physics_body_2d.h 11 KB

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  1. /*************************************************************************/
  2. /* physics_body_2d.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef PHYSICS_BODY_2D_H
  31. #define PHYSICS_BODY_2D_H
  32. #include "core/vset.h"
  33. #include "scene/2d/collision_object_2d.h"
  34. #include "scene/resources/physics_material.h"
  35. #include "servers/physics_2d_server.h"
  36. class KinematicCollision2D;
  37. class PhysicsBody2D : public CollisionObject2D {
  38. GDCLASS(PhysicsBody2D, CollisionObject2D);
  39. void _set_layers(uint32_t p_mask);
  40. uint32_t _get_layers() const;
  41. protected:
  42. void _notification(int p_what);
  43. PhysicsBody2D(Physics2DServer::BodyMode p_mode);
  44. static void _bind_methods();
  45. public:
  46. Array get_collision_exceptions();
  47. void add_collision_exception_with(Node *p_node); //must be physicsbody
  48. void remove_collision_exception_with(Node *p_node);
  49. PhysicsBody2D();
  50. };
  51. class StaticBody2D : public PhysicsBody2D {
  52. GDCLASS(StaticBody2D, PhysicsBody2D);
  53. Vector2 constant_linear_velocity;
  54. real_t constant_angular_velocity;
  55. Ref<PhysicsMaterial> physics_material_override;
  56. protected:
  57. static void _bind_methods();
  58. public:
  59. #ifndef DISABLE_DEPRECATED
  60. void set_friction(real_t p_friction);
  61. real_t get_friction() const;
  62. void set_bounce(real_t p_bounce);
  63. real_t get_bounce() const;
  64. #endif
  65. void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
  66. Ref<PhysicsMaterial> get_physics_material_override() const;
  67. void set_constant_linear_velocity(const Vector2 &p_vel);
  68. void set_constant_angular_velocity(real_t p_vel);
  69. Vector2 get_constant_linear_velocity() const;
  70. real_t get_constant_angular_velocity() const;
  71. StaticBody2D();
  72. ~StaticBody2D();
  73. private:
  74. void _reload_physics_characteristics();
  75. };
  76. class RigidBody2D : public PhysicsBody2D {
  77. GDCLASS(RigidBody2D, PhysicsBody2D);
  78. public:
  79. enum Mode {
  80. MODE_RIGID,
  81. MODE_STATIC,
  82. MODE_CHARACTER,
  83. MODE_KINEMATIC,
  84. };
  85. enum CCDMode {
  86. CCD_MODE_DISABLED,
  87. CCD_MODE_CAST_RAY,
  88. CCD_MODE_CAST_SHAPE,
  89. };
  90. private:
  91. bool can_sleep;
  92. Physics2DDirectBodyState *state;
  93. Mode mode;
  94. real_t mass;
  95. Ref<PhysicsMaterial> physics_material_override;
  96. real_t gravity_scale;
  97. real_t linear_damp;
  98. real_t angular_damp;
  99. Vector2 linear_velocity;
  100. real_t angular_velocity;
  101. bool sleeping;
  102. int max_contacts_reported;
  103. bool custom_integrator;
  104. CCDMode ccd_mode;
  105. struct ShapePair {
  106. int body_shape;
  107. int local_shape;
  108. bool tagged;
  109. bool operator<(const ShapePair &p_sp) const {
  110. if (body_shape == p_sp.body_shape) {
  111. return local_shape < p_sp.local_shape;
  112. }
  113. return body_shape < p_sp.body_shape;
  114. }
  115. ShapePair() {}
  116. ShapePair(int p_bs, int p_ls) {
  117. body_shape = p_bs;
  118. local_shape = p_ls;
  119. }
  120. };
  121. struct RigidBody2D_RemoveAction {
  122. RID rid;
  123. ObjectID body_id;
  124. ShapePair pair;
  125. };
  126. struct BodyState {
  127. RID rid;
  128. bool in_scene;
  129. VSet<ShapePair> shapes;
  130. };
  131. struct ContactMonitor {
  132. bool locked;
  133. Map<ObjectID, BodyState> body_map;
  134. };
  135. ContactMonitor *contact_monitor;
  136. void _body_enter_tree(ObjectID p_id);
  137. void _body_exit_tree(ObjectID p_id);
  138. void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape);
  139. void _direct_state_changed(Object *p_state);
  140. bool _test_motion(const Vector2 &p_motion, bool p_infinite_inertia = true, float p_margin = 0.08, const Ref<Physics2DTestMotionResult> &p_result = Ref<Physics2DTestMotionResult>());
  141. protected:
  142. void _notification(int p_what);
  143. static void _bind_methods();
  144. public:
  145. void set_mode(Mode p_mode);
  146. Mode get_mode() const;
  147. void set_mass(real_t p_mass);
  148. real_t get_mass() const;
  149. void set_inertia(real_t p_inertia);
  150. real_t get_inertia() const;
  151. void set_weight(real_t p_weight);
  152. real_t get_weight() const;
  153. #ifndef DISABLE_DEPRECATED
  154. void set_friction(real_t p_friction);
  155. real_t get_friction() const;
  156. void set_bounce(real_t p_bounce);
  157. real_t get_bounce() const;
  158. #endif
  159. void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
  160. Ref<PhysicsMaterial> get_physics_material_override() const;
  161. void set_gravity_scale(real_t p_gravity_scale);
  162. real_t get_gravity_scale() const;
  163. void set_linear_damp(real_t p_linear_damp);
  164. real_t get_linear_damp() const;
  165. void set_angular_damp(real_t p_angular_damp);
  166. real_t get_angular_damp() const;
  167. void set_linear_velocity(const Vector2 &p_velocity);
  168. Vector2 get_linear_velocity() const;
