/*************************************************************************/ /* physics_body_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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", "distance", "test_only", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08), DEFVAL(false)); ClassDB::bind_method(D_METHOD("test_move", "from", "distance", "collision", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08), DEFVAL(false)); ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions); ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with); ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody2D::remove_collision_exception_with); } PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) : CollisionObject2D(PhysicsServer2D::get_singleton()->body_create(), false) { set_body_mode(p_mode); set_pickable(false); } PhysicsBody2D::~PhysicsBody2D() { if (motion_cache.is_valid()) { motion_cache->owner = nullptr; } } Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_distance, bool p_test_only, real_t p_margin, bool p_recovery_as_collision) { PhysicsServer2D::MotionParameters parameters(get_global_transform(), p_distance, p_margin); parameters.recovery_as_collision = p_recovery_as_collision; PhysicsServer2D::MotionResult result; if (move_and_collide(parameters, result, p_test_only)) { // Create a new instance when the cached reference is invalid or still in use in script. if (motion_cache.is_null() || motion_cache->get_reference_count() > 1) { motion_cache.instantiate(); motion_cache->owner = this; } motion_cache->result = result; return motion_cache; } return Ref<KinematicCollision2D>(); } bool PhysicsBody2D::move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only, bool p_cancel_sliding) { if (is_only_update_transform_changes_enabled()) { ERR_PRINT("Move functions do not work together with 'sync to physics' option. Please read the documentation."); } bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_parameters, &r_result); // Restore direction of motion to be along original motion, // in order to avoid sliding due to recovery, // but only if collision depth is low enough to avoid tunneling. if (p_cancel_sliding) { real_t motion_length = p_parameters.motion.length(); real_t precision = 0.001; if (colliding) { // Can't just use margin as a threshold because collision depth is calculated on unsafe motion, // so even in normal resting cases the depth can be a bit more than the margin. precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction); if (r_result.collision_depth > p_parameters.margin + precision) { p_cancel_sliding = false; } } if (p_cancel_sliding) { // When motion is null, recovery is the resulting motion. Vector2 motion_normal; if (motion_length > CMP_EPSILON) { motion_normal = p_parameters.motion / motion_length; } // Check depth of recovery. real_t projected_length = r_result.travel.dot(motion_normal); Vector2 recovery = r_result.travel - motion_normal * projected_length; real_t recovery_length = recovery.length(); // Fixes cases where canceling slide causes the motion to go too deep into the ground, // because we're only taking rest information into account and not general recovery. if (recovery_length < p_parameters.margin + precision) { // Apply adjustment to motion. r_result.travel = motion_normal * projected_length; r_result.remainder = p_parameters.motion - r_result.travel; } } } if (!p_test_only) { Transform2D gt = p_parameters.from; gt.columns[2] += r_result.travel; set_global_transform(gt); } return colliding; } bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_distance, const Ref<KinematicCollision2D> &r_collision, real_t p_margin, bool p_recovery_as_collision) { ERR_FAIL_COND_V(!is_inside_tree(), false); PhysicsServer2D::MotionResult *r = nullptr; PhysicsServer2D::MotionResult temp_result; if (r_collision.is_valid()) { // Needs const_cast because method bindings don't support non-const Ref. r = const_cast<PhysicsServer2D::MotionResult *>(&r_collision->result); } else { r = &temp_result; } PhysicsServer2D::MotionParameters parameters(p_from, p_distance, p_margin); parameters.recovery_as_collision = p_recovery_as_collision; return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r); } TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() { List<RID> exceptions; PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions); Array ret; for (const RID &body : exceptions) { ObjectID instance_id = PhysicsServer2D::get_singleton()->body_get_object_instance_id(body); Object *obj = ObjectDB::get_instance(instance_id); PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(obj); ret.append(physics_body); } return ret; } void PhysicsBody2D::add_collision_exception_with(Node *p_node) { ERR_FAIL_NULL(p_node); PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(p_node); ERR_FAIL_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<PhysicsBody2D>(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; PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity); } void StaticBody2D::set_constant_angular_velocity(real_t p_vel) { constant_angular_velocity = p_vel; PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity); } Vector2 StaticBody2D::get_constant_linear_velocity() const { return constant_linear_velocity; } real_t StaticBody2D::get_constant_angular_velocity() const { return constant_angular_velocity; } void StaticBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) { if (physics_material_override.is_valid()) { 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<PhysicsMaterial> StaticBody2D::get_physics_material_override() const { return physics_material_override; } void StaticBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody2D::set_constant_linear_velocity); ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody2D::set_constant_angular_velocity); ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody2D::get_constant_linear_velocity); ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody2D::get_constant_angular_velocity); ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody2D::set_physics_material_override); ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody2D::get_physics_material_override); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity", PROPERTY_HINT_NONE, "suffix:px/s"), "set_constant_linear_velocity", "get_constant_linear_velocity"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_angular_velocity", PROPERTY_HINT_NONE, U"radians,suffix:\u00B0/s"), "set_constant_angular_velocity", "get_constant_angular_velocity"); } StaticBody2D::StaticBody2D(PhysicsServer2D::BodyMode p_mode) : PhysicsBody2D(p_mode) { } void StaticBody2D::_reload_physics_characteristics() { if (physics_material_override.is_null()) { PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0); PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1); } else { PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce()); PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction()); } } void AnimatableBody2D::set_sync_to_physics(bool p_enable) { if (sync_to_physics == p_enable) { return; } sync_to_physics = p_enable; _update_kinematic_motion(); } bool AnimatableBody2D::is_sync_to_physics_enabled() const { return sync_to_physics; } void AnimatableBody2D::_update_kinematic_motion() { #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint()) { return; } #endif if (sync_to_physics) { PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody2D::_body_state_changed)); set_only_update_transform_changes(true); set_notify_local_transform(true); } else { PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), Callable()); set_only_update_transform_changes(false); set_notify_local_transform(false); } } void AnimatableBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) { if (!sync_to_physics) { return; } last_valid_transform = p_state->get_transform(); set_notify_local_transform(false); set_global_transform(last_valid_transform); set_notify_local_transform(true); } void AnimatableBody2D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { last_valid_transform = get_global_transform(); _update_kinematic_motion(); } break; case NOTIFICATION_EXIT_TREE: { set_only_update_transform_changes(false); set_notify_local_transform(false); } break; case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { // Used by sync to physics, send the new transform to the physics... Transform2D new_transform = get_global_transform(); PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform); // ... but then revert changes. set_notify_local_transform(false); set_global_transform(last_valid_transform); set_notify_local_transform(true); } break; } } void AnimatableBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody2D::set_sync_to_physics); ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &AnimatableBody2D::is_sync_to_physics_enabled); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled"); } AnimatableBody2D::AnimatableBody2D() : StaticBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) { } void RigidBody2D::_body_enter_tree(ObjectID p_id) { Object *obj = ObjectDB::get_instance(p_id); Node *node = Object::cast_to<Node>(obj); ERR_FAIL_COND(!node); ERR_FAIL_COND(!contact_monitor); HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(p_id); ERR_FAIL_COND(!E); ERR_FAIL_COND(E->value.in_scene); contact_monitor->locked = true; E->value.in_scene = true; emit_signal(SceneStringNames::get_singleton()->body_entered, node); for (int i = 0; i < E->value.shapes.size(); i++) { emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape); } contact_monitor->locked = false; } void RigidBody2D::_body_exit_tree(ObjectID p_id) { Object *obj = ObjectDB::get_instance(p_id); Node *node = Object::cast_to<Node>(obj); ERR_FAIL_COND(!node); ERR_FAIL_COND(!contact_monitor); HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(p_id); ERR_FAIL_COND(!E); ERR_FAIL_COND(!E->value.in_scene); E->value.in_scene = false; contact_monitor->locked = true; emit_signal(SceneStringNames::get_singleton()->body_exited, node); for (int i = 0; i < E->value.shapes.size(); i++) { emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape); } contact_monitor->locked = false; } void RigidBody2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) { bool body_in = p_status == 1; ObjectID objid = p_instance; Object *obj = ObjectDB::get_instance(objid); Node *node = Object::cast_to<Node>(obj); ERR_FAIL_COND(!contact_monitor); HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(objid); ERR_FAIL_COND(!body_in && !E); if (body_in) { if (!E) { E = contact_monitor->body_map.insert(objid, BodyState()); E->value.rid = p_body; //E->value.rc=0; E->value.in_scene = node && node->is_inside_tree(); if (node) { node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree).bind(objid)); node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree).bind(objid)); if (E->value.in_scene) { emit_signal(SceneStringNames::get_singleton()->body_entered, node); } } //E->value.rc++; } if (node) { E->value.shapes.insert(ShapePair(p_body_shape, p_local_shape)); } if (E->value.in_scene) { emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_local_shape); } } else { //E->value.rc--; if (node) { E->value.shapes.erase(ShapePair(p_body_shape, p_local_shape)); } bool in_scene = E->value.in_scene; if (E->value.shapes.is_empty()) { if (node) { node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree)); node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree)); if (in_scene) { emit_signal(SceneStringNames::get_singleton()->body_exited, node); } } contact_monitor->body_map.remove(E); } if (node && in_scene) { emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, node, p_body_shape, p_local_shape); } } } struct _RigidBody2DInOut { RID rid; ObjectID id; int shape = 0; int local_shape = 0; }; void RigidBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) { set_block_transform_notify(true); // don't want notify (would feedback loop) if (!freeze || freeze_mode != FREEZE_MODE_KINEMATIC) { set_global_transform(p_state->get_transform()); } 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(); emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed); } GDVIRTUAL_CALL(_integrate_forces, p_state); set_block_transform_notify(false); // want it back if (contact_monitor) { contact_monitor->locked = true; //untag all int rc = 0; for (KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) { for (int i = 0; i < E.value.shapes.size(); i++) { E.value.shapes[i].tagged = false; rc++; } } _RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBody2DInOut)); int toadd_count = 0; //state->get_contact_count(); RigidBody2D_RemoveAction *toremove = (RigidBody2D_RemoveAction *)alloca(rc * sizeof(RigidBody2D_RemoveAction)); int toremove_count = 0; //put the ones to add for (int i = 0; i < p_state->get_contact_count(); i++) { RID 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); HashMap<ObjectID, BodyState>::Iterator 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->value.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->value.shapes[idx].tagged = true; } //put the ones to remove for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) { for (int i = 0; i < E.value.shapes.size(); i++) { if (!E.value.shapes[i].tagged) { toremove[toremove_count].rid = E.value.rid; toremove[toremove_count].body_id = E.key; toremove[toremove_count].pair = E.value.shapes[i]; toremove_count++; } } } //process removals for (int i = 0; i < toremove_count; i++) { _body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape); } //process additions for (int i = 0; i < toadd_count; i++) { _body_inout(1, toadd[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape); } contact_monitor->locked = false; } } void RigidBody2D::_apply_body_mode() { if (freeze) { switch (freeze_mode) { case FREEZE_MODE_STATIC: { set_body_mode(PhysicsServer2D::BODY_MODE_STATIC); } break; case FREEZE_MODE_KINEMATIC: { set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC); } break; } } else if (lock_rotation) { set_body_mode(PhysicsServer2D::BODY_MODE_RIGID_LINEAR); } else { set_body_mode(PhysicsServer2D::BODY_MODE_RIGID); } } void RigidBody2D::set_lock_rotation_enabled(bool p_lock_rotation) { if (p_lock_rotation == lock_rotation) { return; } lock_rotation = p_lock_rotation; _apply_body_mode(); } bool RigidBody2D::is_lock_rotation_enabled() const { return lock_rotation; } void RigidBody2D::set_freeze_enabled(bool p_freeze) { if (p_freeze == freeze) { return; } freeze = p_freeze; _apply_body_mode(); } bool RigidBody2D::is_freeze_enabled() const { return freeze; } void RigidBody2D::set_freeze_mode(FreezeMode p_freeze_mode) { if (p_freeze_mode == freeze_mode) { return; } freeze_mode = p_freeze_mode; _apply_body_mode(); } RigidBody2D::FreezeMode