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- /**************************************************************************/
- /* physics_body_2d.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef PHYSICS_BODY_2D_H
- #define PHYSICS_BODY_2D_H
- #include "core/templates/vset.h"
- #include "scene/2d/collision_object_2d.h"
- #include "scene/resources/physics_material.h"
- #include "servers/physics_server_2d.h"
- class KinematicCollision2D;
- class PhysicsBody2D : public CollisionObject2D {
- GDCLASS(PhysicsBody2D, CollisionObject2D);
- protected:
- static void _bind_methods();
- PhysicsBody2D(PhysicsServer2D::BodyMode p_mode);
- Ref<KinematicCollision2D> motion_cache;
- Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_test_only = false, real_t p_margin = 0.08, bool p_recovery_as_collision = false);
- public:
- bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
- bool test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08, bool p_recovery_as_collision = false);
- TypedArray<PhysicsBody2D> get_collision_exceptions();
- void add_collision_exception_with(Node *p_node); //must be physicsbody
- void remove_collision_exception_with(Node *p_node);
- virtual ~PhysicsBody2D();
- };
- class StaticBody2D : public PhysicsBody2D {
- GDCLASS(StaticBody2D, PhysicsBody2D);
- private:
- Vector2 constant_linear_velocity;
- real_t constant_angular_velocity = 0.0;
- Ref<PhysicsMaterial> physics_material_override;
- protected:
- static void _bind_methods();
- public:
- 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(PhysicsServer2D::BodyMode p_mode = PhysicsServer2D::BODY_MODE_STATIC);
- private:
- void _reload_physics_characteristics();
- };
- class AnimatableBody2D : public StaticBody2D {
- GDCLASS(AnimatableBody2D, StaticBody2D);
- private:
- bool sync_to_physics = true;
- Transform2D last_valid_transform;
- static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state);
- void _body_state_changed(PhysicsDirectBodyState2D *p_state);
- protected:
- void _notification(int p_what);
- static void _bind_methods();
- public:
- AnimatableBody2D();
- private:
- void _update_kinematic_motion();
- void set_sync_to_physics(bool p_enable);
- bool is_sync_to_physics_enabled() const;
- };
- class RigidBody2D : public PhysicsBody2D {
- GDCLASS(RigidBody2D, PhysicsBody2D);
- public:
- enum FreezeMode {
- FREEZE_MODE_STATIC,
- FREEZE_MODE_KINEMATIC,
- };
- enum CenterOfMassMode {
- CENTER_OF_MASS_MODE_AUTO,
- CENTER_OF_MASS_MODE_CUSTOM,
- };
- enum DampMode {
- DAMP_MODE_COMBINE,
- DAMP_MODE_REPLACE,
- };
- enum CCDMode {
- CCD_MODE_DISABLED,
- CCD_MODE_CAST_RAY,
- CCD_MODE_CAST_SHAPE,
- };
- private:
- bool can_sleep = true;
- bool lock_rotation = false;
- bool freeze = false;
- FreezeMode freeze_mode = FREEZE_MODE_STATIC;
- real_t mass = 1.0;
- real_t inertia = 0.0;
- CenterOfMassMode center_of_mass_mode = CENTER_OF_MASS_MODE_AUTO;
- Vector2 center_of_mass;
- Ref<PhysicsMaterial> physics_material_override;
- real_t gravity_scale = 1.0;
- DampMode linear_damp_mode = DAMP_MODE_COMBINE;
- DampMode angular_damp_mode = DAMP_MODE_COMBINE;
- real_t linear_damp = 0.0;
- real_t angular_damp = 0.0;
- Vector2 linear_velocity;
- real_t angular_velocity = 0.0;
- bool sleeping = false;
- int max_contacts_reported = 0;
- bool custom_integrator = false;
- CCDMode ccd_mode = CCD_MODE_DISABLED;
- struct ShapePair {
- int body_shape = 0;
- int local_shape = 0;
- bool tagged = false;
- bool operator<(const ShapePair &p_sp) const {
- if (body_shape == p_sp.body_shape) {
- return local_shape < p_sp.local_shape;
- }
- 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 {
- RID rid;
- ObjectID body_id;
- ShapePair pair;
- };
- struct BodyState {
- RID rid;
- //int rc;
- bool in_scene = false;
- VSet<ShapePair> shapes;
- };
- struct ContactMonitor {
- bool locked = false;
