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/*************************************************************************/
/* physics_body_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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# include "physics_body_2d.h"
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# include "core/core_string_names.h"
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# include "scene/scene_string_names.h"
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void PhysicsBody2D : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " move_and_collide " , " distance " , " test_only " , " safe_margin " ) , & PhysicsBody2D : : _move , DEFVAL ( false ) , DEFVAL ( 0.08 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " test_move " , " from " , " distance " , " collision " , " safe_margin " ) , & PhysicsBody2D : : test_move , DEFVAL ( Variant ( ) ) , DEFVAL ( 0.08 ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_collision_exceptions " ) , & PhysicsBody2D : : get_collision_exceptions ) ;
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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 ) ;
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}
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PhysicsBody2D : : PhysicsBody2D ( PhysicsServer2D : : BodyMode p_mode ) :
CollisionObject2D ( PhysicsServer2D : : get_singleton ( ) - > body_create ( ) , false ) {
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set_body_mode ( p_mode ) ;
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set_pickable ( false ) ;
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}
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PhysicsBody2D : : ~ PhysicsBody2D ( ) {
if ( motion_cache . is_valid ( ) ) {
motion_cache - > owner = nullptr ;
}
}
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Ref < KinematicCollision2D > PhysicsBody2D : : _move ( const Vector2 & p_distance , bool p_test_only , real_t p_margin ) {
PhysicsServer2D : : MotionParameters parameters ( get_global_transform ( ) , p_distance , p_margin ) ;
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parameters . recovery_as_collision = false ; // Don't report collisions generated only from recovery.
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PhysicsServer2D : : MotionResult result ;
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if ( move_and_collide ( parameters , result , p_test_only ) ) {
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// Create a new instance when the cached reference is invalid or still in use in script.
if ( motion_cache . is_null ( ) | | motion_cache - > reference_get_count ( ) > 1 ) {
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motion_cache . instantiate ( ) ;
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motion_cache - > owner = this ;
}
motion_cache - > result = result ;
return motion_cache ;
}
return Ref < KinematicCollision2D > ( ) ;
}
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bool PhysicsBody2D : : move_and_collide ( const PhysicsServer2D : : MotionParameters & p_parameters , PhysicsServer2D : : MotionResult & r_result , bool p_test_only , bool p_cancel_sliding ) {
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if ( is_only_update_transform_changes_enabled ( ) ) {
ERR_PRINT ( " Move functions do not work together with 'sync to physics' option. Please read the documentation. " ) ;
}
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bool colliding = PhysicsServer2D : : get_singleton ( ) - > body_test_motion ( get_rid ( ) , p_parameters , & r_result ) ;
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// 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.
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if ( p_cancel_sliding ) {
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real_t motion_length = p_parameters . motion . length ( ) ;
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real_t precision = 0.001 ;
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if ( colliding ) {
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// 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 ) ;
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if ( r_result . collision_depth > p_parameters . margin + precision ) {
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p_cancel_sliding = false ;
}
}
if ( p_cancel_sliding ) {
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// When motion is null, recovery is the resulting motion.
Vector2 motion_normal ;
if ( motion_length > CMP_EPSILON ) {
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motion_normal = p_parameters . motion / motion_length ;
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}
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// Check depth of recovery.
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real_t projected_length = r_result . travel . dot ( motion_normal ) ;
Vector2 recovery = r_result . travel - motion_normal * projected_length ;
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real_t recovery_length = recovery . length ( ) ;
// Fixes cases where canceling slide causes the motion to go too deep into the ground,
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// because we're only taking rest information into account and not general recovery.
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if ( recovery_length < p_parameters . margin + precision ) {
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// Apply adjustment to motion.
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r_result . travel = motion_normal * projected_length ;
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r_result . remainder = p_parameters . motion - r_result . travel ;
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}
}
}
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if ( ! p_test_only ) {
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Transform2D gt = p_parameters . from ;
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gt . columns [ 2 ] + = r_result . travel ;
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set_global_transform ( gt ) ;
}
return colliding ;
}
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bool PhysicsBody2D : : test_move ( const Transform2D & p_from , const Vector2 & p_distance , const Ref < KinematicCollision2D > & r_collision , real_t p_margin ) {
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ERR_FAIL_COND_V ( ! is_inside_tree ( ) , false ) ;
PhysicsServer2D : : MotionResult * r = nullptr ;
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PhysicsServer2D : : MotionResult temp_result ;
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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 ) ;
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} else {
r = & temp_result ;
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}
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PhysicsServer2D : : MotionParameters parameters ( p_from , p_distance , p_margin ) ;
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parameters . recovery_as_collision = false ; // Don't report collisions generated only from recovery.
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return PhysicsServer2D : : get_singleton ( ) - > body_test_motion ( get_rid ( ) , parameters , r ) ;
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}
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TypedArray < PhysicsBody2D > PhysicsBody2D : : get_collision_exceptions ( ) {
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List < RID > exceptions ;
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PhysicsServer2D : : get_singleton ( ) - > body_get_collision_exceptions ( get_rid ( ) , & exceptions ) ;
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Array ret ;
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for ( const RID & body : exceptions ) {
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ObjectID instance_id = PhysicsServer2D : : get_singleton ( ) - > body_get_object_instance_id ( body ) ;
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Object * obj = ObjectDB : : get_instance ( instance_id ) ;
PhysicsBody2D * physics_body = Object : : cast_to < PhysicsBody2D > ( obj ) ;
ret . append ( physics_body ) ;
}
return ret ;
}
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void PhysicsBody2D : : add_collision_exception_with ( Node * p_node ) {
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ERR_FAIL_NULL ( p_node ) ;
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PhysicsBody2D * physics_body = Object : : cast_to < PhysicsBody2D > ( p_node ) ;
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ERR_FAIL_COND_MSG ( ! physics_body , " Collision exception only works between two objects of PhysicsBody2D type. " ) ;
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PhysicsServer2D : : get_singleton ( ) - > body_add_collision_exception ( get_rid ( ) , physics_body - > get_rid ( ) ) ;
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}
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void PhysicsBody2D : : remove_collision_exception_with ( Node * p_node ) {
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ERR_FAIL_NULL ( p_node ) ;
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PhysicsBody2D * physics_body = Object : : cast_to < PhysicsBody2D > ( p_node ) ;
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ERR_FAIL_COND_MSG ( ! physics_body , " Collision exception only works between two objects of PhysicsBody2D type. " ) ;
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PhysicsServer2D : : get_singleton ( ) - > body_remove_collision_exception ( get_rid ( ) , physics_body - > get_rid ( ) ) ;
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}
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void StaticBody2D : : set_constant_linear_velocity ( const Vector2 & p_vel ) {
constant_linear_velocity = p_vel ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer2D : : BODY_STATE_LINEAR_VELOCITY , constant_linear_velocity ) ;
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}
void StaticBody2D : : set_constant_angular_velocity ( real_t p_vel ) {
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constant_angular_velocity = p_vel ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer2D : : BODY_STATE_ANGULAR_VELOCITY , constant_angular_velocity ) ;
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}
Vector2 StaticBody2D : : get_constant_linear_velocity ( ) const {
return constant_linear_velocity ;
}
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real_t StaticBody2D : : get_constant_angular_velocity ( ) const {
return constant_angular_velocity ;
}
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void StaticBody2D : : set_physics_material_override ( const Ref < PhysicsMaterial > & p_physics_material_override ) {
if ( physics_material_override . is_valid ( ) ) {
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if ( physics_material_override - > is_connected ( CoreStringNames : : get_singleton ( ) - > changed , callable_mp ( this , & StaticBody2D : : _reload_physics_characteristics ) ) ) {
physics_material_override - > disconnect ( CoreStringNames : : get_singleton ( ) - > changed , callable_mp ( this , & StaticBody2D : : _reload_physics_characteristics ) ) ;
}
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}
physics_material_override = p_physics_material_override ;
if ( physics_material_override . is_valid ( ) ) {
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physics_material_override - > connect ( CoreStringNames : : get_singleton ( ) - > changed , callable_mp ( this , & StaticBody2D : : _reload_physics_characteristics ) ) ;
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}
_reload_physics_characteristics ( ) ;
}
Ref < PhysicsMaterial > StaticBody2D : : get_physics_material_override ( ) const {
return physics_material_override ;
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}
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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 ) ;
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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 ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " physics_material_override " , PROPERTY_HINT_RESOURCE_TYPE , " PhysicsMaterial " ) , " set_physics_material_override " , " get_physics_material_override " ) ;
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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,suffix: \u00B0 /s " ) , " set_constant_angular_velocity " , " get_constant_angular_velocity " ) ;
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}
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StaticBody2D : : StaticBody2D ( PhysicsServer2D : : BodyMode p_mode ) :
PhysicsBody2D ( p_mode ) {
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}
