virtualx-engine/scene/2d/physics_body_2d.h
PouleyKetchoupp 2fbb6fff4e Fix move_and_collide causing sliding on slopes
Make sure the direction of the motion is preserved, unless the depth is
higher than the margin, which means the body needs depenetration in any
direction.

Also changed move_and_slide to avoid sliding on the first motion, in
order to avoid issues with unstable position on ground when jumping.

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-07-19 08:09:16 -07:00

368 lines
11 KiB
C++

/*************************************************************************/
/* physics_body_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
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/*************************************************************************/
#ifndef PHYSICS_BODY_2D_H
#define PHYSICS_BODY_2D_H
#include "core/vset.h"
#include "scene/2d/collision_object_2d.h"
#include "scene/resources/physics_material.h"
#include "servers/physics_2d_server.h"
class KinematicCollision2D;
class PhysicsBody2D : public CollisionObject2D {
GDCLASS(PhysicsBody2D, CollisionObject2D);
void _set_layers(uint32_t p_mask);
uint32_t _get_layers() const;
protected:
void _notification(int p_what);
PhysicsBody2D(Physics2DServer::BodyMode p_mode);
static void _bind_methods();
public:
Array get_collision_exceptions();
void add_collision_exception_with(Node *p_node); //must be physicsbody
void remove_collision_exception_with(Node *p_node);
PhysicsBody2D();
};
class StaticBody2D : public PhysicsBody2D {
GDCLASS(StaticBody2D, PhysicsBody2D);
Vector2 constant_linear_velocity;
real_t constant_angular_velocity;
Ref<PhysicsMaterial> physics_material_override;
protected:
static void _bind_methods();
public:
#ifndef DISABLE_DEPRECATED
void set_friction(real_t p_friction);
real_t get_friction() const;
void set_bounce(real_t p_bounce);
real_t get_bounce() const;
#endif
void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
Ref<PhysicsMaterial> get_physics_material_override() const;
void set_constant_linear_velocity(const Vector2 &p_vel);
void set_constant_angular_velocity(real_t p_vel);
Vector2 get_constant_linear_velocity() const;
real_t get_constant_angular_velocity() const;
StaticBody2D();
~StaticBody2D();
private:
void _reload_physics_characteristics();
};
class RigidBody2D : public PhysicsBody2D {
GDCLASS(RigidBody2D, PhysicsBody2D);
public:
enum Mode {
MODE_RIGID,
MODE_STATIC,
MODE_CHARACTER,
MODE_KINEMATIC,
};
enum CCDMode {
CCD_MODE_DISABLED,
CCD_MODE_CAST_RAY,
CCD_MODE_CAST_SHAPE,
};
private:
bool can_sleep;
Physics2DDirectBodyState *state;
Mode mode;
real_t mass;
Ref<PhysicsMaterial> physics_material_override;
real_t gravity_scale;
real_t linear_damp;
real_t angular_damp;
Vector2 linear_velocity;
real_t angular_velocity;
bool sleeping;
int max_contacts_reported;
bool custom_integrator;
CCDMode ccd_mode;
struct ShapePair {
int body_shape;
int local_shape;
bool tagged;
bool operator<(const ShapePair &p_sp) const {
if (body_shape == p_sp.body_shape) {
return local_shape < p_sp.local_shape;
}
return body_shape < p_sp.body_shape;
}
ShapePair() {}
ShapePair(int p_bs, int p_ls) {
body_shape = p_bs;
local_shape = p_ls;
}
};
struct RigidBody2D_RemoveAction {
RID rid;
ObjectID body_id;
ShapePair pair;
};
struct BodyState {
RID rid;
bool in_scene;
VSet<ShapePair> shapes;
};
struct ContactMonitor {
bool locked;
Map<ObjectID, BodyState> body_map;
};
ContactMonitor *contact_monitor;
void _body_enter_tree(ObjectID p_id);
void _body_exit_tree(ObjectID p_id);
void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape);
void _direct_state_changed(Object *p_state);
bool _test_motion(const Vector2 &p_motion, bool p_infinite_inertia = true, float p_margin = 0.08, const Ref<Physics2DTestMotionResult> &p_result = Ref<Physics2DTestMotionResult>());
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_mode(Mode p_mode);
Mode get_mode() const;
void set_mass(real_t p_mass);
real_t get_mass() const;
void set_inertia(real_t p_inertia);
real_t get_inertia() const;
void set_weight(real_t p_weight);
real_t get_weight() const;
#ifndef DISABLE_DEPRECATED
void set_friction(real_t p_friction);
real_t get_friction() const;
void set_bounce(real_t p_bounce);
