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| /*************************************************************************//*  physics_body_2d.cpp                                                  *//*************************************************************************//*                       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.                *//*************************************************************************/#include "physics_body_2d.h"#include "core/core_string_names.h"#include "core/engine.h"#include "core/list.h"#include "core/math/math_funcs.h"#include "core/method_bind_ext.gen.inc"#include "core/object.h"#include "core/rid.h"#include "scene/scene_string_names.h"void PhysicsBody2D::_notification(int p_what) {}void PhysicsBody2D::_set_layers(uint32_t p_mask) {	set_collision_layer(p_mask);	set_collision_mask(p_mask);}uint32_t PhysicsBody2D::_get_layers() const {	return get_collision_layer();}void PhysicsBody2D::_bind_methods() {	ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PhysicsBody2D::set_collision_layer);	ClassDB::bind_method(D_METHOD("get_collision_layer"), &PhysicsBody2D::get_collision_layer);	ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &PhysicsBody2D::set_collision_mask);	ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsBody2D::get_collision_mask);	ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &PhysicsBody2D::set_collision_mask_bit);	ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &PhysicsBody2D::get_collision_mask_bit);	ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &PhysicsBody2D::set_collision_layer_bit);	ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &PhysicsBody2D::get_collision_layer_bit);	ClassDB::bind_method(D_METHOD("_set_layers", "mask"), &PhysicsBody2D::_set_layers);	ClassDB::bind_method(D_METHOD("_get_layers"), &PhysicsBody2D::_get_layers);	ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions);	ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with);	ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody2D::remove_collision_exception_with);	ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_2D_PHYSICS, "", 0), "_set_layers", "_get_layers"); //for backwards compat	ADD_GROUP("Collision", "collision_");	ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_layer", "get_collision_layer");	ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");}void PhysicsBody2D::set_collision_layer(uint32_t p_layer) {	collision_layer = p_layer;	Physics2DServer::get_singleton()->body_set_collision_layer(get_rid(), p_layer);}uint32_t PhysicsBody2D::get_collision_layer() const {	return collision_layer;}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_collision_layer_bit(int p_bit, bool p_value) {	uint32_t collision_layer = get_collision_layer();	if (p_value)		collision_layer |= 1 << p_bit;	else		collision_layer &= ~(1 << p_bit);	set_collision_layer(collision_layer);}bool PhysicsBody2D::get_collision_layer_bit(int p_bit) const {	return get_collision_layer() & (1 << p_bit);}PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode) :		CollisionObject2D(Physics2DServer::get_singleton()->body_create(), false) {	Physics2DServer::get_singleton()->body_set_mode(get_rid(), p_mode);	collision_layer = 1;	collision_mask = 1;	set_pickable(false);}Array PhysicsBody2D::get_collision_exceptions() {	List<RID> exceptions;	Physics2DServer::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions);	Array ret;	for (List<RID>::Element *E = exceptions.front(); E; E = E->next()) {		RID body = E->get();		ObjectID instance_id = Physics2DServer::get_singleton()->body_get_object_instance_id(body);		Object *obj = ObjectDB::get_instance(instance_id);		PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(obj);		ret.append(physics_body);	}	return ret;}void PhysicsBody2D::add_collision_exception_with(Node *p_node) {	ERR_FAIL_NULL(p_node);	PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(p_node);	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 = Object::cast_to<PhysicsBody2D>(p_node);	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;}#ifndef DISABLE_DEPRECATEDvoid StaticBody2D::set_friction(real_t p_friction) {	if (p_friction == 1.0) { // default value, don't create an override for that		return;	}	ERR_EXPLAIN("The method set_friction has been deprecated and will be removed in the future, use physics material instead.")	WARN_DEPRECATED	ERR_FAIL_COND(p_friction < 0 || p_friction > 1);	if (physics_material_override.is_null()) {		physics_material_override.instance();		set_physics_material_override(physics_material_override);	}	physics_material_override->set_friction(p_friction);}real_t StaticBody2D::get_friction() const {	ERR_EXPLAIN("The method get_friction has been deprecated and will be removed in the future, use physics material instead.")	