/*************************************************************************/ /* physics_body_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "physics_body_2d.h" #include "scene/scene_string_names.h" void PhysicsBody2D::_notification(int p_what) { /* switch(p_what) { case NOTIFICATION_TRANSFORM_CHANGED: { Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_TRANSFORM,get_global_transform()); } break; } */ } PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode) : CollisionObject2D( Physics2DServer::get_singleton()->body_create(p_mode), false) { } void StaticBody2D::set_constant_linear_velocity(const Vector2& p_vel) { constant_linear_velocity=p_vel; Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_LINEAR_VELOCITY,constant_linear_velocity); } void StaticBody2D::set_constant_angular_velocity(real_t p_vel) { constant_angular_velocity=p_vel; Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::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; } #if 0 void StaticBody2D::_update_xform() { if (!pre_xform || !pending) return; setting=true; Matrix32 new_xform = get_global_transform(); //obtain the new one set_block_transform_notify(true); Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_TRANSFORM,*pre_xform); //then simulate motion! set_global_transform(*pre_xform); //but restore state to previous one in both visual and physics set_block_transform_notify(false); Physics2DServer::get_singleton()->body_static_simulate_motion(get_rid(),new_xform); //then simulate motion! setting=false; pending=false; } #endif void StaticBody2D::set_friction(real_t p_friction){ ERR_FAIL_COND(p_friction<0 || p_friction>1); friction=p_friction; Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_FRICTION,friction); } real_t StaticBody2D::get_friction() const{ return friction; } void StaticBody2D::set_bounce(real_t p_bounce){ ERR_FAIL_COND(p_bounce<0 || p_bounce>1); bounce=p_bounce; Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_BOUNCE,bounce); } real_t StaticBody2D::get_bounce() const{ return bounce; } void StaticBody2D::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_constant_linear_velocity","vel"),&StaticBody2D::set_constant_linear_velocity); ObjectTypeDB::bind_method(_MD("set_constant_angular_velocity","vel"),&StaticBody2D::set_constant_angular_velocity); ObjectTypeDB::bind_method(_MD("get_constant_linear_velocity"),&StaticBody2D::get_constant_linear_velocity); ObjectTypeDB::bind_method(_MD("get_constant_angular_velocity"),&StaticBody2D::get_constant_angular_velocity); ObjectTypeDB::bind_method(_MD("set_friction","friction"),&StaticBody2D::set_friction); ObjectTypeDB::bind_method(_MD("get_friction"),&StaticBody2D::get_friction); ObjectTypeDB::bind_method(_MD("set_bounce","bounce"),&StaticBody2D::set_bounce); ObjectTypeDB::bind_method(_MD("get_bounce"),&StaticBody2D::get_bounce); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2,"constant_linear_velocity"),_SCS("set_constant_linear_velocity"),_SCS("get_constant_linear_velocity")); ADD_PROPERTY(PropertyInfo(Variant::REAL,"constant_angular_velocity"),_SCS("set_constant_angular_velocity"),_SCS("get_constant_angular_velocity")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_friction"),_SCS("get_friction")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_bounce"),_SCS("get_bounce")); } StaticBody2D::StaticBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_STATIC) { constant_angular_velocity=0; bounce=0; friction=1; } StaticBody2D::~StaticBody2D() { } void RigidBody2D::_body_enter_scene(ObjectID p_id) { Object *obj = ObjectDB::get_instance(p_id); Node *node = obj ? obj->cast_to() : NULL; ERR_FAIL_COND(!node); 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=true; emit_signal(SceneStringNames::get_singleton()->body_enter,node); for(int i=0;iget().shapes.size();i++) { emit_signal(SceneStringNames::get_singleton()->body_enter_shape,p_id,node,E->get().shapes[i].body_shape,E->get().shapes[i].local_shape); } } void RigidBody2D::_body_exit_scene(ObjectID p_id) { Object *obj = ObjectDB::get_instance(p_id); Node *node = obj ? obj->cast_to() : NULL; ERR_FAIL_COND(!node); 