physics_body_2d.cpp 39 KB

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  1. /*************************************************************************/
  2. /* physics_body_2d.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #include "physics_body_2d.h"
  30. #include "scene/scene_string_names.h"
  31. void PhysicsBody2D::_notification(int p_what) {
  32. /*
  33. switch(p_what) {
  34. case NOTIFICATION_TRANSFORM_CHANGED: {
  35. Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_TRANSFORM,get_global_transform());
  36. } break;
  37. }
  38. */
  39. }
  40. void PhysicsBody2D::set_one_way_collision_direction(const Vector2& p_dir) {
  41. one_way_collision_direction=p_dir;
  42. Physics2DServer::get_singleton()->body_set_one_way_collision_direction(get_rid(),p_dir);
  43. }
  44. Vector2 PhysicsBody2D::get_one_way_collision_direction() const{
  45. return one_way_collision_direction;
  46. }
  47. void PhysicsBody2D::set_one_way_collision_max_depth(float p_depth) {
  48. one_way_collision_max_depth=p_depth;
  49. Physics2DServer::get_singleton()->body_set_one_way_collision_max_depth(get_rid(),p_depth);
  50. }
  51. float PhysicsBody2D::get_one_way_collision_max_depth() const{
  52. return one_way_collision_max_depth;
  53. }
  54. void PhysicsBody2D::_set_layers(uint32_t p_mask) {
  55. set_layer_mask(p_mask);
  56. set_collision_mask(p_mask);
  57. }
  58. uint32_t PhysicsBody2D::_get_layers() const{
  59. return get_layer_mask();
  60. }
  61. void PhysicsBody2D::_bind_methods() {
  62. ObjectTypeDB::bind_method(_MD("set_layer_mask","mask"),&PhysicsBody2D::set_layer_mask);
  63. ObjectTypeDB::bind_method(_MD("get_layer_mask"),&PhysicsBody2D::get_layer_mask);
  64. ObjectTypeDB::bind_method(_MD("set_collision_mask","mask"),&PhysicsBody2D::set_collision_mask);
  65. ObjectTypeDB::bind_method(_MD("get_collision_mask"),&PhysicsBody2D::get_collision_mask);
  66. ObjectTypeDB::bind_method(_MD("set_collision_mask_bit","bit","value"),&PhysicsBody2D::set_collision_mask_bit);
  67. ObjectTypeDB::bind_method(_MD("get_collision_mask_bit","bit"),&PhysicsBody2D::get_collision_mask_bit);
  68. ObjectTypeDB::bind_method(_MD("set_layer_mask_bit","bit","value"),&PhysicsBody2D::set_layer_mask_bit);
  69. ObjectTypeDB::bind_method(_MD("get_layer_mask_bit","bit"),&PhysicsBody2D::get_layer_mask_bit);
  70. ObjectTypeDB::bind_method(_MD("_set_layers","mask"),&PhysicsBody2D::_set_layers);
  71. ObjectTypeDB::bind_method(_MD("_get_layers"),&PhysicsBody2D::_get_layers);
  72. ObjectTypeDB::bind_method(_MD("set_one_way_collision_direction","dir"),&PhysicsBody2D::set_one_way_collision_direction);
  73. ObjectTypeDB::bind_method(_MD("get_one_way_collision_direction"),&PhysicsBody2D::get_one_way_collision_direction);
  74. ObjectTypeDB::bind_method(_MD("set_one_way_collision_max_depth","depth"),&PhysicsBody2D::set_one_way_collision_max_depth);
  75. ObjectTypeDB::bind_method(_MD("get_one_way_collision_max_depth"),&PhysicsBody2D::get_one_way_collision_max_depth);
  76. ObjectTypeDB::bind_method(_MD("add_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::add_collision_exception_with);
  77. ObjectTypeDB::bind_method(_MD("remove_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::remove_collision_exception_with);
  78. ADD_PROPERTY(PropertyInfo(Variant::INT,"layers",PROPERTY_HINT_ALL_FLAGS,"",0),_SCS("_set_layers"),_SCS("_get_layers")); //for backwards compat
  79. ADD_PROPERTY(PropertyInfo(Variant::INT,"collision/layers",PROPERTY_HINT_ALL_FLAGS),_SCS("set_layer_mask"),_SCS("get_layer_mask"));
  80. ADD_PROPERTY(PropertyInfo(Variant::INT,"collision/mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_collision_mask"),_SCS("get_collision_mask"));
  81. ADD_PROPERTYNZ(PropertyInfo(Variant::VECTOR2,"one_way_collision/direction"),_SCS("set_one_way_collision_direction"),_SCS("get_one_way_collision_direction"));
  82. ADD_PROPERTYNZ(PropertyInfo(Variant::REAL,"one_way_collision/max_depth"),_SCS("set_one_way_collision_max_depth"),_SCS("get_one_way_collision_max_depth"));
  83. }
  84. void PhysicsBody2D::set_layer_mask(uint32_t p_mask) {
  85. mask=p_mask;
  86. Physics2DServer::get_singleton()->body_set_layer_mask(get_rid(),p_mask);
  87. }
  88. uint32_t PhysicsBody2D::get_layer_mask() const {
  89. return mask;
  90. }
  91. void PhysicsBody2D::set_collision_mask(uint32_t p_mask) {
  92. collision_mask=p_mask;
  93. Physics2DServer::get_singleton()->body_set_collision_mask(get_rid(),p_mask);
  94. }
  95. uint32_t PhysicsBody2D::get_collision_mask() const {
  96. return collision_mask;
  97. }
  98. void PhysicsBody2D::set_collision_mask_bit(int p_bit, bool p_value) {
  99. uint32_t mask = get_collision_mask();
  100. if (p_value)
  101. mask|=1<<p_bit;
  102. else
  103. mask&=~(1<<p_bit);
  104. set_collision_mask(mask);
  105. }
  106. bool PhysicsBody2D::get_collision_mask_bit(int p_bit) const{
  107. return get_collision_mask()&(1<<p_bit);
  108. }
  109. void PhysicsBody2D::set_layer_mask_bit(int p_bit, bool p_value) {
  110. uint32_t mask = get_layer_mask();
  111. if (p_value)
  112. mask|=1<<p_bit;
  113. else
  114. mask&=~(1<<p_bit);
  115. set_layer_mask(mask);
  116. }
  117. bool PhysicsBody2D::get_layer_mask_bit(int p_bit) const{
