal = Vector2();
+ platform_velocity = Vector2();
+
+ bool first_slide = true;
+ for (int iteration = 0; iteration < max_slides; ++iteration) {
+ PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin);
+ parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
+
+ PhysicsServer2D::MotionResult result;
+ bool collided = move_and_collide(parameters, result, false, false);
+
+ last_motion = result.travel;
+
+ if (collided) {
+ motion_results.push_back(result);
+ _set_collision_direction(result);
+
+ if (result.remainder.is_zero_approx()) {
+ motion = Vector2();
+ break;
+ }
+
+ if (wall_min_slide_angle != 0 && result.get_angle(-velocity.normalized()) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
+ motion = Vector2();
+ } else if (first_slide) {
+ Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
+ motion = motion_slide_norm * (motion.length() - result.travel.length());
+ } else {
+ motion = result.remainder.slide(result.collision_normal);
+ }
+
+ if (motion.dot(velocity) <= 0.0) {
+ motion = Vector2();
+ }
+ }
+
+ if (!collided || motion.is_zero_approx()) {
+ break;
+ }
+
+ first_slide = false;
+ }
+}
+void CharacterBody2D::apply_floor_snap() {
+ _apply_floor_snap();
+}
+
+// Method that avoids the p_wall_as_floor parameter for the public method.
+void CharacterBody2D::_apply_floor_snap(bool p_wall_as_floor) {
+ if (on_floor) {
+ return;
+ }
+
+ // Snap by at least collision margin to keep floor state consistent.
+ real_t length = MAX(floor_snap_length, margin);
+
+ PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
+ parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
+ parameters.collide_separation_ray = true;
+
+ PhysicsServer2D::MotionResult result;
+ if (move_and_collide(parameters, result, true, false)) {
+ if ((result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) ||
+ (p_wall_as_floor && result.get_angle(-up_direction) > floor_max_angle + FLOOR_ANGLE_THRESHOLD)) {
+ on_floor = true;
+ floor_normal = result.collision_normal;
+ _set_platform_data(result);
+
+ if (floor_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.
+ if (result.travel.length() > margin) {
+ result.travel = up_direction * up_direction.dot(result.travel);
+ } else {
+ result.travel = Vector2();
+ }
+ }
+
+ parameters.from.columns[2] += result.travel;
+ set_global_transform(parameters.from);
+ }
+ }
+}
+
+void CharacterBody2D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor) {
+ if (on_floor || !p_was_on_floor || p_vel_dir_facing_up) {
+ return;
+ }
+
+ _apply_floor_snap(p_wall_as_floor);
+}
+
+bool CharacterBody2D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) {
+ if (up_direction == Vector2() || on_floor || !p_was_on_floor || p_vel_dir_facing_up) {
+ return false;
+ }
+
+ // Snap by at least collision margin to keep floor state consistent.
+ real_t length = MAX(floor_snap_length, margin);
+
+ PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
+ parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
+ parameters.collide_separation_ray = true;
+
+ PhysicsServer2D::MotionResult result;
+ if (move_and_collide(parameters, result, true, false)) {
+ if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResult &p_result) {
+ if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
+ on_floor = true;
+ floor_normal = p_result.collision_normal;
+ _set_platform_data(p_result);
+ } else if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(-up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
+ on_ceiling = true;
+ } else {
+ on_wall = true;
+ wall_normal = p_result.collision_normal;
+ // Don't apply wall velocity when the collider is a CharacterBody2D.
+ if (Object::cast_to<CharacterBody2D>(ObjectDB::get_instance(p_result.collider_id)) == nullptr) {
+ _set_platform_data(p_result);
+ }
+ }
+}
+
+void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) {
+ platform_rid = p_result.collider;
+ platform_object_id = p_result.collider_id;
+ platform_velocity = p_result.collider_velocity;
+ platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(platform_rid);
+}
+
+const Vector2 &CharacterBody2D::get_velocity() const {
+ return velocity;
+}
+
+void CharacterBody2D::set_velocity(const Vector2 &p_velocity) {
+ velocity = p_velocity;
+}
+
+bool CharacterBody2D::is_on_floor() const {
+ return on_floor;
+}
+
+bool CharacterBody2D::is_on_floor_only() const {
+ return on_floor && !on_wall && !on_ceiling;
+}
+
+bool CharacterBody2D::is_on_wall() const {
+ return on_wall;
+}
+
+bool CharacterBody2D::is_on_wall_only() const {
+ return on_wall && !on_floor && !on_ceiling;
+}
+
+bool CharacterBody2D::is_on_ceiling() const {
+ return on_ceiling;
+}
+
+bool CharacterBody2D::is_on_ceiling_only() const {
+ return on_ceiling && !on_floor && !on_wall;
+}
+
+const Vector2 &CharacterBody2D::get_floor_normal() const {
+ return floor_normal;
+}
+
+const Vector2 &CharacterBody2D::get_wall_normal() const {
+ return wall_normal;
+}
+
+const Vector2 &CharacterBody2D::get_last_motion() const {
+ return last_motion;
+}
+
+Vector2 CharacterBody2D::get_position_delta() const {
+ return get_global_transform().columns[2] - previous_position;
+}
+
+const Vector2 &CharacterBody2D::get_real_velocity() const {
+ return real_velocity;
+}
+
+real_t CharacterBody2D::get_floor_angle(const Vector2 &p_up_direction) const {
+ ERR_FAIL_COND_V(p_up_direction == Vector2(), 0);
+ return Math::acos(floor_normal.dot(p_up_direction));
+}
+
+const Vector2 &CharacterBody2D::get_platform_velocity() const {
+ return platform_velocity;
+}
+
+int CharacterBody2D::get_slide_collision_count() const {
+ return motion_results.size();
+}
+
+PhysicsServer2D::MotionResult CharacterBody2D::get_slide_collision(int p_bounce) const {
+ ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer2D::MotionResult());
+ return motion_results[p_bounce];
+}
+
+Ref<KinematicCollision2D> CharacterBody2D::_get_slide_collision(int p_bounce) {
+ ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref<KinematicCollision2D>());
+ if (p_bounce >= slide_colliders.size()) {
+ slide_colliders.resize(p_bounce + 1);
+ }
+
+ // Create a new instance when the cached reference is invalid or still in use in script.
+ if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->get_reference_count() > 1) {
+ slide_colliders.write[p_bounce].instantiate();
+ slide_colliders.write[p_bounce]->owner = this;
+ }
+
+ slide_colliders.write[p_bounce]->result = motion_results[p_bounce];
+ return slide_colliders[p_bounce];
+}
+
+Ref<KinematicCollision2D> CharacterBody2D::_get_last_slide_collision() {
+ if (motion_results.size() == 0) {
+ return Ref<KinematicCollision2D>();
+ }
+ return _get_slide_collision(motion_results.size() - 1);
+}
+
+void CharacterBody2D::set_safe_margin(real_t p_margin) {
+ margin = p_margin;
+}
+
+real_t CharacterBody2D::get_safe_margin() const {
+ return margin;
+}
+
+bool CharacterBody2D::is_floor_stop_on_slope_enabled() const {
+ return floor_stop_on_slope;
+}
+
+void CharacterBody2D::set_floor_stop_on_slope_enabled(bool p_enabled) {
+ floor_stop_on_slope = p_enabled;
+}
+
+bool CharacterBody2D::is_floor_constant_speed_enabled() const {
+ return floor_constant_speed;
+}
+
+void CharacterBody2D::set_floor_constant_speed_enabled(bool p_enabled) {
+ floor_constant_speed = p_enabled;
+}
+
+bool CharacterBody2D::is_floor_block_on_wall_enabled() const {
+ return floor_block_on_wall;
+}
+
+void CharacterBody2D::set_floor_block_on_wall_enabled(bool p_enabled) {
+ floor_block_on_wall = p_enabled;
+}
+
+bool CharacterBody2D::is_slide_on_ceiling_enabled() const {
+ return slide_on_ceiling;
+}
+
+void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) {
+ slide_on_ceiling = p_enabled;
+}
+
+uint32_t CharacterBody2D::get_platform_floor_layers() const {
+ return platform_floor_layers;
+}
+
+void CharacterBody2D::set_platform_floor_layers(uint32_t p_exclude_layers) {
+ platform_floor_layers = p_exclude_layers;
+}
+
+uint32_t CharacterBody2D::get_platform_wall_layers() const {
+ return platform_wall_layers;
+}
+
+void CharacterBody2D::set_platform_wall_layers(uint32_t p_exclude_layers) {
+ platform_wall_layers = p_exclude_layers;
+}
+
+void CharacterBody2D::set_motion_mode(MotionMode p_mode) {
+ motion_mode = p_mode;
+}
+
+CharacterBody2D::MotionMode CharacterBody2D::get_motion_mode() const {
+ return motion_mode;
+}
+
+void CharacterBody2D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) {
+ platform_on_leave = p_on_leave_apply_velocity;
+}
+
+CharacterBody2D::PlatformOnLeave CharacterBody2D::get_platform_on_leave() const {
+ return platform_on_leave;
+}
+
+int CharacterBody2D::get_max_slides() const {
+ return max_slides;
+}
+
+void CharacterBody2D::set_max_slides(int p_max_slides) {
+ ERR_FAIL_COND(p_max_slides < 1);
+ max_slides = p_max_slides;
+}
+
+real_t CharacterBody2D::get_floor_max_angle() const {
+ return floor_max_angle;
+}
+
+void CharacterBody2D::set_floor_max_angle(real_t p_radians) {
+ floor_max_angle = p_radians;
+}
+
+real_t CharacterBody2D::get_floor_snap_length() {
+ return floor_snap_length;
+}
+
+void CharacterBody2D::set_floor_snap_length(real_t p_floor_snap_length) {
+ ERR_FAIL_COND(p_floor_snap_length < 0);
+ floor_snap_length = p_floor_snap_length;
+}
+
+real_t CharacterBody2D::get_wall_min_slide_angle() const {
+ return wall_min_slide_angle;
+}
+
+void CharacterBody2D::set_wall_min_slide_angle(real_t p_radians) {
+ wall_min_slide_angle = p_radians;
+}
+
+const Vector2 &CharacterBody2D::get_up_direction() const {
+ return up_direction;
+}
+
+void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) {
+ ERR_FAIL_COND_MSG(p_up_direction == Vector2(), "up_direction can't be equal to Vector2.ZERO, consider using Floating motion mode instead.");
+ up_direction = p_up_direction.normalized();
+}
+
+void CharacterBody2D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ // Reset move_and_slide() data.
+ on_floor = false;
+ platform_rid = RID();
+ platform_object_id = ObjectID();
+ on_ceiling = false;
+ on_wall = false;
+ motion_results.clear();
+ platform_velocity = Vector2();
+ } break;
+ }
+}
+
+void CharacterBody2D::_validate_property(PropertyInfo &p_property) const {
+ if (motion_mode == MOTION_MODE_FLOATING) {
+ if (p_property.name.begins_with("floor_") || p_property.name == "up_direction" || p_property.name == "slide_on_ceiling") {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+ } else {
+ if (p_property.name == "wall_min_slide_angle") {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+ }
+}
+
+void CharacterBody2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody2D::move_and_slide);
+ ClassDB::bind_method(D_METHOD("apply_floor_snap"), &CharacterBody2D::apply_floor_snap);
+
+ ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody2D::set_velocity);
+ ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody2D::get_velocity);
+
+ ClassDB::bind_method(D_METHOD("set_safe_margin", "margin"), &CharacterBody2D::set_safe_margin);
+ ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin);
+ ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody2D::is_floor_stop_on_slope_enabled);
+ ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody2D::set_floor_stop_on_slope_enabled);
+ ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled", "enabled"), &CharacterBody2D::set_floor_constant_speed_enabled);
+ ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled"), &CharacterBody2D::is_floor_constant_speed_enabled);
+ ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled", "enabled"), &CharacterBody2D::set_floor_block_on_wall_enabled);
+ ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled"), &CharacterBody2D::is_floor_block_on_wall_enabled);
+ ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody2D::set_slide_on_ceiling_enabled);
+ ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody2D::is_slide_on_ceiling_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_platform_floor_layers", "exclude_layer"), &CharacterBody2D::set_platform_floor_layers);
+ ClassDB::bind_method(D_METHOD("get_platform_floor_layers"), &CharacterBody2D::get_platform_floor_layers);
+ ClassDB::bind_method(D_METHOD("set_platform_wall_layers", "exclude_layer"), &CharacterBody2D::set_platform_wall_layers);
+ ClassDB::bind_method(D_METHOD("get_platform_wall_layers"), &CharacterBody2D::get_platform_wall_layers);
+
+ ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody2D::get_max_slides);
+ ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody2D::set_max_slides);
+ ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody2D::get_floor_max_angle);
+ ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody2D::set_floor_max_angle);
+ ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody2D::get_floor_snap_length);
+ ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody2D::set_floor_snap_length);
+ ClassDB::bind_method(D_METHOD("get_wall_min_slide_angle"), &CharacterBody2D::get_wall_min_slide_angle);
+ ClassDB::bind_method(D_METHOD("set_wall_min_slide_angle", "radians"), &CharacterBody2D::set_wall_min_slide_angle);
+ ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody2D::get_up_direction);
+ ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody2D::set_up_direction);
+ ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody2D::set_motion_mode);
+ ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody2D::get_motion_mode);
+ ClassDB::bind_method(D_METHOD("set_platform_on_leave", "on_leave_apply_velocity"), &CharacterBody2D::set_platform_on_leave);
+ ClassDB::bind_method(D_METHOD("get_platform_on_leave"), &CharacterBody2D::get_platform_on_leave);
+
+ ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody2D::is_on_floor);
+ ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody2D::is_on_floor_only);
+ ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody2D::is_on_ceiling);
+ ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody2D::is_on_ceiling_only);
+ ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody2D::is_on_wall);
+ ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody2D::is_on_wall_only);
+ ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody2D::get_floor_normal);
+ ClassDB::bind_method(D_METHOD("get_wall_normal"), &CharacterBody2D::get_wall_normal);
+ ClassDB::bind_method(D_METHOD("get_last_motion"), &CharacterBody2D::get_last_motion);
+ ClassDB::bind_method(D_METHOD("get_position_delta"), &CharacterBody2D::get_position_delta);
+ ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody2D::get_real_velocity);
+ ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody2D::get_floor_angle, DEFVAL(Vector2(0.0, -1.0)));
+ ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody2D::get_platform_velocity);
+ ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody2D::get_slide_collision_count);
+ ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision);
+ ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody2D::_get_last_slide_collision);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Floating", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "velocity", PROPERTY_HINT_NONE, "suffix:px/s", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle");
+
+ ADD_GROUP("Floor", "floor_");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees"), "set_floor_max_angle", "get_floor_max_angle");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater,suffix:px"), "set_floor_snap_length", "get_floor_snap_length");
+
+ ADD_GROUP("Moving Platform", "platform_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_on_leave", PROPERTY_HINT_ENUM, "Add Velocity,Add Upward Velocity,Do Nothing", PROPERTY_USAGE_DEFAULT), "set_platform_on_leave", "get_platform_on_leave");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_floor_layers", "get_platform_floor_layers");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_wall_layers", "get_platform_wall_layers");
+
+ ADD_GROUP("Collision", "");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:px"), "set_safe_margin", "get_safe_margin");
+
+ BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED);
+ BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING);
+
+ BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_VELOCITY);
+ BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY);
+ BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_DO_NOTHING);
+}
+
+CharacterBody2D::CharacterBody2D() :
+ PhysicsBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) {
+}
+
+CharacterBody2D::~CharacterBody2D() {
+ for (int i = 0; i < slide_colliders.size(); i++) {
+ if (slide_colliders[i].is_valid()) {
+ slide_colliders.write[i]->owner = nullptr;
+ }
+ }
+}
diff --git a/scene/2d/physics/character_body_2d.h b/scene/2d/physics/character_body_2d.h
new file mode 100644
index 0000000000..395438a1f1
--- /dev/null
+++ b/scene/2d/physics/character_body_2d.h
@@ -0,0 +1,173 @@
+/**************************************************************************/
+/* character_body_2d.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef CHARACTER_BODY_2D_H
+#define CHARACTER_BODY_2D_H
+
+#include "scene/2d/physics/kinematic_collision_2d.h"
+#include "scene/2d/physics/physics_body_2d.h"
+
+class CharacterBody2D : public PhysicsBody2D {
+ GDCLASS(CharacterBody2D, PhysicsBody2D);
+
+public:
+ enum MotionMode {
+ MOTION_MODE_GROUNDED,
+ MOTION_MODE_FLOATING,
+ };
+ enum PlatformOnLeave {
+ PLATFORM_ON_LEAVE_ADD_VELOCITY,
+ PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY,
+ PLATFORM_ON_LEAVE_DO_NOTHING,
+ };
+ bool move_and_slide();
+ void apply_floor_snap();
+
+ const Vector2 &get_velocity() const;
+ void set_velocity(const Vector2 &p_velocity);
+
+ bool is_on_floor() const;
+ bool is_on_floor_only() const;
+ bool is_on_wall() const;
+ bool is_on_wall_only() const;
+ bool is_on_ceiling() const;
+ bool is_on_ceiling_only() const;
+ const Vector2 &get_last_motion() const;
+ Vector2 get_position_delta() const;
+ const Vector2 &get_floor_normal() const;
+ const Vector2 &get_wall_normal() const;
+ const Vector2 &get_real_velocity() const;
+
+ real_t get_floor_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
+ const Vector2 &get_platform_velocity() const;
+
+ int get_slide_collision_count() const;
+ PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const;
+
+ void set_safe_margin(real_t p_margin);
+ real_t get_safe_margin() const;
+
+ bool is_floor_stop_on_slope_enabled() const;
+ void set_floor_stop_on_slope_enabled(bool p_enabled);
+
+ bool is_floor_constant_speed_enabled() const;
+ void set_floor_constant_speed_enabled(bool p_enabled);
+
+ bool is_floor_block_on_wall_enabled() const;
+ void set_floor_block_on_wall_enabled(bool p_enabled);
+
+ bool is_slide_on_ceiling_enabled() const;
+ void set_slide_on_ceiling_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_radians);
+
+ real_t get_floor_snap_length();
+ void set_floor_snap_length(real_t p_floor_snap_length);
+
+ real_t get_wall_min_slide_angle() const;
+ void set_wall_min_slide_angle(real_t p_radians);
+
+ uint32_t get_platform_floor_layers() const;
+ void set_platform_floor_layers(const uint32_t p_exclude_layer);
+
+ uint32_t get_platform_wall_layers() const;
+ void set_platform_wall_layers(const uint32_t p_exclude_layer);
+
+ void set_motion_mode(MotionMode p_mode);
+ MotionMode get_motion_mode() const;
+
+ void set_platform_on_leave(PlatformOnLeave p_on_leave_velocity);
+ PlatformOnLeave get_platform_on_leave() const;
+
+ CharacterBody2D();
+ ~CharacterBody2D();
+
+private:
+ real_t margin = 0.08;
+ MotionMode motion_mode = MOTION_MODE_GROUNDED;
+ PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY;
+
+ bool floor_constant_speed = false;
+ bool floor_stop_on_slope = true;
+ bool floor_block_on_wall = true;
+ bool slide_on_ceiling = true;
+ int max_slides = 4;
+ int platform_layer = 0;
+ real_t floor_max_angle = Math::deg_to_rad((real_t)45.0);
+ real_t floor_snap_length = 1;
+ real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0);
+ Vector2 up_direction = Vector2(0.0, -1.0);
+ uint32_t platform_floor_layers = UINT32_MAX;
+ uint32_t platform_wall_layers = 0;
+ Vector2 velocity;
+
+ Vector2 floor_normal;
+ Vector2 platform_velocity;
+ Vector2 wall_normal;
+ Vector2 last_motion;
+ Vector2 previous_position;
+ Vector2 real_velocity;
+
+ RID platform_rid;
+ ObjectID platform_object_id;
+ bool on_floor = false;
+ bool on_ceiling = false;
+ bool on_wall = false;
+
+ Vector<PhysicsServer2D::MotionResult> motion_results;
+ Vector<Ref<KinematicCollision2D>> slide_colliders;
+
+ void _move_and_slide_floating(double p_delta);
+ void _move_and_slide_grounded(double p_delta, bool p_was_on_floor);
+
+ Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
+ Ref<KinematicCollision2D> _get_last_slide_collision();
+ const Vector2 &get_up_direction() const;
+ bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up);
+ void set_up_direction(const Vector2 &p_up_direction);
+ void _set_collision_direction(const PhysicsServer2D::MotionResult &p_result);
+ void _set_platform_data(const PhysicsServer2D::MotionResult &p_result);
+ void _apply_floor_snap(bool p_wall_as_floor = false);
+ void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor = false);
+
+protected:
+ void _notification(int p_what);
+ static void _bind_methods();
+ void _validate_property(PropertyInfo &p_property) const;
+};
+
+VARIANT_ENUM_CAST(CharacterBody2D::MotionMode);
+VARIANT_ENUM_CAST(CharacterBody2D::PlatformOnLeave);
+
+#endif // CHARACTER_BODY_2D_H
diff --git a/scene/2d/physics/collision_object_2d.cpp b/scene/2d/physics/collision_object_2d.cpp
new file mode 100644
index 0000000000..4e5852984b
--- /dev/null
+++ b/scene/2d/physics/collision_object_2d.cpp
@@ -0,0 +1,684 @@
+/**************************************************************************/
+/* collision_object_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 "collision_object_2d.h"
+
+#include "scene/resources/world_2d.h"
+#include "scene/scene_string_names.h"
+
+void CollisionObject2D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ Transform2D gl_transform = get_global_transform();
+
+ if (area) {
+ PhysicsServer2D::get_singleton()->area_set_transform(rid, gl_transform);
+ } else {
+ PhysicsServer2D::get_singleton()->body_set_state(rid, PhysicsServer2D::BODY_STATE_TRANSFORM, gl_transform);
+ }
+
+ bool disabled = !is_enabled();
+
+ if (disabled && (disable_mode != DISABLE_MODE_REMOVE)) {
+ _apply_disabled();
+ }
+
+ if (!disabled || (disable_mode != DISABLE_MODE_REMOVE)) {
+ Ref<World2D> world_ref = get_world_2d();
+ ERR_FAIL_COND(!world_ref.is_valid());
+ RID space = world_ref->get_space();
+ if (area) {
+ PhysicsServer2D::get_singleton()->area_set_space(rid, space);
+ } else {
+ PhysicsServer2D::get_singleton()->body_set_space(rid, space);
+ }
+ _space_changed(space);
+ }
+
+ _update_pickable();
+ } break;
+
+ case NOTIFICATION_ENTER_CANVAS: {
+ if (area) {
+ PhysicsServer2D::get_singleton()->area_attach_canvas_instance_id(rid, get_canvas_layer_instance_id());
+ } else {
+ PhysicsServer2D::get_singleton()->body_attach_canvas_instance_id(rid, get_canvas_layer_instance_id());
+ }
+ } break;
+
+ case NOTIFICATION_VISIBILITY_CHANGED: {
+ _update_pickable();
+ } break;
+
+ case NOTIFICATION_TRANSFORM_CHANGED: {
+ if (only_update_transform_changes) {
+ return;
+ }
+
+ Transform2D gl_transform = get_global_transform();
+
+ if (area) {
+ PhysicsServer2D::get_singleton()->area_set_transform(rid, gl_transform);
+ } else {
+ PhysicsServer2D::get_singleton()->body_set_state(rid, PhysicsServer2D::BODY_STATE_TRANSFORM, gl_transform);
+ }
+ } break;
+
+ case NOTIFICATION_EXIT_TREE: {
+ bool disabled = !is_enabled();
+
+ if (!disabled || (disable_mode != DISABLE_MODE_REMOVE)) {
+ if (callback_lock > 0) {
+ ERR_PRINT("Removing a CollisionObject node during a physics callback is not allowed and will cause undesired behavior. Remove with call_deferred() instead.");
+ } else {
+ if (area) {
+ PhysicsServer2D::get_singleton()->area_set_space(rid, RID());
+ } else {
+ PhysicsServer2D::get_singleton()->body_set_space(rid, RID());
+ }
+ _space_changed(RID());
+ }
+ }
+
+ if (disabled && (disable_mode != DISABLE_MODE_REMOVE)) {
+ _apply_enabled();
+ }
+ } break;
+
+ case NOTIFICATION_EXIT_CANVAS: {
+ if (area) {
+ PhysicsServer2D::get_singleton()->area_attach_canvas_instance_id(rid, ObjectID());
+ } else {
+ PhysicsServer2D::get_singleton()->body_attach_canvas_instance_id(rid, ObjectID());
+ }
+ } break;
+
+ case NOTIFICATION_WORLD_2D_CHANGED: {
+ RID space = get_world_2d()->get_space();
+ if (area) {
+ PhysicsServer2D::get_singleton()->area_set_space(rid, space);
+ } else {
+ PhysicsServer2D::get_singleton()->body_set_space(rid, space);
+ }
+ _space_changed(space);
+ } break;
+
+ case NOTIFICATION_DISABLED: {
+ _apply_disabled();
+ } break;
+
+ case NOTIFICATION_ENABLED: {
+ _apply_enabled();
+ } break;
+ }
+}
+
+void CollisionObject2D::set_collision_layer(uint32_t p_layer) {
+ collision_layer = p_layer;
+ if (area) {
+ PhysicsServer2D::get_singleton()->area_set_collision_layer(get_rid(), p_layer);
+ } else {
+ PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), p_layer);
+ }
+}
+
+uint32_t CollisionObject2D::get_collision_layer() const {
+ return collision_layer;
+}
+
+void CollisionObject2D::set_collision_mask(uint32_t p_mask) {
+ collision_mask = p_mask;
+ if (area) {
+ PhysicsServer2D::get_singleton()->area_set_collision_mask(get_rid(), p_mask);
+ } else {
+ PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), p_mask);
+ }
+}
+
+uint32_t CollisionObject2D::get_collision_mask() const {
+ return collision_mask;
+}
+
+void CollisionObject2D::set_collision_layer_value(int p_layer_number, bool p_value) {
+ ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
+ uint32_t collision_layer_new = get_collision_layer();
+ if (p_value) {
+ collision_layer_new |= 1 << (p_layer_number - 1);
+ } else {
+ collision_layer_new &= ~(1 << (p_layer_number - 1));
+ }
+ set_collision_layer(collision_layer_new);
+}
+
+bool CollisionObject2D::get_collision_layer_value(int p_layer_number) const {
+ ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
+ return get_collision_layer() & (1 << (p_layer_number - 1));
+}
+
+void CollisionObject2D::set_collision_mask_value(int p_layer_number, bool p_value) {
+ ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
+ uint32_t mask = get_collision_mask();
+ if (p_value) {
+ mask |= 1 << (p_layer_number - 1);
+ } else {
+ mask &= ~(1 << (p_layer_number - 1));
+ }
+ set_collision_mask(mask);
+}
+
+bool CollisionObject2D::get_collision_mask_value(int p_layer_number) const {
+ ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
+ return get_collision_mask() & (1 << (p_layer_number - 1));
+}
+
+void CollisionObject2D::set_collision_priority(real_t p_priority) {
+ collision_priority = p_priority;
+ if (!area) {
+ PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), p_priority);
+ }
+}
+
+real_t CollisionObject2D::get_collision_priority() const {
+ return collision_priority;
+}
+
+void CollisionObject2D::set_disable_mode(DisableMode p_mode) {
+ if (disable_mode == p_mode) {
+ return;
+ }
+
+ bool disabled = is_inside_tree() && !is_enabled();
+
+ if (disabled) {
+ // Cancel previous disable mode.