WARN_DEPRECATED	if (physics_material_override.is_null()) {		return 1;	}	return physics_material_override->get_friction();}void StaticBody2D::set_bounce(real_t p_bounce) {	if (p_bounce == 0.0) { // default value, don't create an override for that		return;	}	ERR_EXPLAIN("The method set_bounce has been deprecated and will be removed in the future, use physics material instead.")	WARN_DEPRECATED	ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1);	if (physics_material_override.is_null()) {		physics_material_override.instance();		set_physics_material_override(physics_material_override);	}	physics_material_override->set_bounce(p_bounce);}real_t StaticBody2D::get_bounce() const {	ERR_EXPLAIN("The method get_bounce has been deprecated and will be removed in the future, use physics material instead.")	WARN_DEPRECATED	if (physics_material_override.is_null()) {		return 0;	}	return physics_material_override->get_bounce();}#endif // DISABLE_DEPRECATEDvoid StaticBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {	if (physics_material_override.is_valid()) {		if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics"))			physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics");	}	physics_material_override = p_physics_material_override;	if (physics_material_override.is_valid()) {		physics_material_override->connect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics");	}	_reload_physics_characteristics();}Ref<PhysicsMaterial> StaticBody2D::get_physics_material_override() const {	return physics_material_override;}void StaticBody2D::_bind_methods() {	ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody2D::set_constant_linear_velocity);	ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody2D::set_constant_angular_velocity);	ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody2D::get_constant_linear_velocity);	ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody2D::get_constant_angular_velocity);#ifndef DISABLE_DEPRECATED	ClassDB::bind_method(D_METHOD("set_friction", "friction"), &StaticBody2D::set_friction);	ClassDB::bind_method(D_METHOD("get_friction"), &StaticBody2D::get_friction);	ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &StaticBody2D::set_bounce);	ClassDB::bind_method(D_METHOD("get_bounce"), &StaticBody2D::get_bounce);#endif // DISABLE_DEPRECATED	ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody2D::set_physics_material_override);	ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody2D::get_physics_material_override);	ClassDB::bind_method(D_METHOD("_reload_physics_characteristics"), &StaticBody2D::_reload_physics_characteristics);	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");	ADD_PROPERTY(PropertyInfo(Variant::REAL, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");#ifndef DISABLE_DEPRECATED	ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_friction", "get_friction");	ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_bounce", "get_bounce");#endif // DISABLE_DEPRECATED	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");}StaticBody2D::StaticBody2D() :		PhysicsBody2D(Physics2DServer::BODY_MODE_STATIC) {	constant_angular_velocity = 0;}StaticBody2D::~StaticBody2D() {}void StaticBody2D::_reload_physics_characteristics() {	if (physics_material_override.is_null()) {		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, 0);		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, 1);	} else {		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, physics_material_override->computed_friction());	}}void RigidBody2D::_body_enter_tree(ObjectID p_id) {	Object *obj = ObjectDB::get_instance(p_id);	Node *node = Object::cast_to<Node>(obj);	ERR_FAIL_COND(!node);	ERR_FAIL_COND(!contact_monitor);	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_entered, node);	for (int i = 0; i < E->get().shapes.size(); i++) {		emit_signal(SceneStringNames::get_singleton()->body_shape_entered, 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 = Object::cast_to<Node>(obj);	ERR_FAIL_COND(!node);	ERR_FAIL_COND(!contact_monitor);	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_exited, node);	for (int i = 0; i < E->get().shapes.size(); i++) {		emit_signal(SceneStringNames::get_singleton()->body_shape_exited, 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 = Object::cast_to<Node>(obj);	ERR_FAIL_COND(!contact_monitor);	Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(objid);	ERR_FAIL_COND(!body_in && !E);	if (body_in) {		if (!E) {			E = contact_monitor->body_map.insert(objid, BodyState());			//E->get().rc=0;			E->get().in_scene = node && node->is_inside_tree();			if (node) {				node->connect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree, make_binds(objid));				node->connect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree, make_binds(objid));				if (E->get().in_scene) {					emit_signal(SceneStringNames::get_singleton()->body_entered, 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_shape_entered, 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()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree);				node->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree);				if (in_scene)					emit_signal(SceneStringNames::get_singleton()->body_exited, node);			}			contact_monitor->body_map.erase(E);		}		if (node && in_scene) {			emit_signal(SceneStringNames::get_singleton()->body_shape_exited, objid, node, p_body_shape, p_local_shape);		}	}}struct _RigidBody2DInOut {	ObjectID id;	int shape;	int local_shape;};bool RigidBody2D::_test_motion(const Vector2 &p_motion, bool p_infinite_inertia, 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(), get_global_transform(), p_motion, p_infinite_inertia, p_margin, r);}void RigidBody2D::_direct_state_changed(Object *p_state) {#ifdef DEBUG_ENABLED	state = Object::cast_to<Physics2DDirectBodyState>(p_state);#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_inertia(real_t p_inertia) {	ERR_FAIL_COND(p_inertia <= 0);	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_INERTIA, p_inertia);}real_t RigidBody2D::get_inertia() const {	return Physics2DServer::get_singleton()->body_get_param(get_rid(), Physics2DServer::BODY_PARAM_INERTIA);}void RigidBody2D::set_weight(real_t p_weight) {	set_mass(p_weight / (real_t(GLOBAL_DEF("physics/2d/default_gravity", 98)) / 10));}real_t RigidBody2D::get_weight() const {	return mass * (real_t(GLOBAL_DEF("physics/2d/default_gravity", 98)) / 10);}#ifndef DISABLE_DEPRECATEDvoid RigidBody2D::set_friction(real_t p_friction) {	if (p_friction == 1.0) { // default value, don't create an override for that		return;	}	ERR_EXPLAIN("The method set_friction has been deprecated and will be removed in the future, use physics material instead.")	WARN_DEPRECATED	ERR_FAIL_COND(p_friction < 0 || p_friction > 1);	if (physics_material_override.is_null()) {		physics_material_override.instance();		set_physics_material_override(physics_material_override);	}	physics_material_override->set_friction(p_friction);}real_t RigidBody2D::get_friction() const {	ERR_EXPLAIN("The method get_friction has been deprecated and will be removed in the future, use physics material instead.")	WARN_DEPRECATED	if (physics_material_override.is_null()) {		return 1;	}	return physics_material_override->get_friction();}void RigidBody2D::set_bounce(real_t p_bounce) {	if (p_bounce == 0.0) { // default value, don't create an override for that		return;	}	ERR_EXPLAIN("The method set_bounce has been deprecated and will be removed in the future, use physics material instead.")	WARN_DEPRECATED	ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1);	if (physics_material_override.is_null()) {		physics_material_override.instance();		set_physics_material_override(physics_material_override);	}	physics_material_override->set_bounce(p_bounce);}real_t RigidBody2D::get_bounce() const {	ERR_EXPLAIN("The method get_bounce has been deprecated and will be removed in the future, use physics material instead.")	WARN_DEPRECATED	if (physics_material_override.is_null()) {		return 0;	}	return physics_material_override->get_bounce();}#endif // DISABLE_DEPRECATEDvoid RigidBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {	if (physics_material_override.is_valid()) {		if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics"))			physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics");	}	physics_material_override = p_physics_material_override;	if (physics_material_override.is_valid()) {		physics_material_override->connect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics");	}	_reload_physics_characteristics();}Ref<PhysicsMaterial> RigidBody2D::get_physics_material_override() const {	return physics_material_override;}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_central_impulse(const Vector2 &p_impulse) {	Physics2DServer::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);}void RigidBody2D::apply_impulse(const Vector2 &p_offset, const Vector2 &p_impulse) {	Physics2DServer::get_singleton()->body_apply_impulse(get_rid(), p_offset, p_impulse);}void RigidBody2D::apply_torque_impulse(float p_torque) {	Physics2DServer::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque);}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_applied_torque(const float p_torque) {	