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; emit_signal(SceneStringNames::get_singleton()->body_exit,node); for(int i=0;iget().shapes.size();i++) { emit_signal(SceneStringNames::get_singleton()->body_exit_shape,p_id,node,E->get().shapes[i].body_shape,E->get().shapes[i].local_shape); } } void RigidBody2D::_body_inout(int p_status, 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 = obj ? obj->cast_to() : NULL; 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().rc=0; E->get().in_scene=node && node->is_inside_scene(); if (node) { node->connect(SceneStringNames::get_singleton()->enter_scene,this,SceneStringNames::get_singleton()->_body_enter_scene,make_binds(objid)); node->connect(SceneStringNames::get_singleton()->exit_scene,this,SceneStringNames::get_singleton()->_body_exit_scene,make_binds(objid)); if (E->get().in_scene) { emit_signal(SceneStringNames::get_singleton()->body_enter,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_enter_shape,objid,node,p_body_shape,p_local_shape); } } else { E->get().rc--; if (node) E->get().shapes.erase(ShapePair(p_body_shape,p_local_shape)); if (E->get().rc==0) { if (node) { node->disconnect(SceneStringNames::get_singleton()->enter_scene,this,SceneStringNames::get_singleton()->_body_enter_scene); node->disconnect(SceneStringNames::get_singleton()->exit_scene,this,SceneStringNames::get_singleton()->_body_exit_scene); if (E->get().in_scene) emit_signal(SceneStringNames::get_singleton()->body_exit,obj); } contact_monitor->body_map.erase(E); } if (node && E->get().in_scene) { emit_signal(SceneStringNames::get_singleton()->body_exit_shape,objid,obj,p_body_shape,p_local_shape); } } } struct _RigidBody2DInOut { ObjectID id; int shape; int local_shape; }; void RigidBody2D::_direct_state_changed(Object *p_state) { //eh.. fuck #ifdef DEBUG_ENABLED state=p_state->cast_to(); #else state=(Physics2DDirectBodyState*)p_state; //trust it #endif if (contact_monitor) { //untag all int rc=0; for( Map::Element *E=contact_monitor->body_map.front();E;E=E->next()) { for(int i=0;iget().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;iget_contact_count();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); toadd[i].local_shape=local_shape; toadd[i].id=obj; toadd[i].shape=shape; // bool found=false; Map::Element *E=contact_monitor->body_map.find(obj); if (!E) { toadd_count++; continue; } ShapePair sp( shape,local_shape ); int idx = E->get().shapes.find(sp); if (idx==-1) { 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;iget().shapes.size();i++) { if (!E->get().shapes[i].tagged) { toremove[toremove_count].body_id=E->key(); toremove[toremove_count].pair=E->get().shapes[i]; toremove_count++; } } } //process remotions for(int i=0;iget_transform()); linear_velocity=state->get_linear_velocity(); angular_velocity=state->get_angular_velocity(); active=!state->is_sleeping(); if (get_script_instance()) get_script_instance()->call("_integrate_forces",state); set_block_transform_notify(false); // want it back state=NULL; } void RigidBody2D::set_mode(Mode p_mode) { mode=p_mode; switch(p_mode) { case MODE_RIGID: { Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_RIGID); } break; case MODE_STATIC: { Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_STATIC); } break; case MODE_KINEMATIC: { Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_KINEMATIC); } break; case MODE_CHARACTER: { Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_CHARACTER); } 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; _change_notify("mass"); _change_notify("weight"); Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_MASS,mass); } real_t RigidBody2D::get_mass() const{ return mass; } void RigidBody2D::set_weight(real_t p_weight){ set_mass(p_weight/9.8); } real_t RigidBody2D::get_weight() const{ return mass*9.8; } void RigidBody2D::set_friction(real_t p_friction){ ERR_FAIL_COND(p_friction<0 || p_friction>1); friction=p_friction; Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_FRICTION,friction); } real_t RigidBody2D::get_friction() const{ return friction; } void RigidBody2D::set_bounce(real_t p_bounce){ ERR_FAIL_COND(p_bounce<0 || p_bounce>1); bounce=p_bounce; Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_BOUNCE,bounce); } real_t