+ _apply_enabled();
+ }
+
+ disable_mode = p_mode;
+
+ if (disabled) {
+ // Apply new disable mode.
+ _apply_disabled();
+ }
+}
+
+CollisionObject2D::DisableMode CollisionObject2D::get_disable_mode() const {
+ return disable_mode;
+}
+
+void CollisionObject2D::_apply_disabled() {
+ switch (disable_mode) {
+ case DISABLE_MODE_REMOVE: {
+ if (is_inside_tree()) {
+ if (callback_lock > 0) {
+ ERR_PRINT("Disabling a CollisionObject node during a physics callback is not allowed and will cause undesired behavior. Disable with call_deferred() instead.");
+ } else {
+ if (area) {
+ PhysicsServer2D::get_singleton()->area_set_space(rid, RID());
+ } else {
+ PhysicsServer2D::get_singleton()->body_set_space(rid, RID());
+ }
+ _space_changed(RID());
+ }
+ }
+ } break;
+
+ case DISABLE_MODE_MAKE_STATIC: {
+ if (!area && (body_mode != PhysicsServer2D::BODY_MODE_STATIC)) {
+ PhysicsServer2D::get_singleton()->body_set_mode(rid, PhysicsServer2D::BODY_MODE_STATIC);
+ }
+ } break;
+
+ case DISABLE_MODE_KEEP_ACTIVE: {
+ // Nothing to do.
+ } break;
+ }
+}
+
+void CollisionObject2D::_apply_enabled() {
+ switch (disable_mode) {
+ case DISABLE_MODE_REMOVE: {
+ if (is_inside_tree()) {
+ RID space = get_world_2d()->get_space();
+ if (area) {
+ PhysicsServer2D::get_singleton()->area_set_space(rid, space);
+ } else {
+ PhysicsServer2D::get_singleton()->body_set_space(rid, space);
+ }
+ _space_changed(space);
+ }
+ } break;
+
+ case DISABLE_MODE_MAKE_STATIC: {
+ if (!area && (body_mode != PhysicsServer2D::BODY_MODE_STATIC)) {
+ PhysicsServer2D::get_singleton()->body_set_mode(rid, body_mode);
+ }
+ } break;
+
+ case DISABLE_MODE_KEEP_ACTIVE: {
+ // Nothing to do.
+ } break;
+ }
+}
+
+uint32_t CollisionObject2D::create_shape_owner(Object *p_owner) {
+ ShapeData sd;
+ uint32_t id;
+
+ if (shapes.size() == 0) {
+ id = 0;
+ } else {
+ id = shapes.back()->key() + 1;
+ }
+
+ sd.owner_id = p_owner ? p_owner->get_instance_id() : ObjectID();
+
+ shapes[id] = sd;
+
+ return id;
+}
+
+void CollisionObject2D::remove_shape_owner(uint32_t owner) {
+ ERR_FAIL_COND(!shapes.has(owner));
+
+ shape_owner_clear_shapes(owner);
+
+ shapes.erase(owner);
+}
+
+void CollisionObject2D::shape_owner_set_disabled(uint32_t p_owner, bool p_disabled) {
+ ERR_FAIL_COND(!shapes.has(p_owner));
+
+ ShapeData &sd = shapes[p_owner];
+ sd.disabled = p_disabled;
+ for (int i = 0; i < sd.shapes.size(); i++) {
+ if (area) {
+ PhysicsServer2D::get_singleton()->area_set_shape_disabled(rid, sd.shapes[i].index, p_disabled);
+ } else {
+ PhysicsServer2D::get_singleton()->body_set_shape_disabled(rid, sd.shapes[i].index, p_disabled);
+ }
+ }
+}
+
+bool CollisionObject2D::is_shape_owner_disabled(uint32_t p_owner) const {
+ ERR_FAIL_COND_V(!shapes.has(p_owner), false);
+
+ return shapes[p_owner].disabled;
+}
+
+void CollisionObject2D::shape_owner_set_one_way_collision(uint32_t p_owner, bool p_enable) {
+ if (area) {
+ return; //not for areas
+ }
+
+ ERR_FAIL_COND(!shapes.has(p_owner));
+
+ ShapeData &sd = shapes[p_owner];
+ sd.one_way_collision = p_enable;
+ for (int i = 0; i < sd.shapes.size(); i++) {
+ PhysicsServer2D::get_singleton()->body_set_shape_as_one_way_collision(rid, sd.shapes[i].index, sd.one_way_collision, sd.one_way_collision_margin);
+ }
+}
+
+bool CollisionObject2D::is_shape_owner_one_way_collision_enabled(uint32_t p_owner) const {
+ ERR_FAIL_COND_V(!shapes.has(p_owner), false);
+
+ return shapes[p_owner].one_way_collision;
+}
+
+void CollisionObject2D::shape_owner_set_one_way_collision_margin(uint32_t p_owner, real_t p_margin) {
+ if (area) {
+ return; //not for areas
+ }
+
+ ERR_FAIL_COND(!shapes.has(p_owner));
+
+ ShapeData &sd = shapes[p_owner];
+ sd.one_way_collision_margin = p_margin;
+ for (int i = 0; i < sd.shapes.size(); i++) {
+ PhysicsServer2D::get_singleton()->body_set_shape_as_one_way_collision(rid, sd.shapes[i].index, sd.one_way_collision, sd.one_way_collision_margin);
+ }
+}
+
+real_t CollisionObject2D::get_shape_owner_one_way_collision_margin(uint32_t p_owner) const {
+ ERR_FAIL_COND_V(!shapes.has(p_owner), 0);
+
+ return shapes[p_owner].one_way_collision_margin;
+}
+
+void CollisionObject2D::get_shape_owners(List<uint32_t> *r_owners) {
+ for (const KeyValue<uint32_t, ShapeData> &E : shapes) {
+ r_owners->push_back(E.key);
+ }
+}
+
+PackedInt32Array CollisionObject2D::_get_shape_owners() {
+ PackedInt32Array ret;
+ for (const KeyValue<uint32_t, ShapeData> &E : shapes) {
+ ret.push_back(E.key);
+ }
+
+ return ret;
+}
+
+void CollisionObject2D::shape_owner_set_transform(uint32_t p_owner, const Transform2D &p_transform) {
+ ERR_FAIL_COND(!shapes.has(p_owner));
+
+ ShapeData &sd = shapes[p_owner];
+
+ sd.xform = p_transform;
+ for (int i = 0; i < sd.shapes.size(); i++) {
+ if (area) {
+ PhysicsServer2D::get_singleton()->area_set_shape_transform(rid, sd.shapes[i].index, sd.xform);
+ } else {
+ PhysicsServer2D::get_singleton()->body_set_shape_transform(rid, sd.shapes[i].index, sd.xform);
+ }
+ }
+}
+
+Transform2D CollisionObject2D::shape_owner_get_transform(uint32_t p_owner) const {
+ ERR_FAIL_COND_V(!shapes.has(p_owner), Transform2D());
+
+ return shapes[p_owner].xform;
+}
+
+Object *CollisionObject2D::shape_owner_get_owner(uint32_t p_owner) const {
+ ERR_FAIL_COND_V(!shapes.has(p_owner), nullptr);
+
+ return ObjectDB::get_instance(shapes[p_owner].owner_id);
+}
+
+void CollisionObject2D::shape_owner_add_shape(uint32_t p_owner, const Ref<Shape2D> &p_shape) {
+ ERR_FAIL_COND(!shapes.has(p_owner));
+ ERR_FAIL_COND(p_shape.is_null());
+
+ ShapeData &sd = shapes[p_owner];
+ ShapeData::Shape s;
+ s.index = total_subshapes;
+ s.shape = p_shape;
+ if (area) {
+ PhysicsServer2D::get_singleton()->area_add_shape(rid, p_shape->get_rid(), sd.xform, sd.disabled);
+ } else {
+ PhysicsServer2D::get_singleton()->body_add_shape(rid, p_shape->get_rid(), sd.xform, sd.disabled);
+ }
+ sd.shapes.push_back(s);
+
+ total_subshapes++;
+}
+
+int CollisionObject2D::shape_owner_get_shape_count(uint32_t p_owner) const {
+ ERR_FAIL_COND_V(!shapes.has(p_owner), 0);
+
+ return shapes[p_owner].shapes.size();
+}
+
+Ref<Shape2D> CollisionObject2D::shape_owner_get_shape(uint32_t p_owner, int p_shape) const {
+ ERR_FAIL_COND_V(!shapes.has(p_owner), Ref<Shape2D>());
+ ERR_FAIL_INDEX_V(p_shape, shapes[p_owner].shapes.size(), Ref<Shape2D>());
+
+ return shapes[p_owner].shapes[p_shape].shape;
+}
+
+int CollisionObject2D::shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const {
+ ERR_FAIL_COND_V(!shapes.has(p_owner), -1);
+ ERR_FAIL_INDEX_V(p_shape, shapes[p_owner].shapes.size(), -1);
+
+ return shapes[p_owner].shapes[p_shape].index;
+}
+
+void CollisionObject2D::shape_owner_remove_shape(uint32_t p_owner, int p_shape) {
+ ERR_FAIL_COND(!shapes.has(p_owner));
+ ERR_FAIL_INDEX(p_shape, shapes[p_owner].shapes.size());
+
+ int index_to_remove = shapes[p_owner].shapes[p_shape].index;
+ if (area) {
+ PhysicsServer2D::get_singleton()->area_remove_shape(rid, index_to_remove);
+ } else {
+ PhysicsServer2D::get_singleton()->body_remove_shape(rid, index_to_remove);
+ }
+
+ shapes[p_owner].shapes.remove_at(p_shape);
+
+ for (KeyValue<uint32_t, ShapeData> &E : shapes) {
+ for (int i = 0; i < E.value.shapes.size(); i++) {
+ if (E.value.shapes[i].index > index_to_remove) {
+ E.value.shapes.write[i].index -= 1;
+ }
+ }
+ }
+
+ total_subshapes--;
+}
+
+void CollisionObject2D::shape_owner_clear_shapes(uint32_t p_owner) {
+ ERR_FAIL_COND(!shapes.has(p_owner));
+
+ while (shape_owner_get_shape_count(p_owner) > 0) {
+ shape_owner_remove_shape(p_owner, 0);
+ }
+}
+
+uint32_t CollisionObject2D::shape_find_owner(int p_shape_index) const {
+ ERR_FAIL_INDEX_V(p_shape_index, total_subshapes, UINT32_MAX);
+
+ for (const KeyValue<uint32_t, ShapeData> &E : shapes) {
+ for (int i = 0; i < E.value.shapes.size(); i++) {
+ if (E.value.shapes[i].index == p_shape_index) {
+ return E.key;
+ }
+ }
+ }
+
+ //in theory it should be unreachable
+ ERR_FAIL_V_MSG(UINT32_MAX, "Can't find owner for shape index " + itos(p_shape_index) + ".");
+}
+
+void CollisionObject2D::set_pickable(bool p_enabled) {
+ if (pickable == p_enabled) {
+ return;
+ }
+
+ pickable = p_enabled;
+ _update_pickable();
+}
+
+bool CollisionObject2D::is_pickable() const {
+ return pickable;
+}
+
+void CollisionObject2D::_input_event_call(Viewport *p_viewport, const Ref<InputEvent> &p_input_event, int p_shape) {
+ GDVIRTUAL_CALL(_input_event, p_viewport, p_input_event, p_shape);
+ emit_signal(SceneStringNames::get_singleton()->input_event, p_viewport, p_input_event, p_shape);
+}
+
+void CollisionObject2D::_mouse_enter() {
+ GDVIRTUAL_CALL(_mouse_enter);
+ emit_signal(SceneStringNames::get_singleton()->mouse_entered);
+}
+
+void CollisionObject2D::_mouse_exit() {
+ GDVIRTUAL_CALL(_mouse_exit);
+ emit_signal(SceneStringNames::get_singleton()->mouse_exited);
+}
+
+void CollisionObject2D::_mouse_shape_enter(int p_shape) {
+ GDVIRTUAL_CALL(_mouse_shape_enter, p_shape);
+ emit_signal(SceneStringNames::get_singleton()->mouse_shape_entered, p_shape);
+}
+
+void CollisionObject2D::_mouse_shape_exit(int p_shape) {
+ GDVIRTUAL_CALL(_mouse_shape_exit, p_shape);
+ emit_signal(SceneStringNames::get_singleton()->mouse_shape_exited, p_shape);
+}
+
+void CollisionObject2D::set_only_update_transform_changes(bool p_enable) {
+ only_update_transform_changes = p_enable;
+}
+
+bool CollisionObject2D::is_only_update_transform_changes_enabled() const {
+ return only_update_transform_changes;
+}
+
+void CollisionObject2D::set_body_mode(PhysicsServer2D::BodyMode p_mode) {
+ ERR_FAIL_COND(area);
+
+ if (body_mode == p_mode) {
+ return;
+ }
+
+ body_mode = p_mode;
+
+ if (is_inside_tree() && !is_enabled() && (disable_mode == DISABLE_MODE_MAKE_STATIC)) {
+ return;
+ }
+
+ PhysicsServer2D::get_singleton()->body_set_mode(rid, p_mode);
+}
+
+void CollisionObject2D::_space_changed(const RID &p_new_space) {
+}
+
+void CollisionObject2D::_update_pickable() {
+ if (!is_inside_tree()) {
+ return;
+ }
+
+ bool is_pickable = pickable && is_visible_in_tree();
+ if (area) {
+ PhysicsServer2D::get_singleton()->area_set_pickable(rid, is_pickable);
+ } else {
+ PhysicsServer2D::get_singleton()->body_set_pickable(rid, is_pickable);
+ }
+}
+
+PackedStringArray CollisionObject2D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
+
+ if (shapes.is_empty()) {
+ warnings.push_back(RTR("This node has no shape, so it can't collide or interact with other objects.\nConsider adding a CollisionShape2D or CollisionPolygon2D as a child to define its shape."));
+ }
+
+ return warnings;
+}
+
+void CollisionObject2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_rid"), &CollisionObject2D::get_rid);
+ ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CollisionObject2D::set_collision_layer);
+ ClassDB::bind_method(D_METHOD("get_collision_layer"), &CollisionObject2D::get_collision_layer);
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CollisionObject2D::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &CollisionObject2D::get_collision_mask);
+ ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &CollisionObject2D::set_collision_layer_value);
+ ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &CollisionObject2D::get_collision_layer_value);
+ ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &CollisionObject2D::set_collision_mask_value);
+ ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &CollisionObject2D::get_collision_mask_value);
+ ClassDB::bind_method(D_METHOD("set_collision_priority", "priority"), &CollisionObject2D::set_collision_priority);
+ ClassDB::bind_method(D_METHOD("get_collision_priority"), &CollisionObject2D::get_collision_priority);
+ ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &CollisionObject2D::set_disable_mode);
+ ClassDB::bind_method(D_METHOD("get_disable_mode"), &CollisionObject2D::get_disable_mode);
+ ClassDB::bind_method(D_METHOD("set_pickable", "enabled"), &CollisionObject2D::set_pickable);
+ ClassDB::bind_method(D_METHOD("is_pickable"), &CollisionObject2D::is_pickable);
+ ClassDB::bind_method(D_METHOD("create_shape_owner", "owner"), &CollisionObject2D::create_shape_owner);
+ ClassDB::bind_method(D_METHOD("remove_shape_owner", "owner_id"), &CollisionObject2D::remove_shape_owner);
+ ClassDB::bind_method(D_METHOD("get_shape_owners"), &CollisionObject2D::_get_shape_owners);
+ ClassDB::bind_method(D_METHOD("shape_owner_set_transform", "owner_id", "transform"), &CollisionObject2D::shape_owner_set_transform);
+ ClassDB::bind_method(D_METHOD("shape_owner_get_transform", "owner_id"), &CollisionObject2D::shape_owner_get_transform);
+ ClassDB::bind_method(D_METHOD("shape_owner_get_owner", "owner_id"), &CollisionObject2D::shape_owner_get_owner);
+ ClassDB::bind_method(D_METHOD("shape_owner_set_disabled", "owner_id", "disabled"), &CollisionObject2D::shape_owner_set_disabled);
+ ClassDB::bind_method(D_METHOD("is_shape_owner_disabled", "owner_id"), &CollisionObject2D::is_shape_owner_disabled);
+ ClassDB::bind_method(D_METHOD("shape_owner_set_one_way_collision", "owner_id", "enable"), &CollisionObject2D::shape_owner_set_one_way_collision);
+ ClassDB::bind_method(D_METHOD("is_shape_owner_one_way_collision_enabled", "owner_id"), &CollisionObject2D::is_shape_owner_one_way_collision_enabled);
+ ClassDB::bind_method(D_METHOD("shape_owner_set_one_way_collision_margin", "owner_id", "margin"), &CollisionObject2D::shape_owner_set_one_way_collision_margin);
+ ClassDB::bind_method(D_METHOD("get_shape_owner_one_way_collision_margin", "owner_id"), &CollisionObject2D::get_shape_owner_one_way_collision_margin);
+ ClassDB::bind_method(D_METHOD("shape_owner_add_shape", "owner_id", "shape"), &CollisionObject2D::shape_owner_add_shape);
+ ClassDB::bind_method(D_METHOD("shape_owner_get_shape_count", "owner_id"), &CollisionObject2D::shape_owner_get_shape_count);
+ ClassDB::bind_method(D_METHOD("shape_owner_get_shape", "owner_id", "shape_id"), &CollisionObject2D::shape_owner_get_shape);
+ ClassDB::bind_method(D_METHOD("shape_owner_get_shape_index", "owner_id", "shape_id"), &CollisionObject2D::shape_owner_get_shape_index);
+ ClassDB::bind_method(D_METHOD("shape_owner_remove_shape", "owner_id", "shape_id"), &CollisionObject2D::shape_owner_remove_shape);
+ ClassDB::bind_method(D_METHOD("shape_owner_clear_shapes", "owner_id"), &CollisionObject2D::shape_owner_clear_shapes);
+ ClassDB::bind_method(D_METHOD("shape_find_owner", "shape_index"), &CollisionObject2D::shape_find_owner);
+
+ GDVIRTUAL_BIND(_input_event, "viewport", "event", "shape_idx");
+ GDVIRTUAL_BIND(_mouse_enter);
+ GDVIRTUAL_BIND(_mouse_exit);
+ GDVIRTUAL_BIND(_mouse_shape_enter, "shape_idx");
+ GDVIRTUAL_BIND(_mouse_shape_exit, "shape_idx");
+
+ ADD_SIGNAL(MethodInfo("input_event", PropertyInfo(Variant::OBJECT, "viewport", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::OBJECT, "event", PROPERTY_HINT_RESOURCE_TYPE, "InputEvent"), PropertyInfo(Variant::INT, "shape_idx")));
+ ADD_SIGNAL(MethodInfo("mouse_entered"));
+ ADD_SIGNAL(MethodInfo("mouse_exited"));
+ ADD_SIGNAL(MethodInfo("mouse_shape_entered", PropertyInfo(Variant::INT, "shape_idx")));
+ ADD_SIGNAL(MethodInfo("mouse_shape_exited", PropertyInfo(Variant::INT, "shape_idx")));
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "disable_mode", PROPERTY_HINT_ENUM, "Remove,Make Static,Keep Active"), "set_disable_mode", "get_disable_mode");
+
+ 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_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_priority"), "set_collision_priority", "get_collision_priority");
+
+ ADD_GROUP("Input", "input_");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "input_pickable"), "set_pickable", "is_pickable");
+
+ BIND_ENUM_CONSTANT(DISABLE_MODE_REMOVE);
+ BIND_ENUM_CONSTANT(DISABLE_MODE_MAKE_STATIC);
+ BIND_ENUM_CONSTANT(DISABLE_MODE_KEEP_ACTIVE);
+}
+
+CollisionObject2D::CollisionObject2D(RID p_rid, bool p_area) {
+ rid = p_rid;
+ area = p_area;
+ pickable = true;
+ set_notify_transform(true);
+ set_hide_clip_children(true);
+ total_subshapes = 0;
+ only_update_transform_changes = false;
+
+ if (p_area) {
+ PhysicsServer2D::get_singleton()->area_attach_object_instance_id(rid, get_instance_id());
+ } else {
+ PhysicsServer2D::get_singleton()->body_attach_object_instance_id(rid, get_instance_id());
+ PhysicsServer2D::get_singleton()->body_set_mode(rid, body_mode);
+ }
+}
+
+CollisionObject2D::CollisionObject2D() {
+ //owner=
+
+ set_notify_transform(true);
+}
+
+CollisionObject2D::~CollisionObject2D() {
+ ERR_FAIL_NULL(PhysicsServer2D::get_singleton());
+ PhysicsServer2D::get_singleton()->free(rid);
+}
diff --git a/scene/2d/physics/collision_object_2d.h b/scene/2d/physics/collision_object_2d.h
new file mode 100644
index 0000000000..2c8534665c
--- /dev/null
+++ b/scene/2d/physics/collision_object_2d.h
@@ -0,0 +1,179 @@
+/**************************************************************************/
+/* collision_object_2d.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef COLLISION_OBJECT_2D_H
+#define COLLISION_OBJECT_2D_H
+
+#include "scene/2d/node_2d.h"
+#include "scene/main/viewport.h"
+#include "scene/resources/2d/shape_2d.h"
+#include "servers/physics_server_2d.h"
+
+class CollisionObject2D : public Node2D {
+ GDCLASS(CollisionObject2D, Node2D);
+
+public:
+ enum DisableMode {
+ DISABLE_MODE_REMOVE,
+ DISABLE_MODE_MAKE_STATIC,
+ DISABLE_MODE_KEEP_ACTIVE,
+ };
+
+private:
+ uint32_t collision_layer = 1;
+ uint32_t collision_mask = 1;
+ real_t collision_priority = 1.0;
+
+ bool area = false;
+ RID rid;
+ uint32_t callback_lock = 0;
+ bool pickable = false;
+
+ DisableMode disable_mode = DISABLE_MODE_REMOVE;
+
+ PhysicsServer2D::BodyMode body_mode = PhysicsServer2D::BODY_MODE_STATIC;
+
+ struct ShapeData {
+ ObjectID owner_id;
+ Transform2D xform;
+ struct Shape {
+ Ref<Shape2D> shape;
+ int index = 0;
+ };
+
+ Vector<Shape> shapes;
+
+ bool disabled = false;
+ bool one_way_collision = false;
+ real_t one_way_collision_margin = 0.0;
+ };
+
+ int total_subshapes = 0;
+
+ RBMap<uint32_t, ShapeData> shapes;
+ bool only_update_transform_changes = false; // This is used for sync to physics.
