virtualx-engine/scene/2d/physics_body_2d.cpp
PouleyKetchoupp f9710ecb5e
Fix test_move reporting collision when touching another body
Reporting rest collision information is needed for move_and_collide and
move_and_slide so floor detection can be done properly, but in the case
of just testing the motion for collision, it makes sense to return false
if the body is able to move all along the path without being stopped.

Updated the logic in test_move and clarified the documentation for
test_move and move_and_collide.

(cherry picked from commit 1560c8b5aa)
2021-11-15 22:33:16 +01:00

1574 lines
61 KiB
C++

/*************************************************************************/
/* physics_body_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* included in all copies or substantial portions of the Software. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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#include "physics_body_2d.h"
#include "core/core_string_names.h"
#include "core/engine.h"
#include "core/list.h"
#include "core/math/math_funcs.h"
#include "core/method_bind_ext.gen.inc"
#include "core/object.h"
#include "core/rid.h"
#include "scene/scene_string_names.h"
void PhysicsBody2D::_notification(int p_what) {
}
void PhysicsBody2D::_set_layers(uint32_t p_mask) {
set_collision_layer(p_mask);
set_collision_mask(p_mask);
}
uint32_t PhysicsBody2D::_get_layers() const {
return get_collision_layer();
}
void PhysicsBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_set_layers", "mask"), &PhysicsBody2D::_set_layers);
ClassDB::bind_method(D_METHOD("_get_layers"), &PhysicsBody2D::_get_layers);
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);
ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_2D_PHYSICS, "", 0), "_set_layers", "_get_layers"); //for backwards compat
}
PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode) :
CollisionObject2D(Physics2DServer::get_singleton()->body_create(), false) {
Physics2DServer::get_singleton()->body_set_mode(get_rid(), p_mode);
set_pickable(false);
}
Array PhysicsBody2D::get_collision_exceptions() {
List<RID> exceptions;
Physics2DServer::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions);
Array ret;
for (List<RID>::Element *E = exceptions.front(); E; E = E->next()) {
RID body = E->get();
ObjectID instance_id = Physics2DServer::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 PhysicsBody type.");
Physics2DServer::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 PhysicsBody type.");
Physics2DServer::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;
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
}
void StaticBody2D::set_constant_angular_velocity(real_t p_vel) {
constant_angular_velocity = p_vel;
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
}
Vector2 StaticBody2D::get_constant_linear_velocity() const {
return constant_linear_velocity;
}
real_t StaticBody2D::get_constant_angular_velocity() const {
return constant_angular_velocity;
}
#ifndef DISABLE_DEPRECATED
void StaticBody2D::set_friction(real_t p_friction) {
if (p_friction == 1.0 && physics_material_override.is_null()) { // default value, don't create an override for that
return;
}
WARN_DEPRECATED_MSG("The method set_friction has been deprecated and will be removed in the future, use physics material instead.");
ERR_FAIL_COND_MSG(p_friction < 0 || p_friction > 1, "Friction must be between 0 and 1.");
if (physics_material_override.is_null()) {
physics_material_override.instance();
set_physics_material_override(physics_material_override);
}
physics_material_override->set_friction(p_friction);
}
real_t StaticBody2D::get_friction() const {
WARN_DEPRECATED_MSG("The method get_friction has been deprecated and will be removed in the future, use physics material instead.");
if (physics_material_override.is_null()) {
return 1;
}
return physics_material_override->get_friction();
}
void StaticBody2D::set_bounce(real_t p_bounce) {
if (p_bounce == 0.0 && physics_material_override.is_null()) { // default value, don't create an override for that
return;
}
WARN_DEPRECATED_MSG("The method set_bounce has been deprecated and will be removed in the future, use physics material instead.");
ERR_FAIL_COND_MSG(p_bounce < 0 || p_bounce > 1, "Bounce must be between 0 and 1.");
if (physics_material_override.is_null()) {
physics_material_override.instance();
set_physics_material_override(physics_material_override);
}
physics_material_override->set_bounce(p_bounce);
}
real_t StaticBody2D::get_bounce() const {
WARN_DEPRECATED_MSG("The method get_bounce has been deprecated and will be removed in the future, use physics material instead.");
if (physics_material_override.is_null()) {
return 0;
}
return physics_material_override->get_bounce();
}
#endif // DISABLE_DEPRECATED
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, this, "_reload_physics_characteristics")) {
physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics");
}
}
physics_material_override = p_physics_material_override;
if (physics_material_override.is_valid()) {
physics_material_override->connect(CoreStringNames::get_singleton()->changed, this, "_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);
#ifndef DISABLE_DEPRECATED
ClassDB::bind_method(D_METHOD("set_friction", "friction"), &StaticBody2D::set_friction);
ClassDB::bind_method(D_METHOD("get_friction"), &StaticBody2D::get_friction);
ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &StaticBody2D::set_bounce);
ClassDB::bind_method(D_METHOD("get_bounce"), &StaticBody2D::get_bounce);
#endif // DISABLE_DEPRECATED
ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody2D::set_physics_material_override);
ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody2D::get_physics_material_override);
