physics_body_2d.h 15 KB

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  1. /**************************************************************************/
  2. /* physics_body_2d.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef PHYSICS_BODY_2D_H
  31. #define PHYSICS_BODY_2D_H
  32. #include "core/templates/vset.h"
  33. #include "scene/2d/collision_object_2d.h"
  34. #include "scene/resources/physics_material.h"
  35. #include "servers/physics_server_2d.h"
  36. class KinematicCollision2D;
  37. class PhysicsBody2D : public CollisionObject2D {
  38. GDCLASS(PhysicsBody2D, CollisionObject2D);
  39. protected:
  40. static void _bind_methods();
  41. PhysicsBody2D(PhysicsServer2D::BodyMode p_mode);
  42. Ref<KinematicCollision2D> motion_cache;
  43. Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_test_only = false, real_t p_margin = 0.08, bool p_recovery_as_collision = false);
  44. public:
  45. bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
  46. 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);
  47. TypedArray<PhysicsBody2D> get_collision_exceptions();
  48. void add_collision_exception_with(Node *p_node); //must be physicsbody
  49. void remove_collision_exception_with(Node *p_node);
  50. virtual ~PhysicsBody2D();
  51. };
  52. class StaticBody2D : public PhysicsBody2D {
  53. GDCLASS(StaticBody2D, PhysicsBody2D);
  54. private:
  55. Vector2 constant_linear_velocity;
  56. real_t constant_angular_velocity = 0.0;
  57. Ref<PhysicsMaterial> physics_material_override;
  58. protected:
  59. static void _bind_methods();
  60. public:
  61. void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
  62. Ref<PhysicsMaterial> get_physics_material_override() const;
  63. void set_constant_linear_velocity(const Vector2 &p_vel);
  64. void set_constant_angular_velocity(real_t p_vel);
  65. Vector2 get_constant_linear_velocity() const;
  66. real_t get_constant_angular_velocity() const;
  67. StaticBody2D(PhysicsServer2D::BodyMode p_mode = PhysicsServer2D::BODY_MODE_STATIC);
  68. private:
  69. void _reload_physics_characteristics();
  70. };
  71. class AnimatableBody2D : public StaticBody2D {
  72. GDCLASS(AnimatableBody2D, StaticBody2D);
  73. private:
  74. bool sync_to_physics = true;
  75. Transform2D last_valid_transform;
  76. static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state);
  77. void _body_state_changed(PhysicsDirectBodyState2D *p_state);
  78. protected:
  79. void _notification(int p_what);
  80. static void _bind_methods();
  81. public:
  82. AnimatableBody2D();
  83. private:
  84. void _update_kinematic_motion();
  85. void set_sync_to_physics(bool p_enable);
  86. bool is_sync_to_physics_enabled() const;
  87. };
  88. class RigidBody2D : public PhysicsBody2D {
  89. GDCLASS(RigidBody2D, PhysicsBody2D);
  90. public:
  91. enum FreezeMode {
  92. FREEZE_MODE_STATIC,
  93. FREEZE_MODE_KINEMATIC,
  94. };
  95. enum CenterOfMassMode {
  96. CENTER_OF_MASS_MODE_AUTO,
  97. CENTER_OF_MASS_MODE_CUSTOM,
  98. };
  99. enum DampMode {
  100. DAMP_MODE_COMBINE,
  101. DAMP_MODE_REPLACE,
  102. };
  103. enum CCDMode {
  104. CCD_MODE_DISABLED,
  105. CCD_MODE_CAST_RAY,
  106. CCD_MODE_CAST_SHAPE,
  107. };
  108. private:
  109. bool can_sleep = true;
  110. bool lock_rotation = false;
  111. bool freeze = false;
  112. FreezeMode freeze_mode = FREEZE_MODE_STATIC;
  113. real_t mass = 1.0;
  114. real_t inertia = 0.0;
  115. CenterOfMassMode center_of_mass_mode = CENTER_OF_MASS_MODE_AUTO;
  116. Vector2 center_of_mass;
  117. Ref<PhysicsMaterial> physics_material_override;
  118. real_t gravity_scale = 1.0;
