/*************************************************************************/ /* physics_body_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "physics_body_2d.h" #include "core/core_string_names.h" #include "scene/scene_string_names.h" void PhysicsBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "test_only", "safe_margin"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08)); ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "collision", "safe_margin"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08)); ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions); ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with); ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody2D::remove_collision_exception_with); } PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) : CollisionObject2D(PhysicsServer2D::get_singleton()->body_create(), false) { set_body_mode(p_mode); set_pickable(false); } PhysicsBody2D::~PhysicsBody2D() { if (motion_cache.is_valid()) { motion_cache->owner = nullptr; } } Ref PhysicsBody2D::_move(const Vector2 &p_motion, bool p_test_only, real_t p_margin) { PhysicsServer2D::MotionResult result; if (move_and_collide(p_motion, result, p_margin, p_test_only)) { if (motion_cache.is_null()) { motion_cache.instantiate(); motion_cache->owner = this; } motion_cache->result = result; return motion_cache; } return Ref(); } bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_test_only, bool p_cancel_sliding, const Set &p_exclude) { if (is_only_update_transform_changes_enabled()) { ERR_PRINT("Move functions do not work together with 'sync to physics' option. Please read the documentation."); } Transform2D gt = get_global_transform(); bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_margin, &r_result, p_exclude); // Restore direction of motion to be along original motion, // in order to avoid sliding due to recovery, // but only if collision depth is low enough to avoid tunneling. if (p_cancel_sliding) { real_t motion_length = p_motion.length(); real_t precision = 0.001; if (colliding) { // Can't just use margin as a threshold because collision depth is calculated on unsafe motion, // so even in normal resting cases the depth can be a bit more than the margin. precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction); if (r_result.collision_depth > (real_t)p_margin + precision) { p_cancel_sliding = false; } } if (p_cancel_sliding) { // When motion is null, recovery is the resulting motion. Vector2 motion_normal; if (motion_length > CMP_EPSILON) { motion_normal = p_motion / motion_length; } // Check depth of recovery. real_t projected_length = r_result.motion.dot(motion_normal); Vector2 recovery = r_result.motion - motion_normal * projected_length; real_t recovery_length = recovery.length(); // Fixes cases where canceling slide causes the motion to go too deep into the ground, // because we're only taking rest information into account and not general recovery. if (recovery_length < (real_t)p_margin + precision) { // Apply adjustment to motion. r_result.motion = motion_normal * projected_length; r_result.remainder = p_motion - r_result.motion; } } } if (!p_test_only) { gt.elements[2] += r_result.motion; set_global_transform(gt); } return colliding; } bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref &r_collision, real_t p_margin) { ERR_FAIL_COND_V(!is_inside_tree(), false); PhysicsServer2D::MotionResult *r = nullptr; if (r_collision.is_valid()) { // Needs const_cast because method bindings don't support non-const Ref. r = const_cast(&r_collision->result); } return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_margin, r); } TypedArray PhysicsBody2D::get_collision_exceptions() { List exceptions; PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions); Array ret; for (const RID &body : exceptions) { ObjectID instance_id = PhysicsServer2D::get_singleton()->body_get_object_instance_id(body); Object *obj = ObjectDB::get_instance(instance_id); PhysicsBody2D *physics_body = Object::cast_to(obj); ret.append(physics_body); } return ret; } void PhysicsBody2D::add_collision_exception_with(Node *p_node) { ERR_FAIL_NULL(p_node); PhysicsBody2D *physics_body = Object::cast_to(p_node); ERR_FAIL_COND_MSG(!physics_body, "Collision exception only works between two objects of PhysicsBody2D type."); PhysicsServer2D::get_singleton()->body_add_collision_exception(get_rid(), physics_body->get_rid()); } void PhysicsBody2D::remove_collision_exception_with(Node *p_node) { ERR_FAIL_NULL(p_node); PhysicsBody2D *physics_body = Object::cast_to(p_node); ERR_FAIL_COND_MSG(!physics_body, "Collision exception only works between two objects of PhysicsBody2D type."); PhysicsServer2D::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid()); } void StaticBody2D::set_constant_linear_velocity(const Vector2 &p_vel) { constant_linear_velocity = p_vel; if (kinematic_motion) { _update_kinematic_motion(); } else { PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity); } } void StaticBody2D::set_constant_angular_velocity(real_t p_vel) { constant_angular_velocity = p_vel; if (kinematic_motion) { _update_kinematic_motion(); } else { PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity); } } Vector2 StaticBody2D::get_constant_linear_velocity() const { return constant_linear_velocity; } real_t StaticBody2D::get_constant_angular_velocity() const { return constant_angular_velocity; } void StaticBody2D::set_physics_material_override(const Ref &p_physics_material_override) { if (physics_material_override.is_valid()) { 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)); } } physics_material_override = p_physics_material_override; if (physics_material_override.is_valid()) { physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &StaticBody2D::_reload_physics_characteristics)); } _reload_physics_characteristics(); } Ref StaticBody2D::get_physics_material_override() const { return physics_material_override; } void StaticBody2D::set_kinematic_motion_enabled(bool p_enabled) { if (p_enabled == kinematic_motion) { return; } kinematic_motion = p_enabled; if (kinematic_motion) { set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC); } else { set_body_mode(PhysicsServer2D::BODY_MODE_STATIC); } #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint()) { update_configuration_warnings(); return; } #endif _update_kinematic_motion(); } bool