ClassDB::bind_method(D_METHOD("_reload_physics_characteristics"), &StaticBody2D::_reload_physics_characteristics);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
#ifndef DISABLE_DEPRECATED
ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_friction", "get_friction");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_bounce", "get_bounce");
#endif // DISABLE_DEPRECATED
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
}
StaticBody2D::StaticBody2D() :
PhysicsBody2D(Physics2DServer::BODY_MODE_STATIC) {
constant_angular_velocity = 0;
}
StaticBody2D::~StaticBody2D() {
}
void StaticBody2D::_reload_physics_characteristics() {
if (physics_material_override.is_null()) {
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, 0);
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, 1);
} else {
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
}
}
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);
Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(E->get().in_scene);
contact_monitor->locked = true;
E->get().in_scene = true;
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
}
contact_monitor->locked = false;
}
void RigidBody2D::_body_exit_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!node);
ERR_FAIL_COND(!contact_monitor);
Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(!E->get().in_scene);
E->get().in_scene = false;
contact_monitor->locked = true;
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
}
contact_monitor->locked = false;
}
void RigidBody2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
bool body_in = p_status == 1;
ObjectID objid = p_instance;
Object *obj = ObjectDB::get_instance(objid);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!contact_monitor);
Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(objid);
ERR_FAIL_COND(!body_in && !E);
if (body_in) {
if (!E) {
E = contact_monitor->body_map.insert(objid, BodyState());
E->get().rid = p_body;
//E->get().rc=0;
E->get().in_scene = node && node->is_inside_tree();
if (node) {
node->connect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree, make_binds(objid));
node->connect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree, make_binds(objid));
if (E->get().in_scene) {
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
}
}
//E->get().rc++;
}
if (node) {
E->get().shapes.insert(ShapePair(p_body_shape, p_local_shape));
}
if (E->get().in_scene) {
emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_local_shape);
}
} else {
//E->get().rc--;
if (node) {
E->get().shapes.erase(ShapePair(p_body_shape, p_local_shape));
}
bool in_scene = E->get().in_scene;
if (E->get().shapes.empty()) {
if (node) {
node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree);
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree);
if (in_scene) {
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
}
}
contact_monitor->body_map.erase(E);
}
if (node && in_scene) {
emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, node, p_body_shape, p_local_shape);
}
}
}
struct _RigidBody2DInOut {
RID rid;
ObjectID id;
int shape;
int local_shape;
};
bool RigidBody2D::_test_motion(const Vector2 &p_motion, bool p_infinite_inertia, float p_margin, const Ref<Physics2DTestMotionResult> &p_result) {
Physics2DServer::MotionResult *r = nullptr;
Physics2DServer::MotionResult temp_result;
if (p_result.is_valid()) {
r = p_result->get_result_ptr();
} else {
r = &temp_result;
}
bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), get_global_transform(), p_motion, p_infinite_inertia, p_margin, r);
if (colliding) {
// Don't report collision when the whole motion is done.
return (r->collision_safe_fraction < 1.0);
} else {
return false;
}
}
void RigidBody2D::_direct_state_changed(Object *p_state) {
state = Object::cast_to<Physics2DDirectBodyState>(p_state);
ERR_FAIL_COND_MSG(!state, "Method '_direct_state_changed' must receive a valid Physics2DDirectBodyState object as argument");
set_block_transform_notify(true); // don't want notify (would feedback loop)
if (mode != MODE_KINEMATIC) {
set_global_transform(state->get_transform());
}
linear_velocity = state->get_linear_velocity();
angular_velocity = state->get_angular_velocity();
if (sleeping != state->is_sleeping()) {
sleeping = state->is_sleeping();
emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
}
if (get_script_instance()) {
get_script_instance()->call("_integrate_forces", state);
}
set_block_transform_notify(false); // want it back
if (contact_monitor) {
contact_monitor->locked = true;
//untag all
int rc = 0;
for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
for (int i = 0; i < E->get().shapes.size(); i++) {
E->get().shapes[i].tagged = false;
rc++;
}
}
_RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(state->get_contact_count() * sizeof(_RigidBody2DInOut));
int toadd_count = 0; //state->get_contact_count();
RigidBody2D_RemoveAction *toremove = (RigidBody2D_RemoveAction *)alloca(rc * sizeof(RigidBody2D_RemoveAction));
int toremove_count = 0;
//put the ones to add
for (int i = 0; i < state->get_contact_count(); i++) {
RID rid = state->get_contact_collider(i);
ObjectID obj = state->get_contact_collider_id(i);
int local_shape = state->get_contact_local_shape(i);
int shape = state->get_contact_collider_shape(i);
//bool found=false;
Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(obj);
if (!E) {
toadd[toadd_count].rid = rid;
toadd[toadd_count].local_shape = local_shape;
toadd[toadd_count].id = obj;
toadd[toadd_count].shape = shape;
toadd_count++;
continue;
}
ShapePair sp(shape, local_shape);
int idx = E->get().shapes.find(sp);
if (idx == -1) {
toadd[toadd_count].rid = rid;
toadd[toadd_count].local_shape = local_shape;
toadd[toadd_count].id = obj;
toadd[toadd_count].shape = shape;
toadd_count++;
continue;
}
E->get().shapes[idx].tagged = true;