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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 ( ) ) ;
}
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}
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void AnimatableBody2D : : set_sync_to_physics ( bool p_enable ) {
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if ( sync_to_physics = = p_enable ) {
return ;
}
sync_to_physics = p_enable ;
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_update_kinematic_motion ( ) ;
}
bool AnimatableBody2D : : is_sync_to_physics_enabled ( ) const {
return sync_to_physics ;
}
void AnimatableBody2D : : _update_kinematic_motion ( ) {
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# ifdef TOOLS_ENABLED
if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
return ;
}
# endif
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if ( sync_to_physics ) {
PhysicsServer2D : : get_singleton ( ) - > body_set_state_sync_callback ( get_rid ( ) , this , _body_state_changed_callback ) ;
set_only_update_transform_changes ( true ) ;
set_notify_local_transform ( true ) ;
} else {
PhysicsServer2D : : get_singleton ( ) - > body_set_state_sync_callback ( get_rid ( ) , nullptr , nullptr ) ;
set_only_update_transform_changes ( false ) ;
set_notify_local_transform ( false ) ;
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}
}
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void AnimatableBody2D : : _body_state_changed_callback ( void * p_instance , PhysicsDirectBodyState2D * p_state ) {
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AnimatableBody2D * body = static_cast < AnimatableBody2D * > ( p_instance ) ;
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body - > _body_state_changed ( p_state ) ;
}
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void AnimatableBody2D : : _body_state_changed ( PhysicsDirectBodyState2D * p_state ) {
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if ( ! sync_to_physics ) {
return ;
}
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last_valid_transform = p_state - > get_transform ( ) ;
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set_notify_local_transform ( false ) ;
set_global_transform ( last_valid_transform ) ;
set_notify_local_transform ( true ) ;
}
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void AnimatableBody2D : : _notification ( int p_what ) {
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switch ( p_what ) {
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case NOTIFICATION_ENTER_TREE : {
last_valid_transform = get_global_transform ( ) ;
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_update_kinematic_motion ( ) ;
} break ;
case NOTIFICATION_EXIT_TREE : {
set_only_update_transform_changes ( false ) ;
set_notify_local_transform ( false ) ;
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} 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 ;
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}
}
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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 ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " sync_to_physics " ) , " set_sync_to_physics " , " is_sync_to_physics_enabled " ) ;
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}
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AnimatableBody2D : : AnimatableBody2D ( ) :
StaticBody2D ( PhysicsServer2D : : BODY_MODE_KINEMATIC ) {
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}
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void RigidDynamicBody2D : : _body_enter_tree ( ObjectID p_id ) {
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Object * obj = ObjectDB : : get_instance ( p_id ) ;
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Node * node = Object : : cast_to < Node > ( obj ) ;
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ERR_FAIL_COND ( ! node ) ;
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ERR_FAIL_COND ( ! contact_monitor ) ;
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HashMap < ObjectID , BodyState > : : Iterator E = contact_monitor - > body_map . find ( p_id ) ;
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ERR_FAIL_COND ( ! E ) ;
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ERR_FAIL_COND ( E - > value . in_scene ) ;
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contact_monitor - > locked = true ;
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E - > value . in_scene = true ;
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emit_signal ( SceneStringNames : : get_singleton ( ) - > body_entered , node ) ;
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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 ) ;
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}
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contact_monitor - > locked = false ;
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}
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void RigidDynamicBody2D : : _body_exit_tree ( ObjectID p_id ) {
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Object * obj = ObjectDB : : get_instance ( p_id ) ;
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Node * node = Object : : cast_to < Node > ( obj ) ;
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ERR_FAIL_COND ( ! node ) ;
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ERR_FAIL_COND ( ! contact_monitor ) ;
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HashMap < ObjectID , BodyState > : : Iterator E = contact_monitor - > body_map . find ( p_id ) ;
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ERR_FAIL_COND ( ! E ) ;
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ERR_FAIL_COND ( ! E - > value . in_scene ) ;
E - > value . in_scene = false ;
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contact_monitor - > locked = true ;
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emit_signal ( SceneStringNames : : get_singleton ( ) - > body_exited , node ) ;
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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 ) ;
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}
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contact_monitor - > locked = false ;
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}
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void RigidDynamicBody2D : : _body_inout ( int p_status , const RID & p_body , ObjectID p_instance , int p_body_shape , int p_local_shape ) {
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bool body_in = p_status = = 1 ;
ObjectID objid = p_instance ;
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Object * obj = ObjectDB : : get_instance ( objid ) ;
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Node * node = Object : : cast_to < Node > ( obj ) ;
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ERR_FAIL_COND ( ! contact_monitor ) ;
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HashMap < ObjectID , BodyState > : : Iterator E = contact_monitor - > body_map . find ( objid ) ;
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ERR_FAIL_COND ( ! body_in & & ! E ) ;
if ( body_in ) {
if ( ! E ) {
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E = contact_monitor - > body_map . insert ( objid , BodyState ( ) ) ;
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E - > value . rid = p_body ;
//E->value.rc=0;
E - > value . in_scene = node & & node - > is_inside_tree ( ) ;
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if ( node ) {
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node - > connect ( SceneStringNames : : get_singleton ( ) - > tree_entered , callable_mp ( this , & RigidDynamicBody2D : : _body_enter_tree ) . bind ( objid ) ) ;
node - > connect ( SceneStringNames : : get_singleton ( ) - > tree_exiting , callable_mp ( this , & RigidDynamicBody2D : : _body_exit_tree ) . bind ( objid ) ) ;
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if ( E - > value . in_scene ) {
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emit_signal ( SceneStringNames : : get_singleton ( ) - > body_entered , node ) ;
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}
}
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//E->value.rc++;
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}
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if ( node ) {
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E - > value . shapes . insert ( ShapePair ( p_body_shape , p_local_shape ) ) ;
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}
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if ( E - > value . in_scene ) {
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emit_signal ( SceneStringNames : : get_singleton ( ) - > body_shape_entered , p_body , node , p_body_shape , p_local_shape ) ;
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}
} else {
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//E->value.rc--;
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if ( node ) {
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E - > value . shapes . erase ( ShapePair ( p_body_shape , p_local_shape ) ) ;
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}
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bool in_scene = E - > value . in_scene ;
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if ( E - > value . shapes . is_empty ( ) ) {
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if ( node ) {
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node - > disconnect ( SceneStringNames : : get_singleton ( ) - > tree_entered , callable_mp ( this , & RigidDynamicBody2D : : _body_enter_tree ) ) ;
node - > disconnect ( SceneStringNames : : get_singleton ( ) - > tree_exiting , callable_mp ( this , & RigidDynamicBody2D : : _body_exit_tree ) ) ;
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if ( in_scene ) {
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emit_signal ( SceneStringNames : : get_singleton ( ) - > body_exited , node ) ;
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}
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}
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contact_monitor - > body_map . remove ( E ) ;
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}
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if ( node & & in_scene ) {
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emit_signal ( SceneStringNames : : get_singleton ( ) - > body_shape_exited , p_body , node , p_body_shape , p_local_shape ) ;
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}
}
}
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struct _RigidDynamicBody2DInOut {
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RID rid ;
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ObjectID id ;
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int shape = 0 ;
int local_shape = 0 ;
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} ;
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void RigidDynamicBody2D : : _body_state_changed_callback ( void * p_instance , PhysicsDirectBodyState2D * p_state ) {
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RigidDynamicBody2D * body = static_cast < RigidDynamicBody2D * > ( p_instance ) ;
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body - > _body_state_changed ( p_state ) ;
}
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void RigidDynamicBody2D : : _body_state_changed ( PhysicsDirectBodyState2D * p_state ) {
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set_block_transform_notify ( true ) ; // don't want notify (would feedback loop)
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if ( ! freeze | | freeze_mode ! = FREEZE_MODE_KINEMATIC ) {
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set_global_transform ( p_state - > get_transform ( ) ) ;
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}
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linear_velocity = p_state - > get_linear_velocity ( ) ;
angular_velocity = p_state - > get_angular_velocity ( ) ;
if ( sleeping ! = p_state - > is_sleeping ( ) ) {
sleeping = p_state - > is_sleeping ( ) ;
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emit_signal ( SceneStringNames : : get_singleton ( ) - > sleeping_state_changed ) ;
}
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GDVIRTUAL_CALL ( _integrate_forces , p_state ) ;
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set_block_transform_notify ( false ) ; // want it back
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if ( contact_monitor ) {
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contact_monitor - > locked = true ;
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//untag all
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int rc = 0 ;
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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 ;
