95432893e2
Fix #53255 when a body gets stuck when it hits a descending platform in 2D/3D
1821 lines
73 KiB
C++
1821 lines
73 KiB
C++
/*************************************************************************/
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/* physics_body_2d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "physics_body_2d.h"
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#include "core/core_string_names.h"
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#include "scene/scene_string_names.h"
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void PhysicsBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("move_and_collide", "linear_velocity", "test_only", "safe_margin"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08));
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ClassDB::bind_method(D_METHOD("test_move", "from", "linear_velocity", "collision", "safe_margin"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08));
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ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions);
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ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with);
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ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody2D::remove_collision_exception_with);
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}
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PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) :
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CollisionObject2D(PhysicsServer2D::get_singleton()->body_create(), false) {
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set_body_mode(p_mode);
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set_pickable(false);
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}
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PhysicsBody2D::~PhysicsBody2D() {
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if (motion_cache.is_valid()) {
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motion_cache->owner = nullptr;
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}
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}
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Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_test_only, real_t p_margin) {
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PhysicsServer2D::MotionResult result;
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// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky.
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double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
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if (move_and_collide(p_motion * delta, result, p_margin, p_test_only)) {
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// Create a new instance when the cached reference is invalid or still in use in script.
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if (motion_cache.is_null() || motion_cache->reference_get_count() > 1) {
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motion_cache.instantiate();
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motion_cache->owner = this;
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}
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motion_cache->result = result;
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return motion_cache;
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}
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return Ref<KinematicCollision2D>();
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}
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bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_test_only, bool p_cancel_sliding, bool p_collide_separation_ray, const Set<RID> &p_exclude) {
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if (is_only_update_transform_changes_enabled()) {
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ERR_PRINT("Move functions do not work together with 'sync to physics' option. Please read the documentation.");
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}
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Transform2D gt = get_global_transform();
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bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_margin, &r_result, p_collide_separation_ray, p_exclude);
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// Restore direction of motion to be along original motion,
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// in order to avoid sliding due to recovery,
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// but only if collision depth is low enough to avoid tunneling.
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if (p_cancel_sliding) {
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real_t motion_length = p_motion.length();
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real_t precision = 0.001;
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if (colliding) {
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// Can't just use margin as a threshold because collision depth is calculated on unsafe motion,
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// so even in normal resting cases the depth can be a bit more than the margin.
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precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction);
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if (r_result.collision_depth > (real_t)p_margin + precision) {
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p_cancel_sliding = false;
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}
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}
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if (p_cancel_sliding) {
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// When motion is null, recovery is the resulting motion.
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Vector2 motion_normal;
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if (motion_length > CMP_EPSILON) {
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motion_normal = p_motion / motion_length;
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}
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// Check depth of recovery.
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real_t projected_length = r_result.travel.dot(motion_normal);
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Vector2 recovery = r_result.travel - motion_normal * projected_length;
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real_t recovery_length = recovery.length();
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// Fixes cases where canceling slide causes the motion to go too deep into the ground,
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// because we're only taking rest information into account and not general recovery.
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if (recovery_length < (real_t)p_margin + precision) {
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// Apply adjustment to motion.
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r_result.travel = motion_normal * projected_length;
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r_result.remainder = p_motion - r_result.travel;
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}
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}
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}
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if (!p_test_only) {
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gt.elements[2] += r_result.travel;
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set_global_transform(gt);
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}
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return colliding;
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}
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bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision, real_t p_margin) {
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ERR_FAIL_COND_V(!is_inside_tree(), false);
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PhysicsServer2D::MotionResult *r = nullptr;
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if (r_collision.is_valid()) {
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// Needs const_cast because method bindings don't support non-const Ref.
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r = const_cast<PhysicsServer2D::MotionResult *>(&r_collision->result);
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}
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// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky.
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double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
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return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion * delta, p_margin, r);
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}
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TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() {
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List<RID> exceptions;
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PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions);
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Array ret;
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for (const RID &body : exceptions) {
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ObjectID instance_id = PhysicsServer2D::get_singleton()->body_get_object_instance_id(body);
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Object *obj = ObjectDB::get_instance(instance_id);
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PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(obj);
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ret.append(physics_body);
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}
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return ret;
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}
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void PhysicsBody2D::add_collision_exception_with(Node *p_node) {
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ERR_FAIL_NULL(p_node);
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PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(p_node);
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ERR_FAIL_COND_MSG(!physics_body, "Collision exception only works between two objects of PhysicsBody2D type.");
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PhysicsServer2D::get_singleton()->body_add_collision_exception(get_rid(), physics_body->get_rid());
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}
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void PhysicsBody2D::remove_collision_exception_with(Node *p_node) {
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ERR_FAIL_NULL(p_node);
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PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(p_node);
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ERR_FAIL_COND_MSG(!physics_body, "Collision exception only works between two objects of PhysicsBody2D type.");
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PhysicsServer2D::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid());
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}
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void StaticBody2D::set_constant_linear_velocity(const Vector2 &p_vel) {
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constant_linear_velocity = p_vel;
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PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
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}
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void StaticBody2D::set_constant_angular_velocity(real_t p_vel) {
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constant_angular_velocity = p_vel;
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PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
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}
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Vector2 StaticBody2D::get_constant_linear_velocity() const {
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return constant_linear_velocity;
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}
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real_t StaticBody2D::get_constant_angular_velocity() const {
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return constant_angular_velocity;
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}
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void StaticBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
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if (physics_material_override.is_valid()) {
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if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &StaticBody2D::_reload_physics_characteristics))) {
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physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &StaticBody2D::_reload_physics_characteristics));
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}
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}
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physics_material_override = p_physics_material_override;
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if (physics_material_override.is_valid()) {
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physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &StaticBody2D::_reload_physics_characteristics));
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}
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_reload_physics_characteristics();
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}
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Ref<PhysicsMaterial> StaticBody2D::get_physics_material_override() const {
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return physics_material_override;
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}
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void StaticBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody2D::set_constant_linear_velocity);
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ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody2D::set_constant_angular_velocity);
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ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody2D::get_constant_linear_velocity);
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ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody2D::get_constant_angular_velocity);
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ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody2D::set_physics_material_override);
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ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody2D::get_physics_material_override);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
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}
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StaticBody2D::StaticBody2D(PhysicsServer2D::BodyMode p_mode) :
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PhysicsBody2D(p_mode) {
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}
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void StaticBody2D::_reload_physics_characteristics() {
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if (physics_material_override.is_null()) {
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PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0);
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PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1);
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} else {
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PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
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PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
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}
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}
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void AnimatableBody2D::set_sync_to_physics(bool p_enable) {
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if (sync_to_physics == p_enable) {
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return;
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}
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sync_to_physics = p_enable;
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_update_kinematic_motion();
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}
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bool AnimatableBody2D::is_sync_to_physics_enabled() const {
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return sync_to_physics;
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}
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void AnimatableBody2D::_update_kinematic_motion() {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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if (sync_to_physics) {
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PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
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set_only_update_transform_changes(true);
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set_notify_local_transform(true);
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} else {
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PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), nullptr, nullptr);
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set_only_update_transform_changes(false);
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set_notify_local_transform(false);
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}
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}
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void AnimatableBody2D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state) {
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AnimatableBody2D *body = (AnimatableBody2D *)p_instance;
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body->_body_state_changed(p_state);
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}
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void AnimatableBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
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if (!sync_to_physics) {
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return;
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}
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last_valid_transform = p_state->get_transform();
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set_notify_local_transform(false);
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set_global_transform(last_valid_transform);
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set_notify_local_transform(true);
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}
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void AnimatableBody2D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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last_valid_transform = get_global_transform();
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_update_kinematic_motion();
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} break;
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case NOTIFICATION_EXIT_TREE: {
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set_only_update_transform_changes(false);
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set_notify_local_transform(false);
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} break;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
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// Used by sync to physics, send the new transform to the physics...
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Transform2D new_transform = get_global_transform();
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PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
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// ... but then revert changes.
