virtualx-engine/scene/2d/physics_body_2d.cpp
Juan Linietsky b324ff7ea5 A bit of everything:
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
2014-05-14 01:22:15 -03:00

1091 lines
32 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;
}
*/
}
void PhysicsBody2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_layer_mask","mask"),&PhysicsBody2D::set_layer_mask);
ObjectTypeDB::bind_method(_MD("get_layer_mask"),&PhysicsBody2D::get_layer_mask);
ADD_PROPERTY(PropertyInfo(Variant::INT,"layers",PROPERTY_HINT_ALL_FLAGS),_SCS("set_layer_mask"),_SCS("get_layer_mask"));
}
void PhysicsBody2D::set_layer_mask(uint32_t p_mask) {
mask=p_mask;
Physics2DServer::get_singleton()->body_set_layer_mask(get_rid(),p_mask);
}
uint32_t PhysicsBody2D::get_layer_mask() const {
return mask;
}
PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode) : CollisionObject2D( Physics2DServer::get_singleton()->body_create(p_mode), false) {
mask=1;
}
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;
}
#if 0
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;
}
#endif
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_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::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) {
constant_angular_velocity=0;
bounce=0;
friction=1;
}
StaticBody2D::~StaticBody2D() {
}
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)
if (mode!=MODE_KINEMATIC)
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::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_KINEMATIC: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_KINEMATIC);
} 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_continuous_collision_detection_mode(CCDMode p_mode) {
ccd_mode=p_mode;
Physics2DServer::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(),Physics2DServer::CCDMode(p_mode));
}
RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const {
return ccd_mode;
}
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_continuous_collision_detection_mode","mode"),&RigidBody2D::set_continuous_collision_detection_mode);
ObjectTypeDB::bind_method(_MD("get_continuous_collision_detection_mode"),&RigidBody2D::get_continuous_collision_detection_mode);
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,Kinematic"),_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::INT,"continuous_cd",PROPERTY_HINT_ENUM,"Disabled,Cast Ray,Cast Shape"),_SCS("set_continuous_collision_detection_mode"),_SCS("get_continuous_collision_detection_mode"));
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_KINEMATIC );
BIND_CONSTANT( MODE_RIGID );
BIND_CONSTANT( MODE_CHARACTER );
BIND_CONSTANT( CCD_MODE_DISABLED );
BIND_CONSTANT( CCD_MODE_CAST_RAY );
BIND_CONSTANT( CCD_MODE_CAST_SHAPE );
}
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_mode=CCD_MODE_DISABLED;
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 );
}
//////////////////////////
Variant KinematicBody2D::_get_collider() const {
ObjectID oid=get_collider();
if (oid==0)
return Variant();
Object *obj = ObjectDB::get_instance(oid);
if (!obj)
return Variant();
Reference *ref = obj->cast_to<Reference>();
if (ref) {
return Ref<Reference>(ref);
}
return obj;
}
bool KinematicBody2D::_ignores_mode(Physics2DServer::BodyMode p_mode) const {
switch(p_mode) {
case Physics2DServer::BODY_MODE_STATIC: return !collide_static;
case Physics2DServer::BODY_MODE_KINEMATIC: return !collide_kinematic;
case Physics2DServer::BODY_MODE_RIGID: return !collide_rigid;
case Physics2DServer::BODY_MODE_CHARACTER: return !collide_character;
}
return true;
}
Vector2 KinematicBody2D::move(const Vector2& p_motion) {
//give me back regular physics engine logic
//this is madness
//and most people using this function will think
//what it does is simpler than using physics
//this took about a week to get right..
