a6f3bc7c69
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
1472 lines
53 KiB
C++
1472 lines
53 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 "core/engine.h"
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#include "core/list.h"
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#include "core/math/math_funcs.h"
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#include "core/method_bind_ext.gen.inc"
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#include "core/object.h"
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#include "core/rid.h"
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#include "scene/scene_string_names.h"
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void PhysicsBody2D::_notification(int p_what) {
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}
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void PhysicsBody2D::_set_layers(uint32_t p_mask) {
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set_collision_layer(p_mask);
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set_collision_mask(p_mask);
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}
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uint32_t PhysicsBody2D::_get_layers() const {
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return get_collision_layer();
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}
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void PhysicsBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PhysicsBody2D::set_collision_layer);
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ClassDB::bind_method(D_METHOD("get_collision_layer"), &PhysicsBody2D::get_collision_layer);
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ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &PhysicsBody2D::set_collision_mask);
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ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsBody2D::get_collision_mask);
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ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &PhysicsBody2D::set_collision_mask_bit);
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ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &PhysicsBody2D::get_collision_mask_bit);
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ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &PhysicsBody2D::set_collision_layer_bit);
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ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &PhysicsBody2D::get_collision_layer_bit);
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ClassDB::bind_method(D_METHOD("_set_layers", "mask"), &PhysicsBody2D::_set_layers);
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ClassDB::bind_method(D_METHOD("_get_layers"), &PhysicsBody2D::_get_layers);
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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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ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_2D_PHYSICS, "", 0), "_set_layers", "_get_layers"); //for backwards compat
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ADD_GROUP("Collision", "collision_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_layer", "get_collision_layer");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
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}
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void PhysicsBody2D::set_collision_layer(uint32_t p_layer) {
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collision_layer = p_layer;
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PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), p_layer);
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}
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uint32_t PhysicsBody2D::get_collision_layer() const {
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return collision_layer;
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}
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void PhysicsBody2D::set_collision_mask(uint32_t p_mask) {
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collision_mask = p_mask;
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PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), p_mask);
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}
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uint32_t PhysicsBody2D::get_collision_mask() const {
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return collision_mask;
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}
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void PhysicsBody2D::set_collision_mask_bit(int p_bit, bool p_value) {
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uint32_t mask = get_collision_mask();
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if (p_value)
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mask |= 1 << p_bit;
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else
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mask &= ~(1 << p_bit);
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set_collision_mask(mask);
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}
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bool PhysicsBody2D::get_collision_mask_bit(int p_bit) const {
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return get_collision_mask() & (1 << p_bit);
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}
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void PhysicsBody2D::set_collision_layer_bit(int p_bit, bool p_value) {
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uint32_t collision_layer = get_collision_layer();
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if (p_value)
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collision_layer |= 1 << p_bit;
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else
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collision_layer &= ~(1 << p_bit);
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set_collision_layer(collision_layer);
