virtualx-engine/scene/2d/physics_body_2d.cpp
2014-02-09 22:10:30 -03:00

794 lines
24 KiB
C++

/*************************************************************************/
/* physics_body_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "physics_body_2d.h"
#include "scene/scene_string_names.h"
void PhysicsBody2D::_notification(int p_what) {
/*
switch(p_what) {
case NOTIFICATION_TRANSFORM_CHANGED: {
Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_TRANSFORM,get_global_transform());
} break;
}
*/
}
PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode) : CollisionObject2D( Physics2DServer::get_singleton()->body_create(p_mode), false) {
}
void StaticBody2D::set_constant_linear_velocity(const Vector2& p_vel) {
constant_linear_velocity=p_vel;
Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_LINEAR_VELOCITY,constant_linear_velocity);
}
void StaticBody2D::set_constant_angular_velocity(real_t p_vel) {
constant_angular_velocity=p_vel;
Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_ANGULAR_VELOCITY,constant_angular_velocity);
}
Vector2 StaticBody2D::get_constant_linear_velocity() const {
return constant_linear_velocity;
}
real_t StaticBody2D::get_constant_angular_velocity() const {
return constant_angular_velocity;
}
void StaticBody2D::_state_notify(Object *p_object) {
if (!pre_xform)
return;
Physics2DDirectBodyState *p2d = (Physics2DDirectBodyState*)p_object;
setting=true;
Matrix32 new_xform = p2d->get_transform();
*pre_xform=new_xform;
set_block_transform_notify(true);
set_global_transform(new_xform);
set_block_transform_notify(false);
setting=false;
}
void StaticBody2D::_update_xform() {
if (!pre_xform || !pending)
return;
setting=true;
Matrix32 new_xform = get_global_transform(); //obtain the new one
set_block_transform_notify(true);
Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_TRANSFORM,*pre_xform); //then simulate motion!
set_global_transform(*pre_xform); //but restore state to previous one in both visual and physics
set_block_transform_notify(false);
Physics2DServer::get_singleton()->body_static_simulate_motion(get_rid(),new_xform); //then simulate motion!
setting=false;
pending=false;
}
void StaticBody2D::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_ENTER_SCENE: {
if (pre_xform)
*pre_xform = get_global_transform();
pending=false;
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
if (simulating_motion && !pending && is_inside_scene() && !setting && !get_scene()->is_editor_hint()) {
call_deferred(SceneStringNames::get_singleton()->_update_xform);
pending=true;
}
} break;
}
}
void StaticBody2D::set_simulate_motion(bool p_enable) {
if (p_enable==simulating_motion)
return;
simulating_motion=p_enable;
if (p_enable) {
pre_xform = memnew( Matrix32 );
if (is_inside_scene())
*pre_xform=get_transform();
// query = Physics2DServer::get_singleton()->query_create(this,"_state_notify",Variant());
// Physics2DServer::get_singleton()->query_body_direct_state(query,get_rid());
Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(),this,"_state_notify");
} else {
memdelete( pre_xform );
pre_xform=NULL;
Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(),NULL,StringName());
pending=false;
}
}
bool StaticBody2D::is_simulating_motion() const {
return simulating_motion;
}
void StaticBody2D::set_friction(real_t p_friction){
ERR_FAIL_COND(p_friction<0 || p_friction>1);
friction=p_friction;
Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_FRICTION,friction);
}
real_t StaticBody2D::get_friction() const{
return friction;
}