  118. return get_layer_mask()&(1<<p_bit);
  119. }
  120. PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode) : CollisionObject2D( Physics2DServer::get_singleton()->body_create(p_mode), false) {
  121. mask=1;
  122. collision_mask=1;
  123. set_one_way_collision_max_depth(0);
  124. set_pickable(false);
  125. }
  126. void PhysicsBody2D::add_collision_exception_with(Node* p_node) {
  127. ERR_FAIL_NULL(p_node);
  128. PhysicsBody2D *physics_body = p_node->cast_to<PhysicsBody2D>();
  129. if (!physics_body) {
  130. ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
  131. }
  132. ERR_FAIL_COND(!physics_body);
  133. Physics2DServer::get_singleton()->body_add_collision_exception(get_rid(),physics_body->get_rid());
  134. }
  135. void PhysicsBody2D::remove_collision_exception_with(Node* p_node) {
  136. ERR_FAIL_NULL(p_node);
  137. PhysicsBody2D *physics_body = p_node->cast_to<PhysicsBody2D>();
  138. if (!physics_body) {
  139. ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
  140. }
  141. ERR_FAIL_COND(!physics_body);
  142. Physics2DServer::get_singleton()->body_remove_collision_exception(get_rid(),physics_body->get_rid());
  143. }
  144. void StaticBody2D::set_constant_linear_velocity(const Vector2& p_vel) {
  145. constant_linear_velocity=p_vel;
  146. Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_LINEAR_VELOCITY,constant_linear_velocity);
  147. }
  148. void StaticBody2D::set_constant_angular_velocity(real_t p_vel) {
  149. constant_angular_velocity=p_vel;
  150. Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_ANGULAR_VELOCITY,constant_angular_velocity);
  151. }
  152. Vector2 StaticBody2D::get_constant_linear_velocity() const {
  153. return constant_linear_velocity;
  154. }
  155. real_t StaticBody2D::get_constant_angular_velocity() const {
  156. return constant_angular_velocity;
  157. }
  158. #if 0
  159. void StaticBody2D::_update_xform() {
  160. if (!pre_xform || !pending)
  161. return;
  162. setting=true;
  163. Matrix32 new_xform = get_global_transform(); //obtain the new one
  164. set_block_transform_notify(true);
  165. Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_TRANSFORM,*pre_xform); //then simulate motion!
  166. set_global_transform(*pre_xform); //but restore state to previous one in both visual and physics
  167. set_block_transform_notify(false);
  168. Physics2DServer::get_singleton()->body_static_simulate_motion(get_rid(),new_xform); //then simulate motion!
  169. setting=false;
  170. pending=false;
  171. }
  172. #endif
  173. void StaticBody2D::set_friction(real_t p_friction){
  174. ERR_FAIL_COND(p_friction<0 || p_friction>1);
  175. friction=p_friction;
  176. Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_FRICTION,friction);
  177. }
  178. real_t StaticBody2D::get_friction() const{
  179. return friction;
  180. }
  181. void StaticBody2D::set_bounce(real_t p_bounce){
  182. ERR_FAIL_COND(p_bounce<0 || p_bounce>1);
  183. bounce=p_bounce;
  184. Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_BOUNCE,bounce);
  185. }
  186. real_t StaticBody2D::get_bounce() const{
  187. return bounce;
  188. }
  189. void StaticBody2D::_bind_methods() {
  190. ObjectTypeDB::bind_method(_MD("set_constant_linear_velocity","vel"),&StaticBody2D::set_constant_linear_velocity);
  191. ObjectTypeDB::bind_method(_MD("set_constant_angular_velocity","vel"),&StaticBody2D::set_constant_angular_velocity);
  192. ObjectTypeDB::bind_method(_MD("get_constant_linear_velocity"),&StaticBody2D::get_constant_linear_velocity);
  193. ObjectTypeDB::bind_method(_MD("get_constant_angular_velocity"),&StaticBody2D::get_constant_angular_velocity);
  194. ObjectTypeDB::bind_method(_MD("set_friction","friction"),&StaticBody2D::set_friction);
  195. ObjectTypeDB::bind_method(_MD("get_friction"),&StaticBody2D::get_friction);
  196. ObjectTypeDB::bind_method(_MD("set_bounce","bounce"),&StaticBody2D::set_bounce);
  197. ObjectTypeDB::bind_method(_MD("get_bounce"),&StaticBody2D::get_bounce);
  198. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2,"constant_linear_velocity"),_SCS("set_constant_linear_velocity"),_SCS("get_constant_linear_velocity"));
  199. ADD_PROPERTY(PropertyInfo(Variant::REAL,"constant_angular_velocity"),_SCS("set_constant_angular_velocity"),_SCS("get_constant_angular_velocity"));
  200. ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_friction"),_SCS("get_friction"));
  201. ADD_PROPERTY( PropertyInfo(Variant::REAL,"bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_bounce"),_SCS("get_bounce"));
  202. }
  203. StaticBody2D::StaticBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_STATIC) {
  204. constant_angular_velocity=0;
  205. bounce=0;
  206. friction=1;
  207. }
  208. StaticBody2D::~StaticBody2D() {
  209. }
  210. void RigidBody2D::_body_enter_tree(ObjectID p_id) {
  211. Object *obj = ObjectDB::get_instance(p_id);
  212. Node *node = obj ? obj->cast_to<Node>() : NULL;
  213. ERR_FAIL_COND(!node);
  214. Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(p_id);
  215. ERR_FAIL_COND(!E);
  216. ERR_FAIL_COND(E->get().in_scene);
  217. contact_monitor->locked=true;
  218. E->get().in_scene=true;
