initial commit, 4.5 stable
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This commit is contained in:
9
scene/2d/physics/SCsub
Normal file
9
scene/2d/physics/SCsub
Normal file
@@ -0,0 +1,9 @@
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#!/usr/bin/env python
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from misc.utility.scons_hints import *
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Import("env")
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env.add_source_files(env.scene_sources, "*.cpp")
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# Chain load SCsubs
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SConscript("joints/SCsub")
|
111
scene/2d/physics/animatable_body_2d.cpp
Normal file
111
scene/2d/physics/animatable_body_2d.cpp
Normal file
@@ -0,0 +1,111 @@
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/**************************************************************************/
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/* animatable_body_2d.cpp */
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/**************************************************************************/
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||||
/* This file is part of: */
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||||
/* GODOT ENGINE */
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||||
/* https://godotengine.org */
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||||
/**************************************************************************/
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||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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||||
/* */
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||||
/* 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. */
|
||||
/**************************************************************************/
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#include "animatable_body_2d.h"
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void AnimatableBody2D::set_sync_to_physics(bool p_enable) {
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if (sync_to_physics == p_enable) {
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return;
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}
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sync_to_physics = p_enable;
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_update_kinematic_motion();
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}
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bool AnimatableBody2D::is_sync_to_physics_enabled() const {
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return sync_to_physics;
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}
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void AnimatableBody2D::_update_kinematic_motion() {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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if (sync_to_physics) {
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PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody2D::_body_state_changed));
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set_only_update_transform_changes(true);
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set_notify_local_transform(true);
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} else {
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PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), Callable());
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set_only_update_transform_changes(false);
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set_notify_local_transform(false);
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}
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}
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void AnimatableBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
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if (!sync_to_physics) {
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return;
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}
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last_valid_transform = p_state->get_transform();
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set_notify_local_transform(false);
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set_global_transform(last_valid_transform);
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set_notify_local_transform(true);
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}
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void AnimatableBody2D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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last_valid_transform = get_global_transform();
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_update_kinematic_motion();
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} break;
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case NOTIFICATION_EXIT_TREE: {
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set_only_update_transform_changes(false);
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set_notify_local_transform(false);
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} break;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
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// Used by sync to physics, send the new transform to the physics...
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Transform2D new_transform = get_global_transform();
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PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
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// ... but then revert changes.
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set_notify_local_transform(false);
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set_global_transform(last_valid_transform);
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set_notify_local_transform(true);
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} break;
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}
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}
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void AnimatableBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody2D::set_sync_to_physics);
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ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &AnimatableBody2D::is_sync_to_physics_enabled);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
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}
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AnimatableBody2D::AnimatableBody2D() :
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StaticBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) {
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}
|
58
scene/2d/physics/animatable_body_2d.h
Normal file
58
scene/2d/physics/animatable_body_2d.h
Normal file
@@ -0,0 +1,58 @@
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/**************************************************************************/
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/* animatable_body_2d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
|
||||
/* 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 */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "scene/2d/physics/static_body_2d.h"
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class AnimatableBody2D : public StaticBody2D {
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GDCLASS(AnimatableBody2D, StaticBody2D);
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private:
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bool sync_to_physics = true;
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Transform2D last_valid_transform;
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static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state);
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void _body_state_changed(PhysicsDirectBodyState2D *p_state);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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AnimatableBody2D();
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private:
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void _update_kinematic_motion();
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void set_sync_to_physics(bool p_enable);
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bool is_sync_to_physics_enabled() const;
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};
|
689
scene/2d/physics/area_2d.cpp
Normal file
689
scene/2d/physics/area_2d.cpp
Normal file
@@ -0,0 +1,689 @@
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/**************************************************************************/
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/* area_2d.cpp */
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||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "area_2d.h"
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#include "servers/audio_server.h"
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|
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void Area2D::set_gravity_space_override_mode(SpaceOverride p_mode) {
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gravity_space_override = p_mode;
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PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE, p_mode);
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}
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Area2D::SpaceOverride Area2D::get_gravity_space_override_mode() const {
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return gravity_space_override;
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}
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void Area2D::set_gravity_is_point(bool p_enabled) {
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gravity_is_point = p_enabled;
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PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_IS_POINT, p_enabled);
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}
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bool Area2D::is_gravity_a_point() const {
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return gravity_is_point;
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}
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void Area2D::set_gravity_point_unit_distance(real_t p_scale) {
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gravity_point_unit_distance = p_scale;
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PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE, p_scale);
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}
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real_t Area2D::get_gravity_point_unit_distance() const {
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return gravity_point_unit_distance;
|
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}
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void Area2D::set_gravity_point_center(const Vector2 &p_center) {
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gravity_vec = p_center;
|
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PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, p_center);
|
||||
}
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const Vector2 &Area2D::get_gravity_point_center() const {
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return gravity_vec;
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}
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||||
|
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void Area2D::set_gravity_direction(const Vector2 &p_direction) {
|
||||
gravity_vec = p_direction;
|
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PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, p_direction);
|
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}
|
||||
|
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const Vector2 &Area2D::get_gravity_direction() const {
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return gravity_vec;
|
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}
|
||||
|
||||
void Area2D::set_gravity(real_t p_gravity) {
|
||||
gravity = p_gravity;
|
||||
PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY, p_gravity);
|
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}
|
||||
|
||||
real_t Area2D::get_gravity() const {
|
||||
return gravity;
|
||||
}
|
||||
|
||||
void Area2D::set_linear_damp_space_override_mode(SpaceOverride p_mode) {
|
||||
linear_damp_space_override = p_mode;
|
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PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE, p_mode);
|
||||
}
|
||||
|
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Area2D::SpaceOverride Area2D::get_linear_damp_space_override_mode() const {
|
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return linear_damp_space_override;
|
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}
|
||||
|
||||
void Area2D::set_angular_damp_space_override_mode(SpaceOverride p_mode) {
|
||||
angular_damp_space_override = p_mode;
|
||||
PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE, p_mode);
|
||||
}
|
||||
|
||||
Area2D::SpaceOverride Area2D::get_angular_damp_space_override_mode() const {
|
||||
return angular_damp_space_override;
|
||||
}
|
||||
|
||||
void Area2D::set_linear_damp(real_t p_linear_damp) {
|
||||
linear_damp = p_linear_damp;
|
||||
PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_LINEAR_DAMP, p_linear_damp);
|
||||
}
|
||||
|
||||
real_t Area2D::get_linear_damp() const {
|
||||
return linear_damp;
|
||||
}
|
||||
|
||||
void Area2D::set_angular_damp(real_t p_angular_damp) {
|
||||
angular_damp = p_angular_damp;
|
||||
PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP, p_angular_damp);
|
||||
}
|
||||
|
||||
real_t Area2D::get_angular_damp() const {
|
||||
return angular_damp;
|
||||
}
|
||||
|
||||
void Area2D::set_priority(int p_priority) {
|
||||
priority = p_priority;
|
||||
PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_PRIORITY, p_priority);
|
||||
}
|
||||
|
||||
int Area2D::get_priority() const {
|
||||
return priority;
|
||||
}
|
||||
|
||||
void Area2D::_body_enter_tree(ObjectID p_id) {
|
||||
Object *obj = ObjectDB::get_instance(p_id);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
ERR_FAIL_NULL(node);
|
||||
|
||||
HashMap<ObjectID, BodyState>::Iterator E = body_map.find(p_id);
|
||||
ERR_FAIL_COND(!E);
|
||||
ERR_FAIL_COND(E->value.in_tree);
|
||||
|
||||
E->value.in_tree = true;
|
||||
emit_signal(SceneStringName(body_entered), node);
|
||||
for (int i = 0; i < E->value.shapes.size(); i++) {
|
||||
emit_signal(SceneStringName(body_shape_entered), E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape);
|
||||
}
|
||||
}
|
||||
|
||||
void Area2D::_body_exit_tree(ObjectID p_id) {
|
||||
Object *obj = ObjectDB::get_instance(p_id);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
ERR_FAIL_NULL(node);
|
||||
HashMap<ObjectID, BodyState>::Iterator E = body_map.find(p_id);
|
||||
ERR_FAIL_COND(!E);
|
||||
ERR_FAIL_COND(!E->value.in_tree);
|
||||
E->value.in_tree = false;
|
||||
emit_signal(SceneStringName(body_exited), node);
|
||||
for (int i = 0; i < E->value.shapes.size(); i++) {
|
||||
emit_signal(SceneStringName(body_shape_exited), E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape);
|
||||
}
|
||||
}
|
||||
|
||||
void Area2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape) {
|
||||
bool body_in = p_status == PhysicsServer2D::AREA_BODY_ADDED;
|
||||
ObjectID objid = p_instance;
|
||||
|
||||
// Exit early if instance is invalid.
|
||||
if (objid.is_null()) {
|
||||
// Emit the appropriate signals.
|
||||
lock_callback();
|
||||
locked = true;
|
||||
if (body_in) {
|
||||
emit_signal(SceneStringName(body_shape_entered), p_body, (Node *)nullptr, p_body_shape, p_area_shape);
|
||||
} else {
|
||||
emit_signal(SceneStringName(body_shape_exited), p_body, (Node *)nullptr, p_body_shape, p_area_shape);
|
||||
}
|
||||
locked = false;
|
||||
unlock_callback();
|
||||
return;
|
||||
}
|
||||
|
||||
Object *obj = ObjectDB::get_instance(objid);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
|
||||
HashMap<ObjectID, BodyState>::Iterator E = body_map.find(objid);
|
||||
|
||||
if (!body_in && !E) {
|
||||
return; //does not exist because it was likely removed from the tree
|
||||
}
|
||||
|
||||
lock_callback();
|
||||
locked = true;
|
||||
|
||||
if (body_in) {
|
||||
if (!E) {
|
||||
E = body_map.insert(objid, BodyState());
|
||||
E->value.rid = p_body;
|
||||
E->value.rc = 0;
|
||||
E->value.in_tree = node && node->is_inside_tree();
|
||||
if (node) {
|
||||
node->connect(SceneStringName(tree_entered), callable_mp(this, &Area2D::_body_enter_tree).bind(objid));
|
||||
node->connect(SceneStringName(tree_exiting), callable_mp(this, &Area2D::_body_exit_tree).bind(objid));
|
||||
if (E->value.in_tree) {
|
||||
emit_signal(SceneStringName(body_entered), node);
|
||||
}
|
||||
}
|
||||
}
|
||||
E->value.rc++;
|
||||
if (node) {
|
||||
E->value.shapes.insert(ShapePair(p_body_shape, p_area_shape));
|
||||
}
|
||||
|
||||
if (!node || E->value.in_tree) {
|
||||
emit_signal(SceneStringName(body_shape_entered), p_body, node, p_body_shape, p_area_shape);
|
||||
}
|
||||
|
||||
} else {
|
||||
E->value.rc--;
|
||||
|
||||
if (node) {
|
||||
E->value.shapes.erase(ShapePair(p_body_shape, p_area_shape));
|
||||
}
|
||||
|
||||
bool in_tree = E->value.in_tree;
|
||||
if (E->value.rc == 0) {
|
||||
body_map.remove(E);
|
||||
if (node) {
|
||||
node->disconnect(SceneStringName(tree_entered), callable_mp(this, &Area2D::_body_enter_tree));
|
||||
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &Area2D::_body_exit_tree));
|
||||
if (in_tree) {
|
||||
emit_signal(SceneStringName(body_exited), obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!node || in_tree) {
|
||||
emit_signal(SceneStringName(body_shape_exited), p_body, obj, p_body_shape, p_area_shape);
|
||||
}
|
||||
}
|
||||
|
||||
locked = false;
|
||||
unlock_callback();
|
||||
}
|
||||
|
||||
void Area2D::_area_enter_tree(ObjectID p_id) {
|
||||
Object *obj = ObjectDB::get_instance(p_id);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
ERR_FAIL_NULL(node);
|
||||
|
||||
HashMap<ObjectID, AreaState>::Iterator E = area_map.find(p_id);
|
||||
ERR_FAIL_COND(!E);
|
||||
ERR_FAIL_COND(E->value.in_tree);
|
||||
|
||||
E->value.in_tree = true;
|
||||
emit_signal(SceneStringName(area_entered), node);
|
||||
for (int i = 0; i < E->value.shapes.size(); i++) {
|
||||
emit_signal(SceneStringName(area_shape_entered), E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape);
|
||||
}
|
||||
}
|
||||
|
||||
void Area2D::_area_exit_tree(ObjectID p_id) {
|
||||
Object *obj = ObjectDB::get_instance(p_id);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
ERR_FAIL_NULL(node);
|
||||
HashMap<ObjectID, AreaState>::Iterator E = area_map.find(p_id);
|
||||
ERR_FAIL_COND(!E);
|
||||
ERR_FAIL_COND(!E->value.in_tree);
|
||||
E->value.in_tree = false;
|
||||
emit_signal(SceneStringName(area_exited), node);
|
||||
for (int i = 0; i < E->value.shapes.size(); i++) {
|
||||
emit_signal(SceneStringName(area_shape_exited), E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape);
|
||||
}
|
||||
}
|
||||
|
||||
void Area2D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape) {
|
||||
bool area_in = p_status == PhysicsServer2D::AREA_BODY_ADDED;
|
||||
ObjectID objid = p_instance;
|
||||
|
||||
// Exit early if instance is invalid.
|
||||
if (objid.is_null()) {
|
||||
// Emit the appropriate signals.
|
||||
lock_callback();
|
||||
locked = true;
|
||||
if (area_in) {
|
||||
emit_signal(SceneStringName(area_shape_entered), p_area, (Node *)nullptr, p_area_shape, p_self_shape);
|
||||
} else {
|
||||
emit_signal(SceneStringName(area_shape_exited), p_area, (Node *)nullptr, p_area_shape, p_self_shape);
|
||||
}
|
||||
locked = false;
|
||||
unlock_callback();
|
||||
return;
|
||||
}
|
||||
|
||||
Object *obj = ObjectDB::get_instance(objid);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
|
||||
HashMap<ObjectID, AreaState>::Iterator E = area_map.find(objid);
|
||||
|
||||
if (!area_in && !E) {
|
||||
return; //likely removed from the tree
|
||||
}
|
||||
|
||||
lock_callback();
|
||||
locked = true;
|
||||
|
||||
if (area_in) {
|
||||
if (!E) {
|
||||
E = area_map.insert(objid, AreaState());
|
||||
E->value.rid = p_area;
|
||||
E->value.rc = 0;
|
||||
E->value.in_tree = node && node->is_inside_tree();
|
||||
if (node) {
|
||||
node->connect(SceneStringName(tree_entered), callable_mp(this, &Area2D::_area_enter_tree).bind(objid));
|
||||
node->connect(SceneStringName(tree_exiting), callable_mp(this, &Area2D::_area_exit_tree).bind(objid));
|
||||
if (E->value.in_tree) {
|
||||
emit_signal(SceneStringName(area_entered), node);
|
||||
}
|
||||
}
|
||||
}
|
||||
E->value.rc++;
|
||||
if (node) {
|
||||
E->value.shapes.insert(AreaShapePair(p_area_shape, p_self_shape));
|
||||
}
|
||||
|
||||
if (!node || E->value.in_tree) {
|
||||
emit_signal(SceneStringName(area_shape_entered), p_area, node, p_area_shape, p_self_shape);
|
||||
}
|
||||
|
||||
} else {
|
||||
E->value.rc--;
|
||||
|
||||
if (node) {
|
||||
E->value.shapes.erase(AreaShapePair(p_area_shape, p_self_shape));
|
||||
}
|
||||
|
||||
bool in_tree = E->value.in_tree;
|
||||
if (E->value.rc == 0) {
|
||||
area_map.remove(E);
|
||||
if (node) {
|
||||
node->disconnect(SceneStringName(tree_entered), callable_mp(this, &Area2D::_area_enter_tree));
|
||||
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &Area2D::_area_exit_tree));
|
||||
if (in_tree) {
|
||||
emit_signal(SceneStringName(area_exited), obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!node || in_tree) {
|
||||
emit_signal(SceneStringName(area_shape_exited), p_area, obj, p_area_shape, p_self_shape);
|
||||
}
|
||||
}
|
||||
|
||||
locked = false;
|
||||
unlock_callback();
|
||||
}
|
||||
|
||||
void Area2D::_clear_monitoring() {
|
||||
ERR_FAIL_COND_MSG(locked, "This function can't be used during the in/out signal.");
|
||||
|
||||
{
|
||||
HashMap<ObjectID, BodyState> bmcopy = body_map;
|
||||
body_map.clear();
|
||||
//disconnect all monitored stuff
|
||||
|
||||
for (const KeyValue<ObjectID, BodyState> &E : bmcopy) {
|
||||
Object *obj = ObjectDB::get_instance(E.key);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
|
||||
if (!node) { //node may have been deleted in previous frame or at other legitimate point
|
||||
continue;
|
||||
}
|
||||
|
||||
node->disconnect(SceneStringName(tree_entered), callable_mp(this, &Area2D::_body_enter_tree));
|
||||
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &Area2D::_body_exit_tree));
|
||||
|
||||
if (!E.value.in_tree) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int i = 0; i < E.value.shapes.size(); i++) {
|
||||
emit_signal(SceneStringName(body_shape_exited), E.value.rid, node, E.value.shapes[i].body_shape, E.value.shapes[i].area_shape);
|
||||
}
|
||||
|
||||
emit_signal(SceneStringName(body_exited), obj);
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
HashMap<ObjectID, AreaState> bmcopy = area_map;
|
||||
area_map.clear();
|
||||
//disconnect all monitored stuff
|
||||
|
||||
for (const KeyValue<ObjectID, AreaState> &E : bmcopy) {
|
||||
Object *obj = ObjectDB::get_instance(E.key);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
|
||||
if (!node) { //node may have been deleted in previous frame or at other legitimate point
|
||||
continue;
|
||||
}
|
||||
|
||||
node->disconnect(SceneStringName(tree_entered), callable_mp(this, &Area2D::_area_enter_tree));
|
||||
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &Area2D::_area_exit_tree));
|
||||
|
||||
if (!E.value.in_tree) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int i = 0; i < E.value.shapes.size(); i++) {
|
||||
emit_signal(SceneStringName(area_shape_exited), E.value.rid, node, E.value.shapes[i].area_shape, E.value.shapes[i].self_shape);
|
||||
}
|
||||
|
||||
emit_signal(SceneStringName(area_exited), obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Area2D::_space_changed(const RID &p_new_space) {
|
||||
if (p_new_space.is_null()) {
|
||||
_clear_monitoring();
|
||||
}
|
||||
}
|
||||
|
||||
void Area2D::set_monitoring(bool p_enable) {
|
||||
if (p_enable == monitoring) {
|
||||
return;
|
||||
}
|
||||
ERR_FAIL_COND_MSG(locked, "Function blocked during in/out signal. Use set_deferred(\"monitoring\", true/false).");
|
||||
|
||||
monitoring = p_enable;
|
||||
|
||||
if (monitoring) {
|
||||
PhysicsServer2D::get_singleton()->area_set_monitor_callback(get_rid(), callable_mp(this, &Area2D::_body_inout));
|
||||
PhysicsServer2D::get_singleton()->area_set_area_monitor_callback(get_rid(), callable_mp(this, &Area2D::_area_inout));
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->area_set_monitor_callback(get_rid(), Callable());
|
||||
PhysicsServer2D::get_singleton()->area_set_area_monitor_callback(get_rid(), Callable());
|
||||
_clear_monitoring();
|
||||
}
|
||||
}
|
||||
|
||||
bool Area2D::is_monitoring() const {
|
||||
return monitoring;
|
||||
}
|
||||
|
||||
void Area2D::set_monitorable(bool p_enable) {
|
||||
ERR_FAIL_COND_MSG(locked || (is_inside_tree() && PhysicsServer2D::get_singleton()->is_flushing_queries()), "Function blocked during in/out signal. Use set_deferred(\"monitorable\", true/false).");
|
||||
|
||||
if (p_enable == monitorable) {
|
||||
return;
|
||||
}
|
||||
|
||||
monitorable = p_enable;
|
||||
|
||||
PhysicsServer2D::get_singleton()->area_set_monitorable(get_rid(), monitorable);
|
||||
}
|
||||
|
||||
bool Area2D::is_monitorable() const {
|
||||
return monitorable;
|
||||
}
|
||||
|
||||
TypedArray<Node2D> Area2D::get_overlapping_bodies() const {
|
||||
TypedArray<Node2D> ret;
|
||||
ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping bodies when monitoring is off.");
|
||||
ret.resize(body_map.size());
|
||||
int idx = 0;
|
||||
for (const KeyValue<ObjectID, BodyState> &E : body_map) {
|
||||
Object *obj = ObjectDB::get_instance(E.key);
|
||||
if (obj) {
|
||||
ret[idx] = obj;
|
||||
idx++;
|
||||
}
|
||||
}
|
||||
|
||||
ret.resize(idx);
|
||||
return ret;
|
||||
}
|
||||
|
||||
TypedArray<Area2D> Area2D::get_overlapping_areas() const {
|
||||
TypedArray<Area2D> ret;
|
||||
ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping areas when monitoring is off.");
|
||||
ret.resize(area_map.size());
|
||||
int idx = 0;
|
||||
for (const KeyValue<ObjectID, AreaState> &E : area_map) {
|
||||
Object *obj = ObjectDB::get_instance(E.key);
|
||||
if (obj) {
|
||||
ret[idx] = obj;
|
||||
idx++;
|
||||
}
|
||||
}
|
||||
|
||||
ret.resize(idx);
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool Area2D::has_overlapping_bodies() const {
|
||||
ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping bodies when monitoring is off.");
|
||||
return !body_map.is_empty();
|
||||
}
|
||||
|
||||
bool Area2D::has_overlapping_areas() const {
|
||||
ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping areas when monitoring is off.");
|
||||
return !area_map.is_empty();
|
||||
}
|
||||
|
||||
bool Area2D::overlaps_area(Node *p_area) const {
|
||||
ERR_FAIL_NULL_V(p_area, false);
|
||||
HashMap<ObjectID, AreaState>::ConstIterator E = area_map.find(p_area->get_instance_id());
|
||||
if (!E) {
|
||||
return false;
|
||||
}
|
||||
return E->value.in_tree;
|
||||
}
|
||||
|
||||
bool Area2D::overlaps_body(Node *p_body) const {