+
+ void _apply_disabled();
+ void _apply_enabled();
+
+protected:
+ _FORCE_INLINE_ void lock_callback() { callback_lock++; }
+ _FORCE_INLINE_ void unlock_callback() {
+ ERR_FAIL_COND(callback_lock == 0);
+ callback_lock--;
+ }
+
+ CollisionObject2D(RID p_rid, bool p_area);
+
+ void _notification(int p_what);
+ static void _bind_methods();
+
+ void _update_pickable();
+ friend class Viewport;
+ void _input_event_call(Viewport *p_viewport, const Ref<InputEvent> &p_input_event, int p_shape);
+ void _mouse_enter();
+ void _mouse_exit();
+
+ void _mouse_shape_enter(int p_shape);
+ void _mouse_shape_exit(int p_shape);
+
+ void set_only_update_transform_changes(bool p_enable);
+ bool is_only_update_transform_changes_enabled() const;
+
+ void set_body_mode(PhysicsServer2D::BodyMode p_mode);
+
+ virtual void _space_changed(const RID &p_new_space);
+
+ GDVIRTUAL3(_input_event, Viewport *, Ref<InputEvent>, int)
+ GDVIRTUAL0(_mouse_enter)
+ GDVIRTUAL0(_mouse_exit)
+ GDVIRTUAL1(_mouse_shape_enter, int)
+ GDVIRTUAL1(_mouse_shape_exit, int)
+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_layer_value(int p_layer_number, bool p_value);
+ bool get_collision_layer_value(int p_layer_number) const;
+
+ void set_collision_mask_value(int p_layer_number, bool p_value);
+ bool get_collision_mask_value(int p_layer_number) const;
+
+ void set_collision_priority(real_t p_priority);
+ real_t get_collision_priority() const;
+
+ void set_disable_mode(DisableMode p_mode);
+ DisableMode get_disable_mode() const;
+
+ uint32_t create_shape_owner(Object *p_owner);
+ void remove_shape_owner(uint32_t owner);
+ void get_shape_owners(List<uint32_t> *r_owners);
+ PackedInt32Array _get_shape_owners();
+
+ void shape_owner_set_transform(uint32_t p_owner, const Transform2D &p_transform);
+ Transform2D shape_owner_get_transform(uint32_t p_owner) const;
+ Object *shape_owner_get_owner(uint32_t p_owner) const;
+
+ void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled);
+ bool is_shape_owner_disabled(uint32_t p_owner) const;
+
+ void shape_owner_set_one_way_collision(uint32_t p_owner, bool p_enable);
+ bool is_shape_owner_one_way_collision_enabled(uint32_t p_owner) const;
+
+ void shape_owner_set_one_way_collision_margin(uint32_t p_owner, real_t p_margin);
+ real_t get_shape_owner_one_way_collision_margin(uint32_t p_owner) const;
+
+ void shape_owner_add_shape(uint32_t p_owner, const Ref<Shape2D> &p_shape);
+ int shape_owner_get_shape_count(uint32_t p_owner) const;
+ Ref<Shape2D> shape_owner_get_shape(uint32_t p_owner, int p_shape) const;
+ int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const;
+
+ void shape_owner_remove_shape(uint32_t p_owner, int p_shape);
+ void shape_owner_clear_shapes(uint32_t p_owner);
+
+ uint32_t shape_find_owner(int p_shape_index) const;
+
+ void set_pickable(bool p_enabled);
+ bool is_pickable() const;
+
+ PackedStringArray get_configuration_warnings() const override;
+
+ _FORCE_INLINE_ RID get_rid() const { return rid; }
+
+ CollisionObject2D();
+ ~CollisionObject2D();
+};
+
+VARIANT_ENUM_CAST(CollisionObject2D::DisableMode);
+
+#endif // COLLISION_OBJECT_2D_H
diff --git a/scene/2d/physics/collision_polygon_2d.cpp b/scene/2d/physics/collision_polygon_2d.cpp
new file mode 100644
index 0000000000..96ef346d23
--- /dev/null
+++ b/scene/2d/physics/collision_polygon_2d.cpp
@@ -0,0 +1,324 @@
+/**************************************************************************/
+/* collision_polygon_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 "collision_polygon_2d.h"
+
+#include "core/math/geometry_2d.h"
+#include "scene/2d/physics/area_2d.h"
+#include "scene/2d/physics/collision_object_2d.h"
+#include "scene/resources/2d/concave_polygon_shape_2d.h"
+#include "scene/resources/2d/convex_polygon_shape_2d.h"
+
+#include "thirdparty/misc/polypartition.h"
+
+void CollisionPolygon2D::_build_polygon() {
+ collision_object->shape_owner_clear_shapes(owner_id);
+
+ bool solids = build_mode == BUILD_SOLIDS;
+
+ if (solids) {
+ if (polygon.size() < 3) {
+ return;
+ }
+
+ //here comes the sun, lalalala
+ //decompose concave into multiple convex polygons and add them
+ Vector<Vector<Vector2>> decomp = _decompose_in_convex();
+ for (int i = 0; i < decomp.size(); i++) {
+ Ref<ConvexPolygonShape2D> convex = memnew(ConvexPolygonShape2D);
+ convex->set_points(decomp[i]);
+ collision_object->shape_owner_add_shape(owner_id, convex);
+ }
+
+ } else {
+ if (polygon.size() < 2) {
+ return;
+ }
+
+ Ref<ConcavePolygonShape2D> concave = memnew(ConcavePolygonShape2D);
+
+ Vector<Vector2> segments;
+ segments.resize(polygon.size() * 2);
+ Vector2 *w = segments.ptrw();
+
+ for (int i = 0; i < polygon.size(); i++) {
+ w[(i << 1) + 0] = polygon[i];
+ w[(i << 1) + 1] = polygon[(i + 1) % polygon.size()];
+ }
+
+ concave->set_segments(segments);
+
+ collision_object->shape_owner_add_shape(owner_id, concave);
+ }
+}
+
+Vector<Vector<Vector2>> CollisionPolygon2D::_decompose_in_convex() {
+ Vector<Vector<Vector2>> decomp = Geometry2D::decompose_polygon_in_convex(polygon);
+ return decomp;
+}
+
+void CollisionPolygon2D::_update_in_shape_owner(bool p_xform_only) {
+ collision_object->shape_owner_set_transform(owner_id, get_transform());
+ if (p_xform_only) {
+ return;
+ }
+ collision_object->shape_owner_set_disabled(owner_id, disabled);
+ collision_object->shape_owner_set_one_way_collision(owner_id, one_way_collision);
+ collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
+}
+
+void CollisionPolygon2D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_PARENTED: {
+ collision_object = Object::cast_to<CollisionObject2D>(get_parent());
+ if (collision_object) {
+ owner_id = collision_object->create_shape_owner(this);
+ _build_polygon();
+ _update_in_shape_owner();
+ }
+ } break;
+
+ case NOTIFICATION_ENTER_TREE: {
+ if (collision_object) {
+ _update_in_shape_owner();
+ }
+ } break;
+
+ case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
+ if (collision_object) {
+ _update_in_shape_owner(true);
+ }
+ } break;
+
+ case NOTIFICATION_UNPARENTED: {
+ if (collision_object) {
+ collision_object->remove_shape_owner(owner_id);
+ }
+ owner_id = 0;
+ collision_object = nullptr;
+ } break;
+
+ case NOTIFICATION_DRAW: {
+ ERR_FAIL_COND(!is_inside_tree());
+ if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
+ break;
+ }
+
+ if (polygon.size() > 2) {
+#define DEBUG_DECOMPOSE
+#if defined(TOOLS_ENABLED) && defined(DEBUG_DECOMPOSE)
+ Vector<Vector<Vector2>> decomp = _decompose_in_convex();
+
+ Color c(0.4, 0.9, 0.1);
+ for (int i = 0; i < decomp.size(); i++) {
+ c.set_hsv(Math::fmod(c.get_h() + 0.738, 1), c.get_s(), c.get_v(), 0.5);
+ draw_colored_polygon(decomp[i], c);
+ }
+#else
+ draw_colored_polygon(polygon, get_tree()->get_debug_collisions_color());
+#endif
+
+ const Color stroke_color = Color(0.9, 0.2, 0.0);
+ draw_polyline(polygon, stroke_color);
+ // Draw the last segment.
+ draw_line(polygon[polygon.size() - 1], polygon[0], stroke_color);
+ }
+
+ if (one_way_collision) {
+ Color dcol = get_tree()->get_debug_collisions_color(); //0.9,0.2,0.2,0.4);
+ dcol.a = 1.0;
+ Vector2 line_to(0, 20);
+ draw_line(Vector2(), line_to, dcol, 3);
+ real_t tsize = 8;
+
+ Vector<Vector2> pts = {
+ line_to + Vector2(0, tsize),
+ line_to + Vector2(Math_SQRT12 * tsize, 0),
+ line_to + Vector2(-Math_SQRT12 * tsize, 0)
+ };
+
+ Vector<Color> cols{ dcol, dcol, dcol };
+
+ draw_primitive(pts, cols, Vector<Vector2>()); //small arrow
+ }
+ } break;
+ }
+}
+
+void CollisionPolygon2D::set_polygon(const Vector<Point2> &p_polygon) {
+ polygon = p_polygon;
+
+ {
+ for (int i = 0; i < polygon.size(); i++) {
+ if (i == 0) {
+ aabb = Rect2(polygon[i], Size2());
+ } else {
+ aabb.expand_to(polygon[i]);
+ }
+ }
+ if (aabb == Rect2()) {
+ aabb = Rect2(-10, -10, 20, 20);
+ } else {
+ aabb.position -= aabb.size * 0.3;
+ aabb.size += aabb.size * 0.6;
+ }
+ }
+
+ if (collision_object) {
+ _build_polygon();
+ _update_in_shape_owner();
+ }
+ queue_redraw();
+ update_configuration_warnings();
+}
+
+Vector<Point2> CollisionPolygon2D::get_polygon() const {
+ return polygon;
+}
+
+void CollisionPolygon2D::set_build_mode(BuildMode p_mode) {
+ ERR_FAIL_INDEX((int)p_mode, 2);
+ build_mode = p_mode;
+ if (collision_object) {
+ _build_polygon();
+ _update_in_shape_owner();
+ }
+ queue_redraw();
+ update_configuration_warnings();
+}
+
+CollisionPolygon2D::BuildMode CollisionPolygon2D::get_build_mode() const {
+ return build_mode;
+}
+
+#ifdef TOOLS_ENABLED
+Rect2 CollisionPolygon2D::_edit_get_rect() const {
+ return aabb;
+}
+
+bool CollisionPolygon2D::_edit_use_rect() const {
+ return true;
+}
+
+bool CollisionPolygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
+ return Geometry2D::is_point_in_polygon(p_point, Variant(polygon));
+}
+#endif
+
+PackedStringArray CollisionPolygon2D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
+
+ if (!Object::cast_to<CollisionObject2D>(get_parent())) {
+ warnings.push_back(RTR("CollisionPolygon2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape."));
+ }
+
+ int polygon_count = polygon.size();
+ if (polygon_count == 0) {
+ warnings.push_back(RTR("An empty CollisionPolygon2D has no effect on collision."));
+ } else {
+ bool solids = build_mode == BUILD_SOLIDS;
+ if (solids) {
+ if (polygon_count < 3) {
+ warnings.push_back(RTR("Invalid polygon. At least 3 points are needed in 'Solids' build mode."));
+ }
+ } else if (polygon_count < 2) {
+ warnings.push_back(RTR("Invalid polygon. At least 2 points are needed in 'Segments' build mode."));
+ }
+ }
+ if (one_way_collision && Object::cast_to<Area2D>(get_parent())) {
+ warnings.push_back(RTR("The One Way Collision property will be ignored when the collision object is an Area2D."));
+ }
+
+ return warnings;
+}
+
+void CollisionPolygon2D::set_disabled(bool p_disabled) {
+ disabled = p_disabled;
+ queue_redraw();
+ if (collision_object) {
+ collision_object->shape_owner_set_disabled(owner_id, p_disabled);
+ }
+}
+
+bool CollisionPolygon2D::is_disabled() const {
+ return disabled;
+}
+
+void CollisionPolygon2D::set_one_way_collision(bool p_enable) {
+ one_way_collision = p_enable;
+ queue_redraw();
+ if (collision_object) {
+ collision_object->shape_owner_set_one_way_collision(owner_id, p_enable);
+ }
+ update_configuration_warnings();
+}
+
+bool CollisionPolygon2D::is_one_way_collision_enabled() const {
+ return one_way_collision;
+}
+
+void CollisionPolygon2D::set_one_way_collision_margin(real_t p_margin) {
+ one_way_collision_margin = p_margin;
+ if (collision_object) {
+ collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
+ }
+}
+
+real_t CollisionPolygon2D::get_one_way_collision_margin() const {
+ return one_way_collision_margin;
+}
+
+void CollisionPolygon2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CollisionPolygon2D::set_polygon);
+ ClassDB::bind_method(D_METHOD("get_polygon"), &CollisionPolygon2D::get_polygon);
+
+ ClassDB::bind_method(D_METHOD("set_build_mode", "build_mode"), &CollisionPolygon2D::set_build_mode);
+ ClassDB::bind_method(D_METHOD("get_build_mode"), &CollisionPolygon2D::get_build_mode);
+ ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionPolygon2D::set_disabled);
+ ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionPolygon2D::is_disabled);
+ ClassDB::bind_method(D_METHOD("set_one_way_collision", "enabled"), &CollisionPolygon2D::set_one_way_collision);
+ ClassDB::bind_method(D_METHOD("is_one_way_collision_enabled"), &CollisionPolygon2D::is_one_way_collision_enabled);
+ ClassDB::bind_method(D_METHOD("set_one_way_collision_margin", "margin"), &CollisionPolygon2D::set_one_way_collision_margin);
+ ClassDB::bind_method(D_METHOD("get_one_way_collision_margin"), &CollisionPolygon2D::get_one_way_collision_margin);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Segments"), "set_build_mode", "get_build_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_way_collision"), "set_one_way_collision", "is_one_way_collision_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "one_way_collision_margin", PROPERTY_HINT_RANGE, "0,128,0.1,suffix:px"), "set_one_way_collision_margin", "get_one_way_collision_margin");
+
+ BIND_ENUM_CONSTANT(BUILD_SOLIDS);
+ BIND_ENUM_CONSTANT(BUILD_SEGMENTS);
+}
+
+CollisionPolygon2D::CollisionPolygon2D() {
+ set_notify_local_transform(true);
+ set_hide_clip_children(true);
+}
diff --git a/scene/2d/physics/collision_polygon_2d.h b/scene/2d/physics/collision_polygon_2d.h
new file mode 100644
index 0000000000..f1ee30babe
--- /dev/null
+++ b/scene/2d/physics/collision_polygon_2d.h
@@ -0,0 +1,96 @@
+/**************************************************************************/
+/* collision_polygon_2d.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef COLLISION_POLYGON_2D_H
+#define COLLISION_POLYGON_2D_H
+
+#include "scene/2d/node_2d.h"
+
+class CollisionObject2D;
+
+class CollisionPolygon2D : public Node2D {
+ GDCLASS(CollisionPolygon2D, Node2D);
+
+public:
+ enum BuildMode {
+ BUILD_SOLIDS,
+ BUILD_SEGMENTS,
+ };
+
+protected:
+ Rect2 aabb = Rect2(-10, -10, 20, 20);
+ BuildMode build_mode = BUILD_SOLIDS;
+ Vector<Point2> polygon;
+ uint32_t owner_id = 0;
+ CollisionObject2D *collision_object = nullptr;
+ bool disabled = false;
+ bool one_way_collision = false;
+ real_t one_way_collision_margin = 1.0;
+
+ Vector<Vector<Vector2>> _decompose_in_convex();
+
+ void _build_polygon();
+
+ void _update_in_shape_owner(bool p_xform_only = false);
+
+protected:
+ void _notification(int p_what);
+ static void _bind_methods();
+
+public:
+#ifdef TOOLS_ENABLED
+ virtual Rect2 _edit_get_rect() const override;
+ virtual bool _edit_use_rect() const override;
+ virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override;
+#endif
+
+ void set_build_mode(BuildMode p_mode);
+ BuildMode get_build_mode() const;
+
+ void set_polygon(const Vector<Point2> &p_polygon);
+ Vector<Point2> get_polygon() const;
+
+ PackedStringArray get_configuration_warnings() const override;
+
+ void set_disabled(bool p_disabled);
+ bool is_disabled() const;
+
+ void set_one_way_collision(bool p_enable);
+ bool is_one_way_collision_enabled() const;
+
+ void set_one_way_collision_margin(real_t p_margin);
+ real_t get_one_way_collision_margin() const;
+
+ CollisionPolygon2D();
+};
+
+VARIANT_ENUM_CAST(CollisionPolygon2D::BuildMode);
+
+#endif // COLLISION_POLYGON_2D_H
diff --git a/scene/2d/physics/collision_shape_2d.cpp b/scene/2d/physics/collision_shape_2d.cpp
new file mode 100644
index 0000000000..6fc29ffe63
--- /dev/null
+++ b/scene/2d/physics/collision_shape_2d.cpp
@@ -0,0 +1,294 @@
+/**************************************************************************/
+/* collision_shape_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 "collision_shape_2d.h"
+
+#include "scene/2d/physics/area_2d.h"
+#include "scene/2d/physics/collision_object_2d.h"
+#include "scene/resources/2d/concave_polygon_shape_2d.h"
+#include "scene/resources/2d/convex_polygon_shape_2d.h"
+
+void CollisionShape2D::_shape_changed() {
+ queue_redraw();
+}
+
+void CollisionShape2D::_update_in_shape_owner(bool p_xform_only) {
+ collision_object->shape_owner_set_transform(owner_id, get_transform());
+ if (p_xform_only) {
+ return;
+ }
+ collision_object->shape_owner_set_disabled(owner_id, disabled);
+ collision_object->shape_owner_set_one_way_collision(owner_id, one_way_collision);
+ collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
+}
+
+Color CollisionShape2D::_get_default_debug_color() const {
+ SceneTree *st = SceneTree::get_singleton();
+ return st ? st->get_debug_collisions_color() : Color();
+}
+
+void CollisionShape2D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_PARENTED: {
+ collision_object = Object::cast_to<CollisionObject2D>(get_parent());
+ if (collision_object) {
+ owner_id = collision_object->create_shape_owner(this);
+ if (shape.is_valid()) {
+ collision_object->shape_owner_add_shape(owner_id, shape);
+ }
+ _update_in_shape_owner();
+ }
+ } break;
+
+ case NOTIFICATION_ENTER_TREE: {
+ if (collision_object) {
+ _update_in_shape_owner();
+ }
+ } break;
+
+ case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
+ if (collision_object) {
+ _update_in_shape_owner(true);
+ }
+ } break;
+
+ case NOTIFICATION_UNPARENTED: {
+ if (collision_object) {
+ collision_object->remove_shape_owner(owner_id);
+ }
+ owner_id = 0;
+ collision_object = nullptr;
+ } break;
+
+ case NOTIFICATION_DRAW: {
+ ERR_FAIL_COND(!is_inside_tree());
+
+ if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
+ break;
+ }
+
+ if (!shape.is_valid()) {
+ break;
+ }
+
+ rect = Rect2();
+
+ Color draw_col = debug_color;
+ if (disabled) {
+ float g = draw_col.get_v();
+ draw_col.r = g;
+ draw_col.g = g;
+ draw_col.b = g;
+ draw_col.a *= 0.5;
+ }
+ shape->draw(get_canvas_item(), draw_col);
+
+ rect = shape->get_rect();
+ rect = rect.grow(3);
+
+ if (one_way_collision) {
+ // Draw an arrow indicating the one-way collision direction
+ draw_col = debug_color.inverted();
+ if (disabled) {
+ draw_col = draw_col.darkened(0.25);
+ }
+ Vector2 line_to(0, 20);
+ draw_line(Vector2(), line_to, draw_col, 2);
+ real_t tsize = 8;
+
+ Vector<Vector2> pts{
+ line_to + Vector2(0, tsize),
+ line_to + Vector2(Math_SQRT12 * tsize, 0),
+ line_to + Vector2(-Math_SQRT12 * tsize, 0)
+ };
+
+ Vector<Color> cols{ draw_col, draw_col, draw_col };
+
+ draw_primitive(pts, cols, Vector<Vector2>());
+ }
+ } break;
+ }
+}
+
+void CollisionShape2D::set_shape(const Ref<Shape2D> &p_shape) {
+ if (p_shape == shape) {
+ return;
+ }
+ if (shape.is_valid()) {
+ shape->disconnect_changed(callable_mp(this, &CollisionShape2D::_shape_changed));
+ }
+ shape = p_shape;
+ queue_redraw();
+ if (collision_object) {
+ collision_object->shape_owner_clear_shapes(owner_id);
+ if (shape.is_valid()) {
+ collision_object->shape_owner_add_shape(owner_id, shape);
+ }
+ _update_in_shape_owner();
+ }
+
+ if (shape.is_valid()) {
+ shape->connect_changed(callable_mp(this, &CollisionShape2D::_shape_changed));
+ }
+
+ update_configuration_warnings();
+}
+
+Ref<Shape2D> CollisionShape2D::get_shape() const {
+ return shape;
+}
+
+bool CollisionShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
+ if (!shape.is_valid()) {
+ return false;
+ }
+
+ return shape->_edit_is_selected_on_click(p_point, p_tolerance);
+}
+
+PackedStringArray CollisionShape2D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
+
+ CollisionObject2D *col_object = Object::cast_to<CollisionObject2D>(get_parent());
+ if (col_object == nullptr) {
+ warnings.push_back(RTR("CollisionShape2D only serves to provide a collision shape to a CollisionObject2D derived node.\nPlease only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape."));
+ }
+ if (!shape.is_valid()) {
+ warnings.push_back(RTR("A shape must be provided for CollisionShape2D to function. Please create a shape resource for it!"));
+ }