  219. emit_signal(SceneStringNames::get_singleton()->body_enter,node);
  220. for(int i=0;i<E->get().shapes.size();i++) {
  221. emit_signal(SceneStringNames::get_singleton()->body_enter_shape,p_id,node,E->get().shapes[i].body_shape,E->get().shapes[i].local_shape);
  222. }
  223. contact_monitor->locked=false;
  224. }
  225. void RigidBody2D::_body_exit_tree(ObjectID p_id) {
  226. Object *obj = ObjectDB::get_instance(p_id);
  227. Node *node = obj ? obj->cast_to<Node>() : NULL;
  228. ERR_FAIL_COND(!node);
  229. Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(p_id);
  230. ERR_FAIL_COND(!E);
  231. ERR_FAIL_COND(!E->get().in_scene);
  232. E->get().in_scene=false;
  233. contact_monitor->locked=true;
  234. emit_signal(SceneStringNames::get_singleton()->body_exit,node);
  235. for(int i=0;i<E->get().shapes.size();i++) {
  236. emit_signal(SceneStringNames::get_singleton()->body_exit_shape,p_id,node,E->get().shapes[i].body_shape,E->get().shapes[i].local_shape);
  237. }
  238. contact_monitor->locked=false;
  239. }
  240. void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shape,int p_local_shape) {
  241. bool body_in = p_status==1;
  242. ObjectID objid=p_instance;
  243. Object *obj = ObjectDB::get_instance(objid);
  244. Node *node = obj ? obj->cast_to<Node>() : NULL;
  245. Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(objid);
  246. /*if (obj) {
  247. if (body_in)
  248. print_line("in: "+String(obj->call("get_name")));
  249. else
  250. print_line("out: "+String(obj->call("get_name")));
  251. }*/
  252. ERR_FAIL_COND(!body_in && !E);
  253. if (body_in) {
  254. if (!E) {
  255. E = contact_monitor->body_map.insert(objid,BodyState());
  256. // E->get().rc=0;
  257. E->get().in_scene=node && node->is_inside_tree();
  258. if (node) {
  259. node->connect(SceneStringNames::get_singleton()->enter_tree,this,SceneStringNames::get_singleton()->_body_enter_tree,make_binds(objid));
  260. node->connect(SceneStringNames::get_singleton()->exit_tree,this,SceneStringNames::get_singleton()->_body_exit_tree,make_binds(objid));
  261. if (E->get().in_scene) {
  262. emit_signal(SceneStringNames::get_singleton()->body_enter,node);
  263. }
  264. }
  265. //E->get().rc++;
  266. }
  267. if (node)
  268. E->get().shapes.insert(ShapePair(p_body_shape,p_local_shape));
  269. if (E->get().in_scene) {
  270. emit_signal(SceneStringNames::get_singleton()->body_enter_shape,objid,node,p_body_shape,p_local_shape);
  271. }
  272. } else {
  273. //E->get().rc--;
  274. if (node)
  275. E->get().shapes.erase(ShapePair(p_body_shape,p_local_shape));
  276. bool in_scene = E->get().in_scene;
  277. if (E->get().shapes.empty()) {
  278. if (node) {
  279. node->disconnect(SceneStringNames::get_singleton()->enter_tree,this,SceneStringNames::get_singleton()->_body_enter_tree);
  280. node->disconnect(SceneStringNames::get_singleton()->exit_tree,this,SceneStringNames::get_singleton()->_body_exit_tree);
  281. if (in_scene)
  282. emit_signal(SceneStringNames::get_singleton()->body_exit,obj);
  283. }
  284. contact_monitor->body_map.erase(E);
  285. }
  286. if (node && in_scene) {
  287. emit_signal(SceneStringNames::get_singleton()->body_exit_shape,objid,obj,p_body_shape,p_local_shape);
  288. }
  289. }
  290. }
  291. struct _RigidBody2DInOut {
  292. ObjectID id;
  293. int shape;
  294. int local_shape;
  295. };
  296. bool RigidBody2D::_test_motion(const Vector2& p_motion,float p_margin,const Ref<Physics2DTestMotionResult>& p_result) {
  297. Physics2DServer::MotionResult *r=NULL;
  298. if (p_result.is_valid())
  299. r=p_result->get_result_ptr();
  300. return Physics2DServer::get_singleton()->body_test_motion(get_rid(),p_motion,p_margin,r);
  301. }
  302. void RigidBody2D::_direct_state_changed(Object *p_state) {
  303. //eh.. fuck
  304. #ifdef DEBUG_ENABLED
  305. state=p_state->cast_to<Physics2DDirectBodyState>();
  306. #else
  307. state=(Physics2DDirectBodyState*)p_state; //trust it
  308. #endif
  309. set_block_transform_notify(true); // don't want notify (would feedback loop)
  310. if (mode!=MODE_KINEMATIC)
  311. set_global_transform(state->get_transform());
  312. linear_velocity=state->get_linear_velocity();
  313. angular_velocity=state->get_angular_velocity();
  314. if(sleeping!=state->is_sleeping()) {
  315. sleeping=state->is_sleeping();
  316. emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
  317. }
  318. if (get_script_instance())
  319. get_script_instance()->call("_integrate_forces",state);
  320. set_block_transform_notify(false); // want it back
  321. if (contact_monitor) {
  322. contact_monitor->locked=true;
  323. //untag all
  324. int rc=0;
  325. for( Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.front();E;E=E->next()) {
  326. for(int i=0;i<E->get().shapes.size();i++) {
  327. E->get().shapes[i].tagged=false;
  328. rc++;
  329. }
  330. }
  331. _RigidBody2DInOut *toadd=(_RigidBody2DInOut*)alloca(state->get_contact_count()*sizeof(_RigidBody2DInOut));
  332. int toadd_count=0;//state->get_contact_count();
  333. RigidBody2D_RemoveAction *toremove=(RigidBody2D_RemoveAction*)alloca(rc*sizeof(RigidBody2D_RemoveAction));
  334. int toremove_count=0;
  335. //put the ones to add