void StaticBody2D::set_bounce(real_t p_bounce){
ERR_FAIL_COND(p_bounce<0 || p_bounce>1);
bounce=p_bounce;
Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_BOUNCE,bounce);
}
real_t StaticBody2D::get_bounce() const{
return bounce;
}
void StaticBody2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_simulate_motion","enabled"),&StaticBody2D::set_simulate_motion);
ObjectTypeDB::bind_method(_MD("is_simulating_motion"),&StaticBody2D::is_simulating_motion);
ObjectTypeDB::bind_method(_MD("_update_xform"),&StaticBody2D::_update_xform);
ObjectTypeDB::bind_method(_MD("_state_notify"),&StaticBody2D::_state_notify);
ObjectTypeDB::bind_method(_MD("set_constant_linear_velocity","vel"),&StaticBody2D::set_constant_linear_velocity);
ObjectTypeDB::bind_method(_MD("set_constant_angular_velocity","vel"),&StaticBody2D::set_constant_angular_velocity);
ObjectTypeDB::bind_method(_MD("get_constant_linear_velocity"),&StaticBody2D::get_constant_linear_velocity);
ObjectTypeDB::bind_method(_MD("get_constant_angular_velocity"),&StaticBody2D::get_constant_angular_velocity);
ObjectTypeDB::bind_method(_MD("set_friction","friction"),&StaticBody2D::set_friction);
ObjectTypeDB::bind_method(_MD("get_friction"),&StaticBody2D::get_friction);
ObjectTypeDB::bind_method(_MD("set_bounce","bounce"),&StaticBody2D::set_bounce);
ObjectTypeDB::bind_method(_MD("get_bounce"),&StaticBody2D::get_bounce);
ADD_PROPERTY(PropertyInfo(Variant::BOOL,"simulate_motion"),_SCS("set_simulate_motion"),_SCS("is_simulating_motion"));
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2,"constant_linear_velocity"),_SCS("set_constant_linear_velocity"),_SCS("get_constant_linear_velocity"));
ADD_PROPERTY(PropertyInfo(Variant::REAL,"constant_angular_velocity"),_SCS("set_constant_angular_velocity"),_SCS("get_constant_angular_velocity"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_friction"),_SCS("get_friction"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_bounce"),_SCS("get_bounce"));
}
StaticBody2D::StaticBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_STATIC) {
simulating_motion=false;
pre_xform=NULL;
setting=false;
pending=false;
constant_angular_velocity=0;
bounce=0;
friction=1;
}
StaticBody2D::~StaticBody2D() {
if (pre_xform)
memdelete(pre_xform);
//if (query.is_valid())
// Physics2DServer::get_singleton()->free(query);
}
void RigidBody2D::_body_enter_scene(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = obj ? obj->cast_to<Node>() : NULL;
ERR_FAIL_COND(!node);
Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(E->get().in_scene);
E->get().in_scene=true;
emit_signal(SceneStringNames::get_singleton()->body_enter,node);
for(int i=0;i<E->get().shapes.size();i++) {
emit_signal(SceneStringNames::get_singleton()->body_enter_shape,p_id,node,E->get().shapes[i].body_shape,E->get().shapes[i].local_shape);
}
}
void RigidBody2D::_body_exit_scene(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = obj ? obj->cast_to<Node>() : NULL;
ERR_FAIL_COND(!node);
Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(!E->get().in_scene);
E->get().in_scene=false;
emit_signal(SceneStringNames::get_singleton()->body_exit,node);
for(int i=0;i<E->get().shapes.size();i++) {
emit_signal(SceneStringNames::get_singleton()->body_exit_shape,p_id,node,E->get().shapes[i].body_shape,E->get().shapes[i].local_shape);
}
}
void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shape,int p_local_shape) {
bool body_in = p_status==1;
ObjectID objid=p_instance;
Object *obj = ObjectDB::get_instance(objid);