|
||||
ERR_FAIL_NULL_V(p_body, false);
|
||||
HashMap<ObjectID, BodyState>::ConstIterator E = body_map.find(p_body->get_instance_id());
|
||||
if (!E) {
|
||||
return false;
|
||||
}
|
||||
return E->value.in_tree;
|
||||
}
|
||||
|
||||
void Area2D::set_audio_bus_override(bool p_override) {
|
||||
audio_bus_override = p_override;
|
||||
}
|
||||
|
||||
bool Area2D::is_overriding_audio_bus() const {
|
||||
return audio_bus_override;
|
||||
}
|
||||
|
||||
void Area2D::set_audio_bus_name(const StringName &p_audio_bus) {
|
||||
audio_bus = p_audio_bus;
|
||||
}
|
||||
|
||||
StringName Area2D::get_audio_bus_name() const {
|
||||
for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
|
||||
if (AudioServer::get_singleton()->get_bus_name(i) == audio_bus) {
|
||||
return audio_bus;
|
||||
}
|
||||
}
|
||||
return SceneStringName(Master);
|
||||
}
|
||||
|
||||
void Area2D::_validate_property(PropertyInfo &p_property) const {
|
||||
if (!Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
if (p_property.name == "audio_bus_name") {
|
||||
String options;
|
||||
for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
|
||||
if (i > 0) {
|
||||
options += ",";
|
||||
}
|
||||
String name = AudioServer::get_singleton()->get_bus_name(i);
|
||||
options += name;
|
||||
}
|
||||
|
||||
p_property.hint_string = options;
|
||||
} else if (p_property.name.begins_with("gravity") && p_property.name != "gravity_space_override") {
|
||||
if (gravity_space_override == SPACE_OVERRIDE_DISABLED) {
|
||||
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
||||
} else {
|
||||
if (gravity_is_point) {
|
||||
if (p_property.name == "gravity_direction") {
|
||||
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
||||
}
|
||||
} else {
|
||||
if (p_property.name.begins_with("gravity_point_")) {
|
||||
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else if (p_property.name.begins_with("linear_damp") && p_property.name != "linear_damp_space_override") {
|
||||
if (linear_damp_space_override == SPACE_OVERRIDE_DISABLED) {
|
||||
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
||||
}
|
||||
} else if (p_property.name.begins_with("angular_damp") && p_property.name != "angular_damp_space_override") {
|
||||
if (angular_damp_space_override == SPACE_OVERRIDE_DISABLED) {
|
||||
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Area2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_gravity_space_override_mode", "space_override_mode"), &Area2D::set_gravity_space_override_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_gravity_space_override_mode"), &Area2D::get_gravity_space_override_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_gravity_is_point", "enable"), &Area2D::set_gravity_is_point);
|
||||
ClassDB::bind_method(D_METHOD("is_gravity_a_point"), &Area2D::is_gravity_a_point);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_gravity_point_unit_distance", "distance_scale"), &Area2D::set_gravity_point_unit_distance);
|
||||
ClassDB::bind_method(D_METHOD("get_gravity_point_unit_distance"), &Area2D::get_gravity_point_unit_distance);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_gravity_point_center", "center"), &Area2D::set_gravity_point_center);
|
||||
ClassDB::bind_method(D_METHOD("get_gravity_point_center"), &Area2D::get_gravity_point_center);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_gravity_direction", "direction"), &Area2D::set_gravity_direction);
|
||||
ClassDB::bind_method(D_METHOD("get_gravity_direction"), &Area2D::get_gravity_direction);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_gravity", "gravity"), &Area2D::set_gravity);
|
||||
ClassDB::bind_method(D_METHOD("get_gravity"), &Area2D::get_gravity);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_linear_damp_space_override_mode", "space_override_mode"), &Area2D::set_linear_damp_space_override_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_linear_damp_space_override_mode"), &Area2D::get_linear_damp_space_override_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_angular_damp_space_override_mode", "space_override_mode"), &Area2D::set_angular_damp_space_override_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_angular_damp_space_override_mode"), &Area2D::get_angular_damp_space_override_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &Area2D::set_linear_damp);
|
||||
ClassDB::bind_method(D_METHOD("get_linear_damp"), &Area2D::get_linear_damp);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &Area2D::set_angular_damp);
|
||||
ClassDB::bind_method(D_METHOD("get_angular_damp"), &Area2D::get_angular_damp);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_priority", "priority"), &Area2D::set_priority);
|
||||
ClassDB::bind_method(D_METHOD("get_priority"), &Area2D::get_priority);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_monitoring", "enable"), &Area2D::set_monitoring);
|
||||
ClassDB::bind_method(D_METHOD("is_monitoring"), &Area2D::is_monitoring);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_monitorable", "enable"), &Area2D::set_monitorable);
|
||||
ClassDB::bind_method(D_METHOD("is_monitorable"), &Area2D::is_monitorable);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_overlapping_bodies"), &Area2D::get_overlapping_bodies);
|
||||
ClassDB::bind_method(D_METHOD("get_overlapping_areas"), &Area2D::get_overlapping_areas);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("has_overlapping_bodies"), &Area2D::has_overlapping_bodies);
|
||||
ClassDB::bind_method(D_METHOD("has_overlapping_areas"), &Area2D::has_overlapping_areas);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("overlaps_body", "body"), &Area2D::overlaps_body);
|
||||
ClassDB::bind_method(D_METHOD("overlaps_area", "area"), &Area2D::overlaps_area);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_audio_bus_name", "name"), &Area2D::set_audio_bus_name);
|
||||
ClassDB::bind_method(D_METHOD("get_audio_bus_name"), &Area2D::get_audio_bus_name);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_audio_bus_override", "enable"), &Area2D::set_audio_bus_override);
|
||||
ClassDB::bind_method(D_METHOD("is_overriding_audio_bus"), &Area2D::is_overriding_audio_bus);
|
||||
|
||||
ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
|
||||
ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
|
||||
ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D")));
|
||||
ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D")));
|
||||
|
||||
ADD_SIGNAL(MethodInfo("area_shape_entered", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D"), PropertyInfo(Variant::INT, "area_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
|
||||
ADD_SIGNAL(MethodInfo("area_shape_exited", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D"), PropertyInfo(Variant::INT, "area_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
|
||||
ADD_SIGNAL(MethodInfo("area_entered", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D")));
|
||||
ADD_SIGNAL(MethodInfo("area_exited", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D")));
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitoring"), "set_monitoring", "is_monitoring");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitorable"), "set_monitorable", "is_monitorable");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,100000,1,or_greater,or_less"), "set_priority", "get_priority");
|
||||
|
||||
ADD_GROUP("Gravity", "gravity_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "gravity_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_space_override_mode", "get_gravity_space_override_mode");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "gravity_point", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_is_point", "is_gravity_a_point");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_point_unit_distance", PROPERTY_HINT_RANGE, "0,1024,0.001,or_greater,exp,suffix:px"), "set_gravity_point_unit_distance", "get_gravity_point_unit_distance");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "gravity_point_center", PROPERTY_HINT_NONE, "suffix:px"), "set_gravity_point_center", "get_gravity_point_center");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "gravity_direction"), "set_gravity_direction", "get_gravity_direction");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity", PROPERTY_HINT_RANGE, U"-4096,4096,0.001,or_less,or_greater,suffix:px/s\u00B2"), "set_gravity", "get_gravity");
|
||||
|
||||
ADD_GROUP("Linear Damp", "linear_damp_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_linear_damp_space_override_mode", "get_linear_damp_space_override_mode");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
|
||||
|
||||
ADD_GROUP("Angular Damp", "angular_damp_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_angular_damp_space_override_mode", "get_angular_damp_space_override_mode");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
|
||||
|
||||
ADD_GROUP("Audio Bus", "audio_bus_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "audio_bus_override"), "set_audio_bus_override", "is_overriding_audio_bus");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "audio_bus_name", PROPERTY_HINT_ENUM, ""), "set_audio_bus_name", "get_audio_bus_name");
|
||||
|
||||
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_DISABLED);
|
||||
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE);
|
||||
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE_REPLACE);
|
||||
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE);
|
||||
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE_COMBINE);
|
||||
}
|
||||
|
||||
Area2D::Area2D() :
|
||||
CollisionObject2D(PhysicsServer2D::get_singleton()->area_create(), true) {
|
||||
set_gravity(980);
|
||||
set_gravity_direction(Vector2(0, 1));
|
||||
set_monitoring(true);
|
||||
set_monitorable(true);
|
||||
set_hide_clip_children(true);
|
||||
}
|
||||
|
||||
Area2D::~Area2D() {
|
||||
}
|
199
scene/2d/physics/area_2d.h
Normal file
199
scene/2d/physics/area_2d.h
Normal file
@@ -0,0 +1,199 @@
|
||||
/**************************************************************************/
|
||||
/* area_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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "core/templates/vset.h"
|
||||
#include "scene/2d/physics/collision_object_2d.h"
|
||||
|
||||
class Area2D : public CollisionObject2D {
|
||||
GDCLASS(Area2D, CollisionObject2D);
|
||||
|
||||
public:
|
||||
enum SpaceOverride {
|
||||
SPACE_OVERRIDE_DISABLED,
|
||||
SPACE_OVERRIDE_COMBINE,
|
||||
SPACE_OVERRIDE_COMBINE_REPLACE,
|
||||
SPACE_OVERRIDE_REPLACE,
|
||||
SPACE_OVERRIDE_REPLACE_COMBINE
|
||||
};
|
||||
|
||||
private:
|
||||
SpaceOverride gravity_space_override = SPACE_OVERRIDE_DISABLED;
|
||||
Vector2 gravity_vec;
|
||||
real_t gravity = 0.0;
|
||||
bool gravity_is_point = false;
|
||||
real_t gravity_point_unit_distance = 0.0;
|
||||
|
||||
SpaceOverride linear_damp_space_override = SPACE_OVERRIDE_DISABLED;
|
||||
SpaceOverride angular_damp_space_override = SPACE_OVERRIDE_DISABLED;
|
||||
real_t linear_damp = 0.1;
|
||||
real_t angular_damp = 1.0;
|
||||
|
||||
int priority = 0;
|
||||
|
||||
bool monitoring = false;
|
||||
bool monitorable = false;
|
||||
bool locked = false;
|
||||
|
||||
void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape);
|
||||
|
||||
void _body_enter_tree(ObjectID p_id);
|
||||
void _body_exit_tree(ObjectID p_id);
|
||||
|
||||
struct ShapePair {
|
||||
int body_shape = 0;
|
||||
int area_shape = 0;
|
||||
bool operator<(const ShapePair &p_sp) const {
|
||||
if (body_shape == p_sp.body_shape) {
|
||||
return area_shape < p_sp.area_shape;
|
||||
} else {
|
||||
return body_shape < p_sp.body_shape;
|
||||
}
|
||||
}
|
||||
|
||||
ShapePair() {}
|
||||
ShapePair(int p_bs, int p_as) {
|
||||
body_shape = p_bs;
|
||||
area_shape = p_as;
|
||||
}
|
||||
};
|
||||
|
||||
struct BodyState {
|
||||
RID rid;
|
||||
int rc = 0;
|
||||
bool in_tree = false;
|
||||
VSet<ShapePair> shapes;
|
||||
};
|
||||
|
||||
HashMap<ObjectID, BodyState> body_map;
|
||||
|
||||
void _area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape);
|
||||
|
||||
void _area_enter_tree(ObjectID p_id);
|
||||
void _area_exit_tree(ObjectID p_id);
|
||||
|
||||
struct AreaShapePair {
|
||||
int area_shape = 0;
|
||||
int self_shape = 0;
|
||||
bool operator<(const AreaShapePair &p_sp) const {
|
||||
if (area_shape == p_sp.area_shape) {
|
||||
return self_shape < p_sp.self_shape;
|
||||
} else {
|
||||
return area_shape < p_sp.area_shape;
|
||||
}
|
||||
}
|
||||
|
||||
AreaShapePair() {}
|
||||
AreaShapePair(int p_bs, int p_as) {
|
||||
area_shape = p_bs;
|
||||
self_shape = p_as;
|
||||
}
|
||||
};
|
||||
|
||||
struct AreaState {
|
||||
RID rid;
|
||||
int rc = 0;
|
||||
bool in_tree = false;
|
||||
VSet<AreaShapePair> shapes;
|
||||
};
|
||||
|
||||
HashMap<ObjectID, AreaState> area_map;
|
||||
void _clear_monitoring();
|
||||
|
||||
bool audio_bus_override = false;
|
||||
StringName audio_bus;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
void _validate_property(PropertyInfo &p_property) const;
|
||||
|
||||
virtual void _space_changed(const RID &p_new_space) override;
|
||||
|
||||
public:
|
||||
void set_gravity_space_override_mode(SpaceOverride p_mode);
|
||||
SpaceOverride get_gravity_space_override_mode() const;
|
||||
|
||||
void set_gravity_is_point(bool p_enabled);
|
||||
bool is_gravity_a_point() const;
|
||||
|
||||
void set_gravity_point_unit_distance(real_t p_scale);
|
||||
real_t get_gravity_point_unit_distance() const;
|
||||
|
||||
void set_gravity_point_center(const Vector2 &p_center);
|
||||
const Vector2 &get_gravity_point_center() const;
|
||||
|
||||
void set_gravity_direction(const Vector2 &p_direction);
|
||||
const Vector2 &get_gravity_direction() const;
|
||||
|
||||
void set_gravity(real_t p_gravity);
|
||||
real_t get_gravity() const;
|
||||
|
||||
void set_linear_damp_space_override_mode(SpaceOverride p_mode);
|
||||
SpaceOverride get_linear_damp_space_override_mode() const;
|
||||
|
||||
void set_angular_damp_space_override_mode(SpaceOverride p_mode);
|
||||
SpaceOverride get_angular_damp_space_override_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_priority(int p_priority);
|
||||
int get_priority() const;
|
||||
|
||||
void set_monitoring(bool p_enable);
|
||||
bool is_monitoring() const;
|
||||
|
||||
void set_monitorable(bool p_enable);
|
||||
bool is_monitorable() const;
|
||||
|
||||
TypedArray<Node2D> get_overlapping_bodies() const; //function for script
|
||||
TypedArray<Area2D> get_overlapping_areas() const; //function for script
|
||||
|
||||
bool has_overlapping_bodies() const;
|
||||
bool has_overlapping_areas() const;
|
||||
|
||||
bool overlaps_area(Node *p_area) const;
|
||||
bool overlaps_body(Node *p_body) const;
|
||||
|
||||
void set_audio_bus_override(bool p_override);
|
||||
bool is_overriding_audio_bus() const;
|
||||
|
||||
void set_audio_bus_name(const StringName &p_audio_bus);
|
||||
StringName get_audio_bus_name() const;
|
||||
|
||||
Area2D();
|
||||
~Area2D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(Area2D::SpaceOverride);
|
769
scene/2d/physics/character_body_2d.cpp
Normal file
769
scene/2d/physics/character_body_2d.cpp
Normal file
@@ -0,0 +1,769 @@
|
||||
/**************************************************************************/
|
||||
/* character_body_2d.cpp */
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "character_body_2d.h"
|
||||
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
#include "servers/extensions/physics_server_2d_extension.h"
|
||||
#endif
|
||||
|
||||
// So, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
|
||||
#define FLOOR_ANGLE_THRESHOLD 0.01
|
||||
|
||||
bool CharacterBody2D::move_and_slide() {
|
||||
// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky.
|
||||
double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
|
||||
|
||||
Vector2 current_platform_velocity = platform_velocity;
|
||||
Transform2D gt = get_global_transform();
|
||||
previous_position = gt.columns[2];
|
||||
|
||||
if ((on_floor || on_wall) && platform_rid.is_valid()) {
|
||||
bool excluded = false;
|
||||
if (on_floor) {
|
||||
excluded = (platform_floor_layers & platform_layer) == 0;
|
||||
} else if (on_wall) {
|
||||
excluded = (platform_wall_layers & platform_layer) == 0;
|
||||
}
|
||||
if (!excluded) {
|
||||
//this approach makes sure there is less delay between the actual body velocity and the one we saved
|
||||
PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(platform_rid);
|
||||
if (bs) {
|
||||
Vector2 local_position = gt.columns[2] - bs->get_transform().columns[2];
|
||||
current_platform_velocity = bs->get_velocity_at_local_position(local_position);
|
||||
} else {
|
||||
// Body is removed or destroyed, invalidate floor.
|
||||
current_platform_velocity = Vector2();
|
||||
platform_rid = RID();
|
||||
}
|
||||
} else {
|
||||
current_platform_velocity = Vector2();
|
||||
}
|
||||
}
|
||||
|
||||
motion_results.clear();
|
||||
last_motion = Vector2();
|
||||
|
||||
bool was_on_floor = on_floor;
|
||||
on_floor = false;
|
||||
on_ceiling = false;
|
||||
on_wall = false;
|
||||
|
||||
if (!current_platform_velocity.is_zero_approx()) {
|
||||
PhysicsServer2D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin);
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
parameters.exclude_bodies.insert(platform_rid);
|
||||
if (platform_object_id.is_valid()) {
|
||||
parameters.exclude_objects.insert(platform_object_id);
|
||||
}
|
||||
|
||||
PhysicsServer2D::MotionResult floor_result;
|
||||
if (move_and_collide(parameters, floor_result, false, false)) {
|
||||
motion_results.push_back(floor_result);
|
||||
_set_collision_direction(floor_result);
|
||||
}
|
||||
}
|
||||
|
||||
if (motion_mode == MOTION_MODE_GROUNDED) {
|
||||
_move_and_slide_grounded(delta, was_on_floor);
|
||||
} else {
|
||||
_move_and_slide_floating(delta);
|
||||
}
|
||||
|
||||
// Compute real velocity.
|
||||
real_velocity = get_position_delta() / delta;
|
||||
|
||||
if (platform_on_leave != PLATFORM_ON_LEAVE_DO_NOTHING) {
|
||||
// Add last platform velocity when just left a moving platform.
|
||||
if (!on_floor && !on_wall) {
|
||||
if (platform_on_leave == PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY && current_platform_velocity.dot(up_direction) < 0) {
|
||||
current_platform_velocity = current_platform_velocity.slide(up_direction);
|
||||
}
|
||||
velocity += current_platform_velocity;
|
||||
}
|
||||
}
|
||||
|
||||
return motion_results.size() > 0;
|
||||
}
|
||||
|
||||
void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) {
|
||||
Vector2 motion = velocity * p_delta;
|
||||
Vector2 motion_slide_up = motion.slide(up_direction);
|
||||
|
||||
Vector2 prev_floor_normal = floor_normal;
|
||||
|
||||
platform_rid = RID();
|
||||
platform_object_id = ObjectID();
|
||||
floor_normal = Vector2();
|
||||
platform_velocity = Vector2();
|
||||
|
||||
// No sliding on first attempt to keep floor motion stable when possible,
|
||||
// When stop on slope is enabled or when there is no up direction.
|
||||
bool sliding_enabled = !floor_stop_on_slope;
|
||||
// Constant speed can be applied only the first time sliding is enabled.
|
||||
bool can_apply_constant_speed = sliding_enabled;
|
||||
// If the platform's ceiling push down the body.
|
||||
bool apply_ceiling_velocity = false;
|
||||
bool first_slide = true;
|
||||
bool vel_dir_facing_up = velocity.dot(up_direction) > 0;
|
||||
Vector2 last_travel;
|
||||
|
||||
for (int iteration = 0; iteration < max_slides; ++iteration) {
|
||||
PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin);
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
|
||||
Vector2 prev_position = parameters.from.columns[2];
|
||||
|
||||
PhysicsServer2D::MotionResult result;
|
||||
bool collided = move_and_collide(parameters, result, false, !sliding_enabled);
|
||||
|
||||
last_motion = result.travel;
|
||||
|
||||
if (collided) {
|
||||
motion_results.push_back(result);
|
||||
_set_collision_direction(result);
|
||||
|
||||
// If we hit a ceiling platform, we set the vertical velocity to at least the platform one.
|
||||
if (on_ceiling && result.collider_velocity != Vector2() && result.collider_velocity.dot(up_direction) < 0) {
|
||||
// If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward.
|
||||
if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (result.collision_normal + up_direction).length() < 0.01) {
|
||||
apply_ceiling_velocity = true;
|
||||
Vector2 ceiling_vertical_velocity = up_direction * up_direction.dot(result.collider_velocity);
|
||||
Vector2 motion_vertical_velocity = up_direction * up_direction.dot(velocity);
|
||||
if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) {
|
||||
velocity = ceiling_vertical_velocity + velocity.slide(up_direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (on_floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) {
|
||||
Transform2D gt = get_global_transform();
|
||||
if (result.travel.length() <= margin + CMP_EPSILON) {
|
||||
gt.columns[2] -= result.travel;
|
||||
}
|
||||
set_global_transform(gt);
|
||||
velocity = Vector2();
|
||||
last_motion = Vector2();
|
||||
motion = Vector2();
|
||||
break;
|
||||
}
|
||||
|
||||
if (result.remainder.is_zero_approx()) {
|
||||
motion = Vector2();
|
||||
break;
|
||||
}
|
||||
|
||||
// Move on floor only checks.
|
||||
if (floor_block_on_wall && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) {
|
||||
// Avoid to move forward on a wall if floor_block_on_wall is true.
|
||||
if (p_was_on_floor && !on_floor && !vel_dir_facing_up) {
|
||||
// If the movement is large the body can be prevented from reaching the walls.
|
||||
if (result.travel.length() <= margin + CMP_EPSILON) {
|
||||
// Cancels the motion.
|
||||
Transform2D gt = get_global_transform();
|
||||
gt.columns[2] -= result.travel;
|
||||
set_global_transform(gt);
|
||||
}
|
||||
// Determines if you are on the ground.
|
||||
_snap_on_floor(true, false, true);
|
||||
velocity = Vector2();
|
||||
last_motion = Vector2();
|
||||
motion = Vector2();
|
||||
break;
|
||||
}
|
||||
// Prevents the body from being able to climb a slope when it moves forward against the wall.
|
||||
else if (!on_floor) {
|
||||
motion = up_direction * up_direction.dot(result.remainder);
|
||||
motion = motion.slide(result.collision_normal);
|
||||
} else {
|
||||
motion = result.remainder;
|
||||
}
|
||||
}
|
||||
// Constant Speed when the slope is upward.
|
||||
else if (floor_constant_speed && is_on_floor_only() && can_apply_constant_speed && p_was_on_floor && motion.dot(result.collision_normal) < 0) {
|
||||
can_apply_constant_speed = false;
|
||||
Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
|
||||
motion = motion_slide_norm * (motion_slide_up.length() - result.travel.slide(up_direction).length() - last_travel.slide(up_direction).length());
|
||||
}
|
||||
// Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
|
||||
else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) {
|
||||
Vector2 slide_motion = result.remainder.slide(result.collision_normal);
|
||||
if (slide_motion.dot(velocity) > 0.0) {
|
||||
motion = slide_motion;
|
||||
} else {
|
||||
motion = Vector2();
|
||||
}
|
||||
if (slide_on_ceiling && on_ceiling) {
|
||||
// Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall.
|
||||
if (vel_dir_facing_up) {
|
||||
velocity = velocity.slide(result.collision_normal);
|
||||
} else {
|
||||
// Avoid acceleration in slope when falling.
|
||||
velocity = up_direction * up_direction.dot(velocity);
|
||||
}
|
||||
}
|
||||
}
|
||||
// No sliding on first attempt to keep floor motion stable when possible.
|
||||
else {
|
||||
motion = result.remainder;
|
||||
if (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) {
|
||||
velocity = velocity.slide(up_direction);
|
||||
motion = motion.slide(up_direction);
|
||||
}
|
||||
}
|
||||
|
||||
last_travel = result.travel;
|
||||
}
|
||||
// When you move forward in a downward slope you don’t collide because you will be in the air.
|
||||
// This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied.
|
||||
else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) {
|
||||
can_apply_constant_speed = false;
|
||||
sliding_enabled = true;
|
||||
Transform2D gt = get_global_transform();
|
||||
gt.columns[2] = prev_position;
|
||||
set_global_transform(gt);
|
||||
|
||||
Vector2 motion_slide_norm = motion.slide(prev_floor_normal).normalized();
|
||||
motion = motion_slide_norm * (motion_slide_up.length());
|
||||
collided = true;
|
||||
}
|
||||
|
||||
can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
|
||||
sliding_enabled = true;
|
||||
first_slide = false;
|
||||
|
||||
if (!collided || motion.is_zero_approx()) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
_snap_on_floor(p_was_on_floor, vel_dir_facing_up);
|
||||
|
||||
// Scales the horizontal velocity according to the wall slope.
|
||||
if (is_on_wall_only() && motion_slide_up.dot(motion_results.get(0).collision_normal) < 0) {
|
||||
Vector2 slide_motion = velocity.slide(motion_results.get(0).collision_normal);
|
||||
if (motion_slide_up.dot(slide_motion) < 0) {
|
||||
velocity = up_direction * up_direction.dot(velocity);
|
||||
} else {
|
||||
// Keeps the vertical motion from velocity and add the horizontal motion of the projection.
|
||||
velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction);
|
||||
}
|
||||
}
|
||||
|
||||
// Reset the gravity accumulation when touching the ground.
|
||||
if (on_floor && !vel_dir_facing_up) {
|
||||
velocity = velocity.slide(up_direction);
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterBody2D::_move_and_slide_floating(double p_delta) {
|
||||
Vector2 motion = velocity * p_delta;
|
||||
|
||||
platform_rid = RID();
|
||||
platform_object_id = ObjectID();
|
||||
floor_normal = Vector2();
|
||||
platform_velocity = Vector2();
|
||||
|
||||
bool first_slide = true;
|
||||
for (int iteration = 0; iteration < max_slides; ++iteration) {
|
||||
PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin);
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
|
||||
PhysicsServer2D::MotionResult result;
|
||||
bool collided = move_and_collide(parameters, result, false, false);
|
||||
|
||||
last_motion = result.travel;
|
||||
|
||||
if (collided) {
|
||||
motion_results.push_back(result);
|
||||
_set_collision_direction(result);
|
||||
|
||||
if (result.remainder.is_zero_approx()) {
|
||||
motion = Vector2();
|
||||
break;
|
||||
}
|
||||
|
||||
if (wall_min_slide_angle != 0 && result.get_angle(-velocity.normalized()) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
|
||||
motion = Vector2();
|
||||
} else if (first_slide) {
|
||||
Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
|
||||
motion = motion_slide_norm * (motion.length() - result.travel.length());
|
||||
} else {
|
||||
motion = result.remainder.slide(result.collision_normal);
|
||||
}
|
||||
|
||||
if (motion.dot(velocity) <= 0.0) {
|
||||
motion = Vector2();
|
||||
}
|
||||
}
|
||||
|
||||
if (!collided || motion.is_zero_approx()) {
|
||||
break;
|
||||
}
|
||||
|
||||
first_slide = false;
|
||||
}
|
||||
}
|
||||
void CharacterBody2D::apply_floor_snap() {
|
||||
_apply_floor_snap();
|
||||
}
|
||||
|
||||
// Method that avoids the p_wall_as_floor parameter for the public method.
|
||||
void CharacterBody2D::_apply_floor_snap(bool p_wall_as_floor) {
|
||||
if (on_floor) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Snap by at least collision margin to keep floor state consistent.