//but is it right? who knows at this point..
colliding=false;
ERR_FAIL_COND_V(!is_inside_scene(),Vector2());
Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
ERR_FAIL_COND_V(!dss,Vector2());
const int max_shapes=32;
Vector2 sr[max_shapes*2];
int res_shapes;
Set<RID> exclude;
exclude.insert(get_rid());
//recover first
int recover_attempts=4;
bool collided=false;
uint32_t mask=0;
if (collide_static)
mask|=Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY;
if (collide_kinematic)
mask|=Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
if (collide_rigid)
mask|=Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY;
if (collide_character)
mask|=Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
// print_line("motion: "+p_motion+" margin: "+rtos(margin));
//print_line("margin: "+rtos(margin));
do {
//fill exclude list..
for(int i=0;i<get_shape_count();i++) {
if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),Vector2(),margin,sr,max_shapes,res_shapes,exclude,get_layer_mask(),mask))
collided=true;
}
if (!collided)
break;
Vector2 recover_motion;
for(int i=0;i<res_shapes;i++) {
Vector2 a = sr[i*2+0];
Vector2 b = sr[i*2+1];
float d = a.distance_to(b);
//if (d<margin)
/// continue;
recover_motion+=(b-a)*0.2;
}
if (recover_motion==Vector2()) {
collided=false;
break;
}
Matrix32 gt = get_global_transform();
gt.elements[2]+=recover_motion;
set_global_transform(gt);
recover_attempts--;
} while (recover_attempts);
//move second
float safe = 1.0;
float unsafe = 1.0;
int best_shape=-1;
for(int i=0;i<get_shape_count();i++) {
float lsafe,lunsafe;
bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0,lsafe,lunsafe,exclude,get_layer_mask(),mask);
//print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
if (!valid) {
safe=0;
unsafe=0;
best_shape=i; //sadly it's the best
break;
}
if (lsafe==1.0) {
continue;
}
if (lsafe < safe) {
safe=lsafe;
unsafe=lunsafe;
best_shape=i;
}
}
//print_line("best shape: "+itos(best_shape)+" motion "+p_motion);
if (safe>=1) {
//not collided
colliding=false;
} else {
//it collided, let's get the rest info in unsafe advance
Matrix32 ugt = get_global_transform();
ugt.elements[2]+=p_motion*unsafe;
Physics2DDirectSpaceState::ShapeRestInfo rest_info;
bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt*get_shape_transform(best_shape), Vector2(), margin,&rest_info,exclude,get_layer_mask(),mask);
if (!c2) {
//should not happen, but floating point precision is so weird..
colliding=false;
} else {
//print_line("Travel: "+rtos(travel));
colliding=true;
collision=rest_info.point;
normal=rest_info.normal;
collider=rest_info.collider_id;
collider_vel=rest_info.linear_velocity;
}
}
Vector2 motion=p_motion*safe;
Matrix32 gt = get_global_transform();
gt.elements[2]+=motion;
set_global_transform(gt);
return p_motion-motion;
}
Vector2 KinematicBody2D::move_to(const Vector2& p_position) {
return move(p_position-get_global_pos());
}
bool KinematicBody2D::can_move_to(const Vector2& p_position, bool p_discrete) {
ERR_FAIL_COND_V(!is_inside_scene(),false);
Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
ERR_FAIL_COND_V(!dss,false);
uint32_t mask=0;
if (collide_static)
mask|=Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY;
if (collide_kinematic)
mask|=Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
if (collide_rigid)
mask|=Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY;
if (collide_character)
mask|=Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
Vector2 motion = p_position-get_global_pos();
Matrix32 xform=get_global_transform();
if (p_discrete) {
xform.elements[2]+=motion;
motion=Vector2();
}
Set<RID> exclude;
exclude.insert(get_rid());
//fill exclude list..
