b324ff7ea5
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
295 lines
7.2 KiB
C++
295 lines
7.2 KiB
C++
/*************************************************************************/
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/* physics_body_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PHYSICS_BODY_2D_H
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#define PHYSICS_BODY_2D_H
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#include "scene/2d/collision_object_2d.h"
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#include "servers/physics_2d_server.h"
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#include "vset.h"
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class PhysicsBody2D : public CollisionObject2D {
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OBJ_TYPE(PhysicsBody2D,CollisionObject2D);
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uint32_t mask;
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protected:
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void _notification(int p_what);
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PhysicsBody2D(Physics2DServer::BodyMode p_mode);
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static void _bind_methods();
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public:
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void set_layer_mask(uint32_t p_mask);
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uint32_t get_layer_mask() const;
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PhysicsBody2D();
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};
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class StaticBody2D : public PhysicsBody2D {
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OBJ_TYPE(StaticBody2D,PhysicsBody2D);
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Vector2 constant_linear_velocity;
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real_t constant_angular_velocity;
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real_t bounce;
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real_t friction;
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protected:
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static void _bind_methods();
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public:
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void set_friction(real_t p_friction);
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real_t get_friction() const;
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void set_bounce(real_t p_bounce);
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real_t get_bounce() const;
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void set_constant_linear_velocity(const Vector2& p_vel);
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void set_constant_angular_velocity(real_t p_vel);
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Vector2 get_constant_linear_velocity() const;
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real_t get_constant_angular_velocity() const;
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StaticBody2D();
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~StaticBody2D();
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};
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class RigidBody2D : public PhysicsBody2D {
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OBJ_TYPE(RigidBody2D,PhysicsBody2D);
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public:
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enum Mode {
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MODE_RIGID,
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MODE_STATIC,
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MODE_CHARACTER,
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MODE_KINEMATIC,
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};
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enum CCDMode {
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CCD_MODE_DISABLED,
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CCD_MODE_CAST_RAY,
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CCD_MODE_CAST_SHAPE,
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};
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private:
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bool can_sleep;
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Physics2DDirectBodyState *state;
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Mode mode;
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real_t bounce;
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real_t mass;
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real_t friction;
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Vector2 linear_velocity;
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real_t angular_velocity;
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bool active;
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int max_contacts_reported;
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bool custom_integrator;
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CCDMode ccd_mode;
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struct ShapePair {
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int body_shape;
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int local_shape;
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bool tagged;
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bool operator<(const ShapePair& p_sp) const {
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if (body_shape==p_sp.body_shape)
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return local_shape < p_sp.local_shape;
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else
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return body_shape < p_sp.body_shape;
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}
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ShapePair() {}
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ShapePair(int p_bs, int p_ls) { body_shape=p_bs; local_shape=p_ls; }
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};
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struct RigidBody2D_RemoveAction {
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ObjectID body_id;
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ShapePair pair;
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};
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struct BodyState {
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int rc;
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bool in_scene;
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VSet<ShapePair> shapes;
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};
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struct ContactMonitor {
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Map<ObjectID,BodyState> body_map;
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};
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ContactMonitor *contact_monitor;
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void _body_enter_scene(ObjectID p_id);
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void _body_exit_scene(ObjectID p_id);
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void _body_inout(int p_status, ObjectID p_instance, int p_body_shape,int p_local_shape);
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void _direct_state_changed(Object *p_state);
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protected:
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static void _bind_methods();
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public:
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void set_mode(Mode p_mode);
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Mode get_mode() const;
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void set_mass(real_t p_mass);
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real_t get_mass() const;
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void set_weight(real_t p_weight);
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real_t get_weight() const;
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void set_friction(real_t p_friction);
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real_t get_friction() const;
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void set_bounce(real_t p_bounce);
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real_t get_bounce() const;
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void set_linear_velocity(const Vector2& p_velocity);
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Vector2 get_linear_velocity() const;
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void set_axis_velocity(const Vector2& p_axis);
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void set_angular_velocity(real_t p_velocity);
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real_t get_angular_velocity() const;
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void set_use_custom_integrator(bool p_enable);
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bool is_using_custom_integrator();
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void set_active(bool p_active);
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bool is_active() const;
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void set_can_sleep(bool p_active);
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bool is_able_to_sleep() const;
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void set_contact_monitor(bool p_enabled);
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bool is_contact_monitor_enabled() const;
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void set_max_contacts_reported(int p_amount);
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int get_max_contacts_reported() const;
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void set_continuous_collision_detection_mode(CCDMode p_mode);
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CCDMode get_continuous_collision_detection_mode() const;
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void apply_impulse(const Vector2& p_pos, const Vector2& p_impulse);
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void set_applied_force(const Vector2& p_force);
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Vector2 get_applied_force() const;
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RigidBody2D();
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~RigidBody2D();
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};
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VARIANT_ENUM_CAST(RigidBody2D::Mode);
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VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
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class KinematicBody2D : public PhysicsBody2D {
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OBJ_TYPE(KinematicBody2D,PhysicsBody2D);
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float margin;
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bool collide_static;
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bool collide_rigid;
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bool collide_kinematic;
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bool collide_character;
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bool colliding;
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Vector2 collision;
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Vector2 normal;
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Vector2 collider_vel;
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ObjectID collider;
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Variant _get_collider() const;
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_FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;
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protected:
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static void _bind_methods();
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public:
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Vector2 move(const Vector2& p_motion);
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Vector2 move_to(const Vector2& p_position);
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bool can_move_to(const Vector2& p_position,bool p_discrete=false);
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bool is_colliding() const;
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Vector2 get_collision_pos() const;
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Vector2 get_collision_normal() const;
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Vector2 get_collider_velocity() const;
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ObjectID get_collider() const;
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void set_collide_with_static_bodies(bool p_enable);
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bool can_collide_with_static_bodies() const;
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void set_collide_with_rigid_bodies(bool p_enable);
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bool can_collide_with_rigid_bodies() const;
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void set_collide_with_kinematic_bodies(bool p_enable);
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bool can_collide_with_kinematic_bodies() const;
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void set_collide_with_character_bodies(bool p_enable);
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bool can_collide_with_character_bodies() const;
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void set_collision_margin(float p_margin);
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float get_collision_margin() const;
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KinematicBody2D();
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~KinematicBody2D();
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};
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#endif // PHYSICS_BODY_2D_H
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