real_t get_bounce() const;
#endif
void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
Ref<PhysicsMaterial> get_physics_material_override() const;
void set_gravity_scale(real_t p_gravity_scale);
real_t get_gravity_scale() const;
void set_linear_damp(real_t p_linear_damp);
real_t get_linear_damp() const;
void set_angular_damp(real_t p_angular_damp);
real_t get_angular_damp() const;
void set_linear_velocity(const Vector2 &p_velocity);
Vector2 get_linear_velocity() const;
void set_axis_velocity(const Vector2 &p_axis);
void set_angular_velocity(real_t p_velocity);
real_t get_angular_velocity() const;
void set_use_custom_integrator(bool p_enable);
bool is_using_custom_integrator();
void set_sleeping(bool p_sleeping);
bool is_sleeping() const;
void set_can_sleep(bool p_active);
bool is_able_to_sleep() const;
void set_contact_monitor(bool p_enabled);
bool is_contact_monitor_enabled() const;
void set_max_contacts_reported(int p_amount);
int get_max_contacts_reported() const;
void set_continuous_collision_detection_mode(CCDMode p_mode);
CCDMode get_continuous_collision_detection_mode() const;
void apply_central_impulse(const Vector2 &p_impulse);
void apply_impulse(const Vector2 &p_offset, const Vector2 &p_impulse);
void apply_torque_impulse(float p_torque);
void set_applied_force(const Vector2 &p_force);
Vector2 get_applied_force() const;
void set_applied_torque(const float p_torque);
float get_applied_torque() const;
void add_central_force(const Vector2 &p_force);
void add_force(const Vector2 &p_offset, const Vector2 &p_force);
void add_torque(float p_torque);
Array get_colliding_bodies() const; //function for script
virtual String get_configuration_warning() const;
RigidBody2D();
~RigidBody2D();
private:
void _reload_physics_characteristics();
};
VARIANT_ENUM_CAST(RigidBody2D::Mode);
VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
class KinematicBody2D : public PhysicsBody2D {
GDCLASS(KinematicBody2D, PhysicsBody2D);
public:
struct Collision {
Vector2 collision;
Vector2 normal;
Vector2 collider_vel;
ObjectID collider;
RID collider_rid;
int collider_shape;
Variant collider_metadata;
Vector2 remainder;
Vector2 travel;
int local_shape;
};
private:
float margin;
Vector2 floor_normal;
Vector2 floor_velocity;
RID on_floor_body;
bool on_floor;
bool on_ceiling;
bool on_wall;
bool sync_to_physics;
Vector<Collision> colliders;
Vector<Ref<KinematicCollision2D>> slide_colliders;
Ref<KinematicCollision2D> motion_cache;
_FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;
Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
Transform2D last_valid_transform;
void _direct_state_changed(Object *p_state);
void _set_collision_direction(const Collision &p_collision, const Vector2 &p_up_direction, float p_floor_max_angle);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false, bool p_cancel_sliding = true, const Set<RID> &p_exclude = Set<RID>());
bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia = true);
bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision);
void set_safe_margin(float p_margin);
float get_safe_margin() const;
Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
bool is_on_floor() const;
bool is_on_wall() const;
bool is_on_ceiling() const;
Vector2 get_floor_normal() const;
Vector2 get_floor_velocity() const;
int get_slide_count() const;
Collision get_slide_collision(int p_bounce) const;
void set_sync_to_physics(bool p_enable);
bool is_sync_to_physics_enabled() const;
KinematicBody2D();
~KinematicBody2D();
};
class KinematicCollision2D : public Reference {
GDCLASS(KinematicCollision2D, Reference);
KinematicBody2D *owner;
friend class KinematicBody2D;
KinematicBody2D::Collision collision;
protected:
static void _bind_methods();
public:
Vector2 get_position() const;
Vector2 get_normal() const;
Vector2 get_travel() const;
Vector2 get_remainder() const;
Object *get_local_shape() const;
Object *get_collider() const;
ObjectID get_collider_id() const;
RID get_collider_rid() const;
Object *get_collider_shape() const;
int get_collider_shape_index() const;
Vector2 get_collider_velocity() const;
Variant get_collider_metadata() const;
KinematicCollision2D();
};
#endif // PHYSICS_BODY_2D_H