|
||||
real_t length = MAX(floor_snap_length, margin);
|
||||
|
||||
PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
parameters.collide_separation_ray = true;
|
||||
|
||||
PhysicsServer2D::MotionResult result;
|
||||
if (move_and_collide(parameters, result, true, false)) {
|
||||
if ((result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) ||
|
||||
(p_wall_as_floor && result.get_angle(-up_direction) > floor_max_angle + FLOOR_ANGLE_THRESHOLD)) {
|
||||
on_floor = true;
|
||||
floor_normal = result.collision_normal;
|
||||
_set_platform_data(result);
|
||||
|
||||
// Ensure that we only move the body along the up axis, because
|
||||
// move_and_collide may stray the object a bit when getting it unstuck.
|
||||
// Canceling this motion should not affect move_and_slide, as previous
|
||||
// calls to move_and_collide already took care of freeing the body.
|
||||
if (result.travel.length() > margin) {
|
||||
result.travel = up_direction * up_direction.dot(result.travel);
|
||||
} else {
|
||||
result.travel = Vector2();
|
||||
}
|
||||
|
||||
parameters.from.columns[2] += result.travel;
|
||||
set_global_transform(parameters.from);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterBody2D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor) {
|
||||
if (on_floor || !p_was_on_floor || p_vel_dir_facing_up) {
|
||||
return;
|
||||
}
|
||||
|
||||
_apply_floor_snap(p_wall_as_floor);
|
||||
}
|
||||
|
||||
bool CharacterBody2D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) {
|
||||
if (up_direction == Vector2() || on_floor || !p_was_on_floor || p_vel_dir_facing_up) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Snap by at least collision margin to keep floor state consistent.
|
||||
real_t length = MAX(floor_snap_length, margin);
|
||||
|
||||
PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
parameters.collide_separation_ray = true;
|
||||
|
||||
PhysicsServer2D::MotionResult result;
|
||||
if (move_and_collide(parameters, result, true, false)) {
|
||||
if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResult &p_result) {
|
||||
if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
|
||||
on_floor = true;
|
||||
floor_normal = p_result.collision_normal;
|
||||
_set_platform_data(p_result);
|
||||
} else if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(-up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
|
||||
on_ceiling = true;
|
||||
} else {
|
||||
on_wall = true;
|
||||
wall_normal = p_result.collision_normal;
|
||||
// Don't apply wall velocity when the collider is a CharacterBody2D.
|
||||
if (ObjectDB::get_instance<CharacterBody2D>(p_result.collider_id) == nullptr) {
|
||||
_set_platform_data(p_result);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) {
|
||||
PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(p_result.collider);
|
||||
if (bs == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
platform_rid = p_result.collider;
|
||||
platform_object_id = p_result.collider_id;
|
||||
platform_velocity = p_result.collider_velocity;
|
||||
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
// Try to accommodate for any physics extensions that have yet to implement `PhysicsDirectBodyState2D::get_collision_layer`.
|
||||
PhysicsDirectBodyState2DExtension *bs_ext = Object::cast_to<PhysicsDirectBodyState2DExtension>(bs);
|
||||
if (bs_ext != nullptr && !GDVIRTUAL_IS_OVERRIDDEN_PTR(bs_ext, _get_collision_layer)) {
|
||||
platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(p_result.collider);
|
||||
} else
|
||||
#endif
|
||||
{
|
||||
platform_layer = bs->get_collision_layer();
|
||||
}
|
||||
}
|
||||
|
||||
const Vector2 &CharacterBody2D::get_velocity() const {
|
||||
return velocity;
|
||||
}
|
||||
|
||||
void CharacterBody2D::set_velocity(const Vector2 &p_velocity) {
|
||||
velocity = p_velocity;
|
||||
}
|
||||
|
||||
bool CharacterBody2D::is_on_floor() const {
|
||||
return on_floor;
|
||||
}
|
||||
|
||||
bool CharacterBody2D::is_on_floor_only() const {
|
||||
return on_floor && !on_wall && !on_ceiling;
|
||||
}
|
||||
|
||||
bool CharacterBody2D::is_on_wall() const {
|
||||
return on_wall;
|
||||
}
|
||||
|
||||
bool CharacterBody2D::is_on_wall_only() const {
|
||||
return on_wall && !on_floor && !on_ceiling;
|
||||
}
|
||||
|
||||
bool CharacterBody2D::is_on_ceiling() const {
|
||||
return on_ceiling;
|
||||
}
|
||||
|
||||
bool CharacterBody2D::is_on_ceiling_only() const {
|
||||
return on_ceiling && !on_floor && !on_wall;
|
||||
}
|
||||
|
||||
const Vector2 &CharacterBody2D::get_floor_normal() const {
|
||||
return floor_normal;
|
||||
}
|
||||
|
||||
const Vector2 &CharacterBody2D::get_wall_normal() const {
|
||||
return wall_normal;
|
||||
}
|
||||
|
||||
const Vector2 &CharacterBody2D::get_last_motion() const {
|
||||
return last_motion;
|
||||
}
|
||||
|
||||
Vector2 CharacterBody2D::get_position_delta() const {
|
||||
return get_global_transform().columns[2] - previous_position;
|
||||
}
|
||||
|
||||
const Vector2 &CharacterBody2D::get_real_velocity() const {
|
||||
return real_velocity;
|
||||
}
|
||||
|
||||
real_t CharacterBody2D::get_floor_angle(const Vector2 &p_up_direction) const {
|
||||
ERR_FAIL_COND_V(p_up_direction == Vector2(), 0);
|
||||
return Math::acos(floor_normal.dot(p_up_direction));
|
||||
}
|
||||
|
||||
const Vector2 &CharacterBody2D::get_platform_velocity() const {
|
||||
return platform_velocity;
|
||||
}
|
||||
|
||||
int CharacterBody2D::get_slide_collision_count() const {
|
||||
return motion_results.size();
|
||||
}
|
||||
|
||||
PhysicsServer2D::MotionResult CharacterBody2D::get_slide_collision(int p_bounce) const {
|
||||
ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer2D::MotionResult());
|
||||
return motion_results[p_bounce];
|
||||
}
|
||||
|
||||
Ref<KinematicCollision2D> CharacterBody2D::_get_slide_collision(int p_bounce) {
|
||||
ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref<KinematicCollision2D>());
|
||||
if (p_bounce >= slide_colliders.size()) {
|
||||
slide_colliders.resize(p_bounce + 1);
|
||||
}
|
||||
|
||||
// Create a new instance when the cached reference is invalid or still in use in script.
|
||||
if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->get_reference_count() > 1) {
|
||||
slide_colliders.write[p_bounce].instantiate();
|
||||
slide_colliders.write[p_bounce]->owner_id = get_instance_id();
|
||||
}
|
||||
|
||||
slide_colliders.write[p_bounce]->result = motion_results[p_bounce];
|
||||
return slide_colliders[p_bounce];
|
||||
}
|
||||
|
||||
Ref<KinematicCollision2D> CharacterBody2D::_get_last_slide_collision() {
|
||||
if (motion_results.is_empty()) {
|
||||
return Ref<KinematicCollision2D>();
|
||||
}
|
||||
return _get_slide_collision(motion_results.size() - 1);
|
||||
}
|
||||
|
||||
void CharacterBody2D::set_safe_margin(real_t p_margin) {
|
||||
margin = p_margin;
|
||||
}
|
||||
|
||||
real_t CharacterBody2D::get_safe_margin() const {
|
||||
return margin;
|
||||
}
|
||||
|
||||
bool CharacterBody2D::is_floor_stop_on_slope_enabled() const {
|
||||
return floor_stop_on_slope;
|
||||
}
|
||||
|
||||
void CharacterBody2D::set_floor_stop_on_slope_enabled(bool p_enabled) {
|
||||
floor_stop_on_slope = p_enabled;
|
||||
}
|
||||
|
||||
bool CharacterBody2D::is_floor_constant_speed_enabled() const {
|
||||
return floor_constant_speed;
|
||||
}
|
||||
|
||||
void CharacterBody2D::set_floor_constant_speed_enabled(bool p_enabled) {
|
||||
floor_constant_speed = p_enabled;
|
||||
}
|
||||
|
||||
bool CharacterBody2D::is_floor_block_on_wall_enabled() const {
|
||||
return floor_block_on_wall;
|
||||
}
|
||||
|
||||
void CharacterBody2D::set_floor_block_on_wall_enabled(bool p_enabled) {
|
||||
floor_block_on_wall = p_enabled;
|
||||
}
|
||||
|
||||
bool CharacterBody2D::is_slide_on_ceiling_enabled() const {
|
||||
return slide_on_ceiling;
|
||||
}
|
||||
|
||||
void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) {
|
||||
slide_on_ceiling = p_enabled;
|
||||
}
|
||||
|
||||
uint32_t CharacterBody2D::get_platform_floor_layers() const {
|
||||
return platform_floor_layers;
|
||||
}
|
||||
|
||||
void CharacterBody2D::set_platform_floor_layers(uint32_t p_exclude_layers) {
|
||||
platform_floor_layers = p_exclude_layers;
|
||||
}
|
||||
|
||||
uint32_t CharacterBody2D::get_platform_wall_layers() const {
|
||||
return platform_wall_layers;
|
||||
}
|
||||
|
||||
void CharacterBody2D::set_platform_wall_layers(uint32_t p_exclude_layers) {
|
||||
platform_wall_layers = p_exclude_layers;
|
||||
}
|
||||
|
||||
void CharacterBody2D::set_motion_mode(MotionMode p_mode) {
|
||||
motion_mode = p_mode;
|
||||
}
|
||||
|
||||
CharacterBody2D::MotionMode CharacterBody2D::get_motion_mode() const {
|
||||
return motion_mode;
|
||||
}
|
||||
|
||||
void CharacterBody2D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) {
|
||||
platform_on_leave = p_on_leave_apply_velocity;
|
||||
}
|
||||
|
||||
CharacterBody2D::PlatformOnLeave CharacterBody2D::get_platform_on_leave() const {
|
||||
return platform_on_leave;
|
||||
}
|
||||
|
||||
int CharacterBody2D::get_max_slides() const {
|
||||
return max_slides;
|
||||
}
|
||||
|
||||
void CharacterBody2D::set_max_slides(int p_max_slides) {
|
||||
ERR_FAIL_COND(p_max_slides < 1);
|
||||
max_slides = p_max_slides;
|
||||
}
|
||||
|
||||
real_t CharacterBody2D::get_floor_max_angle() const {
|
||||
return floor_max_angle;
|
||||
}
|
||||
|
||||
void CharacterBody2D::set_floor_max_angle(real_t p_radians) {
|
||||
floor_max_angle = p_radians;
|
||||
}
|
||||
|
||||
real_t CharacterBody2D::get_floor_snap_length() {
|
||||
return floor_snap_length;
|
||||
}
|
||||
|
||||
void CharacterBody2D::set_floor_snap_length(real_t p_floor_snap_length) {
|
||||
ERR_FAIL_COND(p_floor_snap_length < 0);
|
||||
floor_snap_length = p_floor_snap_length;
|
||||
}
|
||||
|
||||
real_t CharacterBody2D::get_wall_min_slide_angle() const {
|
||||
return wall_min_slide_angle;
|
||||
}
|
||||
|
||||
void CharacterBody2D::set_wall_min_slide_angle(real_t p_radians) {
|
||||
wall_min_slide_angle = p_radians;
|
||||
}
|
||||
|
||||
const Vector2 &CharacterBody2D::get_up_direction() const {
|
||||
return up_direction;
|
||||
}
|
||||
|
||||
void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) {
|
||||
ERR_FAIL_COND_MSG(p_up_direction == Vector2(), "up_direction can't be equal to Vector2.ZERO, consider using Floating motion mode instead.");
|
||||
up_direction = p_up_direction.normalized();
|
||||
}
|
||||
|
||||
void CharacterBody2D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
// Reset move_and_slide() data.
|
||||
on_floor = false;
|
||||
platform_rid = RID();
|
||||
platform_object_id = ObjectID();
|
||||
on_ceiling = false;
|
||||
on_wall = false;
|
||||
motion_results.clear();
|
||||
platform_velocity = Vector2();
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterBody2D::_validate_property(PropertyInfo &p_property) const {
|
||||
if (!Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
if (motion_mode == MOTION_MODE_FLOATING) {
|
||||
if (p_property.name.begins_with("floor_") || p_property.name == "up_direction" || p_property.name == "slide_on_ceiling") {
|
||||
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
||||
}
|
||||
} else {
|
||||
if (p_property.name == "wall_min_slide_angle") {
|
||||
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterBody2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody2D::move_and_slide);
|
||||
ClassDB::bind_method(D_METHOD("apply_floor_snap"), &CharacterBody2D::apply_floor_snap);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody2D::set_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody2D::get_velocity);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_safe_margin", "margin"), &CharacterBody2D::set_safe_margin);
|
||||
ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin);
|
||||
ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody2D::is_floor_stop_on_slope_enabled);
|
||||
ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody2D::set_floor_stop_on_slope_enabled);
|
||||
ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled", "enabled"), &CharacterBody2D::set_floor_constant_speed_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled"), &CharacterBody2D::is_floor_constant_speed_enabled);
|
||||
ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled", "enabled"), &CharacterBody2D::set_floor_block_on_wall_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled"), &CharacterBody2D::is_floor_block_on_wall_enabled);
|
||||
ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody2D::set_slide_on_ceiling_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody2D::is_slide_on_ceiling_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_platform_floor_layers", "exclude_layer"), &CharacterBody2D::set_platform_floor_layers);
|
||||
ClassDB::bind_method(D_METHOD("get_platform_floor_layers"), &CharacterBody2D::get_platform_floor_layers);
|
||||
ClassDB::bind_method(D_METHOD("set_platform_wall_layers", "exclude_layer"), &CharacterBody2D::set_platform_wall_layers);
|
||||
ClassDB::bind_method(D_METHOD("get_platform_wall_layers"), &CharacterBody2D::get_platform_wall_layers);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody2D::get_max_slides);
|
||||
ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody2D::set_max_slides);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody2D::get_floor_max_angle);
|
||||
ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody2D::set_floor_max_angle);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody2D::get_floor_snap_length);
|
||||
ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody2D::set_floor_snap_length);
|
||||
ClassDB::bind_method(D_METHOD("get_wall_min_slide_angle"), &CharacterBody2D::get_wall_min_slide_angle);
|
||||
ClassDB::bind_method(D_METHOD("set_wall_min_slide_angle", "radians"), &CharacterBody2D::set_wall_min_slide_angle);
|
||||
ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody2D::get_up_direction);
|
||||
ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody2D::set_up_direction);
|
||||
ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody2D::set_motion_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody2D::get_motion_mode);
|
||||
ClassDB::bind_method(D_METHOD("set_platform_on_leave", "on_leave_apply_velocity"), &CharacterBody2D::set_platform_on_leave);
|
||||
ClassDB::bind_method(D_METHOD("get_platform_on_leave"), &CharacterBody2D::get_platform_on_leave);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody2D::is_on_floor);
|
||||
ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody2D::is_on_floor_only);
|
||||
ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody2D::is_on_ceiling);
|
||||
ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody2D::is_on_ceiling_only);
|
||||
ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody2D::is_on_wall);
|
||||
ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody2D::is_on_wall_only);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody2D::get_floor_normal);
|
||||
ClassDB::bind_method(D_METHOD("get_wall_normal"), &CharacterBody2D::get_wall_normal);
|
||||
ClassDB::bind_method(D_METHOD("get_last_motion"), &CharacterBody2D::get_last_motion);
|
||||
ClassDB::bind_method(D_METHOD("get_position_delta"), &CharacterBody2D::get_position_delta);
|
||||
ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody2D::get_real_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody2D::get_floor_angle, DEFVAL(Vector2(0.0, -1.0)));
|
||||
ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody2D::get_platform_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody2D::get_slide_collision_count);
|
||||
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision);
|
||||
ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody2D::_get_last_slide_collision);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Floating", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "velocity", PROPERTY_HINT_NONE, "suffix:px/s", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle");
|
||||
|
||||
ADD_GROUP("Floor", "floor_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees"), "set_floor_max_angle", "get_floor_max_angle");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater,suffix:px"), "set_floor_snap_length", "get_floor_snap_length");
|
||||
|
||||
ADD_GROUP("Moving Platform", "platform_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_on_leave", PROPERTY_HINT_ENUM, "Add Velocity,Add Upward Velocity,Do Nothing", PROPERTY_USAGE_DEFAULT), "set_platform_on_leave", "get_platform_on_leave");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_floor_layers", "get_platform_floor_layers");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_wall_layers", "get_platform_wall_layers");
|
||||
|
||||
ADD_GROUP("Collision", "");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:px"), "set_safe_margin", "get_safe_margin");
|
||||
|
||||
BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED);
|
||||
BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING);
|
||||
|
||||
BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_VELOCITY);
|
||||
BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY);
|
||||
BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_DO_NOTHING);
|
||||
}
|
||||
|
||||
CharacterBody2D::CharacterBody2D() :
|
||||
PhysicsBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) {
|
||||
}
|
169
scene/2d/physics/character_body_2d.h
Normal file
169
scene/2d/physics/character_body_2d.h
Normal file
@@ -0,0 +1,169 @@
|
||||
/**************************************************************************/
|
||||
/* character_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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/2d/physics/kinematic_collision_2d.h"
|
||||
#include "scene/2d/physics/physics_body_2d.h"
|
||||
|
||||
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;
|
||||
|
||||
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;
|
||||
|
||||
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 _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);
|
683
scene/2d/physics/collision_object_2d.cpp
Normal file
683
scene/2d/physics/collision_object_2d.cpp
Normal file
@@ -0,0 +1,683 @@
|
||||
/**************************************************************************/
|
||||
/* collision_object_2d.cpp */
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "collision_object_2d.h"
|
||||
|
||||
#include "scene/resources/world_2d.h"
|
||||
|
||||
void CollisionObject2D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
Transform2D gl_transform = get_global_transform();
|
||||
|
||||
if (area) {
|
||||
PhysicsServer2D::get_singleton()->area_set_transform(rid, gl_transform);
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_set_state(rid, PhysicsServer2D::BODY_STATE_TRANSFORM, gl_transform);
|
||||
}
|
||||
|
||||
bool disabled = !is_enabled();
|
||||
|
||||
if (disabled && (disable_mode != DISABLE_MODE_REMOVE)) {
|
||||
_apply_disabled();
|
||||
}
|
||||
|
||||
if (!disabled || (disable_mode != DISABLE_MODE_REMOVE)) {
|
||||
Ref<World2D> world_ref = get_world_2d();
|
||||
ERR_FAIL_COND(world_ref.is_null());
|
||||
RID space = world_ref->get_space();
|
||||
if (area) {
|
||||
PhysicsServer2D::get_singleton()->area_set_space(rid, space);
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_set_space(rid, space);
|
||||
}
|
||||
_space_changed(space);
|
||||
}
|
||||
|
||||
_update_pickable();
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_ENTER_CANVAS: {
|
||||
if (area) {
|
||||
PhysicsServer2D::get_singleton()->area_attach_canvas_instance_id(rid, get_canvas_layer_instance_id());
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_attach_canvas_instance_id(rid, get_canvas_layer_instance_id());
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_VISIBILITY_CHANGED: {
|
||||
_update_pickable();
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_TRANSFORM_CHANGED: {
|
||||
if (only_update_transform_changes) {
|
||||
return;
|
||||
}
|
||||
|
||||
Transform2D gl_transform = get_global_transform();
|
||||
|
||||
if (area) {
|
||||
PhysicsServer2D::get_singleton()->area_set_transform(rid, gl_transform);
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_set_state(rid, PhysicsServer2D::BODY_STATE_TRANSFORM, gl_transform);
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_EXIT_TREE: {
|
||||
bool disabled = !is_enabled();
|
||||
|
||||
if (!disabled || (disable_mode != DISABLE_MODE_REMOVE)) {
|
||||
if (callback_lock > 0) {
|
||||
ERR_PRINT("Removing a CollisionObject node during a physics callback is not allowed and will cause undesired behavior. Remove with call_deferred() instead.");
|
||||
} else {
|
||||
if (area) {
|
||||
PhysicsServer2D::get_singleton()->area_set_space(rid, RID());
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_set_space(rid, RID());
|
||||
}
|
||||
_space_changed(RID());
|
||||
}
|
||||
}
|
||||
|
||||
if (disabled && (disable_mode != DISABLE_MODE_REMOVE)) {
|
||||
_apply_enabled();
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_EXIT_CANVAS: {
|
||||
if (area) {
|
||||
PhysicsServer2D::get_singleton()->area_attach_canvas_instance_id(rid, ObjectID());
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_attach_canvas_instance_id(rid, ObjectID());
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_WORLD_2D_CHANGED: {
|
||||
RID space = get_world_2d()->get_space();
|
||||
if (area) {
|
||||
PhysicsServer2D::get_singleton()->area_set_space(rid, space);
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_set_space(rid, space);
|
||||
}
|
||||
_space_changed(space);
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_DISABLED: {
|
||||
_apply_disabled();
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_ENABLED: {
|
||||
_apply_enabled();
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void CollisionObject2D::set_collision_layer(uint32_t p_layer) {
|
||||
collision_layer = p_layer;
|
||||
if (area) {
|
||||
PhysicsServer2D::get_singleton()->area_set_collision_layer(get_rid(), p_layer);
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), p_layer);
|
||||
}
|
||||
}
|
||||
|
||||
uint32_t CollisionObject2D::get_collision_layer() const {
|
||||
return collision_layer;
|
||||
}
|
||||
|
||||
void CollisionObject2D::set_collision_mask(uint32_t p_mask) {
|
||||
collision_mask = p_mask;
|
||||
if (area) {
|
||||
PhysicsServer2D::get_singleton()->area_set_collision_mask(get_rid(), p_mask);
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), p_mask);
|
||||
}
|
||||
}
|
||||
|
||||
uint32_t CollisionObject2D::get_collision_mask() const {
|
||||
return collision_mask;
|
||||
}
|
||||
|
||||
void CollisionObject2D::set_collision_layer_value(int p_layer_number, bool p_value) {
|
||||
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
uint32_t collision_layer_new = get_collision_layer();
|
||||
if (p_value) {
|
||||
collision_layer_new |= 1 << (p_layer_number - 1);
|
||||
} else {
|
||||
collision_layer_new &= ~(1 << (p_layer_number - 1));
|
||||
}
|
||||
set_collision_layer(collision_layer_new);
|
||||
}
|
||||
|
||||
bool CollisionObject2D::get_collision_layer_value(int p_layer_number) const {
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
return get_collision_layer() & (1 << (p_layer_number - 1));
|
||||
}
|
||||
|
||||
void CollisionObject2D::set_collision_mask_value(int p_layer_number, bool p_value) {
|
||||
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
uint32_t mask = get_collision_mask();
|
||||
if (p_value) {
|
||||
mask |= 1 << (p_layer_number - 1);
|
||||
} else {
|
||||
mask &= ~(1 << (p_layer_number - 1));
|
||||
}
|
||||
set_collision_mask(mask);
|
||||
}
|
||||
|
||||
bool CollisionObject2D::get_collision_mask_value(int p_layer_number) const {
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
return get_collision_mask() & (1 << (p_layer_number - 1));
|
||||
}
|
||||
|
||||
void CollisionObject2D::set_collision_priority(real_t p_priority) {
|
||||
collision_priority = p_priority;
|
||||
if (!area) {
|
||||
PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), p_priority);
|
||||
}
|
||||
}
|
||||
|
||||
real_t CollisionObject2D::get_collision_priority() const {
|
||||
return collision_priority;
|
||||
}
|
||||
|
||||
void CollisionObject2D::set_disable_mode(DisableMode p_mode) {
|
||||
if (disable_mode == p_mode) {
|
||||
return;
|
||||
}
|
||||
|
||||
bool disabled = is_inside_tree() && !is_enabled();
|
||||
|
||||
if (disabled) {
|
||||
// Cancel previous disable mode.
|
||||
_apply_enabled();
|
||||
}
|
||||
|
||||
disable_mode = p_mode;
|
||||
|
||||
if (disabled) {
|
||||
// Apply new disable mode.
|
||||
_apply_disabled();
|
||||
}
|
||||
}
|
||||
|
||||
CollisionObject2D::DisableMode CollisionObject2D::get_disable_mode() const {
|
||||
return disable_mode;
|
||||
}
|
||||
|
||||
void CollisionObject2D::_apply_disabled() {
|
||||
switch (disable_mode) {
|
||||
case DISABLE_MODE_REMOVE: {
|
||||
if (is_inside_tree()) {
|
||||
if (callback_lock > 0) {
|
||||
ERR_PRINT("Disabling a CollisionObject node during a physics callback is not allowed and will cause undesired behavior. Disable with call_deferred() instead.");
|
||||
} else {
|
||||
if (area) {
|
||||
PhysicsServer2D::get_singleton()->area_set_space(rid, RID());
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_set_space(rid, RID());
|
||||
}
|
||||
_space_changed(RID());
|
||||
}
|
||||
}
|
||||
} break;
|
||||
|
||||
case DISABLE_MODE_MAKE_STATIC: {
|
||||
if (!area && (body_mode != PhysicsServer2D::BODY_MODE_STATIC)) {
|
||||
PhysicsServer2D::get_singleton()->body_set_mode(rid, PhysicsServer2D::BODY_MODE_STATIC);
|
||||
}
|
||||
} break;
|
||||
|
||||
case DISABLE_MODE_KEEP_ACTIVE: {
|
||||
// Nothing to do.
