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- /*************************************************************************/
- /* physics_body_2d.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifndef PHYSICS_BODY_2D_H
- #define PHYSICS_BODY_2D_H
- #include "core/vset.h"
- #include "scene/2d/collision_object_2d.h"
- #include "scene/resources/physics_material.h"
- #include "servers/physics_2d_server.h"
- class KinematicCollision2D;
- class PhysicsBody2D : public CollisionObject2D {
- GDCLASS(PhysicsBody2D, CollisionObject2D);
- uint32_t collision_layer;
- uint32_t collision_mask;
- void _set_layers(uint32_t p_mask);
- uint32_t _get_layers() const;
- protected:
- void _notification(int p_what);
- PhysicsBody2D(Physics2DServer::BodyMode p_mode);
- static void _bind_methods();
- public:
- void set_collision_layer(uint32_t p_layer);
- uint32_t get_collision_layer() const;
- void set_collision_mask(uint32_t p_mask);
- uint32_t get_collision_mask() const;
- void set_collision_mask_bit(int p_bit, bool p_value);
- bool get_collision_mask_bit(int p_bit) const;
- void set_collision_layer_bit(int p_bit, bool p_value);
- bool get_collision_layer_bit(int p_bit) const;
- Array get_collision_exceptions();
- void add_collision_exception_with(Node *p_node); //must be physicsbody
- void remove_collision_exception_with(Node *p_node);
- PhysicsBody2D();
- };
- class StaticBody2D : public PhysicsBody2D {
- GDCLASS(StaticBody2D, PhysicsBody2D);
- Vector2 constant_linear_velocity;
- real_t constant_angular_velocity;
- Ref<PhysicsMaterial> physics_material_override;
- protected:
- static void _bind_methods();
- public:
- #ifndef DISABLE_DEPRECATED
- void set_friction(real_t p_friction);
- real_t get_friction() const;
- void set_bounce(real_t p_bounce);
- real_t get_bounce() const;
- #endif
- void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
- Ref<PhysicsMaterial> get_physics_material_override() const;
- void set_constant_linear_velocity(const Vector2 &p_vel);
- void set_constant_angular_velocity(real_t p_vel);
- Vector2 get_constant_linear_velocity() const;
- real_t get_constant_angular_velocity() const;
- StaticBody2D();
- ~StaticBody2D();
- private:
- void _reload_physics_characteristics();
- };
- class RigidBody2D : public PhysicsBody2D {
- GDCLASS(RigidBody2D, PhysicsBody2D);
- public:
- enum Mode {
- MODE_RIGID,
- MODE_STATIC,
- MODE_CHARACTER,
- MODE_KINEMATIC,
- };
- enum CCDMode {
- CCD_MODE_DISABLED,
- CCD_MODE_CAST_RAY,
- CCD_MODE_CAST_SHAPE,
- };
- private:
- bool can_sleep;
- Physics2DDirectBodyState *state;
- Mode mode;
- real_t mass;
- Ref<PhysicsMaterial> physics_material_override;
- real_t gravity_scale;
- real_t linear_damp;
- real_t angular_damp;
- Vector2 linear_velocity;
- real_t angular_velocity;
- bool sleeping;
- int max_contacts_reported;
- bool custom_integrator;
- CCDMode ccd_mode;
- struct ShapePair {
- int body_shape;
- int local_shape;
- bool tagged;
- bool operator<(const ShapePair &p_sp) const {
- if (body_shape == p_sp.body_shape)
- return local_shape < p_sp.local_shape;
- else
- return body_shape < p_sp.body_shape;
- }
- ShapePair() {}
- ShapePair(int p_bs, int p_ls) {
- body_shape = p_bs;
- local_shape = p_ls;
- }
- };
- struct RigidBody2D_RemoveAction {
- ObjectID body_id;
- ShapePair pair;
- };
- struct BodyState {
- //int rc;
- bool in_scene;
- VSet<ShapePair> shapes;
- };
- struct ContactMonitor {
- bool locked;
- Map<ObjectID, BodyState> body_map;
- };
- ContactMonitor *contact_monitor;
- void _body_enter_tree(ObjectID p_id);
- void _body_exit_tree(ObjectID p_id);
- void _body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape);
- void _direct_state_changed(Object *p_state);
- bool _test_motion(const Vector2 &p_motion, bool p_infinite_inertia = true, float p_margin = 0.08, const Ref<Physics2DTestMotionResult> &p_result = Ref<Physics2DTestMotionResult>());
- protected:
- void _notification(int p_what);
- static void _bind_methods();
- public:
- void set_mode(Mode p_mode);
- Mode get_mode() const;
- void set_mass(real_t p_mass);
- real_t get_mass() const;
- void set_inertia(real_t p_inertia);
- real_t get_inertia() const;
- void set_weight(real_t p_weight);
- real_t get_weight() const;
- #ifndef DISABLE_DEPRECATED
- void set_friction(real_t p_friction);
- real_t get_friction() const;
- void set_bounce(real_t p_bounce);
- real_t get_bounce() const;
- #endif
- void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