+ if (one_way_collision && Object::cast_to<Area2D>(col_object)) {
+ warnings.push_back(RTR("The One Way Collision property will be ignored when the collision object is an Area2D."));
+ }
+
+ Ref<ConvexPolygonShape2D> convex = shape;
+ Ref<ConcavePolygonShape2D> concave = shape;
+ if (convex.is_valid() || concave.is_valid()) {
+ warnings.push_back(RTR("Polygon-based shapes are not meant be used nor edited directly through the CollisionShape2D node. Please use the CollisionPolygon2D node instead."));
+ }
+
+ return warnings;
+}
+
+void CollisionShape2D::set_disabled(bool p_disabled) {
+ disabled = p_disabled;
+ queue_redraw();
+ if (collision_object) {
+ collision_object->shape_owner_set_disabled(owner_id, p_disabled);
+ }
+}
+
+bool CollisionShape2D::is_disabled() const {
+ return disabled;
+}
+
+void CollisionShape2D::set_one_way_collision(bool p_enable) {
+ one_way_collision = p_enable;
+ queue_redraw();
+ if (collision_object) {
+ collision_object->shape_owner_set_one_way_collision(owner_id, p_enable);
+ }
+ update_configuration_warnings();
+}
+
+bool CollisionShape2D::is_one_way_collision_enabled() const {
+ return one_way_collision;
+}
+
+void CollisionShape2D::set_one_way_collision_margin(real_t p_margin) {
+ one_way_collision_margin = p_margin;
+ if (collision_object) {
+ collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
+ }
+}
+
+real_t CollisionShape2D::get_one_way_collision_margin() const {
+ return one_way_collision_margin;
+}
+
+void CollisionShape2D::set_debug_color(const Color &p_color) {
+ debug_color = p_color;
+ queue_redraw();
+}
+
+Color CollisionShape2D::get_debug_color() const {
+ return debug_color;
+}
+
+bool CollisionShape2D::_property_can_revert(const StringName &p_name) const {
+ if (p_name == "debug_color") {
+ return true;
+ }
+ return false;
+}
+
+bool CollisionShape2D::_property_get_revert(const StringName &p_name, Variant &r_property) const {
+ if (p_name == "debug_color") {
+ r_property = _get_default_debug_color();
+ return true;
+ }
+ return false;
+}
+
+void CollisionShape2D::_validate_property(PropertyInfo &p_property) const {
+ if (p_property.name == "debug_color") {
+ if (debug_color == _get_default_debug_color()) {
+ p_property.usage = PROPERTY_USAGE_DEFAULT & ~PROPERTY_USAGE_STORAGE;
+ } else {
+ p_property.usage = PROPERTY_USAGE_DEFAULT;
+ }
+ }
+}
+
+void CollisionShape2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_shape", "shape"), &CollisionShape2D::set_shape);
+ ClassDB::bind_method(D_METHOD("get_shape"), &CollisionShape2D::get_shape);
+ ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionShape2D::set_disabled);
+ ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionShape2D::is_disabled);
+ ClassDB::bind_method(D_METHOD("set_one_way_collision", "enabled"), &CollisionShape2D::set_one_way_collision);
+ ClassDB::bind_method(D_METHOD("is_one_way_collision_enabled"), &CollisionShape2D::is_one_way_collision_enabled);
+ ClassDB::bind_method(D_METHOD("set_one_way_collision_margin", "margin"), &CollisionShape2D::set_one_way_collision_margin);
+ ClassDB::bind_method(D_METHOD("get_one_way_collision_margin"), &CollisionShape2D::get_one_way_collision_margin);
+ ClassDB::bind_method(D_METHOD("set_debug_color", "color"), &CollisionShape2D::set_debug_color);
+ ClassDB::bind_method(D_METHOD("get_debug_color"), &CollisionShape2D::get_debug_color);
+
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_way_collision"), "set_one_way_collision", "is_one_way_collision_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "one_way_collision_margin", PROPERTY_HINT_RANGE, "0,128,0.1,suffix:px"), "set_one_way_collision_margin", "get_one_way_collision_margin");
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_color"), "set_debug_color", "get_debug_color");
+ // Default value depends on a project setting, override for doc generation purposes.
+ ADD_PROPERTY_DEFAULT("debug_color", Color());
+}
+
+CollisionShape2D::CollisionShape2D() {
+ set_notify_local_transform(true);
+ set_hide_clip_children(true);
+ debug_color = _get_default_debug_color();
+}
diff --git a/scene/2d/physics/collision_shape_2d.h b/scene/2d/physics/collision_shape_2d.h
new file mode 100644
index 0000000000..65436f1539
--- /dev/null
+++ b/scene/2d/physics/collision_shape_2d.h
@@ -0,0 +1,88 @@
+/**************************************************************************/
+/* collision_shape_2d.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef COLLISION_SHAPE_2D_H
+#define COLLISION_SHAPE_2D_H
+
+#include "scene/2d/node_2d.h"
+#include "scene/resources/2d/shape_2d.h"
+
+class CollisionObject2D;
+
+class CollisionShape2D : public Node2D {
+ GDCLASS(CollisionShape2D, Node2D);
+ Ref<Shape2D> shape;
+ Rect2 rect = Rect2(-Point2(10, 10), Point2(20, 20));
+ uint32_t owner_id = 0;
+ CollisionObject2D *collision_object = nullptr;
+ bool disabled = false;
+ bool one_way_collision = false;
+ real_t one_way_collision_margin = 1.0;
+ Color debug_color;
+
+ void _shape_changed();
+ void _update_in_shape_owner(bool p_xform_only = false);
+ Color _get_default_debug_color() const;
+
+protected:
+ void _notification(int p_what);
+ bool _property_can_revert(const StringName &p_name) const;
+ bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
+ void _validate_property(PropertyInfo &p_property) const;
+ static void _bind_methods();
+
+public:
+#ifdef TOOLS_ENABLED
+ virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override;
+#else
+ virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
+#endif // TOOLS_ENABLED
+
+ void set_shape(const Ref<Shape2D> &p_shape);
+ Ref<Shape2D> get_shape() const;
+
+ void set_disabled(bool p_disabled);
+ bool is_disabled() const;
+
+ void set_one_way_collision(bool p_enable);
+ bool is_one_way_collision_enabled() const;
+
+ void set_one_way_collision_margin(real_t p_margin);
+ real_t get_one_way_collision_margin() const;
+
+ void set_debug_color(const Color &p_color);
+ Color get_debug_color() const;
+
+ PackedStringArray get_configuration_warnings() const override;
+
+ CollisionShape2D();
+};
+
+#endif // COLLISION_SHAPE_2D_H
diff --git a/scene/2d/physics/joints/SCsub b/scene/2d/physics/joints/SCsub
new file mode 100644
index 0000000000..fc61250247
--- /dev/null
+++ b/scene/2d/physics/joints/SCsub
@@ -0,0 +1,5 @@
+#!/usr/bin/env python
+
+Import("env")
+
+env.add_source_files(env.scene_sources, "*.cpp")
diff --git a/scene/2d/physics/joints/damped_spring_joint_2d.cpp b/scene/2d/physics/joints/damped_spring_joint_2d.cpp
new file mode 100644
index 0000000000..4b210ec0c7
--- /dev/null
+++ b/scene/2d/physics/joints/damped_spring_joint_2d.cpp
@@ -0,0 +1,128 @@
+/**************************************************************************/
+/* damped_spring_joint_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 "damped_spring_joint_2d.h"
+
+#include "scene/2d/physics/physics_body_2d.h"
+
+void DampedSpringJoint2D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_DRAW: {
+ if (!is_inside_tree()) {
+ break;
+ }
+
+ if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
+ break;
+ }
+
+ draw_line(Point2(-10, 0), Point2(+10, 0), Color(0.7, 0.6, 0.0, 0.5), 3);
+ draw_line(Point2(-10, length), Point2(+10, length), Color(0.7, 0.6, 0.0, 0.5), 3);
+ draw_line(Point2(0, 0), Point2(0, length), Color(0.7, 0.6, 0.0, 0.5), 3);
+ } break;
+ }
+}
+
+void DampedSpringJoint2D::_configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) {
+ Transform2D gt = get_global_transform();
+ Vector2 anchor_A = gt.get_origin();
+ Vector2 anchor_B = gt.xform(Vector2(0, length));
+
+ PhysicsServer2D::get_singleton()->joint_make_damped_spring(p_joint, anchor_A, anchor_B, body_a->get_rid(), body_b->get_rid());
+ if (rest_length) {
+ PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(p_joint, PhysicsServer2D::DAMPED_SPRING_REST_LENGTH, rest_length);
+ }
+ PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(p_joint, PhysicsServer2D::DAMPED_SPRING_STIFFNESS, stiffness);
+ PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(p_joint, PhysicsServer2D::DAMPED_SPRING_DAMPING, damping);
+}
+
+void DampedSpringJoint2D::set_length(real_t p_length) {
+ length = p_length;
+ queue_redraw();
+}
+
+real_t DampedSpringJoint2D::get_length() const {
+ return length;
+}
+
+void DampedSpringJoint2D::set_rest_length(real_t p_rest_length) {
+ rest_length = p_rest_length;
+ queue_redraw();
+ if (is_configured()) {
+ PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(get_rid(), PhysicsServer2D::DAMPED_SPRING_REST_LENGTH, p_rest_length ? p_rest_length : length);
+ }
+}
+
+real_t DampedSpringJoint2D::get_rest_length() const {
+ return rest_length;
+}
+
+void DampedSpringJoint2D::set_stiffness(real_t p_stiffness) {
+ stiffness = p_stiffness;
+ queue_redraw();
+ if (is_configured()) {
+ PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(get_rid(), PhysicsServer2D::DAMPED_SPRING_STIFFNESS, p_stiffness);
+ }
+}
+
+real_t DampedSpringJoint2D::get_stiffness() const {
+ return stiffness;
+}
+
+void DampedSpringJoint2D::set_damping(real_t p_damping) {
+ damping = p_damping;
+ queue_redraw();
+ if (is_configured()) {
+ PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(get_rid(), PhysicsServer2D::DAMPED_SPRING_DAMPING, p_damping);
+ }
+}
+
+real_t DampedSpringJoint2D::get_damping() const {
+ return damping;
+}
+
+void DampedSpringJoint2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_length", "length"), &DampedSpringJoint2D::set_length);
+ ClassDB::bind_method(D_METHOD("get_length"), &DampedSpringJoint2D::get_length);
+ ClassDB::bind_method(D_METHOD("set_rest_length", "rest_length"), &DampedSpringJoint2D::set_rest_length);
+ ClassDB::bind_method(D_METHOD("get_rest_length"), &DampedSpringJoint2D::get_rest_length);
+ ClassDB::bind_method(D_METHOD("set_stiffness", "stiffness"), &DampedSpringJoint2D::set_stiffness);
+ ClassDB::bind_method(D_METHOD("get_stiffness"), &DampedSpringJoint2D::get_stiffness);
+ ClassDB::bind_method(D_METHOD("set_damping", "damping"), &DampedSpringJoint2D::set_damping);
+ ClassDB::bind_method(D_METHOD("get_damping"), &DampedSpringJoint2D::get_damping);
+
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "length", PROPERTY_HINT_RANGE, "1,65535,1,exp,suffix:px"), "set_length", "get_length");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rest_length", PROPERTY_HINT_RANGE, "0,65535,1,exp,suffix:px"), "set_rest_length", "get_rest_length");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "stiffness", PROPERTY_HINT_RANGE, "0.1,64,0.1,exp"), "set_stiffness", "get_stiffness");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping", PROPERTY_HINT_RANGE, "0.01,16,0.01,exp"), "set_damping", "get_damping");
+}
+
+DampedSpringJoint2D::DampedSpringJoint2D() {
+}
diff --git a/scene/2d/physics/joints/damped_spring_joint_2d.h b/scene/2d/physics/joints/damped_spring_joint_2d.h
new file mode 100644
index 0000000000..de9fda80b9
--- /dev/null
+++ b/scene/2d/physics/joints/damped_spring_joint_2d.h
@@ -0,0 +1,67 @@
+/**************************************************************************/
+/* damped_spring_joint_2d.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef DAMPED_SPRING_JOINT_2D_H
+#define DAMPED_SPRING_JOINT_2D_H
+
+#include "scene/2d/physics/joints/joint_2d.h"
+
+class PhysicsBody2D;
+
+class DampedSpringJoint2D : public Joint2D {
+ GDCLASS(DampedSpringJoint2D, Joint2D);
+
+ real_t stiffness = 20.0;
+ real_t damping = 1.0;
+ real_t rest_length = 0.0;
+ real_t length = 50.0;
+
+protected:
+ void _notification(int p_what);
+ virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) override;
+ static void _bind_methods();
+
+public:
+ void set_length(real_t p_length);
+ real_t get_length() const;
+
+ void set_rest_length(real_t p_rest_length);
+ real_t get_rest_length() const;
+
+ void set_damping(real_t p_damping);
+ real_t get_damping() const;
+
+ void set_stiffness(real_t p_stiffness);
+ real_t get_stiffness() const;
+
+ DampedSpringJoint2D();
+};
+
+#endif // DAMPED_SPRING_JOINT_2D_H
diff --git a/scene/2d/physics/joints/groove_joint_2d.cpp b/scene/2d/physics/joints/groove_joint_2d.cpp
new file mode 100644
index 0000000000..415a49d8bd
--- /dev/null
+++ b/scene/2d/physics/joints/groove_joint_2d.cpp
@@ -0,0 +1,92 @@
+/**************************************************************************/
+/* groove_joint_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 "groove_joint_2d.h"
+
+#include "scene/2d/physics/physics_body_2d.h"
+
+void GrooveJoint2D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_DRAW: {
+ if (!is_inside_tree()) {
+ break;
+ }
+
+ if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
+ break;
+ }
+
+ draw_line(Point2(-10, 0), Point2(+10, 0), Color(0.7, 0.6, 0.0, 0.5), 3);
+ draw_line(Point2(-10, length), Point2(+10, length), Color(0.7, 0.6, 0.0, 0.5), 3);
+ draw_line(Point2(0, 0), Point2(0, length), Color(0.7, 0.6, 0.0, 0.5), 3);
+ draw_line(Point2(-10, initial_offset), Point2(+10, initial_offset), Color(0.8, 0.8, 0.9, 0.5), 5);
+ } break;
+ }
+}
+
+void GrooveJoint2D::_configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) {
+ Transform2D gt = get_global_transform();
+ Vector2 groove_A1 = gt.get_origin();
+ Vector2 groove_A2 = gt.xform(Vector2(0, length));
+ Vector2 anchor_B = gt.xform(Vector2(0, initial_offset));
+
+ PhysicsServer2D::get_singleton()->joint_make_groove(p_joint, groove_A1, groove_A2, anchor_B, body_a->get_rid(), body_b->get_rid());
+}
+
+void GrooveJoint2D::set_length(real_t p_length) {
+ length = p_length;
+ queue_redraw();
+}
+
+real_t GrooveJoint2D::get_length() const {
+ return length;
+}
+
+void GrooveJoint2D::set_initial_offset(real_t p_initial_offset) {
+ initial_offset = p_initial_offset;
+ queue_redraw();
+}
+
+real_t GrooveJoint2D::get_initial_offset() const {
+ return initial_offset;
+}
+
+void GrooveJoint2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_length", "length"), &GrooveJoint2D::set_length);
+ ClassDB::bind_method(D_METHOD("get_length"), &GrooveJoint2D::get_length);
+ ClassDB::bind_method(D_METHOD("set_initial_offset", "offset"), &GrooveJoint2D::set_initial_offset);
+ ClassDB::bind_method(D_METHOD("get_initial_offset"), &GrooveJoint2D::get_initial_offset);
+
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "length", PROPERTY_HINT_RANGE, "1,65535,1,exp,suffix:px"), "set_length", "get_length");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "initial_offset", PROPERTY_HINT_RANGE, "1,65535,1,exp,suffix:px"), "set_initial_offset", "get_initial_offset");
+}
+
+GrooveJoint2D::GrooveJoint2D() {
+}
diff --git a/scene/2d/physics/joints/groove_joint_2d.h b/scene/2d/physics/joints/groove_joint_2d.h
new file mode 100644
index 0000000000..b04692fbff
--- /dev/null
+++ b/scene/2d/physics/joints/groove_joint_2d.h
@@ -0,0 +1,59 @@
+/**************************************************************************/
+/* groove_joint_2d.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef GROOVE_JOINT_2D_H
+#define GROOVE_JOINT_2D_H
+
+#include "scene/2d/physics/joints/joint_2d.h"
+
+class PhysicsBody2D;
+
+class GrooveJoint2D : public Joint2D {
+ GDCLASS(GrooveJoint2D, Joint2D);
+
+ real_t length = 50.0;
+ real_t initial_offset = 25.0;
+
+protected:
+ void _notification(int p_what);
+ virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) override;
+ static void _bind_methods();
+
+public:
+ void set_length(real_t p_length);
+ real_t get_length() const;
+
+ void set_initial_offset(real_t p_initial_offset);
+ real_t get_initial_offset() const;
+
+ GrooveJoint2D();
+};
+
+#endif // GROOVE_JOINT_2D_H
diff --git a/scene/2d/physics/joints/joint_2d.cpp b/scene/2d/physics/joints/joint_2d.cpp
new file mode 100644
index 0000000000..dd1697a29c
--- /dev/null
+++ b/scene/2d/physics/joints/joint_2d.cpp
@@ -0,0 +1,254 @@
+/**************************************************************************/
+/* joint_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 "joint_2d.h"
+
+#include "scene/2d/physics/physics_body_2d.h"
+#include "scene/scene_string_names.h"
+
+void Joint2D::_disconnect_signals() {
+ Node *node_a = get_node_or_null(a);
+ PhysicsBody2D *body_a = Object::cast_to<PhysicsBody2D>(node_a);
+ if (body_a) {
+ body_a->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree));
+ }
+
+ Node *node_b = get_node_or_null(b);
+ PhysicsBody2D *body_b = Object::cast_to<PhysicsBody2D>(node_b);
+ if (body_b) {
+ body_b->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree));
+ }
+}
+
+void Joint2D::_body_exit_tree() {
+ _disconnect_signals();
+ _update_joint(true);
+ update_configuration_warnings();
+}
+
+void Joint2D::_update_joint(bool p_only_free) {
+ if (ba.is_valid() && bb.is_valid() && exclude_from_collision) {
+ PhysicsServer2D::get_singleton()->joint_disable_collisions_between_bodies(joint, false);
+ }
+
+ ba = RID();
+ bb = RID();
+ configured = false;
+
+ if (p_only_free || !is_inside_tree()) {
+ PhysicsServer2D::get_singleton()->joint_clear(joint);
+ warning = String();
+ return;
+ }
+
+ Node *node_a = get_node_or_null(a);
+ Node *node_b = get_node_or_null(b);
+
+ PhysicsBody2D *body_a = Object::cast_to<PhysicsBody2D>(node_a);
+ PhysicsBody2D *body_b = Object::cast_to<PhysicsBody2D>(node_b);
+
+ bool valid = false;
+
+ if (node_a && !body_a && node_b && !body_b) {
+ warning = RTR("Node A and Node B must be PhysicsBody2Ds");
+ } else if (node_a && !body_a) {
+ warning = RTR("Node A must be a PhysicsBody2D");
+ } else if (node_b && !body_b) {
+ warning = RTR("Node B must be a PhysicsBody2D");
+ } else if (!body_a || !body_b) {
+ warning = RTR("Joint is not connected to two PhysicsBody2Ds");
+ } else if (body_a == body_b) {
+ warning = RTR("Node A and Node B must be different PhysicsBody2Ds");
+ } else {
+ warning = String();
+ valid = true;
+ }
+
+ update_configuration_warnings();
+
+ if (!valid) {
+ PhysicsServer2D::get_singleton()->joint_clear(joint);
+ return;
+ }
+
+ if (body_a) {
+ body_a->force_update_transform();
+ }
+
+ if (body_b) {
+ body_b->force_update_transform();
+ }
+
+ configured = true;
+
+ _configure_joint(joint, body_a, body_b);
+
+ ERR_FAIL_COND_MSG(!joint.is_valid(), "Failed to configure the joint.");
+
+ PhysicsServer2D::get_singleton()->joint_set_param(joint, PhysicsServer2D::JOINT_PARAM_BIAS, bias);
+
+ ba = body_a->get_rid();
+ bb = body_b->get_rid();
+
+ body_a->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree));
+ body_b->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree));
+
+ PhysicsServer2D::get_singleton()->joint_disable_collisions_between_bodies(joint, exclude_from_collision);
+}
+
+void Joint2D::set_node_a(const NodePath &p_node_a) {
+ if (a == p_node_a) {
+ return;
+ }
+
+ if (is_configured()) {
+ _disconnect_signals();
+ }
+
+ a = p_node_a;
+ if (Engine::get_singleton()->is_editor_hint()) {
+ // When in editor, the setter may be called as a result of node rename.