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void CollisionObject2D::_apply_enabled() {
|
||||
switch (disable_mode) {
|
||||
case DISABLE_MODE_REMOVE: {
|
||||
if (is_inside_tree()) {
|
||||
RID space = get_world_2d()->get_space();
|
||||
if (area) {
|
||||
PhysicsServer2D::get_singleton()->area_set_space(rid, space);
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_set_space(rid, space);
|
||||
}
|
||||
_space_changed(space);
|
||||
}
|
||||
} break;
|
||||
|
||||
case DISABLE_MODE_MAKE_STATIC: {
|
||||
if (!area && (body_mode != PhysicsServer2D::BODY_MODE_STATIC)) {
|
||||
PhysicsServer2D::get_singleton()->body_set_mode(rid, body_mode);
|
||||
}
|
||||
} break;
|
||||
|
||||
case DISABLE_MODE_KEEP_ACTIVE: {
|
||||
// Nothing to do.
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
uint32_t CollisionObject2D::create_shape_owner(Object *p_owner) {
|
||||
ShapeData sd;
|
||||
uint32_t id;
|
||||
|
||||
if (shapes.is_empty()) {
|
||||
id = 0;
|
||||
} else {
|
||||
id = shapes.back()->key() + 1;
|
||||
}
|
||||
|
||||
sd.owner_id = p_owner ? p_owner->get_instance_id() : ObjectID();
|
||||
|
||||
shapes[id] = sd;
|
||||
|
||||
return id;
|
||||
}
|
||||
|
||||
void CollisionObject2D::remove_shape_owner(uint32_t owner) {
|
||||
ERR_FAIL_COND(!shapes.has(owner));
|
||||
|
||||
shape_owner_clear_shapes(owner);
|
||||
|
||||
shapes.erase(owner);
|
||||
}
|
||||
|
||||
void CollisionObject2D::shape_owner_set_disabled(uint32_t p_owner, bool p_disabled) {
|
||||
ERR_FAIL_COND(!shapes.has(p_owner));
|
||||
|
||||
ShapeData &sd = shapes[p_owner];
|
||||
sd.disabled = p_disabled;
|
||||
for (int i = 0; i < sd.shapes.size(); i++) {
|
||||
if (area) {
|
||||
PhysicsServer2D::get_singleton()->area_set_shape_disabled(rid, sd.shapes[i].index, p_disabled);
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_set_shape_disabled(rid, sd.shapes[i].index, p_disabled);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool CollisionObject2D::is_shape_owner_disabled(uint32_t p_owner) const {
|
||||
ERR_FAIL_COND_V(!shapes.has(p_owner), false);
|
||||
|
||||
return shapes[p_owner].disabled;
|
||||
}
|
||||
|
||||
void CollisionObject2D::shape_owner_set_one_way_collision(uint32_t p_owner, bool p_enable) {
|
||||
if (area) {
|
||||
return; //not for areas
|
||||
}
|
||||
|
||||
ERR_FAIL_COND(!shapes.has(p_owner));
|
||||
|
||||
ShapeData &sd = shapes[p_owner];
|
||||
sd.one_way_collision = p_enable;
|
||||
for (int i = 0; i < sd.shapes.size(); i++) {
|
||||
PhysicsServer2D::get_singleton()->body_set_shape_as_one_way_collision(rid, sd.shapes[i].index, sd.one_way_collision, sd.one_way_collision_margin);
|
||||
}
|
||||
}
|
||||
|
||||
bool CollisionObject2D::is_shape_owner_one_way_collision_enabled(uint32_t p_owner) const {
|
||||
ERR_FAIL_COND_V(!shapes.has(p_owner), false);
|
||||
|
||||
return shapes[p_owner].one_way_collision;
|
||||
}
|
||||
|
||||
void CollisionObject2D::shape_owner_set_one_way_collision_margin(uint32_t p_owner, real_t p_margin) {
|
||||
if (area) {
|
||||
return; //not for areas
|
||||
}
|
||||
|
||||
ERR_FAIL_COND(!shapes.has(p_owner));
|
||||
|
||||
ShapeData &sd = shapes[p_owner];
|
||||
sd.one_way_collision_margin = p_margin;
|
||||
for (int i = 0; i < sd.shapes.size(); i++) {
|
||||
PhysicsServer2D::get_singleton()->body_set_shape_as_one_way_collision(rid, sd.shapes[i].index, sd.one_way_collision, sd.one_way_collision_margin);
|
||||
}
|
||||
}
|
||||
|
||||
real_t CollisionObject2D::get_shape_owner_one_way_collision_margin(uint32_t p_owner) const {
|
||||
ERR_FAIL_COND_V(!shapes.has(p_owner), 0);
|
||||
|
||||
return shapes[p_owner].one_way_collision_margin;
|
||||
}
|
||||
|
||||
void CollisionObject2D::get_shape_owners(List<uint32_t> *r_owners) {
|
||||
for (const KeyValue<uint32_t, ShapeData> &E : shapes) {
|
||||
r_owners->push_back(E.key);
|
||||
}
|
||||
}
|
||||
|
||||
PackedInt32Array CollisionObject2D::_get_shape_owners() {
|
||||
PackedInt32Array ret;
|
||||
for (const KeyValue<uint32_t, ShapeData> &E : shapes) {
|
||||
ret.push_back(E.key);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
void CollisionObject2D::shape_owner_set_transform(uint32_t p_owner, const Transform2D &p_transform) {
|
||||
ERR_FAIL_COND(!shapes.has(p_owner));
|
||||
|
||||
ShapeData &sd = shapes[p_owner];
|
||||
|
||||
sd.xform = p_transform;
|
||||
for (int i = 0; i < sd.shapes.size(); i++) {
|
||||
if (area) {
|
||||
PhysicsServer2D::get_singleton()->area_set_shape_transform(rid, sd.shapes[i].index, sd.xform);
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_set_shape_transform(rid, sd.shapes[i].index, sd.xform);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Transform2D CollisionObject2D::shape_owner_get_transform(uint32_t p_owner) const {
|
||||
ERR_FAIL_COND_V(!shapes.has(p_owner), Transform2D());
|
||||
|
||||
return shapes[p_owner].xform;
|
||||
}
|
||||
|
||||
Object *CollisionObject2D::shape_owner_get_owner(uint32_t p_owner) const {
|
||||
ERR_FAIL_COND_V(!shapes.has(p_owner), nullptr);
|
||||
|
||||
return ObjectDB::get_instance(shapes[p_owner].owner_id);
|
||||
}
|
||||
|
||||
void CollisionObject2D::shape_owner_add_shape(uint32_t p_owner, const Ref<Shape2D> &p_shape) {
|
||||
ERR_FAIL_COND(!shapes.has(p_owner));
|
||||
ERR_FAIL_COND(p_shape.is_null());
|
||||
|
||||
ShapeData &sd = shapes[p_owner];
|
||||
ShapeData::Shape s;
|
||||
s.index = total_subshapes;
|
||||
s.shape = p_shape;
|
||||
if (area) {
|
||||
PhysicsServer2D::get_singleton()->area_add_shape(rid, p_shape->get_rid(), sd.xform, sd.disabled);
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_add_shape(rid, p_shape->get_rid(), sd.xform, sd.disabled);
|
||||
}
|
||||
sd.shapes.push_back(s);
|
||||
|
||||
total_subshapes++;
|
||||
}
|
||||
|
||||
int CollisionObject2D::shape_owner_get_shape_count(uint32_t p_owner) const {
|
||||
ERR_FAIL_COND_V(!shapes.has(p_owner), 0);
|
||||
|
||||
return shapes[p_owner].shapes.size();
|
||||
}
|
||||
|
||||
Ref<Shape2D> CollisionObject2D::shape_owner_get_shape(uint32_t p_owner, int p_shape) const {
|
||||
ERR_FAIL_COND_V(!shapes.has(p_owner), Ref<Shape2D>());
|
||||
ERR_FAIL_INDEX_V(p_shape, shapes[p_owner].shapes.size(), Ref<Shape2D>());
|
||||
|
||||
return shapes[p_owner].shapes[p_shape].shape;
|
||||
}
|
||||
|
||||
int CollisionObject2D::shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const {
|
||||
ERR_FAIL_COND_V(!shapes.has(p_owner), -1);
|
||||
ERR_FAIL_INDEX_V(p_shape, shapes[p_owner].shapes.size(), -1);
|
||||
|
||||
return shapes[p_owner].shapes[p_shape].index;
|
||||
}
|
||||
|
||||
void CollisionObject2D::shape_owner_remove_shape(uint32_t p_owner, int p_shape) {
|
||||
ERR_FAIL_COND(!shapes.has(p_owner));
|
||||
ERR_FAIL_INDEX(p_shape, shapes[p_owner].shapes.size());
|
||||
|
||||
int index_to_remove = shapes[p_owner].shapes[p_shape].index;
|
||||
if (area) {
|
||||
PhysicsServer2D::get_singleton()->area_remove_shape(rid, index_to_remove);
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_remove_shape(rid, index_to_remove);
|
||||
}
|
||||
|
||||
shapes[p_owner].shapes.remove_at(p_shape);
|
||||
|
||||
for (KeyValue<uint32_t, ShapeData> &E : shapes) {
|
||||
for (int i = 0; i < E.value.shapes.size(); i++) {
|
||||
if (E.value.shapes[i].index > index_to_remove) {
|
||||
E.value.shapes.write[i].index -= 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
total_subshapes--;
|
||||
}
|
||||
|
||||
void CollisionObject2D::shape_owner_clear_shapes(uint32_t p_owner) {
|
||||
ERR_FAIL_COND(!shapes.has(p_owner));
|
||||
|
||||
while (shape_owner_get_shape_count(p_owner) > 0) {
|
||||
shape_owner_remove_shape(p_owner, 0);
|
||||
}
|
||||
}
|
||||
|
||||
uint32_t CollisionObject2D::shape_find_owner(int p_shape_index) const {
|
||||
ERR_FAIL_INDEX_V(p_shape_index, total_subshapes, UINT32_MAX);
|
||||
|
||||
for (const KeyValue<uint32_t, ShapeData> &E : shapes) {
|
||||
for (int i = 0; i < E.value.shapes.size(); i++) {
|
||||
if (E.value.shapes[i].index == p_shape_index) {
|
||||
return E.key;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//in theory it should be unreachable
|
||||
ERR_FAIL_V_MSG(UINT32_MAX, "Can't find owner for shape index " + itos(p_shape_index) + ".");
|
||||
}
|
||||
|
||||
void CollisionObject2D::set_pickable(bool p_enabled) {
|
||||
if (pickable == p_enabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
pickable = p_enabled;
|
||||
_update_pickable();
|
||||
}
|
||||
|
||||
bool CollisionObject2D::is_pickable() const {
|
||||
return pickable;
|
||||
}
|
||||
|
||||
void CollisionObject2D::_input_event_call(Viewport *p_viewport, const Ref<InputEvent> &p_input_event, int p_shape) {
|
||||
GDVIRTUAL_CALL(_input_event, p_viewport, p_input_event, p_shape);
|
||||
emit_signal(SceneStringName(input_event), p_viewport, p_input_event, p_shape);
|
||||
}
|
||||
|
||||
void CollisionObject2D::_mouse_enter() {
|
||||
GDVIRTUAL_CALL(_mouse_enter);
|
||||
emit_signal(SceneStringName(mouse_entered));
|
||||
}
|
||||
|
||||
void CollisionObject2D::_mouse_exit() {
|
||||
GDVIRTUAL_CALL(_mouse_exit);
|
||||
emit_signal(SceneStringName(mouse_exited));
|
||||
}
|
||||
|
||||
void CollisionObject2D::_mouse_shape_enter(int p_shape) {
|
||||
GDVIRTUAL_CALL(_mouse_shape_enter, p_shape);
|
||||
emit_signal(SceneStringName(mouse_shape_entered), p_shape);
|
||||
}
|
||||
|
||||
void CollisionObject2D::_mouse_shape_exit(int p_shape) {
|
||||
GDVIRTUAL_CALL(_mouse_shape_exit, p_shape);
|
||||
emit_signal(SceneStringName(mouse_shape_exited), p_shape);
|
||||
}
|
||||
|
||||
void CollisionObject2D::set_only_update_transform_changes(bool p_enable) {
|
||||
only_update_transform_changes = p_enable;
|
||||
}
|
||||
|
||||
bool CollisionObject2D::is_only_update_transform_changes_enabled() const {
|
||||
return only_update_transform_changes;
|
||||
}
|
||||
|
||||
void CollisionObject2D::set_body_mode(PhysicsServer2D::BodyMode p_mode) {
|
||||
ERR_FAIL_COND(area);
|
||||
|
||||
if (body_mode == p_mode) {
|
||||
return;
|
||||
}
|
||||
|
||||
body_mode = p_mode;
|
||||
|
||||
if (is_inside_tree() && !is_enabled() && (disable_mode == DISABLE_MODE_MAKE_STATIC)) {
|
||||
return;
|
||||
}
|
||||
|
||||
PhysicsServer2D::get_singleton()->body_set_mode(rid, p_mode);
|
||||
}
|
||||
|
||||
void CollisionObject2D::_space_changed(const RID &p_new_space) {
|
||||
}
|
||||
|
||||
void CollisionObject2D::_update_pickable() {
|
||||
if (!is_inside_tree()) {
|
||||
return;
|
||||
}
|
||||
|
||||
bool is_pickable = pickable && is_visible_in_tree();
|
||||
if (area) {
|
||||
PhysicsServer2D::get_singleton()->area_set_pickable(rid, is_pickable);
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_set_pickable(rid, is_pickable);
|
||||
}
|
||||
}
|
||||
|
||||
PackedStringArray CollisionObject2D::get_configuration_warnings() const {
|
||||
PackedStringArray warnings = Node2D::get_configuration_warnings();
|
||||
|
||||
if (shapes.is_empty()) {
|
||||
warnings.push_back(RTR("This node has no shape, so it can't collide or interact with other objects.\nConsider adding a CollisionShape2D or CollisionPolygon2D as a child to define its shape."));
|
||||
}
|
||||
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void CollisionObject2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("get_rid"), &CollisionObject2D::get_rid);
|
||||
ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CollisionObject2D::set_collision_layer);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_layer"), &CollisionObject2D::get_collision_layer);
|
||||
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CollisionObject2D::set_collision_mask);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_mask"), &CollisionObject2D::get_collision_mask);
|
||||
ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &CollisionObject2D::set_collision_layer_value);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &CollisionObject2D::get_collision_layer_value);
|
||||
ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &CollisionObject2D::set_collision_mask_value);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &CollisionObject2D::get_collision_mask_value);
|
||||
ClassDB::bind_method(D_METHOD("set_collision_priority", "priority"), &CollisionObject2D::set_collision_priority);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_priority"), &CollisionObject2D::get_collision_priority);
|
||||
ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &CollisionObject2D::set_disable_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_disable_mode"), &CollisionObject2D::get_disable_mode);
|
||||
ClassDB::bind_method(D_METHOD("set_pickable", "enabled"), &CollisionObject2D::set_pickable);
|
||||
ClassDB::bind_method(D_METHOD("is_pickable"), &CollisionObject2D::is_pickable);
|
||||
ClassDB::bind_method(D_METHOD("create_shape_owner", "owner"), &CollisionObject2D::create_shape_owner);
|
||||
ClassDB::bind_method(D_METHOD("remove_shape_owner", "owner_id"), &CollisionObject2D::remove_shape_owner);
|
||||
ClassDB::bind_method(D_METHOD("get_shape_owners"), &CollisionObject2D::_get_shape_owners);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_set_transform", "owner_id", "transform"), &CollisionObject2D::shape_owner_set_transform);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_get_transform", "owner_id"), &CollisionObject2D::shape_owner_get_transform);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_get_owner", "owner_id"), &CollisionObject2D::shape_owner_get_owner);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_set_disabled", "owner_id", "disabled"), &CollisionObject2D::shape_owner_set_disabled);
|
||||
ClassDB::bind_method(D_METHOD("is_shape_owner_disabled", "owner_id"), &CollisionObject2D::is_shape_owner_disabled);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_set_one_way_collision", "owner_id", "enable"), &CollisionObject2D::shape_owner_set_one_way_collision);
|
||||
ClassDB::bind_method(D_METHOD("is_shape_owner_one_way_collision_enabled", "owner_id"), &CollisionObject2D::is_shape_owner_one_way_collision_enabled);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_set_one_way_collision_margin", "owner_id", "margin"), &CollisionObject2D::shape_owner_set_one_way_collision_margin);
|
||||
ClassDB::bind_method(D_METHOD("get_shape_owner_one_way_collision_margin", "owner_id"), &CollisionObject2D::get_shape_owner_one_way_collision_margin);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_add_shape", "owner_id", "shape"), &CollisionObject2D::shape_owner_add_shape);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_get_shape_count", "owner_id"), &CollisionObject2D::shape_owner_get_shape_count);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_get_shape", "owner_id", "shape_id"), &CollisionObject2D::shape_owner_get_shape);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_get_shape_index", "owner_id", "shape_id"), &CollisionObject2D::shape_owner_get_shape_index);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_remove_shape", "owner_id", "shape_id"), &CollisionObject2D::shape_owner_remove_shape);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_clear_shapes", "owner_id"), &CollisionObject2D::shape_owner_clear_shapes);
|
||||
ClassDB::bind_method(D_METHOD("shape_find_owner", "shape_index"), &CollisionObject2D::shape_find_owner);
|
||||
|
||||
GDVIRTUAL_BIND(_input_event, "viewport", "event", "shape_idx");
|
||||
GDVIRTUAL_BIND(_mouse_enter);
|
||||
GDVIRTUAL_BIND(_mouse_exit);
|
||||
GDVIRTUAL_BIND(_mouse_shape_enter, "shape_idx");
|
||||
GDVIRTUAL_BIND(_mouse_shape_exit, "shape_idx");
|
||||
|
||||
ADD_SIGNAL(MethodInfo("input_event", PropertyInfo(Variant::OBJECT, "viewport", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::OBJECT, "event", PROPERTY_HINT_RESOURCE_TYPE, "InputEvent"), PropertyInfo(Variant::INT, "shape_idx")));
|
||||
ADD_SIGNAL(MethodInfo("mouse_entered"));
|
||||
ADD_SIGNAL(MethodInfo("mouse_exited"));
|
||||
ADD_SIGNAL(MethodInfo("mouse_shape_entered", PropertyInfo(Variant::INT, "shape_idx")));
|
||||
ADD_SIGNAL(MethodInfo("mouse_shape_exited", PropertyInfo(Variant::INT, "shape_idx")));
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "disable_mode", PROPERTY_HINT_ENUM, "Remove,Make Static,Keep Active"), "set_disable_mode", "get_disable_mode");
|
||||
|
||||
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");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_priority"), "set_collision_priority", "get_collision_priority");
|
||||
|
||||
ADD_GROUP("Input", "input_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "input_pickable"), "set_pickable", "is_pickable");
|
||||
|
||||
BIND_ENUM_CONSTANT(DISABLE_MODE_REMOVE);
|
||||
BIND_ENUM_CONSTANT(DISABLE_MODE_MAKE_STATIC);
|
||||
BIND_ENUM_CONSTANT(DISABLE_MODE_KEEP_ACTIVE);
|
||||
}
|
||||
|
||||
CollisionObject2D::CollisionObject2D(RID p_rid, bool p_area) {
|
||||
rid = p_rid;
|
||||
area = p_area;
|
||||
pickable = true;
|
||||
set_notify_transform(true);
|
||||
set_hide_clip_children(true);
|
||||
total_subshapes = 0;
|
||||
only_update_transform_changes = false;
|
||||
|
||||
if (p_area) {
|
||||
PhysicsServer2D::get_singleton()->area_attach_object_instance_id(rid, get_instance_id());
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_attach_object_instance_id(rid, get_instance_id());
|
||||
PhysicsServer2D::get_singleton()->body_set_mode(rid, body_mode);
|
||||
}
|
||||
}
|
||||
|
||||
CollisionObject2D::CollisionObject2D() {
|
||||
//owner=
|
||||
|
||||
set_notify_transform(true);
|
||||
}
|
||||
|
||||
CollisionObject2D::~CollisionObject2D() {
|
||||
ERR_FAIL_NULL(PhysicsServer2D::get_singleton());
|
||||
PhysicsServer2D::get_singleton()->free(rid);
|
||||
}
|
176
scene/2d/physics/collision_object_2d.h
Normal file
176
scene/2d/physics/collision_object_2d.h
Normal file
@@ -0,0 +1,176 @@
|
||||
/**************************************************************************/
|
||||
/* collision_object_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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/2d/node_2d.h"
|
||||
#include "scene/main/viewport.h"
|
||||
#include "scene/resources/2d/shape_2d.h"
|
||||
#include "servers/physics_server_2d.h"
|
||||
|
||||
class CollisionObject2D : public Node2D {
|
||||
GDCLASS(CollisionObject2D, Node2D);
|
||||
|
||||
public:
|
||||
enum DisableMode {
|
||||
DISABLE_MODE_REMOVE,
|
||||
DISABLE_MODE_MAKE_STATIC,
|
||||
DISABLE_MODE_KEEP_ACTIVE,
|
||||
};
|
||||
|
||||
private:
|
||||
uint32_t collision_layer = 1;
|
||||
uint32_t collision_mask = 1;
|
||||
real_t collision_priority = 1.0;
|
||||
|
||||
bool area = false;
|
||||
RID rid;
|
||||
uint32_t callback_lock = 0;
|
||||
bool pickable = false;
|
||||
|
||||
DisableMode disable_mode = DISABLE_MODE_REMOVE;
|
||||
|
||||
PhysicsServer2D::BodyMode body_mode = PhysicsServer2D::BODY_MODE_STATIC;
|
||||
|
||||
struct ShapeData {
|
||||
ObjectID owner_id;
|
||||
Transform2D xform;
|
||||
struct Shape {
|
||||
Ref<Shape2D> shape;
|
||||
int index = 0;
|
||||
};
|
||||
|
||||
Vector<Shape> shapes;
|
||||
|
||||
bool disabled = false;
|
||||
bool one_way_collision = false;
|
||||
real_t one_way_collision_margin = 0.0;
|
||||
};
|
||||
|
||||
int total_subshapes = 0;
|
||||
|
||||
RBMap<uint32_t, ShapeData> shapes;
|
||||
bool only_update_transform_changes = false; // This is used for sync to physics.