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set_notify_local_transform(false);
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set_global_transform(last_valid_transform);
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set_notify_local_transform(true);
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} break;
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}
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}
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void AnimatableBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody2D::set_sync_to_physics);
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ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &AnimatableBody2D::is_sync_to_physics_enabled);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
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}
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AnimatableBody2D::AnimatableBody2D() :
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StaticBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) {
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}
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void RigidDynamicBody2D::_body_enter_tree(ObjectID p_id) {
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Object *obj = ObjectDB::get_instance(p_id);
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Node *node = Object::cast_to<Node>(obj);
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ERR_FAIL_COND(!node);
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ERR_FAIL_COND(!contact_monitor);
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Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
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ERR_FAIL_COND(!E);
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ERR_FAIL_COND(E->get().in_scene);
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contact_monitor->locked = true;
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E->get().in_scene = true;
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emit_signal(SceneStringNames::get_singleton()->body_entered, node);
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for (int i = 0; i < E->get().shapes.size(); i++) {
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emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
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}
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contact_monitor->locked = false;
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}
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void RigidDynamicBody2D::_body_exit_tree(ObjectID p_id) {
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Object *obj = ObjectDB::get_instance(p_id);
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Node *node = Object::cast_to<Node>(obj);
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ERR_FAIL_COND(!node);
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ERR_FAIL_COND(!contact_monitor);
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Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
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ERR_FAIL_COND(!E);
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ERR_FAIL_COND(!E->get().in_scene);
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E->get().in_scene = false;
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contact_monitor->locked = true;
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emit_signal(SceneStringNames::get_singleton()->body_exited, node);
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for (int i = 0; i < E->get().shapes.size(); i++) {
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emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
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}
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contact_monitor->locked = false;
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}
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void RigidDynamicBody2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
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bool body_in = p_status == 1;
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ObjectID objid = p_instance;
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Object *obj = ObjectDB::get_instance(objid);
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Node *node = Object::cast_to<Node>(obj);
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ERR_FAIL_COND(!contact_monitor);
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Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(objid);
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ERR_FAIL_COND(!body_in && !E);
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if (body_in) {
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if (!E) {
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E = contact_monitor->body_map.insert(objid, BodyState());
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E->get().rid = p_body;
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//E->get().rc=0;
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E->get().in_scene = node && node->is_inside_tree();
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if (node) {
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node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody2D::_body_enter_tree), make_binds(objid));
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node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody2D::_body_exit_tree), make_binds(objid));
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if (E->get().in_scene) {
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emit_signal(SceneStringNames::get_singleton()->body_entered, node);
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}
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}
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//E->get().rc++;
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}
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if (node) {
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E->get().shapes.insert(ShapePair(p_body_shape, p_local_shape));
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}
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if (E->get().in_scene) {
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emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_local_shape);
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}
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} else {
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//E->get().rc--;
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if (node) {
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E->get().shapes.erase(ShapePair(p_body_shape, p_local_shape));
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}
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|
||
bool in_scene = E->get().in_scene;
|
||
|
||
if (E->get().shapes.is_empty()) {
|
||
if (node) {
|
||
node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody2D::_body_enter_tree));
|
||
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody2D::_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 _RigidDynamicBody2DInOut {
|
||
RID rid;
|
||
ObjectID id;
|
||
int shape = 0;
|
||
int local_shape = 0;
|
||
};
|
||
|
||
void RigidDynamicBody2D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state) {
|
||
RigidDynamicBody2D *body = (RigidDynamicBody2D *)p_instance;
|
||
body->_body_state_changed(p_state);
|
||
}
|
||
|
||
void RigidDynamicBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
|
||
set_block_transform_notify(true); // don't want notify (would feedback loop)
|
||
if (!freeze || freeze_mode != FREEZE_MODE_KINEMATIC) {
|
||
set_global_transform(p_state->get_transform());
|
||
}
|
||
|
||
linear_velocity = p_state->get_linear_velocity();
|
||
angular_velocity = p_state->get_angular_velocity();
|
||
|
||
if (sleeping != p_state->is_sleeping()) {
|
||
sleeping = p_state->is_sleeping();
|
||
emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
|
||
}
|
||
|
||
GDVIRTUAL_CALL(_integrate_forces, p_state);
|
||
|
||
set_block_transform_notify(false); // want it back
|
||
|
||
if (contact_monitor) {
|
||
contact_monitor->locked = true;
|
||
|
||
//untag all
|
||
int rc = 0;
|
||
for (KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
|
||
for (int i = 0; i < E.value.shapes.size(); i++) {
|
||
E.value.shapes[i].tagged = false;
|
||
rc++;
|
||
}
|
||
}
|
||
|
||
_RigidDynamicBody2DInOut *toadd = (_RigidDynamicBody2DInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidDynamicBody2DInOut));
|
||
int toadd_count = 0; //state->get_contact_count();
|
||
RigidDynamicBody2D_RemoveAction *toremove = (RigidDynamicBody2D_RemoveAction *)alloca(rc * sizeof(RigidDynamicBody2D_RemoveAction));
|
||
int toremove_count = 0;
|
||
|
||
//put the ones to add
|
||
|
||
for (int i = 0; i < p_state->get_contact_count(); i++) {
|
||
RID rid = p_state->get_contact_collider(i);
|
||
ObjectID obj = p_state->get_contact_collider_id(i);
|
||
int local_shape = p_state->get_contact_local_shape(i);
|
||
int shape = p_state->get_contact_collider_shape(i);
|
||
|
||
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 (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
|
||
for (int i = 0; i < E.value.shapes.size(); i++) {
|
||
if (!E.value.shapes[i].tagged) {
|
||
toremove[toremove_count].rid = E.value.rid;
|
||
toremove[toremove_count].body_id = E.key;
|
||
toremove[toremove_count].pair = E.value.shapes[i];
|
||
toremove_count++;
|
||
}
|
||
}
|
||
}
|
||
|
||
//process removals
|
||
|
||
for (int i = 0; i < toremove_count; i++) {
|
||
_body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
|
||
}
|
||
|
||
//process additions
|
||
|
||
for (int i = 0; i < toadd_count; i++) {
|
||
_body_inout(1, toadd[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
|
||
}
|
||
|
||
contact_monitor->locked = false;
|
||
}
|
||
}
|
||
|
||
void RigidDynamicBody2D::_apply_body_mode() {
|
||
if (freeze) {
|
||
switch (freeze_mode) {