RigidBody2D::get_bounce() const{ return bounce; } 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 { Physics2DServer::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 { Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::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 Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::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; Physics2DServer::get_singleton()->body_set_omit_force_integration(get_rid(),p_enable); } bool RigidBody2D::is_using_custom_integrator(){ return custom_integrator; } void RigidBody2D::set_active(bool p_active) { active=p_active; Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_SLEEPING,!active); } void RigidBody2D::set_can_sleep(bool p_active) { can_sleep=p_active; Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_CAN_SLEEP,p_active); } bool RigidBody2D::is_able_to_sleep() const { return can_sleep; } bool RigidBody2D::is_active() const { return active; } void RigidBody2D::set_max_contacts_reported(int p_amount) { max_contacts_reported=p_amount; Physics2DServer::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_impulse(const Vector2& p_pos, const Vector2& p_impulse) { Physics2DServer::get_singleton()->body_apply_impulse(get_rid(),p_pos,p_impulse); } void RigidBody2D::set_applied_force(const Vector2& p_force) { Physics2DServer::get_singleton()->body_set_applied_force(get_rid(), p_force); }; Vector2 RigidBody2D::get_applied_force() const { return Physics2DServer::get_singleton()->body_get_applied_force(get_rid()); }; void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) { ccd_mode=p_mode; Physics2DServer::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(),Physics2DServer::CCDMode(p_mode)); } RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const { return ccd_mode; } void RigidBody2D::set_contact_monitor(bool p_enabled) { if (p_enabled==is_contact_monitor_enabled()) return; if (!p_enabled) { for(Map::Element *E=contact_monitor->body_map.front();E;E=E->next()) { //clean up mess } memdelete( contact_monitor ); contact_monitor=NULL; } else { contact_monitor = memnew( ContactMonitor ); } } bool RigidBody2D::is_contact_monitor_enabled() const { return contact_monitor!=NULL; } void RigidBody2D::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_mode","mode"),&RigidBody2D::set_mode); ObjectTypeDB::bind_method(_MD("get_mode"),&RigidBody2D::get_mode); ObjectTypeDB::bind_method(_MD("set_mass","mass"),&RigidBody2D::set_mass); ObjectTypeDB::bind_method(_MD("get_mass"),&RigidBody2D::get_mass); ObjectTypeDB::bind_method(_MD("set_weight","weight"),&RigidBody2D::set_weight); ObjectTypeDB::bind_method(_MD("get_weight"),&RigidBody2D::get_weight); ObjectTypeDB::bind_method(_MD("set_friction","friction"),&RigidBody2D::set_friction); ObjectTypeDB::bind_method(_MD("get_friction"),&RigidBody2D::get_friction); ObjectTypeDB::bind_method(_MD("set_bounce","bounce"),&RigidBody2D::set_bounce); ObjectTypeDB::bind_method(_MD("get_bounce"),&RigidBody2D::get_bounce); ObjectTypeDB::bind_method(_MD("set_linear_velocity","linear_velocity"),&RigidBody2D::set_linear_velocity); ObjectTypeDB::bind_method(_MD("get_linear_velocity"),&RigidBody2D::get_linear_velocity); ObjectTypeDB::bind_method(_MD("set_angular_velocity","angular_velocity"),&RigidBody2D::set_angular_velocity); ObjectTypeDB::bind_method(_MD("get_angular_velocity"),&RigidBody2D::get_angular_velocity); ObjectTypeDB::bind_method(_MD("set_max_contacts_reported","amount"),&RigidBody2D::set_max_contacts_reported); ObjectTypeDB::bind_method(_MD("get_max_contacts_reported"),&RigidBody2D::get_max_contacts_reported); ObjectTypeDB::bind_method(_MD("set_use_custom_integrator","enable"),&RigidBody2D::set_use_custom_integrator); ObjectTypeDB::bind_method(_MD("is_using_custom_integrator"),&RigidBody2D::is_using_custom_integrator); ObjectTypeDB::bind_method(_MD("set_contact_monitor","enabled"),&RigidBody2D::set_contact_monitor); ObjectTypeDB::bind_method(_MD("is_contact_monitor_enabled"),&RigidBody2D::is_contact_monitor_enabled); ObjectTypeDB::bind_method(_MD("set_continuous_collision_detection_mode","mode"),&RigidBody2D::set_continuous_collision_detection_mode); ObjectTypeDB::bind_method(_MD("get_continuous_collision_detection_mode"),&RigidBody2D::get_continuous_collision_detection_mode); ObjectTypeDB::bind_method(_MD("set_axis_velocity","axis_velocity"),&RigidBody2D::set_axis_velocity); ObjectTypeDB::bind_method(_MD("apply_impulse","pos","impulse"),&RigidBody2D::apply_impulse); ObjectTypeDB::bind_method(_MD("set_applied_force","force"),&RigidBody2D::set_applied_force); ObjectTypeDB::bind_method(_MD("get_applied_force"),&RigidBody2D::get_applied_force); ObjectTypeDB::bind_method(_MD("set_active","active"),&RigidBody2D::set_active); ObjectTypeDB::bind_method(_MD("is_active"),&RigidBody2D::is_active); ObjectTypeDB::bind_method(_MD("set_can_sleep","able_to_sleep"),&RigidBody2D::set_can_sleep); ObjectTypeDB::bind_method(_MD("is_able_to_sleep"),&RigidBody2D::is_able_to_sleep); ObjectTypeDB::bind_method(_MD("_direct_state_changed"),&RigidBody2D::_direct_state_changed); ObjectTypeDB::bind_method(_MD("_body_enter_scene"),&RigidBody2D::_body_enter_scene); ObjectTypeDB::bind_method(_MD("_body_exit_scene"),&RigidBody2D::_body_exit_scene); BIND_VMETHOD(MethodInfo("_integrate_forces",PropertyInfo(Variant::OBJECT,"state:Physics2DDirectBodyState"))); ADD_PROPERTY( PropertyInfo(Variant::INT,"mode",PROPERTY_HINT_ENUM,"Rigid,Static,Character,Kinematic"),_SCS("set_mode"),_SCS("get_mode")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"mass",PROPERTY_HINT_EXP_RANGE,"0.01,65535,0.01"),_SCS("set_mass"),_SCS("get_mass")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"weight",PROPERTY_HINT_EXP_RANGE,"0.01,65535,0.01",PROPERTY_USAGE_EDITOR),_SCS("set_weight"),_SCS("get_weight")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_friction"),_SCS("get_friction")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_bounce"),_SCS("get_bounce")); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"custom_integrator"),_SCS("set_use_custom_integrator"),_SCS("is_using_custom_integrator")); ADD_PROPERTY( PropertyInfo(Variant::INT,"continuous_cd",PROPERTY_HINT_ENUM,"Disabled,Cast Ray,Cast Shape"),_SCS("set_continuous_collision_detection_mode"),_SCS("get_continuous_collision_detection_mode")); ADD_PROPERTY( PropertyInfo(Variant::INT,"contacts_reported"),_SCS("set_max_contacts_reported"),_SCS("get_max_contacts_reported")); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"contact_monitor"),_SCS("set_contact_monitor"),_SCS("is_contact_monitor_enabled")); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"active"),_SCS("set_active"),_SCS("is_active")); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"can_sleep"),_SCS("set_can_sleep"),_SCS("is_able_to_sleep")); ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"velocity/linear"),_SCS("set_linear_velocity"),_SCS("get_linear_velocity")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"velocity/angular"),_SCS("set_angular_velocity"),_SCS("get_angular_velocity")); ADD_SIGNAL( MethodInfo("body_enter_shape",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"local_shape"))); ADD_SIGNAL( MethodInfo("body_exit_shape",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"local_shape"))); ADD_SIGNAL( MethodInfo("body_enter",PropertyInfo(Variant::OBJECT,"body"))); ADD_SIGNAL( MethodInfo("body_exit",PropertyInfo(Variant::OBJECT,"body"))); BIND_CONSTANT( MODE_STATIC ); BIND_CONSTANT( MODE_KINEMATIC ); BIND_CONSTANT( MODE_RIGID ); BIND_CONSTANT( MODE_CHARACTER ); BIND_CONSTANT( CCD_MODE_DISABLED ); BIND_CONSTANT( CCD_MODE_CAST_RAY ); BIND_CONSTANT( CCD_MODE_CAST_SHAPE ); } RigidBody2D::RigidBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_RIGID) { mode=MODE_RIGID; bounce=0; mass=1; friction=1; max_contacts_reported=0; state=NULL; angular_velocity=0; active=true; ccd_mode=CCD_MODE_DISABLED; custom_integrator=false; contact_monitor=NULL; can_sleep=true; Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(),this,"_direct_state_changed"); } RigidBody2D::~RigidBody2D() { if (contact_monitor) memdelete( contact_monitor ); } ////////////////////////// Variant KinematicBody2D::_get_collider() const { ObjectID oid=get_collider(); if (oid==0) return Variant(); Object *obj = ObjectDB::get_instance(oid); if (!obj) return