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rc + + ;
}
}
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_RigidDynamicBody2DInOut * toadd = ( _RigidDynamicBody2DInOut * ) alloca ( p_state - > get_contact_count ( ) * sizeof ( _RigidDynamicBody2DInOut ) ) ;
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int toadd_count = 0 ; //state->get_contact_count();
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RigidDynamicBody2D_RemoveAction * toremove = ( RigidDynamicBody2D_RemoveAction * ) alloca ( rc * sizeof ( RigidDynamicBody2D_RemoveAction ) ) ;
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int toremove_count = 0 ;
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//put the ones to add
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for ( int i = 0 ; i < p_state - > get_contact_count ( ) ; i + + ) {
RID rid = p_state - > get_contact_collider ( i ) ;
ObjectID obj = p_state - > get_contact_collider_id ( i ) ;
int local_shape = p_state - > get_contact_local_shape ( i ) ;
int shape = p_state - > get_contact_collider_shape ( i ) ;
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HashMap < ObjectID , BodyState > : : Iterator E = contact_monitor - > body_map . find ( obj ) ;
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if ( ! E ) {
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toadd [ toadd_count ] . rid = rid ;
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toadd [ toadd_count ] . local_shape = local_shape ;
toadd [ toadd_count ] . id = obj ;
toadd [ toadd_count ] . shape = shape ;
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toadd_count + + ;
continue ;
}
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ShapePair sp ( shape , local_shape ) ;
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int idx = E - > value . shapes . find ( sp ) ;
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if ( idx = = - 1 ) {
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toadd [ toadd_count ] . rid = rid ;
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toadd [ toadd_count ] . local_shape = local_shape ;
toadd [ toadd_count ] . id = obj ;
toadd [ toadd_count ] . shape = shape ;
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toadd_count + + ;
continue ;
}
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E - > value . shapes [ idx ] . tagged = true ;
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}
//put the ones to remove
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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 ] ;
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toremove_count + + ;
}
}
}
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//process removals
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for ( int i = 0 ; i < toremove_count ; i + + ) {
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_body_inout ( 0 , toremove [ i ] . rid , toremove [ i ] . body_id , toremove [ i ] . pair . body_shape , toremove [ i ] . pair . local_shape ) ;
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}
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//process additions
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for ( int i = 0 ; i < toadd_count ; i + + ) {
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_body_inout ( 1 , toadd [ i ] . rid , toadd [ i ] . id , toadd [ i ] . shape , toadd [ i ] . local_shape ) ;
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}
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contact_monitor - > locked = false ;
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}
}
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void RigidDynamicBody2D : : _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_DYNAMIC_LINEAR ) ;
} else {
set_body_mode ( PhysicsServer2D : : BODY_MODE_DYNAMIC ) ;
}
}
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void RigidDynamicBody2D : : set_lock_rotation_enabled ( bool p_lock_rotation ) {
if ( p_lock_rotation = = lock_rotation ) {
return ;
}
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lock_rotation = p_lock_rotation ;
_apply_body_mode ( ) ;
}
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bool RigidDynamicBody2D : : is_lock_rotation_enabled ( ) const {
return lock_rotation ;
}
void RigidDynamicBody2D : : set_freeze_enabled ( bool p_freeze ) {
if ( p_freeze = = freeze ) {
return ;
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}
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freeze = p_freeze ;
_apply_body_mode ( ) ;
}
bool RigidDynamicBody2D : : is_freeze_enabled ( ) const {
return freeze ;
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}
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void RigidDynamicBody2D : : set_freeze_mode ( FreezeMode p_freeze_mode ) {
if ( p_freeze_mode = = freeze_mode ) {
return ;
}
freeze_mode = p_freeze_mode ;
_apply_body_mode ( ) ;
}
RigidDynamicBody2D : : FreezeMode RigidDynamicBody2D : : get_freeze_mode ( ) const {
return freeze_mode ;
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}
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void RigidDynamicBody2D : : set_mass ( real_t p_mass ) {
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ERR_FAIL_COND ( p_mass < = 0 ) ;
mass = p_mass ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_MASS , mass ) ;
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}
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real_t RigidDynamicBody2D : : get_mass ( ) const {
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return mass ;
}
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void RigidDynamicBody2D : : set_inertia ( real_t p_inertia ) {
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ERR_FAIL_COND ( p_inertia < 0 ) ;
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inertia = p_inertia ;
PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_INERTIA , inertia ) ;
2016-04-26 14:15:15 +02:00
}
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real_t RigidDynamicBody2D : : get_inertia ( ) const {
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return inertia ;
}
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void RigidDynamicBody2D : : set_center_of_mass_mode ( CenterOfMassMode p_mode ) {
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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 ;
}
}
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RigidDynamicBody2D : : CenterOfMassMode RigidDynamicBody2D : : get_center_of_mass_mode ( ) const {
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return center_of_mass_mode ;
}
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void RigidDynamicBody2D : : set_center_of_mass ( const Vector2 & p_center_of_mass ) {
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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 ) ;
}
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const Vector2 & RigidDynamicBody2D : : get_center_of_mass ( ) const {
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return center_of_mass ;
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}
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void RigidDynamicBody2D : : set_physics_material_override ( const Ref < PhysicsMaterial > & p_physics_material_override ) {
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if ( physics_material_override . is_valid ( ) ) {
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if ( physics_material_override - > is_connected ( CoreStringNames : : get_singleton ( ) - > changed , callable_mp ( this , & RigidDynamicBody2D : : _reload_physics_characteristics ) ) ) {
physics_material_override - > disconnect ( CoreStringNames : : get_singleton ( ) - > changed , callable_mp ( this , & RigidDynamicBody2D : : _reload_physics_characteristics ) ) ;
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}
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}
physics_material_override = p_physics_material_override ;
if ( physics_material_override . is_valid ( ) ) {
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physics_material_override - > connect ( CoreStringNames : : get_singleton ( ) - > changed , callable_mp ( this , & RigidDynamicBody2D : : _reload_physics_characteristics ) ) ;
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}
_reload_physics_characteristics ( ) ;
}
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Ref < PhysicsMaterial > RigidDynamicBody2D : : get_physics_material_override ( ) const {
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return physics_material_override ;
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}
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void RigidDynamicBody2D : : set_gravity_scale ( real_t p_gravity_scale ) {
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gravity_scale = p_gravity_scale ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_GRAVITY_SCALE , gravity_scale ) ;
2015-01-05 22:37:12 +01:00
}
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real_t RigidDynamicBody2D : : get_gravity_scale ( ) const {
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return gravity_scale ;
}
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void RigidDynamicBody2D : : 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 ) ;
}
RigidDynamicBody2D : : DampMode RigidDynamicBody2D : : get_linear_damp_mode ( ) const {
return linear_damp_mode ;
}
void RigidDynamicBody2D : : 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 ) ;
}
RigidDynamicBody2D : : DampMode RigidDynamicBody2D : : get_angular_damp_mode ( ) const {
return angular_damp_mode ;
}
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void RigidDynamicBody2D : : set_linear_damp ( real_t p_linear_damp ) {
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ERR_FAIL_COND ( p_linear_damp < - 1 ) ;
linear_damp = p_linear_damp ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_LINEAR_DAMP , linear_damp ) ;
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}
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real_t RigidDynamicBody2D : : get_linear_damp ( ) const {
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return linear_damp ;
}
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void RigidDynamicBody2D : : set_angular_damp ( real_t p_angular_damp ) {
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ERR_FAIL_COND ( p_angular_damp < - 1 ) ;
angular_damp = p_angular_damp ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_ANGULAR_DAMP , angular_damp ) ;
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}
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real_t RigidDynamicBody2D : : get_angular_damp ( ) const {
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return angular_damp ;
}
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void RigidDynamicBody2D : : set_axis_velocity ( const Vector2 & p_axis ) {
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Vector2 axis = p_axis . normalized ( ) ;
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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 ) ;
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}
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void RigidDynamicBody2D : : set_linear_velocity ( const Vector2 & p_velocity ) {
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linear_velocity = p_velocity ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer2D : : BODY_STATE_LINEAR_VELOCITY , linear_velocity ) ;
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}
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Vector2 RigidDynamicBody2D : : get_linear_velocity ( ) const {
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return linear_velocity ;
}
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void RigidDynamicBody2D : : set_angular_velocity ( real_t p_velocity ) {
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angular_velocity = p_velocity ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer2D : : BODY_STATE_ANGULAR_VELOCITY , angular_velocity ) ;
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}
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real_t RigidDynamicBody2D : : get_angular_velocity ( ) const {
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return angular_velocity ;
}
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void RigidDynamicBody2D : : set_use_custom_integrator ( bool p_enable ) {
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if ( custom_integrator = = p_enable ) {
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return ;
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}
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custom_integrator = p_enable ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_omit_force_integration ( get_rid ( ) , p_enable ) ;
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}
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bool RigidDynamicBody2D : : is_using_custom_integrator ( ) {
