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- /*************************************************************************/
- /* physics_body_2d.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* http://www.godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2016 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::set_one_way_collision_direction(const Vector2& p_dir) {
- one_way_collision_direction=p_dir;
- Physics2DServer::get_singleton()->body_set_one_way_collision_direction(get_rid(),p_dir);
- }
- Vector2 PhysicsBody2D::get_one_way_collision_direction() const{
- return one_way_collision_direction;
- }
- void PhysicsBody2D::set_one_way_collision_max_depth(float p_depth) {
- one_way_collision_max_depth=p_depth;
- Physics2DServer::get_singleton()->body_set_one_way_collision_max_depth(get_rid(),p_depth);
- }
- float PhysicsBody2D::get_one_way_collision_max_depth() const{
- return one_way_collision_max_depth;
- }
- void PhysicsBody2D::_set_layers(uint32_t p_mask) {
- set_layer_mask(p_mask);
- set_collision_mask(p_mask);
- }
- uint32_t PhysicsBody2D::_get_layers() const{
- return get_layer_mask();
- }
- 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);
- ObjectTypeDB::bind_method(_MD("set_collision_mask","mask"),&PhysicsBody2D::set_collision_mask);
- ObjectTypeDB::bind_method(_MD("get_collision_mask"),&PhysicsBody2D::get_collision_mask);
- ObjectTypeDB::bind_method(_MD("set_collision_mask_bit","bit","value"),&PhysicsBody2D::set_collision_mask_bit);
- ObjectTypeDB::bind_method(_MD("get_collision_mask_bit","bit"),&PhysicsBody2D::get_collision_mask_bit);
- ObjectTypeDB::bind_method(_MD("set_layer_mask_bit","bit","value"),&PhysicsBody2D::set_layer_mask_bit);
- ObjectTypeDB::bind_method(_MD("get_layer_mask_bit","bit"),&PhysicsBody2D::get_layer_mask_bit);
- ObjectTypeDB::bind_method(_MD("_set_layers","mask"),&PhysicsBody2D::_set_layers);
- ObjectTypeDB::bind_method(_MD("_get_layers"),&PhysicsBody2D::_get_layers);
- ObjectTypeDB::bind_method(_MD("set_one_way_collision_direction","dir"),&PhysicsBody2D::set_one_way_collision_direction);
- ObjectTypeDB::bind_method(_MD("get_one_way_collision_direction"),&PhysicsBody2D::get_one_way_collision_direction);
- ObjectTypeDB::bind_method(_MD("set_one_way_collision_max_depth","depth"),&PhysicsBody2D::set_one_way_collision_max_depth);
- ObjectTypeDB::bind_method(_MD("get_one_way_collision_max_depth"),&PhysicsBody2D::get_one_way_collision_max_depth);
- ObjectTypeDB::bind_method(_MD("add_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::add_collision_exception_with);
- ObjectTypeDB::bind_method(_MD("remove_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::remove_collision_exception_with);
- ADD_PROPERTY(PropertyInfo(Variant::INT,"layers",PROPERTY_HINT_ALL_FLAGS,"",0),_SCS("_set_layers"),_SCS("_get_layers")); //for backwards compat
- ADD_PROPERTY(PropertyInfo(Variant::INT,"collision/layers",PROPERTY_HINT_ALL_FLAGS),_SCS("set_layer_mask"),_SCS("get_layer_mask"));
- ADD_PROPERTY(PropertyInfo(Variant::INT,"collision/mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_collision_mask"),_SCS("get_collision_mask"));
- ADD_PROPERTYNZ(PropertyInfo(Variant::VECTOR2,"one_way_collision/direction"),_SCS("set_one_way_collision_direction"),_SCS("get_one_way_collision_direction"));
- ADD_PROPERTYNZ(PropertyInfo(Variant::REAL,"one_way_collision/max_depth"),_SCS("set_one_way_collision_max_depth"),_SCS("get_one_way_collision_max_depth"));
- }
- 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;
- }
- void PhysicsBody2D::set_collision_mask(uint32_t p_mask) {
- collision_mask=p_mask;
- Physics2DServer::get_singleton()->body_set_collision_mask(get_rid(),p_mask);
- }
- uint32_t PhysicsBody2D::get_collision_mask() const {
- return collision_mask;
- }
- void PhysicsBody2D::set_collision_mask_bit(int p_bit, bool p_value) {
- uint32_t mask = get_collision_mask();
- if (p_value)
- mask|=1<<p_bit;
- else
- mask&=~(1<<p_bit);
- set_collision_mask(mask);
- }
- bool PhysicsBody2D::get_collision_mask_bit(int p_bit) const{
- return get_collision_mask()&(1<<p_bit);
- }
- void PhysicsBody2D::set_layer_mask_bit(int p_bit, bool p_value) {
- uint32_t mask = get_layer_mask();
- if (p_value)
- mask|=1<<p_bit;
- else
- mask&=~(1<<p_bit);
- set_layer_mask(mask);
- }
- bool PhysicsBody2D::get_layer_mask_bit(int p_bit) const{
- return get_layer_mask()&(1<<p_bit);
- }
- PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode) : CollisionObject2D( Physics2DServer::get_singleton()->body_create(p_mode), false) {
- mask=1;
- collision_mask=1;
- set_one_way_collision_max_depth(0);
- set_pickable(false);
- }
- void PhysicsBody2D::add_collision_exception_with(Node* p_node) {
- ERR_FAIL_NULL(p_node);
- PhysicsBody2D *physics_body = p_node->cast_to<PhysicsBody2D>();