- HashMap<ObjectID, BodyState> body_map;
- };
- ContactMonitor *contact_monitor = nullptr;
- void _body_enter_tree(ObjectID p_id);
- void _body_exit_tree(ObjectID p_id);
- void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape);
- static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state);
- void _body_state_changed(PhysicsDirectBodyState2D *p_state);
- protected:
- void _notification(int p_what);
- static void _bind_methods();
- void _validate_property(PropertyInfo &p_property) const;
- GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState2D *)
- void _apply_body_mode();
- public:
- void set_lock_rotation_enabled(bool p_lock_rotation);
- bool is_lock_rotation_enabled() const;
- void set_freeze_enabled(bool p_freeze);
- bool is_freeze_enabled() const;
- void set_freeze_mode(FreezeMode p_freeze_mode);
- FreezeMode get_freeze_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_center_of_mass_mode(CenterOfMassMode p_mode);
- CenterOfMassMode get_center_of_mass_mode() const;
- void set_center_of_mass(const Vector2 &p_center_of_mass);
- const Vector2 &get_center_of_mass() const;
- 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_mode(DampMode p_mode);
- DampMode get_linear_damp_mode() const;
- void set_angular_damp_mode(DampMode p_mode);
- DampMode get_angular_damp_mode() 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;
- int get_contact_count() 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_impulse, const Vector2 &p_position = Vector2());
- void apply_torque_impulse(real_t p_torque);
- void apply_central_force(const Vector2 &p_force);
- void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
- void apply_torque(real_t p_torque);
- void add_constant_central_force(const Vector2 &p_force);
- void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
- void add_constant_torque(real_t p_torque);
- void set_constant_force(const Vector2 &p_force);
- Vector2 get_constant_force() const;
- void set_constant_torque(real_t p_torque);
- real_t get_constant_torque() const;
- TypedArray<Node2D> get_colliding_bodies() const; //function for script
- virtual PackedStringArray get_configuration_warnings() const override;
- RigidBody2D();
- ~RigidBody2D();
- private:
- void _reload_physics_characteristics();
- };
- VARIANT_ENUM_CAST(RigidBody2D::FreezeMode);
- VARIANT_ENUM_CAST(RigidBody2D::CenterOfMassMode);
- VARIANT_ENUM_CAST(RigidBody2D::DampMode);
- VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
- class CharacterBody2D : public PhysicsBody2D {
- GDCLASS(CharacterBody2D, PhysicsBody2D);
- public:
- enum MotionMode {
- MOTION_MODE_GROUNDED,
- MOTION_MODE_FLOATING,
- };
- enum PlatformOnLeave {
- PLATFORM_ON_LEAVE_ADD_VELOCITY,
- PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY,
- PLATFORM_ON_LEAVE_DO_NOTHING,
- };
- bool move_and_slide();
- void apply_floor_snap();
- const Vector2 &get_velocity() const;
- void set_velocity(const Vector2 &p_velocity);
- bool is_on_floor() const;
- bool is_on_floor_only() const;
- bool is_on_wall() const;
- bool is_on_wall_only() const;
- bool is_on_ceiling() const;
- bool is_on_ceiling_only() const;
- const Vector2 &get_last_motion() const;
- Vector2 get_position_delta() const;
- const Vector2 &get_floor_normal() const;
- const Vector2 &get_wall_normal() const;
- const Vector2 &get_real_velocity() const;
- real_t get_floor_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
- const Vector2 &get_platform_velocity() const;
- int get_slide_collision_count() const;
- PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const;
- CharacterBody2D();
- ~CharacterBody2D();
- private:
- real_t margin = 0.08;
- MotionMode motion_mode = MOTION_MODE_GROUNDED;
- PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY;
- bool floor_constant_speed = false;
- bool floor_stop_on_slope = true;