Physics2DServer::get_singleton()->body_set_applied_torque(get_rid(), p_torque);};float RigidBody2D::get_applied_torque() const {	return Physics2DServer::get_singleton()->body_get_applied_torque(get_rid());};void RigidBody2D::add_central_force(const Vector2 &p_force) {	Physics2DServer::get_singleton()->body_add_central_force(get_rid(), p_force);}void RigidBody2D::add_force(const Vector2 &p_offset, const Vector2 &p_force) {	Physics2DServer::get_singleton()->body_add_force(get_rid(), p_offset, p_force);}void RigidBody2D::add_torque(const float p_torque) {	Physics2DServer::get_singleton()->body_add_torque(get_rid(), p_torque);}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			Object *obj = ObjectDB::get_instance(E->key());			Node *node = Object::cast_to<Node>(obj);			if (node) {				node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree);				node->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree);			}		}		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::_notification(int p_what) {#ifdef TOOLS_ENABLED	if (p_what == NOTIFICATION_ENTER_TREE) {		if (Engine::get_singleton()->is_editor_hint()) {			set_notify_local_transform(true); //used for warnings and only in editor		}	}	if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {		if (Engine::get_singleton()->is_editor_hint()) {			update_configuration_warning();		}	}#endif}String RigidBody2D::get_configuration_warning() const {	Transform2D t = get_transform();	String warning = CollisionObject2D::get_configuration_warning();	if ((get_mode() == MODE_RIGID || get_mode() == MODE_CHARACTER) && (ABS(t.elements[0].length() - 1.0) > 0.05 || ABS(t.elements[1].length() - 1.0) > 0.05)) {		if (warning != String()) {			warning += "\n";		}		warning += TTR("Size changes to RigidBody2D (in character or rigid modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead.");	}	return warning;}void RigidBody2D::_bind_methods() {	ClassDB::bind_method(D_METHOD("set_mode", "mode"), &RigidBody2D::set_mode);	ClassDB::bind_method(D_METHOD("get_mode"), &RigidBody2D::get_mode);	ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody2D::set_mass);	ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody2D::get_mass);	ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody2D::get_inertia);	ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody2D::set_inertia);	ClassDB::bind_method(D_METHOD("set_weight", "weight"), &RigidBody2D::set_weight);	ClassDB::bind_method(D_METHOD("get_weight"), &RigidBody2D::get_weight);#ifndef DISABLE_DEPRECATED	ClassDB::bind_method(D_METHOD("set_friction", "friction"), &RigidBody2D::set_friction);	ClassDB::bind_method(D_METHOD("get_friction"), &RigidBody2D::get_friction);	ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &RigidBody2D::set_bounce);	ClassDB::bind_method(D_METHOD("get_bounce"), &RigidBody2D::get_bounce);#endif // DISABLE_DEPRECATED	ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody2D::set_physics_material_override);	ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody2D::get_physics_material_override);	ClassDB::bind_method(D_METHOD("_reload_physics_characteristics"), &RigidBody2D::_reload_physics_characteristics);	ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody2D::set_gravity_scale);	ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody2D::get_gravity_scale);	ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody2D::set_linear_damp);	ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody2D::get_linear_damp);	ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody2D::set_angular_damp);	ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody2D::get_angular_damp);	ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody2D::set_linear_velocity);	ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody2D::get_linear_velocity);	ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody2D::set_angular_velocity);	ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody2D::get_angular_velocity);	ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody2D::set_max_contacts_reported);	ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody2D::get_max_contacts_reported);	ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody2D::set_use_custom_integrator);	ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody2D::is_using_custom_integrator);	ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody2D::set_contact_monitor);	ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody2D::is_contact_monitor_enabled);	ClassDB::bind_method(D_METHOD("set_continuous_collision_detection_mode", "mode"), &RigidBody2D::set_continuous_collision_detection_mode);	ClassDB::bind_method(D_METHOD("get_continuous_collision_detection_mode"), &RigidBody2D::get_continuous_collision_detection_mode);	ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody2D::set_axis_velocity);	ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody2D::apply_central_impulse);	ClassDB::bind_method(D_METHOD("apply_impulse", "offset", "impulse"), &RigidBody2D::apply_impulse);	ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidBody2D::apply_torque_impulse);	ClassDB::bind_method(D_METHOD("set_applied_force", "force"), &RigidBody2D::set_applied_force);	ClassDB::bind_method(D_METHOD("get_applied_force"), &RigidBody2D::get_applied_force);	ClassDB::bind_method(D_METHOD("set_applied_torque", "torque"), &RigidBody2D::set_applied_torque);	ClassDB::bind_method(D_METHOD("get_applied_torque"), &RigidBody2D::get_applied_torque);	ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidBody2D::add_central_force);	ClassDB::bind_method(D_METHOD("add_force", "offset", "force"), &RigidBody2D::add_force);	ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidBody2D::add_torque);	ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody2D::set_sleeping);	ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody2D::is_sleeping);	ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep);	ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep);	ClassDB::bind_method(D_METHOD("test_motion", "motion", "infinite_inertia", "margin", "result"), &RigidBody2D::_test_motion, DEFVAL(true), DEFVAL(0.08), DEFVAL(Variant()));	ClassDB::bind_method(D_METHOD("_direct_state_changed"), &RigidBody2D::_direct_state_changed);	ClassDB::bind_method(D_METHOD("_body_enter_tree"), &RigidBody2D::_body_enter_tree);	ClassDB::bind_method(D_METHOD("_body_exit_tree"), &RigidBody2D::_body_exit_tree);	ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);	BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "Physics2DDirectBodyState")));	ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), "set_mode", "get_mode");	ADD_PROPERTY(PropertyInfo(Variant::REAL, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_mass", "get_mass");	ADD_PROPERTY(PropertyInfo(Variant::REAL, "inertia", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", 0), "set_inertia", "get_inertia");	ADD_PROPERTY(PropertyInfo(Variant::REAL, "weight", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", PROPERTY_USAGE_EDITOR), "set_weight", "get_weight");#ifndef DISABLE_DEPRECATED	ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_friction", "get_friction");	ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_bounce", "get_bounce");#endif // DISABLE_DEPRECATED	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");	ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), "set_gravity_scale", "get_gravity_scale");	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator");	ADD_PROPERTY(PropertyInfo(Variant::INT, "continuous_cd", PROPERTY_HINT_ENUM, "Disabled,Cast Ray,Cast Shape"), "set_continuous_collision_detection_mode", "get_continuous_collision_detection_mode");	ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported"), "set_max_contacts_reported", "get_max_contacts_reported");	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping");	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");	ADD_GROUP("Linear", "linear_");	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");	ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "-1,128,0.01"), "set_linear_damp", "get_linear_damp");	ADD_GROUP("Angular", "angular_");	ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");	ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "-1,128,0.01"), "set_angular_damp", "get_angular_damp");	ADD_GROUP("Applied Forces", "applied_");	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "applied_force"), "set_applied_force", "get_applied_force");	ADD_PROPERTY(PropertyInfo(Variant::REAL, "applied_torque"), "set_applied_torque", "get_applied_torque");	ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));	ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));	ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));	ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));	ADD_SIGNAL(MethodInfo("sleeping_state_changed"));	BIND_ENUM_CONSTANT(MODE_RIGID);	BIND_ENUM_CONSTANT(MODE_STATIC);	BIND_ENUM_CONSTANT(MODE_CHARACTER);	BIND_ENUM_CONSTANT(MODE_KINEMATIC);	BIND_ENUM_CONSTANT(CCD_MODE_DISABLED);	BIND_ENUM_CONSTANT(CCD_MODE_CAST_RAY);	BIND_ENUM_CONSTANT(CCD_MODE_CAST_SHAPE);}RigidBody2D::RigidBody2D() :		PhysicsBody2D(Physics2DServer::BODY_MODE_RIGID) {	mode = MODE_RIGID;	mass = 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);}void RigidBody2D::_reload_physics_characteristics() {	if (physics_material_override.is_null()) {		