- if (!physics_body) {
- ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
- }
- ERR_FAIL_COND(!physics_body);
- Physics2DServer::get_singleton()->body_add_collision_exception(get_rid(),physics_body->get_rid());
- }
- void PhysicsBody2D::remove_collision_exception_with(Node* p_node) {
- ERR_FAIL_NULL(p_node);
- PhysicsBody2D *physics_body = p_node->cast_to<PhysicsBody2D>();
- if (!physics_body) {
- ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
- }
- ERR_FAIL_COND(!physics_body);
- Physics2DServer::get_singleton()->body_remove_collision_exception(get_rid(),physics_body->get_rid());
- }
- 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_tree(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);
- contact_monitor->locked=true;
- 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);
- }
- contact_monitor->locked=false;
- }
- void RigidBody2D::_body_exit_tree(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;
- contact_monitor->locked=true;
- 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);
- }
- contact_monitor->locked=false;
- }
- 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);
- /*if (obj) {
- if (body_in)
- print_line("in: "+String(obj->call("get_name")));
- else
- print_line("out: "+String(obj->call("get_name")));
- }*/
- 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_tree();
- if (node) {
- node->connect(SceneStringNames::get_singleton()->enter_tree,this,SceneStringNames::get_singleton()->_body_enter_tree,make_binds(objid));
- node->connect(SceneStringNames::get_singleton()->exit_tree,this,SceneStringNames::get_singleton()->_body_exit_tree,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));
- bool in_scene = E->get().in_scene;
- if (E->get().shapes.empty()) {
- if (node) {
- node->disconnect(SceneStringNames::get_singleton()->enter_tree,this,SceneStringNames::get_singleton()->_body_enter_tree);
- node->disconnect(SceneStringNames::get_singleton()->exit_tree,this,SceneStringNames::get_singleton()->_body_exit_tree);
- if (in_scene)
- emit_signal(SceneStringNames::get_singleton()->body_exit,obj);
- }
- contact_monitor->body_map.erase(E);
- }
- if (node && 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;
- };
- bool RigidBody2D::_test_motion(const Vector2& p_motion,float p_margin,const Ref<Physics2DTestMotionResult>& p_result) {
- Physics2DServer::MotionResult *r=NULL;
- if (p_result.is_valid())
- r=p_result->get_result_ptr();
- return Physics2DServer::get_singleton()->body_test_motion(get_rid(),p_motion,p_margin,r);
- }
- 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
- 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();
- if(sleeping!=state->is_sleeping()) {
- sleeping=state->is_sleeping();
- emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
- }
- if (get_script_instance())
- get_script_instance()->call("_integrate_forces",state);
- set_block_transform_notify(false); // want it back
- if (contact_monitor) {
- contact_monitor->locked=true;
- //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);
- // bool found=false;
- 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: {
- 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_gravity_scale(real_t p_gravity_scale){
- gravity_scale=p_gravity_scale;
- Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::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;
- Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::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;
- Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::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 {
- 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_sleeping(bool p_sleeping) {
- sleeping=p_sleeping;
- Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_SLEEPING,sleeping);
- }
- 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_sleeping() const {
- return sleeping;
- }
- 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;
- }
- 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) {
- if (contact_monitor->locked) {
- ERR_EXPLAIN("Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\",false) instead");
- }
- ERR_FAIL_COND(contact_monitor->locked);
- 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 );
- contact_monitor->locked=false;
- }
- }
- 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_gravity_scale","gravity_scale"),&RigidBody2D::set_gravity_scale);
- ObjectTypeDB::bind_method(_MD("get_gravity_scale"),&RigidBody2D::get_gravity_scale);
- ObjectTypeDB::bind_method(_MD("set_linear_damp","linear_damp"),&RigidBody2D::set_linear_damp);
- ObjectTypeDB::bind_method(_MD("get_linear_damp"),&RigidBody2D::get_linear_damp);
- ObjectTypeDB::bind_method(_MD("set_angular_damp","angular_damp"),&RigidBody2D::set_angular_damp);