- bool floor_block_on_wall = true;
- bool slide_on_ceiling = true;
- int max_slides = 4;
- int platform_layer = 0;
- real_t floor_max_angle = Math::deg_to_rad((real_t)45.0);
- real_t floor_snap_length = 1;
- real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0);
- Vector2 up_direction = Vector2(0.0, -1.0);
- uint32_t platform_floor_layers = UINT32_MAX;
- uint32_t platform_wall_layers = 0;
- Vector2 velocity;
- Vector2 floor_normal;
- Vector2 platform_velocity;
- Vector2 wall_normal;
- Vector2 last_motion;
- Vector2 previous_position;
- Vector2 real_velocity;
- RID platform_rid;
- ObjectID platform_object_id;
- bool on_floor = false;
- bool on_ceiling = false;
- bool on_wall = false;
- Vector<PhysicsServer2D::MotionResult> motion_results;
- Vector<Ref<KinematicCollision2D>> slide_colliders;
- void set_safe_margin(real_t p_margin);
- real_t get_safe_margin() const;
- bool is_floor_stop_on_slope_enabled() const;
- void set_floor_stop_on_slope_enabled(bool p_enabled);
- bool is_floor_constant_speed_enabled() const;
- void set_floor_constant_speed_enabled(bool p_enabled);
- bool is_floor_block_on_wall_enabled() const;
- void set_floor_block_on_wall_enabled(bool p_enabled);
- bool is_slide_on_ceiling_enabled() const;
- void set_slide_on_ceiling_enabled(bool p_enabled);
- int get_max_slides() const;
- void set_max_slides(int p_max_slides);
- real_t get_floor_max_angle() const;
- void set_floor_max_angle(real_t p_radians);
- real_t get_floor_snap_length();
- void set_floor_snap_length(real_t p_floor_snap_length);
- real_t get_wall_min_slide_angle() const;
- void set_wall_min_slide_angle(real_t p_radians);
- uint32_t get_platform_floor_layers() const;
- void set_platform_floor_layers(const uint32_t p_exclude_layer);
- uint32_t get_platform_wall_layers() const;
- void set_platform_wall_layers(const uint32_t p_exclude_layer);
- void set_motion_mode(MotionMode p_mode);
- MotionMode get_motion_mode() const;
- void set_platform_on_leave(PlatformOnLeave p_on_leave_velocity);
- PlatformOnLeave get_platform_on_leave() const;
- void _move_and_slide_floating(double p_delta);
- void _move_and_slide_grounded(double p_delta, bool p_was_on_floor);
- Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
- Ref<KinematicCollision2D> _get_last_slide_collision();
- const Vector2 &get_up_direction() const;
- bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up);
- void set_up_direction(const Vector2 &p_up_direction);
- void _set_collision_direction(const PhysicsServer2D::MotionResult &p_result);
- void _set_platform_data(const PhysicsServer2D::MotionResult &p_result);
- void _apply_floor_snap(bool p_wall_as_floor = false);
- void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor = false);
- protected:
- void _notification(int p_what);
- static void _bind_methods();
- void _validate_property(PropertyInfo &p_property) const;
- };
- VARIANT_ENUM_CAST(CharacterBody2D::MotionMode);
- VARIANT_ENUM_CAST(CharacterBody2D::PlatformOnLeave);
- class KinematicCollision2D : public RefCounted {
- GDCLASS(KinematicCollision2D, RefCounted);
- PhysicsBody2D *owner = nullptr;
- friend class PhysicsBody2D;
- friend class CharacterBody2D;
- PhysicsServer2D::MotionResult result;
- protected:
- static void _bind_methods();
- public:
- Vector2 get_position() const;
- Vector2 get_normal() const;
- Vector2 get_travel() const;
- Vector2 get_remainder() const;
- real_t get_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
- real_t get_depth() const;
- Object *get_local_shape() const;
- Object *get_collider() const;
- ObjectID get_collider_id() const;
- RID get_collider_rid() const;
- Object *get_collider_shape() const;
- int get_collider_shape_index() const;
- Vector2 get_collider_velocity() const;
- };
- #endif // PHYSICS_BODY_2D_H
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