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, 0);		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, 1);	} else {		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, physics_material_override->computed_friction());	}}//////////////////////////Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {	Collision col;	if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) {		if (motion_cache.is_null()) {			motion_cache.instance();			motion_cache->owner = this;		}		motion_cache->collision = col;		return motion_cache;	}	return Ref<KinematicCollision2D>();}bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision) {	Physics2DServer::SeparationResult sep_res[8]; //max 8 rays	Transform2D gt = get_global_transform();	Vector2 recover;	int hits = Physics2DServer::get_singleton()->body_test_ray_separation(get_rid(), gt, p_infinite_inertia, recover, sep_res, 8, margin);	int deepest = -1;	float deepest_depth;	for (int i = 0; i < hits; i++) {		if (deepest == -1 || sep_res[i].collision_depth > deepest_depth) {			deepest = i;			deepest_depth = sep_res[i].collision_depth;		}	}	gt.elements[2] += recover;	set_global_transform(gt);	if (deepest != -1) {		r_collision.collider = sep_res[deepest].collider_id;		r_collision.collider_metadata = sep_res[deepest].collider_metadata;		r_collision.collider_shape = sep_res[deepest].collider_shape;		r_collision.collider_vel = sep_res[deepest].collider_velocity;		r_collision.collision = sep_res[deepest].collision_point;		r_collision.normal = sep_res[deepest].collision_normal;		r_collision.local_shape = sep_res[deepest].collision_local_shape;		r_collision.travel = recover;		r_collision.remainder = Vector2();		return true;	} else {		return false;	}}bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only) {	if (sync_to_physics) {		ERR_PRINT("Functions move_and_slide and move_and_collide do not work together with 'sync to physics' option. Please read the documentation.");	}	Transform2D gt = get_global_transform();	Physics2DServer::MotionResult result;	bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, margin, &result, p_exclude_raycast_shapes);	if (colliding) {		r_collision.collider_metadata = result.collider_metadata;		r_collision.collider_shape = result.collider_shape;		r_collision.collider_vel = result.collider_velocity;		r_collision.collision = result.collision_point;		r_collision.normal = result.collision_normal;		r_collision.collider = result.collider_id;		r_collision.collider_rid = result.collider;		r_collision.travel = result.motion;		r_collision.remainder = result.remainder;		r_collision.local_shape = result.collision_local_shape;	}	if (!p_test_only) {		gt.elements[2] += result.motion;		set_global_transform(gt);	}	return colliding;}//so, if you pass 45 as limit, avoid numerical precision erros when angle is 45.#define FLOOR_ANGLE_THRESHOLD 0.01Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {	Vector2 floor_motion = floor_velocity;	if (on_floor && on_floor_body.is_valid()) {		//this approach makes sure there is less delay between the actual body velocity and the one we saved		Physics2DDirectBodyState *bs = Physics2DServer::get_singleton()->body_get_direct_state(on_floor_body);		if (bs) {			floor_motion = bs->get_linear_velocity();		}	}	// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky	Vector2 motion = (floor_motion + p_linear_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time());	Vector2 lv = p_linear_velocity;	on_floor = false;	on_floor_body = RID();	on_ceiling = false;	on_wall = false;	colliders.clear();	floor_velocity = Vector2();	Vector2 lv_n = p_linear_velocity.normalized();	while (p_max_slides) {		Collision collision;		bool found_collision = false;		for (int i = 0; i < 2; i++) {			bool collided;			if (i == 0) { //collide				collided = move_and_collide(motion, p_infinite_inertia, collision);				if (!collided) {					motion = Vector2(); //clear because no collision happened and motion completed				}			} else { //separate raycasts (if any)				collided = separate_raycast_shapes(p_infinite_inertia, collision);				if (collided) {					collision.remainder = motion; //keep					collision.travel = Vector2();				}			}			if (collided) {				found_collision = true;			}			if (collided) {				colliders.push_back(collision);				motion = collision.remainder;				if (p_floor_direction == Vector2()) {					//all is a wall					on_wall = true;				} else {					if (collision.normal.dot(p_floor_direction) >= Math::cos(p_floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { //floor						on_floor = true;						on_floor_body = collision.collider_rid;						floor_velocity = collision.collider_vel;						if (p_stop_on_slope) {							if ((lv_n + p_floor_direction).length() < 