  336. for(int i=0;i<state->get_contact_count();i++) {
  337. ObjectID obj = state->get_contact_collider_id(i);
  338. int local_shape = state->get_contact_local_shape(i);
  339. int shape = state->get_contact_collider_shape(i);
  340. // bool found=false;
  341. Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(obj);
  342. if (!E) {
  343. toadd[toadd_count].local_shape=local_shape;
  344. toadd[toadd_count].id=obj;
  345. toadd[toadd_count].shape=shape;
  346. toadd_count++;
  347. continue;
  348. }
  349. ShapePair sp( shape,local_shape );
  350. int idx = E->get().shapes.find(sp);
  351. if (idx==-1) {
  352. toadd[toadd_count].local_shape=local_shape;
  353. toadd[toadd_count].id=obj;
  354. toadd[toadd_count].shape=shape;
  355. toadd_count++;
  356. continue;
  357. }
  358. E->get().shapes[idx].tagged=true;
  359. }
  360. //put the ones to remove
  361. for( Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.front();E;E=E->next()) {
  362. for(int i=0;i<E->get().shapes.size();i++) {
  363. if (!E->get().shapes[i].tagged) {
  364. toremove[toremove_count].body_id=E->key();
  365. toremove[toremove_count].pair=E->get().shapes[i];
  366. toremove_count++;
  367. }
  368. }
  369. }
  370. //process remotions
  371. for(int i=0;i<toremove_count;i++) {
  372. _body_inout(0,toremove[i].body_id,toremove[i].pair.body_shape,toremove[i].pair.local_shape);
  373. }
  374. //process aditions
  375. for(int i=0;i<toadd_count;i++) {
  376. _body_inout(1,toadd[i].id,toadd[i].shape,toadd[i].local_shape);
  377. }
  378. contact_monitor->locked=false;
  379. }
  380. state=NULL;
  381. }
  382. void RigidBody2D::set_mode(Mode p_mode) {
  383. mode=p_mode;
  384. switch(p_mode) {
  385. case MODE_RIGID: {
  386. Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_RIGID);
  387. } break;
  388. case MODE_STATIC: {
  389. Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_STATIC);
  390. } break;
  391. case MODE_KINEMATIC: {
  392. Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_KINEMATIC);
  393. } break;
  394. case MODE_CHARACTER: {
  395. Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_CHARACTER);
  396. } break;
  397. }
  398. }
  399. RigidBody2D::Mode RigidBody2D::get_mode() const{
  400. return mode;
  401. }
  402. void RigidBody2D::set_mass(real_t p_mass){
  403. ERR_FAIL_COND(p_mass<=0);
  404. mass=p_mass;
  405. _change_notify("mass");
  406. _change_notify("weight");
  407. Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_MASS,mass);
  408. }
  409. real_t RigidBody2D::get_mass() const{
  410. return mass;
  411. }
  412. void RigidBody2D::set_weight(real_t p_weight){
  413. set_mass(p_weight/9.8);
  414. }
  415. real_t RigidBody2D::get_weight() const{
  416. return mass*9.8;
  417. }
  418. void RigidBody2D::set_friction(real_t p_friction){
  419. ERR_FAIL_COND(p_friction<0 || p_friction>1);
  420. friction=p_friction;
  421. Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_FRICTION,friction);
  422. }
  423. real_t RigidBody2D::get_friction() const{
  424. return friction;
  425. }
  426. void RigidBody2D::set_bounce(real_t p_bounce){
  427. ERR_FAIL_COND(p_bounce<0 || p_bounce>1);
  428. bounce=p_bounce;
  429. Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_BOUNCE,bounce);
  430. }
  431. real_t RigidBody2D::get_bounce() const{
  432. return bounce;
  433. }
  434. void RigidBody2D::set_gravity_scale(real_t p_gravity_scale){
  435. gravity_scale=p_gravity_scale;
  436. Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_GRAVITY_SCALE,gravity_scale);
  437. }
  438. real_t RigidBody2D::get_gravity_scale() const{
  439. return gravity_scale;
  440. }
  441. void RigidBody2D::set_linear_damp(real_t p_linear_damp){
  442. ERR_FAIL_COND(p_linear_damp<-1);
  443. linear_damp=p_linear_damp;
  444. Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_LINEAR_DAMP,linear_damp);
  445. }
  446. real_t RigidBody2D::get_linear_damp() const{
  447. return linear_damp;
  448. }
  449. void RigidBody2D::set_angular_damp(real_t p_angular_damp){
  450. ERR_FAIL_COND(p_angular_damp<-1);
  451. angular_damp=p_angular_damp;
  452. Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_ANGULAR_DAMP,angular_damp);
  453. }
  454. real_t RigidBody2D::get_angular_damp() const{
  455. return angular_damp;
  456. }
  457. void RigidBody2D::set_axis_velocity(const Vector2& p_axis) {
  458. Vector2 v = state? state->get_linear_velocity() : linear_velocity;
  459. Vector2 axis = p_axis.normalized();
  460. v-=axis*axis.dot(v);
  461. v+=p_axis;
  462. if (state) {
  463. set_linear_velocity(v);
  464. } else {
  465. Physics2DServer::get_singleton()->body_set_axis_velocity(get_rid(),p_axis);
  466. linear_velocity=v;
  467. }
  468. }
  469. void RigidBody2D::set_linear_velocity(const Vector2& p_velocity){
  470. linear_velocity=p_velocity;
  471. if (state)
  472. state->set_linear_velocity(linear_velocity);
  473. else {
  474. Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_LINEAR_VELOCITY,linear_velocity);
  475. }
  476. }
  477. Vector2 RigidBody2D::get_linear_velocity() const{
  478. return linear_velocity;
  479. }
  480. void RigidBody2D::set_angular_velocity(real_t p_velocity){
  481. angular_velocity=p_velocity;