|
||
case FREEZE_MODE_STATIC: {
|
||
set_body_mode(PhysicsServer2D::BODY_MODE_STATIC);
|
||
} break;
|
||
case FREEZE_MODE_KINEMATIC: {
|
||
set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC);
|
||
} break;
|
||
}
|
||
} else if (lock_rotation) {
|
||
set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC_LINEAR);
|
||
} else {
|
||
set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC);
|
||
}
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_lock_rotation_enabled(bool p_lock_rotation) {
|
||
if (p_lock_rotation == lock_rotation) {
|
||
return;
|
||
}
|
||
|
||
lock_rotation = p_lock_rotation;
|
||
_apply_body_mode();
|
||
}
|
||
|
||
bool RigidDynamicBody2D::is_lock_rotation_enabled() const {
|
||
return lock_rotation;
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_freeze_enabled(bool p_freeze) {
|
||
if (p_freeze == freeze) {
|
||
return;
|
||
}
|
||
|
||
freeze = p_freeze;
|
||
_apply_body_mode();
|
||
}
|
||
|
||
bool RigidDynamicBody2D::is_freeze_enabled() const {
|
||
return freeze;
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_freeze_mode(FreezeMode p_freeze_mode) {
|
||
if (p_freeze_mode == freeze_mode) {
|
||
return;
|
||
}
|
||
|
||
freeze_mode = p_freeze_mode;
|
||
_apply_body_mode();
|
||
}
|
||
|
||
RigidDynamicBody2D::FreezeMode RigidDynamicBody2D::get_freeze_mode() const {
|
||
return freeze_mode;
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_mass(real_t p_mass) {
|
||
ERR_FAIL_COND(p_mass <= 0);
|
||
mass = p_mass;
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_MASS, mass);
|
||
}
|
||
|
||
real_t RigidDynamicBody2D::get_mass() const {
|
||
return mass;
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_inertia(real_t p_inertia) {
|
||
ERR_FAIL_COND(p_inertia < 0);
|
||
inertia = p_inertia;
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia);
|
||
}
|
||
|
||
real_t RigidDynamicBody2D::get_inertia() const {
|
||
return inertia;
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
|
||
if (center_of_mass_mode == p_mode) {
|
||
return;
|
||
}
|
||
|
||
center_of_mass_mode = p_mode;
|
||
|
||
switch (center_of_mass_mode) {
|
||
case CENTER_OF_MASS_MODE_AUTO: {
|
||
center_of_mass = Vector2();
|
||
PhysicsServer2D::get_singleton()->body_reset_mass_properties(get_rid());
|
||
if (inertia != 0.0) {
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia);
|
||
}
|
||
} break;
|
||
|
||
case CENTER_OF_MASS_MODE_CUSTOM: {
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
|
||
} break;
|
||
}
|
||
}
|
||
|
||
RigidDynamicBody2D::CenterOfMassMode RigidDynamicBody2D::get_center_of_mass_mode() const {
|
||
return center_of_mass_mode;
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_center_of_mass(const Vector2 &p_center_of_mass) {
|
||
if (center_of_mass == p_center_of_mass) {
|
||
return;
|
||
}
|
||
|
||
ERR_FAIL_COND(center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM);
|
||
center_of_mass = p_center_of_mass;
|
||
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
|
||
}
|
||
|
||
const Vector2 &RigidDynamicBody2D::get_center_of_mass() const {
|
||
return center_of_mass;
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
|
||
if (physics_material_override.is_valid()) {
|
||
if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody2D::_reload_physics_characteristics))) {
|
||
physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody2D::_reload_physics_characteristics));
|
||
}
|
||
}
|
||
|
||
physics_material_override = p_physics_material_override;
|
||
|
||
if (physics_material_override.is_valid()) {
|
||
physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody2D::_reload_physics_characteristics));
|
||
}
|
||
_reload_physics_characteristics();
|
||
}
|
||
|
||
Ref<PhysicsMaterial> RigidDynamicBody2D::get_physics_material_override() const {
|
||
return physics_material_override;
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_gravity_scale(real_t p_gravity_scale) {
|
||
gravity_scale = p_gravity_scale;
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
|
||
}
|
||
|
||
real_t RigidDynamicBody2D::get_gravity_scale() const {
|
||
return gravity_scale;
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_linear_damp(real_t p_linear_damp) {
|
||
ERR_FAIL_COND(p_linear_damp < -1);
|
||
linear_damp = p_linear_damp;
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_LINEAR_DAMP, linear_damp);
|
||
}
|
||
|
||
real_t RigidDynamicBody2D::get_linear_damp() const {
|
||
return linear_damp;
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_angular_damp(real_t p_angular_damp) {
|
||
ERR_FAIL_COND(p_angular_damp < -1);
|
||
angular_damp = p_angular_damp;
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP, angular_damp);
|
||
}
|
||
|
||
real_t RigidDynamicBody2D::get_angular_damp() const {
|
||
return angular_damp;
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_axis_velocity(const Vector2 &p_axis) {
|
||
Vector2 axis = p_axis.normalized();
|
||
linear_velocity -= axis * axis.dot(linear_velocity);
|
||
linear_velocity += p_axis;
|
||
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_linear_velocity(const Vector2 &p_velocity) {
|
||
linear_velocity = p_velocity;
|
||
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
|
||
}
|
||
|
||
Vector2 RigidDynamicBody2D::get_linear_velocity() const {
|
||
return linear_velocity;
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_angular_velocity(real_t p_velocity) {
|
||
angular_velocity = p_velocity;
|
||
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
|
||
}
|
||
|
||
real_t RigidDynamicBody2D::get_angular_velocity() const {
|
||
return angular_velocity;
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_use_custom_integrator(bool p_enable) {
|
||
if (custom_integrator == p_enable) {
|
||
return;
|
||
}
|
||
|
||
custom_integrator = p_enable;
|
||
PhysicsServer2D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
|
||
}
|
||
|
||
bool RigidDynamicBody2D::is_using_custom_integrator() {
|
||
return custom_integrator;
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_sleeping(bool p_sleeping) {
|
||
sleeping = p_sleeping;
|
||
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_SLEEPING, sleeping);
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_can_sleep(bool p_active) {
|
||
can_sleep = p_active;
|
||
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_CAN_SLEEP, p_active);
|
||
}
|
||
|
||
bool RigidDynamicBody2D::is_able_to_sleep() const {
|
||
return can_sleep;
|
||
}
|
||
|
||
bool RigidDynamicBody2D::is_sleeping() const {
|
||
return sleeping;
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_max_contacts_reported(int p_amount) {
|
||
max_contacts_reported = p_amount;
|
||
PhysicsServer2D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
|
||
}
|
||
|
||
int RigidDynamicBody2D::get_max_contacts_reported() const {
|
||
return max_contacts_reported;
|
||
}
|
||
|
||
void RigidDynamicBody2D::apply_central_impulse(const Vector2 &p_impulse) {
|
||
PhysicsServer2D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
|
||
}
|
||
|
||
void RigidDynamicBody2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
|
||
PhysicsServer2D::get_singleton()->body_apply_impulse(get_rid(), p_impulse, p_position);
|
||
}
|
||
|
||
void RigidDynamicBody2D::apply_torque_impulse(real_t p_torque) {
|
||
PhysicsServer2D::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque);
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_applied_force(const Vector2 &p_force) {
|
||
PhysicsServer2D::get_singleton()->body_set_applied_force(get_rid(), p_force);
|
||
};
|
||
|
||
Vector2 RigidDynamicBody2D::get_applied_force() const {
|
||
return PhysicsServer2D::get_singleton()->body_get_applied_force(get_rid());
|
||
};
|
||
|
||
void RigidDynamicBody2D::set_applied_torque(const real_t p_torque) {
|
||
PhysicsServer2D::get_singleton()->body_set_applied_torque(get_rid(), p_torque);
|
||
};
|
||
|
||
real_t RigidDynamicBody2D::get_applied_torque() const {
|
||
return PhysicsServer2D::get_singleton()->body_get_applied_torque(get_rid());
|
||
};
|
||
|
||
void RigidDynamicBody2D::add_central_force(const Vector2 &p_force) {
|
||
PhysicsServer2D::get_singleton()->body_add_central_force(get_rid(), p_force);
|
||
}
|
||
|
||
void RigidDynamicBody2D::add_force(const Vector2 &p_force, const Vector2 &p_position) {
|
||
PhysicsServer2D::get_singleton()->body_add_force(get_rid(), p_force, p_position);
|
||
}
|
||
|
||
void RigidDynamicBody2D::add_torque(const real_t p_torque) {
|
||
PhysicsServer2D::get_singleton()->body_add_torque(get_rid(), p_torque);
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
|
||
ccd_mode = p_mode;
|
||
PhysicsServer2D::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(), PhysicsServer2D::CCDMode(p_mode));
|
||
}
|
||
|
||
RigidDynamicBody2D::CCDMode RigidDynamicBody2D::get_continuous_collision_detection_mode() const {
|
||
return ccd_mode;
|
||
}
|
||
|
||
TypedArray<Node2D> RigidDynamicBody2D::get_colliding_bodies() const {
|
||
ERR_FAIL_COND_V(!contact_monitor, Array());
|
||
|
||
TypedArray<Node2D> ret;
|
||
ret.resize(contact_monitor->body_map.size());
|
||
int idx = 0;
|
||
for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
|
||
Object *obj = ObjectDB::get_instance(E.key);
|
||
if (!obj) {
|
||
ret.resize(ret.size() - 1); //ops
|
||
} else {
|
||
ret[idx++] = obj;
|
||
}
|
||
}
|
||
|
||
return ret;
|
||
}
|
||
|
||
void RigidDynamicBody2D::set_contact_monitor(bool p_enabled) {
|
||
if (p_enabled == is_contact_monitor_enabled()) {
|
||
return;
|
||
}
|
||
|
||
if (!p_enabled) {
|
||
ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead.");
|
||
|
||
for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
|
||
//clean up mess
|
||
Object *obj = ObjectDB::get_instance(E.key);
|
||
Node *node = Object::cast_to<Node>(obj);
|
||
|
||
if (node) {
|
||
node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody2D::_body_enter_tree));
|
||
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody2D::_body_exit_tree));
|
||
}
|
||
}
|
||
|
||
memdelete(contact_monitor);
|
||
contact_monitor = nullptr;
|
||
} else {
|
||