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}
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bool PhysicsBody2D::get_collision_layer_bit(int p_bit) const {
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return get_collision_layer() & (1 << p_bit);
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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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PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), p_mode);
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collision_layer = 1;
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collision_mask = 1;
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set_pickable(false);
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}
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Array 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 (List<RID>::Element *E = exceptions.front(); E; E = E->next()) {
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RID body = E->get();
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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 PhysicsBody 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 PhysicsBody 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::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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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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}
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StaticBody2D::StaticBody2D() :
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PhysicsBody2D(PhysicsServer2D::BODY_MODE_STATIC) {
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constant_angular_velocity = 0;
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}
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StaticBody2D::~StaticBody2D() {
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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 RigidBody2D::_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, p_id, 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 RigidBody2D::_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, p_id, 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 RigidBody2D::_body_inout(int p_status, 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().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, &RigidBody2D::_body_enter_tree), make_binds(objid));
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node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_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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if (E->get().in_scene) {
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emit_signal(SceneStringNames::get_singleton()->body_shape_entered, objid, 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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bool in_scene = E->get().in_scene;
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if (E->get().shapes.empty()) {
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if (node) {
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node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree));
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node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree));
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if (in_scene)
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emit_signal(SceneStringNames::get_singleton()->body_exited, node);
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}
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contact_monitor->body_map.erase(E);
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}
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if (node && in_scene) {
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emit_signal(SceneStringNames::get_singleton()->body_shape_exited, objid, node, p_body_shape, p_local_shape);
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}
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}
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}
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struct _RigidBody2DInOut {
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ObjectID id;
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int shape;
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int local_shape;
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};
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bool RigidBody2D::_test_motion(const Vector2 &p_motion, bool p_infinite_inertia, float p_margin, const Ref<Physics2DTestMotionResult> &p_result) {
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PhysicsServer2D::MotionResult *r = NULL;
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if (p_result.is_valid())
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r = p_result->get_result_ptr();
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return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), get_global_transform(), p_motion, p_infinite_inertia, p_margin, r);
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}
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void RigidBody2D::_direct_state_changed(Object *p_state) {
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#ifdef DEBUG_ENABLED
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state = Object::cast_to<PhysicsDirectBodyState2D>(p_state);
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#else
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state = (Physics2DDirectBodyState *)p_state; //trust it
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#endif
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set_block_transform_notify(true); // don't want notify (would feedback loop)
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if (mode != MODE_KINEMATIC)
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set_global_transform(state->get_transform());