for(int i=0;i<get_shape_count();i++) {
bool col = dss->intersect_shape(get_shape(i)->get_rid(), xform * get_shape_transform(i),motion,0,NULL,0,exclude,get_layer_mask(),mask);
if (col)
return false;
}
return true;
}
bool KinematicBody2D::is_colliding() const {
ERR_FAIL_COND_V(!is_inside_scene(),false);
return colliding;
}
Vector2 KinematicBody2D::get_collision_pos() const {
ERR_FAIL_COND_V(!colliding,Vector2());
return collision;
}
Vector2 KinematicBody2D::get_collision_normal() const {
ERR_FAIL_COND_V(!colliding,Vector2());
return normal;
}
Vector2 KinematicBody2D::get_collider_velocity() const {
return collider_vel;
}
ObjectID KinematicBody2D::get_collider() const {
ERR_FAIL_COND_V(!colliding,0);
return collider;
}
void KinematicBody2D::set_collide_with_static_bodies(bool p_enable) {
collide_static=p_enable;
}
bool KinematicBody2D::can_collide_with_static_bodies() const {
return collide_static;
}
void KinematicBody2D::set_collide_with_rigid_bodies(bool p_enable) {
collide_rigid=p_enable;
}
bool KinematicBody2D::can_collide_with_rigid_bodies() const {
return collide_rigid;
}
void KinematicBody2D::set_collide_with_kinematic_bodies(bool p_enable) {
collide_kinematic=p_enable;
}
bool KinematicBody2D::can_collide_with_kinematic_bodies() const {
return collide_kinematic;
}
void KinematicBody2D::set_collide_with_character_bodies(bool p_enable) {
collide_character=p_enable;
}
bool KinematicBody2D::can_collide_with_character_bodies() const {
return collide_character;
}
void KinematicBody2D::set_collision_margin(float p_margin) {
margin=p_margin;
}
float KinematicBody2D::get_collision_margin() const{
return margin;
}
void KinematicBody2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("move","rel_vec"),&KinematicBody2D::move);
ObjectTypeDB::bind_method(_MD("move_to","position"),&KinematicBody2D::move_to);
ObjectTypeDB::bind_method(_MD("can_move_to","position"),&KinematicBody2D::can_move_to);
ObjectTypeDB::bind_method(_MD("is_colliding"),&KinematicBody2D::is_colliding);
ObjectTypeDB::bind_method(_MD("get_collision_pos"),&KinematicBody2D::get_collision_pos);
ObjectTypeDB::bind_method(_MD("get_collision_normal"),&KinematicBody2D::get_collision_normal);
ObjectTypeDB::bind_method(_MD("get_collider_velocity"),&KinematicBody2D::get_collider_velocity);
ObjectTypeDB::bind_method(_MD("get_collider:Object"),&KinematicBody2D::_get_collider);
ObjectTypeDB::bind_method(_MD("set_collide_with_static_bodies","enable"),&KinematicBody2D::set_collide_with_static_bodies);
ObjectTypeDB::bind_method(_MD("can_collide_with_static_bodies"),&KinematicBody2D::can_collide_with_static_bodies);
ObjectTypeDB::bind_method(_MD("set_collide_with_kinematic_bodies","enable"),&KinematicBody2D::set_collide_with_kinematic_bodies);
ObjectTypeDB::bind_method(_MD("can_collide_with_kinematic_bodies"),&KinematicBody2D::can_collide_with_kinematic_bodies);
ObjectTypeDB::bind_method(_MD("set_collide_with_rigid_bodies","enable"),&KinematicBody2D::set_collide_with_rigid_bodies);
ObjectTypeDB::bind_method(_MD("can_collide_with_rigid_bodies"),&KinematicBody2D::can_collide_with_rigid_bodies);
ObjectTypeDB::bind_method(_MD("set_collide_with_character_bodies","enable"),&KinematicBody2D::set_collide_with_character_bodies);
ObjectTypeDB::bind_method(_MD("can_collide_with_character_bodies"),&KinematicBody2D::can_collide_with_character_bodies);
ObjectTypeDB::bind_method(_MD("set_collision_margin","pixels"),&KinematicBody2D::set_collision_margin);
ObjectTypeDB::bind_method(_MD("get_collision_margin","pixels"),&KinematicBody2D::get_collision_margin);
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/static"),_SCS("set_collide_with_static_bodies"),_SCS("can_collide_with_static_bodies"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/kinematic"),_SCS("set_collide_with_kinematic_bodies"),_SCS("can_collide_with_kinematic_bodies"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/rigid"),_SCS("set_collide_with_rigid_bodies"),_SCS("can_collide_with_rigid_bodies"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/character"),_SCS("set_collide_with_character_bodies"),_SCS("can_collide_with_character_bodies"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"collision/margin",PROPERTY_HINT_RANGE,"0.001,256,0.001"),_SCS("set_collision_margin"),_SCS("get_collision_margin"));
}
KinematicBody2D::KinematicBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC){
collide_static=true;
collide_rigid=true;
collide_kinematic=true;
collide_character=true;
colliding=false;
collider=0;
margin=0.08;
}
KinematicBody2D::~KinematicBody2D() {
}