  482. if (state)
  483. state->set_angular_velocity(angular_velocity);
  484. else
  485. Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_ANGULAR_VELOCITY,angular_velocity);
  486. }
  487. real_t RigidBody2D::get_angular_velocity() const{
  488. return angular_velocity;
  489. }
  490. void RigidBody2D::set_use_custom_integrator(bool p_enable){
  491. if (custom_integrator==p_enable)
  492. return;
  493. custom_integrator=p_enable;
  494. Physics2DServer::get_singleton()->body_set_omit_force_integration(get_rid(),p_enable);
  495. }
  496. bool RigidBody2D::is_using_custom_integrator(){
  497. return custom_integrator;
  498. }
  499. void RigidBody2D::set_sleeping(bool p_sleeping) {
  500. sleeping=p_sleeping;
  501. Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_SLEEPING,sleeping);
  502. }
  503. void RigidBody2D::set_can_sleep(bool p_active) {
  504. can_sleep=p_active;
  505. Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_CAN_SLEEP,p_active);
  506. }
  507. bool RigidBody2D::is_able_to_sleep() const {
  508. return can_sleep;
  509. }
  510. bool RigidBody2D::is_sleeping() const {
  511. return sleeping;
  512. }
  513. void RigidBody2D::set_max_contacts_reported(int p_amount) {
  514. max_contacts_reported=p_amount;
  515. Physics2DServer::get_singleton()->body_set_max_contacts_reported(get_rid(),p_amount);
  516. }
  517. int RigidBody2D::get_max_contacts_reported() const{
  518. return max_contacts_reported;
  519. }
  520. void RigidBody2D::apply_impulse(const Vector2& p_pos, const Vector2& p_impulse) {
  521. Physics2DServer::get_singleton()->body_apply_impulse(get_rid(),p_pos,p_impulse);
  522. }
  523. void RigidBody2D::set_applied_force(const Vector2& p_force) {
  524. Physics2DServer::get_singleton()->body_set_applied_force(get_rid(), p_force);
  525. };
  526. Vector2 RigidBody2D::get_applied_force() const {
  527. return Physics2DServer::get_singleton()->body_get_applied_force(get_rid());
  528. };
  529. void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
  530. ccd_mode=p_mode;
  531. Physics2DServer::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(),Physics2DServer::CCDMode(p_mode));
  532. }
  533. RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const {
  534. return ccd_mode;
  535. }
  536. Array RigidBody2D::get_colliding_bodies() const {
  537. ERR_FAIL_COND_V(!contact_monitor,Array());
  538. Array ret;
  539. ret.resize(contact_monitor->body_map.size());
  540. int idx=0;
  541. for (const Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.front();E;E=E->next()) {
  542. Object *obj = ObjectDB::get_instance(E->key());
  543. if (!obj) {
  544. ret.resize( ret.size() -1 ); //ops
  545. } else {
  546. ret[idx++]=obj;
  547. }
  548. }
  549. return ret;
  550. }
  551. void RigidBody2D::set_contact_monitor(bool p_enabled) {
  552. if (p_enabled==is_contact_monitor_enabled())
  553. return;
  554. if (!p_enabled) {
  555. if (contact_monitor->locked) {
  556. ERR_EXPLAIN("Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\",false) instead");
  557. }
  558. ERR_FAIL_COND(contact_monitor->locked);
  559. for(Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.front();E;E=E->next()) {
  560. //clean up mess
  561. }
  562. memdelete( contact_monitor );
  563. contact_monitor=NULL;
  564. } else {
  565. contact_monitor = memnew( ContactMonitor );
  566. contact_monitor->locked=false;
  567. }
  568. }
  569. bool RigidBody2D::is_contact_monitor_enabled() const {
  570. return contact_monitor!=NULL;
  571. }
  572. void RigidBody2D::_bind_methods() {
  573. ObjectTypeDB::bind_method(_MD("set_mode","mode"),&RigidBody2D::set_mode);
  574. ObjectTypeDB::bind_method(_MD("get_mode"),&RigidBody2D::get_mode);
  575. ObjectTypeDB::bind_method(_MD("set_mass","mass"),&RigidBody2D::set_mass);
  576. ObjectTypeDB::bind_method(_MD("get_mass"),&RigidBody2D::get_mass);
  577. ObjectTypeDB::bind_method(_MD("set_weight","weight"),&RigidBody2D::set_weight);
  578. ObjectTypeDB::bind_method(_MD("get_weight"),&RigidBody2D::get_weight);
  579. ObjectTypeDB::bind_method(_MD("set_friction","friction"),&RigidBody2D::set_friction);
  580. ObjectTypeDB::bind_method(_MD("get_friction"),&RigidBody2D::get_friction);
  581. ObjectTypeDB::bind_method(_MD("set_bounce","bounce"),&RigidBody2D::set_bounce);
  582. ObjectTypeDB::bind_method(_MD("get_bounce"),&RigidBody2D::get_bounce);
  583. ObjectTypeDB::bind_method(_MD("set_gravity_scale","gravity_scale"),&RigidBody2D::set_gravity_scale);
  584. ObjectTypeDB::bind_method(_MD("get_gravity_scale"),&RigidBody2D::get_gravity_scale);
  585. ObjectTypeDB::bind_method(_MD("set_linear_damp","linear_damp"),&RigidBody2D::set_linear_damp);
  586. ObjectTypeDB::bind_method(_MD("get_linear_damp"),&RigidBody2D::get_linear_damp);
  587. ObjectTypeDB::bind_method(_MD("set_angular_damp","angular_damp"),&RigidBody2D::set_angular_damp);
  588. ObjectTypeDB::bind_method(_MD("get_angular_damp"),&RigidBody2D::get_angular_damp);
  589. ObjectTypeDB::bind_method(_MD("set_linear_velocity","linear_velocity"),&RigidBody2D::set_linear_velocity);
  590. ObjectTypeDB::bind_method(_MD("get_linear_velocity"),&RigidBody2D::get_linear_velocity);