}
//put the ones to remove
for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
for (int i = 0; i < E->get().shapes.size(); i++) {
if (!E->get().shapes[i].tagged) {
toremove[toremove_count].rid = E->get().rid;
toremove[toremove_count].body_id = E->key();
toremove[toremove_count].pair = E->get().shapes[i];
toremove_count++;
}
}
}
//process remotions
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 aditions
for (int i = 0; i < toadd_count; i++) {
_body_inout(1, toadd[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
}
contact_monitor->locked = false;
}
state = nullptr;
}
void RigidBody2D::set_mode(Mode p_mode) {
mode = p_mode;
switch (p_mode) {
case MODE_RIGID: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_RIGID);
} break;
case MODE_STATIC: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_STATIC);
} break;
case MODE_KINEMATIC: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_KINEMATIC);
} break;
case MODE_CHARACTER: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_CHARACTER);
} break;
}
}
RigidBody2D::Mode RigidBody2D::get_mode() const {
return mode;
}
void RigidBody2D::set_mass(real_t p_mass) {
ERR_FAIL_COND(p_mass <= 0);
mass = p_mass;
_change_notify("mass");
_change_notify("weight");
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_MASS, mass);
}
real_t RigidBody2D::get_mass() const {
return mass;
}
void RigidBody2D::set_inertia(real_t p_inertia) {
ERR_FAIL_COND(p_inertia < 0);
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_INERTIA, p_inertia);
}
real_t RigidBody2D::get_inertia() const {
return Physics2DServer::get_singleton()->body_get_param(get_rid(), Physics2DServer::BODY_PARAM_INERTIA);
}
void RigidBody2D::set_weight(real_t p_weight) {
set_mass(p_weight / (real_t(GLOBAL_DEF("physics/2d/default_gravity", 98)) / 10));
}
real_t RigidBody2D::get_weight() const {
return mass * (real_t(GLOBAL_DEF("physics/2d/default_gravity", 98)) / 10);
}
#ifndef DISABLE_DEPRECATED
void RigidBody2D::set_friction(real_t p_friction) {
if (p_friction == 1.0 && physics_material_override.is_null()) { // default value, don't create an override for that
return;
}
WARN_DEPRECATED_MSG("The method set_friction has been deprecated and will be removed in the future, use physics material instead.");
ERR_FAIL_COND_MSG(p_friction < 0 || p_friction > 1, "Friction must be between 0 and 1.");
if (physics_material_override.is_null()) {
physics_material_override.instance();
set_physics_material_override(physics_material_override);
}
physics_material_override->set_friction(p_friction);
}
real_t RigidBody2D::get_friction() const {
WARN_DEPRECATED_MSG("The method get_friction has been deprecated and will be removed in the future, use physics material instead.");
if (physics_material_override.is_null()) {
return 1;
}
return physics_material_override->get_friction();
}
void RigidBody2D::set_bounce(real_t p_bounce) {
if (p_bounce == 0.0 && physics_material_override.is_null()) { // default value, don't create an override for that
return;
}
WARN_DEPRECATED_MSG("The method set_bounce has been deprecated and will be removed in the future, use physics material instead.");
ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1);
if (physics_material_override.is_null()) {
physics_material_override.instance();
set_physics_material_override(physics_material_override);
}
physics_material_override->set_bounce(p_bounce);
}
real_t RigidBody2D::get_bounce() const {
WARN_DEPRECATED_MSG("The method get_bounce has been deprecated and will be removed in the future, use physics material instead.");
if (physics_material_override.is_null()) {
return 0;
}
return physics_material_override->get_bounce();
}
#endif // DISABLE_DEPRECATED
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, this, "_reload_physics_characteristics")) {
physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics");
}
}
physics_material_override = p_physics_material_override;
if (physics_material_override.is_valid()) {
physics_material_override->connect(CoreStringNames::get_singleton()->changed, this, "_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;
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
}
real_t RigidBody2D::get_gravity_scale() const {
return gravity_scale;
}
void RigidBody2D::set_linear_damp(real_t p_linear_damp) {
ERR_FAIL_COND(p_linear_damp < -1);
linear_damp = p_linear_damp;
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::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;
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_ANGULAR_DAMP, angular_damp);
}
real_t RigidBody2D::get_angular_damp() const {
return angular_damp;
}
void RigidBody2D::set_axis_velocity(const Vector2 &p_axis) {
Vector2 v = state ? state->get_linear_velocity() : linear_velocity;
Vector2 axis = p_axis.normalized();
v -= axis * axis.dot(v);
v += p_axis;
if (state) {
set_linear_velocity(v);
} else {
Physics2DServer::get_singleton()->body_set_axis_velocity(get_rid(), p_axis);
linear_velocity = v;
}
}
void RigidBody2D::set_linear_velocity(const Vector2 &p_velocity) {
linear_velocity = p_velocity;
if (state) {
state->set_linear_velocity(linear_velocity);
} else {
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
}
Vector2 RigidBody2D::get_linear_velocity() const {
return linear_velocity;
}
void RigidBody2D::set_angular_velocity(real_t p_velocity) {
angular_velocity = p_velocity;
if (state) {
state->set_angular_velocity(angular_velocity);
} else {
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
}
}
real_t RigidBody2D::get_angular_velocity() const {
return angular_velocity;
}
void RigidBody2D::set_use_custom_integrator(bool p_enable) {
if (custom_integrator == p_enable) {
return;
}
custom_integrator = p_enable;
Physics2DServer::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