|
||||
|
||||
void _apply_disabled();
|
||||
void _apply_enabled();
|
||||
|
||||
protected:
|
||||
_FORCE_INLINE_ void lock_callback() { callback_lock++; }
|
||||
_FORCE_INLINE_ void unlock_callback() {
|
||||
ERR_FAIL_COND(callback_lock == 0);
|
||||
callback_lock--;
|
||||
}
|
||||
|
||||
CollisionObject2D(RID p_rid, bool p_area);
|
||||
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
|
||||
void _update_pickable();
|
||||
friend class Viewport;
|
||||
void _input_event_call(Viewport *p_viewport, const Ref<InputEvent> &p_input_event, int p_shape);
|
||||
void _mouse_enter();
|
||||
void _mouse_exit();
|
||||
|
||||
void _mouse_shape_enter(int p_shape);
|
||||
void _mouse_shape_exit(int p_shape);
|
||||
|
||||
void set_only_update_transform_changes(bool p_enable);
|
||||
bool is_only_update_transform_changes_enabled() const;
|
||||
|
||||
void set_body_mode(PhysicsServer2D::BodyMode p_mode);
|
||||
|
||||
virtual void _space_changed(const RID &p_new_space);
|
||||
|
||||
GDVIRTUAL3(_input_event, Viewport *, Ref<InputEvent>, int)
|
||||
GDVIRTUAL0(_mouse_enter)
|
||||
GDVIRTUAL0(_mouse_exit)
|
||||
GDVIRTUAL1(_mouse_shape_enter, int)
|
||||
GDVIRTUAL1(_mouse_shape_exit, int)
|
||||
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_layer_value(int p_layer_number, bool p_value);
|
||||
bool get_collision_layer_value(int p_layer_number) const;
|
||||
|
||||
void set_collision_mask_value(int p_layer_number, bool p_value);
|
||||
bool get_collision_mask_value(int p_layer_number) const;
|
||||
|
||||
void set_collision_priority(real_t p_priority);
|
||||
real_t get_collision_priority() const;
|
||||
|
||||
void set_disable_mode(DisableMode p_mode);
|
||||
DisableMode get_disable_mode() const;
|
||||
|
||||
uint32_t create_shape_owner(Object *p_owner);
|
||||
void remove_shape_owner(uint32_t owner);
|
||||
void get_shape_owners(List<uint32_t> *r_owners);
|
||||
PackedInt32Array _get_shape_owners();
|
||||
|
||||
void shape_owner_set_transform(uint32_t p_owner, const Transform2D &p_transform);
|
||||
Transform2D shape_owner_get_transform(uint32_t p_owner) const;
|
||||
Object *shape_owner_get_owner(uint32_t p_owner) const;
|
||||
|
||||
void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled);
|
||||
bool is_shape_owner_disabled(uint32_t p_owner) const;
|
||||
|
||||
void shape_owner_set_one_way_collision(uint32_t p_owner, bool p_enable);
|
||||
bool is_shape_owner_one_way_collision_enabled(uint32_t p_owner) const;
|
||||
|
||||
void shape_owner_set_one_way_collision_margin(uint32_t p_owner, real_t p_margin);
|
||||
real_t get_shape_owner_one_way_collision_margin(uint32_t p_owner) const;
|
||||
|
||||
void shape_owner_add_shape(uint32_t p_owner, const Ref<Shape2D> &p_shape);
|
||||
int shape_owner_get_shape_count(uint32_t p_owner) const;
|
||||
Ref<Shape2D> shape_owner_get_shape(uint32_t p_owner, int p_shape) const;
|
||||
int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const;
|
||||
|
||||
void shape_owner_remove_shape(uint32_t p_owner, int p_shape);
|
||||
void shape_owner_clear_shapes(uint32_t p_owner);
|
||||
|
||||
uint32_t shape_find_owner(int p_shape_index) const;
|
||||
|
||||
void set_pickable(bool p_enabled);
|
||||
bool is_pickable() const;
|
||||
|
||||
PackedStringArray get_configuration_warnings() const override;
|
||||
|
||||
_FORCE_INLINE_ RID get_rid() const { return rid; }
|
||||
|
||||
CollisionObject2D();
|
||||
~CollisionObject2D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(CollisionObject2D::DisableMode);
|
323
scene/2d/physics/collision_polygon_2d.cpp
Normal file
323
scene/2d/physics/collision_polygon_2d.cpp
Normal file
@@ -0,0 +1,323 @@
|
||||
/**************************************************************************/
|
||||
/* collision_polygon_2d.cpp */
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "collision_polygon_2d.h"
|
||||
|
||||
#include "core/math/geometry_2d.h"
|
||||
#include "scene/2d/physics/area_2d.h"
|
||||
#include "scene/2d/physics/collision_object_2d.h"
|
||||
#include "scene/resources/2d/concave_polygon_shape_2d.h"
|
||||
#include "scene/resources/2d/convex_polygon_shape_2d.h"
|
||||
|
||||
void CollisionPolygon2D::_build_polygon() {
|
||||
collision_object->shape_owner_clear_shapes(owner_id);
|
||||
|
||||
bool solids = build_mode == BUILD_SOLIDS;
|
||||
|
||||
if (solids) {
|
||||
if (polygon.size() < 3) {
|
||||
return;
|
||||
}
|
||||
|
||||
//here comes the sun, lalalala
|
||||
//decompose concave into multiple convex polygons and add them
|
||||
Vector<Vector<Vector2>> decomp = _decompose_in_convex();
|
||||
for (int i = 0; i < decomp.size(); i++) {
|
||||
Ref<ConvexPolygonShape2D> convex = memnew(ConvexPolygonShape2D);
|
||||
convex->set_points(decomp[i]);
|
||||
collision_object->shape_owner_add_shape(owner_id, convex);
|
||||
}
|
||||
|
||||
} else {
|
||||
if (polygon.size() < 2) {
|
||||
return;
|
||||
}
|
||||
|
||||
Ref<ConcavePolygonShape2D> concave = memnew(ConcavePolygonShape2D);
|
||||
|
||||
Vector<Vector2> segments;
|
||||
segments.resize(polygon.size() * 2);
|
||||
Vector2 *w = segments.ptrw();
|
||||
|
||||
for (int i = 0; i < polygon.size(); i++) {
|
||||
w[(i << 1) + 0] = polygon[i];
|
||||
w[(i << 1) + 1] = polygon[(i + 1) % polygon.size()];
|
||||
}
|
||||
|
||||
concave->set_segments(segments);
|
||||
|
||||
collision_object->shape_owner_add_shape(owner_id, concave);
|
||||
}
|
||||
}
|
||||
|
||||
Vector<Vector<Vector2>> CollisionPolygon2D::_decompose_in_convex() {
|
||||
Vector<Vector<Vector2>> decomp = Geometry2D::decompose_polygon_in_convex(polygon);
|
||||
return decomp;
|
||||
}
|
||||
|
||||
void CollisionPolygon2D::_update_in_shape_owner(bool p_xform_only) {
|
||||
collision_object->shape_owner_set_transform(owner_id, get_transform());
|
||||
if (p_xform_only) {
|
||||
return;
|
||||
}
|
||||
collision_object->shape_owner_set_disabled(owner_id, disabled);
|
||||
collision_object->shape_owner_set_one_way_collision(owner_id, one_way_collision);
|
||||
collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
|
||||
}
|
||||
|
||||
void CollisionPolygon2D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_PARENTED: {
|
||||
collision_object = Object::cast_to<CollisionObject2D>(get_parent());
|
||||
if (collision_object) {
|
||||
owner_id = collision_object->create_shape_owner(this);
|
||||
_build_polygon();
|
||||
_update_in_shape_owner();
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
if (collision_object) {
|
||||
_update_in_shape_owner();
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
|
||||
if (collision_object) {
|
||||
_update_in_shape_owner(true);
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_UNPARENTED: {
|
||||
if (collision_object) {
|
||||
collision_object->remove_shape_owner(owner_id);
|
||||
}
|
||||
owner_id = 0;
|
||||
collision_object = nullptr;
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_DRAW: {
|
||||
ERR_FAIL_COND(!is_inside_tree());
|
||||
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (polygon.size() > 2) {
|
||||
#ifdef TOOLS_ENABLED
|
||||
if (build_mode == BUILD_SOLIDS) {
|
||||
Vector<Vector<Vector2>> decomp = _decompose_in_convex();
|
||||
|
||||
Color c(0.4, 0.9, 0.1);
|
||||
for (int i = 0; i < decomp.size(); i++) {
|
||||
c.set_hsv(Math::fmod(c.get_h() + 0.738, 1), c.get_s(), c.get_v(), 0.5);
|
||||
draw_colored_polygon(decomp[i], c);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
const Color stroke_color = get_tree()->get_debug_collisions_color();
|
||||
draw_polyline(polygon, stroke_color);
|
||||
// Draw the last segment.
|
||||
draw_line(polygon[polygon.size() - 1], polygon[0], stroke_color);
|
||||
}
|
||||
|
||||
if (one_way_collision) {
|
||||
Color dcol = get_tree()->get_debug_collisions_color(); //0.9,0.2,0.2,0.4);
|
||||
dcol.a = 1.0;
|
||||
Vector2 line_to(0, 20);
|
||||
draw_line(Vector2(), line_to, dcol, 3);
|
||||
real_t tsize = 8;
|
||||
|
||||
Vector<Vector2> pts = {
|
||||
line_to + Vector2(0, tsize),
|
||||
line_to + Vector2(Math::SQRT12 * tsize, 0),
|
||||
line_to + Vector2(-Math::SQRT12 * tsize, 0)
|
||||
};
|
||||
|
||||
Vector<Color> cols{ dcol, dcol, dcol };
|
||||
|
||||
draw_primitive(pts, cols, Vector<Vector2>()); //small arrow
|
||||
}
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void CollisionPolygon2D::set_polygon(const Vector<Point2> &p_polygon) {
|
||||
polygon = p_polygon;
|
||||
|
||||
{
|
||||
for (int i = 0; i < polygon.size(); i++) {
|
||||
if (i == 0) {
|
||||
aabb = Rect2(polygon[i], Size2());
|
||||
} else {
|
||||
aabb.expand_to(polygon[i]);
|
||||
}
|
||||
}
|
||||
if (aabb == Rect2()) {
|
||||
aabb = Rect2(-10, -10, 20, 20);
|
||||
} else {
|
||||
aabb.position -= aabb.size * 0.3;
|
||||
aabb.size += aabb.size * 0.6;
|
||||
}
|
||||
}
|
||||
|
||||
if (collision_object) {
|
||||
_build_polygon();
|
||||
_update_in_shape_owner();
|
||||
}
|
||||
queue_redraw();
|
||||
update_configuration_warnings();
|
||||
}
|
||||
|
||||
Vector<Point2> CollisionPolygon2D::get_polygon() const {
|
||||
return polygon;
|
||||
}
|
||||
|
||||
void CollisionPolygon2D::set_build_mode(BuildMode p_mode) {
|
||||
ERR_FAIL_INDEX((int)p_mode, 2);
|
||||
build_mode = p_mode;
|
||||
if (collision_object) {
|
||||
_build_polygon();
|
||||
_update_in_shape_owner();
|
||||
}
|
||||
queue_redraw();
|
||||
update_configuration_warnings();
|
||||
}
|
||||
|
||||
CollisionPolygon2D::BuildMode CollisionPolygon2D::get_build_mode() const {
|
||||
return build_mode;
|
||||
}
|
||||
|
||||
#ifdef DEBUG_ENABLED
|
||||
Rect2 CollisionPolygon2D::_edit_get_rect() const {
|
||||
return aabb;
|
||||
}
|
||||
|
||||
bool CollisionPolygon2D::_edit_use_rect() const {
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CollisionPolygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
|
||||
return Geometry2D::is_point_in_polygon(p_point, Variant(polygon));
|
||||
}
|
||||
#endif
|
||||
|
||||
PackedStringArray CollisionPolygon2D::get_configuration_warnings() const {
|
||||
PackedStringArray warnings = Node2D::get_configuration_warnings();
|
||||
|
||||
if (!Object::cast_to<CollisionObject2D>(get_parent())) {
|
||||
warnings.push_back(RTR("CollisionPolygon2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape."));
|
||||
}
|
||||
|
||||
int polygon_count = polygon.size();
|
||||
if (polygon_count == 0) {
|
||||
warnings.push_back(RTR("An empty CollisionPolygon2D has no effect on collision."));
|
||||
} else {
|
||||
bool solids = build_mode == BUILD_SOLIDS;
|
||||
if (solids) {
|
||||
if (polygon_count < 3) {
|
||||
warnings.push_back(RTR("Invalid polygon. At least 3 points are needed in 'Solids' build mode."));
|
||||
}
|
||||
} else if (polygon_count < 2) {
|
||||
warnings.push_back(RTR("Invalid polygon. At least 2 points are needed in 'Segments' build mode."));
|
||||
}
|
||||
}
|
||||
if (one_way_collision && Object::cast_to<Area2D>(get_parent())) {
|
||||
warnings.push_back(RTR("The One Way Collision property will be ignored when the collision object is an Area2D."));
|
||||
}
|
||||
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void CollisionPolygon2D::set_disabled(bool p_disabled) {
|
||||
disabled = p_disabled;
|
||||
queue_redraw();
|
||||
if (collision_object) {
|
||||
collision_object->shape_owner_set_disabled(owner_id, p_disabled);
|
||||
}
|
||||
}
|
||||
|
||||
bool CollisionPolygon2D::is_disabled() const {
|
||||
return disabled;
|
||||
}
|
||||
|
||||
void CollisionPolygon2D::set_one_way_collision(bool p_enable) {
|
||||
one_way_collision = p_enable;
|
||||
queue_redraw();
|
||||
if (collision_object) {
|
||||
collision_object->shape_owner_set_one_way_collision(owner_id, p_enable);
|
||||
}
|
||||
update_configuration_warnings();
|
||||
}
|
||||
|
||||
bool CollisionPolygon2D::is_one_way_collision_enabled() const {
|
||||
return one_way_collision;
|
||||
}
|
||||
|
||||
void CollisionPolygon2D::set_one_way_collision_margin(real_t p_margin) {
|
||||
one_way_collision_margin = p_margin;
|
||||
if (collision_object) {
|
||||
collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
|
||||
}
|
||||
}
|
||||
|
||||
real_t CollisionPolygon2D::get_one_way_collision_margin() const {
|
||||
return one_way_collision_margin;
|
||||
}
|
||||
|
||||
void CollisionPolygon2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CollisionPolygon2D::set_polygon);
|
||||
ClassDB::bind_method(D_METHOD("get_polygon"), &CollisionPolygon2D::get_polygon);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_build_mode", "build_mode"), &CollisionPolygon2D::set_build_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_build_mode"), &CollisionPolygon2D::get_build_mode);
|
||||
ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionPolygon2D::set_disabled);
|
||||
ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionPolygon2D::is_disabled);
|
||||
ClassDB::bind_method(D_METHOD("set_one_way_collision", "enabled"), &CollisionPolygon2D::set_one_way_collision);
|
||||
ClassDB::bind_method(D_METHOD("is_one_way_collision_enabled"), &CollisionPolygon2D::is_one_way_collision_enabled);
|
||||
ClassDB::bind_method(D_METHOD("set_one_way_collision_margin", "margin"), &CollisionPolygon2D::set_one_way_collision_margin);
|
||||
ClassDB::bind_method(D_METHOD("get_one_way_collision_margin"), &CollisionPolygon2D::get_one_way_collision_margin);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Segments"), "set_build_mode", "get_build_mode");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
|
||||
|
||||
ADD_GROUP("One Way Collision", "one_way_collision");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_way_collision", PROPERTY_HINT_GROUP_ENABLE), "set_one_way_collision", "is_one_way_collision_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "one_way_collision_margin", PROPERTY_HINT_RANGE, "0,128,0.1,suffix:px"), "set_one_way_collision_margin", "get_one_way_collision_margin");
|
||||
|
||||
BIND_ENUM_CONSTANT(BUILD_SOLIDS);
|
||||
BIND_ENUM_CONSTANT(BUILD_SEGMENTS);
|
||||
}
|
||||
|
||||
CollisionPolygon2D::CollisionPolygon2D() {
|
||||
set_notify_local_transform(true);
|
||||
set_hide_clip_children(true);
|
||||
}
|
93
scene/2d/physics/collision_polygon_2d.h
Normal file
93
scene/2d/physics/collision_polygon_2d.h
Normal file
@@ -0,0 +1,93 @@
|
||||
/**************************************************************************/
|
||||
/* collision_polygon_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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/2d/node_2d.h"
|
||||
|
||||
class CollisionObject2D;
|
||||
|
||||
class CollisionPolygon2D : public Node2D {
|
||||
GDCLASS(CollisionPolygon2D, Node2D);
|
||||
|
||||
public:
|
||||
enum BuildMode {
|
||||
BUILD_SOLIDS,
|
||||
BUILD_SEGMENTS,
|
||||
};
|
||||
|
||||
protected:
|
||||
Rect2 aabb = Rect2(-10, -10, 20, 20);
|
||||
BuildMode build_mode = BUILD_SOLIDS;
|
||||
Vector<Point2> polygon;
|
||||
uint32_t owner_id = 0;
|
||||
CollisionObject2D *collision_object = nullptr;
|
||||
bool disabled = false;
|
||||
bool one_way_collision = false;
|
||||
real_t one_way_collision_margin = 1.0;
|
||||
|
||||
Vector<Vector<Vector2>> _decompose_in_convex();
|
||||
|
||||
void _build_polygon();
|
||||
|
||||
void _update_in_shape_owner(bool p_xform_only = false);
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
#ifdef DEBUG_ENABLED
|
||||
virtual Rect2 _edit_get_rect() const override;
|
||||
virtual bool _edit_use_rect() const override;
|
||||
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override;
|
||||
#endif
|
||||
|
||||
void set_build_mode(BuildMode p_mode);
|
||||
BuildMode get_build_mode() const;
|
||||
|
||||
void set_polygon(const Vector<Point2> &p_polygon);
|
||||
Vector<Point2> get_polygon() const;
|
||||
|
||||
PackedStringArray get_configuration_warnings() const override;
|
||||
|
||||
void set_disabled(bool p_disabled);
|
||||
bool is_disabled() const;
|
||||
|
||||
void set_one_way_collision(bool p_enable);
|
||||
bool is_one_way_collision_enabled() const;
|
||||
|
||||
void set_one_way_collision_margin(real_t p_margin);
|
||||
real_t get_one_way_collision_margin() const;
|
||||
|
||||
CollisionPolygon2D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(CollisionPolygon2D::BuildMode);
|
305
scene/2d/physics/collision_shape_2d.cpp
Normal file
305
scene/2d/physics/collision_shape_2d.cpp
Normal file
@@ -0,0 +1,305 @@
|
||||
/**************************************************************************/
|
||||
/* collision_shape_2d.cpp */
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "collision_shape_2d.h"
|
||||
|
||||
#include "scene/2d/physics/area_2d.h"
|
||||
#include "scene/2d/physics/collision_object_2d.h"
|
||||
#include "scene/resources/2d/concave_polygon_shape_2d.h"
|
||||
#include "scene/resources/2d/convex_polygon_shape_2d.h"
|
||||
|
||||
void CollisionShape2D::_shape_changed() {
|
||||
queue_redraw();
|
||||
}
|
||||
|
||||
void CollisionShape2D::_update_in_shape_owner(bool p_xform_only) {
|
||||
collision_object->shape_owner_set_transform(owner_id, get_transform());
|
||||
if (p_xform_only) {
|
||||
return;
|
||||
}
|
||||
collision_object->shape_owner_set_disabled(owner_id, disabled);
|
||||
collision_object->shape_owner_set_one_way_collision(owner_id, one_way_collision);
|
||||
collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
|
||||
}
|
||||
|
||||
void CollisionShape2D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_PARENTED: {
|
||||
collision_object = Object::cast_to<CollisionObject2D>(get_parent());
|
||||
if (collision_object) {
|
||||
owner_id = collision_object->create_shape_owner(this);
|
||||
if (shape.is_valid()) {
|
||||
collision_object->shape_owner_add_shape(owner_id, shape);
|
||||
}
|
||||
_update_in_shape_owner();
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
if (collision_object) {
|
||||
_update_in_shape_owner();
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
|
||||
if (collision_object) {
|
||||
_update_in_shape_owner(true);
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_UNPARENTED: {
|
||||
if (collision_object) {
|
||||
collision_object->remove_shape_owner(owner_id);
|
||||
}
|
||||
owner_id = 0;
|
||||
collision_object = nullptr;
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_DRAW: {
|
||||
ERR_FAIL_COND(!is_inside_tree());
|
||||
|
||||
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (shape.is_null()) {
|
||||
break;
|
||||
}
|
||||
|
||||
rect = Rect2();
|
||||
|
||||
Color draw_col = debug_color;
|
||||
if (disabled) {
|
||||
float g = draw_col.get_v();
|
||||
draw_col.r = g;
|
||||
draw_col.g = g;
|
||||
draw_col.b = g;
|
||||
draw_col.a *= 0.5;
|
||||
}
|
||||
shape->draw(get_canvas_item(), draw_col);
|
||||
|
||||
rect = shape->get_rect();
|
||||
rect = rect.grow(3);
|
||||
|
||||
if (one_way_collision) {
|
||||
// Draw an arrow indicating the one-way collision direction
|
||||
draw_col = debug_color.inverted();
|
||||
if (disabled) {
|
||||
draw_col = draw_col.darkened(0.25);
|
||||
}
|
||||
Vector2 line_to(0, 20);
|
||||
draw_line(Vector2(), line_to, draw_col, 2);
|
||||
real_t tsize = 8;
|
||||
|
||||
Vector<Vector2> pts{
|
||||
line_to + Vector2(0, tsize),
|
||||
line_to + Vector2(Math::SQRT12 * tsize, 0),
|
||||
line_to + Vector2(-Math::SQRT12 * tsize, 0)
|
||||
};
|
||||
|
||||
Vector<Color> cols{ draw_col, draw_col, draw_col };
|
||||
|
||||
draw_primitive(pts, cols, Vector<Vector2>());
|
||||
}
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void CollisionShape2D::set_shape(const Ref<Shape2D> &p_shape) {
|
||||
if (p_shape == shape) {
|
||||
return;
|
||||
}
|
||||
if (shape.is_valid()) {
|
||||
shape->disconnect_changed(callable_mp(this, &CollisionShape2D::_shape_changed));
|
||||
}
|
||||
shape = p_shape;
|
||||
queue_redraw();
|
||||
if (collision_object) {
|
||||
collision_object->shape_owner_clear_shapes(owner_id);
|
||||
if (shape.is_valid()) {
|
||||
collision_object->shape_owner_add_shape(owner_id, shape);
|
||||
}
|
||||
_update_in_shape_owner();
|
||||
}
|
||||
|
||||
if (shape.is_valid()) {
|
||||
shape->connect_changed(callable_mp(this, &CollisionShape2D::_shape_changed));
|
||||
}
|
||||
|
||||
update_configuration_warnings();
|
||||
}
|
||||
|
||||
Ref<Shape2D> CollisionShape2D::get_shape() const {
|
||||
return shape;
|
||||
}
|
||||
|
||||
bool CollisionShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
|
||||
if (shape.is_null()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return shape->_edit_is_selected_on_click(p_point, p_tolerance);
|
||||
}
|
||||
|
||||
PackedStringArray CollisionShape2D::get_configuration_warnings() const {
|
||||
PackedStringArray warnings = Node2D::get_configuration_warnings();
|
||||
|
||||
CollisionObject2D *col_object = Object::cast_to<CollisionObject2D>(get_parent());
|
||||
if (col_object == nullptr) {
|
||||
warnings.push_back(RTR("CollisionShape2D only serves to provide a collision shape to a CollisionObject2D derived node.\nPlease only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape."));
|
||||
}
|
||||
if (shape.is_null()) {
|
||||
warnings.push_back(RTR("A shape must be provided for CollisionShape2D to function. Please create a shape resource for it!"));
|
||||
}
|
||||
if (one_way_collision && Object::cast_to<Area2D>(col_object)) {
|
||||
warnings.push_back(RTR("The One Way Collision property will be ignored when the collision object is an Area2D."));
|
||||
}
|
||||
|
||||
Ref<ConvexPolygonShape2D> convex = shape;
|
||||
Ref<ConcavePolygonShape2D> concave = shape;
|
||||
if (convex.is_valid() || concave.is_valid()) {
|
||||
warnings.push_back(RTR("The CollisionShape2D node has limited editing options for polygon-based shapes. Consider using a CollisionPolygon2D node instead."));
|
||||
}
|
||||
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void CollisionShape2D::set_disabled(bool p_disabled) {
|
||||
disabled = p_disabled;
|
||||
queue_redraw();
|
||||
if (collision_object) {
|
||||
collision_object->shape_owner_set_disabled(owner_id, p_disabled);
|
||||
}
|
||||
}
|
||||
|
||||
bool CollisionShape2D::is_disabled() const {
|
||||
return disabled;
|
||||
}
|
||||
|
||||
void CollisionShape2D::set_one_way_collision(bool p_enable) {
|
||||
one_way_collision = p_enable;
|
||||
queue_redraw();
|
||||
if (collision_object) {
|
||||
collision_object->shape_owner_set_one_way_collision(owner_id, p_enable);
|
||||
}
|
||||
update_configuration_warnings();
|
||||
}
|
||||
|
||||
bool CollisionShape2D::is_one_way_collision_enabled() const {
|
||||
return one_way_collision;
|
||||
}
|
||||
|
||||
void CollisionShape2D::set_one_way_collision_margin(real_t p_margin) {
|
||||
one_way_collision_margin = p_margin;
|
||||
if (collision_object) {
|
||||
collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
|
||||
}
|
||||
}
|
||||
|
||||
real_t CollisionShape2D::get_one_way_collision_margin() const {
|
||||
return one_way_collision_margin;
|
||||
}
|
||||
|
||||
Color CollisionShape2D::_get_default_debug_color() const {
|
||||
const SceneTree *st = SceneTree::get_singleton();
|
||||
return st ? st->get_debug_collisions_color() : Color(0.0, 0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
void CollisionShape2D::set_debug_color(const Color &p_color) {
|
||||
if (debug_color == p_color) {
|
||||
return;
|
||||
}
|
||||
|
||||
debug_color = p_color;
|
||||
queue_redraw();
|
||||
}
|
||||
|
||||
Color CollisionShape2D::get_debug_color() const {
|
||||
return debug_color;
|
||||
}
|
||||
|
||||
#ifdef DEBUG_ENABLED
|
||||
|
||||
bool CollisionShape2D::_property_can_revert(const StringName &p_name) const {
|
||||
if (p_name == "debug_color") {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CollisionShape2D::_property_get_revert(const StringName &p_name, Variant &r_property) const {
|
||||
if (p_name == "debug_color") {
|
||||
r_property = _get_default_debug_color();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void CollisionShape2D::_validate_property(PropertyInfo &p_property) const {
|
||||
if (p_property.name == "debug_color") {
|
||||
if (debug_color == _get_default_debug_color()) {
|
||||
p_property.usage = PROPERTY_USAGE_DEFAULT & ~PROPERTY_USAGE_STORAGE;
|
||||
} else {
|
||||
p_property.usage = PROPERTY_USAGE_DEFAULT;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif // DEBUG_ENABLED
|
||||
|
||||
void CollisionShape2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &CollisionShape2D::set_shape);
|
||||
ClassDB::bind_method(D_METHOD("get_shape"), &CollisionShape2D::get_shape);
|
||||
ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionShape2D::set_disabled);
|
||||
ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionShape2D::is_disabled);
|
||||
ClassDB::bind_method(D_METHOD("set_one_way_collision", "enabled"), &CollisionShape2D::set_one_way_collision);
|
||||
ClassDB::bind_method(D_METHOD("is_one_way_collision_enabled"), &CollisionShape2D::is_one_way_collision_enabled);
|
||||
ClassDB::bind_method(D_METHOD("set_one_way_collision_margin", "margin"), &CollisionShape2D::set_one_way_collision_margin);
|
||||
ClassDB::bind_method(D_METHOD("get_one_way_collision_margin"), &CollisionShape2D::get_one_way_collision_margin);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
|
||||
ADD_GROUP("One Way Collision", "one_way_collision");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_way_collision", PROPERTY_HINT_GROUP_ENABLE), "set_one_way_collision", "is_one_way_collision_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "one_way_collision_margin", PROPERTY_HINT_RANGE, "0,128,0.1,suffix:px"), "set_one_way_collision_margin", "get_one_way_collision_margin");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_debug_color", "color"), &CollisionShape2D::set_debug_color);
|
||||
ClassDB::bind_method(D_METHOD("get_debug_color"), &CollisionShape2D::get_debug_color);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_color"), "set_debug_color", "get_debug_color");
|
||||
// Default value depends on a project setting, override for doc generation purposes.