contact_monitor = memnew(ContactMonitor);
|
||
contact_monitor->locked = false;
|
||
}
|
||
}
|
||
|
||
bool RigidDynamicBody2D::is_contact_monitor_enabled() const {
|
||
return contact_monitor != nullptr;
|
||
}
|
||
|
||
void RigidDynamicBody2D::_notification(int p_what) {
|
||
#ifdef TOOLS_ENABLED
|
||
switch (p_what) {
|
||
case NOTIFICATION_ENTER_TREE: {
|
||
if (Engine::get_singleton()->is_editor_hint()) {
|
||
set_notify_local_transform(true); //used for warnings and only in editor
|
||
}
|
||
} break;
|
||
|
||
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
|
||
if (Engine::get_singleton()->is_editor_hint()) {
|
||
update_configuration_warnings();
|
||
}
|
||
} break;
|
||
}
|
||
#endif
|
||
}
|
||
|
||
TypedArray<String> RigidDynamicBody2D::get_configuration_warnings() const {
|
||
Transform2D t = get_transform();
|
||
|
||
TypedArray<String> warnings = CollisionObject2D::get_configuration_warnings();
|
||
|
||
if (ABS(t.elements[0].length() - 1.0) > 0.05 || ABS(t.elements[1].length() - 1.0) > 0.05) {
|
||
warnings.push_back(TTR("Size changes to RigidDynamicBody2D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
|
||
}
|
||
|
||
return warnings;
|
||
}
|
||
|
||
void RigidDynamicBody2D::_bind_methods() {
|
||
ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidDynamicBody2D::set_mass);
|
||
ClassDB::bind_method(D_METHOD("get_mass"), &RigidDynamicBody2D::get_mass);
|
||
|
||
ClassDB::bind_method(D_METHOD("get_inertia"), &RigidDynamicBody2D::get_inertia);
|
||
ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidDynamicBody2D::set_inertia);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidDynamicBody2D::set_center_of_mass_mode);
|
||
ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidDynamicBody2D::get_center_of_mass_mode);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidDynamicBody2D::set_center_of_mass);
|
||
ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidDynamicBody2D::get_center_of_mass);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidDynamicBody2D::set_physics_material_override);
|
||
ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidDynamicBody2D::get_physics_material_override);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidDynamicBody2D::set_gravity_scale);
|
||
ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidDynamicBody2D::get_gravity_scale);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidDynamicBody2D::set_linear_damp);
|
||
ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidDynamicBody2D::get_linear_damp);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidDynamicBody2D::set_angular_damp);
|
||
ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidDynamicBody2D::get_angular_damp);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidDynamicBody2D::set_linear_velocity);
|
||
ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidDynamicBody2D::get_linear_velocity);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidDynamicBody2D::set_angular_velocity);
|
||
ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidDynamicBody2D::get_angular_velocity);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidDynamicBody2D::set_max_contacts_reported);
|
||
ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidDynamicBody2D::get_max_contacts_reported);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidDynamicBody2D::set_use_custom_integrator);
|
||
ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidDynamicBody2D::is_using_custom_integrator);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidDynamicBody2D::set_contact_monitor);
|
||
ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidDynamicBody2D::is_contact_monitor_enabled);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_continuous_collision_detection_mode", "mode"), &RigidDynamicBody2D::set_continuous_collision_detection_mode);
|
||
ClassDB::bind_method(D_METHOD("get_continuous_collision_detection_mode"), &RigidDynamicBody2D::get_continuous_collision_detection_mode);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidDynamicBody2D::set_axis_velocity);
|
||
ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidDynamicBody2D::apply_central_impulse, Vector2());
|
||
ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidDynamicBody2D::apply_impulse, Vector2());
|
||
ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidDynamicBody2D::apply_torque_impulse);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_applied_force", "force"), &RigidDynamicBody2D::set_applied_force);
|
||
ClassDB::bind_method(D_METHOD("get_applied_force"), &RigidDynamicBody2D::get_applied_force);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_applied_torque", "torque"), &RigidDynamicBody2D::set_applied_torque);
|
||
ClassDB::bind_method(D_METHOD("get_applied_torque"), &RigidDynamicBody2D::get_applied_torque);
|
||
|
||
ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidDynamicBody2D::add_central_force);
|
||
ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidDynamicBody2D::add_force, Vector2());
|
||
ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidDynamicBody2D::add_torque);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidDynamicBody2D::set_sleeping);
|
||
ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidDynamicBody2D::is_sleeping);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidDynamicBody2D::set_can_sleep);
|
||
ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidDynamicBody2D::is_able_to_sleep);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidDynamicBody2D::set_lock_rotation_enabled);
|
||
ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidDynamicBody2D::is_lock_rotation_enabled);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidDynamicBody2D::set_freeze_enabled);
|
||
ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidDynamicBody2D::is_freeze_enabled);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidDynamicBody2D::set_freeze_mode);
|
||
ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidDynamicBody2D::get_freeze_mode);
|
||
|
||
ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidDynamicBody2D::get_colliding_bodies);
|
||
|
||
GDVIRTUAL_BIND(_integrate_forces, "state");
|
||
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp"), "set_mass", "get_mass");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inertia", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater,exp"), "set_inertia", "get_inertia");
|
||
ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode", PROPERTY_HINT_ENUM, "Auto,Custom", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_center_of_mass_mode", "get_center_of_mass_mode");
|
||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "center_of_mass", PROPERTY_HINT_RANGE, "-10,10,0.01,or_lesser,or_greater"), "set_center_of_mass", "get_center_of_mass");
|
||
ADD_LINKED_PROPERTY("center_of_mass_mode", "center_of_mass");
|
||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), "set_gravity_scale", "get_gravity_scale");
|
||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator");
|
||
ADD_PROPERTY(PropertyInfo(Variant::INT, "continuous_cd", PROPERTY_HINT_ENUM, "Disabled,Cast Ray,Cast Shape"), "set_continuous_collision_detection_mode", "get_continuous_collision_detection_mode");
|
||
ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported");
|
||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
|
||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping");
|
||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
|
||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "lock_rotation"), "set_lock_rotation_enabled", "is_lock_rotation_enabled");
|
||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "freeze"), "set_freeze_enabled", "is_freeze_enabled");
|
||
ADD_PROPERTY(PropertyInfo(Variant::INT, "freeze_mode", PROPERTY_HINT_ENUM, "Static,Kinematic"), "set_freeze_mode", "get_freeze_mode");
|
||
ADD_GROUP("Linear", "linear_");
|
||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
|
||
ADD_GROUP("Angular", "angular_");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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::FLOAT, "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"), PropertyInfo(Variant::INT, "local_shape")));
|
||
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"), PropertyInfo(Variant::INT, "local_shape")));
|
||
ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
|
||
ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
|
||
ADD_SIGNAL(MethodInfo("sleeping_state_changed"));
|
||
|
||
BIND_ENUM_CONSTANT(FREEZE_MODE_STATIC);
|
||
BIND_ENUM_CONSTANT(FREEZE_MODE_KINEMATIC);
|
||
|
||
BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO);
|
||
BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM);
|
||
|
||
BIND_ENUM_CONSTANT(CCD_MODE_DISABLED);
|
||
BIND_ENUM_CONSTANT(CCD_MODE_CAST_RAY);
|
||
BIND_ENUM_CONSTANT(CCD_MODE_CAST_SHAPE);
|
||
}
|
||
|
||
void RigidDynamicBody2D::_validate_property(PropertyInfo &property) const {
|
||
if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM) {
|
||
if (property.name == "center_of_mass") {
|
||
property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
|
||
}
|
||
}
|
||
}
|
||
|
||
RigidDynamicBody2D::RigidDynamicBody2D() :
|
||
PhysicsBody2D(PhysicsServer2D::BODY_MODE_DYNAMIC) {
|
||
PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
|
||
}
|
||
|
||
RigidDynamicBody2D::~RigidDynamicBody2D() {
|
||
if (contact_monitor) {
|
||
memdelete(contact_monitor);
|
||
}
|
||
}
|
||
|
||
void RigidDynamicBody2D::_reload_physics_characteristics() {
|
||
if (physics_material_override.is_null()) {
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0);
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1);
|
||
} else {
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
|
||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
|
||
}
|
||
}
|
||
|
||
//////////////////////////
|
||
|
||
// So, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
|
||
#define FLOOR_ANGLE_THRESHOLD 0.01
|
||
|
||
bool CharacterBody2D::move_and_slide() {
|
||
// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky.