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return custom_integrator ;
}
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void RigidDynamicBody2D : : set_sleeping ( bool p_sleeping ) {
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sleeping = p_sleeping ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer2D : : BODY_STATE_SLEEPING , sleeping ) ;
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}
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void RigidDynamicBody2D : : set_can_sleep ( bool p_active ) {
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can_sleep = p_active ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer2D : : BODY_STATE_CAN_SLEEP , p_active ) ;
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}
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bool RigidDynamicBody2D : : is_able_to_sleep ( ) const {
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return can_sleep ;
}
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bool RigidDynamicBody2D : : is_sleeping ( ) const {
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return sleeping ;
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}
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void RigidDynamicBody2D : : set_max_contacts_reported ( int p_amount ) {
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max_contacts_reported = p_amount ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_max_contacts_reported ( get_rid ( ) , p_amount ) ;
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}
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int RigidDynamicBody2D : : get_max_contacts_reported ( ) const {
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return max_contacts_reported ;
}
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int RigidDynamicBody2D : : get_contact_count ( ) const {
PhysicsDirectBodyState2D * bs = PhysicsServer2D : : get_singleton ( ) - > body_get_direct_state ( get_rid ( ) ) ;
ERR_FAIL_NULL_V ( bs , 0 ) ;
return bs - > get_contact_count ( ) ;
}
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void RigidDynamicBody2D : : apply_central_impulse ( const Vector2 & p_impulse ) {
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PhysicsServer2D : : get_singleton ( ) - > body_apply_central_impulse ( get_rid ( ) , p_impulse ) ;
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}
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void RigidDynamicBody2D : : apply_impulse ( const Vector2 & p_impulse , const Vector2 & p_position ) {
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PhysicsServer2D : : get_singleton ( ) - > body_apply_impulse ( get_rid ( ) , p_impulse , p_position ) ;
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}
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void RigidDynamicBody2D : : apply_torque_impulse ( real_t p_torque ) {
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PhysicsServer2D : : get_singleton ( ) - > body_apply_torque_impulse ( get_rid ( ) , p_torque ) ;
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}
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void RigidDynamicBody2D : : apply_central_force ( const Vector2 & p_force ) {
PhysicsServer2D : : get_singleton ( ) - > body_apply_central_force ( get_rid ( ) , p_force ) ;
}
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void RigidDynamicBody2D : : apply_force ( const Vector2 & p_force , const Vector2 & p_position ) {
PhysicsServer2D : : get_singleton ( ) - > body_apply_force ( get_rid ( ) , p_force , p_position ) ;
}
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void RigidDynamicBody2D : : apply_torque ( real_t p_torque ) {
PhysicsServer2D : : get_singleton ( ) - > body_apply_torque ( get_rid ( ) , p_torque ) ;
}
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void RigidDynamicBody2D : : add_constant_central_force ( const Vector2 & p_force ) {
PhysicsServer2D : : get_singleton ( ) - > body_add_constant_central_force ( get_rid ( ) , p_force ) ;
}
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void RigidDynamicBody2D : : add_constant_force ( const Vector2 & p_force , const Vector2 & p_position ) {
PhysicsServer2D : : get_singleton ( ) - > body_add_constant_force ( get_rid ( ) , p_force , p_position ) ;
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}
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void RigidDynamicBody2D : : add_constant_torque ( const real_t p_torque ) {
PhysicsServer2D : : get_singleton ( ) - > body_add_constant_torque ( get_rid ( ) , p_torque ) ;
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}
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void RigidDynamicBody2D : : set_constant_force ( const Vector2 & p_force ) {
PhysicsServer2D : : get_singleton ( ) - > body_set_constant_force ( get_rid ( ) , p_force ) ;
}
Vector2 RigidDynamicBody2D : : get_constant_force ( ) const {
return PhysicsServer2D : : get_singleton ( ) - > body_get_constant_force ( get_rid ( ) ) ;
}
void RigidDynamicBody2D : : set_constant_torque ( real_t p_torque ) {
PhysicsServer2D : : get_singleton ( ) - > body_set_constant_torque ( get_rid ( ) , p_torque ) ;
}
real_t RigidDynamicBody2D : : get_constant_torque ( ) const {
return PhysicsServer2D : : get_singleton ( ) - > body_get_constant_torque ( get_rid ( ) ) ;
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}
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void RigidDynamicBody2D : : set_continuous_collision_detection_mode ( CCDMode p_mode ) {
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ccd_mode = p_mode ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_continuous_collision_detection_mode ( get_rid ( ) , PhysicsServer2D : : CCDMode ( p_mode ) ) ;
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}
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RigidDynamicBody2D : : CCDMode RigidDynamicBody2D : : get_continuous_collision_detection_mode ( ) const {
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return ccd_mode ;
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}
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TypedArray < Node2D > RigidDynamicBody2D : : get_colliding_bodies ( ) const {
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ERR_FAIL_COND_V ( ! contact_monitor , TypedArray < Node2D > ( ) ) ;
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TypedArray < Node2D > ret ;
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ret . resize ( contact_monitor - > body_map . size ( ) ) ;
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int idx = 0 ;
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for ( const KeyValue < ObjectID , BodyState > & E : contact_monitor - > body_map ) {
Object * obj = ObjectDB : : get_instance ( E . key ) ;
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if ( ! obj ) {
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ret . resize ( ret . size ( ) - 1 ) ; //ops
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} else {
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ret [ idx + + ] = obj ;
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}
}
return ret ;
}
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void RigidDynamicBody2D : : set_contact_monitor ( bool p_enabled ) {
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if ( p_enabled = = is_contact_monitor_enabled ( ) ) {
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return ;
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}
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if ( ! p_enabled ) {
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ERR_FAIL_COND_MSG ( contact_monitor - > locked , " Can't disable contact monitoring during in/out callback. Use call_deferred( \" set_contact_monitor \" , false) instead. " ) ;
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for ( const KeyValue < ObjectID , BodyState > & E : contact_monitor - > body_map ) {
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//clean up mess
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Object * obj = ObjectDB : : get_instance ( E . key ) ;
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Node * node = Object : : cast_to < Node > ( obj ) ;
if ( node ) {
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node - > disconnect ( SceneStringNames : : get_singleton ( ) - > tree_entered , callable_mp ( this , & RigidDynamicBody2D : : _body_enter_tree ) ) ;
node - > disconnect ( SceneStringNames : : get_singleton ( ) - > tree_exiting , callable_mp ( this , & RigidDynamicBody2D : : _body_exit_tree ) ) ;
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}
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}
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memdelete ( contact_monitor ) ;
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contact_monitor = nullptr ;
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} else {
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contact_monitor = memnew ( ContactMonitor ) ;
contact_monitor - > locked = false ;
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}
}
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bool RigidDynamicBody2D : : is_contact_monitor_enabled ( ) const {
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return contact_monitor ! = nullptr ;
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}
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void RigidDynamicBody2D : : _notification ( int p_what ) {
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# ifdef TOOLS_ENABLED
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switch ( p_what ) {
case NOTIFICATION_ENTER_TREE : {
if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
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set_notify_local_transform ( true ) ; // Used for warnings and only in editor.
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}
} break ;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED : {
if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
update_configuration_warnings ( ) ;
}
} break ;
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}
# endif
}
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TypedArray < String > RigidDynamicBody2D : : get_configuration_warnings ( ) const {
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Transform2D t = get_transform ( ) ;
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TypedArray < String > warnings = CollisionObject2D : : get_configuration_warnings ( ) ;
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if ( ABS ( t . columns [ 0 ] . length ( ) - 1.0 ) > 0.05 | | ABS ( t . columns [ 1 ] . length ( ) - 1.0 ) > 0.05 ) {
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warnings . push_back ( RTR ( " Size changes to RigidDynamicBody2D will be overridden by the physics engine when running. \n Change the size in children collision shapes instead. " ) ) ;
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}
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return warnings ;
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}
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void RigidDynamicBody2D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_mass " , " mass " ) , & RigidDynamicBody2D : : set_mass ) ;
ClassDB : : bind_method ( D_METHOD ( " get_mass " ) , & RigidDynamicBody2D : : get_mass ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_inertia " ) , & RigidDynamicBody2D : : get_inertia ) ;
ClassDB : : bind_method ( D_METHOD ( " set_inertia " , " inertia " ) , & RigidDynamicBody2D : : set_inertia ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_center_of_mass_mode " , " mode " ) , & RigidDynamicBody2D : : set_center_of_mass_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_center_of_mass_mode " ) , & RigidDynamicBody2D : : get_center_of_mass_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_center_of_mass " , " center_of_mass " ) , & RigidDynamicBody2D : : set_center_of_mass ) ;
ClassDB : : bind_method ( D_METHOD ( " get_center_of_mass " ) , & RigidDynamicBody2D : : get_center_of_mass ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_physics_material_override " , " physics_material_override " ) , & RigidDynamicBody2D : : set_physics_material_override ) ;
ClassDB : : bind_method ( D_METHOD ( " get_physics_material_override " ) , & RigidDynamicBody2D : : get_physics_material_override ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_gravity_scale " , " gravity_scale " ) , & RigidDynamicBody2D : : set_gravity_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " get_gravity_scale " ) , & RigidDynamicBody2D : : get_gravity_scale ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_linear_damp_mode " , " linear_damp_mode " ) , & RigidDynamicBody2D : : set_linear_damp_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_linear_damp_mode " ) , & RigidDynamicBody2D : : get_linear_damp_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " set_angular_damp_mode " , " angular_damp_mode " ) , & RigidDynamicBody2D : : set_angular_damp_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_angular_damp_mode " ) , & RigidDynamicBody2D : : get_angular_damp_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_linear_damp " , " linear_damp " ) , & RigidDynamicBody2D : : set_linear_damp ) ;