StaticBody2D::is_kinematic_motion_enabled() const { return kinematic_motion; } void StaticBody2D::set_sync_to_physics(bool p_enable) { if (sync_to_physics == p_enable) { return; } sync_to_physics = p_enable; #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint()) { update_configuration_warnings(); return; } #endif if (kinematic_motion) { _update_kinematic_motion(); } } bool StaticBody2D::is_sync_to_physics_enabled() const { return sync_to_physics; } void StaticBody2D::_direct_state_changed(Object *p_state) { if (!sync_to_physics) { return; } PhysicsDirectBodyState2D *state = Object::cast_to(p_state); ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState2D object as argument"); last_valid_transform = state->get_transform(); set_notify_local_transform(false); set_global_transform(last_valid_transform); set_notify_local_transform(true); } TypedArray StaticBody2D::get_configuration_warnings() const { TypedArray warnings = PhysicsBody2D::get_configuration_warnings(); if (sync_to_physics && !kinematic_motion) { warnings.push_back(TTR("Sync to physics works only when kinematic motion is enabled.")); } return warnings; } void StaticBody2D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { last_valid_transform = get_global_transform(); } break; case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { // Used by sync to physics, send the new transform to the physics... Transform2D new_transform = get_global_transform(); real_t delta_time = get_physics_process_delta_time(); new_transform.translate(constant_linear_velocity * delta_time); new_transform.set_rotation(new_transform.get_rotation() + constant_angular_velocity * delta_time); 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; case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint()) { return; } #endif ERR_FAIL_COND(!kinematic_motion); Transform2D new_transform = get_global_transform(); real_t delta_time = get_physics_process_delta_time(); new_transform.translate(constant_linear_velocity * delta_time); new_transform.set_rotation(new_transform.get_rotation() + constant_angular_velocity * delta_time); if (sync_to_physics) { // Propagate transform change to node. set_global_transform(new_transform); } else { PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform); // Propagate transform change to node. set_block_transform_notify(true); set_global_transform(new_transform); set_block_transform_notify(false); } } break; } } void StaticBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody2D::set_constant_linear_velocity); ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody2D::set_constant_angular_velocity); ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody2D::get_constant_linear_velocity); ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody2D::get_constant_angular_velocity); ClassDB::bind_method(D_METHOD("set_kinematic_motion_enabled", "enabled"), &StaticBody2D::set_kinematic_motion_enabled); ClassDB::bind_method(D_METHOD("is_kinematic_motion_enabled"), &StaticBody2D::is_kinematic_motion_enabled); 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); ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &StaticBody2D::set_sync_to_physics); ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &StaticBody2D::is_sync_to_physics_enabled); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "kinematic_motion"), "set_kinematic_motion_enabled", "is_kinematic_motion_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled"); } StaticBody2D::StaticBody2D() : PhysicsBody2D(PhysicsServer2D::BODY_MODE_STATIC) { } void StaticBody2D::_reload_physics_characteristics() { if (physics_material_override.is_null()) { PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0); PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1); } else { PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce()); PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction()); } } void StaticBody2D::_update_kinematic_motion() { #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint()) { return; } #endif if (kinematic_motion && sync_to_physics) { PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &StaticBody2D::_direct_state_changed)); set_only_update_transform_changes(true); set_notify_local_transform(true); } else { PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), Callable()); set_only_update_transform_changes(false); set_notify_local_transform(false); } bool needs_physics_process = false; if (kinematic_motion) { if (!Math::is_zero_approx(constant_angular_velocity) || !constant_linear_velocity.is_equal_approx(Vector2())) { needs_physics_process = true; } } set_physics_process_internal(needs_physics_process); } void RigidBody2D::_body_enter_tree(ObjectID p_id) { Object *obj = ObjectDB::get_instance(p_id); Node *node = Object::cast_to(obj); ERR_FAIL_COND(!node); ERR_FAIL_COND(!contact_monitor); Map::Element *E = contact_monitor->body_map.find(p_id); ERR_FAIL_COND(!E); ERR_FAIL_COND(E->get().in_scene); contact_monitor->locked = true; E->get().in_scene = true; emit_signal(SceneStringNames::get_singleton()->body_entered, node); for (int i = 0; i < E->get().shapes.size(); i++) { emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape); } contact_monitor->locked = false; } void RigidBody2D::_body_exit_tree(ObjectID p_id) { Object *obj = ObjectDB::get_instance(p_id); Node *node = Object::cast_to(obj); ERR_FAIL_COND(!node); ERR_FAIL_COND(!contact_monitor); Map::Element *E = contact_monitor->body_map.find(p_id); ERR_FAIL_COND(!E); ERR_FAIL_COND(!E->get().in_scene); E->get().in_scene = false; contact_monitor->locked = true; emit_signal(SceneStringNames::get_singleton()->body_exited, node); for (int i = 0; i < E->get().shapes.size(); i++) { emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape); } contact_monitor->locked = false; } void RigidBody2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) { bool body_in = p_status == 1; ObjectID objid = p_instance; Object *obj = ObjectDB::get_instance(objid); Node *node = Object::cast_to(obj); ERR_FAIL_COND(!contact_monitor); Map::Element *E = contact_monitor->body_map.find(objid); ERR_FAIL_COND(!body_in && !E); if (body_in) { if (!E) { E = contact_monitor->body_map.insert(objid, BodyState()); E->get().rid = p_body; //E->get().rc=0; E->get().in_scene = node && node->is_inside_tree(); if (node) { node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree), make_binds(objid)); node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree), make_binds(objid)); if (E->get().in_scene) { emit_signal(SceneStringNames::get_singleton()->body_entered, node); } } //E->get().rc++; } if (node) { E->get().shapes.insert(ShapePair(p_body_shape, p_local_shape)); } if (E->get().in_scene) { emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_local_shape); } } else { //E->get().rc--; if (node) { E->get().shapes.erase(ShapePair(p_body_shape, p_local_shape)); } bool in_scene = E->get().in_scene; if (E->get().shapes.is_empty()) { if (node) { node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree)); node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree)); if (in_scene) { emit_signal(SceneStringNames::get_singleton()->body_exited, node); } } contact_monitor->body_map.erase(E); } if (node && in_scene) { emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, node, p_body_shape, p_local_shape); } } } struct _RigidBody2DInOut { RID rid; ObjectID id; int shape = 0; int local_shape = 0; }; void RigidBody2D::_direct_state_changed(Object *p_state) { #ifdef DEBUG_ENABLED state = Object::cast_to(p_state); ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState2D object as argument"); #else state = (PhysicsDirectBodyState2D *)p_state; //trust it #endif set_block_transform_notify(true); // don't want notify (would feedback loop) if (mode != MODE_KINEMATIC) { set_global_transform(state->get_transform()); } linear_velocity = state->get_linear_velocity(); angular_velocity = state->get_angular_velocity(); if (sleeping != state->is_sleeping()) { sleeping = state->is_sleeping(); emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed); } if (get_script_instance()) { get_script_instance()->call("_integrate_forces", state); } set_block_transform_notify(false); // want it back if (contact_monitor) { contact_monitor->locked = true; //untag all int rc = 0; for (Map::Element *E = contact_monitor->body_map.front(); E; E = E->next()) { for (int i = 0; i < E->get().shapes.size(); i++) { E->get().shapes[i].tagged = false; rc++; } } _RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(state->get_contact_count() * sizeof(_RigidBody2DInOut)); int toadd_count = 0; //state->get_contact_count(); RigidBody2D_RemoveAction *toremove = (RigidBody2D_RemoveAction *)alloca(rc * sizeof(RigidBody2D_RemoveAction)); int toremove_count = 0; //put the ones to add for (int i = 0; i < state->get_contact_count(); i++) { RID rid = state->get_contact_collider(i); ObjectID obj = state->get_contact_collider_id(i); int local_shape = state->get_contact_local_shape(i); int shape = state->get_contact_collider_shape(i); //bool found=false; Map::Element *E = contact_monitor->body_map.find(obj); if (!E) { toadd[toadd_count].rid = rid; toadd[toadd_count].local_shape = local_shape; toadd[toadd_count].id = obj; toadd[toadd_count].shape = shape; toadd_count++; continue; } ShapePair sp(shape, local_shape); int idx = E->get().shapes.find(sp); if (idx == -1) { toadd[toadd_count].rid = rid; toadd[toadd_count].local_shape = local_shape; toadd[toadd_count].id = obj; toadd[toadd_count].shape = shape; toadd_count++; continue; } E->get().shapes[idx].tagged = true; } //put the ones to remove for (Map::Element *E = contact_monitor->body_map.front(); E; E = E->next()) { for (int i = 0; i < E->get().shapes.size(); i++) { if (!E->get().shapes[i].tagged) { toremove[toremove_count].rid = E->get().rid; toremove[toremove_count].body_id = E->key(); toremove[toremove_count].pair = E->get().shapes[i]; toremove_count++; } } } //process removals for (int i = 0; i < toremove_count; i++) { _body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape); } //process additions for (int i = 0; i < toadd_count; i++) { _body_inout(1, toadd[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape); } contact_monitor->locked = false; } state = nullptr; } void RigidBody2D::set_mode(Mode p_mode) { mode = p_mode; switch (p_mode) { case MODE_DYNAMIC: { set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC); } break; case MODE_STATIC: { set_body_mode(PhysicsServer2D::BODY_MODE_STATIC); } break; case MODE_KINEMATIC: { set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC); } break; case MODE_DYNAMIC_LOCKED: { set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC_LOCKED); } break; } } RigidBody2D::Mode RigidBody2D::get_mode() const { return mode; } void RigidBody2D::set_mass(real_t p_mass) { ERR_FAIL_COND(p_mass <= 0); mass = p_mass; PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_MASS, mass); } real_t RigidBody2D::get_mass() const { return mass; } void RigidBody2D::set_inertia(real_t p_inertia) { ERR_FAIL_COND(p_inertia < 0); PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, p_inertia); } real_t RigidBody2D::get_inertia() const { return PhysicsServer2D::get_singleton()->body_get_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA); } void RigidBody2D::set_physics_material_override(const Ref &p_physics_material_override) { if (physics_material_override.is_valid()) { if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody2D::_reload_physics_characteristics))) { physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody2D::_reload_physics_characteristics)); } } physics_material_override = p_physics_material_override; if (physics_material_override.is_valid()) { physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody2D::_reload_physics_characteristics)); } _reload_physics_characteristics(); } Ref RigidBody2D::get_physics_material_override() const { return physics_material_override; } void RigidBody2D::set_gravity_scale(real_t p_gravity_scale) { gravity_scale = p_gravity_scale; PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE, gravity_scale); } real_t RigidBody2D::get_gravity_scale() const { return gravity_scale; } void RigidBody2D::set_linear_damp(real_t p_linear_damp) { ERR_FAIL_COND(p_linear_damp < -1); linear_damp = p_linear_damp; PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_LINEAR_DAMP, linear_damp); } real_t RigidBody2D::get_linear_damp() const { return linear_damp; } void RigidBody2D::set_angular_damp(real_t p_angular_damp) { ERR_FAIL_COND(p_angular_damp < -1); angular_damp = p_angular_damp; PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP, angular_damp); } real_t RigidBody2D::get_angular_damp() const { return