  591. ObjectTypeDB::bind_method(_MD("set_angular_velocity","angular_velocity"),&RigidBody2D::set_angular_velocity);
  592. ObjectTypeDB::bind_method(_MD("get_angular_velocity"),&RigidBody2D::get_angular_velocity);
  593. ObjectTypeDB::bind_method(_MD("set_max_contacts_reported","amount"),&RigidBody2D::set_max_contacts_reported);
  594. ObjectTypeDB::bind_method(_MD("get_max_contacts_reported"),&RigidBody2D::get_max_contacts_reported);
  595. ObjectTypeDB::bind_method(_MD("set_use_custom_integrator","enable"),&RigidBody2D::set_use_custom_integrator);
  596. ObjectTypeDB::bind_method(_MD("is_using_custom_integrator"),&RigidBody2D::is_using_custom_integrator);
  597. ObjectTypeDB::bind_method(_MD("set_contact_monitor","enabled"),&RigidBody2D::set_contact_monitor);
  598. ObjectTypeDB::bind_method(_MD("is_contact_monitor_enabled"),&RigidBody2D::is_contact_monitor_enabled);
  599. ObjectTypeDB::bind_method(_MD("set_continuous_collision_detection_mode","mode"),&RigidBody2D::set_continuous_collision_detection_mode);
  600. ObjectTypeDB::bind_method(_MD("get_continuous_collision_detection_mode"),&RigidBody2D::get_continuous_collision_detection_mode);
  601. ObjectTypeDB::bind_method(_MD("set_axis_velocity","axis_velocity"),&RigidBody2D::set_axis_velocity);
  602. ObjectTypeDB::bind_method(_MD("apply_impulse","pos","impulse"),&RigidBody2D::apply_impulse);
  603. ObjectTypeDB::bind_method(_MD("set_applied_force","force"),&RigidBody2D::set_applied_force);
  604. ObjectTypeDB::bind_method(_MD("get_applied_force"),&RigidBody2D::get_applied_force);
  605. ObjectTypeDB::bind_method(_MD("set_sleeping","sleeping"),&RigidBody2D::set_sleeping);
  606. ObjectTypeDB::bind_method(_MD("is_sleeping"),&RigidBody2D::is_sleeping);
  607. ObjectTypeDB::bind_method(_MD("set_can_sleep","able_to_sleep"),&RigidBody2D::set_can_sleep);
  608. ObjectTypeDB::bind_method(_MD("is_able_to_sleep"),&RigidBody2D::is_able_to_sleep);
  609. ObjectTypeDB::bind_method(_MD("test_motion","motion","margin","result:Physics2DTestMotionResult"),&RigidBody2D::_test_motion,DEFVAL(0.08),DEFVAL(Variant()));
  610. ObjectTypeDB::bind_method(_MD("_direct_state_changed"),&RigidBody2D::_direct_state_changed);
  611. ObjectTypeDB::bind_method(_MD("_body_enter_tree"),&RigidBody2D::_body_enter_tree);
  612. ObjectTypeDB::bind_method(_MD("_body_exit_tree"),&RigidBody2D::_body_exit_tree);
  613. ObjectTypeDB::bind_method(_MD("get_colliding_bodies"),&RigidBody2D::get_colliding_bodies);
  614. BIND_VMETHOD(MethodInfo("_integrate_forces",PropertyInfo(Variant::OBJECT,"state:Physics2DDirectBodyState")));
  615. ADD_PROPERTY( PropertyInfo(Variant::INT,"mode",PROPERTY_HINT_ENUM,"Rigid,Static,Character,Kinematic"),_SCS("set_mode"),_SCS("get_mode"));
  616. ADD_PROPERTY( PropertyInfo(Variant::REAL,"mass",PROPERTY_HINT_EXP_RANGE,"0.01,65535,0.01"),_SCS("set_mass"),_SCS("get_mass"));
  617. ADD_PROPERTY( PropertyInfo(Variant::REAL,"weight",PROPERTY_HINT_EXP_RANGE,"0.01,65535,0.01",PROPERTY_USAGE_EDITOR),_SCS("set_weight"),_SCS("get_weight"));
  618. ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_friction"),_SCS("get_friction"));
  619. ADD_PROPERTY( PropertyInfo(Variant::REAL,"bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_bounce"),_SCS("get_bounce"));
  620. ADD_PROPERTY( PropertyInfo(Variant::REAL,"gravity_scale",PROPERTY_HINT_RANGE,"-128,128,0.01"),_SCS("set_gravity_scale"),_SCS("get_gravity_scale"));
  621. ADD_PROPERTY( PropertyInfo(Variant::BOOL,"custom_integrator"),_SCS("set_use_custom_integrator"),_SCS("is_using_custom_integrator"));
  622. 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"));
  623. ADD_PROPERTY( PropertyInfo(Variant::INT,"contacts_reported"),_SCS("set_max_contacts_reported"),_SCS("get_max_contacts_reported"));
  624. ADD_PROPERTY( PropertyInfo(Variant::BOOL,"contact_monitor"),_SCS("set_contact_monitor"),_SCS("is_contact_monitor_enabled"));
  625. ADD_PROPERTY( PropertyInfo(Variant::BOOL,"sleeping"),_SCS("set_sleeping"),_SCS("is_sleeping"));
  626. ADD_PROPERTY( PropertyInfo(Variant::BOOL,"can_sleep"),_SCS("set_can_sleep"),_SCS("is_able_to_sleep"));
  627. ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"velocity/linear"),_SCS("set_linear_velocity"),_SCS("get_linear_velocity"));
  628. ADD_PROPERTY( PropertyInfo(Variant::REAL,"velocity/angular"),_SCS("set_angular_velocity"),_SCS("get_angular_velocity"));
  629. ADD_PROPERTY( PropertyInfo(Variant::REAL,"damp_override/linear",PROPERTY_HINT_RANGE,"-1,128,0.01"),_SCS("set_linear_damp"),_SCS("get_linear_damp"));
  630. ADD_PROPERTY( PropertyInfo(Variant::REAL,"damp_override/angular",PROPERTY_HINT_RANGE,"-1,128,0.01"),_SCS("set_angular_damp"),_SCS("get_angular_damp"));
  631. 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")));
  632. 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")));
  633. ADD_SIGNAL( MethodInfo("body_enter",PropertyInfo(Variant::OBJECT,"body")));
  634. ADD_SIGNAL( MethodInfo("body_exit",PropertyInfo(Variant::OBJECT,"body")));
  635. ADD_SIGNAL( MethodInfo("sleeping_state_changed"));
  636. BIND_CONSTANT( MODE_STATIC );
  637. BIND_CONSTANT( MODE_KINEMATIC );
  638. BIND_CONSTANT( MODE_RIGID );
  639. BIND_CONSTANT( MODE_CHARACTER );
  640. BIND_CONSTANT( CCD_MODE_DISABLED );
  641. BIND_CONSTANT( CCD_MODE_CAST_RAY );