+ // It happens before the node actually changes its name, which triggers false warning.
+ callable_mp(this, &Joint2D::_update_joint).call_deferred();
+ } else {
+ _update_joint();
+ }
+}
+
+NodePath Joint2D::get_node_a() const {
+ return a;
+}
+
+void Joint2D::set_node_b(const NodePath &p_node_b) {
+ if (b == p_node_b) {
+ return;
+ }
+
+ if (is_configured()) {
+ _disconnect_signals();
+ }
+
+ b = p_node_b;
+ if (Engine::get_singleton()->is_editor_hint()) {
+ callable_mp(this, &Joint2D::_update_joint).call_deferred();
+ } else {
+ _update_joint();
+ }
+}
+
+NodePath Joint2D::get_node_b() const {
+ return b;
+}
+
+void Joint2D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_POST_ENTER_TREE: {
+ if (is_configured()) {
+ _disconnect_signals();
+ }
+ _update_joint();
+ } break;
+
+ case NOTIFICATION_EXIT_TREE: {
+ if (is_configured()) {
+ _disconnect_signals();
+ }
+ _update_joint(true);
+ } break;
+ }
+}
+
+void Joint2D::set_bias(real_t p_bias) {
+ bias = p_bias;
+ if (joint.is_valid()) {
+ PhysicsServer2D::get_singleton()->joint_set_param(joint, PhysicsServer2D::JOINT_PARAM_BIAS, bias);
+ }
+}
+
+real_t Joint2D::get_bias() const {
+ return bias;
+}
+
+void Joint2D::set_exclude_nodes_from_collision(bool p_enable) {
+ if (exclude_from_collision == p_enable) {
+ return;
+ }
+ if (is_configured()) {
+ _disconnect_signals();
+ }
+ _update_joint(true);
+ exclude_from_collision = p_enable;
+ _update_joint();
+}
+
+bool Joint2D::get_exclude_nodes_from_collision() const {
+ return exclude_from_collision;
+}
+
+PackedStringArray Joint2D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node2D::get_configuration_warnings();
+
+ if (!warning.is_empty()) {
+ warnings.push_back(warning);
+ }
+
+ return warnings;
+}
+
+void Joint2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_node_a", "node"), &Joint2D::set_node_a);
+ ClassDB::bind_method(D_METHOD("get_node_a"), &Joint2D::get_node_a);
+
+ ClassDB::bind_method(D_METHOD("set_node_b", "node"), &Joint2D::set_node_b);
+ ClassDB::bind_method(D_METHOD("get_node_b"), &Joint2D::get_node_b);
+
+ ClassDB::bind_method(D_METHOD("set_bias", "bias"), &Joint2D::set_bias);
+ ClassDB::bind_method(D_METHOD("get_bias"), &Joint2D::get_bias);
+
+ ClassDB::bind_method(D_METHOD("set_exclude_nodes_from_collision", "enable"), &Joint2D::set_exclude_nodes_from_collision);
+ ClassDB::bind_method(D_METHOD("get_exclude_nodes_from_collision"), &Joint2D::get_exclude_nodes_from_collision);
+
+ ClassDB::bind_method(D_METHOD("get_rid"), &Joint2D::get_rid);
+
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_a", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody2D"), "set_node_a", "get_node_a");
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_b", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody2D"), "set_node_b", "get_node_b");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bias", PROPERTY_HINT_RANGE, "0,0.9,0.001"), "set_bias", "get_bias");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disable_collision"), "set_exclude_nodes_from_collision", "get_exclude_nodes_from_collision");
+}
+
+Joint2D::Joint2D() {
+ joint = PhysicsServer2D::get_singleton()->joint_create();
+ set_hide_clip_children(true);
+}
+
+Joint2D::~Joint2D() {
+ ERR_FAIL_NULL(PhysicsServer2D::get_singleton());
+ PhysicsServer2D::get_singleton()->free(joint);
+}
diff --git a/scene/2d/physics/joints/joint_2d.h b/scene/2d/physics/joints/joint_2d.h
new file mode 100644
index 0000000000..bdd2730bfa
--- /dev/null
+++ b/scene/2d/physics/joints/joint_2d.h
@@ -0,0 +1,84 @@
+/**************************************************************************/
+/* joint_2d.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef JOINT_2D_H
+#define JOINT_2D_H
+
+#include "scene/2d/node_2d.h"
+
+class PhysicsBody2D;
+
+class Joint2D : public Node2D {
+ GDCLASS(Joint2D, Node2D);
+
+ RID joint;
+ RID ba, bb;
+
+ NodePath a;
+ NodePath b;
+ real_t bias = 0.0;
+
+ bool exclude_from_collision = true;
+ bool configured = false;
+ String warning;
+
+protected:
+ void _disconnect_signals();
+ void _body_exit_tree();
+ void _update_joint(bool p_only_free = false);
+
+ void _notification(int p_what);
+ virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) = 0;
+
+ static void _bind_methods();
+
+ _FORCE_INLINE_ bool is_configured() const { return configured; }
+
+public:
+ virtual PackedStringArray get_configuration_warnings() const override;
+
+ void set_node_a(const NodePath &p_node_a);
+ NodePath get_node_a() const;
+
+ void set_node_b(const NodePath &p_node_b);
+ NodePath get_node_b() const;
+
+ void set_bias(real_t p_bias);
+ real_t get_bias() const;
+
+ void set_exclude_nodes_from_collision(bool p_enable);
+ bool get_exclude_nodes_from_collision() const;
+
+ RID get_rid() const { return joint; }
+ Joint2D();
+ ~Joint2D();
+};
+
+#endif // JOINT_2D_H
diff --git a/scene/2d/physics/joints/pin_joint_2d.cpp b/scene/2d/physics/joints/pin_joint_2d.cpp
new file mode 100644
index 0000000000..6ff0c485f5
--- /dev/null
+++ b/scene/2d/physics/joints/pin_joint_2d.cpp
@@ -0,0 +1,177 @@
+/**************************************************************************/
+/* pin_joint_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 "pin_joint_2d.h"
+
+#include "scene/2d/physics/physics_body_2d.h"
+
+void PinJoint2D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_DRAW: {
+ if (!is_inside_tree()) {
+ break;
+ }
+
+ if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
+ break;
+ }
+
+ draw_line(Point2(-10, 0), Point2(+10, 0), Color(0.7, 0.6, 0.0, 0.5), 3);
+ draw_line(Point2(0, -10), Point2(0, +10), Color(0.7, 0.6, 0.0, 0.5), 3);
+ } break;
+ }
+}
+
+void PinJoint2D::_configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) {
+ PhysicsServer2D::get_singleton()->joint_make_pin(p_joint, get_global_position(), body_a->get_rid(), body_b ? body_b->get_rid() : RID());
+ PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_SOFTNESS, softness);
+ PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_LIMIT_UPPER, angular_limit_upper);
+ PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_LIMIT_LOWER, angular_limit_lower);
+ PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_MOTOR_TARGET_VELOCITY, motor_target_velocity);
+ PhysicsServer2D::get_singleton()->pin_joint_set_flag(p_joint, PhysicsServer2D::PIN_JOINT_FLAG_MOTOR_ENABLED, motor_enabled);
+ PhysicsServer2D::get_singleton()->pin_joint_set_flag(p_joint, PhysicsServer2D::PIN_JOINT_FLAG_ANGULAR_LIMIT_ENABLED, angular_limit_enabled);
+}
+
+void PinJoint2D::set_softness(real_t p_softness) {
+ if (softness == p_softness) {
+ return;
+ }
+ softness = p_softness;
+ queue_redraw();
+ if (is_configured()) {
+ PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_SOFTNESS, p_softness);
+ }
+}
+
+real_t PinJoint2D::get_softness() const {
+ return softness;
+}
+
+void PinJoint2D::set_angular_limit_lower(real_t p_angular_limit_lower) {
+ if (angular_limit_lower == p_angular_limit_lower) {
+ return;
+ }
+ angular_limit_lower = p_angular_limit_lower;
+ queue_redraw();
+ if (is_configured()) {
+ PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_LIMIT_LOWER, p_angular_limit_lower);
+ }
+}
+
+real_t PinJoint2D::get_angular_limit_lower() const {
+ return angular_limit_lower;
+}
+
+void PinJoint2D::set_angular_limit_upper(real_t p_angular_limit_upper) {
+ if (angular_limit_upper == p_angular_limit_upper) {
+ return;
+ }
+ angular_limit_upper = p_angular_limit_upper;
+ queue_redraw();
+ if (is_configured()) {
+ PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_LIMIT_UPPER, p_angular_limit_upper);
+ }
+}
+
+real_t PinJoint2D::get_angular_limit_upper() const {
+ return angular_limit_upper;
+}
+
+void PinJoint2D::set_motor_target_velocity(real_t p_motor_target_velocity) {
+ if (motor_target_velocity == p_motor_target_velocity) {
+ return;
+ }
+ motor_target_velocity = p_motor_target_velocity;
+ queue_redraw();
+ if (is_configured()) {
+ PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_MOTOR_TARGET_VELOCITY, motor_target_velocity);
+ }
+}
+
+real_t PinJoint2D::get_motor_target_velocity() const {
+ return motor_target_velocity;
+}
+
+void PinJoint2D::set_motor_enabled(bool p_motor_enabled) {
+ if (motor_enabled == p_motor_enabled) {
+ return;
+ }
+ motor_enabled = p_motor_enabled;
+ queue_redraw();
+ if (is_configured()) {
+ PhysicsServer2D::get_singleton()->pin_joint_set_flag(get_rid(), PhysicsServer2D::PIN_JOINT_FLAG_MOTOR_ENABLED, motor_enabled);
+ }
+}
+
+bool PinJoint2D::is_motor_enabled() const {
+ return motor_enabled;
+}
+
+void PinJoint2D::set_angular_limit_enabled(bool p_angular_limit_enabled) {
+ if (angular_limit_enabled == p_angular_limit_enabled) {
+ return;
+ }
+ angular_limit_enabled = p_angular_limit_enabled;
+ queue_redraw();
+ if (is_configured()) {
+ PhysicsServer2D::get_singleton()->pin_joint_set_flag(get_rid(), PhysicsServer2D::PIN_JOINT_FLAG_ANGULAR_LIMIT_ENABLED, angular_limit_enabled);
+ }
+}
+
+bool PinJoint2D::is_angular_limit_enabled() const {
+ return angular_limit_enabled;
+}
+
+void PinJoint2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_softness", "softness"), &PinJoint2D::set_softness);
+ ClassDB::bind_method(D_METHOD("get_softness"), &PinJoint2D::get_softness);
+ ClassDB::bind_method(D_METHOD("set_angular_limit_lower", "angular_limit_lower"), &PinJoint2D::set_angular_limit_lower);
+ ClassDB::bind_method(D_METHOD("get_angular_limit_lower"), &PinJoint2D::get_angular_limit_lower);
+ ClassDB::bind_method(D_METHOD("set_angular_limit_upper", "angular_limit_upper"), &PinJoint2D::set_angular_limit_upper);
+ ClassDB::bind_method(D_METHOD("get_angular_limit_upper"), &PinJoint2D::get_angular_limit_upper);
+ ClassDB::bind_method(D_METHOD("set_motor_target_velocity", "motor_target_velocity"), &PinJoint2D::set_motor_target_velocity);
+ ClassDB::bind_method(D_METHOD("get_motor_target_velocity"), &PinJoint2D::get_motor_target_velocity);
+ ClassDB::bind_method(D_METHOD("set_motor_enabled", "enabled"), &PinJoint2D::set_motor_enabled);
+ ClassDB::bind_method(D_METHOD("is_motor_enabled"), &PinJoint2D::is_motor_enabled);
+ ClassDB::bind_method(D_METHOD("set_angular_limit_enabled", "enabled"), &PinJoint2D::set_angular_limit_enabled);
+ ClassDB::bind_method(D_METHOD("is_angular_limit_enabled"), &PinJoint2D::is_angular_limit_enabled);
+
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "softness", PROPERTY_HINT_RANGE, "0.00,16,0.01,exp"), "set_softness", "get_softness");
+ ADD_GROUP("Angular Limit", "angular_limit_");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "angular_limit_enabled"), "set_angular_limit_enabled", "is_angular_limit_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_lower", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_angular_limit_lower", "get_angular_limit_lower");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_upper", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_angular_limit_upper", "get_angular_limit_upper");
+ ADD_GROUP("Motor", "motor_");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motor_enabled"), "set_motor_enabled", "is_motor_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "motor_target_velocity", PROPERTY_HINT_RANGE, U"-200,200,0.01,or_greater,or_less,radians_as_degrees,suffix:\u00B0/s"), "set_motor_target_velocity", "get_motor_target_velocity");
+}
+
+PinJoint2D::PinJoint2D() {
+}
diff --git a/scene/2d/physics/joints/pin_joint_2d.h b/scene/2d/physics/joints/pin_joint_2d.h
new file mode 100644
index 0000000000..c2d78ba324
--- /dev/null
+++ b/scene/2d/physics/joints/pin_joint_2d.h
@@ -0,0 +1,71 @@
+/**************************************************************************/
+/* pin_joint_2d.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef PIN_JOINT_2D_H
+#define PIN_JOINT_2D_H
+
+#include "scene/2d/physics/joints/joint_2d.h"
+
+class PhysicsBody2D;
+
+class PinJoint2D : public Joint2D {
+ GDCLASS(PinJoint2D, Joint2D);
+
+ real_t softness = 0.0;
+ real_t angular_limit_lower = 0.0;
+ real_t angular_limit_upper = 0.0;
+ real_t motor_target_velocity = 0.0;
+ bool motor_enabled = false;
+ bool angular_limit_enabled = false;
+
+protected:
+ void _notification(int p_what);
+ virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) override;
+ static void _bind_methods();
+
+public:
+ void set_softness(real_t p_softness);
+ real_t get_softness() const;
+ void set_angular_limit_lower(real_t p_angular_limit_lower);
+ real_t get_angular_limit_lower() const;
+ void set_angular_limit_upper(real_t p_angular_limit_upper);
+ real_t get_angular_limit_upper() const;
+ void set_motor_target_velocity(real_t p_motor_target_velocity);
+ real_t get_motor_target_velocity() const;
+
+ void set_motor_enabled(bool p_motor_enabled);
+ bool is_motor_enabled() const;
+ void set_angular_limit_enabled(bool p_angular_limit_enabled);
+ bool is_angular_limit_enabled() const;
+
+ PinJoint2D();
+};
+
+#endif // PIN_JOINT_2D_H
diff --git a/scene/2d/physics/kinematic_collision_2d.cpp b/scene/2d/physics/kinematic_collision_2d.cpp
new file mode 100644
index 0000000000..7e7c33b259
--- /dev/null
+++ b/scene/2d/physics/kinematic_collision_2d.cpp
@@ -0,0 +1,120 @@
+/**************************************************************************/
+/* kinematic_collision_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 "kinematic_collision_2d.h"
+
+#include "scene/2d/physics/character_body_2d.h"
+#include "scene/2d/physics/physics_body_2d.h"
+
+Vector2 KinematicCollision2D::get_position() const {
+ return result.collision_point;
+}
+
+Vector2 KinematicCollision2D::get_normal() const {
+ return result.collision_normal;
+}
+
+Vector2 KinematicCollision2D::get_travel() const {
+ return result.travel;
+}
+
+Vector2 KinematicCollision2D::get_remainder() const {
+ return result.remainder;
+}
+
+real_t KinematicCollision2D::get_angle(const Vector2 &p_up_direction) const {
+ ERR_FAIL_COND_V(p_up_direction == Vector2(), 0);
+ return result.get_angle(p_up_direction);
+}
+
+real_t KinematicCollision2D::get_depth() const {
+ return result.collision_depth;
+}
+
+Object *KinematicCollision2D::get_local_shape() const {
+ if (!owner) {
+ return nullptr;
+ }
+ uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape);
+ return owner->shape_owner_get_owner(ownerid);
+}
+
+Object *KinematicCollision2D::get_collider() const {
+ if (result.collider_id.is_valid()) {
+ return ObjectDB::get_instance(result.collider_id);
+ }
+
+ return nullptr;
+}
+
+ObjectID KinematicCollision2D::get_collider_id() const {
+ return result.collider_id;
+}
+
+RID KinematicCollision2D::get_collider_rid() const {
+ return result.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(result.collider_shape);
+ return obj2d->shape_owner_get_owner(ownerid);
+ }
+ }
+
+ return nullptr;
+}
+
+int KinematicCollision2D::get_collider_shape_index() const {
+ return result.collider_shape;
+}
+
+Vector2 KinematicCollision2D::get_collider_velocity() const {
+ return result.collider_velocity;
+}
+
+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_angle", "up_direction"), &KinematicCollision2D::get_angle, DEFVAL(Vector2(0.0, -1.0)));
+ ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision2D::get_depth);
+ 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_rid"), &KinematicCollision2D::get_collider_rid);
+ 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);
+}
diff --git a/scene/2d/physics/kinematic_collision_2d.h b/scene/2d/physics/kinematic_collision_2d.h
new file mode 100644
index 0000000000..0d187b87a5
--- /dev/null
+++ b/scene/2d/physics/kinematic_collision_2d.h
@@ -0,0 +1,67 @@
+/**************************************************************************/
+/* kinematic_collision_2d.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef KINEMATIC_COLLISION_2D_H
+#define KINEMATIC_COLLISION_2D_H
+
+#include "core/object/ref_counted.h"
+#include "servers/physics_server_2d.h"
+
+class CharacterBody2D;
+class PhysicsBody2D;
+
+class KinematicCollision2D : public RefCounted {
+ GDCLASS(KinematicCollision2D, RefCounted);
+
+ 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;
+ real_t get_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
+ real_t get_depth() const;
+ Object *get_local_shape() const;
+ Object *get_collider() const;
+ ObjectID get_collider_id() const;
+ RID get_collider_rid() const;
+ Object *get_collider_shape() const;
+ int get_collider_shape_index() const;
+ Vector2 get_collider_velocity() const;
+};
+
+#endif // KINEMATIC_COLLISION_2D_H
diff --git a/scene/2d/physics/physical_bone_2d.cpp b/scene/2d/physics/physical_bone_2d.cpp
new file mode 100644
index 0000000000..77bb8c24b8
--- /dev/null
+++ b/scene/2d/physics/physical_bone_2d.cpp
@@ -0,0 +1,299 @@
+/**************************************************************************/
+/* physical_bone_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 "physical_bone_2d.h"
+
+#include "scene/2d/physics/joints/joint_2d.h"
+
+void PhysicalBone2D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
+ // Position the RigidBody in the correct position.
+ if (follow_bone_when_simulating) {
+ _position_at_bone2d();
+ }
+
+ // Keep the child joint in the correct position.
+ if (child_joint && auto_configure_joint) {
+ child_joint->set_global_position(get_global_position());
+ }
+ } break;
+
+ case NOTIFICATION_READY: {
+ _find_skeleton_parent();
+ _find_joint_child();
+
+ // Configure joint.