}
bool RigidBody2D::is_using_custom_integrator() {
return custom_integrator;
}
void RigidBody2D::set_sleeping(bool p_sleeping) {
sleeping = p_sleeping;
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_SLEEPING, sleeping);
}
void RigidBody2D::set_can_sleep(bool p_active) {
can_sleep = p_active;
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_CAN_SLEEP, p_active);
}
bool RigidBody2D::is_able_to_sleep() const {
return can_sleep;
}
bool RigidBody2D::is_sleeping() const {
return sleeping;
}
void RigidBody2D::set_max_contacts_reported(int p_amount) {
max_contacts_reported = p_amount;
Physics2DServer::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
}
int RigidBody2D::get_max_contacts_reported() const {
return max_contacts_reported;
}
void RigidBody2D::apply_central_impulse(const Vector2 &p_impulse) {
Physics2DServer::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
}
void RigidBody2D::apply_impulse(const Vector2 &p_offset, const Vector2 &p_impulse) {
Physics2DServer::get_singleton()->body_apply_impulse(get_rid(), p_offset, p_impulse);
}
void RigidBody2D::apply_torque_impulse(float p_torque) {
Physics2DServer::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque);
}
void RigidBody2D::set_applied_force(const Vector2 &p_force) {
Physics2DServer::get_singleton()->body_set_applied_force(get_rid(), p_force);
};
Vector2 RigidBody2D::get_applied_force() const {
return Physics2DServer::get_singleton()->body_get_applied_force(get_rid());
};
void RigidBody2D::set_applied_torque(const float p_torque) {
Physics2DServer::get_singleton()->body_set_applied_torque(get_rid(), p_torque);
};
float RigidBody2D::get_applied_torque() const {
return Physics2DServer::get_singleton()->body_get_applied_torque(get_rid());
};
void RigidBody2D::add_central_force(const Vector2 &p_force) {
Physics2DServer::get_singleton()->body_add_central_force(get_rid(), p_force);
}
void RigidBody2D::add_force(const Vector2 &p_offset, const Vector2 &p_force) {
Physics2DServer::get_singleton()->body_add_force(get_rid(), p_offset, p_force);
}
void RigidBody2D::add_torque(const float p_torque) {
Physics2DServer::get_singleton()->body_add_torque(get_rid(), p_torque);
}
void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
ccd_mode = p_mode;
Physics2DServer::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(), Physics2DServer::CCDMode(p_mode));
}
RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const {
return ccd_mode;
}
Array RigidBody2D::get_colliding_bodies() const {
ERR_FAIL_COND_V(!contact_monitor, Array());
Array ret;
ret.resize(contact_monitor->body_map.size());
int idx = 0;
for (const Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
Object *obj = ObjectDB::get_instance(E->key());
if (!obj) {
ret.resize(ret.size() - 1); //ops
} else {
ret[idx++] = obj;
}
}
return ret;
}
void RigidBody2D::set_contact_monitor(bool p_enabled) {
if (p_enabled == is_contact_monitor_enabled()) {
return;
}
if (!p_enabled) {
ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead.");
for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
//clean up mess
Object *obj = ObjectDB::get_instance(E->key());
Node *node = Object::cast_to<Node>(obj);
if (node) {
node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree);
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_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
if (p_what == NOTIFICATION_ENTER_TREE) {
if (Engine::get_singleton()->is_editor_hint()) {
set_notify_local_transform(true); //used for warnings and only in editor
}
}
if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
if (Engine::get_singleton()->is_editor_hint()) {
update_configuration_warning();
}
}
#endif
}
String RigidBody2D::get_configuration_warning() const {
Transform2D t = get_transform();
String warning = CollisionObject2D::get_configuration_warning();
if ((get_mode() == MODE_RIGID || get_mode() == MODE_CHARACTER) && (ABS(t.elements[0].length() - 1.0) > 0.05 || ABS(t.elements[1].length() - 1.0) > 0.05)) {
if (warning != String()) {
warning += "\n\n";
}
warning += TTR("Size changes to RigidBody2D (in character or rigid modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead.");
}
return warning;
}
void RigidBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mode", "mode"), &RigidBody2D::set_mode);
ClassDB::bind_method(D_METHOD("get_mode"), &RigidBody2D::get_mode);
ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody2D::set_mass);
ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody2D::get_mass);
ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody2D::get_inertia);
ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody2D::set_inertia);
ClassDB::bind_method(D_METHOD("set_weight", "weight"), &RigidBody2D::set_weight);
ClassDB::bind_method(D_METHOD("get_weight"), &RigidBody2D::get_weight);
#ifndef DISABLE_DEPRECATED
ClassDB::bind_method(D_METHOD("set_friction", "friction"), &RigidBody2D::set_friction);
ClassDB::bind_method(D_METHOD("get_friction"), &RigidBody2D::get_friction);
ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &RigidBody2D::set_bounce);
ClassDB::bind_method(D_METHOD("get_bounce"), &RigidBody2D::get_bounce);
#endif // DISABLE_DEPRECATED
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("_reload_physics_characteristics"), &RigidBody2D::_reload_physics_characteristics);
ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody2D::set_gravity_scale);
ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody2D::get_gravity_scale);
ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody2D::set_linear_damp);
ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody2D::get_linear_damp);
ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody2D::set_angular_damp);
ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody2D::get_angular_damp);
ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody2D::set_linear_velocity);
ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody2D::get_linear_velocity);
ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody2D::set_angular_velocity);
ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody2D::get_angular_velocity);
ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody2D::set_max_contacts_reported);
ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody2D::get_max_contacts_reported);
ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody2D::set_use_custom_integrator);
ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody2D::is_using_custom_integrator);
ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody2D::set_contact_monitor);
ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody2D::is_contact_monitor_enabled);
ClassDB::bind_method(D_METHOD("set_continuous_collision_detection_mode", "mode"), &RigidBody2D::set_continuous_collision_detection_mode);
ClassDB::bind_method(D_METHOD("get_continuous_collision_detection_mode"), &RigidBody2D::get_continuous_collision_detection_mode);
ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody2D::set_axis_velocity);
ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody2D::apply_central_impulse);
ClassDB::bind_method(D_METHOD("apply_impulse", "offset", "impulse"), &RigidBody2D::apply_impulse);
ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidBody2D::apply_torque_impulse);
ClassDB::bind_method(D_METHOD("set_applied_force", "force"), &RigidBody2D::set_applied_force);
ClassDB::bind_method(D_METHOD("get_applied_force"), &RigidBody2D::get_applied_force);
ClassDB::bind_method(D_METHOD("set_applied_torque", "torque"), &RigidBody2D::set_applied_torque);
ClassDB::bind_method(D_METHOD("get_applied_torque"), &RigidBody2D::get_applied_torque);
ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidBody2D::add_central_force);
ClassDB::bind_method(D_METHOD("add_force", "offset", "force"), &RigidBody2D::add_force);
ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidBody2D::add_torque);
ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody2D::set_sleeping);
ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody2D::is_sleeping);
ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep);
ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep);
ClassDB::bind_method(D_METHOD("test_motion", "motion", "infinite_inertia", "margin", "result"), &RigidBody2D::_test_motion, DEFVAL(true), DEFVAL(0.08), DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("_direct_state_changed"), &RigidBody2D::_direct_state_changed);
ClassDB::bind_method(D_METHOD("_body_enter_tree"), &RigidBody2D::_body_enter_tree);
ClassDB::bind_method(D_METHOD("_body_exit_tree"), &RigidBody2D::_body_exit_tree);
ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);
BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "Physics2DDirectBodyState")));
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), "set_mode", "get_mode");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_mass", "get_mass");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "inertia", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", 0), "set_inertia", "get_inertia");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "weight", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", PROPERTY_USAGE_EDITOR), "set_weight", "get_weight");
#ifndef DISABLE_DEPRECATED
ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_friction", "get_friction");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_bounce", "get_bounce");
#endif // DISABLE_DEPRECATED
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::REAL, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), "set_gravity_scale", "get_gravity_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator");
ADD_PROPERTY(PropertyInfo(Variant::INT, "continuous_cd", PROPERTY_HINT_ENUM, "Disabled,Cast Ray,Cast Shape"), "set_continuous_collision_detection_mode", "get_continuous_collision_detection_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
ADD_GROUP("Linear", "linear_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "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::REAL, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
ADD_GROUP("Applied Forces", "applied_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "applied_force"), "set_applied_force", "get_applied_force");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "applied_torque"), "set_applied_torque", "get_applied_torque");
ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::_RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_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(MODE_RIGID);
BIND_ENUM_CONSTANT(MODE_STATIC);
BIND_ENUM_CONSTANT(MODE_CHARACTER);
BIND_ENUM_CONSTANT(MODE_KINEMATIC);
BIND_ENUM_CONSTANT(CCD_MODE_DISABLED);
BIND_ENUM_CONSTANT(CCD_MODE_CAST_RAY);
BIND_ENUM_CONSTANT(CCD_MODE_CAST_SHAPE);
}
RigidBody2D::RigidBody2D() :
PhysicsBody2D(Physics2DServer::BODY_MODE_RIGID) {
mode = MODE_RIGID;
mass = 1;
gravity_scale = 1;
linear_damp = -1;
angular_damp = -1;
max_contacts_reported = 0;
state = nullptr;
angular_velocity = 0;
sleeping = false;
ccd_mode = CCD_MODE_DISABLED;
custom_integrator = false;
contact_monitor = nullptr;
can_sleep = true;
Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
}
RigidBody2D::~RigidBody2D() {
if (contact_monitor) {
memdelete(contact_monitor);
}
}
void RigidBody2D::_reload_physics_characteristics() {
if (physics_material_override.is_null()) {
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, 0);
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, 1);
} else {
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
}
}
//////////////////////////
Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
Collision col;
if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, 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->reference_get_count() > 1) {
motion_cache.instance();
motion_cache->owner = this;
}
motion_cache->collision = col;
return motion_cache;
}
return Ref<KinematicCollision2D>();
}
bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision) {
Physics2DServer::SeparationResult sep_res[8]; //max 8 rays
Transform2D gt = get_global_transform();
Vector2 recover;
int hits = Physics2DServer::get_singleton()->body_test_ray_separation(get_rid(), gt, p_infinite_inertia, recover, sep_res, 8, margin);
int deepest = -1;
float deepest_depth;
for (int i = 0; i < hits; i++) {
if (deepest == -1 || sep_res[i].collision_depth > deepest_depth) {
deepest = i;
deepest_depth = sep_res[i].collision_depth;
}
}
gt.elements[2] += recover;
set_global_transform(gt);
if (deepest != -1) {
r_collision.collider = sep_res[deepest].collider_id;
r_collision.collider_rid = sep_res[deepest].collider;
r_collision.collider_metadata = sep_res[deepest].collider_metadata;
r_collision.collider_shape = sep_res[deepest].collider_shape;
r_collision.collider_vel = sep_res[deepest].collider_velocity;
r_collision.collision = sep_res[deepest].collision_point;
r_collision.normal = sep_res[deepest].collision_normal;
r_collision.local_shape = sep_res[deepest].collision_local_shape;
r_collision.travel = recover;
r_collision.remainder = Vector2();
return true;
} else {
return false;
}
}
bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only, bool p_cancel_sliding, const Set<RID> &p_exclude) {
if (sync_to_physics) {
ERR_PRINT("Functions move_and_slide and move_and_collide do not work together with 'sync to physics' option. Please read the documentation.");
}
Transform2D gt = get_global_transform();
Physics2DServer::MotionResult result;
bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, margin, &result, p_exclude_raycast_shapes, p_exclude);
// Restore direction of motion to be along original motion,
// in order to avoid sliding due to recovery,
// but only if collision depth is low enough to avoid tunneling.
if (p_cancel_sliding) {
real_t motion_length = p_motion.length();
real_t precision = 0.001;
if (colliding) {
// Can't just use margin as a threshold because collision depth is calculated on unsafe motion,
// so even in normal resting cases the depth can be a bit more than the margin.
precision += motion_length * (result.collision_unsafe_fraction - result.collision_safe_fraction);
if (result.collision_depth > (real_t)margin + precision) {
p_cancel_sliding = false;
}
}
if (p_cancel_sliding) {
// When motion is null, recovery is the resulting motion.
Vector2 motion_normal;
if (motion_length > CMP_EPSILON) {
motion_normal = p_motion / motion_length;
}
// Check depth of recovery.
real_t projected_length = result.motion.dot(motion_normal);
Vector2 recovery = result.motion - motion_normal * projected_length;
real_t recovery_length = recovery.length();
// Fixes cases where canceling slide causes the motion to go too deep into the ground,
// because we're only taking rest information into account and not general recovery.
if (recovery_length < (real_t)margin + precision) {
// Apply adjustment to motion.
result.motion = motion_normal * projected_length;
result.remainder = p_motion - result.motion;
}
}
}
if (colliding) {
r_collision.collider_metadata = result.collider_metadata;
r_collision.collider_shape = result.collider_shape;
r_collision.collider_vel = result.collider_velocity;
r_collision.collision = result.collision_point;
r_collision.normal = result.collision_normal;
r_collision.collider = result.collider_id;
r_collision.collider_rid = result.collider;
r_collision.travel = result.motion;
r_collision.remainder = result.remainder;
r_collision.local_shape = result.collision_local_shape;
}
if (!p_test_only) {
gt.elements[2] += result.motion;
set_global_transform(gt);
}
return colliding;
}
//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
#define FLOOR_ANGLE_THRESHOLD 0.01
Vector2 KinematicBody2D::_move_and_slide_internal(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
Vector2 body_velocity = p_linear_velocity;
Vector2 body_velocity_normal = body_velocity.normalized();
Vector2 up_direction = p_up_direction.normalized();
bool was_on_floor = on_floor;
// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
float delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
Vector2 current_floor_velocity = floor_velocity;
if (on_floor && on_floor_body.is_valid()) {
//this approach makes sure there is less delay between the actual body velocity and the one we saved
Physics2DDirectBodyState *bs = Physics2DServer::get_singleton()->body_get_direct_state(on_floor_body);
if (bs) {
Transform2D gt = get_global_transform();
Vector2 local_position = gt.elements[2] - bs->get_transform().elements[2];
current_floor_velocity = bs->get_velocity_at_local_position(local_position);
} else {
// Body is removed or destroyed, invalidate floor.
current_floor_velocity = Vector2();
on_floor_body = RID();
}
}
colliders.clear();
on_floor = false;
on_ceiling = false;
on_wall = false;
floor_normal = Vector2();
floor_velocity = Vector2();
if (current_floor_velocity != Vector2() && on_floor_body.is_valid()) {
Collision floor_collision;
Set<RID> exclude;
exclude.insert(on_floor_body);
if (move_and_collide(current_floor_velocity * delta, p_infinite_inertia, floor_collision, true, false, false, exclude)) {
colliders.push_back(floor_collision);
_set_collision_direction(floor_collision, up_direction, p_floor_max_angle);
}
}
on_floor_body = RID();
Vector2 motion = body_velocity * delta;
// No sliding on first attempt to keep floor motion stable when possible,
// when stop on slope is enabled.