|
||||
ADD_PROPERTY_DEFAULT("debug_color", Color(0.0, 0.0, 0.0, 0.0));
|
||||
}
|
||||
|
||||
CollisionShape2D::CollisionShape2D() {
|
||||
set_notify_local_transform(true);
|
||||
set_hide_clip_children(true);
|
||||
debug_color = _get_default_debug_color();
|
||||
}
|
92
scene/2d/physics/collision_shape_2d.h
Normal file
92
scene/2d/physics/collision_shape_2d.h
Normal file
@@ -0,0 +1,92 @@
|
||||
/**************************************************************************/
|
||||
/* collision_shape_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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/2d/node_2d.h"
|
||||
#include "scene/resources/2d/shape_2d.h"
|
||||
|
||||
class CollisionObject2D;
|
||||
|
||||
class CollisionShape2D : public Node2D {
|
||||
GDCLASS(CollisionShape2D, Node2D);
|
||||
Ref<Shape2D> shape;
|
||||
Rect2 rect = Rect2(-Point2(10, 10), Point2(20, 20));
|
||||
uint32_t owner_id = 0;
|
||||
CollisionObject2D *collision_object = nullptr;
|
||||
bool disabled = false;
|
||||
bool one_way_collision = false;
|
||||
real_t one_way_collision_margin = 1.0;
|
||||
|
||||
void _shape_changed();
|
||||
void _update_in_shape_owner(bool p_xform_only = false);
|
||||
|
||||
// Not wrapped in `#ifdef DEBUG_ENABLED` as it is used for rendering.
|
||||
Color debug_color = Color(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
Color _get_default_debug_color() const;
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
|
||||
#ifdef DEBUG_ENABLED
|
||||
bool _property_can_revert(const StringName &p_name) const;
|
||||
bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
|
||||
void _validate_property(PropertyInfo &p_property) const;
|
||||
#endif // DEBUG_ENABLED
|
||||
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
#ifdef DEBUG_ENABLED
|
||||
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override;
|
||||
#else
|
||||
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
|
||||
#endif // DEBUG_ENABLED
|
||||
|
||||
void set_shape(const Ref<Shape2D> &p_shape);
|
||||
Ref<Shape2D> get_shape() const;
|
||||
|
||||
void set_disabled(bool p_disabled);
|
||||
bool is_disabled() const;
|
||||
|
||||
void set_one_way_collision(bool p_enable);
|
||||
bool is_one_way_collision_enabled() const;
|
||||
|
||||
void set_one_way_collision_margin(real_t p_margin);
|
||||
real_t get_one_way_collision_margin() const;
|
||||
|
||||
void set_debug_color(const Color &p_color);
|
||||
Color get_debug_color() const;
|
||||
|
||||
PackedStringArray get_configuration_warnings() const override;
|
||||
|
||||
CollisionShape2D();
|
||||
};
|
6
scene/2d/physics/joints/SCsub
Normal file
6
scene/2d/physics/joints/SCsub
Normal file
@@ -0,0 +1,6 @@
|
||||
#!/usr/bin/env python
|
||||
from misc.utility.scons_hints import *
|
||||
|
||||
Import("env")
|
||||
|
||||
env.add_source_files(env.scene_sources, "*.cpp")
|
128
scene/2d/physics/joints/damped_spring_joint_2d.cpp
Normal file
128
scene/2d/physics/joints/damped_spring_joint_2d.cpp
Normal file
@@ -0,0 +1,128 @@
|
||||
/**************************************************************************/
|
||||
/* damped_spring_joint_2d.cpp */
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "damped_spring_joint_2d.h"
|
||||
|
||||
#include "scene/2d/physics/physics_body_2d.h"
|
||||
|
||||
void DampedSpringJoint2D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_DRAW: {
|
||||
if (!is_inside_tree()) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
|
||||
break;
|
||||
}
|
||||
|
||||
draw_line(Point2(-10, 0), Point2(+10, 0), Color(0.7, 0.6, 0.0, 0.5), 3);
|
||||
draw_line(Point2(-10, length), Point2(+10, length), Color(0.7, 0.6, 0.0, 0.5), 3);
|
||||
draw_line(Point2(0, 0), Point2(0, length), Color(0.7, 0.6, 0.0, 0.5), 3);
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void DampedSpringJoint2D::_configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) {
|
||||
Transform2D gt = get_global_transform();
|
||||
Vector2 anchor_A = gt.get_origin();
|
||||
Vector2 anchor_B = gt.xform(Vector2(0, length));
|
||||
|
||||
PhysicsServer2D::get_singleton()->joint_make_damped_spring(p_joint, anchor_A, anchor_B, body_a->get_rid(), body_b->get_rid());
|
||||
if (rest_length) {
|
||||
PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(p_joint, PhysicsServer2D::DAMPED_SPRING_REST_LENGTH, rest_length);
|
||||
}
|
||||
PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(p_joint, PhysicsServer2D::DAMPED_SPRING_STIFFNESS, stiffness);
|
||||
PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(p_joint, PhysicsServer2D::DAMPED_SPRING_DAMPING, damping);
|
||||
}
|
||||
|
||||
void DampedSpringJoint2D::set_length(real_t p_length) {
|
||||
length = p_length;
|
||||
queue_redraw();
|
||||
}
|
||||
|
||||
real_t DampedSpringJoint2D::get_length() const {
|
||||
return length;
|
||||
}
|
||||
|
||||
void DampedSpringJoint2D::set_rest_length(real_t p_rest_length) {
|
||||
rest_length = p_rest_length;
|
||||
queue_redraw();
|
||||
if (is_configured()) {
|
||||
PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(get_rid(), PhysicsServer2D::DAMPED_SPRING_REST_LENGTH, p_rest_length ? p_rest_length : length);
|
||||
}
|
||||
}
|
||||
|
||||
real_t DampedSpringJoint2D::get_rest_length() const {
|
||||
return rest_length;
|
||||
}
|
||||
|
||||
void DampedSpringJoint2D::set_stiffness(real_t p_stiffness) {
|
||||
stiffness = p_stiffness;
|
||||
queue_redraw();
|
||||
if (is_configured()) {
|
||||
PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(get_rid(), PhysicsServer2D::DAMPED_SPRING_STIFFNESS, p_stiffness);
|
||||
}
|
||||
}
|
||||
|
||||
real_t DampedSpringJoint2D::get_stiffness() const {
|
||||
return stiffness;
|
||||
}
|
||||
|
||||
void DampedSpringJoint2D::set_damping(real_t p_damping) {
|
||||
damping = p_damping;
|
||||
queue_redraw();
|
||||
if (is_configured()) {
|
||||
PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(get_rid(), PhysicsServer2D::DAMPED_SPRING_DAMPING, p_damping);
|
||||
}
|
||||
}
|
||||
|
||||
real_t DampedSpringJoint2D::get_damping() const {
|
||||
return damping;
|
||||
}
|
||||
|
||||
void DampedSpringJoint2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_length", "length"), &DampedSpringJoint2D::set_length);
|
||||
ClassDB::bind_method(D_METHOD("get_length"), &DampedSpringJoint2D::get_length);
|
||||
ClassDB::bind_method(D_METHOD("set_rest_length", "rest_length"), &DampedSpringJoint2D::set_rest_length);
|
||||
ClassDB::bind_method(D_METHOD("get_rest_length"), &DampedSpringJoint2D::get_rest_length);
|
||||
ClassDB::bind_method(D_METHOD("set_stiffness", "stiffness"), &DampedSpringJoint2D::set_stiffness);
|
||||
ClassDB::bind_method(D_METHOD("get_stiffness"), &DampedSpringJoint2D::get_stiffness);
|
||||
ClassDB::bind_method(D_METHOD("set_damping", "damping"), &DampedSpringJoint2D::set_damping);
|
||||
ClassDB::bind_method(D_METHOD("get_damping"), &DampedSpringJoint2D::get_damping);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "length", PROPERTY_HINT_RANGE, "1,65535,1,exp,suffix:px"), "set_length", "get_length");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rest_length", PROPERTY_HINT_RANGE, "0,65535,1,exp,suffix:px"), "set_rest_length", "get_rest_length");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "stiffness", PROPERTY_HINT_RANGE, "0.1,64,0.1,exp"), "set_stiffness", "get_stiffness");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping", PROPERTY_HINT_RANGE, "0.01,16,0.01,exp"), "set_damping", "get_damping");
|
||||
}
|
||||
|
||||
DampedSpringJoint2D::DampedSpringJoint2D() {
|
||||
}
|
64
scene/2d/physics/joints/damped_spring_joint_2d.h
Normal file
64
scene/2d/physics/joints/damped_spring_joint_2d.h
Normal file
@@ -0,0 +1,64 @@
|
||||
/**************************************************************************/
|
||||
/* damped_spring_joint_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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/2d/physics/joints/joint_2d.h"
|
||||
|
||||
class PhysicsBody2D;
|
||||
|
||||
class DampedSpringJoint2D : public Joint2D {
|
||||
GDCLASS(DampedSpringJoint2D, Joint2D);
|
||||
|
||||
real_t stiffness = 20.0;
|
||||
real_t damping = 1.0;
|
||||
real_t rest_length = 0.0;
|
||||
real_t length = 50.0;
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) override;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_length(real_t p_length);
|
||||
real_t get_length() const;
|
||||
|
||||
void set_rest_length(real_t p_rest_length);
|
||||
real_t get_rest_length() const;
|
||||
|
||||
void set_damping(real_t p_damping);
|
||||
real_t get_damping() const;
|
||||
|
||||
void set_stiffness(real_t p_stiffness);
|
||||
real_t get_stiffness() const;
|
||||
|
||||
DampedSpringJoint2D();
|
||||
};
|
92
scene/2d/physics/joints/groove_joint_2d.cpp
Normal file
92
scene/2d/physics/joints/groove_joint_2d.cpp
Normal file
@@ -0,0 +1,92 @@
|
||||
/**************************************************************************/
|
||||
/* groove_joint_2d.cpp */
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "groove_joint_2d.h"
|
||||
|
||||
#include "scene/2d/physics/physics_body_2d.h"
|
||||
|
||||
void GrooveJoint2D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_DRAW: {
|
||||
if (!is_inside_tree()) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
|
||||
break;
|
||||
}
|
||||
|
||||
draw_line(Point2(-10, 0), Point2(+10, 0), Color(0.7, 0.6, 0.0, 0.5), 3);
|
||||
draw_line(Point2(-10, length), Point2(+10, length), Color(0.7, 0.6, 0.0, 0.5), 3);
|
||||
draw_line(Point2(0, 0), Point2(0, length), Color(0.7, 0.6, 0.0, 0.5), 3);
|
||||
draw_line(Point2(-10, initial_offset), Point2(+10, initial_offset), Color(0.8, 0.8, 0.9, 0.5), 5);
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void GrooveJoint2D::_configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) {
|
||||
Transform2D gt = get_global_transform();
|
||||
Vector2 groove_A1 = gt.get_origin();
|
||||
Vector2 groove_A2 = gt.xform(Vector2(0, length));
|
||||
Vector2 anchor_B = gt.xform(Vector2(0, initial_offset));
|
||||
|
||||
PhysicsServer2D::get_singleton()->joint_make_groove(p_joint, groove_A1, groove_A2, anchor_B, body_a->get_rid(), body_b->get_rid());
|
||||
}
|
||||
|
||||
void GrooveJoint2D::set_length(real_t p_length) {
|
||||
length = p_length;
|
||||
queue_redraw();
|
||||
}
|
||||
|
||||
real_t GrooveJoint2D::get_length() const {
|
||||
return length;
|
||||
}
|
||||
|
||||
void GrooveJoint2D::set_initial_offset(real_t p_initial_offset) {
|
||||
initial_offset = p_initial_offset;
|
||||
queue_redraw();
|
||||
}
|
||||
|
||||
real_t GrooveJoint2D::get_initial_offset() const {
|
||||
return initial_offset;
|
||||
}
|
||||
|
||||
void GrooveJoint2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_length", "length"), &GrooveJoint2D::set_length);
|
||||
ClassDB::bind_method(D_METHOD("get_length"), &GrooveJoint2D::get_length);
|
||||
ClassDB::bind_method(D_METHOD("set_initial_offset", "offset"), &GrooveJoint2D::set_initial_offset);
|
||||
ClassDB::bind_method(D_METHOD("get_initial_offset"), &GrooveJoint2D::get_initial_offset);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "length", PROPERTY_HINT_RANGE, "1,65535,1,exp,suffix:px"), "set_length", "get_length");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "initial_offset", PROPERTY_HINT_RANGE, "1,65535,1,exp,suffix:px"), "set_initial_offset", "get_initial_offset");
|
||||
}
|
||||
|
||||
GrooveJoint2D::GrooveJoint2D() {
|
||||
}
|
56
scene/2d/physics/joints/groove_joint_2d.h
Normal file
56
scene/2d/physics/joints/groove_joint_2d.h
Normal file
@@ -0,0 +1,56 @@
|
||||
/**************************************************************************/
|
||||
/* groove_joint_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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/2d/physics/joints/joint_2d.h"
|
||||
|
||||
class PhysicsBody2D;
|
||||
|
||||
class GrooveJoint2D : public Joint2D {
|
||||
GDCLASS(GrooveJoint2D, Joint2D);
|
||||
|
||||
real_t length = 50.0;
|
||||
real_t initial_offset = 25.0;
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) override;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_length(real_t p_length);
|
||||
real_t get_length() const;
|
||||
|
||||
void set_initial_offset(real_t p_initial_offset);
|
||||
real_t get_initial_offset() const;
|
||||
|
||||
GrooveJoint2D();
|
||||
};
|
257
scene/2d/physics/joints/joint_2d.cpp
Normal file
257
scene/2d/physics/joints/joint_2d.cpp
Normal file
@@ -0,0 +1,257 @@
|
||||
/**************************************************************************/
|
||||
/* joint_2d.cpp */
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "joint_2d.h"
|
||||
|
||||
#include "scene/2d/physics/physics_body_2d.h"
|
||||
|
||||
void Joint2D::_disconnect_signals() {
|
||||
Node *node_a = get_node_or_null(a);
|
||||
PhysicsBody2D *body_a = Object::cast_to<PhysicsBody2D>(node_a);
|
||||
if (body_a) {
|
||||
body_a->disconnect(SceneStringName(tree_exiting), callable_mp(this, &Joint2D::_body_exit_tree));
|
||||
}
|
||||
|
||||
Node *node_b = get_node_or_null(b);
|
||||
PhysicsBody2D *body_b = Object::cast_to<PhysicsBody2D>(node_b);
|
||||
if (body_b) {
|
||||
body_b->disconnect(SceneStringName(tree_exiting), callable_mp(this, &Joint2D::_body_exit_tree));
|
||||
}
|
||||
}
|
||||
|
||||
void Joint2D::_body_exit_tree() {
|
||||
_disconnect_signals();
|
||||
_update_joint(true);
|
||||
update_configuration_warnings();
|
||||
}
|
||||
|
||||
void Joint2D::_update_joint(bool p_only_free) {
|
||||
if (ba.is_valid() && bb.is_valid() && exclude_from_collision) {
|
||||
PhysicsServer2D::get_singleton()->joint_disable_collisions_between_bodies(joint, false);
|
||||
}
|
||||
|
||||
ba = RID();
|
||||
bb = RID();
|
||||
configured = false;
|
||||
|
||||
if (p_only_free || !is_inside_tree()) {
|
||||
PhysicsServer2D::get_singleton()->joint_clear(joint);
|
||||
warning = String();
|
||||
return;
|
||||
}
|
||||
|
||||
Node *node_a = get_node_or_null(a);
|
||||
Node *node_b = get_node_or_null(b);
|
||||
|
||||
PhysicsBody2D *body_a = Object::cast_to<PhysicsBody2D>(node_a);
|
||||
PhysicsBody2D *body_b = Object::cast_to<PhysicsBody2D>(node_b);
|
||||
|
||||
bool valid = false;
|
||||
|
||||
if (node_a && !body_a && node_b && !body_b) {
|
||||
warning = RTR("Node A and Node B must be PhysicsBody2Ds");
|
||||
} else if (node_a && !body_a) {
|
||||
warning = RTR("Node A must be a PhysicsBody2D");
|
||||
} else if (node_b && !body_b) {
|
||||
warning = RTR("Node B must be a PhysicsBody2D");
|
||||
} else if (!body_a || !body_b) {
|
||||
warning = RTR("Joint is not connected to two PhysicsBody2Ds");
|
||||
} else if (body_a == body_b) {
|
||||
warning = RTR("Node A and Node B must be different PhysicsBody2Ds");
|
||||
} else {
|
||||
warning = String();
|
||||
valid = true;
|
||||
}
|
||||
|
||||
update_configuration_warnings();
|
||||
|
||||
if (!valid) {
|
||||
PhysicsServer2D::get_singleton()->joint_clear(joint);
|
||||
return;
|
||||
}
|
||||
|
||||
if (body_a) {
|
||||
body_a->force_update_transform();
|
||||
}
|
||||
|
||||
if (body_b) {
|
||||
body_b->force_update_transform();
|
||||
}
|
||||
|
||||
configured = true;
|
||||
|
||||
_configure_joint(joint, body_a, body_b);
|
||||
|
||||
ERR_FAIL_COND_MSG(!joint.is_valid(), "Failed to configure the joint.");
|
||||
|
||||
PhysicsServer2D::get_singleton()->joint_set_param(joint, PhysicsServer2D::JOINT_PARAM_BIAS, bias);
|
||||
|
||||
ba = body_a->get_rid();
|
||||
bb = body_b->get_rid();
|
||||
|
||||
if (!body_a->is_connected(SceneStringName(tree_exiting), callable_mp(this, &Joint2D::_body_exit_tree))) {
|
||||
body_a->connect(SceneStringName(tree_exiting), callable_mp(this, &Joint2D::_body_exit_tree));
|
||||
}
|
||||
if (!body_b->is_connected(SceneStringName(tree_exiting), callable_mp(this, &Joint2D::_body_exit_tree))) {
|
||||
body_b->connect(SceneStringName(tree_exiting), callable_mp(this, &Joint2D::_body_exit_tree));
|
||||
}
|
||||
|
||||
PhysicsServer2D::get_singleton()->joint_disable_collisions_between_bodies(joint, exclude_from_collision);
|
||||
}
|
||||
|
||||
void Joint2D::set_node_a(const NodePath &p_node_a) {
|
||||
if (a == p_node_a) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (is_configured()) {
|
||||
_disconnect_signals();
|
||||
}
|
||||
|
||||
a = p_node_a;
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
// When in editor, the setter may be called as a result of node rename.
|
||||
// It happens before the node actually changes its name, which triggers false warning.