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linear_velocity = state->get_linear_velocity();
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angular_velocity = state->get_angular_velocity();
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if (sleeping != state->is_sleeping()) {
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sleeping = state->is_sleeping();
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emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
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}
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if (get_script_instance())
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get_script_instance()->call("_integrate_forces", state);
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set_block_transform_notify(false); // want it back
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if (contact_monitor) {
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contact_monitor->locked = true;
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//untag all
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int rc = 0;
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for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
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for (int i = 0; i < E->get().shapes.size(); i++) {
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E->get().shapes[i].tagged = false;
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rc++;
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}
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}
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_RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(state->get_contact_count() * sizeof(_RigidBody2DInOut));
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int toadd_count = 0; //state->get_contact_count();
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RigidBody2D_RemoveAction *toremove = (RigidBody2D_RemoveAction *)alloca(rc * sizeof(RigidBody2D_RemoveAction));
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int toremove_count = 0;
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//put the ones to add
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for (int i = 0; i < state->get_contact_count(); i++) {
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ObjectID obj = state->get_contact_collider_id(i);
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int local_shape = state->get_contact_local_shape(i);
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int shape = state->get_contact_collider_shape(i);
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//bool found=false;
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Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(obj);
|
|
if (!E) {
|
|
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].local_shape = local_shape;
|
|
toadd[toadd_count].id = obj;
|
|
toadd[toadd_count].shape = shape;
|
|
toadd_count++;
|
|
continue;
|
|
}
|
|
|
|
E->get().shapes[idx].tagged = true;
|
|
}
|
|
|
|
//put the ones to remove
|
|
|
|
for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
|
|
|
|
for (int i = 0; i < E->get().shapes.size(); i++) {
|
|
|
|
if (!E->get().shapes[i].tagged) {
|
|
|
|
toremove[toremove_count].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);
|
|
}
|
|
|
|
contact_monitor->locked = false;
|
|
}
|
|
|
|
state = NULL;
|
|
}
|
|
|
|
void RigidBody2D::set_mode(Mode p_mode) {
|
|
|
|
mode = p_mode;
|
|
switch (p_mode) {
|
|
|
|
case MODE_RIGID: {
|
|
|
|
PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BODY_MODE_RIGID);
|
|
} break;
|
|
case MODE_STATIC: {
|
|
|
|
PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BODY_MODE_STATIC);
|
|
|
|
} break;
|
|
case MODE_KINEMATIC: {
|
|
|
|
PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BODY_MODE_KINEMATIC);
|
|
|
|
} break;
|
|
case MODE_CHARACTER: {
|
|
PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::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");
|
|
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_MASS, mass);
|
|
}
|
|
real_t RigidBody2D::get_mass() const {
|
|
|
|
return mass;
|
|
}
|
|
|
|
void RigidBody2D::set_inertia(real_t p_inertia) {
|
|
|
|
ERR_FAIL_COND(p_inertia < 0);
|
|
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, p_inertia);
|
|
}
|
|
|
|
real_t RigidBody2D::get_inertia() const {
|
|
|
|
return PhysicsServer2D::get_singleton()->body_get_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA);
|
|
}
|
|
|
|
void RigidBody2D::set_weight(real_t p_weight) {
|
|
|
|
set_mass(p_weight / (real_t(GLOBAL_DEF("physics/2d/default_gravity", 98)) / 10));
|
|
}
|
|
|
|
real_t RigidBody2D::get_weight() const {
|
|
|
|
return mass * (real_t(GLOBAL_DEF("physics/2d/default_gravity", 98)) / 10);
|
|
}
|
|
|
|
void RigidBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
|
|
if (physics_material_override.is_valid()) {
|
|
if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody2D::_reload_physics_characteristics))) {
|
|
physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody2D::_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, &RigidBody2D::_reload_physics_characteristics));
|
|
}
|
|
_reload_physics_characteristics();
|
|
}
|
|
|
|
Ref<PhysicsMaterial> RigidBody2D::get_physics_material_override() const {
|
|
return physics_material_override;
|
|
}
|
|
|
|
void RigidBody2D::set_gravity_scale(real_t p_gravity_scale) {
|
|
|
|
gravity_scale = p_gravity_scale;
|
|
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
|
|
}
|
|
real_t RigidBody2D::get_gravity_scale() const {
|
|
|
|
return gravity_scale;
|
|
}
|
|
|
|
void RigidBody2D::set_linear_damp(real_t p_linear_damp) {
|
|
|
|
ERR_FAIL_COND(p_linear_damp < -1);
|
|
linear_damp = p_linear_damp;
|
|
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_LINEAR_DAMP, linear_damp);
|
|
}
|
|
real_t RigidBody2D::get_linear_damp() const {
|
|
|
|
return linear_damp;
|
|
}
|
|
|
|
void RigidBody2D::set_angular_damp(real_t p_angular_damp) {
|
|
|
|
ERR_FAIL_COND(p_angular_damp < -1);
|
|
angular_damp = p_angular_damp;