bool sliding_enabled = !p_stop_on_slope;
for (int iteration = 0; iteration < p_max_slides; ++iteration) {
Collision collision;
bool found_collision = false;
for (int i = 0; i < 2; ++i) {
bool collided;
if (i == 0) { //collide
collided = move_and_collide(motion, p_infinite_inertia, collision, true, false, !sliding_enabled);
if (!collided) {
motion = Vector2(); //clear because no collision happened and motion completed
}
} else { //separate raycasts (if any)
collided = separate_raycast_shapes(p_infinite_inertia, collision);
if (collided) {
collision.remainder = motion; //keep
collision.travel = Vector2();
}
}
if (collided) {
found_collision = true;
colliders.push_back(collision);
_set_collision_direction(collision, up_direction, p_floor_max_angle);
if (on_floor && p_stop_on_slope) {
if ((body_velocity_normal + up_direction).length() < 0.01) {
Transform2D gt = get_global_transform();
if (collision.travel.length() > margin) {
gt.elements[2] -= collision.travel.slide(up_direction);
} else {
gt.elements[2] -= collision.travel;
}
set_global_transform(gt);
return Vector2();
}
}
if (sliding_enabled || !on_floor) {
motion = collision.remainder.slide(collision.normal);
body_velocity = body_velocity.slide(collision.normal);
} else {
motion = collision.remainder;
}
}
sliding_enabled = true;
}
if (!found_collision || motion == Vector2()) {
break;
}
}
if (was_on_floor && p_snap != Vector2() && !on_floor) {
// Apply snap.
Collision col;
Transform2D gt = get_global_transform();
if (move_and_collide(p_snap, p_infinite_inertia, col, false, true, false)) {
bool apply = true;
if (up_direction != Vector2()) {
if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
on_floor = true;
floor_normal = col.normal;
on_floor_body = col.collider_rid;
floor_velocity = col.collider_vel;
if (p_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 (col.travel.length() > margin) {
col.travel = up_direction * up_direction.dot(col.travel);
} else {
col.travel = Vector2();
}
}
} else {
apply = false;
}
}
if (apply) {
gt.elements[2] += col.travel;
set_global_transform(gt);
}
}
}
if (!on_floor) {
// Add last platform velocity when just left a moving platform.
return body_velocity + current_floor_velocity;
}
return body_velocity;
}
Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
return _move_and_slide_internal(p_linear_velocity, Vector2(), p_up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
}
Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
return _move_and_slide_internal(p_linear_velocity, p_snap, p_up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
}
void KinematicBody2D::_set_collision_direction(const Collision &p_collision, const Vector2 &p_up_direction, float p_floor_max_angle) {
if (p_up_direction == Vector2()) {
//all is a wall
on_wall = true;
} else {
if (Math::acos(p_collision.normal.dot(p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
on_floor = true;
floor_normal = p_collision.normal;
on_floor_body = p_collision.collider_rid;
floor_velocity = p_collision.collider_vel;
} else if (Math::acos(p_collision.normal.dot(-p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
on_ceiling = true;
} else {
on_wall = true;
}
}
}
bool KinematicBody2D::is_on_floor() const {
return on_floor;
}
bool KinematicBody2D::is_on_wall() const {
return on_wall;
}
bool KinematicBody2D::is_on_ceiling() const {
return on_ceiling;
}
Vector2 KinematicBody2D::get_floor_normal() const {
return floor_normal;
}
real_t KinematicBody2D::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));
}
Vector2 KinematicBody2D::get_floor_velocity() const {
return floor_velocity;
}
bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia) {
ERR_FAIL_COND_V(!is_inside_tree(), false);
Physics2DServer::MotionResult result;
bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, margin, &result);
if (colliding) {
// Don't report collision when the whole motion is done.
return (result.collision_safe_fraction < 1.0);
} else {
return false;
}
}
void KinematicBody2D::set_safe_margin(float p_margin) {
margin = p_margin;
}
float KinematicBody2D::get_safe_margin() const {
return margin;
}
int KinematicBody2D::get_slide_count() const {
return colliders.size();
}
KinematicBody2D::Collision KinematicBody2D::get_slide_collision(int p_bounce) const {
ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Collision());
return colliders[p_bounce];
}
Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) {
ERR_FAIL_INDEX_V(p_bounce, colliders.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]->reference_get_count() > 1) {
slide_colliders.write[p_bounce].instance();
slide_colliders.write[p_bounce]->owner = this;
}
slide_colliders.write[p_bounce]->collision = colliders[p_bounce];
return slide_colliders[p_bounce];
}
Ref<KinematicCollision2D> KinematicBody2D::_get_last_slide_collision() {
if (colliders.size() == 0) {
return Ref<KinematicCollision2D>();
}
return _get_slide_collision(colliders.size() - 1);
}
void KinematicBody2D::set_sync_to_physics(bool p_enable) {
if (sync_to_physics == p_enable) {
return;
}
sync_to_physics = p_enable;
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
if (p_enable) {
Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
set_only_update_transform_changes(true);
set_notify_local_transform(true);
} else {
Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), nullptr, "");
set_only_update_transform_changes(false);
set_notify_local_transform(false);
}
}
bool KinematicBody2D::is_sync_to_physics_enabled() const {
return sync_to_physics;
}
void KinematicBody2D::_direct_state_changed(Object *p_state) {
if (!sync_to_physics) {
return;
}
Physics2DDirectBodyState *state = Object::cast_to<Physics2DDirectBodyState>(p_state);
ERR_FAIL_COND_MSG(!state, "Method '_direct_state_changed' must receive a valid Physics2DDirectBodyState object as argument");
last_valid_transform = state->get_transform();
set_notify_local_transform(false);
set_global_transform(last_valid_transform);
set_notify_local_transform(true);
}
void KinematicBody2D::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
last_valid_transform = get_global_transform();
// Reset move_and_slide() data.