RigidBody2D::get_freeze_mode() const { return freeze_mode; } void RigidBody2D::set_mass(real_t p_mass) { ERR_FAIL_COND(p_mass <= 0); mass = p_mass; PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_MASS, mass); } real_t RigidBody2D::get_mass() const { return mass; } void RigidBody2D::set_inertia(real_t p_inertia) { ERR_FAIL_COND(p_inertia < 0); inertia = p_inertia; PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia); } real_t RigidBody2D::get_inertia() const { return inertia; } void RigidBody2D::set_center_of_mass_mode(CenterOfMassMode p_mode) { if (center_of_mass_mode == p_mode) { return; } center_of_mass_mode = p_mode; switch (center_of_mass_mode) { case CENTER_OF_MASS_MODE_AUTO: { center_of_mass = Vector2(); PhysicsServer2D::get_singleton()->body_reset_mass_properties(get_rid()); if (inertia != 0.0) { PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia); } } break; case CENTER_OF_MASS_MODE_CUSTOM: { PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass); } break; } } RigidBody2D::CenterOfMassMode RigidBody2D::get_center_of_mass_mode() const { return center_of_mass_mode; } void RigidBody2D::set_center_of_mass(const Vector2 &p_center_of_mass) { if (center_of_mass == p_center_of_mass) { return; } ERR_FAIL_COND(center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM); center_of_mass = p_center_of_mass; PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass); } const Vector2 &RigidBody2D::get_center_of_mass() const { return center_of_mass; } void RigidBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) { if (physics_material_override.is_valid()) { 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<PhysicsMaterial> RigidBody2D::get_physics_material_override() const { return physics_material_override; } void RigidBody2D::set_gravity_scale(real_t p_gravity_scale) { gravity_scale = p_gravity_scale; PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE, gravity_scale); } real_t RigidBody2D::get_gravity_scale() const { return gravity_scale; } void RigidBody2D::set_linear_damp_mode(DampMode p_mode) { linear_damp_mode = p_mode; PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE, linear_damp_mode); } RigidBody2D::DampMode RigidBody2D::get_linear_damp_mode() const { return linear_damp_mode; } void RigidBody2D::set_angular_damp_mode(DampMode p_mode) { angular_damp_mode = p_mode; PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE, angular_damp_mode); } RigidBody2D::DampMode RigidBody2D::get_angular_damp_mode() const { return angular_damp_mode; } void RigidBody2D::set_linear_damp(real_t p_linear_damp) { ERR_FAIL_COND(p_linear_damp < -1); linear_damp = p_linear_damp; PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_LINEAR_DAMP, linear_damp); } real_t RigidBody2D::get_linear_damp() const { return linear_damp; } void RigidBody2D::set_angular_damp(real_t p_angular_damp) { ERR_FAIL_COND(p_angular_damp < -1); angular_damp = p_angular_damp; PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP, angular_damp); } real_t RigidBody2D::get_angular_damp() const { return angular_damp; } void RigidBody2D::set_axis_velocity(const Vector2 &p_axis) { Vector2 axis = p_axis.normalized(); linear_velocity -= axis * axis.dot(linear_velocity); linear_velocity += p_axis; PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); } void RigidBody2D::set_linear_velocity(const Vector2 &p_velocity) { linear_velocity = p_velocity; PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); } Vector2 RigidBody2D::get_linear_velocity() const { return linear_velocity; } void RigidBody2D::set_angular_velocity(real_t p_velocity) { angular_velocity = p_velocity; PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity); } real_t RigidBody2D::get_angular_velocity() const { return angular_velocity; } void RigidBody2D::set_use_custom_integrator(bool p_enable) { if (custom_integrator == p_enable) { return; } custom_integrator = p_enable; PhysicsServer2D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable); } bool RigidBody2D::is_using_custom_integrator() { return custom_integrator; } void RigidBody2D::set_sleeping(bool p_sleeping) { sleeping = p_sleeping; PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_SLEEPING, sleeping); } void RigidBody2D::set_can_sleep(bool p_active) { can_sleep = p_active; PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_CAN_SLEEP, p_active); } bool RigidBody2D::is_able_to_sleep() const { return can_sleep; } bool RigidBody2D::is_sleeping() const { return sleeping; } void RigidBody2D::set_max_contacts_reported(int p_amount) { max_contacts_reported = p_amount; PhysicsServer2D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount); } int RigidBody2D::get_max_contacts_reported() const { return max_contacts_reported; } int RigidBody2D::get_contact_count() const { PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(get_rid()); ERR_FAIL_NULL_V(bs, 0); return bs->get_contact_count(); } void RigidBody2D::apply_central_impulse(const Vector2 &p_impulse) { PhysicsServer2D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); } void RigidBody2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) { PhysicsServer2D::get_singleton()->body_apply_impulse(get_rid(), p_impulse, p_position); } void RigidBody2D::apply_torque_impulse(real_t p_torque) { PhysicsServer2D::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque); } void RigidBody2D::apply_central_force(const Vector2 &p_force) { PhysicsServer2D::get_singleton()->body_apply_central_force(get_rid(), p_force); } void RigidBody2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) { PhysicsServer2D::get_singleton()->body_apply_force(get_rid(), p_force, p_position); } void RigidBody2D::apply_torque(real_t p_torque) { PhysicsServer2D::get_singleton()->body_apply_torque(get_rid(), p_torque); } void RigidBody2D::add_constant_central_force(const Vector2 &p_force) { PhysicsServer2D::get_singleton()->body_add_constant_central_force(get_rid(), p_force); } void RigidBody2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) { PhysicsServer2D::get_singleton()->body_add_constant_force(get_rid(), p_force, p_position); } void RigidBody2D::add_constant_torque(const real_t p_torque) { PhysicsServer2D::get_singleton()->body_add_constant_torque(get_rid(), p_torque); } void RigidBody2D::set_constant_force(const Vector2 &p_force) { PhysicsServer2D::get_singleton()->body_set_constant_force(get_rid(), p_force); } Vector2 RigidBody2D::get_constant_force() const { return PhysicsServer2D::get_singleton()->body_get_constant_force(get_rid()); } void RigidBody2D::set_constant_torque(real_t p_torque) { PhysicsServer2D::get_singleton()->body_set_constant_torque(get_rid(), p_torque); } real_t RigidBody2D::get_constant_torque() const { return PhysicsServer2D::get_singleton()->body_get_constant_torque(get_rid()); } void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) { ccd_mode = p_mode; PhysicsServer2D::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(), PhysicsServer2D::CCDMode(p_mode)); } RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const { return ccd_mode; } TypedArray<Node2D> RigidBody2D::get_colliding_bodies() const { ERR_FAIL_COND_V(!contact_monitor, TypedArray<Node2D>()); TypedArray<Node2D> ret; ret.resize(contact_monitor->body_map.size()); int idx = 0; for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) { Object *obj = ObjectDB::get_instance(E.key); if (!obj) { ret.resize(ret.size() - 1); //ops } else { ret[idx++] = obj; } } return ret; } void RigidBody2D::set_contact_monitor(bool p_enabled) { if (p_enabled == is_contact_monitor_enabled()) { return; } if (!p_enabled) { ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead."); for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) { //clean up mess Object *obj = ObjectDB::get_instance(E.key); Node *node = Object::cast_to<Node>(obj); if (node) { node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree)); node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree)); } } memdelete(contact_monitor); contact_monitor = nullptr; } else { contact_monitor = memnew(ContactMonitor); contact_monitor->locked = false; } } bool RigidBody2D::is_contact_monitor_enabled() const { return contact_monitor != nullptr; } void RigidBody2D::_notification(int p_what) { #ifdef TOOLS_ENABLED switch (p_what) { case NOTIFICATION_ENTER_TREE: { if (Engine::get_singleton()->is_editor_hint()) { set_notify_local_transform(true); // Used for warnings and only in editor. } } break; case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { if (Engine::get_singleton()->is_editor_hint()) { update_configuration_warnings(); } } break; } #endif } PackedStringArray RigidBody2D::get_configuration_warnings() const { Transform2D t = get_transform(); PackedStringArray warnings = CollisionObject2D::get_configuration_warnings(); if (ABS(t.columns[0].length() - 1.0) > 0.05 || ABS(t.columns[1].length() - 1.0) > 0.05) { warnings.push_back(RTR("Size changes to RigidBody2D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead.")); } return warnings; } void RigidBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody2D::set_mass); ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody2D::get_mass); ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody2D::get_inertia); ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody2D::set_inertia); ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidBody2D::set_center_of_mass_mode); ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidBody2D::get_center_of_mass_mode); ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidBody2D::set_center_of_mass); ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidBody2D::get_center_of_mass); ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody2D::set_physics_material_override); ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody2D::get_physics_material_override); ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody2D::set_gravity_scale); ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody2D::get_gravity_scale); ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &RigidBody2D::set_linear_damp_mode); ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidBody2D::get_linear_damp_mode); ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidBody2D::set_angular_damp_mode); ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidBody2D::get_angular_damp_mode); ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody2D::set_linear_damp); ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody2D::get_linear_damp); ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody2D::set_angular_damp); ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody2D::get_angular_damp); ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody2D::set_linear_velocity); ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody2D::get_linear_velocity); ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody2D::set_angular_velocity); ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody2D::get_angular_velocity); ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody2D::set_max_contacts_reported); ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody2D::get_max_contacts_reported); ClassDB::bind_method(D_METHOD("get_contact_count"), &RigidBody2D::get_contact_count); ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody2D::set_use_custom_integrator); ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody2D::is_using_custom_integrator); ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody2D::set_contact_monitor); ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody2D::is_contact_monitor_enabled); ClassDB::bind_method(D_METHOD("set_continuous_collision_detection_mode", "mode"), &RigidBody2D::set_continuous_collision_detection_mode); ClassDB::bind_method(D_METHOD("get_continuous_collision_detection_mode"), &RigidBody2D::get_continuous_collision_detection_mode); ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody2D::set_axis_velocity); ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody2D::apply_central_impulse, Vector2()); ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidBody2D::apply_impulse, Vector2()); ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidBody2D::apply_torque_impulse); ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidBody2D::apply_central_force); ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidBody2D::apply_force, Vector2()); ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidBody2D::apply_torque); ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidBody2D::add_constant_central_force); ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidBody2D::add_constant_force, Vector2()); ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidBody2D::add_constant_torque); ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidBody2D::set_constant_force); ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidBody2D::get_constant_force); ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidBody2D::set_constant_torque); ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidBody2D::get_constant_torque); ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody2D::set_sleeping); ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody2D::is_sleeping); ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep); ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep); ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidBody2D::set_lock_rotation_enabled); ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidBody2D::is_lock_rotation_enabled); ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidBody2D::set_freeze_enabled); ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidBody2D::is_freeze_enabled); ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidBody2D::set_freeze_mode); ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidBody2D::get_freeze_mode); ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies); GDVIRTUAL_BIND(_integrate_forces, "state"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp,suffix:kg"), "set_mass", "get_mass"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inertia", PROPERTY_HINT_RANGE, U"0,1000,0.01,or_greater,exp,suffix:kg\u22C5px\u00B2"), "set_inertia", "get_inertia"); ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode", PROPERTY_HINT_ENUM, "Auto,Custom", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_center_of_mass_mode", "get_center_of_mass_mode"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "center_of_mass", PROPERTY_HINT_RANGE, "-10,10,0.01,or_less,or_greater,suffix:px"), "set_center_of_mass", "get_center_of_mass"); ADD_LINKED_PROPERTY("center_of_mass_mode", "center_of_mass"); ADD_PROPERTY(PropertyInfo(Variant::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, "max_contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "lock_rotation"), "set_lock_rotation_enabled", "is_lock_rotation_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "freeze"), "set_freeze_enabled", "is_freeze_enabled"); ADD_PROPERTY(PropertyInfo(Variant::INT, "freeze_mode", PROPERTY_HINT_ENUM, "Static,Kinematic"), "set_freeze_mode", "get_freeze_mode"); ADD_GROUP("Linear", "linear_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity", PROPERTY_HINT_NONE, "suffix:px/s"), "set_linear_velocity", "get_linear_velocity"); ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_linear_damp_mode", "get_linear_damp_mode"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); ADD_GROUP("Angular", "angular_"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity", PROPERTY_HINT_NONE, "suffix:rad/s"), "set_angular_velocity", "get_angular_velocity"); ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); ADD_GROUP("Constant Forces", "constant_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_force", PROPERTY_HINT_NONE, U"suffix:kg\u22C5px/s\u00B2"), "set_constant_force", "get_constant_force"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_torque", PROPERTY_HINT_NONE, U"suffix:kg\u22C5px\u00B2/s\u00B2/rad"), "set_constant_torque", "get_constant_torque"); ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("sleeping_state_changed")); BIND_ENUM_CONSTANT(FREEZE_MODE_STATIC); BIND_ENUM_CONSTANT(FREEZE_MODE_KINEMATIC); BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO); BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM); BIND_ENUM_CONSTANT(DAMP_MODE_COMBINE); BIND_ENUM_CONSTANT(DAMP_MODE_REPLACE); BIND_ENUM_CONSTANT(CCD_MODE_DISABLED); BIND_ENUM_CONSTANT(CCD_MODE_CAST_RAY); BIND_ENUM_CONSTANT(CCD_MODE_CAST_SHAPE); } void RigidBody2D::_validate_property(PropertyInfo &p_property) const { if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM) { if (p_property.name == "center_of_mass") { p_property.usage = PROPERTY_USAGE_NO_EDITOR; } } } RigidBody2D::RigidBody2D() : PhysicsBody2D(PhysicsServer2D::BODY_MODE_RIGID) { PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &RigidBody2D::_body_state_changed)); } RigidBody2D::~RigidBody2D() { if (contact_monitor) { memdelete(contact_monitor); } } void RigidBody2D::_reload_physics_characteristics() { if (physics_material_override.is_null()) { PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0); PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1); } else { PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce()); PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction()); } } ////////////////////////// // So, if you pass 45 as limit, avoid numerical precision errors when angle is 45. #define FLOOR_ANGLE_THRESHOLD 0.01 bool CharacterBody2D::move_and_slide() { // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky. double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); Vector2 current_platform_velocity = platform_velocity; Transform2D gt = get_global_transform(); previous_position = gt.columns[2]; if ((on_floor || on_wall) && platform_rid.is_valid()) { bool excluded = false; if (on_floor) { excluded = (platform_floor_layers & platform_layer) == 0; } else if (on_wall) { excluded = (platform_wall_layers & platform_layer) == 0; } if (!excluded) { //this approach makes sure there is less delay between the actual body velocity and the one we saved PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(platform_rid); if (bs) { Vector2 local_position = gt.columns[2] - bs->get_transform().columns[2]; current_platform_velocity = bs->get_velocity_at_local_position(local_position); } else { // Body is removed or destroyed, invalidate floor. current_platform_velocity = Vector2(); platform_rid = RID(); } } else { current_platform_velocity = Vector2(); } } motion_results.clear(); last_motion = Vector2(); bool was_on_floor = on_floor; on_floor = false; on_ceiling = false; on_wall = false; if (!current_platform_velocity.is_zero_approx()) { PhysicsServer2D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin); parameters.exclude_bodies.insert(platform_rid); if (platform_object_id.is_valid()) { parameters.exclude_objects.insert(platform_object_id); } PhysicsServer2D::MotionResult floor_result; if (move_and_collide(parameters, floor_result, false, false)) { motion_results.push_back(floor_result); _set_collision_direction(floor_result); } } if (motion_mode == MOTION_MODE_GROUNDED) { _move_and_slide_grounded(delta, was_on_floor); } else { _move_and_slide_floating(delta); } // Compute real velocity. real_velocity = get_position_delta() / delta; if (platform_on_leave != PLATFORM_ON_LEAVE_DO_NOTHING) { // Add last platform velocity when just left a moving platform. if (!on_floor && !on_wall) { if (platform_on_leave == PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY && current_platform_velocity.dot(up_direction) < 0) { current_platform_velocity = current_platform_velocity.slide(up_direction); } velocity += current_platform_velocity; } } return motion_results.size() > 0; } void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) { Vector2 motion = velocity * p_delta; Vector2 motion_slide_up = motion.slide(up_direction); Vector2 prev_floor_normal = floor_normal; platform_rid = RID(); platform_object_id = ObjectID(); floor_normal = Vector2(); platform_velocity = Vector2(); // No sliding on first attempt to keep floor motion stable when possible, // When stop on slope is enabled or when there is no up direction. bool sliding_enabled = !floor_stop_on_slope; // Constant speed can be applied only the first time sliding is enabled. bool can_apply_constant_speed = sliding_enabled; // If the platform's ceiling push down the body. bool apply_ceiling_velocity = false; bool first_slide = true; bool vel_dir_facing_up = velocity.dot(up_direction) > 0; Vector2 last_travel; for (int iteration = 0; iteration < max_slides; ++iteration) { PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin); Vector2 prev_position = parameters.from.columns[2]; PhysicsServer2D::MotionResult result; bool collided = move_and_collide(parameters, result, false, !sliding_enabled); last_motion = result.travel; if (collided) { motion_results.push_back(result); _set_collision_direction(result); // If we hit a ceiling platform, we set the vertical velocity to at least the platform one. if (on_ceiling && result.collider_velocity != Vector2() && result.collider_velocity.dot(up_direction) < 0) { // If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward. if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (result.collision_normal + up_direction).length() < 0.01) { apply_ceiling_velocity = true; Vector2 ceiling_vertical_velocity = up_direction * up_direction.dot(result.collider_velocity); Vector2 motion_vertical_velocity = up_direction * up_direction.dot(velocity); if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) { velocity = ceiling_vertical_velocity + velocity.slide(up_direction); } } } if (on_floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) { Transform2D gt = get_global_transform(); if (result.travel.length() <= margin + CMP_EPSILON) { gt.columns[2] -= result.travel; } set_global_transform(gt); velocity = Vector2(); last_motion = Vector2(); motion = Vector2(); break; } if (result.remainder.is_zero_approx()) { motion = Vector2(); break; } // Move