|
|
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP, angular_damp);
|
|
}
|
|
real_t RigidBody2D::get_angular_damp() const {
|
|
|
|
return angular_damp;
|
|
}
|
|
|
|
void RigidBody2D::set_axis_velocity(const Vector2 &p_axis) {
|
|
|
|
Vector2 v = state ? state->get_linear_velocity() : linear_velocity;
|
|
Vector2 axis = p_axis.normalized();
|
|
v -= axis * axis.dot(v);
|
|
v += p_axis;
|
|
if (state) {
|
|
set_linear_velocity(v);
|
|
} else {
|
|
PhysicsServer2D::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 {
|
|
|
|
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::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
|
|
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::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;
|
|
PhysicsServer2D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
|
|
}
|
|
bool RigidBody2D::is_using_custom_integrator() {
|
|
|
|
return custom_integrator;
|
|
}
|
|
|
|
void RigidBody2D::set_sleeping(bool p_sleeping) {
|
|
|
|
sleeping = p_sleeping;
|
|
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_SLEEPING, sleeping);
|
|
}
|
|
|
|
void RigidBody2D::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 RigidBody2D::is_able_to_sleep() const {
|
|
|
|
return can_sleep;
|
|
}
|
|
|
|
bool RigidBody2D::is_sleeping() const {
|
|
|
|
return sleeping;
|
|
}
|
|
|
|
void RigidBody2D::set_max_contacts_reported(int p_amount) {
|
|
|
|
max_contacts_reported = p_amount;
|
|
PhysicsServer2D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
|
|
}
|
|
|
|
int RigidBody2D::get_max_contacts_reported() const {
|
|
|
|
return max_contacts_reported;
|
|
}
|
|
|
|
void RigidBody2D::apply_central_impulse(const Vector2 &p_impulse) {
|
|
PhysicsServer2D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
|
|
}
|
|
|
|
void RigidBody2D::apply_impulse(const Vector2 &p_offset, const Vector2 &p_impulse) {
|
|
|
|
PhysicsServer2D::get_singleton()->body_apply_impulse(get_rid(), p_offset, p_impulse);
|
|
}
|
|
|
|
void RigidBody2D::apply_torque_impulse(float p_torque) {
|
|
PhysicsServer2D::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque);
|
|
}
|
|
|
|
void RigidBody2D::set_applied_force(const Vector2 &p_force) {
|
|
|
|
PhysicsServer2D::get_singleton()->body_set_applied_force(get_rid(), p_force);
|
|
};
|
|
|
|
Vector2 RigidBody2D::get_applied_force() const {
|
|
|
|
return PhysicsServer2D::get_singleton()->body_get_applied_force(get_rid());
|
|
};
|
|
|
|
void RigidBody2D::set_applied_torque(const float p_torque) {
|
|
|
|
PhysicsServer2D::get_singleton()->body_set_applied_torque(get_rid(), p_torque);
|
|
};
|
|
|
|
float RigidBody2D::get_applied_torque() const {
|
|
|
|
return PhysicsServer2D::get_singleton()->body_get_applied_torque(get_rid());
|
|
};
|
|
|
|
void RigidBody2D::add_central_force(const Vector2 &p_force) {
|
|
PhysicsServer2D::get_singleton()->body_add_central_force(get_rid(), p_force);
|
|
}
|
|
|
|
void RigidBody2D::add_force(const Vector2 &p_offset, const Vector2 &p_force) {
|
|
|
|
PhysicsServer2D::get_singleton()->body_add_force(get_rid(), p_offset, p_force);
|
|
}
|
|
|
|
void RigidBody2D::add_torque(const float p_torque) {
|
|
PhysicsServer2D::get_singleton()->body_add_torque(get_rid(), p_torque);
|
|
}
|
|
|
|
void RigidBody2D::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));
|
|
}
|
|
|
|
RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const {
|
|
|
|
return ccd_mode;
|
|
}
|
|
|
|
Array RigidBody2D::get_colliding_bodies() const {
|
|
|
|
ERR_FAIL_COND_V(!contact_monitor, Array());
|
|
|
|
Array ret;
|
|
ret.resize(contact_monitor->body_map.size());
|
|
int idx = 0;
|
|
for (const Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
|
|
Object *obj = ObjectDB::get_instance(E->key());
|
|
if (!obj) {
|
|
ret.resize(ret.size() - 1); //ops
|
|
} else {
|
|
ret[idx++] = obj;
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
void RigidBody2D::set_contact_monitor(bool p_enabled) {
|
|
|
|
if (p_enabled == is_contact_monitor_enabled())
|
|
return;
|
|
|
|
if (!p_enabled) {
|
|
|
|
ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead.");
|
|
|
|
for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
|
|
|
|
//clean up mess
|
|
Object *obj = ObjectDB::get_instance(E->key());
|
|
Node *node = Object::cast_to<Node>(obj);
|
|
|
|
if (node) {
|
|
node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree));
|
|
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree));
|
|
}
|
|
}
|
|
|
|
memdelete(contact_monitor);
|
|
contact_monitor = NULL;
|
|
} else {
|
|
|
|
contact_monitor = memnew(ContactMonitor);
|
|
contact_monitor->locked = false;
|
|
}
|
|
}
|
|
|
|
bool RigidBody2D::is_contact_monitor_enabled() const {
|
|
|
|
return contact_monitor != NULL;
|
|
}
|
|
|
|
void RigidBody2D::_notification(int p_what) {
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
if (p_what == NOTIFICATION_ENTER_TREE) {
|
|
if (Engine::get_singleton()->is_editor_hint()) {
|
|
set_notify_local_transform(true); //used for warnings and only in editor
|
|
}
|
|
}
|
|
|
|
if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
|
|
if (Engine::get_singleton()->is_editor_hint()) {
|
|
update_configuration_warning();
|
|
}
|
|
}
|
|
|
|
#endif
|
|
}
|
|
|
|
String RigidBody2D::get_configuration_warning() const {
|
|
|
|
Transform2D t = get_transform();
|
|
|
|
String warning = CollisionObject2D::get_configuration_warning();
|
|
|
|
if ((get_mode() == MODE_RIGID || get_mode() == MODE_CHARACTER) && (ABS(t.elements[0].length() - 1.0) > 0.05 || ABS(t.elements[1].length() - 1.0) > 0.05)) {
|
|
if (warning != String()) {
|
|
warning += "\n\n";
|
|
}
|
|
warning += TTR("Size changes to RigidBody2D (in character or rigid modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead.");
|
|
}
|
|
|
|
return warning;
|
|
}
|
|
|
|
void RigidBody2D::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("set_mode", "mode"), &RigidBody2D::set_mode);
|
|
ClassDB::bind_method(D_METHOD("get_mode"), &RigidBody2D::get_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody2D::set_mass);
|
|
ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody2D::get_mass);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody2D::get_inertia);
|
|
ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody2D::set_inertia);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_weight", "weight"), &RigidBody2D::set_weight);
|
|
ClassDB::bind_method(D_METHOD("get_weight"), &RigidBody2D::get_weight);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody2D::set_physics_material_override);
|
|
ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody2D::get_physics_material_override);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody2D::set_gravity_scale);
|
|
ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody2D::get_gravity_scale);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody2D::set_linear_damp);
|
|
ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody2D::get_linear_damp);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody2D::set_angular_damp);
|
|
ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody2D::get_angular_damp);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody2D::set_linear_velocity);
|
|
ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody2D::get_linear_velocity);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody2D::set_angular_velocity);
|
|
ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody2D::get_angular_velocity);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody2D::set_max_contacts_reported);
|
|
ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody2D::get_max_contacts_reported);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody2D::set_use_custom_integrator);
|
|
ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody2D::is_using_custom_integrator);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody2D::set_contact_monitor);
|
|
ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody2D::is_contact_monitor_enabled);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_continuous_collision_detection_mode", "mode"), &RigidBody2D::set_continuous_collision_detection_mode);
|
|
ClassDB::bind_method(D_METHOD("get_continuous_collision_detection_mode"), &RigidBody2D::get_continuous_collision_detection_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody2D::set_axis_velocity);
|
|
ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody2D::apply_central_impulse);
|
|
ClassDB::bind_method(D_METHOD("apply_impulse", "offset", "impulse"), &RigidBody2D::apply_impulse);
|
|
ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidBody2D::apply_torque_impulse);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_applied_force", "force"), &RigidBody2D::set_applied_force);
|
|
ClassDB::bind_method(D_METHOD("get_applied_force"), &RigidBody2D::get_applied_force);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_applied_torque", "torque"), &RigidBody2D::set_applied_torque);
|
|
ClassDB::bind_method(D_METHOD("get_applied_torque"), &RigidBody2D::get_applied_torque);
|
|
|
|
ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidBody2D::add_central_force);
|
|
ClassDB::bind_method(D_METHOD("add_force", "offset", "force"), &RigidBody2D::add_force);
|
|
ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidBody2D::add_torque);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody2D::set_sleeping);
|
|
ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody2D::is_sleeping);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep);
|
|
ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep);
|
|
|
|
ClassDB::bind_method(D_METHOD("test_motion", "motion", "infinite_inertia", "margin", "result"), &RigidBody2D::_test_motion, DEFVAL(true), DEFVAL(0.08), DEFVAL(Variant()));
|
|
|
|
ClassDB::bind_method(D_METHOD("_direct_state_changed"), &RigidBody2D::_direct_state_changed);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);
|
|
|
|
BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "Physics2DDirectBodyState")));
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), "set_mode", "get_mode");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_mass", "get_mass");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inertia", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", 0), "set_inertia", "get_inertia");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "weight", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", PROPERTY_USAGE_EDITOR), "set_weight", "get_weight");
|
|
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_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::INT, "body_id"), 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::INT, "body_id"), 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(MODE_RIGID);
|
|
BIND_ENUM_CONSTANT(MODE_STATIC);
|
|
BIND_ENUM_CONSTANT(MODE_CHARACTER);
|
|
BIND_ENUM_CONSTANT(MODE_KINEMATIC);
|
|
|
|
BIND_ENUM_CONSTANT(CCD_MODE_DISABLED);
|
|
BIND_ENUM_CONSTANT(CCD_MODE_CAST_RAY);
|
|
BIND_ENUM_CONSTANT(CCD_MODE_CAST_SHAPE);
|
|
}
|
|
|
|
RigidBody2D::RigidBody2D() :
|
|
PhysicsBody2D(PhysicsServer2D::BODY_MODE_RIGID) {
|
|
|
|
mode = MODE_RIGID;
|
|
|
|
mass = 1;
|
|
|
|
gravity_scale = 1;
|
|
linear_damp = -1;
|
|
angular_damp = -1;
|
|
|
|
max_contacts_reported = 0;
|
|
state = NULL;
|
|
|
|
angular_velocity = 0;
|
|
sleeping = false;
|
|
ccd_mode = CCD_MODE_DISABLED;
|
|
|
|
custom_integrator = false;
|
|
contact_monitor = NULL;
|
|
can_sleep = true;
|
|
|
|
PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
|
|
}
|
|
|
|
RigidBody2D::~RigidBody2D() {
|
|
|
|
if (contact_monitor)
|
|
memdelete(contact_monitor);
|
|
}
|
|
|
|
void RigidBody2D::_reload_physics_characteristics() {
|
|
if (physics_material_override.is_null()) {
|
|
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());
|
|
}
|
|
}
|
|
|
|
//////////////////////////
|
|
|
|
Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
|
|
|
|
Collision col;
|
|
|
|
if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) {
|
|
if (motion_cache.is_null()) {
|
|
motion_cache.instance();
|
|
motion_cache->owner = this;
|
|
}
|
|
|
|
motion_cache->collision = col;
|
|
|
|