- Ref<PhysicsMaterial> get_physics_material_override() const;
- void set_gravity_scale(real_t p_gravity_scale);
- real_t get_gravity_scale() const;
- void set_linear_damp(real_t p_linear_damp);
- real_t get_linear_damp() const;
- void set_angular_damp(real_t p_angular_damp);
- real_t get_angular_damp() const;
- void set_linear_velocity(const Vector2 &p_velocity);
- Vector2 get_linear_velocity() const;
- void set_axis_velocity(const Vector2 &p_axis);
- void set_angular_velocity(real_t p_velocity);
- real_t get_angular_velocity() const;
- void set_use_custom_integrator(bool p_enable);
- bool is_using_custom_integrator();
- void set_sleeping(bool p_sleeping);
- bool is_sleeping() const;
- void set_can_sleep(bool p_active);
- bool is_able_to_sleep() const;
- void set_contact_monitor(bool p_enabled);
- bool is_contact_monitor_enabled() const;
- void set_max_contacts_reported(int p_amount);
- int get_max_contacts_reported() const;
- void set_continuous_collision_detection_mode(CCDMode p_mode);
- CCDMode get_continuous_collision_detection_mode() const;
- void apply_central_impulse(const Vector2 &p_impulse);
- void apply_impulse(const Vector2 &p_offset, const Vector2 &p_impulse);
- void apply_torque_impulse(float p_torque);
- void set_applied_force(const Vector2 &p_force);
- Vector2 get_applied_force() const;
- void set_applied_torque(const float p_torque);
- float get_applied_torque() const;
- void add_central_force(const Vector2 &p_force);
- void add_force(const Vector2 &p_offset, const Vector2 &p_force);
- void add_torque(float p_torque);
- Array get_colliding_bodies() const; //function for script
- virtual String get_configuration_warning() const;
- RigidBody2D();
- ~RigidBody2D();
- private:
- void _reload_physics_characteristics();
- };
- VARIANT_ENUM_CAST(RigidBody2D::Mode);
- VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
- class KinematicBody2D : public PhysicsBody2D {
- GDCLASS(KinematicBody2D, PhysicsBody2D);
- public:
- struct Collision {
- Vector2 collision;
- Vector2 normal;
- Vector2 collider_vel;
- ObjectID collider;
- RID collider_rid;
- int collider_shape;
- Variant collider_metadata;
- Vector2 remainder;
- Vector2 travel;
- int local_shape;
- };
- private:
- float margin;
- Vector2 floor_velocity;
- RID on_floor_body;
- bool on_floor;
- bool on_ceiling;
- bool on_wall;
- bool sync_to_physics;
- Vector<Collision> colliders;
- Vector<Ref<KinematicCollision2D> > slide_colliders;
- Ref<KinematicCollision2D> motion_cache;
- _FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;
- Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
- Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
- Transform2D last_valid_transform;
- void _direct_state_changed(Object *p_state);
- protected:
- void _notification(int p_what);
- static void _bind_methods();
- public:
- 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 test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia = true);
- bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision);
- void set_safe_margin(float p_margin);
- float get_safe_margin() const;
- Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_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);
- Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_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);
- bool is_on_floor() const;
- bool is_on_wall() const;
- bool is_on_ceiling() const;
- Vector2 get_floor_velocity() const;
- int get_slide_count() const;
- Collision get_slide_collision(int p_bounce) const;
- void set_sync_to_physics(bool p_enable);
- bool is_sync_to_physics_enabled() const;
- KinematicBody2D();
- ~KinematicBody2D();
- };
- class KinematicCollision2D : public Reference {
- GDCLASS(KinematicCollision2D, Reference);
- KinematicBody2D *owner;
- friend class KinematicBody2D;
- KinematicBody2D::Collision collision;
- protected:
- static void _bind_methods();
- public:
- Vector2 get_position() const;
- Vector2 get_normal() const;
- Vector2 get_travel() const;
- Vector2 get_remainder() const;
- Object *get_local_shape() const;
- Object *get_collider() const;
- ObjectID get_collider_id() const;
- Object *get_collider_shape() const;
- int get_collider_shape_index() const;
- Vector2 get_collider_velocity() const;
- Variant get_collider_metadata() const;
- KinematicCollision2D();
- };
- #endif // PHYSICS_BODY_2D_H
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