ClassDB : : bind_method ( D_METHOD ( " get_linear_damp " ) , & RigidDynamicBody2D : : get_linear_damp ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_angular_damp " , " angular_damp " ) , & RigidDynamicBody2D : : set_angular_damp ) ;
ClassDB : : bind_method ( D_METHOD ( " get_angular_damp " ) , & RigidDynamicBody2D : : get_angular_damp ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_linear_velocity " , " linear_velocity " ) , & RigidDynamicBody2D : : set_linear_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " get_linear_velocity " ) , & RigidDynamicBody2D : : get_linear_velocity ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_angular_velocity " , " angular_velocity " ) , & RigidDynamicBody2D : : set_angular_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " get_angular_velocity " ) , & RigidDynamicBody2D : : get_angular_velocity ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_max_contacts_reported " , " amount " ) , & RigidDynamicBody2D : : set_max_contacts_reported ) ;
ClassDB : : bind_method ( D_METHOD ( " get_max_contacts_reported " ) , & RigidDynamicBody2D : : get_max_contacts_reported ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_contact_count " ) , & RigidDynamicBody2D : : get_contact_count ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_use_custom_integrator " , " enable " ) , & RigidDynamicBody2D : : set_use_custom_integrator ) ;
ClassDB : : bind_method ( D_METHOD ( " is_using_custom_integrator " ) , & RigidDynamicBody2D : : is_using_custom_integrator ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_contact_monitor " , " enabled " ) , & RigidDynamicBody2D : : set_contact_monitor ) ;
ClassDB : : bind_method ( D_METHOD ( " is_contact_monitor_enabled " ) , & RigidDynamicBody2D : : is_contact_monitor_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_continuous_collision_detection_mode " , " mode " ) , & RigidDynamicBody2D : : set_continuous_collision_detection_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_continuous_collision_detection_mode " ) , & RigidDynamicBody2D : : get_continuous_collision_detection_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_axis_velocity " , " axis_velocity " ) , & RigidDynamicBody2D : : set_axis_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " apply_central_impulse " , " impulse " ) , & RigidDynamicBody2D : : apply_central_impulse , Vector2 ( ) ) ;
ClassDB : : bind_method ( D_METHOD ( " apply_impulse " , " impulse " , " position " ) , & RigidDynamicBody2D : : apply_impulse , Vector2 ( ) ) ;
ClassDB : : bind_method ( D_METHOD ( " apply_torque_impulse " , " torque " ) , & RigidDynamicBody2D : : apply_torque_impulse ) ;
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ClassDB : : bind_method ( D_METHOD ( " apply_central_force " , " force " ) , & RigidDynamicBody2D : : apply_central_force ) ;
ClassDB : : bind_method ( D_METHOD ( " apply_force " , " force " , " position " ) , & RigidDynamicBody2D : : apply_force , Vector2 ( ) ) ;
ClassDB : : bind_method ( D_METHOD ( " apply_torque " , " torque " ) , & RigidDynamicBody2D : : apply_torque ) ;
ClassDB : : bind_method ( D_METHOD ( " add_constant_central_force " , " force " ) , & RigidDynamicBody2D : : add_constant_central_force ) ;
ClassDB : : bind_method ( D_METHOD ( " add_constant_force " , " force " , " position " ) , & RigidDynamicBody2D : : add_constant_force , Vector2 ( ) ) ;
ClassDB : : bind_method ( D_METHOD ( " add_constant_torque " , " torque " ) , & RigidDynamicBody2D : : add_constant_torque ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_constant_force " , " force " ) , & RigidDynamicBody2D : : set_constant_force ) ;
ClassDB : : bind_method ( D_METHOD ( " get_constant_force " ) , & RigidDynamicBody2D : : get_constant_force ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_constant_torque " , " torque " ) , & RigidDynamicBody2D : : set_constant_torque ) ;
ClassDB : : bind_method ( D_METHOD ( " get_constant_torque " ) , & RigidDynamicBody2D : : get_constant_torque ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_sleeping " , " sleeping " ) , & RigidDynamicBody2D : : set_sleeping ) ;
ClassDB : : bind_method ( D_METHOD ( " is_sleeping " ) , & RigidDynamicBody2D : : is_sleeping ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_can_sleep " , " able_to_sleep " ) , & RigidDynamicBody2D : : set_can_sleep ) ;
ClassDB : : bind_method ( D_METHOD ( " is_able_to_sleep " ) , & RigidDynamicBody2D : : is_able_to_sleep ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_lock_rotation_enabled " , " lock_rotation " ) , & RigidDynamicBody2D : : set_lock_rotation_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_lock_rotation_enabled " ) , & RigidDynamicBody2D : : is_lock_rotation_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " set_freeze_enabled " , " freeze_mode " ) , & RigidDynamicBody2D : : set_freeze_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_freeze_enabled " ) , & RigidDynamicBody2D : : is_freeze_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " set_freeze_mode " , " freeze_mode " ) , & RigidDynamicBody2D : : set_freeze_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_freeze_mode " ) , & RigidDynamicBody2D : : get_freeze_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_colliding_bodies " ) , & RigidDynamicBody2D : : get_colliding_bodies ) ;
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GDVIRTUAL_BIND ( _integrate_forces , " state " ) ;
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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 : : FLOAT , " inertia " , PROPERTY_HINT_RANGE , U " 0,1000,0.01,or_greater,exp,suffix:kg \u22C5 px \u00B2 " ) , " set_inertia " , " get_inertia " ) ;
2021-06-11 02:37:19 +02:00
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 " ) ;
2021-12-03 01:09:19 +01:00
ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR2 , " center_of_mass " , PROPERTY_HINT_RANGE , " -10,10,0.01,or_lesser,or_greater,suffix:px " ) , " set_center_of_mass " , " get_center_of_mass " ) ;
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ADD_LINKED_PROPERTY ( " center_of_mass_mode " , " center_of_mass " ) ;
2018-11-08 15:30:02 +01:00
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " physics_material_override " , PROPERTY_HINT_RESOURCE_TYPE , " PhysicsMaterial " ) , " set_physics_material_override " , " get_physics_material_override " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 19:20:53 +01:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " gravity_scale " , PROPERTY_HINT_RANGE , " -128,128,0.01 " ) , " set_gravity_scale " , " get_gravity_scale " ) ;
2017-03-05 16:44:50 +01:00
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 " ) ;
2022-08-24 14:25:40 +02:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " max_contacts_reported " , PROPERTY_HINT_RANGE , " 0,64,1,or_greater " ) , " set_max_contacts_reported " , " get_max_contacts_reported " ) ;
2017-03-05 16:44:50 +01:00
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " contact_monitor " ) , " set_contact_monitor " , " is_contact_monitor_enabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " sleeping " ) , " set_sleeping " , " is_sleeping " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " can_sleep " ) , " set_can_sleep " , " is_able_to_sleep " ) ;
2021-09-16 21:37:24 +02:00
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 " ) ;
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ADD_GROUP ( " Linear " , " linear_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR2 , " linear_velocity " , PROPERTY_HINT_NONE , " suffix:px/s " ) , " set_linear_velocity " , " get_linear_velocity " ) ;
2020-04-14 19:59:53 +02:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " linear_damp_mode " , PROPERTY_HINT_ENUM , " Combine,Replace " ) , " set_linear_damp_mode " , " get_linear_damp_mode " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 19:20:53 +01:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " linear_damp " , PROPERTY_HINT_RANGE , " -1,100,0.001,or_greater " ) , " set_linear_damp " , " get_linear_damp " ) ;
2017-03-05 16:44:50 +01:00
ADD_GROUP ( " Angular " , " angular_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " angular_velocity " , PROPERTY_HINT_NONE , " suffix:rad/s " ) , " set_angular_velocity " , " get_angular_velocity " ) ;
2020-04-14 19:59:53 +02:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " angular_damp_mode " , PROPERTY_HINT_ENUM , " Combine,Replace " ) , " set_angular_damp_mode " , " get_angular_damp_mode " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 19:20:53 +01:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " angular_damp " , PROPERTY_HINT_RANGE , " -1,100,0.001,or_greater " ) , " set_angular_damp " , " get_angular_damp " ) ;
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ADD_GROUP ( " Constant Forces " , " constant_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR2 , " constant_force " , PROPERTY_HINT_NONE , U " suffix:kg \u22C5 px/s \u00B2 " ) , " set_constant_force " , " get_constant_force " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " constant_torque " , PROPERTY_HINT_NONE , U " suffix:kg \u22C5 px \u00B2 /s \u00B2 /rad " ) , " set_constant_torque " , " get_constant_torque " ) ;
2014-02-10 02:10:30 +01:00
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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 " ) ) ) ;
2018-09-01 12:05:51 +02:00
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 " ) ) ) ;
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ADD_SIGNAL ( MethodInfo ( " sleeping_state_changed " ) ) ;
2014-02-19 15:57:14 +01:00
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BIND_ENUM_CONSTANT ( FREEZE_MODE_STATIC ) ;
BIND_ENUM_CONSTANT ( FREEZE_MODE_KINEMATIC ) ;
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BIND_ENUM_CONSTANT ( CENTER_OF_MASS_MODE_AUTO ) ;
BIND_ENUM_CONSTANT ( CENTER_OF_MASS_MODE_CUSTOM ) ;
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BIND_ENUM_CONSTANT ( DAMP_MODE_COMBINE ) ;
BIND_ENUM_CONSTANT ( DAMP_MODE_REPLACE ) ;
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BIND_ENUM_CONSTANT ( CCD_MODE_DISABLED ) ;
BIND_ENUM_CONSTANT ( CCD_MODE_CAST_RAY ) ;
BIND_ENUM_CONSTANT ( CCD_MODE_CAST_SHAPE ) ;
2014-02-10 02:10:30 +01:00
}
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void RigidDynamicBody2D : : _validate_property ( PropertyInfo & p_property ) const {
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if ( center_of_mass_mode ! = CENTER_OF_MASS_MODE_CUSTOM ) {
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if ( p_property . name = = " center_of_mass " ) {
p_property . usage = PROPERTY_USAGE_NO_EDITOR ;
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}
}
}
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RigidDynamicBody2D : : RigidDynamicBody2D ( ) :
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PhysicsBody2D ( PhysicsServer2D : : BODY_MODE_DYNAMIC ) {
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PhysicsServer2D : : get_singleton ( ) - > body_set_state_sync_callback ( get_rid ( ) , this , _body_state_changed_callback ) ;
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}
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RigidDynamicBody2D : : ~ RigidDynamicBody2D ( ) {
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if ( contact_monitor ) {
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memdelete ( contact_monitor ) ;
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}
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}
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void RigidDynamicBody2D : : _reload_physics_characteristics ( ) {
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if ( physics_material_override . is_null ( ) ) {
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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 ) ;
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} else {
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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 ( ) ) ;
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}
}
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//////////////////////////
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// So, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
2018-08-10 18:06:34 +02:00
# define FLOOR_ANGLE_THRESHOLD 0.01
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bool CharacterBody2D : : move_and_slide ( ) {
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// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky.