return motion_cache;
|
|
}
|
|
|
|
return Ref<KinematicCollision2D>();
|
|
}
|
|
|
|
bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision) {
|
|
|
|
PhysicsServer2D::SeparationResult sep_res[8]; //max 8 rays
|
|
|
|
Transform2D gt = get_global_transform();
|
|
|
|
Vector2 recover;
|
|
int hits = PhysicsServer2D::get_singleton()->body_test_ray_separation(get_rid(), gt, p_infinite_inertia, recover, sep_res, 8, margin);
|
|
int deepest = -1;
|
|
float deepest_depth;
|
|
for (int i = 0; i < hits; i++) {
|
|
if (deepest == -1 || sep_res[i].collision_depth > deepest_depth) {
|
|
deepest = i;
|
|
deepest_depth = sep_res[i].collision_depth;
|
|
}
|
|
}
|
|
|
|
gt.elements[2] += recover;
|
|
set_global_transform(gt);
|
|
|
|
if (deepest != -1) {
|
|
r_collision.collider = sep_res[deepest].collider_id;
|
|
r_collision.collider_metadata = sep_res[deepest].collider_metadata;
|
|
r_collision.collider_shape = sep_res[deepest].collider_shape;
|
|
r_collision.collider_vel = sep_res[deepest].collider_velocity;
|
|
r_collision.collision = sep_res[deepest].collision_point;
|
|
r_collision.normal = sep_res[deepest].collision_normal;
|
|
r_collision.local_shape = sep_res[deepest].collision_local_shape;
|
|
r_collision.travel = recover;
|
|
r_collision.remainder = Vector2();
|
|
|
|
return true;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only) {
|
|
|
|
if (sync_to_physics) {
|
|
ERR_PRINT("Functions move_and_slide and move_and_collide do not work together with 'sync to physics' option. Please read the documentation.");
|
|
}
|
|
Transform2D gt = get_global_transform();
|
|
PhysicsServer2D::MotionResult result;
|
|
bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, margin, &result, p_exclude_raycast_shapes);
|
|
|
|
if (colliding) {
|
|
r_collision.collider_metadata = result.collider_metadata;
|
|
r_collision.collider_shape = result.collider_shape;
|
|
r_collision.collider_vel = result.collider_velocity;
|
|
r_collision.collision = result.collision_point;
|
|
r_collision.normal = result.collision_normal;
|
|
r_collision.collider = result.collider_id;
|
|
r_collision.collider_rid = result.collider;
|
|
r_collision.travel = result.motion;
|
|
r_collision.remainder = result.remainder;
|
|
r_collision.local_shape = result.collision_local_shape;
|
|
}
|
|
|
|
if (!p_test_only) {
|
|
gt.elements[2] += result.motion;
|
|
set_global_transform(gt);
|
|
}
|
|
|
|
return colliding;
|
|
}
|
|
|
|
//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
|
|
#define FLOOR_ANGLE_THRESHOLD 0.01
|
|
|
|
Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
|
|
|
|
Vector2 body_velocity = p_linear_velocity;
|
|
Vector2 body_velocity_normal = body_velocity.normalized();
|
|
|
|
Vector2 current_floor_velocity = floor_velocity;
|
|
if (on_floor && on_floor_body.is_valid()) {
|
|
//this approach makes sure there is less delay between the actual body velocity and the one we saved
|
|
PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(on_floor_body);
|
|
if (bs) {
|
|
current_floor_velocity = bs->get_linear_velocity();
|
|
}
|
|
}
|
|
|
|
// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
|
|
Vector2 motion = (current_floor_velocity + body_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time());
|
|
|
|
on_floor = false;
|
|
on_floor_body = RID();
|
|
on_ceiling = false;
|
|
on_wall = false;
|
|
colliders.clear();
|
|
floor_normal = Vector2();
|
|
floor_velocity = Vector2();
|
|
|
|
while (p_max_slides) {
|
|
|
|
Collision collision;
|
|
bool found_collision = false;
|
|
|
|
for (int i = 0; i < 2; ++i) {
|
|
bool collided;
|
|
if (i == 0) { //collide
|
|
collided = move_and_collide(motion, p_infinite_inertia, collision);
|
|
if (!collided) {
|
|
motion = Vector2(); //clear because no collision happened and motion completed
|
|
}
|
|
} else { //separate raycasts (if any)
|
|
collided = separate_raycast_shapes(p_infinite_inertia, collision);
|
|
if (collided) {
|
|
collision.remainder = motion; //keep
|
|
collision.travel = Vector2();
|
|
}
|
|
}
|
|
|
|
if (collided) {
|
|
found_collision = true;
|
|
|
|
colliders.push_back(collision);
|
|
motion = collision.remainder;
|
|
|
|
if (p_up_direction == Vector2()) {
|
|
//all is a wall
|
|
on_wall = true;
|
|
} else {
|
|
if (Math::acos(collision.normal.dot(p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
|
|
|
|
on_floor = true;
|
|
floor_normal = collision.normal;
|
|
on_floor_body = collision.collider_rid;
|
|
floor_velocity = collision.collider_vel;
|
|
|
|
if (p_stop_on_slope) {
|
|
if ((body_velocity_normal + p_up_direction).length() < 0.01 && collision.travel.length() < 1) {
|
|
Transform2D gt = get_global_transform();
|
|
gt.elements[2] -= collision.travel.slide(p_up_direction);
|
|
set_global_transform(gt);
|
|
return Vector2();
|
|
}
|
|
}
|
|
} else if (Math::acos(collision.normal.dot(-p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
|
|
on_ceiling = true;
|
|
} else {
|
|
on_wall = true;
|
|
}
|
|
}
|
|
|
|
motion = motion.slide(collision.normal);
|
|
body_velocity = body_velocity.slide(collision.normal);
|
|
}
|
|
}
|
|
|
|
if (!found_collision || motion == Vector2())
|
|
break;
|
|
|
|
--p_max_slides;
|
|
}
|
|
|
|
return body_velocity;
|
|
}
|
|
|
|
Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
|
|
|
|
bool was_on_floor = on_floor;
|
|
|
|
Vector2 ret = move_and_slide(p_linear_velocity, p_up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
|
|
if (!was_on_floor || p_snap == Vector2()) {
|
|
return ret;
|
|
}
|
|
|
|
Collision col;
|
|
Transform2D gt = get_global_transform();
|
|
|
|
if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
|
|
bool apply = true;
|
|
if (p_up_direction != Vector2()) {
|
|
if (Math::acos(p_up_direction.normalized().dot(col.normal)) < p_floor_max_angle) {
|
|
on_floor = true;
|
|
floor_normal = col.normal;
|
|
on_floor_body = col.collider_rid;
|
|
floor_velocity = col.collider_vel;
|
|
if (p_stop_on_slope) {
|
|
// move and collide may stray the object a bit because of pre un-stucking,
|
|
// so only ensure that motion happens on floor direction in this case.
