diff options
Diffstat (limited to 'scene/2d')
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 |