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-rw-r--r--scene/2d/SCsub3
-rw-r--r--scene/2d/audio_stream_player_2d.cpp2
-rw-r--r--scene/2d/joint_2d.cpp564
-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.cpp (renamed from scene/2d/area_2d.cpp)0
-rw-r--r--scene/2d/physics/area_2d.h (renamed from scene/2d/area_2d.h)2
-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.cpp (renamed from scene/2d/collision_object_2d.cpp)0
-rw-r--r--scene/2d/physics/collision_object_2d.h (renamed from scene/2d/collision_object_2d.h)0
-rw-r--r--scene/2d/physics/collision_polygon_2d.cpp (renamed from scene/2d/collision_polygon_2d.cpp)4
-rw-r--r--scene/2d/physics/collision_polygon_2d.h (renamed from scene/2d/collision_polygon_2d.h)0
-rw-r--r--scene/2d/physics/collision_shape_2d.cpp (renamed from scene/2d/collision_shape_2d.cpp)4
-rw-r--r--scene/2d/physics/collision_shape_2d.h (renamed from scene/2d/collision_shape_2d.h)0
-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.h (renamed from scene/2d/joint_2d.h)85
-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.cpp (renamed from scene/2d/physical_bone_2d.cpp)2
-rw-r--r--scene/2d/physics/physical_bone_2d.h (renamed from scene/2d/physical_bone_2d.h)2
-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.cpp (renamed from scene/2d/ray_cast_2d.cpp)2
-rw-r--r--scene/2d/physics/ray_cast_2d.h (renamed from scene/2d/ray_cast_2d.h)0
-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.cpp (renamed from scene/2d/shape_cast_2d.cpp)4
-rw-r--r--scene/2d/physics/shape_cast_2d.h (renamed from scene/2d/shape_cast_2d.h)0
-rw-r--r--scene/2d/physics/static_body_2d.cpp96
-rw-r--r--scene/2d/physics/static_body_2d.h64
-rw-r--r--scene/2d/physics_body_2d.cpp1923
-rw-r--r--scene/2d/physics_body_2d.h493
41 files changed, 3632 insertions, 3075 deletions
diff --git a/scene/2d/SCsub b/scene/2d/SCsub
index fc61250247..94e1ab6c96 100644
--- a/scene/2d/SCsub
+++ b/scene/2d/SCsub
@@ -3,3 +3,6 @@
Import("env")
env.add_source_files(env.scene_sources, "*.cpp")
+
+# Chain load SCsubs
+SConscript("physics/SCsub")
diff --git a/scene/2d/audio_stream_player_2d.cpp b/scene/2d/audio_stream_player_2d.cpp
index 4762ae28f8..cbd3c244d9 100644
--- a/scene/2d/audio_stream_player_2d.cpp
+++ b/scene/2d/audio_stream_player_2d.cpp
@@ -32,8 +32,8 @@
#include "audio_stream_player_2d.compat.inc"
#include "core/config/project_settings.h"
-#include "scene/2d/area_2d.h"
#include "scene/2d/audio_listener_2d.h"
+#include "scene/2d/physics/area_2d.h"
#include "scene/audio/audio_stream_player_internal.h"
#include "scene/main/viewport.h"
#include "scene/resources/world_2d.h"
diff --git a/scene/2d/joint_2d.cpp b/scene/2d/joint_2d.cpp
deleted file mode 100644
index 41b121a482..0000000000
--- a/scene/2d/joint_2d.cpp
+++ /dev/null
@@ -1,564 +0,0 @@
-/**************************************************************************/
-/* 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 "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);
-}
-
-///////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////
-
-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() {
-}
-
-///////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////
-
-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() {
-}
-
-///////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////
-
-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/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/area_2d.cpp b/scene/2d/physics/area_2d.cpp
index b1ff94dda4..b1ff94dda4 100644
--- a/scene/2d/area_2d.cpp
+++ b/scene/2d/physics/area_2d.cpp
diff --git a/scene/2d/area_2d.h b/scene/2d/physics/area_2d.h
index 9d6e04b706..7c59d76e00 100644
--- a/scene/2d/area_2d.h
+++ b/scene/2d/physics/area_2d.h
@@ -32,7 +32,7 @@
#define AREA_2D_H
#include "core/templates/vset.h"
-#include "scene/2d/collision_object_2d.h"
+#include "scene/2d/physics/collision_object_2d.h"
class Area2D : public CollisionObject2D {
GDCLASS(Area2D, CollisionObject2D);
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/collision_object_2d.cpp b/scene/2d/physics/collision_object_2d.cpp
index 4e5852984b..4e5852984b 100644
--- a/scene/2d/collision_object_2d.cpp
+++ b/scene/2d/physics/collision_object_2d.cpp
diff --git a/scene/2d/collision_object_2d.h b/scene/2d/physics/collision_object_2d.h
index 2c8534665c..2c8534665c 100644
--- a/scene/2d/collision_object_2d.h
+++ b/scene/2d/physics/collision_object_2d.h
diff --git a/scene/2d/collision_polygon_2d.cpp b/scene/2d/physics/collision_polygon_2d.cpp
index 3bc5bce8f0..96ef346d23 100644
--- a/scene/2d/collision_polygon_2d.cpp
+++ b/scene/2d/physics/collision_polygon_2d.cpp