- ObjectTypeDB::bind_method(_MD("get_angular_damp"),&RigidBody2D::get_angular_damp);
- 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_sleeping","sleeping"),&RigidBody2D::set_sleeping);
- ObjectTypeDB::bind_method(_MD("is_sleeping"),&RigidBody2D::is_sleeping);
- 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("test_motion","motion","margin","result:Physics2DTestMotionResult"),&RigidBody2D::_test_motion,DEFVAL(0.08),DEFVAL(Variant()));
- ObjectTypeDB::bind_method(_MD("_direct_state_changed"),&RigidBody2D::_direct_state_changed);
- ObjectTypeDB::bind_method(_MD("_body_enter_tree"),&RigidBody2D::_body_enter_tree);
- ObjectTypeDB::bind_method(_MD("_body_exit_tree"),&RigidBody2D::_body_exit_tree);
- ObjectTypeDB::bind_method(_MD("get_colliding_bodies"),&RigidBody2D::get_colliding_bodies);
- 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::REAL,"gravity_scale",PROPERTY_HINT_RANGE,"-128,128,0.01"),_SCS("set_gravity_scale"),_SCS("get_gravity_scale"));
- 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,"sleeping"),_SCS("set_sleeping"),_SCS("is_sleeping"));
- 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_PROPERTY( PropertyInfo(Variant::REAL,"damp_override/linear",PROPERTY_HINT_RANGE,"-1,128,0.01"),_SCS("set_linear_damp"),_SCS("get_linear_damp"));
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"damp_override/angular",PROPERTY_HINT_RANGE,"-1,128,0.01"),_SCS("set_angular_damp"),_SCS("get_angular_damp"));
- 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")));
- ADD_SIGNAL( MethodInfo("sleeping_state_changed"));
- 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;
- 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;
- 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;
- }
- void KinematicBody2D::revert_motion() {
- Matrix32 gt = get_global_transform();
- gt.elements[2]-=travel;
- travel=Vector2();
- set_global_transform(gt);
- }
- Vector2 KinematicBody2D::get_travel() const {
- return travel;
- }
- Vector2 KinematicBody2D::move(const Vector2& p_motion) {
- #if 1
- Physics2DServer::MotionResult result;
- colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(),p_motion,margin,&result);
- collider_metadata=result.collider_metadata;
- collider_shape=result.collider_shape;
- collider_vel=result.collider_velocity;
- collision=result.collision_point;
- normal=result.collision_normal;
- collider=result.collider_id;
- Matrix32 gt = get_global_transform();
- gt.elements[2]+=result.motion;
- set_global_transform(gt);
- travel=result.motion;
- return result.remainder;
- #else
- //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_tree(),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 {
- //motion recover
- for(int i=0;i<get_shape_count();i++) {
- if (is_shape_set_as_trigger(i))
- continue;
- 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)*0.4;
- }
- 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++) {
- if (is_shape_set_as_trigger(i))
- continue;
- 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;
- collider_shape=rest_info.shape;
- collider_metadata=rest_info.metadata;
- }
- }
- Vector2 motion=p_motion*safe;
- Matrix32 gt = get_global_transform();
- gt.elements[2]+=motion;
- set_global_transform(gt);
- return p_motion-motion;
- #endif
- }
- Vector2 KinematicBody2D::move_to(const Vector2& p_position) {
- return move(p_position-get_global_pos());
- }
- bool KinematicBody2D::test_move(const Vector2& p_motion) {
- ERR_FAIL_COND_V(!is_inside_tree(),false);
- return Physics2DServer::get_singleton()->body_test_motion(get_rid(),p_motion,margin);
- }
- 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;
- }
- int KinematicBody2D::get_collider_shape() const {
- ERR_FAIL_COND_V(!colliding,0);
- return collider_shape;
- }
- Variant KinematicBody2D::get_collider_metadata() const {
- ERR_FAIL_COND_V(!colliding,0);
- return collider_metadata;
- }
- bool KinematicBody2D::is_colliding() const{
- return colliding;
- }
- 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("test_move","rel_vec"),&KinematicBody2D::test_move);
- ObjectTypeDB::bind_method(_MD("get_travel"),&KinematicBody2D::get_travel);
- ObjectTypeDB::bind_method(_MD("revert_motion"),&KinematicBody2D::revert_motion);
- 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("get_collider_shape"),&KinematicBody2D::get_collider_shape);
- ObjectTypeDB::bind_method(_MD("get_collider_metadata:Variant"),&KinematicBody2D::get_collider_metadata);
- 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::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){
- colliding=false;
- collider=0;
- collider_shape=0;
- margin=0.08;
- }
- KinematicBody2D::~KinematicBody2D() {
- }
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