Node *node = obj ? obj->cast_to<Node>() : NULL;
Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(objid);
ERR_FAIL_COND(!body_in && !E);
if (body_in) {
if (!E) {
E = contact_monitor->body_map.insert(objid,BodyState());
E->get().rc=0;
E->get().in_scene=node && node->is_inside_scene();
if (node) {
node->connect(SceneStringNames::get_singleton()->enter_scene,this,SceneStringNames::get_singleton()->_body_enter_scene,make_binds(objid));
node->connect(SceneStringNames::get_singleton()->exit_scene,this,SceneStringNames::get_singleton()->_body_exit_scene,make_binds(objid));
if (E->get().in_scene) {
emit_signal(SceneStringNames::get_singleton()->body_enter,node);
}
}
}
E->get().rc++;
if (node)
E->get().shapes.insert(ShapePair(p_body_shape,p_local_shape));
if (E->get().in_scene) {
emit_signal(SceneStringNames::get_singleton()->body_enter_shape,objid,node,p_body_shape,p_local_shape);
}
} else {
E->get().rc--;
if (node)
E->get().shapes.erase(ShapePair(p_body_shape,p_local_shape));
if (E->get().rc==0) {
if (node) {
node->disconnect(SceneStringNames::get_singleton()->enter_scene,this,SceneStringNames::get_singleton()->_body_enter_scene);
node->disconnect(SceneStringNames::get_singleton()->exit_scene,this,SceneStringNames::get_singleton()->_body_exit_scene);
if (E->get().in_scene)
emit_signal(SceneStringNames::get_singleton()->body_exit,obj);
}
contact_monitor->body_map.erase(E);
}
if (node && E->get().in_scene) {
emit_signal(SceneStringNames::get_singleton()->body_exit_shape,objid,obj,p_body_shape,p_local_shape);
}
}
}
struct _RigidBody2DInOut {
ObjectID id;
int shape;
int local_shape;
};
void RigidBody2D::_direct_state_changed(Object *p_state) {
//eh.. fuck
#ifdef DEBUG_ENABLED
state=p_state->cast_to<Physics2DDirectBodyState>();
#else
state=(Physics2DDirectBodyState*)p_state; //trust it
#endif
if (contact_monitor) {
//untag all
int rc=0;
for( Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.front();E;E=E->next()) {
for(int i=0;i<E->get().shapes.size();i++) {
E->get().shapes[i].tagged=false;
rc++;
}
}
_RigidBody2DInOut *toadd=(_RigidBody2DInOut*)alloca(state->get_contact_count()*sizeof(_RigidBody2DInOut));
int toadd_count=0;//state->get_contact_count();
RigidBody2D_RemoveAction *toremove=(RigidBody2D_RemoveAction*)alloca(rc*sizeof(RigidBody2D_RemoveAction));
int toremove_count=0;
//put the ones to add
for(int i=0;i<state->get_contact_count();i++) {
ObjectID obj = state->get_contact_collider_id(i);
int local_shape = state->get_contact_local_shape(i);
int shape = state->get_contact_collider_shape(i);
toadd[i].local_shape=local_shape;
toadd[i].id=obj;
toadd[i].shape=shape;
bool found=false;
Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(obj);
if (!E) {
toadd_count++;
continue;
}
ShapePair sp( shape,local_shape );
int idx = E->get().shapes.find(sp);
if (idx==-1) {
toadd_count++;
continue;
}
E->get().shapes[idx].tagged=true;
}
//put the ones to remove
for( Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.front();E;E=E->next()) {
for(int i=0;i<E->get().shapes.size();i++) {
if (!E->get().shapes[i].tagged) {
toremove[toremove_count].body_id=E->key();
toremove[toremove_count].pair=E->get().shapes[i];
toremove_count++;
}
}
}
//process remotions
for(int i=0;i<toremove_count;i++) {
_body_inout(0,toremove[i].body_id,toremove[i].pair.body_shape,toremove[i].pair.local_shape);
}
//process aditions
for(int i=0;i<toadd_count;i++) {
_body_inout(1,toadd[i].id,toadd[i].shape,toadd[i].local_shape);
}
}
set_block_transform_notify(true); // don't want notify (would feedback loop)