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double delta = Engine : : get_singleton ( ) - > is_in_physics_frame ( ) ? get_physics_process_delta_time ( ) : get_process_delta_time ( ) ;
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Vector2 current_platform_velocity = platform_velocity ;
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Transform2D gt = get_global_transform ( ) ;
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previous_position = gt . columns [ 2 ] ;
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if ( ( on_floor | | on_wall ) & & platform_rid . is_valid ( ) ) {
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bool excluded = false ;
if ( on_floor ) {
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excluded = ( platform_floor_layers & platform_layer ) = = 0 ;
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} else if ( on_wall ) {
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excluded = ( platform_wall_layers & platform_layer ) = = 0 ;
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}
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if ( ! excluded ) {
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//this approach makes sure there is less delay between the actual body velocity and the one we saved
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PhysicsDirectBodyState2D * bs = PhysicsServer2D : : get_singleton ( ) - > body_get_direct_state ( platform_rid ) ;
if ( bs ) {
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Vector2 local_position = gt . columns [ 2 ] - bs - > get_transform ( ) . columns [ 2 ] ;
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current_platform_velocity = bs - > get_velocity_at_local_position ( local_position ) ;
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} else {
// Body is removed or destroyed, invalidate floor.
current_platform_velocity = Vector2 ( ) ;
platform_rid = RID ( ) ;
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}
} else {
current_platform_velocity = Vector2 ( ) ;
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}
}
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motion_results . clear ( ) ;
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last_motion = Vector2 ( ) ;
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bool was_on_floor = on_floor ;
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on_floor = false ;
on_ceiling = false ;
on_wall = false ;
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if ( ! current_platform_velocity . is_equal_approx ( Vector2 ( ) ) ) {
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PhysicsServer2D : : MotionParameters parameters ( get_global_transform ( ) , current_platform_velocity * delta , margin ) ;
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parameters . recovery_as_collision = true ; // Also report collisions generated only from recovery.
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parameters . exclude_bodies . insert ( platform_rid ) ;
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if ( platform_object_id . is_valid ( ) ) {
parameters . exclude_objects . insert ( platform_object_id ) ;
}
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PhysicsServer2D : : MotionResult floor_result ;
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if ( move_and_collide ( parameters , floor_result , false , false ) ) {
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motion_results . push_back ( floor_result ) ;
_set_collision_direction ( floor_result ) ;
}
}
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if ( motion_mode = = MOTION_MODE_GROUNDED ) {
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_move_and_slide_grounded ( delta , was_on_floor ) ;
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} else {
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_move_and_slide_floating ( delta ) ;
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}
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// Compute real velocity.
real_velocity = get_position_delta ( ) / delta ;
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if ( platform_on_leave ! = PLATFORM_ON_LEAVE_DO_NOTHING ) {
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// Add last platform velocity when just left a moving platform.
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if ( ! on_floor & & ! on_wall ) {
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if ( platform_on_leave = = PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY & & current_platform_velocity . dot ( up_direction ) < 0 ) {
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current_platform_velocity = current_platform_velocity . slide ( up_direction ) ;
}
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velocity + = current_platform_velocity ;
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}
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}
return motion_results . size ( ) > 0 ;
}
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void CharacterBody2D : : _move_and_slide_grounded ( double p_delta , bool p_was_on_floor ) {
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Vector2 motion = velocity * p_delta ;
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Vector2 motion_slide_up = motion . slide ( up_direction ) ;
Vector2 prev_floor_normal = floor_normal ;
platform_rid = RID ( ) ;
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platform_object_id = ObjectID ( ) ;
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floor_normal = Vector2 ( ) ;
platform_velocity = Vector2 ( ) ;
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// No sliding on first attempt to keep floor motion stable when possible,
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// When stop on slope is enabled or when there is no up direction.
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bool sliding_enabled = ! floor_stop_on_slope ;
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// Constant speed can be applied only the first time sliding is enabled.
bool can_apply_constant_speed = sliding_enabled ;
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// If the platform's ceiling push down the body.
bool apply_ceiling_velocity = false ;
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bool first_slide = true ;
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bool vel_dir_facing_up = velocity . dot ( up_direction ) > 0 ;
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Vector2 last_travel ;
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for ( int iteration = 0 ; iteration < max_slides ; + + iteration ) {
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PhysicsServer2D : : MotionParameters parameters ( get_global_transform ( ) , motion , margin ) ;
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parameters . recovery_as_collision = true ; // Also report collisions generated only from recovery.
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Vector2 prev_position = parameters . from . columns [ 2 ] ;
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PhysicsServer2D : : MotionResult result ;
bool collided = move_and_collide ( parameters , result , false , ! sliding_enabled ) ;
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last_motion = result . travel ;
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if ( collided ) {
motion_results . push_back ( result ) ;
_set_collision_direction ( result ) ;
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// If we hit a ceiling platform, we set the vertical velocity to at least the platform one.
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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 ) ;
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Vector2 motion_vertical_velocity = up_direction * up_direction . dot ( velocity ) ;
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if ( motion_vertical_velocity . dot ( up_direction ) > 0 | | ceiling_vertical_velocity . length_squared ( ) > motion_vertical_velocity . length_squared ( ) ) {
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velocity = ceiling_vertical_velocity + velocity . slide ( up_direction ) ;
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}
}
}
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if ( on_floor & & floor_stop_on_slope & & ( velocity . normalized ( ) + up_direction ) . length ( ) < 0.01 ) {
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Transform2D gt = get_global_transform ( ) ;
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if ( result . travel . length ( ) < = margin + CMP_EPSILON ) {
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gt . columns [ 2 ] - = result . travel ;
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}
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set_global_transform ( gt ) ;
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velocity = Vector2 ( ) ;
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last_motion = Vector2 ( ) ;
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motion = Vector2 ( ) ;
break ;
2018-07-17 01:04:07 +02:00
}
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if ( result . remainder . is_equal_approx ( Vector2 ( ) ) ) {
motion = Vector2 ( ) ;
break ;
}
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// Move on floor only checks.
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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.
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if ( p_was_on_floor & & ! on_floor & & ! vel_dir_facing_up ) {
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// If the movement is large the body can be prevented from reaching the walls.
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if ( result . travel . length ( ) < = margin + CMP_EPSILON ) {
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// Cancels the motion.
Transform2D gt = get_global_transform ( ) ;
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gt . columns [ 2 ] - = result . travel ;
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set_global_transform ( gt ) ;
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}
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// Determines if you are on the ground.
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_snap_on_floor ( true , false , true ) ;
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velocity = Vector2 ( ) ;
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last_motion = Vector2 ( ) ;
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motion = Vector2 ( ) ;
break ;
}
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// Prevents the body from being able to climb a slope when it moves forward against the wall.
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else if ( ! on_floor ) {
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motion = up_direction * up_direction . dot ( result . remainder ) ;
motion = motion . slide ( result . collision_normal ) ;
} else {
motion = result . remainder ;
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}
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}
// Constant Speed when the slope is upward.
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else if ( floor_constant_speed & & is_on_floor_only ( ) & & can_apply_constant_speed & & p_was_on_floor & & motion . dot ( result . collision_normal ) < 0 ) {
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can_apply_constant_speed = false ;
Vector2 motion_slide_norm = result . remainder . slide ( result . collision_normal ) . normalized ( ) ;
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motion = motion_slide_norm * ( motion_slide_up . length ( ) - result . travel . slide ( up_direction ) . length ( ) - last_travel . slide ( up_direction ) . length ( ) ) ;
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}
// Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
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else if ( ( sliding_enabled | | ! on_floor ) & & ( ! on_ceiling | | slide_on_ceiling | | ! vel_dir_facing_up ) & & ! apply_ceiling_velocity ) {
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Vector2 slide_motion = result . remainder . slide ( result . collision_normal ) ;
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if ( slide_motion . dot ( velocity ) > 0.0 ) {
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motion = slide_motion ;
} else {
motion = Vector2 ( ) ;
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}
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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 ) {
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velocity = velocity . slide ( result . collision_normal ) ;
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} else {
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// Avoid acceleration in slope when falling.
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velocity = up_direction * up_direction . dot ( velocity ) ;
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}
}
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}
// 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 ) {
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velocity = velocity . slide ( up_direction ) ;
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motion = motion . slide ( up_direction ) ;
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}
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}
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last_travel = result . travel ;
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}
// 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.