  119. DampMode linear_damp_mode = DAMP_MODE_COMBINE;
  120. DampMode angular_damp_mode = DAMP_MODE_COMBINE;
  121. real_t linear_damp = 0.0;
  122. real_t angular_damp = 0.0;
  123. Vector2 linear_velocity;
  124. real_t angular_velocity = 0.0;
  125. bool sleeping = false;
  126. int max_contacts_reported = 0;
  127. bool custom_integrator = false;
  128. CCDMode ccd_mode = CCD_MODE_DISABLED;
  129. struct ShapePair {
  130. int body_shape = 0;
  131. int local_shape = 0;
  132. bool tagged = false;
  133. bool operator<(const ShapePair &p_sp) const {
  134. if (body_shape == p_sp.body_shape) {
  135. return local_shape < p_sp.local_shape;
  136. }
  137. return body_shape < p_sp.body_shape;
  138. }
  139. ShapePair() {}
  140. ShapePair(int p_bs, int p_ls) {
  141. body_shape = p_bs;
  142. local_shape = p_ls;
  143. }
  144. };
  145. struct RigidBody2D_RemoveAction {
  146. RID rid;
  147. ObjectID body_id;
  148. ShapePair pair;
  149. };
  150. struct BodyState {
  151. RID rid;
  152. //int rc;
  153. bool in_scene = false;
  154. VSet<ShapePair> shapes;
  155. };
  156. struct ContactMonitor {
  157. bool locked = false;
  158. HashMap<ObjectID, BodyState> body_map;
  159. };
  160. ContactMonitor *contact_monitor = nullptr;
  161. void _body_enter_tree(ObjectID p_id);
  162. void _body_exit_tree(ObjectID p_id);
  163. void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape);
  164. static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state);
  165. void _body_state_changed(PhysicsDirectBodyState2D *p_state);
  166. protected:
  167. void _notification(int p_what);
  168. static void _bind_methods();
  169. void _validate_property(PropertyInfo &p_property) const;
  170. GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState2D *)
  171. void _apply_body_mode();
  172. public:
  173. void set_lock_rotation_enabled(bool p_lock_rotation);
  174. bool is_lock_rotation_enabled() const;
  175. void set_freeze_enabled(bool p_freeze);
  176. bool is_freeze_enabled() const;
  177. void set_freeze_mode(FreezeMode p_freeze_mode);
  178. FreezeMode get_freeze_mode() const;
  179. void set_mass(real_t p_mass);
  180. real_t get_mass() const;
  181. void set_inertia(real_t p_inertia);
  182. real_t get_inertia() const;
  183. void set_center_of_mass_mode(CenterOfMassMode p_mode);
  184. CenterOfMassMode get_center_of_mass_mode() const;
  185. void set_center_of_mass(const Vector2 &p_center_of_mass);
  186. const Vector2 &get_center_of_mass() const;
  187. void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
  188. Ref<PhysicsMaterial> get_physics_material_override() const;
  189. void set_gravity_scale(real_t p_gravity_scale);
  190. real_t get_gravity_scale() const;
  191. void set_linear_damp_mode(DampMode p_mode);
  192. DampMode get_linear_damp_mode() const;
  193. void set_angular_damp_mode(DampMode p_mode);
  194. DampMode get_angular_damp_mode() const;
  195. void set_linear_damp(real_t p_linear_damp);
  196. real_t get_linear_damp() const;
  197. void set_angular_damp(real_t p_angular_damp);
  198. real_t get_angular_damp() const;
  199. void set_linear_velocity(const Vector2 &p_velocity);
  200. Vector2 get_linear_velocity() const;
  201. void set_axis_velocity(const Vector2 &p_axis);
  202. void set_angular_velocity(real_t p_velocity);
  203. real_t get_angular_velocity() const;
  204. void set_use_custom_integrator(bool p_enable);
  205. bool is_using_custom_integrator();
  206. void set_sleeping(bool p_sleeping);
  207. bool is_sleeping() const;
  208. void set_can_sleep(bool p_active);
  209. bool is_able_to_sleep() const;
  210. void set_contact_monitor(bool p_enabled);