@@ -30,9 +30,9 @@
#include "collision_polygon_2d.h"
-#include "collision_object_2d.h"
#include "core/math/geometry_2d.h"
-#include "scene/2d/area_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"
diff --git a/scene/2d/collision_polygon_2d.h b/scene/2d/physics/collision_polygon_2d.h
index f1ee30babe..f1ee30babe 100644
--- a/scene/2d/collision_polygon_2d.h
+++ b/scene/2d/physics/collision_polygon_2d.h
diff --git a/scene/2d/collision_shape_2d.cpp b/scene/2d/physics/collision_shape_2d.cpp
index 5539e49135..6fc29ffe63 100644
--- a/scene/2d/collision_shape_2d.cpp
+++ b/scene/2d/physics/collision_shape_2d.cpp
@@ -30,8 +30,8 @@
#include "collision_shape_2d.h"
-#include "collision_object_2d.h"
-#include "scene/2d/area_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"
diff --git a/scene/2d/collision_shape_2d.h b/scene/2d/physics/collision_shape_2d.h
index 65436f1539..65436f1539 100644
--- a/scene/2d/collision_shape_2d.h
+++ b/scene/2d/physics/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/joint_2d.h b/scene/2d/physics/joints/joint_2d.h
index 5ff75a77a1..bdd2730bfa 100644
--- a/scene/2d/joint_2d.h
+++ b/scene/2d/physics/joints/joint_2d.h
@@ -31,7 +31,7 @@
#ifndef JOINT_2D_H
#define JOINT_2D_H
-#include "node_2d.h"
+#include "scene/2d/node_2d.h"
class PhysicsBody2D;
@@ -81,87 +81,4 @@ public:
~Joint2D();
};
-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();
-};
-
-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();
-};
-
-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 // 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/physical_bone_2d.cpp b/scene/2d/physics/physical_bone_2d.cpp
index 64cf56fa85..77bb8c24b8 100644
--- a/scene/2d/physical_bone_2d.cpp
+++ b/scene/2d/physics/physical_bone_2d.cpp
@@ -30,7 +30,7 @@
#include "physical_bone_2d.h"
-#include "scene/2d/joint_2d.h"
+#include "scene/2d/physics/joints/joint_2d.h"
void PhysicalBone2D::_notification(int p_what) {
switch (p_what) {
diff --git a/scene/2d/physical_bone_2d.h b/scene/2d/physics/physical_bone_2d.h
index e585f2c0ed..0547469b5e 100644
--- a/scene/2d/physical_bone_2d.h
+++ b/scene/2d/physics/physical_bone_2d.h
@@ -31,7 +31,7 @@
#ifndef PHYSICAL_BONE_2D_H
#define PHYSICAL_BONE_2D_H
-#include "scene/2d/physics_body_2d.h"
+#include "scene/2d/physics/rigid_body_2d.h"
#include "scene/2d/skeleton_2d.h"
class Joint2D;
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/ray_cast_2d.cpp b/scene/2d/physics/ray_cast_2d.cpp
index f27ac169b6..cb9497c14e 100644
--- a/scene/2d/ray_cast_2d.cpp
+++ b/scene/2d/physics/ray_cast_2d.cpp
@@ -30,7 +30,7 @@
#include "ray_cast_2d.h"
-#include "collision_object_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) {
diff --git a/scene/2d/ray_cast_2d.h b/scene/2d/physics/ray_cast_2d.h
index 0a856635da..0a856635da 100644
--- a/scene/2d/ray_cast_2d.h
+++ b/scene/2d/physics/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/shape_cast_2d.cpp b/scene/2d/physics/shape_cast_2d.cpp
index 38e3b3180b..00be84b622 100644
--- a/scene/2d/shape_cast_2d.cpp
+++ b/scene/2d/physics/shape_cast_2d.cpp
@@ -31,8 +31,8 @@
#include "shape_cast_2d.h"
#include "core/config/engine.h"
-#include "scene/2d/collision_object_2d.h"
-#include "scene/2d/physics_body_2d.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"
diff --git a/scene/2d/shape_cast_2d.h b/scene/2d/physics/shape_cast_2d.h
index 6b8fd5b798..6b8fd5b798 100644
--- a/scene/2d/shape_cast_2d.h
+++ b/scene/2d/physics/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
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);
-}
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
deleted file mode 100644
index 88161e284a..0000000000
--- a/scene/2d/physics_body_2d.h
+++ /dev/null
@@ -1,493 +0,0 @@
-/**************************************************************************/
-/* 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/collision_object_2d.h"
-#include "scene/resources/physics_material.h"
-#include "servers/physics_server_2d.h"
-
-class KinematicCollision2D;
-
-class PhysicsBody2D : public CollisionObject2D {
- GDCLASS(PhysicsBody2D, CollisionObject2D);
-
-protected:
- static void _bind_methods();
- PhysicsBody2D(PhysicsServer2D::BodyMode p_mode);
-
- Ref<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();
-};
-
-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();
-};
-
-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;
-};
-
-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);
-
-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);
-
-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 // PHYSICS_BODY_2D_H