set_global_transform(state->get_transform());
linear_velocity=state->get_linear_velocity();
angular_velocity=state->get_angular_velocity();
active=!state->is_sleeping();
if (get_script_instance())
get_script_instance()->call("_integrate_forces",state);
set_block_transform_notify(false); // want it back
state=NULL;
}
void RigidBody2D::_notification(int p_what) {
}
void RigidBody2D::set_mode(Mode p_mode) {
mode=p_mode;
switch(p_mode) {
case MODE_RIGID: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_RIGID);
} break;
case MODE_STATIC: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_STATIC);
} break;
case MODE_STATIC_ACTIVE: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_STATIC_ACTIVE);
} break;
case MODE_CHARACTER: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_CHARACTER);
} break;
}
}
RigidBody2D::Mode RigidBody2D::get_mode() const{
return mode;
}
void RigidBody2D::set_mass(real_t p_mass){
ERR_FAIL_COND(p_mass<=0);
mass=p_mass;
_change_notify("mass");
_change_notify("weight");
Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_MASS,mass);
}
real_t RigidBody2D::get_mass() const{
return mass;
}
void RigidBody2D::set_weight(real_t p_weight){
set_mass(p_weight/9.8);
}
real_t RigidBody2D::get_weight() const{
return mass*9.8;
}
void RigidBody2D::set_friction(real_t p_friction){
ERR_FAIL_COND(p_friction<0 || p_friction>1);
friction=p_friction;
Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_FRICTION,friction);
}
real_t RigidBody2D::get_friction() const{
return friction;
}
void RigidBody2D::set_bounce(real_t p_bounce){
ERR_FAIL_COND(p_bounce<0 || p_bounce>1);
bounce=p_bounce;
Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_BOUNCE,bounce);
}
real_t RigidBody2D::get_bounce() const{
return bounce;
}
void RigidBody2D::set_axis_velocity(const Vector2& p_axis) {
Vector2 v = state? state->get_linear_velocity() : linear_velocity;
Vector2 axis = p_axis.normalized();
v-=axis*axis.dot(v);
v+=p_axis;
if (state) {
set_linear_velocity(v);
} else {
Physics2DServer::get_singleton()->body_set_axis_velocity(get_rid(),p_axis);
linear_velocity=v;
}
}
void RigidBody2D::set_linear_velocity(const Vector2& p_velocity){
linear_velocity=p_velocity;
if (state)
state->set_linear_velocity(linear_velocity);
else {
Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_LINEAR_VELOCITY,linear_velocity);
}
}
Vector2 RigidBody2D::get_linear_velocity() const{
return linear_velocity;
}
void RigidBody2D::set_angular_velocity(real_t p_velocity){
angular_velocity=p_velocity;
if (state)
state->set_angular_velocity(angular_velocity);
else
Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_ANGULAR_VELOCITY,angular_velocity);
}
real_t RigidBody2D::get_angular_velocity() const{
return angular_velocity;
}
void RigidBody2D::set_use_custom_integrator(bool p_enable){
if (custom_integrator==p_enable)
return;
custom_integrator=p_enable;
Physics2DServer::get_singleton()->body_set_omit_force_integration(get_rid(),p_enable);
}
bool RigidBody2D::is_using_custom_integrator(){
return custom_integrator;
}
void RigidBody2D::set_active(bool p_active) {
active=p_active;
Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_SLEEPING,!active);
}
void RigidBody2D::set_can_sleep(bool p_active) {
can_sleep=p_active;
Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_CAN_SLEEP,p_active);
}
bool RigidBody2D::is_able_to_sleep() const {
return can_sleep;
}
bool RigidBody2D::is_active() const {
return active;
}
void RigidBody2D::set_max_contacts_reported(int p_amount) {
max_contacts_reported=p_amount;