+ if (child_joint && auto_configure_joint) {
+ _auto_configure_joint();
+ }
+
+ // Simulate physics if set.
+ if (simulate_physics) {
+ _start_physics_simulation();
+ } else {
+ _stop_physics_simulation();
+ }
+
+ set_physics_process_internal(true);
+ } break;
+ }
+}
+
+void PhysicalBone2D::_position_at_bone2d() {
+ // Reset to Bone2D position
+ if (parent_skeleton) {
+ Bone2D *bone_to_use = parent_skeleton->get_bone(bone2d_index);
+ ERR_FAIL_NULL_MSG(bone_to_use, "It's not possible to position the bone with ID: " + itos(bone2d_index) + ".");
+ set_global_transform(bone_to_use->get_global_transform());
+ }
+}
+
+void PhysicalBone2D::_find_skeleton_parent() {
+ Node *current_parent = get_parent();
+
+ while (current_parent != nullptr) {
+ Skeleton2D *potential_skeleton = Object::cast_to<Skeleton2D>(current_parent);
+ if (potential_skeleton) {
+ parent_skeleton = potential_skeleton;
+ break;
+ } else {
+ PhysicalBone2D *potential_parent_bone = Object::cast_to<PhysicalBone2D>(current_parent);
+ if (potential_parent_bone) {
+ current_parent = potential_parent_bone->get_parent();
+ } else {
+ current_parent = nullptr;
+ }
+ }
+ }
+}
+
+void PhysicalBone2D::_find_joint_child() {
+ for (int i = 0; i < get_child_count(); i++) {
+ Node *child_node = get_child(i);
+ Joint2D *potential_joint = Object::cast_to<Joint2D>(child_node);
+ if (potential_joint) {
+ child_joint = potential_joint;
+ break;
+ }
+ }
+}
+
+PackedStringArray PhysicalBone2D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
+
+ if (!parent_skeleton) {
+ warnings.push_back(RTR("A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a parent node!"));
+ }
+ if (parent_skeleton && bone2d_index <= -1) {
+ warnings.push_back(RTR("A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! Please set a Bone2D node in the inspector."));
+ }
+ if (!child_joint) {
+ PhysicalBone2D *parent_bone = Object::cast_to<PhysicalBone2D>(get_parent());
+ if (parent_bone) {
+ warnings.push_back(RTR("A PhysicalBone2D node should have a Joint2D-based child node to keep bones connected! Please add a Joint2D-based node as a child to this node!"));
+ }
+ }
+
+ return warnings;
+}
+
+void PhysicalBone2D::_auto_configure_joint() {
+ if (!auto_configure_joint) {
+ return;
+ }
+
+ if (child_joint) {
+ // Node A = parent | Node B = this node
+ Node *parent_node = get_parent();
+ PhysicalBone2D *potential_parent_bone = Object::cast_to<PhysicalBone2D>(parent_node);
+
+ if (potential_parent_bone) {
+ child_joint->set_node_a(child_joint->get_path_to(potential_parent_bone));
+ child_joint->set_node_b(child_joint->get_path_to(this));
+ } else {
+ WARN_PRINT("Cannot setup joint without a parent PhysicalBone2D node.");
+ }
+
+ // Place the child joint at this node's position.
+ child_joint->set_global_position(get_global_position());
+ }
+}
+
+void PhysicalBone2D::_start_physics_simulation() {
+ if (_internal_simulate_physics) {
+ return;
+ }
+
+ // Reset to Bone2D position.
+ _position_at_bone2d();
+
+ // Apply the layers and masks.
+ PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
+ PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
+ PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority());
+
+ // Apply the correct mode.
+ _apply_body_mode();
+
+ _internal_simulate_physics = true;
+ set_physics_process_internal(true);
+}
+
+void PhysicalBone2D::_stop_physics_simulation() {
+ if (_internal_simulate_physics) {
+ _internal_simulate_physics = false;
+
+ // Reset to Bone2D position
+ _position_at_bone2d();
+
+ set_physics_process_internal(false);
+ PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), 0);
+ PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), 0);
+ PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), 1.0);
+ PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_STATIC);
+ }
+}
+
+Joint2D *PhysicalBone2D::get_joint() const {
+ return child_joint;
+}
+
+bool PhysicalBone2D::get_auto_configure_joint() const {
+ return auto_configure_joint;
+}
+
+void PhysicalBone2D::set_auto_configure_joint(bool p_auto_configure) {
+ auto_configure_joint = p_auto_configure;
+ _auto_configure_joint();
+}
+
+void PhysicalBone2D::set_simulate_physics(bool p_simulate) {
+ if (p_simulate == simulate_physics) {
+ return;
+ }
+ simulate_physics = p_simulate;
+
+ if (simulate_physics) {
+ _start_physics_simulation();
+ } else {
+ _stop_physics_simulation();
+ }
+}
+
+bool PhysicalBone2D::get_simulate_physics() const {
+ return simulate_physics;
+}
+
+bool PhysicalBone2D::is_simulating_physics() const {
+ return _internal_simulate_physics;
+}
+
+void PhysicalBone2D::set_bone2d_nodepath(const NodePath &p_nodepath) {
+ bone2d_nodepath = p_nodepath;
+ notify_property_list_changed();
+}
+
+NodePath PhysicalBone2D::get_bone2d_nodepath() const {
+ return bone2d_nodepath;
+}
+
+void PhysicalBone2D::set_bone2d_index(int p_bone_idx) {
+ ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");
+
+ if (!is_inside_tree()) {
+ bone2d_index = p_bone_idx;
+ return;
+ }
+
+ if (parent_skeleton) {
+ ERR_FAIL_INDEX_MSG(p_bone_idx, parent_skeleton->get_bone_count(), "Passed-in Bone index is out of range!");
+ bone2d_index = p_bone_idx;
+
+ bone2d_nodepath = get_path_to(parent_skeleton->get_bone(bone2d_index));
+ } else {
+ WARN_PRINT("Cannot verify bone index...");
+ bone2d_index = p_bone_idx;
+ }
+
+ notify_property_list_changed();
+}
+
+int PhysicalBone2D::get_bone2d_index() const {
+ return bone2d_index;
+}
+
+void PhysicalBone2D::set_follow_bone_when_simulating(bool p_follow_bone) {
+ follow_bone_when_simulating = p_follow_bone;
+
+ if (_internal_simulate_physics) {
+ _stop_physics_simulation();
+ _start_physics_simulation();
+ }
+}
+
+bool PhysicalBone2D::get_follow_bone_when_simulating() const {
+ return follow_bone_when_simulating;
+}
+
+void PhysicalBone2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_joint"), &PhysicalBone2D::get_joint);
+ ClassDB::bind_method(D_METHOD("get_auto_configure_joint"), &PhysicalBone2D::get_auto_configure_joint);
+ ClassDB::bind_method(D_METHOD("set_auto_configure_joint", "auto_configure_joint"), &PhysicalBone2D::set_auto_configure_joint);
+
+ ClassDB::bind_method(D_METHOD("set_simulate_physics", "simulate_physics"), &PhysicalBone2D::set_simulate_physics);
+ ClassDB::bind_method(D_METHOD("get_simulate_physics"), &PhysicalBone2D::get_simulate_physics);
+ ClassDB::bind_method(D_METHOD("is_simulating_physics"), &PhysicalBone2D::is_simulating_physics);
+
+ ClassDB::bind_method(D_METHOD("set_bone2d_nodepath", "nodepath"), &PhysicalBone2D::set_bone2d_nodepath);
+ ClassDB::bind_method(D_METHOD("get_bone2d_nodepath"), &PhysicalBone2D::get_bone2d_nodepath);
+ ClassDB::bind_method(D_METHOD("set_bone2d_index", "bone_index"), &PhysicalBone2D::set_bone2d_index);
+ ClassDB::bind_method(D_METHOD("get_bone2d_index"), &PhysicalBone2D::get_bone2d_index);
+ ClassDB::bind_method(D_METHOD("set_follow_bone_when_simulating", "follow_bone"), &PhysicalBone2D::set_follow_bone_when_simulating);
+ ClassDB::bind_method(D_METHOD("get_follow_bone_when_simulating"), &PhysicalBone2D::get_follow_bone_when_simulating);
+
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "bone2d_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Bone2D"), "set_bone2d_nodepath", "get_bone2d_nodepath");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "bone2d_index", PROPERTY_HINT_RANGE, "-1, 1000, 1"), "set_bone2d_index", "get_bone2d_index");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_configure_joint"), "set_auto_configure_joint", "get_auto_configure_joint");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "simulate_physics"), "set_simulate_physics", "get_simulate_physics");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "follow_bone_when_simulating"), "set_follow_bone_when_simulating", "get_follow_bone_when_simulating");
+}
+
+PhysicalBone2D::PhysicalBone2D() {
+ // Stop the RigidBody from executing its force integration.
+ PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), 0);
+ PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), 0);
+ PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_STATIC);
+
+ child_joint = nullptr;
+}
+
+PhysicalBone2D::~PhysicalBone2D() {
+}
diff --git a/scene/2d/physics/physical_bone_2d.h b/scene/2d/physics/physical_bone_2d.h
new file mode 100644
index 0000000000..0547469b5e
--- /dev/null
+++ b/scene/2d/physics/physical_bone_2d.h
@@ -0,0 +1,88 @@
+/**************************************************************************/
+/* physical_bone_2d.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef PHYSICAL_BONE_2D_H
+#define PHYSICAL_BONE_2D_H
+
+#include "scene/2d/physics/rigid_body_2d.h"
+#include "scene/2d/skeleton_2d.h"
+
+class Joint2D;
+
+class PhysicalBone2D : public RigidBody2D {
+ GDCLASS(PhysicalBone2D, RigidBody2D);
+
+protected:
+ void _notification(int p_what);
+ static void _bind_methods();
+
+private:
+ Skeleton2D *parent_skeleton = nullptr;
+ int bone2d_index = -1;
+ NodePath bone2d_nodepath;
+ bool follow_bone_when_simulating = false;
+
+ Joint2D *child_joint = nullptr;
+ bool auto_configure_joint = true;
+
+ bool simulate_physics = false;
+ bool _internal_simulate_physics = false;
+
+ void _find_skeleton_parent();
+ void _find_joint_child();
+ void _auto_configure_joint();
+
+ void _start_physics_simulation();
+ void _stop_physics_simulation();
+ void _position_at_bone2d();
+
+public:
+ Joint2D *get_joint() const;
+ bool get_auto_configure_joint() const;
+ void set_auto_configure_joint(bool p_auto_configure);
+
+ void set_simulate_physics(bool p_simulate);
+ bool get_simulate_physics() const;
+ bool is_simulating_physics() const;
+
+ void set_bone2d_nodepath(const NodePath &p_nodepath);
+ NodePath get_bone2d_nodepath() const;
+ void set_bone2d_index(int p_bone_idx);
+ int get_bone2d_index() const;
+ void set_follow_bone_when_simulating(bool p_follow);
+ bool get_follow_bone_when_simulating() const;
+
+ PackedStringArray get_configuration_warnings() const override;
+
+ PhysicalBone2D();
+ ~PhysicalBone2D();
+};
+
+#endif // PHYSICAL_BONE_2D_H
diff --git a/scene/2d/physics/physics_body_2d.cpp b/scene/2d/physics/physics_body_2d.cpp
new file mode 100644
index 0000000000..81120d0b01
--- /dev/null
+++ b/scene/2d/physics/physics_body_2d.cpp
@@ -0,0 +1,180 @@
+/**************************************************************************/
+/* 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());
+}
diff --git a/scene/2d/physics/physics_body_2d.h b/scene/2d/physics/physics_body_2d.h
new file mode 100644
index 0000000000..43bc479881
--- /dev/null
+++ b/scene/2d/physics/physics_body_2d.h
@@ -0,0 +1,63 @@
+/**************************************************************************/
+/* physics_body_2d.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef PHYSICS_BODY_2D_H
+#define PHYSICS_BODY_2D_H
+
+#include "core/templates/vset.h"
+#include "scene/2d/physics/collision_object_2d.h"
+#include "scene/2d/physics/kinematic_collision_2d.h"
+#include "scene/resources/physics_material.h"
+#include "servers/physics_server_2d.h"
+
+class PhysicsBody2D : public CollisionObject2D {
+ GDCLASS(PhysicsBody2D, CollisionObject2D);
+
+protected:
+ static void _bind_methods();
+ PhysicsBody2D(PhysicsServer2D::BodyMode p_mode);
+
+ Ref<KinematicCollision2D> motion_cache;
+
+ Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_test_only = false, real_t p_margin = 0.08, bool p_recovery_as_collision = false);
+
+public:
+ bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
+ bool test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08, bool p_recovery_as_collision = false);
+ Vector2 get_gravity() const;
+
+ TypedArray<PhysicsBody2D> get_collision_exceptions();
+ void add_collision_exception_with(Node *p_node); //must be physicsbody
+ void remove_collision_exception_with(Node *p_node);
+
+ virtual ~PhysicsBody2D();
+};
+
+#endif // PHYSICS_BODY_2D_H
diff --git a/scene/2d/physics/ray_cast_2d.cpp b/scene/2d/physics/ray_cast_2d.cpp
new file mode 100644
index 0000000000..cb9497c14e
--- /dev/null
+++ b/scene/2d/physics/ray_cast_2d.cpp
@@ -0,0 +1,374 @@
+/**************************************************************************/
+/* ray_cast_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 "ray_cast_2d.h"
+
+#include "scene/2d/physics/collision_object_2d.h"
+#include "scene/resources/world_2d.h"
+
+void RayCast2D::set_target_position(const Vector2 &p_point) {
+ target_position = p_point;
+ if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) {
+ queue_redraw();
+ }
+}
+
+Vector2 RayCast2D::get_target_position() const {
+ return target_position;
+}
+
+void RayCast2D::set_collision_mask(uint32_t p_mask) {
+ collision_mask = p_mask;
+}
+
+uint32_t RayCast2D::get_collision_mask() const {
+ return collision_mask;
+}
+
+void RayCast2D::set_collision_mask_value(int p_layer_number, bool p_value) {
+ ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
+ uint32_t mask = get_collision_mask();
+ if (p_value) {
+ mask |= 1 << (p_layer_number - 1);
+ } else {
+ mask &= ~(1 << (p_layer_number - 1));
+ }
+ set_collision_mask(mask);
+}
+
+bool RayCast2D::get_collision_mask_value(int p_layer_number) const {
+ ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
+ return get_collision_mask() & (1 << (p_layer_number - 1));
+}
+
+bool RayCast2D::is_colliding() const {
+ return collided;
+}
+
+Object *RayCast2D::get_collider() const {
+ if (against.is_null()) {
+ return nullptr;
+ }
+
+ return ObjectDB::get_instance(against);
+}
+
+RID RayCast2D::get_collider_rid() const {
+ return against_rid;
+}
+
+int RayCast2D::get_collider_shape() const {
+ return against_shape;
+}
+
+Vector2 RayCast2D::get_collision_point() const {
+ return collision_point;
+}
+
+Vector2 RayCast2D::get_collision_normal() const {
+ return collision_normal;
+}
+
+void RayCast2D::set_enabled(bool p_enabled) {
+ enabled = p_enabled;
+ queue_redraw();
+ if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
+ set_physics_process_internal(p_enabled);
+ }
+ if (!p_enabled) {
+ collided = false;
+ }
+}
+
+bool RayCast2D::is_enabled() const {
+ return enabled;
+}
+
+void RayCast2D::set_exclude_parent_body(bool p_exclude_parent_body) {
+ if (exclude_parent_body == p_exclude_parent_body) {
+ return;
+ }
+
+ exclude_parent_body = p_exclude_parent_body;
+
+ if (!is_inside_tree()) {
+ return;
+ }
+
+ if (Object::cast_to<CollisionObject2D>(get_parent())) {
+ if (exclude_parent_body) {
+ exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
+ } else {
+ exclude.erase(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
+ }
+ }
+}
+
+bool RayCast2D::get_exclude_parent_body() const {
+ return exclude_parent_body;
+}
+
+void RayCast2D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ if (enabled && !Engine::get_singleton()->is_editor_hint()) {
+ set_physics_process_internal(true);
+ } else {
+ set_physics_process_internal(false);
+ }
+
+ if (Object::cast_to<CollisionObject2D>(get_parent())) {
+ if (exclude_parent_body) {
+ exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
+ } else {
+ exclude.erase(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
+ }
+ }
+ } break;
+
+ case NOTIFICATION_EXIT_TREE: {
+ if (enabled) {
+ set_physics_process_internal(false);
+ }
+ } break;
+
+ case NOTIFICATION_DRAW: {
+ ERR_FAIL_COND(!is_inside_tree());
+ if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
+ break;
+ }
+ _draw_debug_shape();
+ } break;
+
+ case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
+ if (!enabled) {
+ break;
+ }
+ _update_raycast_state();
+ } break;
+ }
+}
+
+void RayCast2D::_update_raycast_state() {
+ Ref<World2D> w2d = get_world_2d();
+ ERR_FAIL_COND(w2d.is_null());
+
+ PhysicsDirectSpaceState2D *dss = PhysicsServer2D::get_singleton()->space_get_direct_state(w2d->get_space());
+ ERR_FAIL_NULL(dss);
+
+ Transform2D gt = get_global_transform();
+
+ Vector2 to = target_position;
+ if (to == Vector2()) {
+ to = Vector2(0, 0.01);
+ }
+
+ PhysicsDirectSpaceState2D::RayResult rr;
+ bool prev_collision_state = collided;
+
+ PhysicsDirectSpaceState2D::RayParameters ray_params;
+ ray_params.from = gt.get_origin();
+ ray_params.to = gt.xform(to);
+ ray_params.exclude = exclude;
+ ray_params.collision_mask = collision_mask;
+ ray_params.collide_with_bodies = collide_with_bodies;
+ ray_params.collide_with_areas = collide_with_areas;
+ ray_params.hit_from_inside = hit_from_inside;
+
+ if (dss->intersect_ray(ray_params, rr)) {
+ collided = true;
+ against = rr.collider_id;
+ against_rid = rr.rid;
+ collision_point = rr.position;
+ collision_normal = rr.normal;
+ against_shape = rr.shape;
+ } else {
+ collided = false;
+ against = ObjectID();
+ against_rid = RID();
+ against_shape = 0;
+ }
+
+ if (prev_collision_state != collided) {
+ queue_redraw();
+ }
+}
+
+void RayCast2D::_draw_debug_shape() {
+ Color draw_col = collided ? Color(1.0, 0.01, 0) : get_tree()->get_debug_collisions_color();
+ if (!enabled) {
+ const float g = draw_col.get_v();
+ draw_col.r = g;
+ draw_col.g = g;
+ draw_col.b = g;
+ }
+
+ // Draw an arrow indicating where the RayCast is pointing to
+ const real_t max_arrow_size = 6;
+ const real_t line_width = 1.4;
+ bool no_line = target_position.length() < line_width;
+ real_t arrow_size = CLAMP(target_position.length() * 2 / 3, line_width, max_arrow_size);
+
+ if (no_line) {
+ arrow_size = target_position.length();
+ } else {
+ draw_line(Vector2(), target_position - target_position.normalized() * arrow_size, draw_col, line_width);
+ }
+
+ Transform2D xf;
+ xf.rotate(target_position.angle());
+ xf.translate_local(Vector2(no_line ? 0 : target_position.length() - arrow_size, 0));
+
+ Vector<Vector2> pts = {
+ xf.xform(Vector2(arrow_size, 0)),
+ xf.xform(Vector2(0, 0.5 * arrow_size)),
+ xf.xform(Vector2(0, -0.5 * arrow_size))
+ };
+
+ Vector<Color> cols = { draw_col, draw_col, draw_col };
+
+ draw_primitive(pts, cols, Vector<Vector2>());
+}
+
+void RayCast2D::force_raycast_update() {
+ _update_raycast_state();
+}
+
+void RayCast2D::add_exception_rid(const RID &p_rid) {
+ exclude.insert(p_rid);
+}
+
+void RayCast2D::add_exception(const CollisionObject2D *p_node) {
+ ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D.");
+ add_exception_rid(p_node->get_rid());