|
||
double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
|
||
|
||
Vector2 current_platform_velocity = platform_velocity;
|
||
Transform2D gt = get_global_transform();
|
||
previous_position = gt.elements[2];
|
||
|
||
if ((on_floor || on_wall) && platform_rid.is_valid()) {
|
||
bool excluded = false;
|
||
if (on_floor) {
|
||
excluded = (moving_platform_floor_layers & platform_layer) == 0;
|
||
} else if (on_wall) {
|
||
excluded = (moving_platform_wall_layers & platform_layer) == 0;
|
||
}
|
||
if (!excluded) {
|
||
//this approach makes sure there is less delay between the actual body velocity and the one we saved
|
||
PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(platform_rid);
|
||
if (bs) {
|
||
Vector2 local_position = gt.elements[2] - bs->get_transform().elements[2];
|
||
current_platform_velocity = bs->get_velocity_at_local_position(local_position);
|
||
}
|
||
} else {
|
||
current_platform_velocity = Vector2();
|
||
}
|
||
}
|
||
|
||
motion_results.clear();
|
||
last_motion = Vector2();
|
||
|
||
bool was_on_floor = on_floor;
|
||
on_floor = false;
|
||
on_ceiling = false;
|
||
on_wall = false;
|
||
|
||
if (!current_platform_velocity.is_equal_approx(Vector2())) {
|
||
PhysicsServer2D::MotionResult floor_result;
|
||
Set<RID> exclude;
|
||
exclude.insert(platform_rid);
|
||
if (move_and_collide(current_platform_velocity * delta, floor_result, margin, false, false, false, exclude)) {
|
||
motion_results.push_back(floor_result);
|
||
_set_collision_direction(floor_result);
|
||
}
|
||
}
|
||
|
||
if (motion_mode == MOTION_MODE_GROUNDED) {
|
||
_move_and_slide_grounded(delta, was_on_floor, current_platform_velocity);
|
||
} else {
|
||
_move_and_slide_free(delta);
|
||
}
|
||
|
||
// Compute real velocity.
|
||
real_velocity = get_position_delta() / delta;
|
||
|
||
if (moving_platform_apply_velocity_on_leave != PLATFORM_VEL_ON_LEAVE_NEVER) {
|
||
// Add last platform velocity when just left a moving platform.
|
||
if (!on_floor && !on_wall) {
|
||
if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_platform_velocity.dot(up_direction) < 0) {
|
||
current_platform_velocity = current_platform_velocity.slide(up_direction);
|
||
}
|
||
motion_velocity += current_platform_velocity;
|
||
}
|
||
}
|
||
|
||
return motion_results.size() > 0;
|
||
}
|
||
|
||
void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity) {
|
||
Vector2 motion = motion_velocity * p_delta;
|
||
Vector2 motion_slide_up = motion.slide(up_direction);
|
||
|
||
Vector2 prev_floor_normal = floor_normal;
|
||
RID prev_platform_rid = platform_rid;
|
||
int prev_platform_layer = platform_layer;
|
||
|
||
platform_rid = RID();
|
||
floor_normal = Vector2();
|
||
platform_velocity = Vector2();
|
||
|
||
// No sliding on first attempt to keep floor motion stable when possible,
|
||
// When stop on slope is enabled or when there is no up direction.
|
||
bool sliding_enabled = !floor_stop_on_slope;
|
||
// Constant speed can be applied only the first time sliding is enabled.
|
||
bool can_apply_constant_speed = sliding_enabled;
|
||
// If the platform's ceiling push down the body.
|
||
bool apply_ceiling_velocity = false;
|
||
bool first_slide = true;
|
||
bool vel_dir_facing_up = motion_velocity.dot(up_direction) > 0;
|
||
Vector2 last_travel;
|
||
|
||
for (int iteration = 0; iteration < max_slides; ++iteration) {
|
||
PhysicsServer2D::MotionResult result;
|
||
|
||
Vector2 prev_position = get_global_transform().elements[2];
|
||
|
||
bool collided = move_and_collide(motion, result, margin, false, !sliding_enabled);
|
||
last_motion = result.travel;
|
||
|
||
if (collided) {
|
||
motion_results.push_back(result);
|
||
_set_collision_direction(result);
|
||
|
||
// If we hit a ceiling platform, we set the vertical motion_velocity to at least the platform one.
|
||
if (on_ceiling && result.collider_velocity != Vector2() && result.collider_velocity.dot(up_direction) < 0) {
|
||
// If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward.
|
||
if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (result.collision_normal + up_direction).length() < 0.01) {
|
||
apply_ceiling_velocity = true;
|
||
Vector2 ceiling_vertical_velocity = up_direction * up_direction.dot(result.collider_velocity);
|
||
Vector2 motion_vertical_velocity = up_direction * up_direction.dot(motion_velocity);
|
||
if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) {
|
||
motion_velocity = ceiling_vertical_velocity + motion_velocity.slide(up_direction);
|
||
}
|
||
}
|
||
}
|
||
|
||
if (on_floor && floor_stop_on_slope && (motion_velocity.normalized() + up_direction).length() < 0.01) {
|
||
Transform2D gt = get_global_transform();
|
||
if (result.travel.length() <= margin + CMP_EPSILON) {
|
||
gt.elements[2] -= result.travel;
|
||
}
|
||
set_global_transform(gt);
|
||
motion_velocity = Vector2();
|
||
last_motion = Vector2();
|
||
motion = Vector2();
|
||
break;
|
||
}
|
||
|
||
if (result.remainder.is_equal_approx(Vector2())) {
|
||
motion = Vector2();
|
||
break;
|
||
}
|
||
|
||
// Move on floor only checks.
|
||
if (floor_block_on_wall && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) {
|
||
// Avoid to move forward on a wall if floor_block_on_wall is true.
|
||
if (p_was_on_floor && !on_floor && !vel_dir_facing_up) {
|
||
// If the movement is large the body can be prevented from reaching the walls.
|
||
if (result.travel.length() <= margin + CMP_EPSILON) {
|
||
// Cancels the motion.
|
||
Transform2D gt = get_global_transform();
|
||
gt.elements[2] -= result.travel;
|
||
set_global_transform(gt);
|
||
}
|
||
on_floor = true;
|
||
platform_rid = prev_platform_rid;
|
||
platform_layer = prev_platform_layer;
|
||
platform_velocity = p_prev_platform_velocity;
|
||
floor_normal = prev_floor_normal;
|
||
motion_velocity = Vector2();
|
||
last_motion = Vector2();
|
||
motion = Vector2();
|
||
break;
|
||
}
|
||
// Prevents the body from being able to climb a slope when it moves forward against the wall.
|
||
else if (!on_floor) {
|
||
motion = up_direction * up_direction.dot(result.remainder);
|
||
motion = motion.slide(result.collision_normal);
|
||
} else {
|
||
motion = result.remainder;
|
||
}
|
||
}
|
||
// Constant Speed when the slope is upward.