0.01 && collision.travel.length() < 1) {								Transform2D gt = get_global_transform();								gt.elements[2] -= collision.travel.project(p_floor_direction.tangent());								set_global_transform(gt);								return Vector2();							}						}					} else if (collision.normal.dot(-p_floor_direction) >= Math::cos(p_floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { //ceiling						on_ceiling = true;					} else {						on_wall = true;					}				}				Vector2 n = collision.normal;				motion = motion.slide(n);				lv = lv.slide(n);			}		}		if (!found_collision) {			break;		}		p_max_slides--;		if (motion == Vector2())			break;	}	return lv;}Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {	bool was_on_floor = on_floor;	Vector2 ret = move_and_slide(p_linear_velocity, p_floor_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);	if (!was_on_floor || p_snap == Vector2()) {		return ret;	}	Collision col;	Transform2D gt = get_global_transform();	if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {		bool apply = true;		if (p_floor_direction != Vector2()) {			if (Math::acos(p_floor_direction.normalized().dot(col.normal)) < p_floor_max_angle) {				on_floor = true;				on_floor_body = col.collider_rid;				floor_velocity = col.collider_vel;				if (p_stop_on_slope) {					// move and collide may stray the object a bit because of pre un-stucking,					// so only ensure that motion happens on floor direction in this case.					col.travel = p_floor_direction * p_floor_direction.dot(col.travel);				}			} else {				apply = false;			}		}		if (apply) {			gt.elements[2] += col.travel;			set_global_transform(gt);		}	}	return ret;}bool KinematicBody2D::is_on_floor() const {	return on_floor;}bool KinematicBody2D::is_on_wall() const {	return on_wall;}bool KinematicBody2D::is_on_ceiling() const {	return on_ceiling;}Vector2 KinematicBody2D::get_floor_velocity() const {	return floor_velocity;}bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia) {	ERR_FAIL_COND_V(!is_inside_tree(), false);	return Physics2DServer::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, margin);}void KinematicBody2D::set_safe_margin(float p_margin) {	margin = p_margin;}float KinematicBody2D::get_safe_margin() const {	return margin;}int KinematicBody2D::get_slide_count() const {	return colliders.size();}KinematicBody2D::Collision KinematicBody2D::get_slide_collision(int p_bounce) const {	ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Collision());	return colliders[p_bounce];}Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) {	ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Ref<KinematicCollision2D>());	if (p_bounce >= slide_colliders.size()) {		slide_colliders.resize(p_bounce + 1);	}	if (slide_colliders[p_bounce].is_null()) {		slide_colliders.write[p_bounce].instance();		slide_colliders.write[p_bounce]->owner = this;	}	slide_colliders.write[p_bounce]->collision = colliders[p_bounce];	return slide_colliders[p_bounce];}void KinematicBody2D::set_sync_to_physics(bool p_enable) {	if (sync_to_physics == p_enable) {		return;	}	sync_to_physics = p_enable;	if (Engine::get_singleton()->is_editor_hint())		return;	if (p_enable) {		Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");		set_only_update_transform_changes(true);		set_notify_local_transform(true);	} else {		Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, "");		set_only_update_transform_changes(false);		set_notify_local_transform(false);	}}bool KinematicBody2D::is_sync_to_physics_enabled() const {	return sync_to_physics;}void KinematicBody2D::_direct_state_changed(Object *p_state) {	if (!sync_to_physics)		return;	Physics2DDirectBodyState *state = Object::cast_to<Physics2DDirectBodyState>(p_state);	last_valid_transform = state->get_transform();	set_notify_local_transform(false);	set_global_transform(last_valid_transform);	set_notify_local_transform(true);}void KinematicBody2D::_notification(int p_what) {	if (p_what == NOTIFICATION_ENTER_TREE) {		last_valid_transform = get_global_transform();	}	if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {		//used by sync to physics, send the new transform to the physics		Transform2D new_transform = get_global_transform();		Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_TRANSFORM, new_transform);		//but then revert changes		set_notify_local_transform(false);		set_global_transform(last_valid_transform);		set_notify_local_transform(true);	}}void KinematicBody2D::_bind_methods() {	ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));	ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));	ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));	ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move, DEFVAL(true));	ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody2D::is_on_floor);	ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody2D::is_on_ceiling);	ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody2D::is_on_wall);	ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody2D::get_floor_velocity);	ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody2D::set_safe_margin);	ClassDB::bind_method(D_METHOD("get_safe_margin"), &KinematicBody2D::get_safe_margin);	ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody2D::get_slide_count);	ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody2D::_get_slide_collision);	ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &KinematicBody2D::set_sync_to_physics);	ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &KinematicBody2D::is_sync_to_physics_enabled);	ClassDB::bind_method(D_METHOD("_direct_state_changed"), &KinematicBody2D::_direct_state_changed);	ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");}KinematicBody2D::KinematicBody2D() :		PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC) {	margin = 0.08;	on_floor = false;	on_ceiling = false;	on_wall = false;	sync_to_physics = false;}KinematicBody2D::~KinematicBody2D() {	if (motion_cache.is_valid()) {		motion_cache->owner = NULL;	}	for (int i = 0; i < slide_colliders.size(); i++) {		if (slide_colliders[i].is_valid()) {			slide_colliders.write[i]->owner = NULL;		}	}}////////////////////////Vector2 KinematicCollision2D::get_position() const {	return collision.collision;}Vector2 KinematicCollision2D::get_normal() const {	return collision.normal;}Vector2 KinematicCollision2D::get_travel() const {	return collision.travel;}Vector2 KinematicCollision2D::get_remainder() const {	return collision.remainder;}Object *KinematicCollision2D::get_local_shape() const {	ERR_FAIL_COND_V(!owner, NULL);	uint32_t ownerid = owner->shape_find_owner(collision.local_shape);	return owner->shape_owner_get_owner(ownerid);}Object *KinematicCollision2D::get_collider() const {	if (collision.collider) {		return ObjectDB::get_instance(collision.collider);	}	return NULL;}ObjectID KinematicCollision2D::get_collider_id() const {	return collision.collider;}Object *KinematicCollision2D::get_collider_shape() const {	Object *collider = get_collider();	if (collider) {		CollisionObject2D *obj2d = Object::cast_to<CollisionObject2D>(collider);		if (obj2d) {			uint32_t ownerid = obj2d->shape_find_owner(collision.collider_shape);			return obj2d->shape_owner_get_owner(ownerid);		}	}	return NULL;}int KinematicCollision2D::get_collider_shape_index() const {	return collision.collider_shape;}Vector2 KinematicCollision2D::get_collider_velocity() const {	return collision.collider_vel;}Variant KinematicCollision2D::get_collider_metadata() const {	return Variant();}void KinematicCollision2D::_bind_methods() {	ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position);	ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal);	ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel);	ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder);	ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape);	ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider);	ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id);	ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision2D::get_collider_shape);	ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index);	ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity);	ClassDB::bind_method(D_METHOD("get_collider_metadata"), &KinematicCollision2D::get_collider_metadata);	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "position"), "", "get_position");	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "normal"), "", "get_normal");	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "travel"), "", "get_travel");	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "remainder"), "", "get_remainder");	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "local_shape"), "", "get_local_shape");	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider");	ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id"), "", "get_collider_id");	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider_shape"), "", "get_collider_shape");	ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape_index"), "", "get_collider_shape_index");	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "collider_velocity"), "", "get_collider_velocity");	ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_collider_metadata");}KinematicCollision2D::KinematicCollision2D() {	collision.collider = 0;	collision.collider_shape = 0;	collision.local_shape = 0;	owner = NULL;}
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