+}
+
+void RayCast2D::remove_exception_rid(const RID &p_rid) {
+ exclude.erase(p_rid);
+}
+
+void RayCast2D::remove_exception(const CollisionObject2D *p_node) {
+ ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D.");
+ remove_exception_rid(p_node->get_rid());
+}
+
+void RayCast2D::clear_exceptions() {
+ exclude.clear();
+
+ if (exclude_parent_body && is_inside_tree()) {
+ CollisionObject2D *parent = Object::cast_to<CollisionObject2D>(get_parent());
+ if (parent) {
+ exclude.insert(parent->get_rid());
+ }
+ }
+}
+
+void RayCast2D::set_collide_with_areas(bool p_enabled) {
+ collide_with_areas = p_enabled;
+}
+
+bool RayCast2D::is_collide_with_areas_enabled() const {
+ return collide_with_areas;
+}
+
+void RayCast2D::set_collide_with_bodies(bool p_enabled) {
+ collide_with_bodies = p_enabled;
+}
+
+bool RayCast2D::is_collide_with_bodies_enabled() const {
+ return collide_with_bodies;
+}
+
+void RayCast2D::set_hit_from_inside(bool p_enabled) {
+ hit_from_inside = p_enabled;
+}
+
+bool RayCast2D::is_hit_from_inside_enabled() const {
+ return hit_from_inside;
+}
+
+void RayCast2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast2D::set_enabled);
+ ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast2D::is_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &RayCast2D::set_target_position);
+ ClassDB::bind_method(D_METHOD("get_target_position"), &RayCast2D::get_target_position);
+
+ ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast2D::is_colliding);
+ ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast2D::force_raycast_update);
+
+ ClassDB::bind_method(D_METHOD("get_collider"), &RayCast2D::get_collider);
+ ClassDB::bind_method(D_METHOD("get_collider_rid"), &RayCast2D::get_collider_rid);
+ ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast2D::get_collider_shape);
+ ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast2D::get_collision_point);
+ ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast2D::get_collision_normal);
+
+ ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast2D::add_exception_rid);
+ ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast2D::add_exception);
+
+ ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &RayCast2D::remove_exception_rid);
+ ClassDB::bind_method(D_METHOD("remove_exception", "node"), &RayCast2D::remove_exception);
+
+ ClassDB::bind_method(D_METHOD("clear_exceptions"), &RayCast2D::clear_exceptions);
+
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &RayCast2D::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &RayCast2D::get_collision_mask);
+
+ ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &RayCast2D::set_collision_mask_value);
+ ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &RayCast2D::get_collision_mask_value);
+
+ ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &RayCast2D::set_exclude_parent_body);
+ ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &RayCast2D::get_exclude_parent_body);
+
+ ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &RayCast2D::set_collide_with_areas);
+ ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &RayCast2D::is_collide_with_areas_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &RayCast2D::set_collide_with_bodies);
+ ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &RayCast2D::is_collide_with_bodies_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &RayCast2D::set_hit_from_inside);
+ ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &RayCast2D::is_hit_from_inside_enabled);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "target_position", PROPERTY_HINT_NONE, "suffix:px"), "set_target_position", "get_target_position");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled");
+
+ ADD_GROUP("Collide With", "collide_with");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
+}
+
+RayCast2D::RayCast2D() {
+ set_hide_clip_children(true);
+}
diff --git a/scene/2d/physics/ray_cast_2d.h b/scene/2d/physics/ray_cast_2d.h
new file mode 100644
index 0000000000..0a856635da
--- /dev/null
+++ b/scene/2d/physics/ray_cast_2d.h
@@ -0,0 +1,109 @@
+/**************************************************************************/
+/* ray_cast_2d.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef RAY_CAST_2D_H
+#define RAY_CAST_2D_H
+
+#include "scene/2d/node_2d.h"
+
+class CollisionObject2D;
+
+class RayCast2D : public Node2D {
+ GDCLASS(RayCast2D, Node2D);
+
+ bool enabled = true;
+ bool collided = false;
+ ObjectID against;
+ RID against_rid;
+ int against_shape = 0;
+ Vector2 collision_point;
+ Vector2 collision_normal;
+ HashSet<RID> exclude;
+ uint32_t collision_mask = 1;
+ bool exclude_parent_body = true;
+
+ Vector2 target_position = Vector2(0, 50);
+
+ bool collide_with_areas = false;
+ bool collide_with_bodies = true;
+
+ bool hit_from_inside = false;
+
+ void _draw_debug_shape();
+
+protected:
+ void _notification(int p_what);
+ void _update_raycast_state();
+ static void _bind_methods();
+
+public:
+ void set_collide_with_areas(bool p_clip);
+ bool is_collide_with_areas_enabled() const;
+
+ void set_collide_with_bodies(bool p_clip);
+ bool is_collide_with_bodies_enabled() const;
+
+ void set_hit_from_inside(bool p_enable);
+ bool is_hit_from_inside_enabled() const;
+
+ void set_enabled(bool p_enabled);
+ bool is_enabled() const;
+
+ void set_target_position(const Vector2 &p_point);
+ Vector2 get_target_position() const;
+
+ void set_collision_mask(uint32_t p_mask);
+ uint32_t get_collision_mask() const;
+
+ void set_collision_mask_value(int p_layer_number, bool p_value);
+ bool get_collision_mask_value(int p_layer_number) const;
+
+ void set_exclude_parent_body(bool p_exclude_parent_body);
+ bool get_exclude_parent_body() const;
+
+ void force_raycast_update();
+
+ bool is_colliding() const;
+ Object *get_collider() const;
+ RID get_collider_rid() const;
+ int get_collider_shape() const;
+ Vector2 get_collision_point() const;
+ Vector2 get_collision_normal() const;
+
+ void add_exception_rid(const RID &p_rid);
+ void add_exception(const CollisionObject2D *p_node);
+ void remove_exception_rid(const RID &p_rid);
+ void remove_exception(const CollisionObject2D *p_node);
+ void clear_exceptions();
+
+ RayCast2D();
+};
+
+#endif // RAY_CAST_2D_H
diff --git a/scene/2d/physics/rigid_body_2d.cpp b/scene/2d/physics/rigid_body_2d.cpp
new file mode 100644
index 0000000000..12112510a8
--- /dev/null
+++ b/scene/2d/physics/rigid_body_2d.cpp
@@ -0,0 +1,817 @@
+/**************************************************************************/
+/* rigid_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 "rigid_body_2d.h"
+
+#include "scene/scene_string_names.h"
+
+void RigidBody2D::_body_enter_tree(ObjectID p_id) {
+ Object *obj = ObjectDB::get_instance(p_id);
+ Node *node = Object::cast_to<Node>(obj);
+ ERR_FAIL_NULL(node);
+ ERR_FAIL_NULL(contact_monitor);
+ HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(p_id);
+ ERR_FAIL_COND(!E);
+ ERR_FAIL_COND(E->value.in_scene);
+
+ contact_monitor->locked = true;
+
+ E->value.in_scene = true;
+ emit_signal(SceneStringNames::get_singleton()->body_entered, node);
+
+ for (int i = 0; i < E->value.shapes.size(); i++) {
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->value.rid, node, E->value.shapes[i].body_shape, E->value.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_NULL(node);
+ ERR_FAIL_NULL(contact_monitor);
+ HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(p_id);
+ ERR_FAIL_COND(!E);
+ ERR_FAIL_COND(!E->value.in_scene);
+ E->value.in_scene = false;
+
+ contact_monitor->locked = true;
+
+ emit_signal(SceneStringNames::get_singleton()->body_exited, node);
+
+ for (int i = 0; i < E->value.shapes.size(); i++) {
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape);
+ }
+
+ contact_monitor->locked = false;
+}
+
+void RigidBody2D::_body_inout(int p_status, const RID &p_body, 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_NULL(contact_monitor);
+ HashMap<ObjectID, BodyState>::Iterator 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->value.rid = p_body;
+ //E->value.rc=0;
+ E->value.in_scene = node && node->is_inside_tree();
+ if (node) {
+ node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree).bind(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree).bind(objid));
+ if (E->value.in_scene) {
+ emit_signal(SceneStringNames::get_singleton()->body_entered, node);
+ }
+ }
+
+ //E->value.rc++;
+ }
+
+ if (node) {
+ E->value.shapes.insert(ShapePair(p_body_shape, p_local_shape));
+ }
+
+ if (E->value.in_scene) {
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_local_shape);
+ }
+
+ } else {
+ //E->value.rc--;
+
+ if (node) {
+ E->value.shapes.erase(ShapePair(p_body_shape, p_local_shape));
+ }
+
+ bool in_scene = E->value.in_scene;
+
+ if (E->value.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.remove(E);
+ }
+ if (node && in_scene) {
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, node, p_body_shape, p_local_shape);
+ }
+ }
+}
+
+struct _RigidBody2DInOut {
+ RID rid;
+ ObjectID id;
+ int shape = 0;
+ int local_shape = 0;
+};
+
+void RigidBody2D::_sync_body_state(PhysicsDirectBodyState2D *p_state) {
+ if (!freeze || freeze_mode != FREEZE_MODE_KINEMATIC) {
+ set_block_transform_notify(true);
+ set_global_transform(p_state->get_transform());
+ set_block_transform_notify(false);
+ }
+
+ linear_velocity = p_state->get_linear_velocity();
+ angular_velocity = p_state->get_angular_velocity();
+
+ contact_count = p_state->get_contact_count();
+
+ if (sleeping != p_state->is_sleeping()) {
+ sleeping = p_state->is_sleeping();
+ emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
+ }
+}
+
+void RigidBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
+ lock_callback();
+
+ if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) {
+ _sync_body_state(p_state);
+
+ Transform2D old_transform = get_global_transform();
+ GDVIRTUAL_CALL(_integrate_forces, p_state);
+ Transform2D new_transform = get_global_transform();
+
+ if (new_transform != old_transform) {
+ // Update the physics server with the new transform, to prevent it from being overwritten at the sync below.
+ PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
+ }
+ }
+
+ _sync_body_state(p_state);
+
+ if (contact_monitor) {
+ contact_monitor->locked = true;
+
+ //untag all
+ int rc = 0;
+ for (KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
+ for (int i = 0; i < E.value.shapes.size(); i++) {
+ E.value.shapes[i].tagged = false;
+ rc++;
+ }
+ }
+
+ _RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(p_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 < p_state->get_contact_count(); i++) {
+ RID col_rid = p_state->get_contact_collider(i);
+ ObjectID col_obj = p_state->get_contact_collider_id(i);
+ int local_shape = p_state->get_contact_local_shape(i);
+ int col_shape = p_state->get_contact_collider_shape(i);
+
+ HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(col_obj);
+ if (!E) {
+ toadd[toadd_count].rid = col_rid;
+ toadd[toadd_count].local_shape = local_shape;
+ toadd[toadd_count].id = col_obj;
+ toadd[toadd_count].shape = col_shape;
+ toadd_count++;
+ continue;
+ }
+
+ ShapePair sp(col_shape, local_shape);
+ int idx = E->value.shapes.find(sp);
+ if (idx == -1) {
+ toadd[toadd_count].rid = col_rid;
+ toadd[toadd_count].local_shape = local_shape;
+ toadd[toadd_count].id = col_obj;
+ toadd[toadd_count].shape = col_shape;
+ toadd_count++;
+ continue;
+ }
+
+ E->value.shapes[idx].tagged = true;
+ }
+
+ //put the ones to remove
+
+ for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
+ for (int i = 0; i < E.value.shapes.size(); i++) {
+ if (!E.value.shapes[i].tagged) {
+ toremove[toremove_count].rid = E.value.rid;
+ toremove[toremove_count].body_id = E.key;
+ toremove[toremove_count].pair = E.value.shapes[i];
+ toremove_count++;
+ }
+ }
+ }
+
+ //process removals
+
+ for (int i = 0; i < toremove_count; i++) {
+ _body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
+ }
+
+ //process additions
+
+ for (int i = 0; i < toadd_count; i++) {
+ _body_inout(1, toadd[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
+ }
+
+ contact_monitor->locked = false;
+ }
+
+ unlock_callback();
+}
+
+void RigidBody2D::_apply_body_mode() {
+ if (freeze) {
+ switch (freeze_mode) {
+ case FREEZE_MODE_STATIC: {
+ set_body_mode(PhysicsServer2D::BODY_MODE_STATIC);
+ } break;
+ case FREEZE_MODE_KINEMATIC: {
+ set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC);
+ } break;
+ }
+ } else if (lock_rotation) {
+ set_body_mode(PhysicsServer2D::BODY_MODE_RIGID_LINEAR);
+ } else {
+ set_body_mode(PhysicsServer2D::BODY_MODE_RIGID);
+ }
+}
+
+void RigidBody2D::set_lock_rotation_enabled(bool p_lock_rotation) {
+ if (p_lock_rotation == lock_rotation) {
+ return;
+ }
+
+ lock_rotation = p_lock_rotation;
+ _apply_body_mode();
+}
+
+bool RigidBody2D::is_lock_rotation_enabled() const {
+ return lock_rotation;
+}
+
+void RigidBody2D::set_freeze_enabled(bool p_freeze) {
+ if (p_freeze == freeze) {
+ return;
+ }
+
+ freeze = p_freeze;
+ _apply_body_mode();
+}
+
+bool RigidBody2D::is_freeze_enabled() const {
+ return freeze;
+}
+
+void RigidBody2D::set_freeze_mode(FreezeMode p_freeze_mode) {
+ if (p_freeze_mode == freeze_mode) {
+ return;
+ }
+
+ freeze_mode = p_freeze_mode;
+ _apply_body_mode();
+}
+
+RigidBody2D::FreezeMode RigidBody2D::get_freeze_mode() const {
+ return freeze_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);
+ inertia = p_inertia;
+ PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia);
+}
+
+real_t RigidBody2D::get_inertia() const {
+ return inertia;
+}
+
+void RigidBody2D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
+ if (center_of_mass_mode == p_mode) {
+ return;
+ }
+
+ center_of_mass_mode = p_mode;
+
+ switch (center_of_mass_mode) {
+ case CENTER_OF_MASS_MODE_AUTO: {
+ center_of_mass = Vector2();
+ PhysicsServer2D::get_singleton()->body_reset_mass_properties(get_rid());
+ if (inertia != 0.0) {
+ PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia);
+ }
+ } break;
+
+ case CENTER_OF_MASS_MODE_CUSTOM: {
+ PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
+ } break;
+ }
+}
+
+RigidBody2D::CenterOfMassMode RigidBody2D::get_center_of_mass_mode() const {
+ return center_of_mass_mode;
+}
+
+void RigidBody2D::set_center_of_mass(const Vector2 &p_center_of_mass) {
+ if (center_of_mass == p_center_of_mass) {
+ return;
+ }
+
+ ERR_FAIL_COND(center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM);
+ center_of_mass = p_center_of_mass;
+
+ PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
+}
+
+const Vector2 &RigidBody2D::get_center_of_mass() const {
+ return center_of_mass;
+}
+
+void RigidBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
+ if (physics_material_override.is_valid()) {
+ physics_material_override->disconnect_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_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_mode(DampMode p_mode) {
+ linear_damp_mode = p_mode;
+ PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE, linear_damp_mode);
+}
+
+RigidBody2D::DampMode RigidBody2D::get_linear_damp_mode() const {
+ return linear_damp_mode;
+}
+
+void RigidBody2D::set_angular_damp_mode(DampMode p_mode) {
+ angular_damp_mode = p_mode;
+ PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE, angular_damp_mode);
+}
+
+RigidBody2D::DampMode RigidBody2D::get_angular_damp_mode() const {
+ return angular_damp_mode;
+}
+
+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 axis = p_axis.normalized();
+ linear_velocity -= axis * axis.dot(linear_velocity);
+ linear_velocity += p_axis;
+ PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
+}
+
+void RigidBody2D::set_linear_velocity(const Vector2 &p_velocity) {
+ linear_velocity = p_velocity;
+ 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;
+ 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;
+}
+
+int RigidBody2D::get_contact_count() const {
+ return contact_count;
+}
+
+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(real_t p_torque) {
+ PhysicsServer2D::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque);
+}
+
+void RigidBody2D::apply_central_force(const Vector2 &p_force) {
+ PhysicsServer2D::get_singleton()->body_apply_central_force(get_rid(), p_force);
+}
+
+void RigidBody2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) {
+ PhysicsServer2D::get_singleton()->body_apply_force(get_rid(), p_force, p_position);
+}
+
+void RigidBody2D::apply_torque(real_t p_torque) {
+ PhysicsServer2D::get_singleton()->body_apply_torque(get_rid(), p_torque);
+}
+
+void RigidBody2D::add_constant_central_force(const Vector2 &p_force) {
+ PhysicsServer2D::get_singleton()->body_add_constant_central_force(get_rid(), p_force);
+}
+
+void RigidBody2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) {
+ PhysicsServer2D::get_singleton()->body_add_constant_force(get_rid(), p_force, p_position);
+}
+
+void RigidBody2D::add_constant_torque(const real_t p_torque) {
+ PhysicsServer2D::get_singleton()->body_add_constant_torque(get_rid(), p_torque);
+}
+
+void RigidBody2D::set_constant_force(const Vector2 &p_force) {
+ PhysicsServer2D::get_singleton()->body_set_constant_force(get_rid(), p_force);
+}
+
+Vector2 RigidBody2D::get_constant_force() const {
+ return PhysicsServer2D::get_singleton()->body_get_constant_force(get_rid());
+}
+
+void RigidBody2D::set_constant_torque(real_t p_torque) {
+ PhysicsServer2D::get_singleton()->body_set_constant_torque(get_rid(), p_torque);
+}
+
+real_t RigidBody2D::get_constant_torque() const {
+ return PhysicsServer2D::get_singleton()->body_get_constant_torque(get_rid());
+}
+
+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_NULL_V(contact_monitor, TypedArray<Node2D>());
+
+ TypedArray<Node2D> ret;
+ ret.resize(contact_monitor->body_map.size());
+ int idx = 0;
+ for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
+ 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 (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
+ //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
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ if (Engine::get_singleton()->is_editor_hint()) {
+ set_notify_local_transform(true); // Used for warnings and only in editor.