|
||||
callable_mp(this, &Joint2D::_update_joint).call_deferred(false);
|
||||
} else {
|
||||
_update_joint();
|
||||
}
|
||||
}
|
||||
|
||||
NodePath Joint2D::get_node_a() const {
|
||||
return a;
|
||||
}
|
||||
|
||||
void Joint2D::set_node_b(const NodePath &p_node_b) {
|
||||
if (b == p_node_b) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (is_configured()) {
|
||||
_disconnect_signals();
|
||||
}
|
||||
|
||||
b = p_node_b;
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
callable_mp(this, &Joint2D::_update_joint).call_deferred(false);
|
||||
} else {
|
||||
_update_joint();
|
||||
}
|
||||
}
|
||||
|
||||
NodePath Joint2D::get_node_b() const {
|
||||
return b;
|
||||
}
|
||||
|
||||
void Joint2D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_POST_ENTER_TREE: {
|
||||
if (is_configured()) {
|
||||
_disconnect_signals();
|
||||
}
|
||||
_update_joint();
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_EXIT_TREE: {
|
||||
if (is_configured()) {
|
||||
_disconnect_signals();
|
||||
}
|
||||
_update_joint(true);
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void Joint2D::set_bias(real_t p_bias) {
|
||||
bias = p_bias;
|
||||
if (joint.is_valid()) {
|
||||
PhysicsServer2D::get_singleton()->joint_set_param(joint, PhysicsServer2D::JOINT_PARAM_BIAS, bias);
|
||||
}
|
||||
}
|
||||
|
||||
real_t Joint2D::get_bias() const {
|
||||
return bias;
|
||||
}
|
||||
|
||||
void Joint2D::set_exclude_nodes_from_collision(bool p_enable) {
|
||||
if (exclude_from_collision == p_enable) {
|
||||
return;
|
||||
}
|
||||
if (is_configured()) {
|
||||
_disconnect_signals();
|
||||
}
|
||||
_update_joint(true);
|
||||
exclude_from_collision = p_enable;
|
||||
_update_joint();
|
||||
}
|
||||
|
||||
bool Joint2D::get_exclude_nodes_from_collision() const {
|
||||
return exclude_from_collision;
|
||||
}
|
||||
|
||||
PackedStringArray Joint2D::get_configuration_warnings() const {
|
||||
PackedStringArray warnings = Node2D::get_configuration_warnings();
|
||||
|
||||
if (!warning.is_empty()) {
|
||||
warnings.push_back(warning);
|
||||
}
|
||||
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void Joint2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_node_a", "node"), &Joint2D::set_node_a);
|
||||
ClassDB::bind_method(D_METHOD("get_node_a"), &Joint2D::get_node_a);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_node_b", "node"), &Joint2D::set_node_b);
|
||||
ClassDB::bind_method(D_METHOD("get_node_b"), &Joint2D::get_node_b);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_bias", "bias"), &Joint2D::set_bias);
|
||||
ClassDB::bind_method(D_METHOD("get_bias"), &Joint2D::get_bias);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_exclude_nodes_from_collision", "enable"), &Joint2D::set_exclude_nodes_from_collision);
|
||||
ClassDB::bind_method(D_METHOD("get_exclude_nodes_from_collision"), &Joint2D::get_exclude_nodes_from_collision);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_rid"), &Joint2D::get_rid);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_a", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody2D"), "set_node_a", "get_node_a");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_b", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody2D"), "set_node_b", "get_node_b");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bias", PROPERTY_HINT_RANGE, "0,0.9,0.001"), "set_bias", "get_bias");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disable_collision"), "set_exclude_nodes_from_collision", "get_exclude_nodes_from_collision");
|
||||
}
|
||||
|
||||
Joint2D::Joint2D() {
|
||||
joint = PhysicsServer2D::get_singleton()->joint_create();
|
||||
set_hide_clip_children(true);
|
||||
}
|
||||
|
||||
Joint2D::~Joint2D() {
|
||||
ERR_FAIL_NULL(PhysicsServer2D::get_singleton());
|
||||
PhysicsServer2D::get_singleton()->free(joint);
|
||||
}
|
81
scene/2d/physics/joints/joint_2d.h
Normal file
81
scene/2d/physics/joints/joint_2d.h
Normal file
@@ -0,0 +1,81 @@
|
||||
/**************************************************************************/
|
||||
/* joint_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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/2d/node_2d.h"
|
||||
|
||||
class PhysicsBody2D;
|
||||
|
||||
class Joint2D : public Node2D {
|
||||
GDCLASS(Joint2D, Node2D);
|
||||
|
||||
RID joint;
|
||||
RID ba, bb;
|
||||
|
||||
NodePath a;
|
||||
NodePath b;
|
||||
real_t bias = 0.0;
|
||||
|
||||
bool exclude_from_collision = true;
|
||||
bool configured = false;
|
||||
String warning;
|
||||
|
||||
protected:
|
||||
void _disconnect_signals();
|
||||
void _body_exit_tree();
|
||||
void _update_joint(bool p_only_free = false);
|
||||
|
||||
void _notification(int p_what);
|
||||
virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) = 0;
|
||||
|
||||
static void _bind_methods();
|
||||
|
||||
_FORCE_INLINE_ bool is_configured() const { return configured; }
|
||||
|
||||
public:
|
||||
virtual PackedStringArray get_configuration_warnings() const override;
|
||||
|
||||
void set_node_a(const NodePath &p_node_a);
|
||||
NodePath get_node_a() const;
|
||||
|
||||
void set_node_b(const NodePath &p_node_b);
|
||||
NodePath get_node_b() const;
|
||||
|
||||
void set_bias(real_t p_bias);
|
||||
real_t get_bias() const;
|
||||
|
||||
void set_exclude_nodes_from_collision(bool p_enable);
|
||||
bool get_exclude_nodes_from_collision() const;
|
||||
|
||||
RID get_rid() const { return joint; }
|
||||
Joint2D();
|
||||
~Joint2D();
|
||||
};
|
177
scene/2d/physics/joints/pin_joint_2d.cpp
Normal file
177
scene/2d/physics/joints/pin_joint_2d.cpp
Normal file
@@ -0,0 +1,177 @@
|
||||
/**************************************************************************/
|
||||
/* pin_joint_2d.cpp */
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "pin_joint_2d.h"
|
||||
|
||||
#include "scene/2d/physics/physics_body_2d.h"
|
||||
|
||||
void PinJoint2D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_DRAW: {
|
||||
if (!is_inside_tree()) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
|
||||
break;
|
||||
}
|
||||
|
||||
draw_line(Point2(-10, 0), Point2(+10, 0), Color(0.7, 0.6, 0.0, 0.5), 3);
|
||||
draw_line(Point2(0, -10), Point2(0, +10), Color(0.7, 0.6, 0.0, 0.5), 3);
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void PinJoint2D::_configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) {
|
||||
PhysicsServer2D::get_singleton()->joint_make_pin(p_joint, get_global_position(), body_a->get_rid(), body_b ? body_b->get_rid() : RID());
|
||||
PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_SOFTNESS, softness);
|
||||
PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_LIMIT_UPPER, angular_limit_upper);
|
||||
PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_LIMIT_LOWER, angular_limit_lower);
|
||||
PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_MOTOR_TARGET_VELOCITY, motor_target_velocity);
|
||||
PhysicsServer2D::get_singleton()->pin_joint_set_flag(p_joint, PhysicsServer2D::PIN_JOINT_FLAG_MOTOR_ENABLED, motor_enabled);
|
||||
PhysicsServer2D::get_singleton()->pin_joint_set_flag(p_joint, PhysicsServer2D::PIN_JOINT_FLAG_ANGULAR_LIMIT_ENABLED, angular_limit_enabled);
|
||||
}
|
||||
|
||||
void PinJoint2D::set_softness(real_t p_softness) {
|
||||
if (softness == p_softness) {
|
||||
return;
|
||||
}
|
||||
softness = p_softness;
|
||||
queue_redraw();
|
||||
if (is_configured()) {
|
||||
PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_SOFTNESS, p_softness);
|
||||
}
|
||||
}
|
||||
|
||||
real_t PinJoint2D::get_softness() const {
|
||||
return softness;
|
||||
}
|
||||
|
||||
void PinJoint2D::set_angular_limit_lower(real_t p_angular_limit_lower) {
|
||||
if (angular_limit_lower == p_angular_limit_lower) {
|
||||
return;
|
||||
}
|
||||
angular_limit_lower = p_angular_limit_lower;
|
||||
queue_redraw();
|
||||
if (is_configured()) {
|
||||
PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_LIMIT_LOWER, p_angular_limit_lower);
|
||||
}
|
||||
}
|
||||
|
||||
real_t PinJoint2D::get_angular_limit_lower() const {
|
||||
return angular_limit_lower;
|
||||
}
|
||||
|
||||
void PinJoint2D::set_angular_limit_upper(real_t p_angular_limit_upper) {
|
||||
if (angular_limit_upper == p_angular_limit_upper) {
|
||||
return;
|
||||
}
|
||||
angular_limit_upper = p_angular_limit_upper;
|
||||
queue_redraw();
|
||||
if (is_configured()) {
|
||||
PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_LIMIT_UPPER, p_angular_limit_upper);
|
||||
}
|
||||
}
|
||||
|
||||
real_t PinJoint2D::get_angular_limit_upper() const {
|
||||
return angular_limit_upper;
|
||||
}
|
||||
|
||||
void PinJoint2D::set_motor_target_velocity(real_t p_motor_target_velocity) {
|
||||
if (motor_target_velocity == p_motor_target_velocity) {
|
||||
return;
|
||||
}
|
||||
motor_target_velocity = p_motor_target_velocity;
|
||||
queue_redraw();
|
||||
if (is_configured()) {
|
||||
PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_MOTOR_TARGET_VELOCITY, motor_target_velocity);
|
||||
}
|
||||
}
|
||||
|
||||
real_t PinJoint2D::get_motor_target_velocity() const {
|
||||
return motor_target_velocity;
|
||||
}
|
||||
|
||||
void PinJoint2D::set_motor_enabled(bool p_motor_enabled) {
|
||||
if (motor_enabled == p_motor_enabled) {
|
||||
return;
|
||||
}
|
||||
motor_enabled = p_motor_enabled;
|
||||
queue_redraw();
|
||||
if (is_configured()) {
|
||||
PhysicsServer2D::get_singleton()->pin_joint_set_flag(get_rid(), PhysicsServer2D::PIN_JOINT_FLAG_MOTOR_ENABLED, motor_enabled);
|
||||
}
|
||||
}
|
||||
|
||||
bool PinJoint2D::is_motor_enabled() const {
|
||||
return motor_enabled;
|
||||
}
|
||||
|
||||
void PinJoint2D::set_angular_limit_enabled(bool p_angular_limit_enabled) {
|
||||
if (angular_limit_enabled == p_angular_limit_enabled) {
|
||||
return;
|
||||
}
|
||||
angular_limit_enabled = p_angular_limit_enabled;
|
||||
queue_redraw();
|
||||
if (is_configured()) {
|
||||
PhysicsServer2D::get_singleton()->pin_joint_set_flag(get_rid(), PhysicsServer2D::PIN_JOINT_FLAG_ANGULAR_LIMIT_ENABLED, angular_limit_enabled);
|
||||
}
|
||||
}
|
||||
|
||||
bool PinJoint2D::is_angular_limit_enabled() const {
|
||||
return angular_limit_enabled;
|
||||
}
|
||||
|
||||
void PinJoint2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_softness", "softness"), &PinJoint2D::set_softness);
|
||||
ClassDB::bind_method(D_METHOD("get_softness"), &PinJoint2D::get_softness);
|
||||
ClassDB::bind_method(D_METHOD("set_angular_limit_lower", "angular_limit_lower"), &PinJoint2D::set_angular_limit_lower);
|
||||
ClassDB::bind_method(D_METHOD("get_angular_limit_lower"), &PinJoint2D::get_angular_limit_lower);
|
||||
ClassDB::bind_method(D_METHOD("set_angular_limit_upper", "angular_limit_upper"), &PinJoint2D::set_angular_limit_upper);
|
||||
ClassDB::bind_method(D_METHOD("get_angular_limit_upper"), &PinJoint2D::get_angular_limit_upper);
|
||||
ClassDB::bind_method(D_METHOD("set_motor_target_velocity", "motor_target_velocity"), &PinJoint2D::set_motor_target_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_motor_target_velocity"), &PinJoint2D::get_motor_target_velocity);
|
||||
ClassDB::bind_method(D_METHOD("set_motor_enabled", "enabled"), &PinJoint2D::set_motor_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_motor_enabled"), &PinJoint2D::is_motor_enabled);
|
||||
ClassDB::bind_method(D_METHOD("set_angular_limit_enabled", "enabled"), &PinJoint2D::set_angular_limit_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_angular_limit_enabled"), &PinJoint2D::is_angular_limit_enabled);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "softness", PROPERTY_HINT_RANGE, "0.00,16,0.01,exp"), "set_softness", "get_softness");
|
||||
ADD_GROUP("Angular Limit", "angular_limit_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "angular_limit_enabled"), "set_angular_limit_enabled", "is_angular_limit_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_lower", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_angular_limit_lower", "get_angular_limit_lower");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_upper", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_angular_limit_upper", "get_angular_limit_upper");
|
||||
ADD_GROUP("Motor", "motor_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motor_enabled"), "set_motor_enabled", "is_motor_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "motor_target_velocity", PROPERTY_HINT_RANGE, U"-200,200,0.01,or_greater,or_less,radians_as_degrees,suffix:\u00B0/s"), "set_motor_target_velocity", "get_motor_target_velocity");
|
||||
}
|
||||
|
||||
PinJoint2D::PinJoint2D() {
|
||||
}
|
68
scene/2d/physics/joints/pin_joint_2d.h
Normal file
68
scene/2d/physics/joints/pin_joint_2d.h
Normal file
@@ -0,0 +1,68 @@
|
||||
/**************************************************************************/
|
||||
/* pin_joint_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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/2d/physics/joints/joint_2d.h"
|
||||
|
||||
class PhysicsBody2D;
|
||||
|
||||
class PinJoint2D : public Joint2D {
|
||||
GDCLASS(PinJoint2D, Joint2D);
|
||||
|
||||
real_t softness = 0.0;
|
||||
real_t angular_limit_lower = 0.0;
|
||||
real_t angular_limit_upper = 0.0;
|
||||
real_t motor_target_velocity = 0.0;
|
||||
bool motor_enabled = false;
|
||||
bool angular_limit_enabled = false;
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) override;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_softness(real_t p_softness);
|
||||
real_t get_softness() const;
|
||||
void set_angular_limit_lower(real_t p_angular_limit_lower);
|
||||
real_t get_angular_limit_lower() const;
|
||||
void set_angular_limit_upper(real_t p_angular_limit_upper);
|
||||
real_t get_angular_limit_upper() const;
|
||||
void set_motor_target_velocity(real_t p_motor_target_velocity);
|
||||
real_t get_motor_target_velocity() const;
|
||||
|
||||
void set_motor_enabled(bool p_motor_enabled);
|
||||
bool is_motor_enabled() const;
|
||||
void set_angular_limit_enabled(bool p_angular_limit_enabled);
|
||||
bool is_angular_limit_enabled() const;
|
||||
|
||||
PinJoint2D();
|
||||
};
|
120
scene/2d/physics/kinematic_collision_2d.cpp
Normal file
120
scene/2d/physics/kinematic_collision_2d.cpp
Normal file
@@ -0,0 +1,120 @@
|
||||
/**************************************************************************/
|
||||
/* kinematic_collision_2d.cpp */
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "kinematic_collision_2d.h"
|
||||
|
||||
#include "scene/2d/physics/physics_body_2d.h"
|
||||
|
||||
Vector2 KinematicCollision2D::get_position() const {
|
||||
return result.collision_point;
|
||||
}
|
||||
|
||||
Vector2 KinematicCollision2D::get_normal() const {
|
||||
return result.collision_normal;
|
||||
}
|
||||
|
||||
Vector2 KinematicCollision2D::get_travel() const {
|
||||
return result.travel;
|
||||
}
|
||||
|
||||
Vector2 KinematicCollision2D::get_remainder() const {
|
||||
return result.remainder;
|
||||
}
|
||||
|
||||
real_t KinematicCollision2D::get_angle(const Vector2 &p_up_direction) const {
|
||||
ERR_FAIL_COND_V(p_up_direction == Vector2(), 0);
|
||||
return result.get_angle(p_up_direction);
|
||||
}
|
||||
|
||||
real_t KinematicCollision2D::get_depth() const {
|
||||
return result.collision_depth;
|
||||
}
|
||||
|
||||
Object *KinematicCollision2D::get_local_shape() const {
|
||||
PhysicsBody2D *owner = ObjectDB::get_instance<PhysicsBody2D>(owner_id);
|
||||
if (!owner) {
|
||||
return nullptr;
|
||||
}
|
||||
uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape);
|
||||
return owner->shape_owner_get_owner(ownerid);
|
||||
}
|
||||
|
||||
Object *KinematicCollision2D::get_collider() const {
|
||||
if (result.collider_id.is_valid()) {
|
||||
return ObjectDB::get_instance(result.collider_id);
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
ObjectID KinematicCollision2D::get_collider_id() const {
|
||||
return result.collider_id;
|
||||
}
|
||||
|
||||
RID KinematicCollision2D::get_collider_rid() const {
|
||||
return result.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(result.collider_shape);
|
||||
return obj2d->shape_owner_get_owner(ownerid);
|
||||
}
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
int KinematicCollision2D::get_collider_shape_index() const {
|
||||
return result.collider_shape;
|
||||
}
|
||||
|
||||
Vector2 KinematicCollision2D::get_collider_velocity() const {
|
||||
return result.collider_velocity;
|
||||
}
|
||||
|
||||
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_angle", "up_direction"), &KinematicCollision2D::get_angle, DEFVAL(Vector2(0.0, -1.0)));
|
||||
ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision2D::get_depth);
|
||||
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_rid"), &KinematicCollision2D::get_collider_rid);
|
||||
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);
|
||||
}
|
64
scene/2d/physics/kinematic_collision_2d.h
Normal file
64
scene/2d/physics/kinematic_collision_2d.h
Normal file
@@ -0,0 +1,64 @@
|
||||
/**************************************************************************/
|
||||
/* kinematic_collision_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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "core/object/ref_counted.h"
|
||||
#include "servers/physics_server_2d.h"
|
||||
|
||||
class CharacterBody2D;
|
||||
class PhysicsBody2D;
|
||||
|
||||
class KinematicCollision2D : public RefCounted {
|
||||
GDCLASS(KinematicCollision2D, RefCounted);
|
||||
|
||||
ObjectID owner_id;
|
||||
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;
|
||||
};
|
299
scene/2d/physics/physical_bone_2d.cpp
Normal file
299
scene/2d/physics/physical_bone_2d.cpp
Normal file
@@ -0,0 +1,299 @@
|
||||
/**************************************************************************/
|
||||
/* physical_bone_2d.cpp */
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "physical_bone_2d.h"
|
||||
|
||||
#include "scene/2d/physics/joints/joint_2d.h"
|
||||
|
||||
void PhysicalBone2D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
|
||||
// Position the RigidBody in the correct position.
|
||||
if (follow_bone_when_simulating) {
|
||||
_position_at_bone2d();
|
||||
}
|
||||
|
||||
// Keep the child joint in the correct position.
|
||||
if (child_joint && auto_configure_joint) {
|
||||
child_joint->set_global_position(get_global_position());
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_READY: {
|
||||
_find_skeleton_parent();
|
||||
_find_joint_child();
|
||||
|
||||
// Configure joint.
|
||||
if (child_joint && auto_configure_joint) {
|
||||
_auto_configure_joint();
|
||||
}
|
||||
|
||||
// Simulate physics if set.
|
||||
if (simulate_physics) {
|
||||
_start_physics_simulation();
|
||||
} else {
|
||||
_stop_physics_simulation();
|
||||
}
|
||||
|
||||
set_physics_process_internal(true);
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicalBone2D::_position_at_bone2d() {
|
||||
// Reset to Bone2D position
|
||||
if (parent_skeleton) {
|
||||
Bone2D *bone_to_use = parent_skeleton->get_bone(bone2d_index);
|
||||
ERR_FAIL_NULL_MSG(bone_to_use, "It's not possible to position the bone with ID: " + itos(bone2d_index) + ".");
|
||||
set_global_transform(bone_to_use->get_global_transform());
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicalBone2D::_find_skeleton_parent() {
|
||||
Node *current_parent = get_parent();
|
||||
|
||||
while (current_parent != nullptr) {
|
||||
Skeleton2D *potential_skeleton = Object::cast_to<Skeleton2D>(current_parent);
|
||||
if (potential_skeleton) {
|
||||
parent_skeleton = potential_skeleton;
|
||||
break;
|
||||
} else {
|
||||
PhysicalBone2D *potential_parent_bone = Object::cast_to<PhysicalBone2D>(current_parent);
|
||||
if (potential_parent_bone) {
|
||||
current_parent = potential_parent_bone->get_parent();
|
||||
} else {
|
||||
current_parent = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicalBone2D::_find_joint_child() {
|
||||
for (int i = 0; i < get_child_count(); i++) {
|
||||
Node *child_node = get_child(i);
|
||||
Joint2D *potential_joint = Object::cast_to<Joint2D>(child_node);
|
||||
if (potential_joint) {
|
||||
child_joint = potential_joint;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
PackedStringArray PhysicalBone2D::get_configuration_warnings() const {
|
||||
PackedStringArray warnings = RigidBody2D::get_configuration_warnings();
|
||||
|
||||
if (!parent_skeleton) {
|
||||
warnings.push_back(RTR("A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a parent node!"));
|
||||
}
|
||||
if (parent_skeleton && bone2d_index <= -1) {
|
||||
warnings.push_back(RTR("A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! Please set a Bone2D node in the inspector."));
|
||||
}
|
||||
if (!child_joint) {
|
||||
PhysicalBone2D *parent_bone = Object::cast_to<PhysicalBone2D>(get_parent());
|
||||
if (parent_bone) {
|
||||
warnings.push_back(RTR("A PhysicalBone2D node should have a Joint2D-based child node to keep bones connected! Please add a Joint2D-based node as a child to this node!"));
|
||||
}
|
||||
}
|
||||
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void PhysicalBone2D::_auto_configure_joint() {
|
||||
if (!auto_configure_joint) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (child_joint) {
|
||||
// Node A = parent | Node B = this node
|
||||
Node *parent_node = get_parent();
|
||||
PhysicalBone2D *potential_parent_bone = Object::cast_to<PhysicalBone2D>(parent_node);
|
||||
|
||||
if (potential_parent_bone) {
|
||||
child_joint->set_node_a(child_joint->get_path_to(potential_parent_bone));
|
||||
child_joint->set_node_b(child_joint->get_path_to(this));
|
||||
} else {
|
||||
WARN_PRINT("Cannot setup joint without a parent PhysicalBone2D node.");
|
||||
}
|
||||
|
||||
// Place the child joint at this node's position.
|
||||
child_joint->set_global_position(get_global_position());
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicalBone2D::_start_physics_simulation() {
|
||||
if (_internal_simulate_physics) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Reset to Bone2D position.
|
||||
_position_at_bone2d();
|
||||
|
||||
// Apply the layers and masks.
|
||||
PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
|
||||
PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
|
||||
PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority());
|
||||
|
||||
// Apply the correct mode.
|
||||
_apply_body_mode();
|
||||
|
||||
_internal_simulate_physics = true;
|
||||
set_physics_process_internal(true);
|
||||
}
|
||||
|
||||
void PhysicalBone2D::_stop_physics_simulation() {
|
||||
if (_internal_simulate_physics) {
|
||||
_internal_simulate_physics = false;
|
||||
|
||||
// Reset to Bone2D position
|
||||
_position_at_bone2d();
|
||||
|
||||
set_physics_process_internal(false);
|
||||
PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), 0);
|
||||
PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), 0);
|
||||
PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), 1.0);
|
||||
PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_STATIC);
|
||||
}
|
||||
}
|
||||
|
||||
Joint2D *PhysicalBone2D::get_joint() const {
|
||||
return child_joint;
|
||||
}
|
||||
|
||||
bool PhysicalBone2D::get_auto_configure_joint() const {
|
||||
return auto_configure_joint;
|
||||
}
|
||||
|
||||
void PhysicalBone2D::set_auto_configure_joint(bool p_auto_configure) {
|
||||
auto_configure_joint = p_auto_configure;
|
||||
_auto_configure_joint();
|
||||
}
|
||||
|
||||
void PhysicalBone2D::set_simulate_physics(bool p_simulate) {
|
||||
if (p_simulate == simulate_physics) {
|
||||
return;
|
||||
}
|
||||
simulate_physics = p_simulate;
|
||||
|
||||
if (simulate_physics) {
|
||||
_start_physics_simulation();
|
||||
} else {
|
||||
_stop_physics_simulation();
|
||||
}
|
||||
}
|
||||
|
||||
bool PhysicalBone2D::get_simulate_physics() const {
|
||||
return simulate_physics;
|
||||
}
|
||||
|
||||
bool PhysicalBone2D::is_simulating_physics() const {
|
||||
return _internal_simulate_physics;
|
||||
}
|
||||
|
||||
void PhysicalBone2D::set_bone2d_nodepath(const NodePath &p_nodepath) {
|
||||
bone2d_nodepath = p_nodepath;
|
||||
notify_property_list_changed();
|
||||
}
|
||||
|
||||
NodePath PhysicalBone2D::get_bone2d_nodepath() const {
|
||||
return bone2d_nodepath;
|
||||
}
|
||||
|
||||
void PhysicalBone2D::set_bone2d_index(int p_bone_idx) {
|
||||
ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");
|
||||
|
||||
if (!is_inside_tree()) {
|
||||
bone2d_index = p_bone_idx;
|
||||
return;
|
||||
}
|
||||
|
||||
if (parent_skeleton) {
|
||||
ERR_FAIL_INDEX_MSG(p_bone_idx, parent_skeleton->get_bone_count(), "Passed-in Bone index is out of range!");
|
||||
bone2d_index = p_bone_idx;
|
||||
|
||||
bone2d_nodepath = get_path_to(parent_skeleton->get_bone(bone2d_index));
|
||||
} else {
|
||||
WARN_PRINT("Cannot verify bone index...");
|
||||
bone2d_index = p_bone_idx;
|
||||
}
|
||||
|
||||
notify_property_list_changed();
|
||||
}
|
||||
|
||||
int PhysicalBone2D::get_bone2d_index() const {
|
||||
return bone2d_index;
|
||||
}
|
||||
|
||||
void PhysicalBone2D::set_follow_bone_when_simulating(bool p_follow_bone) {
|
||||
follow_bone_when_simulating = p_follow_bone;
|
||||
|
||||
if (_internal_simulate_physics) {
|
||||
_stop_physics_simulation();
|
||||
_start_physics_simulation();
|
||||
}
|
||||
}
|
||||
|
||||
bool PhysicalBone2D::get_follow_bone_when_simulating() const {
|
||||
return follow_bone_when_simulating;
|
||||
}
|
||||
|
||||
void PhysicalBone2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("get_joint"), &PhysicalBone2D::get_joint);
|
||||
ClassDB::bind_method(D_METHOD("get_auto_configure_joint"), &PhysicalBone2D::get_auto_configure_joint);
|
||||
ClassDB::bind_method(D_METHOD("set_auto_configure_joint", "auto_configure_joint"), &PhysicalBone2D::set_auto_configure_joint);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_simulate_physics", "simulate_physics"), &PhysicalBone2D::set_simulate_physics);
|
||||
ClassDB::bind_method(D_METHOD("get_simulate_physics"), &PhysicalBone2D::get_simulate_physics);
|
||||
ClassDB::bind_method(D_METHOD("is_simulating_physics"), &PhysicalBone2D::is_simulating_physics);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_bone2d_nodepath", "nodepath"), &PhysicalBone2D::set_bone2d_nodepath);
|
||||
ClassDB::bind_method(D_METHOD("get_bone2d_nodepath"), &PhysicalBone2D::get_bone2d_nodepath);
|
||||
ClassDB::bind_method(D_METHOD("set_bone2d_index", "bone_index"), &PhysicalBone2D::set_bone2d_index);
|
||||
ClassDB::bind_method(D_METHOD("get_bone2d_index"), &PhysicalBone2D::get_bone2d_index);
|
||||
ClassDB::bind_method(D_METHOD("set_follow_bone_when_simulating", "follow_bone"), &PhysicalBone2D::set_follow_bone_when_simulating);
|
||||
ClassDB::bind_method(D_METHOD("get_follow_bone_when_simulating"), &PhysicalBone2D::get_follow_bone_when_simulating);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "bone2d_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Bone2D"), "set_bone2d_nodepath", "get_bone2d_nodepath");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "bone2d_index", PROPERTY_HINT_RANGE, "-1, 1000, 1"), "set_bone2d_index", "get_bone2d_index");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_configure_joint"), "set_auto_configure_joint", "get_auto_configure_joint");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "simulate_physics"), "set_simulate_physics", "get_simulate_physics");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "follow_bone_when_simulating"), "set_follow_bone_when_simulating", "get_follow_bone_when_simulating");
|
||||
}
|
||||
|
||||
PhysicalBone2D::PhysicalBone2D() {
|
||||
// Stop the RigidBody from executing its force integration.