on_floor = false;
on_floor_body = RID();
on_ceiling = false;
on_wall = false;
colliders.clear();
floor_velocity = Vector2();
}
if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
//used by sync to physics, send the new transform to the physics
Transform2D new_transform = get_global_transform();
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::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);
}
}
void KinematicBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));
ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move, DEFVAL(true));
ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody2D::is_on_floor);
ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody2D::is_on_ceiling);
ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody2D::is_on_wall);
ClassDB::bind_method(D_METHOD("get_floor_normal"), &KinematicBody2D::get_floor_normal);
ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &KinematicBody2D::get_floor_angle, DEFVAL(Vector2(0.0, -1.0)));
ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody2D::get_floor_velocity);
ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody2D::set_safe_margin);
ClassDB::bind_method(D_METHOD("get_safe_margin"), &KinematicBody2D::get_safe_margin);
ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody2D::get_slide_count);
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody2D::_get_slide_collision);
ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &KinematicBody2D::_get_last_slide_collision);
ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &KinematicBody2D::set_sync_to_physics);
ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &KinematicBody2D::is_sync_to_physics_enabled);
ClassDB::bind_method(D_METHOD("_direct_state_changed"), &KinematicBody2D::_direct_state_changed);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
}
KinematicBody2D::KinematicBody2D() :
PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC) {
margin = 0.08;
on_floor = false;
on_ceiling = false;
on_wall = false;
sync_to_physics = false;
}
KinematicBody2D::~KinematicBody2D() {
if (motion_cache.is_valid()) {
motion_cache->owner = nullptr;
}
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 collision.collision;
}
Vector2 KinematicCollision2D::get_normal() const {
return collision.normal;
}
Vector2 KinematicCollision2D::get_travel() const {
return collision.travel;
}
Vector2 KinematicCollision2D::get_remainder() const {
return collision.remainder;
}
real_t KinematicCollision2D::get_angle(const Vector2 &p_up_direction) const {
ERR_FAIL_COND_V(p_up_direction == Vector2(), 0);
return collision.get_angle(p_up_direction);
}
Object *KinematicCollision2D::get_local_shape() const {
if (!owner) {
return nullptr;
}
uint32_t ownerid = owner->shape_find_owner(collision.local_shape);
return owner->shape_owner_get_owner(ownerid);
}
Object *KinematicCollision2D::get_collider() const {
if (collision.collider) {
return ObjectDB::get_instance(collision.collider);
}
return nullptr;
}
ObjectID KinematicCollision2D::get_collider_id() const {
return collision.collider;
}
RID KinematicCollision2D::get_collider_rid() const {
return collision.collider_rid;
}
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(collision.collider_shape);
return obj2d->shape_owner_get_owner(ownerid);
}
}
return nullptr;
}
int KinematicCollision2D::get_collider_shape_index() const {
return collision.collider_shape;
}
Vector2 KinematicCollision2D::get_collider_velocity() const {
return collision.collider_vel;
}
Variant KinematicCollision2D::get_collider_metadata() const {
return Variant();
}
void KinematicCollision2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position);
ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal);
ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel);
ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder);
ClassDB::bind_method(D_METHOD("get_angle", "up_direction"), &KinematicCollision2D::get_angle, DEFVAL(Vector2(0.0, -1.0)));
ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape);
ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider);
ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id);
ClassDB::bind_method(D_METHOD("get_collider_rid"), &KinematicCollision2D::get_collider_rid);
ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision2D::get_collider_shape);
ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index);
ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity);
ClassDB::bind_method(D_METHOD("get_collider_metadata"), &KinematicCollision2D::get_collider_metadata);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "position"), "", "get_position");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "normal"), "", "get_normal");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "travel"), "", "get_travel");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "remainder"), "", "get_remainder");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "local_shape"), "", "get_local_shape");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id"), "", "get_collider_id");
ADD_PROPERTY(PropertyInfo(Variant::_RID, "collider_rid"), "", "get_collider_rid");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider_shape"), "", "get_collider_shape");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape_index"), "", "get_collider_shape_index");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "collider_velocity"), "", "get_collider_velocity");
ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_collider_metadata");
}
KinematicCollision2D::KinematicCollision2D() {
collision.collider = 0;
collision.collider_shape = 0;
collision.local_shape = 0;
owner = nullptr;
}