  642. BIND_CONSTANT( CCD_MODE_CAST_SHAPE );
  643. }
  644. RigidBody2D::RigidBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_RIGID) {
  645. mode=MODE_RIGID;
  646. bounce=0;
  647. mass=1;
  648. friction=1;
  649. gravity_scale=1;
  650. linear_damp=-1;
  651. angular_damp=-1;
  652. max_contacts_reported=0;
  653. state=NULL;
  654. angular_velocity=0;
  655. sleeping=false;
  656. ccd_mode=CCD_MODE_DISABLED;
  657. custom_integrator=false;
  658. contact_monitor=NULL;
  659. can_sleep=true;
  660. Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(),this,"_direct_state_changed");
  661. }
  662. RigidBody2D::~RigidBody2D() {
  663. if (contact_monitor)
  664. memdelete( contact_monitor );
  665. }
  666. //////////////////////////
  667. Variant KinematicBody2D::_get_collider() const {
  668. ObjectID oid=get_collider();
  669. if (oid==0)
  670. return Variant();
  671. Object *obj = ObjectDB::get_instance(oid);
  672. if (!obj)
  673. return Variant();
  674. Reference *ref = obj->cast_to<Reference>();
  675. if (ref) {
  676. return Ref<Reference>(ref);
  677. }
  678. return obj;
  679. }
  680. void KinematicBody2D::revert_motion() {
  681. Matrix32 gt = get_global_transform();
  682. gt.elements[2]-=travel;
  683. travel=Vector2();
  684. set_global_transform(gt);
  685. }
  686. Vector2 KinematicBody2D::get_travel() const {
  687. return travel;
  688. }
  689. Vector2 KinematicBody2D::move(const Vector2& p_motion) {
  690. #if 1
  691. Physics2DServer::MotionResult result;
  692. colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(),p_motion,margin,&result);
  693. collider_metadata=result.collider_metadata;
  694. collider_shape=result.collider_shape;
  695. collider_vel=result.collider_velocity;
  696. collision=result.collision_point;
  697. normal=result.collision_normal;
  698. collider=result.collider_id;
  699. Matrix32 gt = get_global_transform();
  700. gt.elements[2]+=result.motion;
  701. set_global_transform(gt);
  702. travel=result.motion;
  703. return result.remainder;
  704. #else
  705. //give me back regular physics engine logic
  706. //this is madness
  707. //and most people using this function will think
  708. //what it does is simpler than using physics
  709. //this took about a week to get right..
  710. //but is it right? who knows at this point..
  711. colliding=false;
  712. ERR_FAIL_COND_V(!is_inside_tree(),Vector2());
  713. Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
  714. ERR_FAIL_COND_V(!dss,Vector2());
  715. const int max_shapes=32;
  716. Vector2 sr[max_shapes*2];
  717. int res_shapes;
  718. Set<RID> exclude;
  719. exclude.insert(get_rid());
  720. //recover first
  721. int recover_attempts=4;
  722. bool collided=false;
  723. uint32_t mask=0;
  724. if (collide_static)
  725. mask|=Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY;
  726. if (collide_kinematic)
  727. mask|=Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
  728. if (collide_rigid)
  729. mask|=Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY;
  730. if (collide_character)
  731. mask|=Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
  732. // print_line("motion: "+p_motion+" margin: "+rtos(margin));
  733. //print_line("margin: "+rtos(margin));
  734. do {
  735. //motion recover
  736. for(int i=0;i<get_shape_count();i++) {
  737. if (is_shape_set_as_trigger(i))
  738. continue;
  739. 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))
  740. collided=true;
  741. }
  742. if (!collided)
  743. break;
  744. Vector2 recover_motion;
  745. for(int i=0;i<res_shapes;i++) {
  746. Vector2 a = sr[i*2+0];
  747. Vector2 b = sr[i*2+1];
  748. float d = a.distance_to(b);
  749. //if (d<margin)
  750. /// continue;
  751. recover_motion+=(b-a)*0.4;
  752. }
  753. if (recover_motion==Vector2()) {
  754. collided=false;
  755. break;
  756. }
  757. Matrix32 gt = get_global_transform();
  758. gt.elements[2]+=recover_motion;
  759. set_global_transform(gt);
  760. recover_attempts--;
  761. } while (recover_attempts);
  762. //move second
  763. float safe = 1.0;
  764. float unsafe = 1.0;
  765. int best_shape=-1;
  766. for(int i=0;i<get_shape_count();i++) {
  767. if (is_shape_set_as_trigger(i))
  768. continue;
  769. float lsafe,lunsafe;
  770. 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);
  771. //print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
  772. if (!valid) {
  773. safe=0;
  774. unsafe=0;
  775. best_shape=i; //sadly it's the best
  776. break;
  777. }
  778. if (lsafe==1.0) {
  779. continue;
  780. }
  781. if (lsafe < safe) {
  782. safe=lsafe;
  783. unsafe=lunsafe;
  784. best_shape=i;
  785. }
  786. }
  787. //print_line("best shape: "+itos(best_shape)+" motion "+p_motion);
  788. if (safe>=1) {
  789. //not collided
  790. colliding=false;
  791. } else {
  792. //it collided, let's get the rest info in unsafe advance
  793. Matrix32 ugt = get_global_transform();
  794. ugt.elements[2]+=p_motion*unsafe;
  795. Physics2DDirectSpaceState::ShapeRestInfo rest_info;
  796. 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);
  797. if (!c2) {
  798. //should not happen, but floating point precision is so weird..