|
|
col.travel = p_up_direction * p_up_direction.dot(col.travel);
|
|
}
|
|
|
|
} else {
|
|
apply = false;
|
|
}
|
|
}
|
|
|
|
if (apply) {
|
|
gt.elements[2] += col.travel;
|
|
set_global_transform(gt);
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool KinematicBody2D::is_on_floor() const {
|
|
|
|
return on_floor;
|
|
}
|
|
bool KinematicBody2D::is_on_wall() const {
|
|
|
|
return on_wall;
|
|
}
|
|
bool KinematicBody2D::is_on_ceiling() const {
|
|
|
|
return on_ceiling;
|
|
}
|
|
|
|
Vector2 KinematicBody2D::get_floor_normal() const {
|
|
|
|
return floor_normal;
|
|
}
|
|
|
|
Vector2 KinematicBody2D::get_floor_velocity() const {
|
|
|
|
return floor_velocity;
|
|
}
|
|
|
|
bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia) {
|
|
|
|
ERR_FAIL_COND_V(!is_inside_tree(), false);
|
|
|
|
return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, margin);
|
|
}
|
|
|
|
void KinematicBody2D::set_safe_margin(float p_margin) {
|
|
|
|
margin = p_margin;
|
|
}
|
|
|
|
float KinematicBody2D::get_safe_margin() const {
|
|
|
|
return margin;
|
|
}
|
|
|
|
int KinematicBody2D::get_slide_count() const {
|
|
|
|
return colliders.size();
|
|
}
|
|
|
|
KinematicBody2D::Collision KinematicBody2D::get_slide_collision(int p_bounce) const {
|
|
ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Collision());
|
|
return colliders[p_bounce];
|
|
}
|
|
|
|
Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) {
|
|
|
|
ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Ref<KinematicCollision2D>());
|
|
if (p_bounce >= slide_colliders.size()) {
|
|
slide_colliders.resize(p_bounce + 1);
|
|
}
|
|
|
|
if (slide_colliders[p_bounce].is_null()) {
|
|
slide_colliders.write[p_bounce].instance();
|
|
slide_colliders.write[p_bounce]->owner = this;
|
|
}
|
|
|
|
slide_colliders.write[p_bounce]->collision = colliders[p_bounce];
|
|
return slide_colliders[p_bounce];
|
|
}
|
|
|
|
void KinematicBody2D::set_sync_to_physics(bool p_enable) {
|
|
|
|
if (sync_to_physics == p_enable) {
|
|
return;
|
|
}
|
|
sync_to_physics = p_enable;
|
|
|
|
if (Engine::get_singleton()->is_editor_hint())
|
|
return;
|
|
|
|
if (p_enable) {
|
|
PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
|
|
set_only_update_transform_changes(true);
|
|
set_notify_local_transform(true);
|
|
} else {
|
|
PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, "");
|
|
set_only_update_transform_changes(false);
|
|
set_notify_local_transform(false);
|
|
}
|
|
}
|
|
|
|
bool KinematicBody2D::is_sync_to_physics_enabled() const {
|
|
return sync_to_physics;
|
|
}
|
|
|
|
void KinematicBody2D::_direct_state_changed(Object *p_state) {
|
|
|
|
if (!sync_to_physics)
|
|
return;
|
|
|
|
PhysicsDirectBodyState2D *state = Object::cast_to<PhysicsDirectBodyState2D>(p_state);
|
|
|
|
last_valid_transform = state->get_transform();
|
|
set_notify_local_transform(false);
|
|
set_global_transform(last_valid_transform);
|
|
set_notify_local_transform(true);
|
|
}
|
|
|
|
void KinematicBody2D::_notification(int p_what) {
|
|
if (p_what == NOTIFICATION_ENTER_TREE) {
|
|
last_valid_transform = get_global_transform();
|
|
|
|
// Reset move_and_slide() data.
