virtualx-engine/scene/2d/physics_body_2d.h

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C++

/*************************************************************************/
/* physics_body_2d.h */
/*************************************************************************/
/* 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 */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef PHYSICS_BODY_2D_H
#define PHYSICS_BODY_2D_H
#include "core/templates/vset.h"
#include "scene/2d/collision_object_2d.h"
#include "scene/resources/physics_material.h"
#include "servers/physics_server_2d.h"
class KinematicCollision2D;
class PhysicsBody2D : public CollisionObject2D {
GDCLASS(PhysicsBody2D, CollisionObject2D);
protected:
static void _bind_methods();
PhysicsBody2D(PhysicsServer2D::BodyMode p_mode);
Ref<KinematicCollision2D> motion_cache;
Ref<KinematicCollision2D> _move(const Vector2 &p_distance, bool p_test_only = false, real_t p_margin = 0.08, bool p_recovery_as_collision = false);
public:
bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
bool test_move(const Transform2D &p_from, const Vector2 &p_distance, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08, bool p_recovery_as_collision = false);
TypedArray<PhysicsBody2D> get_collision_exceptions();
void add_collision_exception_with(Node *p_node); //must be physicsbody
void remove_collision_exception_with(Node *p_node);
virtual ~PhysicsBody2D();
};
class StaticBody2D : public PhysicsBody2D {
GDCLASS(StaticBody2D, PhysicsBody2D);
private:
Vector2 constant_linear_velocity;
real_t constant_angular_velocity = 0.0;
Ref<PhysicsMaterial> physics_material_override;
protected:
static void _bind_methods();
public:
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(PhysicsServer2D::BodyMode p_mode = PhysicsServer2D::BODY_MODE_STATIC);
private:
void _reload_physics_characteristics();
};
class AnimatableBody2D : public StaticBody2D {
GDCLASS(AnimatableBody2D, StaticBody2D);
private:
bool sync_to_physics = true;
Transform2D last_valid_transform;
static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state);
void _body_state_changed(PhysicsDirectBodyState2D *p_state);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
AnimatableBody2D();
private:
void _update_kinematic_motion();
void set_sync_to_physics(bool p_enable);
bool is_sync_to_physics_enabled() const;
};
class RigidBody2D : public PhysicsBody2D {
GDCLASS(RigidBody2D, PhysicsBody2D);
public:
enum FreezeMode {
FREEZE_MODE_STATIC,
FREEZE_MODE_KINEMATIC,
};
enum CenterOfMassMode {
CENTER_OF_MASS_MODE_AUTO,
CENTER_OF_MASS_MODE_CUSTOM,
};
enum DampMode {
DAMP_MODE_COMBINE,
DAMP_MODE_REPLACE,
};
enum CCDMode {
CCD_MODE_DISABLED,
CCD_MODE_CAST_RAY,
CCD_MODE_CAST_SHAPE,
};
private:
bool can_sleep = true;
bool lock_rotation = false;
bool freeze = false;
FreezeMode freeze_mode = FREEZE_MODE_STATIC;
real_t mass = 1.0;
real_t inertia = 0.0;
CenterOfMassMode center_of_mass_mode = CENTER_OF_MASS_MODE_AUTO;
Vector2 center_of_mass;
Ref<PhysicsMaterial> physics_material_override;
real_t gravity_scale = 1.0;
DampMode linear_damp_mode = DAMP_MODE_COMBINE;
DampMode angular_damp_mode = DAMP_MODE_COMBINE;
real_t linear_damp = 0.0;
real_t angular_damp = 0.0;
Vector2 linear_velocity;
real_t angular_velocity = 0.0;
bool sleeping = false;
int max_contacts_reported = 0;
bool custom_integrator = false;
CCDMode ccd_mode = CCD_MODE_DISABLED;
struct ShapePair {
int body_shape = 0;
int local_shape = 0;
bool tagged = false;
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;
//int rc;
bool in_scene = false;
VSet<ShapePair> shapes;
};
struct ContactMonitor {
bool locked = false;
HashMap<ObjectID, BodyState> body_map;
};
ContactMonitor *contact_monitor = nullptr;
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);
static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state);
void _body_state_changed(PhysicsDirectBodyState2D *p_state);
protected:
void _notification(int p_what);
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState2D *)
void _apply_body_mode();
public:
void set_lock_rotation_enabled(bool p_lock_rotation);
bool is_lock_rotation_enabled() const;
void set_freeze_enabled(bool p_freeze);
bool is_freeze_enabled() const;
void set_freeze_mode(FreezeMode p_freeze_mode);
FreezeMode get_freeze_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_center_of_mass_mode(CenterOfMassMode p_mode);
CenterOfMassMode get_center_of_mass_mode() const;
void set_center_of_mass(const Vector2 &p_center_of_mass);
const Vector2 &get_center_of_mass() const;
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_mode(DampMode p_mode);
DampMode get_linear_damp_mode() const;
void set_angular_damp_mode(DampMode p_mode);
DampMode get_angular_damp_mode() 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;
int get_contact_count() 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_impulse, const Vector2 &p_position = Vector2());
void apply_torque_impulse(real_t p_torque);
void apply_central_force(const Vector2 &p_force);
void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
void apply_torque(real_t p_torque);
void add_constant_central_force(const Vector2 &p_force);
void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