angular_damp; } void RigidBody2D::set_axis_velocity(const Vector2 &p_axis) { Vector2 v = state ? state->get_linear_velocity() : linear_velocity; Vector2 axis = p_axis.normalized(); v -= axis * axis.dot(v); v += p_axis; if (state) { set_linear_velocity(v); } else { PhysicsServer2D::get_singleton()->body_set_axis_velocity(get_rid(), p_axis); linear_velocity = v; } } void RigidBody2D::set_linear_velocity(const Vector2 &p_velocity) { linear_velocity = p_velocity; if (state) { state->set_linear_velocity(linear_velocity); } else { PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); } } Vector2 RigidBody2D::get_linear_velocity() const { return linear_velocity; } void RigidBody2D::set_angular_velocity(real_t p_velocity) { angular_velocity = p_velocity; if (state) { state->set_angular_velocity(angular_velocity); } else { PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity); } } real_t RigidBody2D::get_angular_velocity() const { return angular_velocity; } void RigidBody2D::set_use_custom_integrator(bool p_enable) { if (custom_integrator == p_enable) { return; } custom_integrator = p_enable; PhysicsServer2D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable); } bool RigidBody2D::is_using_custom_integrator() { return custom_integrator; } void RigidBody2D::set_sleeping(bool p_sleeping) { sleeping = p_sleeping; PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_SLEEPING, sleeping); } void RigidBody2D::set_can_sleep(bool p_active) { can_sleep = p_active; PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_CAN_SLEEP, p_active); } bool RigidBody2D::is_able_to_sleep() const { return can_sleep; } bool RigidBody2D::is_sleeping() const { return sleeping; } void RigidBody2D::set_max_contacts_reported(int p_amount) { max_contacts_reported = p_amount; PhysicsServer2D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount); } int RigidBody2D::get_max_contacts_reported() const { return max_contacts_reported; } void RigidBody2D::apply_central_impulse(const Vector2 &p_impulse) { PhysicsServer2D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); } void RigidBody2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) { PhysicsServer2D::get_singleton()->body_apply_impulse(get_rid(), p_impulse, p_position); } void RigidBody2D::apply_torque_impulse(real_t p_torque) { PhysicsServer2D::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque); } void RigidBody2D::set_applied_force(const Vector2 &p_force) { PhysicsServer2D::get_singleton()->body_set_applied_force(get_rid(), p_force); }; Vector2 RigidBody2D::get_applied_force() const { return PhysicsServer2D::get_singleton()->body_get_applied_force(get_rid()); }; void RigidBody2D::set_applied_torque(const real_t p_torque) { PhysicsServer2D::get_singleton()->body_set_applied_torque(get_rid(), p_torque); }; real_t RigidBody2D::get_applied_torque() const { return PhysicsServer2D::get_singleton()->body_get_applied_torque(get_rid()); }; void RigidBody2D::add_central_force(const Vector2 &p_force) { PhysicsServer2D::get_singleton()->body_add_central_force(get_rid(), p_force); } void RigidBody2D::add_force(const Vector2 &p_force, const Vector2 &p_position) { PhysicsServer2D::get_singleton()->body_add_force(get_rid(), p_force, p_position); } void RigidBody2D::add_torque(const real_t p_torque) { PhysicsServer2D::get_singleton()->body_add_torque(get_rid(), p_torque); } void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) { ccd_mode = p_mode; PhysicsServer2D::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(), PhysicsServer2D::CCDMode(p_mode)); } RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const { return ccd_mode; } TypedArray RigidBody2D::get_colliding_bodies() const { ERR_FAIL_COND_V(!contact_monitor, Array()); TypedArray ret; ret.resize(contact_monitor->body_map.size()); int idx = 0; for (const Map::Element *E = contact_monitor->body_map.front(); E; E = E->next()) { Object *obj = ObjectDB::get_instance(E->key()); if (!obj) { ret.resize(ret.size() - 1); //ops } else { ret[idx++] = obj; } } return ret; } void RigidBody2D::set_contact_monitor(bool p_enabled) { if (p_enabled == is_contact_monitor_enabled()) { return; } if (!p_enabled) { ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead."); for (Map::Element *E = contact_monitor->body_map.front(); E; E = E->next()) { //clean up mess Object *obj = ObjectDB::get_instance(E->key()); Node *node = Object::cast_to(obj); if (node) { node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree)); node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree)); } } memdelete(contact_monitor); contact_monitor = nullptr; } else { contact_monitor = memnew(ContactMonitor); contact_monitor->locked = false; } } bool RigidBody2D::is_contact_monitor_enabled() const { return contact_monitor != nullptr; } void RigidBody2D::_notification(int p_what) { #ifdef TOOLS_ENABLED switch (p_what) { case NOTIFICATION_ENTER_TREE: { if (Engine::get_singleton()->is_editor_hint()) { set_notify_local_transform(true); //used for warnings and only in editor } } break; case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { if (Engine::get_singleton()->is_editor_hint()) { update_configuration_warnings(); } } break; } #endif } TypedArray RigidBody2D::get_configuration_warnings() const { Transform2D t = get_transform(); TypedArray warnings = CollisionObject2D::get_configuration_warnings(); if ((get_mode() == MODE_DYNAMIC || get_mode() == MODE_DYNAMIC_LOCKED) && (ABS(t.elements[0].length() - 1.0) > 0.05 || ABS(t.elements[1].length() - 1.0) > 0.05)) { warnings.push_back(TTR("Size changes to RigidBody2D (in dynamic modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead.")); } return warnings; } void RigidBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_mode", "mode"), &RigidBody2D::set_mode); ClassDB::bind_method(D_METHOD("get_mode"), &RigidBody2D::get_mode); ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody2D::set_mass); ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody2D::get_mass); ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody2D::get_inertia); ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody2D::set_inertia); ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody2D::set_physics_material_override); ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody2D::get_physics_material_override); ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody2D::set_gravity_scale); ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody2D::get_gravity_scale); ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody2D::set_linear_damp); ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody2D::get_linear_damp); ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody2D::set_angular_damp); ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody2D::get_angular_damp); ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody2D::set_linear_velocity); ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody2D::get_linear_velocity); ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody2D::set_angular_velocity); ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody2D::get_angular_velocity); ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody2D::set_max_contacts_reported); ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody2D::get_max_contacts_reported); ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody2D::set_use_custom_integrator); ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody2D::is_using_custom_integrator); ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody2D::set_contact_monitor); ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody2D::is_contact_monitor_enabled); ClassDB::bind_method(D_METHOD("set_continuous_collision_detection_mode", "mode"), &RigidBody2D::set_continuous_collision_detection_mode); ClassDB::bind_method(D_METHOD("get_continuous_collision_detection_mode"), &RigidBody2D::get_continuous_collision_detection_mode); ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody2D::set_axis_velocity); ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody2D::apply_central_impulse, Vector2()); ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidBody2D::apply_impulse, Vector2()); ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidBody2D::apply_torque_impulse); ClassDB::bind_method(D_METHOD("set_applied_force", "force"), &RigidBody2D::set_applied_force); ClassDB::bind_method(D_METHOD("get_applied_force"), &RigidBody2D::get_applied_force); ClassDB::bind_method(D_METHOD("set_applied_torque", "torque"), &RigidBody2D::set_applied_torque); ClassDB::bind_method(D_METHOD("get_applied_torque"), &RigidBody2D::get_applied_torque); ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidBody2D::add_central_force); ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidBody2D::add_force, Vector2()); ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidBody2D::add_torque); ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody2D::set_sleeping); ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody2D::is_sleeping); ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep); ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep); ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies); BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectBodyState2D"))); ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Dynamic,Static,DynamicLocked,Kinematic"), "set_mode", "get_mode"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,65535,0.01,exp"), "set_mass", "get_mass"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inertia", PROPERTY_HINT_RANGE, "0.01,65535,0.01,exp", PROPERTY_USAGE_NONE), "set_inertia", "get_inertia"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), "set_gravity_scale", "get_gravity_scale"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator"); ADD_PROPERTY(PropertyInfo(Variant::INT, "continuous_cd", PROPERTY_HINT_ENUM, "Disabled,Cast Ray,Cast Shape"), "set_continuous_collision_detection_mode", "get_continuous_collision_detection_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep"); ADD_GROUP("Linear", "linear_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); ADD_GROUP("Angular", "angular_"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity"), "set_angular_velocity", "get_angular_velocity"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); ADD_GROUP("Applied Forces", "applied_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "applied_force"), "set_applied_force", "get_applied_force"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "applied_torque"), "set_applied_torque", "get_applied_torque"); ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape"))); 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"), PropertyInfo(Variant::INT, "local_shape"))); ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("sleeping_state_changed")); BIND_ENUM_CONSTANT(MODE_DYNAMIC); BIND_ENUM_CONSTANT(MODE_STATIC); BIND_ENUM_CONSTANT(MODE_DYNAMIC_LOCKED); BIND_ENUM_CONSTANT(MODE_KINEMATIC); BIND_ENUM_CONSTANT(CCD_MODE_DISABLED); BIND_ENUM_CONSTANT(CCD_MODE_CAST_RAY); BIND_ENUM_CONSTANT(CCD_MODE_CAST_SHAPE); } RigidBody2D::RigidBody2D() : PhysicsBody2D(PhysicsServer2D::BODY_MODE_DYNAMIC) { PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &RigidBody2D::_direct_state_changed)); } RigidBody2D::~RigidBody2D() { if (contact_monitor) { memdelete(contact_monitor); } } void RigidBody2D::_reload_physics_characteristics() { if (physics_material_override.is_null()) { PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0); PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1); } else { PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce()); PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction()); } } ////////////////////////// // So, if you pass 45 as limit, avoid numerical precision errors when angle is 45. #define FLOOR_ANGLE_THRESHOLD 0.01 void CharacterBody2D::move_and_slide() { // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky. float delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); Vector2 current_platform_velocity = platform_velocity; if ((on_floor || on_wall) && platform_rid.is_valid()) { bool excluded = (exclude_body_layers & platform_layer) != 0; if (!excluded) { // This approach makes sure there is less delay between the actual body velocity and the one we saved. PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(platform_rid); if (bs) { Transform2D gt = get_global_transform(); Vector2 local_position = gt.elements[2] - bs->get_transform().elements[2]; current_platform_velocity = bs->get_velocity_at_local_position(local_position); } } else { current_platform_velocity = Vector2(); } } motion_results.clear(); bool was_on_floor = on_floor; on_floor = false; on_ceiling = false; on_wall = false; if (!current_platform_velocity.is_equal_approx(Vector2())) { PhysicsServer2D::MotionResult floor_result; Set exclude; exclude.insert(platform_rid); if (move_and_collide(current_platform_velocity * delta, floor_result, margin, false, false, exclude)) { motion_results.push_back(floor_result); _set_collision_direction(floor_result); } } Vector2 motion = linear_velocity * delta; Vector2 motion_slide_up = motion.slide(up_direction); Vector2 prev_platform_velocity = current_platform_velocity; Vector2 prev_floor_normal = floor_normal; RID prev_platform_rid = platform_rid; int prev_platform_layer = platform_layer; platform_rid = RID(); floor_normal = Vector2(); platform_velocity = Vector2(); // No sliding on first attempt to keep floor motion stable when possible, // When stop on slope is enabled or when there is no up direction. bool sliding_enabled = !stop_on_slope || up_direction == Vector2(); // Constant speed can be applied only the first time sliding is enabled. bool can_apply_constant_speed = sliding_enabled; bool first_slide = true; bool vel_dir_facing_up = linear_velocity.dot(up_direction) > 0; Vector2 last_travel; for (int iteration = 0; iteration < max_slides; ++iteration) { PhysicsServer2D::MotionResult result; bool found_collision = false; Vector2 prev_position = get_global_transform().elements[2]; bool collided = move_and_collide(motion, result, margin, false, !sliding_enabled); if (collided) { found_collision = true; motion_results.push_back(result); _set_collision_direction(result); if (on_floor && stop_on_slope && (linear_velocity.normalized() + up_direction).length() < 0.01) { Transform2D gt = get_global_transform(); if (result.motion.length() > margin) { gt.elements[2] -= result.motion.slide(up_direction); } else { gt.elements[2] -= result.motion; } set_global_transform(gt); linear_velocity = Vector2(); motion = Vector2(); break; } if (result.remainder.is_equal_approx(Vector2())) { motion = Vector2(); break; } // Move on floor only checks. if (move_on_floor_only && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) { // Avoid to move forward on a wall if move_on_floor_only is true. if (was_on_floor && !is_on_floor_only() && !vel_dir_facing_up) { // If the movement is large the body can be prevented from reaching the walls. if (result.motion.length() <= margin) { // Cancels the motion. Transform2D gt = get_global_transform(); gt.elements[2] -= result.motion; set_global_transform(gt); } on_floor = true; platform_rid = prev_platform_rid; platform_layer = prev_platform_layer; platform_velocity = prev_platform_velocity; floor_normal = prev_floor_normal; linear_velocity = Vector2(); motion = Vector2(); break; } // Prevents the body from being able to climb a slope when it moves forward against the wall. else if (!is_on_floor_only()) { motion = up_direction * up_direction.dot(result.remainder); motion = motion.slide(result.collision_normal); } else { motion = result.remainder; } } // Constant Speed when the slope is upward. else if (constant_speed_on_floor && is_on_floor_only() && can_apply_constant_speed && was_on_floor && motion.dot(result.collision_normal) < 0) { can_apply_constant_speed = false; Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized(); if (!motion_slide_norm.is_equal_approx(Vector2())) { motion = motion_slide_norm * (motion_slide_up.length() - result.motion.slide(up_direction).length() - last_travel.slide(up_direction).length()); } } // Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling. else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up)) { Vector2 slide_motion = result.remainder.slide(result.collision_normal); if (slide_motion.dot(linear_velocity) > 0.0) { motion = slide_motion; } else { motion = Vector2(); } if (slide_on_ceiling && on_ceiling) { // Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall. if (vel_dir_facing_up) { linear_velocity = linear_velocity.slide(result.collision_normal); } else { // Avoid acceleration in slope when falling. linear_velocity = up_direction * up_direction.dot(linear_velocity); } } } // No sliding on first attempt to keep floor motion stable when possible. else { motion = result.remainder; if (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) { linear_velocity = linear_velocity.slide(up_direction); motion = motion.slide(up_direction); } } last_travel = result.motion; } // When you move forward in a downward slope you don’t collide because you will be in the air. // This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied. else if (constant_speed_on_floor && first_slide && _on_floor_if_snapped(was_on_floor, vel_dir_facing_up)) { can_apply_constant_speed = false; sliding_enabled = true; Transform2D gt = get_global_transform(); gt.elements[2] = prev_position; set_global_transform(gt); Vector2 motion_slide_norm = motion.slide(prev_floor_normal).normalized(); if (!motion_slide_norm.is_equal_approx(Vector2())) { motion = motion_slide_norm * (motion_slide_up.length()); found_collision = true; } } can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled; sliding_enabled = true; first_slide = false; if (!found_collision || motion.is_equal_approx(Vector2())) { break; } } _snap_on_floor(was_on_floor, vel_dir_facing_up); if (!on_floor && !on_wall) { // Add last platform velocity when just left a moving platform. linear_velocity += current_platform_velocity; } // Reset the gravity accumulation when touching the ground. if (on_floor && !vel_dir_facing_up) { linear_velocity = linear_velocity.slide(up_direction); } } void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) { if (Math::is_equal_approx(floor_snap_length, 0) || up_direction == Vector2() || on_floor || !was_on_floor || vel_dir_facing_up) { return; } Transform2D gt = get_global_transform(); PhysicsServer2D::MotionResult result; if (move_and_collide(up_direction * -floor_snap_length, result, margin, true, false)) { bool apply = true; float collision_angle = Math::acos(result.collision_normal.dot(up_direction)); if (collision_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { on_floor = true; floor_normal = result.collision_normal; platform_velocity = result.collider_velocity; _set_platform_data(result); if (stop_on_slope) { // move and collide may stray the object a bit because of pre un-stucking, // so only ensure that motion happens on floor direction in this case. if (result.motion.length() > margin) { result.motion = up_direction * up_direction.dot(result.motion); } else { result.motion = Vector2(); } } } else { apply = false; } if (apply) { gt.elements[2] += result.motion; set_global_transform(gt); } } } bool CharacterBody2D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up) { if (Math::is_equal_approx(floor_snap_length, 0) || up_direction == Vector2() || on_floor || !was_on_floor || vel_dir_facing_up) { return false; } PhysicsServer2D::MotionResult result; if (move_and_collide(up_direction * -floor_snap_length, result, margin, true, false)) { if (Math::acos(result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { return true; } } return false; } void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResult &p_result) { if (up_direction == Vector2()) { return; } if (Math::acos(p_result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor on_floor = true; floor_normal = p_result.collision_normal; platform_velocity = p_result.collider_velocity; _set_platform_data(p_result); } else if (Math::acos(p_result.collision_normal.dot(-up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling on_ceiling = true; } else { on_wall = true; platform_velocity = p_result.collider_velocity; _set_platform_data(p_result); } } void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) { platform_rid = p_result.collider; platform_layer = 0; CollisionObject2D *collision_object = Object::cast_to(ObjectDB::get_instance(p_result.collider_id)); if (collision_object) { platform_layer = collision_object->get_collision_layer(); } } const Vector2 &CharacterBody2D::get_linear_velocity() const { return linear_velocity; } void CharacterBody2D::set_linear_velocity(const Vector2 &p_velocity) { linear_velocity = p_velocity; } bool CharacterBody2D::is_on_floor() const { return on_floor; } bool CharacterBody2D::is_on_floor_only() const { return on_floor && !on_wall && !on_ceiling; } bool CharacterBody2D::is_on_wall() const { return on_wall; } bool CharacterBody2D::is_on_wall_only() const { return on_wall && !on_floor && !on_ceiling; } bool CharacterBody2D::is_on_ceiling() const { return on_ceiling; } bool CharacterBody2D::is_on_ceiling_only() const { return on_ceiling && !on_floor && !on_wall; } Vector2 CharacterBody2D::get_floor_normal() const { return floor_normal; } Vector2 CharacterBody2D::get_platform_velocity() const { return platform_velocity; } int CharacterBody2D::get_slide_count() const { return motion_results.size(); } PhysicsServer2D::MotionResult CharacterBody2D::get_slide_collision(int p_bounce) const { ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer2D::MotionResult()); return motion_results[p_bounce]; } Ref CharacterBody2D::_get_slide_collision(int p_bounce) { ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref()); if (p_bounce >= slide_colliders.size()) { slide_colliders.resize(p_bounce + 1); } if (slide_colliders[p_bounce].is_null()) { slide_colliders.write[p_bounce].instantiate(); slide_colliders.write[p_bounce]->owner = this; } slide_colliders.write[p_bounce]->result = motion_results[p_bounce]; return slide_colliders[p_bounce]; } void CharacterBody2D::set_safe_margin(real_t p_margin) { margin = p_margin; } real_t CharacterBody2D::get_safe_margin() const { return margin; } bool CharacterBody2D::is_stop_on_slope_enabled() const { return stop_on_slope; } void CharacterBody2D::set_stop_on_slope_enabled(bool p_enabled) { stop_on_slope = p_enabled; } bool CharacterBody2D::is_constant_speed_on_floor_enabled() const { return constant_speed_on_floor; } void CharacterBody2D::set_constant_speed_on_floor_enabled(bool p_enabled) { constant_speed_on_floor = p_enabled; } bool CharacterBody2D::is_move_on_floor_only_enabled() const { return move_on_floor_only; } void CharacterBody2D::set_move_on_floor_only_enabled(bool p_enabled) { move_on_floor_only = p_enabled; } bool CharacterBody2D::is_slide_on_ceiling_enabled() const { return slide_on_ceiling; } void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) { slide_on_ceiling = p_enabled; } uint32_t CharacterBody2D::get_exclude_body_layers() const { return exclude_body_layers; } void CharacterBody2D::set_exclude_body_layers(uint32_t p_exclude_layers) { exclude_body_layers = p_exclude_layers; } int CharacterBody2D::get_max_slides() const { return max_slides; } void CharacterBody2D::set_max_slides(int p_max_slides) { ERR_FAIL_COND(p_max_slides < 1); max_slides = p_max_slides; } real_t CharacterBody2D::get_floor_max_angle() const { return floor_max_angle; } void CharacterBody2D::set_floor_max_angle(real_t p_radians) { floor_max_angle = p_radians; } real_t CharacterBody2D::get_floor_snap_length() { return floor_snap_length; } void CharacterBody2D::set_floor_snap_length(real_t p_floor_snap_length) { ERR_FAIL_COND(p_floor_snap_length < 0); floor_snap_length = p_floor_snap_length; } const Vector2 &CharacterBody2D::get_up_direction() const { return up_direction; } void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) { up_direction = p_up_direction.normalized(); } void CharacterBody2D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { // Reset move_and_slide() data. on_floor = false; platform_rid = RID(); on_ceiling = false; on_wall = false; motion_results.clear(); platform_velocity = Vector2(); } break; } } void CharacterBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody2D::move_and_slide); ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &CharacterBody2D::set_linear_velocity); ClassDB::bind_method(D_METHOD("get_linear_velocity"), &CharacterBody2D::get_linear_velocity); ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody2D::set_safe_margin); ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin); ClassDB::bind_method(D_METHOD("is_stop_on_slope_enabled"), &CharacterBody2D::is_stop_on_slope_enabled); ClassDB::bind_method(D_METHOD("set_stop_on_slope_enabled", "enabled"), &CharacterBody2D::set_stop_on_slope_enabled); ClassDB::bind_method(D_METHOD("set_constant_speed_on_floor_enabled", "enabled"), &CharacterBody2D::set_constant_speed_on_floor_enabled); ClassDB::bind_method(D_METHOD("is_constant_speed_on_floor_enabled"), &CharacterBody2D::is_constant_speed_on_floor_enabled); ClassDB::bind_method(D_METHOD("set_move_on_floor_only_enabled", "enabled"), &CharacterBody2D::set_move_on_floor_only_enabled); ClassDB::bind_method(D_METHOD("is_move_on_floor_only_enabled"), &CharacterBody2D::is_move_on_floor_only_enabled); ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody2D::set_slide_on_ceiling_enabled); ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody2D::is_slide_on_ceiling_enabled); ClassDB::bind_method(D_METHOD("set_exclude_body_layers", "exclude_layer"), &CharacterBody2D::set_exclude_body_layers); ClassDB::bind_method(D_METHOD("get_exclude_body_layers"), &CharacterBody2D::get_exclude_body_layers); ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody2D::get_max_slides); ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody2D::set_max_slides); ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody2D::get_floor_max_angle); ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody2D::set_floor_max_angle); ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody2D::get_floor_snap_length); ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody2D::set_floor_snap_length); ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody2D::get_up_direction); ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody2D::set_up_direction); ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody2D::is_on_floor); ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody2D::is_on_floor_only); ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody2D::is_on_ceiling); ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody2D::is_on_ceiling_only); ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody2D::is_on_wall); ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody2D::is_on_wall_only); ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody2D::get_floor_normal); ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody2D::get_platform_velocity); ClassDB::bind_method(D_METHOD("get_slide_count"), &CharacterBody2D::get_slide_count); ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "stop_on_slope"), "set_stop_on_slope_enabled", "is_stop_on_slope_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant_speed_on_floor"), "set_constant_speed_on_floor_enabled", "is_constant_speed_on_floor_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "move_on_floor_only"), "set_move_on_floor_only_enabled", "is_move_on_floor_only_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled"); ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_RANGE, "1,8,1,or_greater"), "set_max_slides", "get_max_slides"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians"), "set_floor_max_angle", "get_floor_max_angle"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,1000,0.1"), "set_floor_snap_length", "get_floor_snap_length"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction"); ADD_PROPERTY(PropertyInfo(Variant::INT, "exclude_body_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_exclude_body_layers", "get_exclude_body_layers"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin"); } CharacterBody2D::CharacterBody2D() : PhysicsBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) { } CharacterBody2D::~CharacterBody2D() { for (int i = 0; i < slide_colliders.size(); i++) { if (slide_colliders[i].is_valid()) { slide_colliders.write[i]->owner = nullptr; } } } //////////////////////// Vector2 KinematicCollision2D::get_position() const { return result.collision_point; } Vector2 KinematicCollision2D::get_normal() const { return result.collision_normal; } Vector2 KinematicCollision2D::get_travel() const { return result.motion; } Vector2 KinematicCollision2D::get_remainder() const { return result.remainder; } Object *KinematicCollision2D::get_local_shape() const { if (!owner) { return nullptr; } uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape); return owner->shape_owner_get_owner(ownerid); } Object *KinematicCollision2D::get_collider() const { if (result.collider_id.is_valid()) { return ObjectDB::get_instance(result.collider_id); } return nullptr; } ObjectID KinematicCollision2D::get_collider_id() const { return result.collider_id; } RID KinematicCollision2D::get_collider_rid() const { return result.collider; } Object *KinematicCollision2D::get_collider_shape() const { Object *collider = get_collider(); if (collider) { CollisionObject2D *obj2d = Object::cast_to(collider); if (obj2d) { uint32_t ownerid = obj2d->shape_find_owner(result.collider_shape); return obj2d->shape_owner_get_owner(ownerid); } } return nullptr; } int KinematicCollision2D::get_collider_shape_index() const { return result.collider_shape; } Vector2 KinematicCollision2D::get_collider_velocity() const { return result.collider_velocity; } Variant KinematicCollision2D::get_collider_metadata() const { return Variant(); } void KinematicCollision2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position); ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal); ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel); ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder); ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape); ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider); ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id); ClassDB::bind_method(D_METHOD("get_collider_rid"), &KinematicCollision2D::get_collider_rid); ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision2D::get_collider_shape); ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index); ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity); ClassDB::bind_method(D_METHOD("get_collider_metadata"), &KinematicCollision2D::get_collider_metadata); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "position"), "", "get_position"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "normal"), "", "get_normal"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "travel"), "", "get_travel"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "remainder"), "", "get_remainder"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "local_shape"), "", "get_local_shape"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id"), "", "get_collider_id"); ADD_PROPERTY(PropertyInfo(Variant::RID, "collider_rid"), "", "get_collider_rid"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider_shape"), "", "get_collider_shape"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape_index"), "", "get_collider_shape_index"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "collider_velocity"), "", "get_collider_velocity"); ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_collider_metadata"); }