|
|
on_floor = false;
|
|
on_floor_body = RID();
|
|
on_ceiling = false;
|
|
on_wall = false;
|
|
colliders.clear();
|
|
floor_velocity = Vector2();
|
|
}
|
|
|
|
if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
|
|
//used by sync to physics, send the new transform to the physics
|
|
Transform2D new_transform = get_global_transform();
|
|
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
|
|
//but then revert changes
|
|
set_notify_local_transform(false);
|
|
set_global_transform(last_valid_transform);
|
|
set_notify_local_transform(true);
|
|
}
|
|
}
|
|
void KinematicBody2D::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));
|
|
ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
|
|
ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
|
|
|
|
ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move, DEFVAL(true));
|
|
|
|
ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody2D::is_on_floor);
|
|
ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody2D::is_on_ceiling);
|
|
ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody2D::is_on_wall);
|
|
ClassDB::bind_method(D_METHOD("get_floor_normal"), &KinematicBody2D::get_floor_normal);
|
|
ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody2D::get_floor_velocity);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody2D::set_safe_margin);
|
|
ClassDB::bind_method(D_METHOD("get_safe_margin"), &KinematicBody2D::get_safe_margin);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody2D::get_slide_count);
|
|
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody2D::_get_slide_collision);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &KinematicBody2D::set_sync_to_physics);
|
|
ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &KinematicBody2D::is_sync_to_physics_enabled);
|
|
|
|
ClassDB::bind_method(D_METHOD("_direct_state_changed"), &KinematicBody2D::_direct_state_changed);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
|
|
}
|
|
|
|
KinematicBody2D::KinematicBody2D() :
|
|
PhysicsBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) {
|
|
|
|
margin = 0.08;
|
|
|
|
on_floor = false;
|
|
on_ceiling = false;
|
|
on_wall = false;
|
|
sync_to_physics = false;
|
|
}
|
|
KinematicBody2D::~KinematicBody2D() {
|
|
if (motion_cache.is_valid()) {
|
|
motion_cache->owner = NULL;
|
|
}
|
|
|
|
for (int i = 0; i < slide_colliders.size(); i++) {
|
|
if (slide_colliders[i].is_valid()) {
|
|
slide_colliders.write[i]->owner = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////
|
|
|
|
Vector2 KinematicCollision2D::get_position() const {
|
|
|
|
return collision.collision;
|
|
}
|
|
Vector2 KinematicCollision2D::get_normal() const {
|
|
return collision.normal;
|
|
}
|
|
Vector2 KinematicCollision2D::get_travel() const {
|
|
return collision.travel;
|
|
}
|
|
Vector2 KinematicCollision2D::get_remainder() const {
|
|
return collision.remainder;
|
|
}
|
|
Object *KinematicCollision2D::get_local_shape() const {
|
|
if (!owner) return NULL;
|
|
uint32_t ownerid = owner->shape_find_owner(collision.local_shape);
|
|
return owner->shape_owner_get_owner(ownerid);
|
|
}
|
|
|
|
Object *KinematicCollision2D::get_collider() const {
|
|
|
|
if (collision.collider.is_valid()) {
|
|
return ObjectDB::get_instance(collision.collider);
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
ObjectID KinematicCollision2D::get_collider_id() const {
|
|
|
|
return collision.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(collision.collider_shape);
|
|
return obj2d->shape_owner_get_owner(ownerid);
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
int KinematicCollision2D::get_collider_shape_index() const {
|
|
|
|
return collision.collider_shape;
|
|
}
|
|
Vector2 KinematicCollision2D::get_collider_velocity() const {
|
|
|
|
return collision.collider_vel;
|
|
}
|
|
Variant KinematicCollision2D::get_collider_metadata() const {
|
|
|
|
return Variant();
|
|
}
|
|
|
|
void KinematicCollision2D::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position);
|
|
ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal);
|
|
ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel);
|
|
ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder);
|
|
ClassDB::bind_method(D_METHOD("get_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_shape"), &KinematicCollision2D::get_collider_shape);
|
|
ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index);
|
|
ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity);
|
|
ClassDB::bind_method(D_METHOD("get_collider_metadata"), &KinematicCollision2D::get_collider_metadata);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "position"), "", "get_position");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "normal"), "", "get_normal");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "travel"), "", "get_travel");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "remainder"), "", "get_remainder");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "local_shape"), "", "get_local_shape");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id"), "", "get_collider_id");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider_shape"), "", "get_collider_shape");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape_index"), "", "get_collider_shape_index");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "collider_velocity"), "", "get_collider_velocity");
|
|
ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_collider_metadata");
|
|
}
|
|
|
|
KinematicCollision2D::KinematicCollision2D() {
|
|
|
|
collision.collider_shape = 0;
|
|
collision.local_shape = 0;
|
|
owner = NULL;
|
|
}
|