void add_constant_torque(real_t p_torque);
void set_constant_force(const Vector2 &p_force);
Vector2 get_constant_force() const;
void set_constant_torque(real_t p_torque);
real_t get_constant_torque() const;
TypedArray<Node2D> get_colliding_bodies() const; //function for script
virtual PackedStringArray get_configuration_warnings() const override;
RigidBody2D();
~RigidBody2D();
private:
void _reload_physics_characteristics();
};
VARIANT_ENUM_CAST(RigidBody2D::FreezeMode);
VARIANT_ENUM_CAST(RigidBody2D::CenterOfMassMode);
VARIANT_ENUM_CAST(RigidBody2D::DampMode);
VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
class CharacterBody2D : public PhysicsBody2D {
GDCLASS(CharacterBody2D, PhysicsBody2D);
public:
enum MotionMode {
MOTION_MODE_GROUNDED,
MOTION_MODE_FLOATING,
};
enum PlatformOnLeave {
PLATFORM_ON_LEAVE_ADD_VELOCITY,
PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY,
PLATFORM_ON_LEAVE_DO_NOTHING,
};
bool move_and_slide();
const Vector2 &get_velocity() const;
void set_velocity(const Vector2 &p_velocity);
bool is_on_floor() const;
bool is_on_floor_only() const;
bool is_on_wall() const;
bool is_on_wall_only() const;
bool is_on_ceiling() const;
bool is_on_ceiling_only() const;
const Vector2 &get_last_motion() const;
Vector2 get_position_delta() const;
const Vector2 &get_floor_normal() const;
const Vector2 &get_wall_normal() const;
const Vector2 &get_real_velocity() const;
real_t get_floor_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
const Vector2 &get_platform_velocity() const;
int get_slide_collision_count() const;
PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const;
CharacterBody2D();
~CharacterBody2D();
private:
real_t margin = 0.08;
MotionMode motion_mode = MOTION_MODE_GROUNDED;
PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY;
bool floor_constant_speed = false;
bool floor_stop_on_slope = true;
bool floor_block_on_wall = true;
bool slide_on_ceiling = true;
int max_slides = 4;
int platform_layer = 0;
real_t floor_max_angle = Math::deg_to_rad((real_t)45.0);
real_t floor_snap_length = 1;
real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0);
Vector2 up_direction = Vector2(0.0, -1.0);
uint32_t platform_floor_layers = UINT32_MAX;
uint32_t platform_wall_layers = 0;
Vector2 velocity;
Vector2 floor_normal;
Vector2 platform_velocity;
Vector2 wall_normal;
Vector2 last_motion;
Vector2 previous_position;
Vector2 real_velocity;
RID platform_rid;
ObjectID platform_object_id;
bool on_floor = false;
bool on_ceiling = false;
bool on_wall = false;
Vector<PhysicsServer2D::MotionResult> motion_results;
Vector<Ref<KinematicCollision2D>> slide_colliders;
void set_safe_margin(real_t p_margin);
real_t get_safe_margin() const;
bool is_floor_stop_on_slope_enabled() const;
void set_floor_stop_on_slope_enabled(bool p_enabled);
bool is_floor_constant_speed_enabled() const;
void set_floor_constant_speed_enabled(bool p_enabled);
bool is_floor_block_on_wall_enabled() const;
void set_floor_block_on_wall_enabled(bool p_enabled);
bool is_slide_on_ceiling_enabled() const;
void set_slide_on_ceiling_enabled(bool p_enabled);
int get_max_slides() const;
void set_max_slides(int p_max_slides);
real_t get_floor_max_angle() const;
void set_floor_max_angle(real_t p_radians);
real_t get_floor_snap_length();
void set_floor_snap_length(real_t p_floor_snap_length);
real_t get_wall_min_slide_angle() const;
void set_wall_min_slide_angle(real_t p_radians);
uint32_t get_platform_floor_layers() const;
void set_platform_floor_layers(const uint32_t p_exclude_layer);
uint32_t get_platform_wall_layers() const;
void set_platform_wall_layers(const uint32_t p_exclude_layer);
void set_motion_mode(MotionMode p_mode);
MotionMode get_motion_mode() const;
void set_platform_on_leave(PlatformOnLeave p_on_leave_velocity);
PlatformOnLeave get_platform_on_leave() const;
void _move_and_slide_floating(double p_delta);
void _move_and_slide_grounded(double p_delta, bool p_was_on_floor);
Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
Ref<KinematicCollision2D> _get_last_slide_collision();
const Vector2 &get_up_direction() const;
bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up);
void set_up_direction(const Vector2 &p_up_direction);
void _set_collision_direction(const PhysicsServer2D::MotionResult &p_result);
void _set_platform_data(const PhysicsServer2D::MotionResult &p_result);
void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor = false);
protected:
void _notification(int p_what);
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
};
VARIANT_ENUM_CAST(CharacterBody2D::MotionMode);
VARIANT_ENUM_CAST(CharacterBody2D::PlatformOnLeave);
class KinematicCollision2D : public RefCounted {
GDCLASS(KinematicCollision2D, RefCounted);
PhysicsBody2D *owner = nullptr;
friend class PhysicsBody2D;
friend class CharacterBody2D;
PhysicsServer2D::MotionResult result;
protected:
static void _bind_methods();
public:
Vector2 get_position() const;
Vector2 get_normal() const;
Vector2 get_travel() const;
Vector2 get_remainder() const;
real_t get_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
real_t get_depth() 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;
};
#endif // PHYSICS_BODY_2D_H