  169. void set_axis_velocity(const Vector2 &p_axis);
  170. void set_angular_velocity(real_t p_velocity);
  171. real_t get_angular_velocity() const;
  172. void set_use_custom_integrator(bool p_enable);
  173. bool is_using_custom_integrator();
  174. void set_sleeping(bool p_sleeping);
  175. bool is_sleeping() const;
  176. void set_can_sleep(bool p_active);
  177. bool is_able_to_sleep() const;
  178. void set_contact_monitor(bool p_enabled);
  179. bool is_contact_monitor_enabled() const;
  180. void set_max_contacts_reported(int p_amount);
  181. int get_max_contacts_reported() const;
  182. void set_continuous_collision_detection_mode(CCDMode p_mode);
  183. CCDMode get_continuous_collision_detection_mode() const;
  184. void apply_central_impulse(const Vector2 &p_impulse);
  185. void apply_impulse(const Vector2 &p_offset, const Vector2 &p_impulse);
  186. void apply_torque_impulse(float p_torque);
  187. void set_applied_force(const Vector2 &p_force);
  188. Vector2 get_applied_force() const;
  189. void set_applied_torque(const float p_torque);
  190. float get_applied_torque() const;
  191. void add_central_force(const Vector2 &p_force);
  192. void add_force(const Vector2 &p_offset, const Vector2 &p_force);
  193. void add_torque(float p_torque);
  194. Array get_colliding_bodies() const; //function for script
  195. virtual String get_configuration_warning() const;
  196. RigidBody2D();
  197. ~RigidBody2D();
  198. private:
  199. void _reload_physics_characteristics();
  200. };
  201. VARIANT_ENUM_CAST(RigidBody2D::Mode);
  202. VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
  203. class KinematicBody2D : public PhysicsBody2D {
  204. GDCLASS(KinematicBody2D, PhysicsBody2D);
  205. public:
  206. struct Collision {
  207. Vector2 collision;
  208. Vector2 normal;
  209. Vector2 collider_vel;
  210. ObjectID collider;
  211. RID collider_rid;
  212. int collider_shape;
  213. Variant collider_metadata;
  214. Vector2 remainder;
  215. Vector2 travel;
  216. int local_shape;
  217. real_t get_angle(const Vector2 &p_up_direction) const {
  218. return Math::acos(normal.dot(p_up_direction));
  219. }
  220. };
  221. private:
  222. float margin;
  223. Vector2 floor_normal;
  224. Vector2 floor_velocity;
  225. RID on_floor_body;
  226. bool on_floor;
  227. bool on_ceiling;
  228. bool on_wall;
  229. bool sync_to_physics;
  230. Vector<Collision> colliders;
  231. Vector<Ref<KinematicCollision2D>> slide_colliders;
  232. Ref<KinematicCollision2D> motion_cache;
  233. Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
  234. Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
  235. Ref<KinematicCollision2D> _get_last_slide_collision();
  236. Transform2D last_valid_transform;
  237. void _direct_state_changed(Object *p_state);
  238. Vector2 _move_and_slide_internal(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
  239. void _set_collision_direction(const Collision &p_collision, const Vector2 &p_up_direction, float p_floor_max_angle);
  240. protected:
  241. void _notification(int p_what);
  242. static void _bind_methods();
  243. public:
  244. bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false, bool p_cancel_sliding = true, const Set<RID> &p_exclude = Set<RID>());
  245. bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia = true);
  246. bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision);
  247. void set_safe_margin(float p_margin);
  248. float get_safe_margin() const;
  249. Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
  250. Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
  251. bool is_on_floor() const;
  252. bool is_on_wall() const;
  253. bool is_on_ceiling() const;
  254. Vector2 get_floor_normal() const;
  255. real_t get_floor_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
  256. Vector2 get_floor_velocity() const;
  257. int get_slide_count() const;
  258. Collision get_slide_collision(int p_bounce) const;
  259. void set_sync_to_physics(bool p_enable);
  260. bool is_sync_to_physics_enabled() const;
  261. KinematicBody2D();
  262. ~KinematicBody2D();
  263. };
  264. class KinematicCollision2D : public Reference {
  265. GDCLASS(KinematicCollision2D, Reference);
  266. KinematicBody2D *owner;
  267. friend class KinematicBody2D;
  268. KinematicBody2D::Collision collision;
  269. protected:
  270. static void _bind_methods();
  271. public:
  272. Vector2 get_position() const;
  273. Vector2 get_normal() const;
  274. Vector2 get_travel() const;
  275. Vector2 get_remainder() const;
  276. real_t get_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
  277. Object *get_local_shape() const;
  278. Object *get_collider() const;
  279. ObjectID get_collider_id() const;
  280. RID get_collider_rid() const;
  281. Object *get_collider_shape() const;
  282. int get_collider_shape_index() const;
  283. Vector2 get_collider_velocity() const;
  284. Variant get_collider_metadata() const;
  285. KinematicCollision2D();
  286. };
  287. #endif // PHYSICS_BODY_2D_H