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else if ( floor_constant_speed & & first_slide & & _on_floor_if_snapped ( p_was_on_floor , vel_dir_facing_up ) ) {
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can_apply_constant_speed = false ;
sliding_enabled = true ;
Transform2D gt = get_global_transform ( ) ;
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gt . columns [ 2 ] = prev_position ;
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set_global_transform ( gt ) ;
Vector2 motion_slide_norm = motion . slide ( prev_floor_normal ) . normalized ( ) ;
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motion = motion_slide_norm * ( motion_slide_up . length ( ) ) ;
collided = true ;
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}
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can_apply_constant_speed = ! can_apply_constant_speed & & ! sliding_enabled ;
sliding_enabled = true ;
first_slide = false ;
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if ( ! collided | | motion . is_equal_approx ( Vector2 ( ) ) ) {
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break ;
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}
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}
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_snap_on_floor ( p_was_on_floor , vel_dir_facing_up ) ;
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// 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 ) {
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Vector2 slide_motion = velocity . slide ( motion_results . get ( 0 ) . collision_normal ) ;
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if ( motion_slide_up . dot ( slide_motion ) < 0 ) {
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velocity = up_direction * up_direction . dot ( velocity ) ;
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} else {
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// 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 ) ;
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}
}
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// Reset the gravity accumulation when touching the ground.
if ( on_floor & & ! vel_dir_facing_up ) {
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velocity = velocity . slide ( up_direction ) ;
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}
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}
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void CharacterBody2D : : _move_and_slide_floating ( double p_delta ) {
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Vector2 motion = velocity * p_delta ;
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platform_rid = RID ( ) ;
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platform_object_id = ObjectID ( ) ;
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floor_normal = Vector2 ( ) ;
platform_velocity = Vector2 ( ) ;
bool first_slide = true ;
for ( int iteration = 0 ; iteration < max_slides ; + + iteration ) {
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PhysicsServer2D : : MotionParameters parameters ( get_global_transform ( ) , motion , margin ) ;
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parameters . recovery_as_collision = true ; // Also report collisions generated only from recovery.
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PhysicsServer2D : : MotionResult result ;
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bool collided = move_and_collide ( parameters , result , false , false ) ;
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last_motion = result . travel ;
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if ( collided ) {
motion_results . push_back ( result ) ;
_set_collision_direction ( result ) ;
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if ( result . remainder . is_equal_approx ( Vector2 ( ) ) ) {
motion = Vector2 ( ) ;
break ;
}
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if ( wall_min_slide_angle ! = 0 & & result . get_angle ( - velocity . normalized ( ) ) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD ) {
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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 ) ;
}
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if ( motion . dot ( velocity ) < = 0.0 ) {
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motion = Vector2 ( ) ;
}
}
if ( ! collided | | motion . is_equal_approx ( Vector2 ( ) ) ) {
break ;
}
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first_slide = false ;
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}
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}
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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 ) {
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return ;
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}
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// Snap by at least collision margin to keep floor state consistent.
real_t length = MAX ( floor_snap_length , margin ) ;
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PhysicsServer2D : : MotionParameters parameters ( get_global_transform ( ) , - up_direction * length , margin ) ;
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parameters . recovery_as_collision = true ; // Also report collisions generated only from recovery.
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parameters . collide_separation_ray = true ;
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PhysicsServer2D : : MotionResult result ;
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if ( move_and_collide ( parameters , result , true , false ) ) {
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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 ) ) {
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on_floor = true ;
floor_normal = result . collision_normal ;
_set_platform_data ( result ) ;
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if ( floor_stop_on_slope ) {
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// 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.
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if ( result . travel . length ( ) > margin ) {
result . travel = up_direction * up_direction . dot ( result . travel ) ;
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} else {
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result . travel = Vector2 ( ) ;
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}
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}
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parameters . from . columns [ 2 ] + = result . travel ;
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set_global_transform ( parameters . from ) ;
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}
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}
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}
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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 ) {
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return false ;
}
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// Snap by at least collision margin to keep floor state consistent.
real_t length = MAX ( floor_snap_length , margin ) ;
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PhysicsServer2D : : MotionParameters parameters ( get_global_transform ( ) , - up_direction * length , margin ) ;
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parameters . recovery_as_collision = true ; // Also report collisions generated only from recovery.
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parameters . collide_separation_ray = true ;
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PhysicsServer2D : : MotionResult result ;
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if ( move_and_collide ( parameters , result , true , false ) ) {
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if ( result . get_angle ( up_direction ) < = floor_max_angle + FLOOR_ANGLE_THRESHOLD ) {
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return true ;
}
}
return false ;
}
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void CharacterBody2D : : _set_collision_direction ( const PhysicsServer2D : : MotionResult & p_result ) {
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if ( motion_mode = = MOTION_MODE_GROUNDED & & p_result . get_angle ( up_direction ) < = floor_max_angle + FLOOR_ANGLE_THRESHOLD ) { //floor
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on_floor = true ;
floor_normal = p_result . collision_normal ;
_set_platform_data ( p_result ) ;
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} else if ( motion_mode = = MOTION_MODE_GROUNDED & & p_result . get_angle ( - up_direction ) < = floor_max_angle + FLOOR_ANGLE_THRESHOLD ) { //ceiling
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on_ceiling = true ;
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} else {
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on_wall = true ;
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wall_normal = p_result . collision_normal ;
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// 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 ) ;
}
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}
}
void CharacterBody2D : : _set_platform_data ( const PhysicsServer2D : : MotionResult & p_result ) {
platform_rid = p_result . collider ;
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platform_object_id = p_result . collider_id ;
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platform_velocity = p_result . collider_velocity ;
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platform_layer = PhysicsServer2D : : get_singleton ( ) - > body_get_collision_layer ( platform_rid ) ;
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}
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const Vector2 & CharacterBody2D : : get_velocity ( ) const {
return velocity ;
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}
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void CharacterBody2D : : set_velocity ( const Vector2 & p_velocity ) {
velocity = p_velocity ;
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}
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bool CharacterBody2D : : is_on_floor ( ) const {
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return on_floor ;
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}
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bool CharacterBody2D : : is_on_floor_only ( ) const {
return on_floor & & ! on_wall & & ! on_ceiling ;
}
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bool CharacterBody2D : : is_on_wall ( ) const {
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return on_wall ;
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}
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bool CharacterBody2D : : is_on_wall_only ( ) const {
return on_wall & & ! on_floor & & ! on_ceiling ;
}
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bool CharacterBody2D : : is_on_ceiling ( ) const {
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return on_ceiling ;
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}
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bool CharacterBody2D : : is_on_ceiling_only ( ) const {
return on_ceiling & & ! on_floor & & ! on_wall ;
}
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const Vector2 & CharacterBody2D : : get_floor_normal ( ) const {
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return floor_normal ;
}
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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 {
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return get_global_transform ( ) . columns [ 2 ] - previous_position ;
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}
const Vector2 & CharacterBody2D : : get_real_velocity ( ) const {
return real_velocity ;
}
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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 ) ) ;
}
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const Vector2 & CharacterBody2D : : get_platform_velocity ( ) const {
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return platform_velocity ;
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}
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int CharacterBody2D : : get_slide_collision_count ( ) const {
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return motion_results . size ( ) ;
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}
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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 ] ;
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}
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Ref < KinematicCollision2D > CharacterBody2D : : _get_slide_collision ( int p_bounce ) {
ERR_FAIL_INDEX_V ( p_bounce , motion_results . size ( ) , Ref < KinematicCollision2D > ( ) ) ;
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if ( p_bounce > = slide_colliders . size ( ) ) {
slide_colliders . resize ( p_bounce + 1 ) ;
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}
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// 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 ] - > reference_get_count ( ) > 1 ) {
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slide_colliders . write [ p_bounce ] . instantiate ( ) ;
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slide_colliders . write [ p_bounce ] - > owner = this ;
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}
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slide_colliders . write [ p_bounce ] - > result = motion_results [ p_bounce ] ;
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return slide_colliders [ p_bounce ] ;
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}
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Ref < KinematicCollision2D > CharacterBody2D : : _get_last_slide_collision ( ) {
if ( motion_results . size ( ) = = 0 ) {
return Ref < KinematicCollision2D > ( ) ;
}
return _get_slide_collision ( motion_results . size ( ) - 1 ) ;
}
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void CharacterBody2D : : set_safe_margin ( real_t p_margin ) {
margin = p_margin ;
}
real_t CharacterBody2D : : get_safe_margin ( ) const {
return margin ;
}
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bool CharacterBody2D : : is_floor_stop_on_slope_enabled ( ) const {
return floor_stop_on_slope ;
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}
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void CharacterBody2D : : set_floor_stop_on_slope_enabled ( bool p_enabled ) {
floor_stop_on_slope = p_enabled ;
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}
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bool CharacterBody2D : : is_floor_constant_speed_enabled ( ) const {