+ }
+ } break;
+
+ case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
+ update_configuration_warnings();
+ } break;
+ }
+#endif
+}
+
+PackedStringArray RigidBody2D::get_configuration_warnings() const {
+ Transform2D t = get_transform();
+
+ PackedStringArray warnings = CollisionObject2D::get_configuration_warnings();
+
+ if (ABS(t.columns[0].length() - 1.0) > 0.05 || ABS(t.columns[1].length() - 1.0) > 0.05) {
+ warnings.push_back(RTR("Size changes to RigidBody2D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
+ }
+
+ return warnings;
+}
+
+void RigidBody2D::_bind_methods() {
+ 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_center_of_mass_mode", "mode"), &RigidBody2D::set_center_of_mass_mode);
+ ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidBody2D::get_center_of_mass_mode);
+
+ ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidBody2D::set_center_of_mass);
+ ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidBody2D::get_center_of_mass);
+
+ 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_mode", "linear_damp_mode"), &RigidBody2D::set_linear_damp_mode);
+ ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidBody2D::get_linear_damp_mode);
+
+ ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidBody2D::set_angular_damp_mode);
+ ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidBody2D::get_angular_damp_mode);
+
+ 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("get_contact_count"), &RigidBody2D::get_contact_count);
+
+ 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("apply_central_force", "force"), &RigidBody2D::apply_central_force);
+ ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidBody2D::apply_force, Vector2());
+ ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidBody2D::apply_torque);
+
+ ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidBody2D::add_constant_central_force);
+ ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidBody2D::add_constant_force, Vector2());
+ ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidBody2D::add_constant_torque);
+
+ ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidBody2D::set_constant_force);
+ ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidBody2D::get_constant_force);
+
+ ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidBody2D::set_constant_torque);
+ ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidBody2D::get_constant_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("set_lock_rotation_enabled", "lock_rotation"), &RigidBody2D::set_lock_rotation_enabled);
+ ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidBody2D::is_lock_rotation_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidBody2D::set_freeze_enabled);
+ ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidBody2D::is_freeze_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidBody2D::set_freeze_mode);
+ ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidBody2D::get_freeze_mode);
+
+ ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);
+
+ GDVIRTUAL_BIND(_integrate_forces, "state");
+
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp,suffix:kg"), "set_mass", "get_mass");
+ 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, "-8,8,0.001,or_less,or_greater"), "set_gravity_scale", "get_gravity_scale");
+ ADD_GROUP("Mass Distribution", "");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode", PROPERTY_HINT_ENUM, "Auto,Custom", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_center_of_mass_mode", "get_center_of_mass_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "center_of_mass", PROPERTY_HINT_RANGE, "-10,10,0.01,or_less,or_greater,suffix:px"), "set_center_of_mass", "get_center_of_mass");
+ ADD_LINKED_PROPERTY("center_of_mass_mode", "center_of_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inertia", PROPERTY_HINT_RANGE, U"0,1000,0.01,or_greater,exp,suffix:kg\u22C5px\u00B2"), "set_inertia", "get_inertia");
+ ADD_GROUP("Deactivation", "");
+ 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_PROPERTY(PropertyInfo(Variant::BOOL, "lock_rotation"), "set_lock_rotation_enabled", "is_lock_rotation_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "freeze"), "set_freeze_enabled", "is_freeze_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "freeze_mode", PROPERTY_HINT_ENUM, "Static,Kinematic"), "set_freeze_mode", "get_freeze_mode");
+ ADD_GROUP("Solver", "");
+ 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, "max_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_GROUP("Linear", "linear_");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity", PROPERTY_HINT_NONE, "suffix:px/s"), "set_linear_velocity", "get_linear_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_linear_damp_mode", "get_linear_damp_mode");
+ 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", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_angular_velocity", "get_angular_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
+ ADD_GROUP("Constant Forces", "constant_");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_force", PROPERTY_HINT_NONE, U"suffix:kg\u22C5px/s\u00B2"), "set_constant_force", "get_constant_force");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_torque", PROPERTY_HINT_NONE, U"suffix:kg\u22C5px\u00B2/s\u00B2/rad"), "set_constant_torque", "get_constant_torque");
+
+ ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
+ ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
+ 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(FREEZE_MODE_STATIC);
+ BIND_ENUM_CONSTANT(FREEZE_MODE_KINEMATIC);
+
+ BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO);
+ BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM);
+
+ BIND_ENUM_CONSTANT(DAMP_MODE_COMBINE);
+ BIND_ENUM_CONSTANT(DAMP_MODE_REPLACE);
+
+ BIND_ENUM_CONSTANT(CCD_MODE_DISABLED);
+ BIND_ENUM_CONSTANT(CCD_MODE_CAST_RAY);
+ BIND_ENUM_CONSTANT(CCD_MODE_CAST_SHAPE);
+}
+
+void RigidBody2D::_validate_property(PropertyInfo &p_property) const {
+ if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM) {
+ if (p_property.name == "center_of_mass") {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+ }
+}
+
+RigidBody2D::RigidBody2D() :
+ PhysicsBody2D(PhysicsServer2D::BODY_MODE_RIGID) {
+ PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &RigidBody2D::_body_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());
+ }
+}
diff --git a/scene/2d/physics/rigid_body_2d.h b/scene/2d/physics/rigid_body_2d.h
new file mode 100644
index 0000000000..40af66f28d
--- /dev/null
+++ b/scene/2d/physics/rigid_body_2d.h
@@ -0,0 +1,249 @@
+/**************************************************************************/
+/* rigid_body_2d.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef RIGID_BODY_2D_H
+#define RIGID_BODY_2D_H
+
+#include "scene/2d/physics/static_body_2d.h"
+
+class RigidBody2D : public PhysicsBody2D {
+ GDCLASS(RigidBody2D, PhysicsBody2D);
+
+public:
+ enum FreezeMode {
+ FREEZE_MODE_STATIC,
+ FREEZE_MODE_KINEMATIC,
+ };
+
+ enum CenterOfMassMode {
+ CENTER_OF_MASS_MODE_AUTO,
+ CENTER_OF_MASS_MODE_CUSTOM,
+ };
+
+ enum DampMode {
+ DAMP_MODE_COMBINE,
+ DAMP_MODE_REPLACE,
+ };
+
+ enum CCDMode {
+ CCD_MODE_DISABLED,
+ CCD_MODE_CAST_RAY,
+ CCD_MODE_CAST_SHAPE,
+ };
+
+private:
+ bool can_sleep = true;
+ bool lock_rotation = false;
+ bool freeze = false;
+ FreezeMode freeze_mode = FREEZE_MODE_STATIC;
+
+ real_t mass = 1.0;
+ real_t inertia = 0.0;
+ CenterOfMassMode center_of_mass_mode = CENTER_OF_MASS_MODE_AUTO;
+ Vector2 center_of_mass;
+
+ Ref<PhysicsMaterial> physics_material_override;
+ real_t gravity_scale = 1.0;
+
+ DampMode linear_damp_mode = DAMP_MODE_COMBINE;
+ DampMode angular_damp_mode = DAMP_MODE_COMBINE;
+
+ real_t linear_damp = 0.0;
+ real_t angular_damp = 0.0;
+
+ Vector2 linear_velocity;
+ real_t angular_velocity = 0.0;
+ bool sleeping = false;
+
+ int max_contacts_reported = 0;
+ int contact_count = 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<ShapePair> shapes;
+ };
+
+ struct ContactMonitor {
+ bool locked = false;
+ HashMap<ObjectID, BodyState> 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);
+
+ static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state);
+ void _body_state_changed(PhysicsDirectBodyState2D *p_state);
+
+ void _sync_body_state(PhysicsDirectBodyState2D *p_state);
+
+protected:
+ void _notification(int p_what);
+ static void _bind_methods();
+
+ void _validate_property(PropertyInfo &p_property) const;
+
+ GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState2D *)
+
+ void _apply_body_mode();
+
+public:
+ void set_lock_rotation_enabled(bool p_lock_rotation);
+ bool is_lock_rotation_enabled() const;
+
+ void set_freeze_enabled(bool p_freeze);
+ bool is_freeze_enabled() const;
+
+ void set_freeze_mode(FreezeMode p_freeze_mode);
+ FreezeMode get_freeze_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_center_of_mass_mode(CenterOfMassMode p_mode);
+ CenterOfMassMode get_center_of_mass_mode() const;
+
+ void set_center_of_mass(const Vector2 &p_center_of_mass);
+ const Vector2 &get_center_of_mass() const;
+
+ void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
+ Ref<PhysicsMaterial> get_physics_material_override() const;
+
+ void set_gravity_scale(real_t p_gravity_scale);
+ real_t get_gravity_scale() const;
+
+ void set_linear_damp_mode(DampMode p_mode);
+ DampMode get_linear_damp_mode() const;
+
+ void set_angular_damp_mode(DampMode p_mode);
+ DampMode get_angular_damp_mode() 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;
+ int get_contact_count() 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 apply_central_force(const Vector2 &p_force);
+ void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
+ void apply_torque(real_t p_torque);
+
+ void add_constant_central_force(const Vector2 &p_force);
+ void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
+ void add_constant_torque(real_t p_torque);
+
+ void set_constant_force(const Vector2 &p_force);
+ Vector2 get_constant_force() const;
+
+ void set_constant_torque(real_t p_torque);
+ real_t get_constant_torque() const;
+
+ TypedArray<Node2D> get_colliding_bodies() const; //function for script
+
+ virtual PackedStringArray get_configuration_warnings() const override;
+
+ RigidBody2D();
+ ~RigidBody2D();
+
+private:
+ void _reload_physics_characteristics();
+};
+
+VARIANT_ENUM_CAST(RigidBody2D::FreezeMode);
+VARIANT_ENUM_CAST(RigidBody2D::CenterOfMassMode);
+VARIANT_ENUM_CAST(RigidBody2D::DampMode);
+VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
+
+#endif // RIGID_BODY_2D_H
diff --git a/scene/2d/physics/shape_cast_2d.cpp b/scene/2d/physics/shape_cast_2d.cpp
new file mode 100644
index 0000000000..00be84b622
--- /dev/null
+++ b/scene/2d/physics/shape_cast_2d.cpp
@@ -0,0 +1,484 @@
+/**************************************************************************/
+/* shape_cast_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 "shape_cast_2d.h"
+
+#include "core/config/engine.h"
+#include "scene/2d/physics/collision_object_2d.h"
+#include "scene/2d/physics/physics_body_2d.h"
+#include "scene/resources/2d/circle_shape_2d.h"
+#include "servers/physics_2d/godot_physics_server_2d.h"
+
+void ShapeCast2D::set_target_position(const Vector2 &p_point) {
+ target_position = p_point;
+ if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) {
+ queue_redraw();
+ }
+}
+
+Vector2 ShapeCast2D::get_target_position() const {
+ return target_position;
+}
+
+void ShapeCast2D::set_margin(real_t p_margin) {
+ margin = p_margin;
+}
+
+real_t ShapeCast2D::get_margin() const {
+ return margin;
+}
+
+void ShapeCast2D::set_max_results(int p_max_results) {
+ max_results = p_max_results;
+}
+
+int ShapeCast2D::get_max_results() const {
+ return max_results;
+}
+
+void ShapeCast2D::set_collision_mask(uint32_t p_mask) {
+ collision_mask = p_mask;
+}
+
+uint32_t ShapeCast2D::get_collision_mask() const {
+ return collision_mask;
+}
+
+void ShapeCast2D::set_collision_mask_value(int p_layer_number, bool p_value) {
+ ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
+ uint32_t mask = get_collision_mask();
+ if (p_value) {
+ mask |= 1 << (p_layer_number - 1);
+ } else {
+ mask &= ~(1 << (p_layer_number - 1));
+ }
+ set_collision_mask(mask);
+}
+
+bool ShapeCast2D::get_collision_mask_value(int p_layer_number) const {
+ ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
+ return get_collision_mask() & (1 << (p_layer_number - 1));
+}
+
+int ShapeCast2D::get_collision_count() const {
+ return result.size();
+}
+
+bool ShapeCast2D::is_colliding() const {
+ return collided;
+}
+
+Object *ShapeCast2D::get_collider(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found.");
+
+ if (result[p_idx].collider_id.is_null()) {
+ return nullptr;
+ }
+ return ObjectDB::get_instance(result[p_idx].collider_id);
+}
+
+RID ShapeCast2D::get_collider_rid(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), RID(), "No collider RID found.");
+ return result[p_idx].rid;
+}
+
+int ShapeCast2D::get_collider_shape(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found.");
+ return result[p_idx].shape;
+}
+
+Vector2 ShapeCast2D::get_collision_point(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision point found.");
+ return result[p_idx].point;
+}
+
+Vector2 ShapeCast2D::get_collision_normal(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision normal found.");
+ return result[p_idx].normal;
+}
+
+real_t ShapeCast2D::get_closest_collision_safe_fraction() const {
+ return collision_safe_fraction;
+}
+
+real_t ShapeCast2D::get_closest_collision_unsafe_fraction() const {
+ return collision_unsafe_fraction;
+}
+
+void ShapeCast2D::set_enabled(bool p_enabled) {
+ enabled = p_enabled;
+ queue_redraw();
+ if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
+ set_physics_process_internal(p_enabled);
+ }
+ if (!p_enabled) {
+ collided = false;
+ }
+}
+
+bool ShapeCast2D::is_enabled() const {
+ return enabled;
+}
+
+void ShapeCast2D::set_shape(const Ref<Shape2D> &p_shape) {
+ if (p_shape == shape) {
+ return;
+ }
+ if (shape.is_valid()) {
+ shape->disconnect_changed(callable_mp(this, &ShapeCast2D::_shape_changed));
+ }
+ shape = p_shape;
+ if (shape.is_valid()) {
+ shape->connect_changed(callable_mp(this, &ShapeCast2D::_shape_changed));
+ shape_rid = shape->get_rid();
+ }
+
+ update_configuration_warnings();
+ queue_redraw();
+}
+
+Ref<Shape2D> ShapeCast2D::get_shape() const {
+ return shape;
+}
+
+void ShapeCast2D::set_exclude_parent_body(bool p_exclude_parent_body) {
+ if (exclude_parent_body == p_exclude_parent_body) {
+ return;
+ }
+ exclude_parent_body = p_exclude_parent_body;
+
+ if (!is_inside_tree()) {
+ return;
+ }
+ if (Object::cast_to<CollisionObject2D>(get_parent())) {
+ if (exclude_parent_body) {
+ exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
+ } else {
+ exclude.erase(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
+ }
+ }
+}
+
+bool ShapeCast2D::get_exclude_parent_body() const {
+ return exclude_parent_body;
+}
+
+void ShapeCast2D::_shape_changed() {
+ queue_redraw();
+}
+
+void ShapeCast2D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ if (enabled && !Engine::get_singleton()->is_editor_hint()) {
+ set_physics_process_internal(true);
+ } else {
+ set_physics_process_internal(false);
+ }
+ if (Object::cast_to<CollisionObject2D>(get_parent())) {
+ if (exclude_parent_body) {
+ exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
+ } else {
+ exclude.erase(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
+ }
+ }
+ } break;
+
+ case NOTIFICATION_EXIT_TREE: {
+ if (enabled) {
+ set_physics_process_internal(false);
+ }
+ } break;
+
+ case NOTIFICATION_DRAW: {
+#ifdef TOOLS_ENABLED
+ ERR_FAIL_COND(!is_inside_tree());
+ if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
+ break;
+ }
+ if (shape.is_null()) {
+ break;
+ }
+ Color draw_col = collided ? Color(1.0, 0.01, 0) : get_tree()->get_debug_collisions_color();
+ if (!enabled) {
+ float g = draw_col.get_v();
+ draw_col.r = g;
+ draw_col.g = g;
+ draw_col.b = g;
+ }
+ // Draw continuous chain of shapes along the cast.
+ const int steps = MAX(2, target_position.length() / shape->get_rect().get_size().length() * 4);
+ for (int i = 0; i <= steps; ++i) {
+ Vector2 t = (real_t(i) / steps) * target_position;
+ draw_set_transform(t, 0.0, Size2(1, 1));
+ shape->draw(get_canvas_item(), draw_col);
+ }
+ draw_set_transform(Vector2(), 0.0, Size2(1, 1));
+
+ // Draw an arrow indicating where the ShapeCast is pointing to.
+ if (target_position != Vector2()) {
+ const real_t max_arrow_size = 6;
+ const real_t line_width = 1.4;
+ bool no_line = target_position.length() < line_width;
+ real_t arrow_size = CLAMP(target_position.length() * 2 / 3, line_width, max_arrow_size);
+
+ if (no_line) {
+ arrow_size = target_position.length();
+ } else {
+ draw_line(Vector2(), target_position - target_position.normalized() * arrow_size, draw_col, line_width);
+ }
+
+ Transform2D xf;
+ xf.rotate(target_position.angle());
+ xf.translate_local(Vector2(no_line ? 0 : target_position.length() - arrow_size, 0));
+
+ Vector<Vector2> pts = {
+ xf.xform(Vector2(arrow_size, 0)),
+ xf.xform(Vector2(0, 0.5 * arrow_size)),
+ xf.xform(Vector2(0, -0.5 * arrow_size))
+ };
+
+ Vector<Color> cols = { draw_col, draw_col, draw_col };
+
+ draw_primitive(pts, cols, Vector<Vector2>());
+ }
+#endif
+ } break;
+
+ case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
+ if (!enabled) {
+ break;
+ }
+ _update_shapecast_state();
+ } break;
+ }
+}
+
+void ShapeCast2D::_update_shapecast_state() {
+ result.clear();
+
+ ERR_FAIL_COND_MSG(shape.is_null(), "Invalid shape.");
+
+ Ref<World2D> w2d = get_world_2d();
+ ERR_FAIL_COND(w2d.is_null());
+
+ PhysicsDirectSpaceState2D *dss = PhysicsServer2D::get_singleton()->space_get_direct_state(w2d->get_space());
+ ERR_FAIL_NULL(dss);
+
+ Transform2D gt = get_global_transform();
+
+ PhysicsDirectSpaceState2D::ShapeParameters params;
+ params.shape_rid = shape_rid;
+ params.transform = gt;
+ params.motion = gt.basis_xform(target_position);
+ params.margin = margin;
+ params.exclude = exclude;
+ params.collision_mask = collision_mask;
+ params.collide_with_bodies = collide_with_bodies;
+ params.collide_with_areas = collide_with_areas;
+
+ collision_safe_fraction = 0.0;
+ collision_unsafe_fraction = 0.0;
+
+ bool prev_collision_state = collided;
+
+ if (target_position != Vector2()) {
+ dss->cast_motion(params, collision_safe_fraction, collision_unsafe_fraction);
+ if (collision_unsafe_fraction < 1.0) {
+ // Move shape transform to the point of impact,
+ // so we can collect contact info at that point.
+ gt.set_origin(gt.get_origin() + params.motion * (collision_unsafe_fraction + CMP_EPSILON));
+ params.transform = gt;
+ }
+ }
+ // Regardless of whether the shape is stuck or it's moved along
+ // the motion vector, we'll only consider static collisions from now on.
+ params.motion = Vector2();
+
+ bool intersected = true;
+ while (intersected && result.size() < max_results) {
+ PhysicsDirectSpaceState2D::ShapeRestInfo info;
+ intersected = dss->rest_info(params, &info);
+ if (intersected) {
+ result.push_back(info);
+ params.exclude.insert(info.rid);
+ }
+ }
+ collided = !result.is_empty();
+
+ if (prev_collision_state != collided) {
+ queue_redraw();
+ }
+}
+
+void ShapeCast2D::force_shapecast_update() {
+ _update_shapecast_state();
+}
+
+void ShapeCast2D::add_exception_rid(const RID &p_rid) {
+ exclude.insert(p_rid);
+}
+
+void ShapeCast2D::add_exception(const CollisionObject2D *p_node) {
+ ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D.");
+ add_exception_rid(p_node->get_rid());
+}
+
+void ShapeCast2D::remove_exception_rid(const RID &p_rid) {
+ exclude.erase(p_rid);
+}
+
+void ShapeCast2D::remove_exception(const CollisionObject2D *p_node) {
+ ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D.");
+ remove_exception_rid(p_node->get_rid());
+}
+
+void ShapeCast2D::clear_exceptions() {
+ exclude.clear();
+}
+
+void ShapeCast2D::set_collide_with_areas(bool p_clip) {
+ collide_with_areas = p_clip;
+}
+
+bool ShapeCast2D::is_collide_with_areas_enabled() const {
+ return collide_with_areas;
+}
+
+void ShapeCast2D::set_collide_with_bodies(bool p_clip) {
+ collide_with_bodies = p_clip;
+}
+
+bool ShapeCast2D::is_collide_with_bodies_enabled() const {
+ return collide_with_bodies;
+}
+
+Array ShapeCast2D::_get_collision_result() const {
+ Array ret;
+
+ for (int i = 0; i < result.size(); ++i) {
+ const PhysicsDirectSpaceState2D::ShapeRestInfo &sri = result[i];
+
+ Dictionary col;
+ col["point"] = sri.point;
+ col["normal"] = sri.normal;
+ col["rid"] = sri.rid;
+ col["collider"] = ObjectDB::get_instance(sri.collider_id);
+ col["collider_id"] = sri.collider_id;
+ col["shape"] = sri.shape;
+ col["linear_velocity"] = sri.linear_velocity;
+
+ ret.push_back(col);
+ }
+ return ret;
+}
+
+PackedStringArray ShapeCast2D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node2D::get_configuration_warnings();
+
+ if (shape.is_null()) {
+ warnings.push_back(RTR("This node cannot interact with other objects unless a Shape2D is assigned."));
+ }
+ return warnings;
+}
+
+void ShapeCast2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast2D::set_enabled);
+ ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast2D::is_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast2D::set_shape);
+ ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast2D::get_shape);
+
+ ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast2D::set_target_position);
+ ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast2D::get_target_position);
+
+ ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast2D::set_margin);
+ ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast2D::get_margin);
+
+ ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast2D::set_max_results);
+ ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast2D::get_max_results);
+
+ ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast2D::is_colliding);
+ ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast2D::get_collision_count);
+
+ ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast2D::force_shapecast_update);
+
+ ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast2D::get_collider);
+ ClassDB::bind_method(D_METHOD("get_collider_rid", "index"), &ShapeCast2D::get_collider_rid);
+ ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast2D::get_collider_shape);
+ ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast2D::get_collision_point);
+ ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast2D::get_collision_normal);
+
+ ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast2D::get_closest_collision_safe_fraction);
+ ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast2D::get_closest_collision_unsafe_fraction);
+
+ ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast2D::add_exception_rid);
+ ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast2D::add_exception);
+
+ ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast2D::remove_exception_rid);
+ ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast2D::remove_exception);
+
+ ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast2D::clear_exceptions);
+
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast2D::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast2D::get_collision_mask);
+
+ ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast2D::set_collision_mask_value);
+ ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast2D::get_collision_mask_value);
+
+ ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast2D::set_exclude_parent_body);
+ ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast2D::get_exclude_parent_body);
+
+ ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast2D::set_collide_with_areas);
+ ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast2D::is_collide_with_areas_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast2D::set_collide_with_bodies);
+ ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast2D::is_collide_with_bodies_enabled);
+
+ ClassDB::bind_method(D_METHOD("_get_collision_result"), &ShapeCast2D::_get_collision_result);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "target_position", PROPERTY_HINT_NONE, "suffix:px"), "set_target_position", "get_target_position");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01,suffix:px"), "set_margin", "get_margin");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "", "_get_collision_result");
+ ADD_GROUP("Collide With", "collide_with");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
+}
+
+ShapeCast2D::ShapeCast2D() {
+ set_hide_clip_children(true);
+}
diff --git a/scene/2d/physics/shape_cast_2d.h b/scene/2d/physics/shape_cast_2d.h
new file mode 100644
index 0000000000..6b8fd5b798
--- /dev/null
+++ b/scene/2d/physics/shape_cast_2d.h
@@ -0,0 +1,126 @@
+/**************************************************************************/
+/* shape_cast_2d.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef SHAPE_CAST_2D_H
+#define SHAPE_CAST_2D_H
+
+#include "scene/2d/node_2d.h"
+#include "scene/resources/2d/shape_2d.h"
+#include "scene/resources/world_2d.h"
+
+class CollisionObject2D;
+
+class ShapeCast2D : public Node2D {
+ GDCLASS(ShapeCast2D, Node2D);
+
+ bool enabled = true;
+
+ Ref<Shape2D> shape;
+ RID shape_rid;
+ Vector2 target_position = Vector2(0, 50);
+
+ HashSet<RID> exclude;
+ real_t margin = 0.0;
+ uint32_t collision_mask = 1;
+ bool exclude_parent_body = true;
+ bool collide_with_areas = false;
+ bool collide_with_bodies = true;
+
+ // Result
+ int max_results = 32;
+ Vector<PhysicsDirectSpaceState2D::ShapeRestInfo> result;
+ bool collided = false;
+ real_t collision_safe_fraction = 1.0;
+ real_t collision_unsafe_fraction = 1.0;
+
+ Array _get_collision_result() const;
+ void _shape_changed();
+
+protected:
+ void _notification(int p_what);
+ void _update_shapecast_state();
+ static void _bind_methods();
+
+public:
+ void set_collide_with_areas(bool p_clip);
+ bool is_collide_with_areas_enabled() const;
+
+ void set_collide_with_bodies(bool p_clip);
+ bool is_collide_with_bodies_enabled() const;
+
+ void set_enabled(bool p_enabled);
+ bool is_enabled() const;
+
+ void set_shape(const Ref<Shape2D> &p_shape);
+ Ref<Shape2D> get_shape() const;
+
+ void set_target_position(const Vector2 &p_point);
+ Vector2 get_target_position() const;
+
+ void set_margin(real_t p_margin);
+ real_t get_margin() const;
+
+ void set_max_results(int p_max_results);
+ int get_max_results() const;
+
+ void set_collision_mask(uint32_t p_mask);
+ uint32_t get_collision_mask() const;
+
+ void set_collision_mask_value(int p_layer_number, bool p_value);
+ bool get_collision_mask_value(int p_layer_number) const;
+
+ void set_exclude_parent_body(bool p_exclude_parent_body);
+ bool get_exclude_parent_body() const;
+
+ void force_shapecast_update();
+ bool is_colliding() const;
+
+ int get_collision_count() const;
+ Object *get_collider(int p_idx) const;
+ RID get_collider_rid(int p_idx) const;
+ int get_collider_shape(int p_idx) const;
+ Vector2 get_collision_point(int p_idx) const;
+ Vector2 get_collision_normal(int p_idx) const;
+
+ real_t get_closest_collision_safe_fraction() const;
+ real_t get_closest_collision_unsafe_fraction() const;
+
+ void add_exception_rid(const RID &p_rid);
+ void add_exception(const CollisionObject2D *p_node);
+ void remove_exception_rid(const RID &p_rid);
+ void remove_exception(const CollisionObject2D *p_node);
+ void clear_exceptions();
+
+ PackedStringArray get_configuration_warnings() const override;
+
+ ShapeCast2D();
+};
+
+#endif // SHAPE_CAST_2D_H
diff --git a/scene/2d/physics/static_body_2d.cpp b/scene/2d/physics/static_body_2d.cpp
new file mode 100644
index 0000000000..3c5af73c1e
--- /dev/null
+++ b/scene/2d/physics/static_body_2d.cpp
@@ -0,0 +1,96 @@
+/**************************************************************************/
+/* static_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 "static_body_2d.h"
+
+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()) {
+ physics_material_override->disconnect_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_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::_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 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::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity", PROPERTY_HINT_NONE, "suffix:px/s"), "set_constant_linear_velocity", "get_constant_linear_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_angular_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_constant_angular_velocity", "get_constant_angular_velocity");
+}
+
+StaticBody2D::StaticBody2D(PhysicsServer2D::BodyMode p_mode) :
+ PhysicsBody2D(p_mode) {
+}
diff --git a/scene/2d/physics/static_body_2d.h b/scene/2d/physics/static_body_2d.h
new file mode 100644
index 0000000000..ce05596d94
--- /dev/null
+++ b/scene/2d/physics/static_body_2d.h
@@ -0,0 +1,64 @@
+/**************************************************************************/
+/* static_body_2d.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#ifndef STATIC_BODY_2D_H
+#define STATIC_BODY_2D_H
+
+#include "scene/2d/physics/physics_body_2d.h"
+
+class StaticBody2D : public PhysicsBody2D {
+ GDCLASS(StaticBody2D, PhysicsBody2D);
+
+private:
+ Vector2 constant_linear_velocity;
+ real_t constant_angular_velocity = 0.0;
+
+ Ref<PhysicsMaterial> physics_material_override;
+
+protected:
+ static void _bind_methods();
+
+public:
+ void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
+ Ref<PhysicsMaterial> 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(PhysicsServer2D::BodyMode p_mode = PhysicsServer2D::BODY_MODE_STATIC);
+
+private:
+ void _reload_physics_characteristics();
+};
+
+#endif // STATIC_BODY_2D_H