Physics2DServer::get_singleton()->body_set_max_contacts_reported(get_rid(),p_amount);
}
int RigidBody2D::get_max_contacts_reported() const{
return max_contacts_reported;
}
void RigidBody2D::apply_impulse(const Vector2& p_pos, const Vector2& p_impulse) {
Physics2DServer::get_singleton()->body_apply_impulse(get_rid(),p_pos,p_impulse);
}
void RigidBody2D::set_applied_force(const Vector2& p_force) {
Physics2DServer::get_singleton()->body_set_applied_force(get_rid(), p_force);
};
Vector2 RigidBody2D::get_applied_force() const {
return Physics2DServer::get_singleton()->body_get_applied_force(get_rid());
};
void RigidBody2D::set_use_continuous_collision_detection(bool p_enable) {
ccd=p_enable;
Physics2DServer::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(),p_enable);
}
bool RigidBody2D::is_using_continuous_collision_detection() const {
return ccd;
}
void RigidBody2D::set_contact_monitor(bool p_enabled) {
if (p_enabled==is_contact_monitor_enabled())
return;
if (!p_enabled) {
for(Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.front();E;E=E->next()) {
//clean up mess
}
memdelete( contact_monitor );
contact_monitor=NULL;
} else {
contact_monitor = memnew( ContactMonitor );
}
}
bool RigidBody2D::is_contact_monitor_enabled() const {
return contact_monitor!=NULL;
}
void RigidBody2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_mode","mode"),&RigidBody2D::set_mode);
ObjectTypeDB::bind_method(_MD("get_mode"),&RigidBody2D::get_mode);
ObjectTypeDB::bind_method(_MD("set_mass","mass"),&RigidBody2D::set_mass);
ObjectTypeDB::bind_method(_MD("get_mass"),&RigidBody2D::get_mass);
ObjectTypeDB::bind_method(_MD("set_weight","weight"),&RigidBody2D::set_weight);
ObjectTypeDB::bind_method(_MD("get_weight"),&RigidBody2D::get_weight);
ObjectTypeDB::bind_method(_MD("set_friction","friction"),&RigidBody2D::set_friction);
ObjectTypeDB::bind_method(_MD("get_friction"),&RigidBody2D::get_friction);
ObjectTypeDB::bind_method(_MD("set_bounce","bounce"),&RigidBody2D::set_bounce);
ObjectTypeDB::bind_method(_MD("get_bounce"),&RigidBody2D::get_bounce);
ObjectTypeDB::bind_method(_MD("set_linear_velocity","linear_velocity"),&RigidBody2D::set_linear_velocity);
ObjectTypeDB::bind_method(_MD("get_linear_velocity"),&RigidBody2D::get_linear_velocity);
ObjectTypeDB::bind_method(_MD("set_angular_velocity","angular_velocity"),&RigidBody2D::set_angular_velocity);
ObjectTypeDB::bind_method(_MD("get_angular_velocity"),&RigidBody2D::get_angular_velocity);
ObjectTypeDB::bind_method(_MD("set_max_contacts_reported","amount"),&RigidBody2D::set_max_contacts_reported);
ObjectTypeDB::bind_method(_MD("get_max_contacts_reported"),&RigidBody2D::get_max_contacts_reported);
ObjectTypeDB::bind_method(_MD("set_use_custom_integrator","enable"),&RigidBody2D::set_use_custom_integrator);
ObjectTypeDB::bind_method(_MD("is_using_custom_integrator"),&RigidBody2D::is_using_custom_integrator);
ObjectTypeDB::bind_method(_MD("set_contact_monitor","enabled"),&RigidBody2D::set_contact_monitor);
ObjectTypeDB::bind_method(_MD("is_contact_monitor_enabled"),&RigidBody2D::is_contact_monitor_enabled);
ObjectTypeDB::bind_method(_MD("set_use_continuous_collision_detection","enable"),&RigidBody2D::set_use_continuous_collision_detection);
ObjectTypeDB::bind_method(_MD("is_using_continuous_collision_detection"),&RigidBody2D::is_using_continuous_collision_detection);
ObjectTypeDB::bind_method(_MD("set_axis_velocity","axis_velocity"),&RigidBody2D::set_axis_velocity);
ObjectTypeDB::bind_method(_MD("apply_impulse","pos","impulse"),&RigidBody2D::apply_impulse);