|
||
else if (floor_constant_speed && is_on_floor_only() && can_apply_constant_speed && p_was_on_floor && motion.dot(result.collision_normal) < 0) {
|
||
can_apply_constant_speed = false;
|
||
Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
|
||
motion = motion_slide_norm * (motion_slide_up.length() - result.travel.slide(up_direction).length() - last_travel.slide(up_direction).length());
|
||
}
|
||
// Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
|
||
else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) {
|
||
Vector2 slide_motion = result.remainder.slide(result.collision_normal);
|
||
if (slide_motion.dot(motion_velocity) > 0.0) {
|
||
motion = slide_motion;
|
||
} else {
|
||
motion = Vector2();
|
||
}
|
||
if (slide_on_ceiling && on_ceiling) {
|
||
// Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall.
|
||
if (vel_dir_facing_up) {
|
||
motion_velocity = motion_velocity.slide(result.collision_normal);
|
||
} else {
|
||
// Avoid acceleration in slope when falling.
|
||
motion_velocity = up_direction * up_direction.dot(motion_velocity);
|
||
}
|
||
}
|
||
}
|
||
// No sliding on first attempt to keep floor motion stable when possible.
|
||
else {
|
||
motion = result.remainder;
|
||
if (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) {
|
||
motion_velocity = motion_velocity.slide(up_direction);
|
||
motion = motion.slide(up_direction);
|
||
}
|
||
}
|
||
|
||
last_travel = result.travel;
|
||
}
|
||
// When you move forward in a downward slope you don’t collide because you will be in the air.
|
||
// This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied.
|
||
else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) {
|
||
can_apply_constant_speed = false;
|
||
sliding_enabled = true;
|
||
Transform2D gt = get_global_transform();
|
||
gt.elements[2] = prev_position;
|
||
set_global_transform(gt);
|
||
|
||
Vector2 motion_slide_norm = motion.slide(prev_floor_normal).normalized();
|
||
motion = motion_slide_norm * (motion_slide_up.length());
|
||
collided = true;
|
||
}
|
||
|
||
can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
|
||
sliding_enabled = true;
|
||
first_slide = false;
|
||
|
||
if (!collided || motion.is_equal_approx(Vector2())) {
|
||
break;
|
||
}
|
||
}
|
||
|
||
_snap_on_floor(p_was_on_floor, vel_dir_facing_up);
|
||
|
||
// Reset the gravity accumulation when touching the ground.
|
||
if (on_floor && !vel_dir_facing_up) {
|
||
motion_velocity = motion_velocity.slide(up_direction);
|
||
}
|
||
}
|
||
|
||
void CharacterBody2D::_move_and_slide_free(double p_delta) {
|
||
Vector2 motion = motion_velocity * p_delta;
|
||
|
||
platform_rid = RID();
|
||
floor_normal = Vector2();
|
||
platform_velocity = Vector2();
|
||
|
||
bool first_slide = true;
|
||
for (int iteration = 0; iteration < max_slides; ++iteration) {
|
||
PhysicsServer2D::MotionResult result;
|
||
|
||
bool collided = move_and_collide(motion, result, margin, false, false);
|
||
last_motion = result.travel;
|
||
|
||
if (collided) {
|
||
motion_results.push_back(result);
|
||
_set_collision_direction(result);
|
||
|
||
if (result.remainder.is_equal_approx(Vector2())) {
|
||
motion = Vector2();
|
||
break;
|
||
}
|
||
|
||
if (free_mode_min_slide_angle != 0 && result.get_angle(-motion_velocity.normalized()) < free_mode_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
|
||
motion = Vector2();
|
||
} else if (first_slide) {
|
||
Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
|
||
motion = motion_slide_norm * (motion.length() - result.travel.length());
|
||
} else {
|
||
motion = result.remainder.slide(result.collision_normal);
|
||
}
|
||
|
||
if (motion.dot(motion_velocity) <= 0.0) {
|
||
motion = Vector2();
|
||
}
|
||
}
|
||
|
||
if (!collided || motion.is_equal_approx(Vector2())) {
|
||
break;
|
||
}
|
||
|
||
first_slide = false;
|
||
}
|
||
}
|
||
|
||
void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) {
|
||
if (on_floor || !was_on_floor || vel_dir_facing_up) {
|
||
return;
|
||
}
|
||
|
||
// Snap by at least collision margin to keep floor state consistent.
|
||
real_t length = MAX(floor_snap_length, margin);
|
||
|
||
Transform2D gt = get_global_transform();
|
||
PhysicsServer2D::MotionResult result;
|
||
if (move_and_collide(-up_direction * length, result, margin, true, false, true)) {
|
||
bool apply = true;
|
||
if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
||
on_floor = true;
|
||
floor_normal = result.collision_normal;
|
||
_set_platform_data(result);
|
||
|
||
if (floor_stop_on_slope) {
|
||
// move and collide may stray the object a bit because of pre un-stucking,
|
||
// so only ensure that motion happens on floor direction in this case.
|
||
if (result.travel.length() > margin) {
|
||
result.travel = up_direction * up_direction.dot(result.travel);
|
||
} else {
|
||
result.travel = Vector2();
|
||
}
|
||
}
|
||
} else {
|
||
apply = false;
|
||
}
|
||
|
||
if (apply) {
|
||
gt.elements[2] += result.travel;
|
||
set_global_transform(gt);
|
||
}
|
||
}
|
||
}
|
||
|
||
bool CharacterBody2D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up) {
|
||
if (up_direction == Vector2() || on_floor || !was_on_floor || vel_dir_facing_up) {
|
||
return false;
|
||
}
|
||
|
||
// Snap by at least collision margin to keep floor state consistent.
|
||
real_t length = MAX(floor_snap_length, margin);
|
||
|
||
PhysicsServer2D::MotionResult result;
|
||
if (move_and_collide(-up_direction * length, result, margin, true, false, true)) {
|
||
if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
||
return true;
|
||
}
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResult &p_result) {
|
||
if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
|
||
on_floor = true;
|
||
floor_normal = p_result.collision_normal;
|
||
_set_platform_data(p_result);
|
||
} else if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(-up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
|
||
on_ceiling = true;
|
||
} else {
|
||
on_wall = true;
|
||
wall_normal = p_result.collision_normal;
|
||
// Don't apply wall velocity when the collider is a CharacterBody2D.
|
||
if (Object::cast_to<CharacterBody2D>(ObjectDB::get_instance(p_result.collider_id)) == nullptr) {
|
||
_set_platform_data(p_result);
|
||
}
|
||
}
|
||
}
|
||
|
||
void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) {
|
||
platform_rid = p_result.collider;
|
||
platform_velocity = p_result.collider_velocity;
|
||
platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(platform_rid);
|
||
}
|
||
|
||
const Vector2 &CharacterBody2D::get_motion_velocity() const {
|
||
return motion_velocity;
|
||
}
|
||
|
||
void CharacterBody2D::set_motion_velocity(const Vector2 &p_velocity) {
|
||
motion_velocity = p_velocity;
|
||
}
|
||
|
||
bool CharacterBody2D::is_on_floor() const {
|
||
return on_floor;
|
||
}
|
||
|
||
bool CharacterBody2D::is_on_floor_only() const {
|
||
return on_floor && !on_wall && !on_ceiling;
|
||
}
|
||
|
||
bool CharacterBody2D::is_on_wall() const {
|
||
return on_wall;
|
||
}
|
||
|
||
bool CharacterBody2D::is_on_wall_only() const {
|
||
return on_wall && !on_floor && !on_ceiling;
|
||
}
|
||
|
||
bool CharacterBody2D::is_on_ceiling() const {
|
||
return on_ceiling;
|
||
}
|
||
|
||
bool CharacterBody2D::is_on_ceiling_only() const {
|
||
return on_ceiling && !on_floor && !on_wall;
|
||
}
|
||
|
||
const Vector2 &CharacterBody2D::get_floor_normal() const {
|
||
return floor_normal;
|
||
}
|
||
|
||
const Vector2 &CharacterBody2D::get_wall_normal() const {
|
||
return wall_normal;
|
||
}
|
||
|
||
const Vector2 &CharacterBody2D::get_last_motion() const {
|
||
return last_motion;
|
||
}
|
||
|
||
Vector2 CharacterBody2D::get_position_delta() const {
|
||
return get_global_transform().elements[2] - previous_position;
|
||
}
|
||
|
||
const Vector2 &CharacterBody2D::get_real_velocity() const {
|
||
return real_velocity;
|
||
}
|
||
|
||
real_t CharacterBody2D::get_floor_angle(const Vector2 &p_up_direction) const {
|
||
ERR_FAIL_COND_V(p_up_direction == Vector2(), 0);
|
||
return Math::acos(floor_normal.dot(p_up_direction));
|
||
}
|
||
|
||
const Vector2 &CharacterBody2D::get_platform_velocity() const {
|
||
return platform_velocity;
|
||
}
|
||
|
||
int CharacterBody2D::get_slide_collision_count() const {
|
||
return motion_results.size();
|
||
}
|
||
|
||
PhysicsServer2D::MotionResult CharacterBody2D::get_slide_collision(int p_bounce) const {
|
||
ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer2D::MotionResult());
|
||
return motion_results[p_bounce];
|
||
}
|
||
|
||
Ref<KinematicCollision2D> CharacterBody2D::_get_slide_collision(int p_bounce) {
|
||
ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref<KinematicCollision2D>());
|
||
if (p_bounce >= slide_colliders.size()) {
|
||
slide_colliders.resize(p_bounce + 1);
|
||
}
|
||
|
||
// Create a new instance when the cached reference is invalid or still in use in script.