Variant(); Reference *ref = obj->cast_to(); if (ref) { return Ref(ref); } return obj; } bool KinematicBody2D::_ignores_mode(Physics2DServer::BodyMode p_mode) const { switch(p_mode) { case Physics2DServer::BODY_MODE_STATIC: return !collide_static; case Physics2DServer::BODY_MODE_KINEMATIC: return !collide_kinematic; case Physics2DServer::BODY_MODE_RIGID: return !collide_rigid; case Physics2DServer::BODY_MODE_CHARACTER: return !collide_character; } return true; } Vector2 KinematicBody2D::move(const Vector2& p_motion) { //give me back regular physics engine logic //this is madness //and most people using this function will think //what it does is simpler than using physics //this took about a week to get right.. //but is it right? who knows at this point.. colliding=false; ERR_FAIL_COND_V(!is_inside_scene(),Vector2()); Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space()); ERR_FAIL_COND_V(!dss,Vector2()); const int max_shapes=32; Vector2 sr[max_shapes*2]; int res_shapes; Set exclude; exclude.insert(get_rid()); //recover first int recover_attempts=4; bool collided=false; uint32_t mask=0; if (collide_static) mask|=Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY; if (collide_kinematic) mask|=Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY; if (collide_rigid) mask|=Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY; if (collide_character) mask|=Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY; // print_line("motion: "+p_motion+" margin: "+rtos(margin)); //print_line("margin: "+rtos(margin)); do { //fill exclude list.. for(int i=0;icollide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),Vector2(),margin,sr,max_shapes,res_shapes,exclude,0,mask)) collided=true; } if (!collided) break; Vector2 recover_motion; for(int i=0;icast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0,lsafe,lunsafe,exclude,0,mask); //print_line("shape: "+itos(i)+" travel:"+rtos(ltravel)); if (!valid) { safe=0; unsafe=0; best_shape=i; //sadly it's the best break; } if (lsafe==1.0) { continue; } if (lsafe < safe) { safe=lsafe; unsafe=lunsafe; best_shape=i; } } //print_line("best shape: "+itos(best_shape)+" motion "+p_motion); if (safe>=1) { //not collided colliding=false; } else { //it collided, let's get the rest info in unsafe advance Matrix32 ugt = get_global_transform(); ugt.elements[2]+=p_motion*unsafe; Physics2DDirectSpaceState::ShapeRestInfo rest_info; bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt*get_shape_transform(best_shape), Vector2(), margin,&rest_info,exclude,0,mask); if (!c2) { //should not happen, but floating point precision is so weird.. colliding=false; } else { //print_line("Travel: "+rtos(travel)); colliding=true; collision=rest_info.point; normal=rest_info.normal; collider=rest_info.collider_id; collider_vel=rest_info.linear_velocity; } } Vector2 motion=p_motion*safe; Matrix32 gt = get_global_transform(); gt.elements[2]+=motion; set_global_transform(gt); return p_motion-motion; } Vector2 KinematicBody2D::move_to(const Vector2& p_position) { return move(p_position-get_global_pos()); } bool KinematicBody2D::can_move_to(const Vector2& p_position, bool p_discrete) { ERR_FAIL_COND_V(!is_inside_scene(),false); Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space()); ERR_FAIL_COND_V(!dss,false); uint32_t mask=0; if (collide_static) mask|=Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY; if (collide_kinematic) mask|=Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY; if (collide_rigid) mask|=Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY; if (collide_character) mask|=Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY; Vector2 motion = p_position-get_global_pos(); Matrix32 xform=get_global_transform(); if (p_discrete) { xform.elements[2]+=motion; motion=Vector2(); } Set exclude; exclude.insert(get_rid()); //fill exclude list.. for(int i=0;iintersect_shape(get_shape(i)->get_rid(), xform * get_shape_transform(i),motion,0,NULL,0,exclude,0,mask); if (col) return false; } return true; } bool KinematicBody2D::is_colliding() const { ERR_FAIL_COND_V(!is_inside_scene(),false); return colliding; } Vector2 KinematicBody2D::get_collision_pos() const { ERR_FAIL_COND_V(!colliding,Vector2()); return collision; } Vector2 KinematicBody2D::get_collision_normal() const { ERR_FAIL_COND_V(!colliding,Vector2()); return normal; } Vector2 KinematicBody2D::get_collider_velocity() const { return collider_vel; } ObjectID KinematicBody2D::get_collider() const { ERR_FAIL_COND_V(!colliding,0); return collider; } void KinematicBody2D::set_collide_with_static_bodies(bool p_enable) { collide_static=p_enable; } bool KinematicBody2D::can_collide_with_static_bodies() const { return collide_static; } void KinematicBody2D::set_collide_with_rigid_bodies(bool p_enable) { collide_rigid=p_enable; } bool KinematicBody2D::can_collide_with_rigid_bodies() const { return collide_rigid; } void KinematicBody2D::set_collide_with_kinematic_bodies(bool p_enable) { collide_kinematic=p_enable; } bool KinematicBody2D::can_collide_with_kinematic_bodies() const { return collide_kinematic; } void KinematicBody2D::set_collide_with_character_bodies(bool p_enable) { collide_character=p_enable; } bool KinematicBody2D::can_collide_with_character_bodies() const { return collide_character; } void KinematicBody2D::set_collision_margin(float p_margin) { margin=p_margin; } float KinematicBody2D::get_collision_margin() const{ return margin; } void KinematicBody2D::_bind_methods() { ObjectTypeDB::bind_method(_MD("move","rel_vec"),&KinematicBody2D::move); ObjectTypeDB::bind_method(_MD("move_to","position"),&KinematicBody2D::move_to); ObjectTypeDB::bind_method(_MD("can_move_to","position"),&KinematicBody2D::can_move_to); ObjectTypeDB::bind_method(_MD("is_colliding"),&KinematicBody2D::is_colliding); ObjectTypeDB::bind_method(_MD("get_collision_pos"),&KinematicBody2D::get_collision_pos); ObjectTypeDB::bind_method(_MD("get_collision_normal"),&KinematicBody2D::get_collision_normal); ObjectTypeDB::bind_method(_MD("get_collider_velocity"),&KinematicBody2D::get_collider_velocity); ObjectTypeDB::bind_method(_MD("get_collider:Object"),&KinematicBody2D::get_collider); ObjectTypeDB::bind_method(_MD("set_collide_with_static_bodies","enable"),&KinematicBody2D::set_collide_with_static_bodies); ObjectTypeDB::bind_method(_MD("can_collide_with_static_bodies"),&KinematicBody2D::can_collide_with_static_bodies); ObjectTypeDB::bind_method(_MD("set_collide_with_kinematic_bodies","enable"),&KinematicBody2D::set_collide_with_kinematic_bodies); ObjectTypeDB::bind_method(_MD("can_collide_with_kinematic_bodies"),&KinematicBody2D::can_collide_with_kinematic_bodies); ObjectTypeDB::bind_method(_MD("set_collide_with_rigid_bodies","enable"),&KinematicBody2D::set_collide_with_rigid_bodies); ObjectTypeDB::bind_method(_MD("can_collide_with_rigid_bodies"),&KinematicBody2D::can_collide_with_rigid_bodies); ObjectTypeDB::bind_method(_MD("set_collide_with_character_bodies","enable"),&KinematicBody2D::set_collide_with_character_bodies); ObjectTypeDB::bind_method(_MD("can_collide_with_character_bodies"),&KinematicBody2D::can_collide_with_character_bodies); ObjectTypeDB::bind_method(_MD("set_collision_margin","pixels"),&KinematicBody2D::set_collision_margin); ObjectTypeDB::bind_method(_MD("get_collision_margin","pixels"),&KinematicBody2D::get_collision_margin); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/static"),_SCS("set_collide_with_static_bodies"),_SCS("can_collide_with_static_bodies")); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/kinematic"),_SCS("set_collide_with_kinematic_bodies"),_SCS("can_collide_with_kinematic_bodies")); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/rigid"),_SCS("set_collide_with_rigid_bodies"),_SCS("can_collide_with_rigid_bodies")); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/character"),_SCS("set_collide_with_character_bodies"),_SCS("can_collide_with_character_bodies")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"collision/margin",PROPERTY_HINT_RANGE,"0.001,256,0.001"),_SCS("set_collision_margin"),_SCS("get_collision_margin")); } KinematicBody2D::KinematicBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC){ collide_static=true; collide_rigid=true; collide_kinematic=true; collide_character=true; colliding=false; collider=0; margin=0.01; } KinematicBody2D::~KinematicBody2D() { }