  211. bool is_contact_monitor_enabled() const;
  212. void set_max_contacts_reported(int p_amount);
  213. int get_max_contacts_reported() const;
  214. int get_contact_count() const;
  215. void set_continuous_collision_detection_mode(CCDMode p_mode);
  216. CCDMode get_continuous_collision_detection_mode() const;
  217. void apply_central_impulse(const Vector2 &p_impulse);
  218. void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2());
  219. void apply_torque_impulse(real_t p_torque);
  220. void apply_central_force(const Vector2 &p_force);
  221. void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
  222. void apply_torque(real_t p_torque);
  223. void add_constant_central_force(const Vector2 &p_force);
  224. void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
  225. void add_constant_torque(real_t p_torque);
  226. void set_constant_force(const Vector2 &p_force);
  227. Vector2 get_constant_force() const;
  228. void set_constant_torque(real_t p_torque);
  229. real_t get_constant_torque() const;
  230. TypedArray<Node2D> get_colliding_bodies() const; //function for script
  231. virtual PackedStringArray get_configuration_warnings() const override;
  232. RigidBody2D();
  233. ~RigidBody2D();
  234. private:
  235. void _reload_physics_characteristics();
  236. };
  237. VARIANT_ENUM_CAST(RigidBody2D::FreezeMode);
  238. VARIANT_ENUM_CAST(RigidBody2D::CenterOfMassMode);
  239. VARIANT_ENUM_CAST(RigidBody2D::DampMode);
  240. VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
  241. class CharacterBody2D : public PhysicsBody2D {
  242. GDCLASS(CharacterBody2D, PhysicsBody2D);
  243. public:
  244. enum MotionMode {
  245. MOTION_MODE_GROUNDED,
  246. MOTION_MODE_FLOATING,
  247. };
  248. enum PlatformOnLeave {
  249. PLATFORM_ON_LEAVE_ADD_VELOCITY,
  250. PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY,
  251. PLATFORM_ON_LEAVE_DO_NOTHING,
  252. };
  253. bool move_and_slide();
  254. void apply_floor_snap();
  255. const Vector2 &get_velocity() const;
  256. void set_velocity(const Vector2 &p_velocity);
  257. bool is_on_floor() const;
  258. bool is_on_floor_only() const;
  259. bool is_on_wall() const;
  260. bool is_on_wall_only() const;
  261. bool is_on_ceiling() const;
  262. bool is_on_ceiling_only() const;
  263. const Vector2 &get_last_motion() const;
  264. Vector2 get_position_delta() const;
  265. const Vector2 &get_floor_normal() const;
  266. const Vector2 &get_wall_normal() const;
  267. const Vector2 &get_real_velocity() const;
  268. real_t get_floor_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
  269. const Vector2 &get_platform_velocity() const;
  270. int get_slide_collision_count() const;
  271. PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const;
  272. CharacterBody2D();
  273. ~CharacterBody2D();
  274. private:
  275. real_t margin = 0.08;
  276. MotionMode motion_mode = MOTION_MODE_GROUNDED;
  277. PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY;
  278. bool floor_constant_speed = false;
  279. bool floor_stop_on_slope = true;
  280. bool floor_block_on_wall = true;
  281. bool slide_on_ceiling = true;
  282. int max_slides = 4;
  283. int platform_layer = 0;
  284. real_t floor_max_angle = Math::deg_to_rad((real_t)45.0);
  285. real_t floor_snap_length = 1;
  286. real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0);
  287. Vector2 up_direction = Vector2(0.0, -1.0);
  288. uint32_t platform_floor_layers = UINT32_MAX;
  289. uint32_t platform_wall_layers = 0;
  290. Vector2 velocity;
  291. Vector2 floor_normal;
  292. Vector2 platform_velocity;
  293. Vector2 wall_normal;