|
||
if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->reference_get_count() > 1) {
|
||
slide_colliders.write[p_bounce].instantiate();
|
||
slide_colliders.write[p_bounce]->owner = this;
|
||
}
|
||
|
||
slide_colliders.write[p_bounce]->result = motion_results[p_bounce];
|
||
return slide_colliders[p_bounce];
|
||
}
|
||
|
||
Ref<KinematicCollision2D> CharacterBody2D::_get_last_slide_collision() {
|
||
if (motion_results.size() == 0) {
|
||
return Ref<KinematicCollision2D>();
|
||
}
|
||
return _get_slide_collision(motion_results.size() - 1);
|
||
}
|
||
|
||
void CharacterBody2D::set_safe_margin(real_t p_margin) {
|
||
margin = p_margin;
|
||
}
|
||
|
||
real_t CharacterBody2D::get_safe_margin() const {
|
||
return margin;
|
||
}
|
||
|
||
bool CharacterBody2D::is_floor_stop_on_slope_enabled() const {
|
||
return floor_stop_on_slope;
|
||
}
|
||
|
||
void CharacterBody2D::set_floor_stop_on_slope_enabled(bool p_enabled) {
|
||
floor_stop_on_slope = p_enabled;
|
||
}
|
||
|
||
bool CharacterBody2D::is_floor_constant_speed_enabled() const {
|
||
return floor_constant_speed;
|
||
}
|
||
|
||
void CharacterBody2D::set_floor_constant_speed_enabled(bool p_enabled) {
|
||
floor_constant_speed = p_enabled;
|
||
}
|
||
|
||
bool CharacterBody2D::is_floor_block_on_wall_enabled() const {
|
||
return floor_block_on_wall;
|
||
}
|
||
|
||
void CharacterBody2D::set_floor_block_on_wall_enabled(bool p_enabled) {
|
||
floor_block_on_wall = p_enabled;
|
||
}
|
||
|
||
bool CharacterBody2D::is_slide_on_ceiling_enabled() const {
|
||
return slide_on_ceiling;
|
||
}
|
||
|
||
void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) {
|
||
slide_on_ceiling = p_enabled;
|
||
}
|
||
|
||
uint32_t CharacterBody2D::get_moving_platform_floor_layers() const {
|
||
return moving_platform_floor_layers;
|
||
}
|
||
|
||
void CharacterBody2D::set_moving_platform_floor_layers(uint32_t p_exclude_layers) {
|
||
moving_platform_floor_layers = p_exclude_layers;
|
||
}
|
||
|
||
uint32_t CharacterBody2D::get_moving_platform_wall_layers() const {
|
||
return moving_platform_wall_layers;
|
||
}
|
||
|
||
void CharacterBody2D::set_moving_platform_wall_layers(uint32_t p_exclude_layers) {
|
||
moving_platform_wall_layers = p_exclude_layers;
|
||
}
|
||
|
||
void CharacterBody2D::set_motion_mode(MotionMode p_mode) {
|
||
motion_mode = p_mode;
|
||
}
|
||
|
||
CharacterBody2D::MotionMode CharacterBody2D::get_motion_mode() const {
|
||
return motion_mode;
|
||
}
|
||
|
||
void CharacterBody2D::set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_apply_velocity) {
|
||
moving_platform_apply_velocity_on_leave = p_on_leave_apply_velocity;
|
||
}
|
||
|
||
CharacterBody2D::MovingPlatformApplyVelocityOnLeave CharacterBody2D::get_moving_platform_apply_velocity_on_leave() const {
|
||
return moving_platform_apply_velocity_on_leave;
|
||
}
|
||
|
||
int CharacterBody2D::get_max_slides() const {
|
||
return max_slides;
|
||
}
|
||
|
||
void CharacterBody2D::set_max_slides(int p_max_slides) {
|
||
ERR_FAIL_COND(p_max_slides < 1);
|
||
max_slides = p_max_slides;
|
||
}
|
||
|
||
real_t CharacterBody2D::get_floor_max_angle() const {
|
||
return floor_max_angle;
|
||
}
|
||
|
||
void CharacterBody2D::set_floor_max_angle(real_t p_radians) {
|
||
floor_max_angle = p_radians;
|
||
}
|
||
|
||
real_t CharacterBody2D::get_floor_snap_length() {
|
||
return floor_snap_length;
|
||
}
|
||
|
||
void CharacterBody2D::set_floor_snap_length(real_t p_floor_snap_length) {
|
||
ERR_FAIL_COND(p_floor_snap_length < 0);
|
||
floor_snap_length = p_floor_snap_length;
|
||
}
|
||
|
||
real_t CharacterBody2D::get_free_mode_min_slide_angle() const {
|
||
return free_mode_min_slide_angle;
|
||
}
|
||
|
||
void CharacterBody2D::set_free_mode_min_slide_angle(real_t p_radians) {
|
||
free_mode_min_slide_angle = p_radians;
|
||
}
|
||
|
||
const Vector2 &CharacterBody2D::get_up_direction() const {
|
||
return up_direction;
|
||
}
|
||
|
||
void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) {
|
||
ERR_FAIL_COND_MSG(p_up_direction == Vector2(), "up_direction can't be equal to Vector2.ZERO, consider using Free motion mode instead.");
|
||
up_direction = p_up_direction.normalized();
|
||
}
|
||
|
||
void CharacterBody2D::_notification(int p_what) {
|
||
switch (p_what) {
|
||
case NOTIFICATION_ENTER_TREE: {
|
||
// Reset move_and_slide() data.