ObjectTypeDB::bind_method(_MD("set_applied_force","force"),&RigidBody2D::set_applied_force);
ObjectTypeDB::bind_method(_MD("get_applied_force"),&RigidBody2D::get_applied_force);
ObjectTypeDB::bind_method(_MD("set_active","active"),&RigidBody2D::set_active);
ObjectTypeDB::bind_method(_MD("is_active"),&RigidBody2D::is_active);
ObjectTypeDB::bind_method(_MD("set_can_sleep","able_to_sleep"),&RigidBody2D::set_can_sleep);
ObjectTypeDB::bind_method(_MD("is_able_to_sleep"),&RigidBody2D::is_able_to_sleep);
ObjectTypeDB::bind_method(_MD("_direct_state_changed"),&RigidBody2D::_direct_state_changed);
ObjectTypeDB::bind_method(_MD("_body_enter_scene"),&RigidBody2D::_body_enter_scene);
ObjectTypeDB::bind_method(_MD("_body_exit_scene"),&RigidBody2D::_body_exit_scene);
BIND_VMETHOD(MethodInfo("_integrate_forces",PropertyInfo(Variant::OBJECT,"state:Physics2DDirectBodyState")));
ADD_PROPERTY( PropertyInfo(Variant::INT,"mode",PROPERTY_HINT_ENUM,"Rigid,Static,Character,Static Active"),_SCS("set_mode"),_SCS("get_mode"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"mass",PROPERTY_HINT_EXP_RANGE,"0.01,65535,0.01"),_SCS("set_mass"),_SCS("get_mass"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"weight",PROPERTY_HINT_EXP_RANGE,"0.01,65535,0.01",PROPERTY_USAGE_EDITOR),_SCS("set_weight"),_SCS("get_weight"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_friction"),_SCS("get_friction"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_bounce"),_SCS("get_bounce"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"custom_integrator"),_SCS("set_use_custom_integrator"),_SCS("is_using_custom_integrator"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"continuous_cd"),_SCS("set_use_continuous_collision_detection"),_SCS("is_using_continuous_collision_detection"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"contacts_reported"),_SCS("set_max_contacts_reported"),_SCS("get_max_contacts_reported"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"contact_monitor"),_SCS("set_contact_monitor"),_SCS("is_contact_monitor_enabled"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"active"),_SCS("set_active"),_SCS("is_active"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"can_sleep"),_SCS("set_can_sleep"),_SCS("is_able_to_sleep"));
ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"velocity/linear"),_SCS("set_linear_velocity"),_SCS("get_linear_velocity"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"velocity/angular"),_SCS("set_angular_velocity"),_SCS("get_angular_velocity"));
ADD_SIGNAL( MethodInfo("body_enter_shape",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"local_shape")));
ADD_SIGNAL( MethodInfo("body_exit_shape",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"local_shape")));
ADD_SIGNAL( MethodInfo("body_enter",PropertyInfo(Variant::OBJECT,"body")));
ADD_SIGNAL( MethodInfo("body_exit",PropertyInfo(Variant::OBJECT,"body")));
BIND_CONSTANT( MODE_STATIC );
BIND_CONSTANT( MODE_STATIC_ACTIVE );
BIND_CONSTANT( MODE_RIGID );
BIND_CONSTANT( MODE_CHARACTER );
}
RigidBody2D::RigidBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_RIGID) {
mode=MODE_RIGID;
bounce=0;
mass=1;
friction=1;
max_contacts_reported=0;
state=NULL;
angular_velocity=0;
active=true;
ccd=false;
custom_integrator=false;
contact_monitor=NULL;
can_sleep=true;
Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(),this,"_direct_state_changed");
}
RigidBody2D::~RigidBody2D() {
if (contact_monitor)
memdelete( contact_monitor );
}