  294. Vector2 last_motion;
  295. Vector2 previous_position;
  296. Vector2 real_velocity;
  297. RID platform_rid;
  298. ObjectID platform_object_id;
  299. bool on_floor = false;
  300. bool on_ceiling = false;
  301. bool on_wall = false;
  302. Vector<PhysicsServer2D::MotionResult> motion_results;
  303. Vector<Ref<KinematicCollision2D>> slide_colliders;
  304. void set_safe_margin(real_t p_margin);
  305. real_t get_safe_margin() const;
  306. bool is_floor_stop_on_slope_enabled() const;
  307. void set_floor_stop_on_slope_enabled(bool p_enabled);
  308. bool is_floor_constant_speed_enabled() const;
  309. void set_floor_constant_speed_enabled(bool p_enabled);
  310. bool is_floor_block_on_wall_enabled() const;
  311. void set_floor_block_on_wall_enabled(bool p_enabled);
  312. bool is_slide_on_ceiling_enabled() const;
  313. void set_slide_on_ceiling_enabled(bool p_enabled);
  314. int get_max_slides() const;
  315. void set_max_slides(int p_max_slides);
  316. real_t get_floor_max_angle() const;
  317. void set_floor_max_angle(real_t p_radians);
  318. real_t get_floor_snap_length();
  319. void set_floor_snap_length(real_t p_floor_snap_length);
  320. real_t get_wall_min_slide_angle() const;
  321. void set_wall_min_slide_angle(real_t p_radians);
  322. uint32_t get_platform_floor_layers() const;
  323. void set_platform_floor_layers(const uint32_t p_exclude_layer);
  324. uint32_t get_platform_wall_layers() const;
  325. void set_platform_wall_layers(const uint32_t p_exclude_layer);
  326. void set_motion_mode(MotionMode p_mode);
  327. MotionMode get_motion_mode() const;
  328. void set_platform_on_leave(PlatformOnLeave p_on_leave_velocity);
  329. PlatformOnLeave get_platform_on_leave() const;
  330. void _move_and_slide_floating(double p_delta);
  331. void _move_and_slide_grounded(double p_delta, bool p_was_on_floor);
  332. Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
  333. Ref<KinematicCollision2D> _get_last_slide_collision();
  334. const Vector2 &get_up_direction() const;
  335. bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up);
  336. void set_up_direction(const Vector2 &p_up_direction);
  337. void _set_collision_direction(const PhysicsServer2D::MotionResult &p_result);
  338. void _set_platform_data(const PhysicsServer2D::MotionResult &p_result);
  339. void _apply_floor_snap(bool p_wall_as_floor = false);
  340. void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor = false);
  341. protected:
  342. void _notification(int p_what);
  343. static void _bind_methods();
  344. void _validate_property(PropertyInfo &p_property) const;
  345. };
  346. VARIANT_ENUM_CAST(CharacterBody2D::MotionMode);
  347. VARIANT_ENUM_CAST(CharacterBody2D::PlatformOnLeave);
  348. class KinematicCollision2D : public RefCounted {
  349. GDCLASS(KinematicCollision2D, RefCounted);
  350. PhysicsBody2D *owner = nullptr;
  351. friend class PhysicsBody2D;
  352. friend class CharacterBody2D;
  353. PhysicsServer2D::MotionResult result;
  354. protected:
  355. static void _bind_methods();
  356. public:
  357. Vector2 get_position() const;
  358. Vector2 get_normal() const;
  359. Vector2 get_travel() const;
  360. Vector2 get_remainder() const;
  361. real_t get_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
  362. real_t get_depth() const;
  363. Object *get_local_shape() const;
  364. Object *get_collider() const;
  365. ObjectID get_collider_id() const;
  366. RID get_collider_rid() const;
  367. Object *get_collider_shape() const;
  368. int get_collider_shape_index() const;
  369. Vector2 get_collider_velocity() const;
  370. };
  371. #endif // PHYSICS_BODY_2D_H