|
||
on_floor = false;
|
||
platform_rid = RID();
|
||
on_ceiling = false;
|
||
on_wall = false;
|
||
motion_results.clear();
|
||
platform_velocity = Vector2();
|
||
} break;
|
||
}
|
||
}
|
||
|
||
void CharacterBody2D::_bind_methods() {
|
||
ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody2D::move_and_slide);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_motion_velocity", "motion_velocity"), &CharacterBody2D::set_motion_velocity);
|
||
ClassDB::bind_method(D_METHOD("get_motion_velocity"), &CharacterBody2D::get_motion_velocity);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody2D::set_safe_margin);
|
||
ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin);
|
||
ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody2D::is_floor_stop_on_slope_enabled);
|
||
ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody2D::set_floor_stop_on_slope_enabled);
|
||
ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled", "enabled"), &CharacterBody2D::set_floor_constant_speed_enabled);
|
||
ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled"), &CharacterBody2D::is_floor_constant_speed_enabled);
|
||
ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled", "enabled"), &CharacterBody2D::set_floor_block_on_wall_enabled);
|
||
ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled"), &CharacterBody2D::is_floor_block_on_wall_enabled);
|
||
ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody2D::set_slide_on_ceiling_enabled);
|
||
ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody2D::is_slide_on_ceiling_enabled);
|
||
|
||
ClassDB::bind_method(D_METHOD("set_moving_platform_floor_layers", "exclude_layer"), &CharacterBody2D::set_moving_platform_floor_layers);
|
||
ClassDB::bind_method(D_METHOD("get_moving_platform_floor_layers"), &CharacterBody2D::get_moving_platform_floor_layers);
|
||
ClassDB::bind_method(D_METHOD("set_moving_platform_wall_layers", "exclude_layer"), &CharacterBody2D::set_moving_platform_wall_layers);
|
||
ClassDB::bind_method(D_METHOD("get_moving_platform_wall_layers"), &CharacterBody2D::get_moving_platform_wall_layers);
|
||
|
||
ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody2D::get_max_slides);
|
||
ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody2D::set_max_slides);
|
||
ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody2D::get_floor_max_angle);
|
||
ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody2D::set_floor_max_angle);
|
||
ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody2D::get_floor_snap_length);
|
||
ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody2D::set_floor_snap_length);
|
||
ClassDB::bind_method(D_METHOD("get_free_mode_min_slide_angle"), &CharacterBody2D::get_free_mode_min_slide_angle);
|
||
ClassDB::bind_method(D_METHOD("set_free_mode_min_slide_angle", "radians"), &CharacterBody2D::set_free_mode_min_slide_angle);
|
||
ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody2D::get_up_direction);
|
||
ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody2D::set_up_direction);
|
||
ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody2D::set_motion_mode);
|
||
ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody2D::get_motion_mode);
|
||
ClassDB::bind_method(D_METHOD("set_moving_platform_apply_velocity_on_leave", "on_leave_apply_velocity"), &CharacterBody2D::set_moving_platform_apply_velocity_on_leave);
|
||
ClassDB::bind_method(D_METHOD("get_moving_platform_apply_velocity_on_leave"), &CharacterBody2D::get_moving_platform_apply_velocity_on_leave);
|
||
|
||
ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody2D::is_on_floor);
|
||
ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody2D::is_on_floor_only);
|
||
ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody2D::is_on_ceiling);
|
||
ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody2D::is_on_ceiling_only);
|
||
ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody2D::is_on_wall);
|
||
ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody2D::is_on_wall_only);
|
||
ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody2D::get_floor_normal);
|
||
ClassDB::bind_method(D_METHOD("get_wall_normal"), &CharacterBody2D::get_wall_normal);
|
||
ClassDB::bind_method(D_METHOD("get_last_motion"), &CharacterBody2D::get_last_motion);
|
||
ClassDB::bind_method(D_METHOD("get_position_delta"), &CharacterBody2D::get_position_delta);
|
||
ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody2D::get_real_velocity);
|
||
ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody2D::get_floor_angle, DEFVAL(Vector2(0.0, -1.0)));
|
||
ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody2D::get_platform_velocity);
|
||
ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody2D::get_slide_collision_count);
|
||
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision);
|
||
ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody2D::_get_last_slide_collision);
|
||
|
||
ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Free", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode");
|
||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction");
|
||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion_velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_motion_velocity", "get_motion_velocity");
|
||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
|
||
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_max_slides", "get_max_slides");
|
||
|
||
ADD_GROUP("Free Mode", "free_mode_");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "free_mode_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians", PROPERTY_USAGE_DEFAULT), "set_free_mode_min_slide_angle", "get_free_mode_min_slide_angle");
|
||
ADD_GROUP("Floor", "floor_");
|
||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled");
|
||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled");
|
||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians"), "set_floor_max_angle", "get_floor_max_angle");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater"), "set_floor_snap_length", "get_floor_snap_length");
|
||
ADD_GROUP("Moving platform", "moving_platform");
|
||
ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_apply_velocity_on_leave", PROPERTY_HINT_ENUM, "Always,Upward Only,Never", PROPERTY_USAGE_DEFAULT), "set_moving_platform_apply_velocity_on_leave", "get_moving_platform_apply_velocity_on_leave");
|
||
ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_floor_layers", "get_moving_platform_floor_layers");
|
||
ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_wall_layers", "get_moving_platform_wall_layers");
|
||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
|
||
|
||
BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED);
|
||
BIND_ENUM_CONSTANT(MOTION_MODE_FREE);
|
||
|
||
BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_ALWAYS);
|
||
BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY);
|
||
BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_NEVER);
|
||
}
|
||
|
||
void CharacterBody2D::_validate_property(PropertyInfo &property) const {
|
||
if (motion_mode == MOTION_MODE_FREE) {
|
||
if (property.name.begins_with("floor_") || property.name == "up_direction" || property.name == "slide_on_ceiling") {
|
||
property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
|
||
}
|
||
} else {
|
||
if (property.name == "free_mode_min_slide_angle") {
|
||
property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
|
||
}
|
||
}
|
||
}
|
||
|
||
CharacterBody2D::CharacterBody2D() :
|
||
PhysicsBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) {
|
||
}
|
||
|
||
CharacterBody2D::~CharacterBody2D() {
|
||
for (int i = 0; i < slide_colliders.size(); i++) {
|
||
if (slide_colliders[i].is_valid()) {
|
||
slide_colliders.write[i]->owner = nullptr;
|
||
}
|
||
}
|
||
}
|
||
|
||
////////////////////////
|
||
|
||
Vector2 KinematicCollision2D::get_position() const {
|
||
return result.collision_point;
|
||
}
|
||
|
||
Vector2 KinematicCollision2D::get_normal() const {
|
||
return result.collision_normal;
|
||
}
|
||
|
||
Vector2 KinematicCollision2D::get_travel() const {
|
||
return result.travel;
|
||
}
|
||
|
||
Vector2 KinematicCollision2D::get_remainder() const {
|
||
return result.remainder;
|
||
}
|
||
|
||
real_t KinematicCollision2D::get_angle(const Vector2 &p_up_direction) const {
|
||
ERR_FAIL_COND_V(p_up_direction == Vector2(), 0);
|
||
return result.get_angle(p_up_direction);
|
||
}
|
||
|
||
Object *KinematicCollision2D::get_local_shape() const {
|
||
if (!owner) {
|
||
return nullptr;
|
||
}
|
||
uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape);
|
||
return owner->shape_owner_get_owner(ownerid);
|
||
}
|
||
|
||
Object *KinematicCollision2D::get_collider() const {
|
||
if (result.collider_id.is_valid()) {
|
||
return ObjectDB::get_instance(result.collider_id);
|
||
}
|
||
|
||
return nullptr;
|
||
}
|
||
|
||
ObjectID KinematicCollision2D::get_collider_id() const {
|
||
return result.collider_id;
|
||
}
|
||
|
||
RID KinematicCollision2D::get_collider_rid() const {
|
||
return result.collider;
|
||
}
|
||
|
||
Object *KinematicCollision2D::get_collider_shape() const {
|
||
Object *collider = get_collider();
|
||
if (collider) {
|
||
CollisionObject2D *obj2d = Object::cast_to<CollisionObject2D>(collider);
|
||
if (obj2d) {
|
||
uint32_t ownerid = obj2d->shape_find_owner(result.collider_shape);
|
||
return obj2d->shape_owner_get_owner(ownerid);
|
||
}
|
||
}
|
||
|
||
return nullptr;
|
||
}
|
||
|
||
int KinematicCollision2D::get_collider_shape_index() const {
|
||
return result.collider_shape;
|
||
}
|
||
|
||
Vector2 KinematicCollision2D::get_collider_velocity() const {
|
||
return result.collider_velocity;
|
||
}
|
||
|
||
void KinematicCollision2D::_bind_methods() {
|
||
ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position);
|
||
ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal);
|
||
ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel);
|
||
ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder);
|
||
ClassDB::bind_method(D_METHOD("get_angle", "up_direction"), &KinematicCollision2D::get_angle, DEFVAL(Vector2(0.0, -1.0)));
|
||
ClassDB::bind_method(D_METHOD("get_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);
|
||
|
||
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");
|
||
}
|