abbea4d945
-=-=-=-=- Curse the day I decided to port UDP code, as it ended up being two nights of work. At least It's done now (I hope). -Fixed UDP Support, API seems stable -Added UDP Chat demo (chat that can lose your packets, heh) -Added helpers to areas and bodies to get list of collided bodies and contained bodies. -Sped up screen/viewport capture code. -Added code to save an image as PNG -Small fix so scripts register their singletons after modules did.
303 lines
7.5 KiB
C++
303 lines
7.5 KiB
C++
/*************************************************************************/
|
|
/* physics_body_2d.h */
|
|
/*************************************************************************/
|
|
/* 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. */
|
|
/*************************************************************************/
|
|
#ifndef PHYSICS_BODY_2D_H
|
|
#define PHYSICS_BODY_2D_H
|
|
|
|
#include "scene/2d/collision_object_2d.h"
|
|
#include "servers/physics_2d_server.h"
|
|
#include "vset.h"
|
|
|
|
|
|
class PhysicsBody2D : public CollisionObject2D {
|
|
|
|
OBJ_TYPE(PhysicsBody2D,CollisionObject2D);
|
|
|
|
uint32_t mask;
|
|
protected:
|
|
|
|
void _notification(int p_what);
|
|
PhysicsBody2D(Physics2DServer::BodyMode p_mode);
|
|
|
|
static void _bind_methods();
|
|
public:
|
|
|
|
void set_layer_mask(uint32_t p_mask);
|
|
uint32_t get_layer_mask() const;
|
|
|
|
void add_collision_exception_with(Node* p_node); //must be physicsbody
|
|
void remove_collision_exception_with(Node* p_node);
|
|
|
|
PhysicsBody2D();
|
|
|
|
};
|
|
|
|
class StaticBody2D : public PhysicsBody2D {
|
|
|
|
OBJ_TYPE(StaticBody2D,PhysicsBody2D);
|
|
|
|
Vector2 constant_linear_velocity;
|
|
real_t constant_angular_velocity;
|
|
|
|
real_t bounce;
|
|
real_t friction;
|
|
|
|
|
|
protected:
|
|
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
|
|
void set_friction(real_t p_friction);
|
|
real_t get_friction() const;
|
|
|
|
void set_bounce(real_t p_bounce);
|
|
real_t get_bounce() const;
|
|
|
|
|
|
void set_constant_linear_velocity(const Vector2& p_vel);
|
|
void set_constant_angular_velocity(real_t p_vel);
|
|
|
|
Vector2 get_constant_linear_velocity() const;
|
|
real_t get_constant_angular_velocity() const;
|
|
|
|
StaticBody2D();
|
|
~StaticBody2D();
|
|
|
|
};
|
|
|
|
class RigidBody2D : public PhysicsBody2D {
|
|
|
|
OBJ_TYPE(RigidBody2D,PhysicsBody2D);
|
|
public:
|
|
|
|
enum Mode {
|
|
MODE_RIGID,
|
|
MODE_STATIC,
|
|
MODE_CHARACTER,
|
|
MODE_KINEMATIC,
|
|
};
|
|
|
|
enum CCDMode {
|
|
CCD_MODE_DISABLED,
|
|
CCD_MODE_CAST_RAY,
|
|
CCD_MODE_CAST_SHAPE,
|
|
};
|
|
|
|
private:
|
|
|
|
bool can_sleep;
|
|
Physics2DDirectBodyState *state;
|
|
Mode mode;
|
|
|
|
real_t bounce;
|
|
real_t mass;
|
|
real_t friction;
|
|
|
|
Vector2 linear_velocity;
|
|
real_t angular_velocity;
|
|
bool sleeping;
|
|
|
|
|
|
int max_contacts_reported;
|
|
|
|
bool custom_integrator;
|
|
|
|
CCDMode ccd_mode;
|
|
|
|
|
|
struct ShapePair {
|
|
|
|
int body_shape;
|
|
int local_shape;
|
|
bool tagged;
|
|
bool operator<(const ShapePair& p_sp) const {
|
|
if (body_shape==p_sp.body_shape)
|
|
return local_shape < p_sp.local_shape;
|
|
else
|
|
return body_shape < p_sp.body_shape;
|
|
}
|
|
|
|
ShapePair() {}
|
|
ShapePair(int p_bs, int p_ls) { body_shape=p_bs; local_shape=p_ls; }
|
|
};
|
|
struct RigidBody2D_RemoveAction {
|
|
|
|
|
|
ObjectID body_id;
|
|
ShapePair pair;
|
|
|
|
};
|
|
struct BodyState {
|
|
|
|
//int rc;
|
|
bool in_scene;
|
|
VSet<ShapePair> shapes;
|
|
};
|
|
|
|
struct ContactMonitor {
|
|
|
|
|
|
Map<ObjectID,BodyState> body_map;
|
|
|
|
};
