diff options
Diffstat (limited to 'scene/2d/physics_body_2d.cpp')
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 1923 |
1 files changed, 0 insertions, 1923 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp deleted file mode 100644 index 92af3fa3f0..0000000000 --- a/scene/2d/physics_body_2d.cpp +++ /dev/null @@ -1,1923 +0,0 @@ -/**************************************************************************/ -/* 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()); -} - -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::_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) { -} - -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 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) { -} - -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()); - } -} - -////////////////////////// - -// 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::_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); -} - -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; - } - } -} - -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; - } - } -} - -//////////////////////// - -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); -} |