return floor_constant_speed ;
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}
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void CharacterBody2D : : set_floor_constant_speed_enabled ( bool p_enabled ) {
floor_constant_speed = p_enabled ;
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}
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bool CharacterBody2D : : is_floor_block_on_wall_enabled ( ) const {
return floor_block_on_wall ;
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}
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void CharacterBody2D : : set_floor_block_on_wall_enabled ( bool p_enabled ) {
floor_block_on_wall = p_enabled ;
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}
bool CharacterBody2D : : is_slide_on_ceiling_enabled ( ) const {
return slide_on_ceiling ;
}
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void CharacterBody2D : : set_slide_on_ceiling_enabled ( bool p_enabled ) {
slide_on_ceiling = p_enabled ;
}
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uint32_t CharacterBody2D : : get_platform_floor_layers ( ) const {
return platform_floor_layers ;
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}
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void CharacterBody2D : : set_platform_floor_layers ( uint32_t p_exclude_layers ) {
platform_floor_layers = p_exclude_layers ;
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}
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uint32_t CharacterBody2D : : get_platform_wall_layers ( ) const {
return platform_wall_layers ;
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}
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void CharacterBody2D : : set_platform_wall_layers ( uint32_t p_exclude_layers ) {
platform_wall_layers = p_exclude_layers ;
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}
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void CharacterBody2D : : set_motion_mode ( MotionMode p_mode ) {
motion_mode = p_mode ;
}
CharacterBody2D : : MotionMode CharacterBody2D : : get_motion_mode ( ) const {
return motion_mode ;
}
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void CharacterBody2D : : set_platform_on_leave ( PlatformOnLeave p_on_leave_apply_velocity ) {
platform_on_leave = p_on_leave_apply_velocity ;
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}
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CharacterBody2D : : PlatformOnLeave CharacterBody2D : : get_platform_on_leave ( ) const {
return platform_on_leave ;
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}
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int CharacterBody2D : : get_max_slides ( ) const {
return max_slides ;
}
void CharacterBody2D : : set_max_slides ( int p_max_slides ) {
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ERR_FAIL_COND ( p_max_slides < 1 ) ;
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max_slides = p_max_slides ;
}
real_t CharacterBody2D : : get_floor_max_angle ( ) const {
return floor_max_angle ;
}
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void CharacterBody2D : : set_floor_max_angle ( real_t p_radians ) {
floor_max_angle = p_radians ;
}
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real_t CharacterBody2D : : get_floor_snap_length ( ) {
return floor_snap_length ;
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}
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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 ;
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}
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real_t CharacterBody2D : : get_wall_min_slide_angle ( ) const {
return wall_min_slide_angle ;
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}
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void CharacterBody2D : : set_wall_min_slide_angle ( real_t p_radians ) {
wall_min_slide_angle = p_radians ;
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}
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const Vector2 & CharacterBody2D : : get_up_direction ( ) const {
return up_direction ;
}
void CharacterBody2D : : set_up_direction ( const Vector2 & p_up_direction ) {
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ERR_FAIL_COND_MSG ( p_up_direction = = Vector2 ( ) , " up_direction can't be equal to Vector2.ZERO, consider using Floating motion mode instead. " ) ;
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up_direction = p_up_direction . normalized ( ) ;
}
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void CharacterBody2D : : _notification ( int p_what ) {
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switch ( p_what ) {
case NOTIFICATION_ENTER_TREE : {
// Reset move_and_slide() data.
on_floor = false ;
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platform_rid = RID ( ) ;
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platform_object_id = ObjectID ( ) ;
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on_ceiling = false ;
on_wall = false ;
motion_results . clear ( ) ;
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platform_velocity = Vector2 ( ) ;
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} break ;
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}
}
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void CharacterBody2D : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " move_and_slide " ) , & CharacterBody2D : : move_and_slide ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_velocity " , " velocity " ) , & CharacterBody2D : : set_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " get_velocity " ) , & CharacterBody2D : : get_velocity ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_safe_margin " , " margin " ) , & CharacterBody2D : : set_safe_margin ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_safe_margin " ) , & CharacterBody2D : : get_safe_margin ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_floor_max_angle " , " radians " ) , & CharacterBody2D : : set_floor_max_angle ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_on_floor " ) , & CharacterBody2D : : is_on_floor ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_on_floor_only " ) , & CharacterBody2D : : is_on_floor_only ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_on_ceiling " ) , & CharacterBody2D : : is_on_ceiling ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_on_ceiling_only " ) , & CharacterBody2D : : is_on_ceiling_only ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_on_wall " ) , & CharacterBody2D : : is_on_wall ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_on_wall_only " ) , & CharacterBody2D : : is_on_wall_only ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_floor_normal " ) , & CharacterBody2D : : get_floor_normal ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_floor_angle " , " up_direction " ) , & CharacterBody2D : : get_floor_angle , DEFVAL ( Vector2 ( 0.0 , - 1.0 ) ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_platform_velocity " ) , & CharacterBody2D : : get_platform_velocity ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_slide_collision_count " ) , & CharacterBody2D : : get_slide_collision_count ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_slide_collision " , " slide_idx " ) , & CharacterBody2D : : _get_slide_collision ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_last_slide_collision " ) , & CharacterBody2D : : _get_last_slide_collision ) ;
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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 " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR2 , " up_direction " ) , " set_up_direction " , " get_up_direction " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR2 , " velocity " , PROPERTY_HINT_NONE , " suffix:px/s " , PROPERTY_USAGE_NO_EDITOR ) , " set_velocity " , " get_velocity " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " slide_on_ceiling " ) , " set_slide_on_ceiling_enabled " , " is_slide_on_ceiling_enabled " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " max_slides " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR ) , " set_max_slides " , " get_max_slides " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " wall_min_slide_angle " , PROPERTY_HINT_RANGE , " 0,180,0.1,radians " , PROPERTY_USAGE_DEFAULT ) , " set_wall_min_slide_angle " , " get_wall_min_slide_angle " ) ;
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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 " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " floor_max_angle " , PROPERTY_HINT_RANGE , " 0,180,0.1,radians " ) , " set_floor_max_angle " , " get_floor_max_angle " ) ;
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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 " ) ;
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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 " ) ;
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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 " ) ;
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BIND_ENUM_CONSTANT ( MOTION_MODE_GROUNDED ) ;
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BIND_ENUM_CONSTANT ( MOTION_MODE_FLOATING ) ;
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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 ) ;
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}
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void CharacterBody2D : : _validate_property ( PropertyInfo & p_property ) const {
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if ( motion_mode = = MOTION_MODE_FLOATING ) {
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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 ;
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}
} else {
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if ( p_property . name = = " wall_min_slide_angle " ) {
p_property . usage = PROPERTY_USAGE_NO_EDITOR ;
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}
}
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}
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CharacterBody2D : : CharacterBody2D ( ) :
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PhysicsBody2D ( PhysicsServer2D : : BODY_MODE_KINEMATIC ) {
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}
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CharacterBody2D : : ~ CharacterBody2D ( ) {
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for ( int i = 0 ; i < slide_colliders . size ( ) ; i + + ) {
if ( slide_colliders [ i ] . is_valid ( ) ) {
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slide_colliders . write [ i ] - > owner = nullptr ;
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}
}
}
////////////////////////
Vector2 KinematicCollision2D : : get_position ( ) const {
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return result . collision_point ;
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}
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Vector2 KinematicCollision2D : : get_normal ( ) const {
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return result . collision_normal ;
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}
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Vector2 KinematicCollision2D : : get_travel ( ) const {
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return result . travel ;
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}
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Vector2 KinematicCollision2D : : get_remainder ( ) const {
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return result . remainder ;
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}
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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 ) ;
}
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real_t KinematicCollision2D : : get_depth ( ) const {
return result . collision_depth ;
}
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Object * KinematicCollision2D : : get_local_shape ( ) const {
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if ( ! owner ) {
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return nullptr ;
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}
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uint32_t ownerid = owner - > shape_find_owner ( result . collision_local_shape ) ;
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return owner - > shape_owner_get_owner ( ownerid ) ;
}
Object * KinematicCollision2D : : get_collider ( ) const {
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if ( result . collider_id . is_valid ( ) ) {
return ObjectDB : : get_instance ( result . collider_id ) ;
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}
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return nullptr ;
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}
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ObjectID KinematicCollision2D : : get_collider_id ( ) const {
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return result . collider_id ;
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}
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RID KinematicCollision2D : : get_collider_rid ( ) const {
return result . collider ;
}
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Object * KinematicCollision2D : : get_collider_shape ( ) const {
Object * collider = get_collider ( ) ;
if ( collider ) {
CollisionObject2D * obj2d = Object : : cast_to < CollisionObject2D > ( collider ) ;
if ( obj2d ) {
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uint32_t ownerid = obj2d - > shape_find_owner ( result . collider_shape ) ;
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return obj2d - > shape_owner_get_owner ( ownerid ) ;
}
}
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return nullptr ;
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}
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int KinematicCollision2D : : get_collider_shape_index ( ) const {
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return result . collider_shape ;
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}
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Vector2 KinematicCollision2D : : get_collider_velocity ( ) const {
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return result . collider_velocity ;
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}
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_angle " , " up_direction " ) , & KinematicCollision2D : : get_angle , DEFVAL ( Vector2 ( 0.0 , - 1.0 ) ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_depth " ) , & KinematicCollision2D : : get_depth ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_collider_rid " ) , & KinematicCollision2D : : get_collider_rid ) ;
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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 ) ;
}