|
|
|
|
|
|
ContactMonitor *contact_monitor;
|
|
void _body_enter_tree(ObjectID p_id);
|
|
void _body_exit_tree(ObjectID p_id);
|
|
|
|
|
|
void _body_inout(int p_status, ObjectID p_instance, int p_body_shape,int p_local_shape);
|
|
void _direct_state_changed(Object *p_state);
|
|
|
|
|
|
protected:
|
|
|
|
static void _bind_methods();
|
|
public:
|
|
|
|
void set_mode(Mode p_mode);
|
|
Mode get_mode() const;
|
|
|
|
void set_mass(real_t p_mass);
|
|
real_t get_mass() const;
|
|
|
|
void set_weight(real_t p_weight);
|
|
real_t get_weight() const;
|
|
|
|
void set_friction(real_t p_friction);
|
|
real_t get_friction() const;
|
|
|
|
void set_bounce(real_t p_bounce);
|
|
real_t get_bounce() const;
|
|
|
|
void set_linear_velocity(const Vector2& p_velocity);
|
|
Vector2 get_linear_velocity() const;
|
|
|
|
void set_axis_velocity(const Vector2& p_axis);
|
|
|
|
void set_angular_velocity(real_t p_velocity);
|
|
real_t get_angular_velocity() const;
|
|
|
|
void set_use_custom_integrator(bool p_enable);
|
|
bool is_using_custom_integrator();
|
|
|
|
void set_sleeping(bool p_sleeping);
|
|
bool is_sleeping() const;
|
|
|
|
void set_can_sleep(bool p_active);
|
|
bool is_able_to_sleep() const;
|
|
|
|
void set_contact_monitor(bool p_enabled);
|
|
bool is_contact_monitor_enabled() const;
|
|
|
|
void set_max_contacts_reported(int p_amount);
|
|
int get_max_contacts_reported() const;
|
|
|
|
void set_continuous_collision_detection_mode(CCDMode p_mode);
|
|
CCDMode get_continuous_collision_detection_mode() const;
|
|
|
|
void apply_impulse(const Vector2& p_pos, const Vector2& p_impulse);
|
|
|
|
void set_applied_force(const Vector2& p_force);
|
|
Vector2 get_applied_force() const;
|
|
|
|
Array get_colliding_bodies() const; //function for script
|
|
|
|
RigidBody2D();
|
|
~RigidBody2D();
|
|
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(RigidBody2D::Mode);
|
|
VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
|
|
|
|
|
|
|
|
class KinematicBody2D : public PhysicsBody2D {
|
|
|
|
OBJ_TYPE(KinematicBody2D,PhysicsBody2D);
|
|
|
|
float margin;
|
|
bool collide_static;
|
|
bool collide_rigid;
|
|
bool collide_kinematic;
|
|
bool collide_character;
|
|
|
|
bool colliding;
|
|
Vector2 collision;
|
|
Vector2 normal;
|
|
Vector2 collider_vel;
|
|
ObjectID collider;
|
|
int collider_shape;
|
|
Variant collider_metadata;
|
|
|
|
Variant _get_collider() const;
|
|
|
|
_FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;
|
|
protected:
|
|
|
|
static void _bind_methods();
|
|
public:
|
|
|
|
Vector2 move(const Vector2& p_motion);
|
|
Vector2 move_to(const Vector2& p_position);
|
|
|
|
bool can_move_to(const Vector2& p_position,bool p_discrete=false);
|
|
bool is_colliding() const;
|
|
Vector2 get_collision_pos() const;
|
|
Vector2 get_collision_normal() const;
|
|
Vector2 get_collider_velocity() const;
|
|
ObjectID get_collider() const;
|
|
int get_collider_shape() const;
|
|
Variant get_collider_metadata() const;
|
|
|
|
void set_collide_with_static_bodies(bool p_enable);
|
|
bool can_collide_with_static_bodies() const;
|
|
|
|
void set_collide_with_rigid_bodies(bool p_enable);
|
|
bool can_collide_with_rigid_bodies() const;
|
|
|
|
void set_collide_with_kinematic_bodies(bool p_enable);
|
|
bool can_collide_with_kinematic_bodies() const;
|
|
|
|
void set_collide_with_character_bodies(bool p_enable);
|
|
bool can_collide_with_character_bodies() const;
|
|
|
|
void set_collision_margin(float p_margin);
|
|
float get_collision_margin() const;
|
|
|
|
KinematicBody2D();
|
|
~KinematicBody2D();
|
|
|
|
};
|
|
|
|
|
|
#endif // PHYSICS_BODY_2D_H
|