  799. colliding=false;
  800. } else {
  801. //print_line("Travel: "+rtos(travel));
  802. colliding=true;
  803. collision=rest_info.point;
  804. normal=rest_info.normal;
  805. collider=rest_info.collider_id;
  806. collider_vel=rest_info.linear_velocity;
  807. collider_shape=rest_info.shape;
  808. collider_metadata=rest_info.metadata;
  809. }
  810. }
  811. Vector2 motion=p_motion*safe;
  812. Matrix32 gt = get_global_transform();
  813. gt.elements[2]+=motion;
  814. set_global_transform(gt);
  815. return p_motion-motion;
  816. #endif
  817. }
  818. Vector2 KinematicBody2D::move_to(const Vector2& p_position) {
  819. return move(p_position-get_global_pos());
  820. }
  821. bool KinematicBody2D::test_move(const Vector2& p_motion) {
  822. ERR_FAIL_COND_V(!is_inside_tree(),false);
  823. return Physics2DServer::get_singleton()->body_test_motion(get_rid(),p_motion,margin);
  824. }
  825. Vector2 KinematicBody2D::get_collision_pos() const {
  826. ERR_FAIL_COND_V(!colliding,Vector2());
  827. return collision;
  828. }
  829. Vector2 KinematicBody2D::get_collision_normal() const {
  830. ERR_FAIL_COND_V(!colliding,Vector2());
  831. return normal;
  832. }
  833. Vector2 KinematicBody2D::get_collider_velocity() const {
  834. return collider_vel;
  835. }
  836. ObjectID KinematicBody2D::get_collider() const {
  837. ERR_FAIL_COND_V(!colliding,0);
  838. return collider;
  839. }
  840. int KinematicBody2D::get_collider_shape() const {
  841. ERR_FAIL_COND_V(!colliding,0);
  842. return collider_shape;
  843. }
  844. Variant KinematicBody2D::get_collider_metadata() const {
  845. ERR_FAIL_COND_V(!colliding,0);
  846. return collider_metadata;
  847. }
  848. bool KinematicBody2D::is_colliding() const{
  849. return colliding;
  850. }
  851. void KinematicBody2D::set_collision_margin(float p_margin) {
  852. margin=p_margin;
  853. }
  854. float KinematicBody2D::get_collision_margin() const{
  855. return margin;
  856. }
  857. void KinematicBody2D::_bind_methods() {
  858. ObjectTypeDB::bind_method(_MD("move","rel_vec"),&KinematicBody2D::move);
  859. ObjectTypeDB::bind_method(_MD("move_to","position"),&KinematicBody2D::move_to);
  860. ObjectTypeDB::bind_method(_MD("test_move","rel_vec"),&KinematicBody2D::test_move);
  861. ObjectTypeDB::bind_method(_MD("get_travel"),&KinematicBody2D::get_travel);
  862. ObjectTypeDB::bind_method(_MD("revert_motion"),&KinematicBody2D::revert_motion);
  863. ObjectTypeDB::bind_method(_MD("is_colliding"),&KinematicBody2D::is_colliding);
  864. ObjectTypeDB::bind_method(_MD("get_collision_pos"),&KinematicBody2D::get_collision_pos);
  865. ObjectTypeDB::bind_method(_MD("get_collision_normal"),&KinematicBody2D::get_collision_normal);
  866. ObjectTypeDB::bind_method(_MD("get_collider_velocity"),&KinematicBody2D::get_collider_velocity);
  867. ObjectTypeDB::bind_method(_MD("get_collider:Object"),&KinematicBody2D::_get_collider);
  868. ObjectTypeDB::bind_method(_MD("get_collider_shape"),&KinematicBody2D::get_collider_shape);
  869. ObjectTypeDB::bind_method(_MD("get_collider_metadata:Variant"),&KinematicBody2D::get_collider_metadata);
  870. ObjectTypeDB::bind_method(_MD("set_collision_margin","pixels"),&KinematicBody2D::set_collision_margin);
  871. ObjectTypeDB::bind_method(_MD("get_collision_margin","pixels"),&KinematicBody2D::get_collision_margin);
  872. ADD_PROPERTY( PropertyInfo(Variant::REAL,"collision/margin",PROPERTY_HINT_RANGE,"0.001,256,0.001"),_SCS("set_collision_margin"),_SCS("get_collision_margin"));
  873. }
  874. KinematicBody2D::KinematicBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC){
  875. colliding=false;
  876. collider=0;
  877. collider_shape=0;
  878. margin=0.08;
  879. }
  880. KinematicBody2D::~KinematicBody2D() {
  881. }