on floor only checks. if (floor_block_on_wall && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) { // Avoid to move forward on a wall if floor_block_on_wall is true. if (p_was_on_floor && !on_floor && !vel_dir_facing_up) { // If the movement is large the body can be prevented from reaching the walls. if (result.travel.length() <= margin + CMP_EPSILON) { // Cancels the motion. Transform2D gt = get_global_transform(); gt.columns[2] -= result.travel; set_global_transform(gt); } // Determines if you are on the ground. _snap_on_floor(true, false, true); velocity = Vector2(); last_motion = Vector2(); motion = Vector2(); break; } // Prevents the body from being able to climb a slope when it moves forward against the wall. else if (!on_floor) { motion = up_direction * up_direction.dot(result.remainder); motion = motion.slide(result.collision_normal); } else { motion = result.remainder; } } // Constant Speed when the slope is upward. else if (floor_constant_speed && is_on_floor_only() && can_apply_constant_speed && p_was_on_floor && motion.dot(result.collision_normal) < 0) { can_apply_constant_speed = false; Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized(); motion = motion_slide_norm * (motion_slide_up.length() - result.travel.slide(up_direction).length() - last_travel.slide(up_direction).length()); } // Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling. else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) { Vector2 slide_motion = result.remainder.slide(result.collision_normal); if (slide_motion.dot(velocity) > 0.0) { motion = slide_motion; } else { motion = Vector2(); } if (slide_on_ceiling && on_ceiling) { // Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall. if (vel_dir_facing_up) { velocity = velocity.slide(result.collision_normal); } else { // Avoid acceleration in slope when falling. velocity = up_direction * up_direction.dot(velocity); } } } // No sliding on first attempt to keep floor motion stable when possible. else { motion = result.remainder; if (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) { velocity = velocity.slide(up_direction); motion = motion.slide(up_direction); } } last_travel = result.travel; } // When you move forward in a downward slope you don’t collide because you will be in the air. // This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied. else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) { can_apply_constant_speed = false; sliding_enabled = true; Transform2D gt = get_global_transform(); gt.columns[2] = prev_position; set_global_transform(gt); Vector2 motion_slide_norm = motion.slide(prev_floor_normal).normalized(); motion = motion_slide_norm * (motion_slide_up.length()); collided = true; } can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled; sliding_enabled = true; first_slide = false; if (!collided || motion.is_zero_approx()) { break; } } _snap_on_floor(p_was_on_floor, vel_dir_facing_up); // Scales the horizontal velocity according to the wall slope. if (is_on_wall_only() && motion_slide_up.dot(motion_results.get(0).collision_normal) < 0) { Vector2 slide_motion = velocity.slide(motion_results.get(0).collision_normal); if (motion_slide_up.dot(slide_motion) < 0) { velocity = up_direction * up_direction.dot(velocity); } else { // Keeps the vertical motion from velocity and add the horizontal motion of the projection. velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction); } } // Reset the gravity accumulation when touching the ground. if (on_floor && !vel_dir_facing_up) { velocity = velocity.slide(up_direction); } } void CharacterBody2D::_move_and_slide_floating(double p_delta) { Vector2 motion = velocity * p_delta; platform_rid = RID(); platform_object_id = ObjectID(); floor_normal = Vector2(); platform_velocity = Vector2(); bool first_slide = true; for (int iteration = 0; iteration < max_slides; ++iteration) { PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin); PhysicsServer2D::MotionResult result; bool collided = move_and_collide(parameters, result, false, false); last_motion = result.travel; if (collided) { motion_results.push_back(result); _set_collision_direction(result); if (result.remainder.is_zero_approx()) { motion = Vector2(); break; } if (wall_min_slide_angle != 0 && result.get_angle(-velocity.normalized()) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) { motion = Vector2(); } else if (first_slide) { Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized(); motion = motion_slide_norm * (motion.length() - result.travel.length()); } else { motion = result.remainder.slide(result.collision_normal); } if (motion.dot(velocity) <= 0.0) { motion = Vector2(); } } if (!collided || motion.is_zero_approx()) { break; } first_slide = false; } } void CharacterBody2D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor) { if (on_floor || !p_was_on_floor || p_vel_dir_facing_up) { return; } // Snap by at least collision margin to keep floor state consistent. real_t length = MAX(floor_snap_length, margin); PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); parameters.recovery_as_collision = true; // Report margin recovery as collision to improve floor detection. parameters.collide_separation_ray = true; PhysicsServer2D::MotionResult result; if (move_and_collide(parameters, result, true, false)) { if ((result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) || (p_wall_as_floor && result.get_angle(-up_direction) > floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { on_floor = true; floor_normal = result.collision_normal; _set_platform_data(result); if (floor_stop_on_slope) { // move and collide may stray the object a bit because of pre un-stucking, // so only ensure that motion happens on floor direction in this case. if (result.travel.length() > margin) { result.travel = up_direction * up_direction.dot(result.travel); } else { result.travel = Vector2(); } } parameters.from.columns[2] += result.travel; set_global_transform(parameters.from); } } } bool CharacterBody2D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) { if (up_direction == Vector2() || on_floor || !p_was_on_floor || p_vel_dir_facing_up) { return false; } // Snap by at least collision margin to keep floor state consistent. real_t length = MAX(floor_snap_length, margin); PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); parameters.recovery_as_collision = true; // Report margin recovery as collision to improve floor detection. parameters.collide_separation_ray = true; PhysicsServer2D::MotionResult result; if (move_and_collide(parameters, result, true, false)) { if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { return true; } } return false; } void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResult &p_result) { if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor on_floor = true; floor_normal = p_result.collision_normal; _set_platform_data(p_result); } else if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(-up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling on_ceiling = true; } else { on_wall = true; wall_normal = p_result.collision_normal; // Don't apply wall velocity when the collider is a CharacterBody2D. if (Object::cast_to<CharacterBody2D>(ObjectDB::get_instance(p_result.collider_id)) == nullptr) { _set_platform_data(p_result); } } } void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) { platform_rid = p_result.collider; platform_object_id = p_result.collider_id; platform_velocity = p_result.collider_velocity; platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(platform_rid); } const Vector2 &CharacterBody2D::get_velocity() const { return velocity; } void CharacterBody2D::set_velocity(const Vector2 &p_velocity) { velocity = p_velocity; } bool CharacterBody2D::is_on_floor() const { return on_floor; } bool CharacterBody2D::is_on_floor_only() const { return on_floor && !on_wall && !on_ceiling; } bool CharacterBody2D::is_on_wall() const { return on_wall; } bool CharacterBody2D::is_on_wall_only() const { return on_wall && !on_floor && !on_ceiling; } bool CharacterBody2D::is_on_ceiling() const { return on_ceiling; } bool CharacterBody2D::is_on_ceiling_only() const { return on_ceiling && !on_floor && !on_wall; } const Vector2 &CharacterBody2D::get_floor_normal() const { return floor_normal; } const Vector2 &CharacterBody2D::get_wall_normal() const { return wall_normal; } const Vector2 &CharacterBody2D::get_last_motion() const { return last_motion; } Vector2 CharacterBody2D::get_position_delta() const { return get_global_transform().columns[2] - previous_position; } const Vector2 &CharacterBody2D::get_real_velocity() const { return real_velocity; } real_t CharacterBody2D::get_floor_angle(const Vector2 &p_up_direction) const { ERR_FAIL_COND_V(p_up_direction == Vector2(), 0); return Math::acos(floor_normal.dot(p_up_direction)); } const Vector2 &CharacterBody2D::get_platform_velocity() const { return platform_velocity; } int CharacterBody2D::get_slide_collision_count() const { return motion_results.size(); } PhysicsServer2D::MotionResult CharacterBody2D::get_slide_collision(int p_bounce) const { ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer2D::MotionResult()); return motion_results[p_bounce]; } Ref<KinematicCollision2D> CharacterBody2D::_get_slide_collision(int p_bounce) { ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref<KinematicCollision2D>()); if (p_bounce >= slide_colliders.size()) { slide_colliders.resize(p_bounce + 1); } // Create a new instance when the cached reference is invalid or still in use in script. if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->get_reference_count() > 1) { slide_colliders.write[p_bounce].instantiate(); slide_colliders.write[p_bounce]->owner = this; } slide_colliders.write[p_bounce]->result = motion_results[p_bounce]; return slide_colliders[p_bounce]; } Ref<KinematicCollision2D> CharacterBody2D::_get_last_slide_collision() { if (motion_results.size() == 0) { return Ref<KinematicCollision2D>(); } return _get_slide_collision(motion_results.size() - 1); } void CharacterBody2D::set_safe_margin(real_t p_margin) { margin = p_margin; } real_t CharacterBody2D::get_safe_margin() const { return margin; } bool CharacterBody2D::is_floor_stop_on_slope_enabled() const { return floor_stop_on_slope; } void CharacterBody2D::set_floor_stop_on_slope_enabled(bool p_enabled) { floor_stop_on_slope = p_enabled; } bool CharacterBody2D::is_floor_constant_speed_enabled() const { return floor_constant_speed; } void CharacterBody2D::set_floor_constant_speed_enabled(bool p_enabled) { floor_constant_speed = p_enabled; } bool CharacterBody2D::is_floor_block_on_wall_enabled() const { return floor_block_on_wall; } void CharacterBody2D::set_floor_block_on_wall_enabled(bool p_enabled) { floor_block_on_wall = p_enabled; } bool CharacterBody2D::is_slide_on_ceiling_enabled() const { return slide_on_ceiling; } void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) { slide_on_ceiling = p_enabled; } uint32_t CharacterBody2D::get_platform_floor_layers() const { return platform_floor_layers; } void CharacterBody2D::set_platform_floor_layers(uint32_t p_exclude_layers) { platform_floor_layers = p_exclude_layers; } uint32_t CharacterBody2D::get_platform_wall_layers() const { return platform_wall_layers; } void CharacterBody2D::set_platform_wall_layers(uint32_t p_exclude_layers) { platform_wall_layers = p_exclude_layers; } void CharacterBody2D::set_motion_mode(MotionMode p_mode) { motion_mode = p_mode; } CharacterBody2D::MotionMode CharacterBody2D::get_motion_mode() const { return motion_mode; } void CharacterBody2D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) { platform_on_leave = p_on_leave_apply_velocity; } CharacterBody2D::PlatformOnLeave CharacterBody2D::get_platform_on_leave() const { return platform_on_leave; } int CharacterBody2D::get_max_slides() const { return max_slides; } void CharacterBody2D::set_max_slides(int p_max_slides) { ERR_FAIL_COND(p_max_slides < 1); max_slides = p_max_slides; } real_t CharacterBody2D::get_floor_max_angle() const { return floor_max_angle; } void CharacterBody2D::set_floor_max_angle(real_t p_radians) { floor_max_angle = p_radians; } real_t CharacterBody2D::get_floor_snap_length() { return floor_snap_length; } void CharacterBody2D::set_floor_snap_length(real_t p_floor_snap_length) { ERR_FAIL_COND(p_floor_snap_length < 0); floor_snap_length = p_floor_snap_length; } real_t CharacterBody2D::get_wall_min_slide_angle() const { return wall_min_slide_angle; } void CharacterBody2D::set_wall_min_slide_angle(real_t p_radians) { wall_min_slide_angle = p_radians; } const Vector2 &CharacterBody2D::get_up_direction() const { return up_direction; } void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) { ERR_FAIL_COND_MSG(p_up_direction == Vector2(), "up_direction can't be equal to Vector2.ZERO, consider using Floating motion mode instead."); up_direction = p_up_direction.normalized(); } void CharacterBody2D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { // Reset move_and_slide() data. on_floor = false; platform_rid = RID(); platform_object_id = ObjectID(); on_ceiling = false; on_wall = false; motion_results.clear(); platform_velocity = Vector2(); } break; } } void CharacterBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody2D::move_and_slide); ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody2D::set_velocity); ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody2D::get_velocity); ClassDB::bind_method(D_METHOD("set_safe_margin", "margin"), &CharacterBody2D::set_safe_margin); ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin); ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody2D::is_floor_stop_on_slope_enabled); ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody2D::set_floor_stop_on_slope_enabled); ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled", "enabled"), &CharacterBody2D::set_floor_constant_speed_enabled); ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled"), &CharacterBody2D::is_floor_constant_speed_enabled); ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled", "enabled"), &CharacterBody2D::set_floor_block_on_wall_enabled); ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled"), &CharacterBody2D::is_floor_block_on_wall_enabled); ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody2D::set_slide_on_ceiling_enabled); ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody2D::is_slide_on_ceiling_enabled); ClassDB::bind_method(D_METHOD("set_platform_floor_layers", "exclude_layer"), &CharacterBody2D::set_platform_floor_layers); ClassDB::bind_method(D_METHOD("get_platform_floor_layers"), &CharacterBody2D::get_platform_floor_layers); ClassDB::bind_method(D_METHOD("set_platform_wall_layers", "exclude_layer"), &CharacterBody2D::set_platform_wall_layers); ClassDB::bind_method(D_METHOD("get_platform_wall_layers"), &CharacterBody2D::get_platform_wall_layers); ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody2D::get_max_slides); ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody2D::set_max_slides); ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody2D::get_floor_max_angle); ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody2D::set_floor_max_angle); ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody2D::get_floor_snap_length); ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody2D::set_floor_snap_length); ClassDB::bind_method(D_METHOD("get_wall_min_slide_angle"), &CharacterBody2D::get_wall_min_slide_angle); ClassDB::bind_method(D_METHOD("set_wall_min_slide_angle", "radians"), &CharacterBody2D::set_wall_min_slide_angle); ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody2D::get_up_direction); ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody2D::set_up_direction); ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody2D::set_motion_mode); ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody2D::get_motion_mode); ClassDB::bind_method(D_METHOD("set_platform_on_leave", "on_leave_apply_velocity"), &CharacterBody2D::set_platform_on_leave); ClassDB::bind_method(D_METHOD("get_platform_on_leave"), &CharacterBody2D::get_platform_on_leave); ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody2D::is_on_floor); ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody2D::is_on_floor_only); ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody2D::is_on_ceiling); ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody2D::is_on_ceiling_only); ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody2D::is_on_wall); ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody2D::is_on_wall_only); ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody2D::get_floor_normal); ClassDB::bind_method(D_METHOD("get_wall_normal"), &CharacterBody2D::get_wall_normal); ClassDB::bind_method(D_METHOD("get_last_motion"), &CharacterBody2D::get_last_motion); ClassDB::bind_method(D_METHOD("get_position_delta"), &CharacterBody2D::get_position_delta); ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody2D::get_real_velocity); ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody2D::get_floor_angle, DEFVAL(Vector2(0.0, -1.0))); ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody2D::get_platform_velocity); ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody2D::get_slide_collision_count); ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision); ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody2D::_get_last_slide_collision); ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Floating", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "velocity", PROPERTY_HINT_NONE, "suffix:px/s", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled"); ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle"); ADD_GROUP("Floor", "floor_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians"), "set_floor_max_angle", "get_floor_max_angle"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater,suffix:px"), "set_floor_snap_length", "get_floor_snap_length"); ADD_GROUP("Moving Platform", "platform"); ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_on_leave", PROPERTY_HINT_ENUM, "Add Velocity,Add Upward Velocity,Do Nothing", PROPERTY_USAGE_DEFAULT), "set_platform_on_leave", "get_platform_on_leave"); ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_floor_layers", "get_platform_floor_layers"); ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_wall_layers", "get_platform_wall_layers"); ADD_GROUP("Collision", ""); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:px"), "set_safe_margin", "get_safe_margin"); BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED); BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING); BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_VELOCITY); BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY); BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_DO_NOTHING); } void CharacterBody2D::_validate_property(PropertyInfo &p_property) const { if (motion_mode == MOTION_MODE_FLOATING) { if (p_property.name.begins_with("floor_") || p_property.name == "up_direction" || p_property.name == "slide_on_ceiling") { p_property.usage = PROPERTY_USAGE_NO_EDITOR; } } else { if (p_property.name == "wall_min_slide_angle") { p_property.usage = PROPERTY_USAGE_NO_EDITOR; } } } CharacterBody2D::CharacterBody2D() : PhysicsBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) { } CharacterBody2D::~CharacterBody2D() { for (int i = 0; i < slide_colliders.size(); i++) { if (slide_colliders[i].is_valid()) { slide_colliders.write[i]->owner = nullptr; } } } //////////////////////// Vector2 KinematicCollision2D::get_position() const { return result.collision_point; } Vector2 KinematicCollision2D::get_normal() const { return result.collision_normal; } Vector2 KinematicCollision2D::get_travel() const { return result.travel; } Vector2 KinematicCollision2D::get_remainder() const { return result.remainder; } real_t KinematicCollision2D::get_angle(const Vector2 &p_up_direction) const { ERR_FAIL_COND_V(p_up_direction == Vector2(), 0); return result.get_angle(p_up_direction); } real_t KinematicCollision2D::get_depth() const { return result.collision_depth; } Object *KinematicCollision2D::get_local_shape() const { if (!owner) { return nullptr; } uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape); return owner->shape_owner_get_owner(ownerid); } Object *KinematicCollision2D::get_collider() const { if (result.collider_id.is_valid()) { return ObjectDB::get_instance(result.collider_id); } return nullptr; } ObjectID KinematicCollision2D::get_collider_id() const { return result.collider_id; } RID KinematicCollision2D::get_collider_rid() const { return result.collider; } Object *KinematicCollision2D::get_collider_shape() const { Object *collider = get_collider(); if (collider) { CollisionObject2D *obj2d = Object::cast_to<CollisionObject2D>(collider); if (obj2d) { uint32_t ownerid = obj2d->shape_find_owner(result.collider_shape); return obj2d->shape_owner_get_owner(ownerid); } } return nullptr; } int KinematicCollision2D::get_collider_shape_index() const { return result.collider_shape; } Vector2 KinematicCollision2D::get_collider_velocity() const { return result.collider_velocity; } void KinematicCollision2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position); ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal); ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel); ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder); ClassDB::bind_method(D_METHOD("get_angle", "up_direction"), &KinematicCollision2D::get_angle, DEFVAL(Vector2(0.0, -1.0))); ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision2D::get_depth); ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape); ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider); ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id); ClassDB::bind_method(D_METHOD("get_collider_rid"), &KinematicCollision2D::get_collider_rid); ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision2D::get_collider_shape); ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index); ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity); }