|
||||
PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), 0);
|
||||
PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), 0);
|
||||
PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_STATIC);
|
||||
|
||||
child_joint = nullptr;
|
||||
}
|
||||
|
||||
PhysicalBone2D::~PhysicalBone2D() {
|
||||
}
|
85
scene/2d/physics/physical_bone_2d.h
Normal file
85
scene/2d/physics/physical_bone_2d.h
Normal file
@@ -0,0 +1,85 @@
|
||||
/**************************************************************************/
|
||||
/* physical_bone_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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/2d/physics/rigid_body_2d.h"
|
||||
#include "scene/2d/skeleton_2d.h"
|
||||
|
||||
class Joint2D;
|
||||
|
||||
class PhysicalBone2D : public RigidBody2D {
|
||||
GDCLASS(PhysicalBone2D, RigidBody2D);
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
|
||||
private:
|
||||
Skeleton2D *parent_skeleton = nullptr;
|
||||
int bone2d_index = -1;
|
||||
NodePath bone2d_nodepath;
|
||||
bool follow_bone_when_simulating = false;
|
||||
|
||||
Joint2D *child_joint = nullptr;
|
||||
bool auto_configure_joint = true;
|
||||
|
||||
bool simulate_physics = false;
|
||||
bool _internal_simulate_physics = false;
|
||||
|
||||
void _find_skeleton_parent();
|
||||
void _find_joint_child();
|
||||
void _auto_configure_joint();
|
||||
|
||||
void _start_physics_simulation();
|
||||
void _stop_physics_simulation();
|
||||
void _position_at_bone2d();
|
||||
|
||||
public:
|
||||
Joint2D *get_joint() const;
|
||||
bool get_auto_configure_joint() const;
|
||||
void set_auto_configure_joint(bool p_auto_configure);
|
||||
|
||||
void set_simulate_physics(bool p_simulate);
|
||||
bool get_simulate_physics() const;
|
||||
bool is_simulating_physics() const;
|
||||
|
||||
void set_bone2d_nodepath(const NodePath &p_nodepath);
|
||||
NodePath get_bone2d_nodepath() const;
|
||||
void set_bone2d_index(int p_bone_idx);
|
||||
int get_bone2d_index() const;
|
||||
void set_follow_bone_when_simulating(bool p_follow);
|
||||
bool get_follow_bone_when_simulating() const;
|
||||
|
||||
PackedStringArray get_configuration_warnings() const override;
|
||||
|
||||
PhysicalBone2D();
|
||||
~PhysicalBone2D();
|
||||
};
|
181
scene/2d/physics/physics_body_2d.cpp
Normal file
181
scene/2d/physics/physics_body_2d.cpp
Normal file
@@ -0,0 +1,181 @@
|
||||
/**************************************************************************/
|
||||
/* physics_body_2d.cpp */
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "physics_body_2d.h"
|
||||
|
||||
void PhysicsBody2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("move_and_collide", "motion", "test_only", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08), DEFVAL(false));
|
||||
ClassDB::bind_method(D_METHOD("test_move", "from", "motion", "collision", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08), DEFVAL(false));
|
||||
ClassDB::bind_method(D_METHOD("get_gravity"), &PhysicsBody2D::get_gravity);
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) :
|
||||
CollisionObject2D(PhysicsServer2D::get_singleton()->body_create(), false) {
|
||||
set_body_mode(p_mode);
|
||||
set_pickable(false);
|
||||
}
|
||||
|
||||
Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_test_only, real_t p_margin, bool p_recovery_as_collision) {
|
||||
PhysicsServer2D::MotionParameters parameters(get_global_transform(), p_motion, p_margin);
|
||||
parameters.recovery_as_collision = p_recovery_as_collision;
|
||||
|
||||
PhysicsServer2D::MotionResult result;
|
||||
|
||||
if (move_and_collide(parameters, result, p_test_only)) {
|
||||
// Create a new instance when the cached reference is invalid or still in use in script.
|
||||
if (motion_cache.is_null() || motion_cache->get_reference_count() > 1) {
|
||||
motion_cache.instantiate();
|
||||
motion_cache->owner_id = get_instance_id();
|
||||
}
|
||||
|
||||
motion_cache->result = result;
|
||||
return motion_cache;
|
||||
}
|
||||
|
||||
return Ref<KinematicCollision2D>();
|
||||
}
|
||||
|
||||
bool PhysicsBody2D::move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only, bool p_cancel_sliding) {
|
||||
if (is_only_update_transform_changes_enabled()) {
|
||||
ERR_PRINT("Move functions do not work together with 'sync to physics' option. See the documentation for details.");
|
||||
}
|
||||
|
||||
bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_parameters, &r_result);
|
||||
|
||||
// Restore direction of motion to be along original motion,
|
||||
// in order to avoid sliding due to recovery,
|
||||
// but only if collision depth is low enough to avoid tunneling.
|
||||
if (p_cancel_sliding) {
|
||||
real_t motion_length = p_parameters.motion.length();
|
||||
real_t precision = 0.001;
|
||||
|
||||
if (colliding) {
|
||||
// Can't just use margin as a threshold because collision depth is calculated on unsafe motion,
|
||||
// so even in normal resting cases the depth can be a bit more than the margin.
|
||||
precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction);
|
||||
|
||||
if (r_result.collision_depth > p_parameters.margin + precision) {
|
||||
p_cancel_sliding = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (p_cancel_sliding) {
|
||||
// When motion is null, recovery is the resulting motion.
|
||||
Vector2 motion_normal;
|
||||
if (motion_length > CMP_EPSILON) {
|
||||
motion_normal = p_parameters.motion / motion_length;
|
||||
}
|
||||
|
||||
// Check depth of recovery.
|
||||
real_t projected_length = r_result.travel.dot(motion_normal);
|
||||
Vector2 recovery = r_result.travel - motion_normal * projected_length;
|
||||
real_t recovery_length = recovery.length();
|
||||
// Fixes cases where canceling slide causes the motion to go too deep into the ground,
|
||||
// because we're only taking rest information into account and not general recovery.
|
||||
if (recovery_length < p_parameters.margin + precision) {
|
||||
// Apply adjustment to motion.
|
||||
r_result.travel = motion_normal * projected_length;
|
||||
r_result.remainder = p_parameters.motion - r_result.travel;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!p_test_only) {
|
||||
Transform2D gt = p_parameters.from;
|
||||
gt.columns[2] += r_result.travel;
|
||||
set_global_transform(gt);
|
||||
}
|
||||
|
||||
return colliding;
|
||||
}
|
||||
|
||||
bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision, real_t p_margin, bool p_recovery_as_collision) {
|
||||
ERR_FAIL_COND_V(!is_inside_tree(), false);
|
||||
|
||||
PhysicsServer2D::MotionResult *r = nullptr;
|
||||
PhysicsServer2D::MotionResult temp_result;
|
||||
if (r_collision.is_valid()) {
|
||||
r = &r_collision->result;
|
||||
} else {
|
||||
r = &temp_result;
|
||||
}
|
||||
|
||||
PhysicsServer2D::MotionParameters parameters(p_from, p_motion, p_margin);
|
||||
parameters.recovery_as_collision = p_recovery_as_collision;
|
||||
|
||||
return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r);
|
||||
}
|
||||
|
||||
Vector2 PhysicsBody2D::get_gravity() const {
|
||||
PhysicsDirectBodyState2D *state = PhysicsServer2D::get_singleton()->body_get_direct_state(get_rid());
|
||||
ERR_FAIL_NULL_V(state, Vector2());
|
||||
return state->get_total_gravity();
|
||||
}
|
||||
|
||||
TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() {
|
||||
List<RID> exceptions;
|
||||
PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions);
|
||||
Array ret;
|
||||
for (const RID &body : exceptions) {
|
||||
ObjectID instance_id = PhysicsServer2D::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);
|
||||
ERR_FAIL_NULL_MSG(physics_body, "Collision exception only works between two nodes that inherit from PhysicsBody2D.");
|
||||
PhysicsServer2D::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);
|
||||
ERR_FAIL_NULL_MSG(physics_body, "Collision exception only works between two nodes that inherit from PhysicsBody2D.");
|
||||
PhysicsServer2D::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid());
|
||||
}
|
||||
|
||||
PackedStringArray PhysicsBody2D::get_configuration_warnings() const {
|
||||
PackedStringArray warnings = CollisionObject2D::get_configuration_warnings();
|
||||
|
||||
if (SceneTree::is_fti_enabled_in_project() && !is_physics_interpolated()) {
|
||||
warnings.push_back(RTR("PhysicsBody2D will not work correctly on a non-interpolated branch of the SceneTree.\nCheck the node's inherited physics_interpolation_mode."));
|
||||
}
|
||||
|
||||
return warnings;
|
||||
}
|
59
scene/2d/physics/physics_body_2d.h
Normal file
59
scene/2d/physics/physics_body_2d.h
Normal file
@@ -0,0 +1,59 @@
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/2d/physics/collision_object_2d.h"
|
||||
#include "scene/2d/physics/kinematic_collision_2d.h"
|
||||
#include "scene/resources/physics_material.h"
|
||||
#include "servers/physics_server_2d.h"
|
||||
|
||||
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:
|
||||
PackedStringArray get_configuration_warnings() const override;
|
||||
|
||||
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);
|
||||
Vector2 get_gravity() const;
|
||||
|
||||
TypedArray<PhysicsBody2D> get_collision_exceptions();
|
||||
void add_collision_exception_with(Node *p_node); //must be physicsbody
|
||||
void remove_collision_exception_with(Node *p_node);
|
||||
};
|
374
scene/2d/physics/ray_cast_2d.cpp
Normal file
374
scene/2d/physics/ray_cast_2d.cpp
Normal file
@@ -0,0 +1,374 @@
|
||||
/**************************************************************************/
|
||||
/* ray_cast_2d.cpp */
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "ray_cast_2d.h"
|
||||
|
||||
#include "scene/2d/physics/collision_object_2d.h"
|
||||
#include "scene/resources/world_2d.h"
|
||||
|
||||
void RayCast2D::set_target_position(const Vector2 &p_point) {
|
||||
target_position = p_point;
|
||||
if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) {
|
||||
queue_redraw();
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 RayCast2D::get_target_position() const {
|
||||
return target_position;
|
||||
}
|
||||
|
||||
void RayCast2D::set_collision_mask(uint32_t p_mask) {
|
||||
collision_mask = p_mask;
|
||||
}
|
||||
|
||||
uint32_t RayCast2D::get_collision_mask() const {
|
||||
return collision_mask;
|
||||
}
|
||||
|
||||
void RayCast2D::set_collision_mask_value(int p_layer_number, bool p_value) {
|
||||
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
uint32_t mask = get_collision_mask();
|
||||
if (p_value) {
|
||||
mask |= 1 << (p_layer_number - 1);
|
||||
} else {
|
||||
mask &= ~(1 << (p_layer_number - 1));
|
||||
}
|
||||
set_collision_mask(mask);
|
||||
}
|
||||
|
||||
bool RayCast2D::get_collision_mask_value(int p_layer_number) const {
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
return get_collision_mask() & (1 << (p_layer_number - 1));
|
||||
}
|
||||
|
||||
bool RayCast2D::is_colliding() const {
|
||||
return collided;
|
||||
}
|
||||
|
||||
Object *RayCast2D::get_collider() const {
|
||||
if (against.is_null()) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return ObjectDB::get_instance(against);
|
||||
}
|
||||
|
||||
RID RayCast2D::get_collider_rid() const {
|
||||
return against_rid;
|
||||
}
|
||||
|
||||
int RayCast2D::get_collider_shape() const {
|
||||
return against_shape;
|
||||
}
|
||||
|
||||
Vector2 RayCast2D::get_collision_point() const {
|
||||
return collision_point;
|
||||
}
|
||||
|
||||
Vector2 RayCast2D::get_collision_normal() const {
|
||||
return collision_normal;
|
||||
}
|
||||
|
||||
void RayCast2D::set_enabled(bool p_enabled) {
|
||||
enabled = p_enabled;
|
||||
queue_redraw();
|
||||
if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
|
||||
set_physics_process_internal(p_enabled);
|
||||
}
|
||||
if (!p_enabled) {
|
||||
collided = false;
|
||||
}
|
||||
}
|
||||
|
||||
bool RayCast2D::is_enabled() const {
|
||||
return enabled;
|
||||
}
|
||||
|
||||
void RayCast2D::set_exclude_parent_body(bool p_exclude_parent_body) {
|
||||
if (exclude_parent_body == p_exclude_parent_body) {
|
||||
return;
|
||||
}
|
||||
|
||||
exclude_parent_body = p_exclude_parent_body;
|
||||
|
||||
if (!is_inside_tree()) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (Object::cast_to<CollisionObject2D>(get_parent())) {
|
||||
if (exclude_parent_body) {
|
||||
exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
|
||||
} else {
|
||||
exclude.erase(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool RayCast2D::get_exclude_parent_body() const {
|
||||
return exclude_parent_body;
|
||||
}
|
||||
|
||||
void RayCast2D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
if (enabled && !Engine::get_singleton()->is_editor_hint()) {
|
||||
set_physics_process_internal(true);
|
||||
} else {
|
||||
set_physics_process_internal(false);
|
||||
}
|
||||
|
||||
if (Object::cast_to<CollisionObject2D>(get_parent())) {
|
||||
if (exclude_parent_body) {
|
||||
exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
|
||||
} else {
|
||||
exclude.erase(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
|
||||
}
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_EXIT_TREE: {
|
||||
if (enabled) {
|
||||
set_physics_process_internal(false);
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_DRAW: {
|
||||
ERR_FAIL_COND(!is_inside_tree());
|
||||
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
|
||||
break;
|
||||
}
|
||||
_draw_debug_shape();
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
|
||||
if (!enabled) {
|
||||
break;
|
||||
}
|
||||
_update_raycast_state();
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void RayCast2D::_update_raycast_state() {
|
||||
Ref<World2D> w2d = get_world_2d();
|
||||
ERR_FAIL_COND(w2d.is_null());
|
||||
|
||||
PhysicsDirectSpaceState2D *dss = PhysicsServer2D::get_singleton()->space_get_direct_state(w2d->get_space());
|
||||
ERR_FAIL_NULL(dss);
|
||||
|
||||
Transform2D gt = get_global_transform();
|
||||
|
||||
Vector2 to = target_position;
|
||||
if (to == Vector2()) {
|
||||
to = Vector2(0, 0.01);
|
||||
}
|
||||
|
||||
PhysicsDirectSpaceState2D::RayResult rr;
|
||||
bool prev_collision_state = collided;
|
||||
|
||||
PhysicsDirectSpaceState2D::RayParameters ray_params;
|
||||
ray_params.from = gt.get_origin();
|
||||
ray_params.to = gt.xform(to);
|
||||
ray_params.exclude = exclude;
|
||||
ray_params.collision_mask = collision_mask;
|
||||
ray_params.collide_with_bodies = collide_with_bodies;
|
||||
ray_params.collide_with_areas = collide_with_areas;
|
||||
ray_params.hit_from_inside = hit_from_inside;
|
||||
|
||||
if (dss->intersect_ray(ray_params, rr)) {
|
||||
collided = true;
|
||||
against = rr.collider_id;
|
||||
against_rid = rr.rid;
|
||||
collision_point = rr.position;
|
||||
collision_normal = rr.normal;
|
||||
against_shape = rr.shape;
|
||||
} else {
|
||||
collided = false;
|
||||
against = ObjectID();
|
||||
against_rid = RID();
|
||||
against_shape = 0;
|
||||
}
|
||||
|
||||
if (prev_collision_state != collided) {
|
||||
queue_redraw();
|
||||
}
|
||||
}
|
||||
|
||||
void RayCast2D::_draw_debug_shape() {
|
||||
Color draw_col = collided ? Color(1.0, 0.01, 0) : get_tree()->get_debug_collisions_color();
|
||||
if (!enabled) {
|
||||
const float g = draw_col.get_v();
|
||||
draw_col.r = g;
|
||||
draw_col.g = g;
|
||||
draw_col.b = g;
|
||||
}
|
||||
|
||||
// Draw an arrow indicating where the RayCast is pointing to
|
||||
const real_t max_arrow_size = 6;
|
||||
const real_t line_width = 1.4;
|
||||
bool no_line = target_position.length() < line_width;
|
||||
real_t arrow_size = CLAMP(target_position.length() * 2 / 3, line_width, max_arrow_size);
|
||||
|
||||
if (no_line) {
|
||||
arrow_size = target_position.length();
|
||||
} else {
|
||||
draw_line(Vector2(), target_position - target_position.normalized() * arrow_size, draw_col, line_width);
|
||||
}
|
||||
|
||||
Transform2D xf;
|
||||
xf.rotate(target_position.angle());
|
||||
xf.translate_local(Vector2(no_line ? 0 : target_position.length() - arrow_size, 0));
|
||||
|
||||
Vector<Vector2> pts = {
|
||||
xf.xform(Vector2(arrow_size, 0)),
|
||||
xf.xform(Vector2(0, 0.5 * arrow_size)),
|
||||
xf.xform(Vector2(0, -0.5 * arrow_size))
|
||||
};
|
||||
|
||||
Vector<Color> cols = { draw_col, draw_col, draw_col };
|
||||
|
||||
draw_primitive(pts, cols, Vector<Vector2>());
|
||||
}
|
||||
|
||||
void RayCast2D::force_raycast_update() {
|
||||
_update_raycast_state();
|
||||
}
|
||||
|
||||
void RayCast2D::add_exception_rid(const RID &p_rid) {
|
||||
exclude.insert(p_rid);
|
||||
}
|
||||
|
||||
void RayCast2D::add_exception(const CollisionObject2D *p_node) {
|
||||
ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D.");
|
||||
add_exception_rid(p_node->get_rid());
|
||||
}
|
||||
|
||||
void RayCast2D::remove_exception_rid(const RID &p_rid) {
|
||||
exclude.erase(p_rid);
|
||||
}
|
||||
|
||||
void RayCast2D::remove_exception(const CollisionObject2D *p_node) {
|
||||
ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D.");
|
||||
remove_exception_rid(p_node->get_rid());
|
||||
}
|
||||
|
||||
void RayCast2D::clear_exceptions() {
|
||||
exclude.clear();
|
||||
|
||||
if (exclude_parent_body && is_inside_tree()) {
|
||||
CollisionObject2D *parent = Object::cast_to<CollisionObject2D>(get_parent());
|
||||
if (parent) {
|
||||
exclude.insert(parent->get_rid());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RayCast2D::set_collide_with_areas(bool p_enabled) {
|
||||
collide_with_areas = p_enabled;
|
||||
}
|
||||
|
||||
bool RayCast2D::is_collide_with_areas_enabled() const {
|
||||
return collide_with_areas;
|
||||
}
|
||||
|
||||
void RayCast2D::set_collide_with_bodies(bool p_enabled) {
|
||||
collide_with_bodies = p_enabled;
|
||||
}
|
||||
|
||||
bool RayCast2D::is_collide_with_bodies_enabled() const {
|
||||
return collide_with_bodies;
|
||||
}
|
||||
|
||||
void RayCast2D::set_hit_from_inside(bool p_enabled) {
|
||||
hit_from_inside = p_enabled;
|
||||
}
|
||||
|
||||
bool RayCast2D::is_hit_from_inside_enabled() const {
|
||||
return hit_from_inside;
|
||||
}
|
||||
|
||||
void RayCast2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast2D::set_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast2D::is_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &RayCast2D::set_target_position);
|
||||
ClassDB::bind_method(D_METHOD("get_target_position"), &RayCast2D::get_target_position);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast2D::is_colliding);
|
||||
ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast2D::force_raycast_update);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_collider"), &RayCast2D::get_collider);
|
||||
ClassDB::bind_method(D_METHOD("get_collider_rid"), &RayCast2D::get_collider_rid);
|
||||
ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast2D::get_collider_shape);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast2D::get_collision_point);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast2D::get_collision_normal);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast2D::add_exception_rid);
|
||||
ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast2D::add_exception);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &RayCast2D::remove_exception_rid);
|
||||
ClassDB::bind_method(D_METHOD("remove_exception", "node"), &RayCast2D::remove_exception);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("clear_exceptions"), &RayCast2D::clear_exceptions);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &RayCast2D::set_collision_mask);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_mask"), &RayCast2D::get_collision_mask);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &RayCast2D::set_collision_mask_value);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &RayCast2D::get_collision_mask_value);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &RayCast2D::set_exclude_parent_body);
|
||||
ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &RayCast2D::get_exclude_parent_body);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &RayCast2D::set_collide_with_areas);
|
||||
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &RayCast2D::is_collide_with_areas_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &RayCast2D::set_collide_with_bodies);
|
||||
ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &RayCast2D::is_collide_with_bodies_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &RayCast2D::set_hit_from_inside);
|
||||
ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &RayCast2D::is_hit_from_inside_enabled);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "target_position", PROPERTY_HINT_NONE, "suffix:px"), "set_target_position", "get_target_position");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled");
|
||||
|
||||
ADD_GROUP("Collide With", "collide_with");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
|
||||
}
|
||||
|
||||
RayCast2D::RayCast2D() {
|
||||
set_hide_clip_children(true);
|
||||
}
|
106
scene/2d/physics/ray_cast_2d.h
Normal file
106
scene/2d/physics/ray_cast_2d.h
Normal file
@@ -0,0 +1,106 @@
|
||||
/**************************************************************************/
|
||||
/* ray_cast_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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/2d/node_2d.h"
|
||||
|
||||
class CollisionObject2D;
|
||||
|
||||
class RayCast2D : public Node2D {
|
||||
GDCLASS(RayCast2D, Node2D);
|
||||
|
||||
bool enabled = true;
|
||||
bool collided = false;
|
||||
ObjectID against;
|
||||
RID against_rid;
|
||||
int against_shape = 0;
|
||||
Vector2 collision_point;
|
||||
Vector2 collision_normal;
|
||||
HashSet<RID> exclude;
|
||||
uint32_t collision_mask = 1;
|
||||
bool exclude_parent_body = true;
|
||||
|
||||
Vector2 target_position = Vector2(0, 50);
|
||||
|
||||
bool collide_with_areas = false;
|
||||
bool collide_with_bodies = true;
|
||||
|
||||
bool hit_from_inside = false;
|
||||
|
||||
void _draw_debug_shape();
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
void _update_raycast_state();
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_collide_with_areas(bool p_clip);
|
||||
bool is_collide_with_areas_enabled() const;
|
||||
|
||||
void set_collide_with_bodies(bool p_clip);
|
||||
bool is_collide_with_bodies_enabled() const;
|
||||
|
||||
void set_hit_from_inside(bool p_enable);
|
||||
bool is_hit_from_inside_enabled() const;
|
||||
|
||||
void set_enabled(bool p_enabled);
|
||||
bool is_enabled() const;
|
||||
|
||||
void set_target_position(const Vector2 &p_point);
|
||||
Vector2 get_target_position() const;
|
||||
|
||||
void set_collision_mask(uint32_t p_mask);
|
||||
uint32_t get_collision_mask() const;
|
||||
|
||||
void set_collision_mask_value(int p_layer_number, bool p_value);
|
||||
bool get_collision_mask_value(int p_layer_number) const;
|
||||
|
||||
void set_exclude_parent_body(bool p_exclude_parent_body);
|
||||
bool get_exclude_parent_body() const;
|
||||
|
||||
void force_raycast_update();
|
||||
|
||||
bool is_colliding() const;
|
||||
Object *get_collider() const;
|
||||
RID get_collider_rid() const;
|
||||
int get_collider_shape() const;
|
||||
Vector2 get_collision_point() const;
|
||||
Vector2 get_collision_normal() const;
|
||||
|
||||
void add_exception_rid(const RID &p_rid);
|
||||
void add_exception(const CollisionObject2D *p_node);
|
||||
void remove_exception_rid(const RID &p_rid);
|
||||
void remove_exception(const CollisionObject2D *p_node);
|
||||
void clear_exceptions();
|
||||
|
||||
RayCast2D();
|
||||
};
|
824
scene/2d/physics/rigid_body_2d.cpp
Normal file
824
scene/2d/physics/rigid_body_2d.cpp
Normal file
@@ -0,0 +1,824 @@
|
||||
/**************************************************************************/
|
||||
/* rigid_body_2d.cpp */
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "rigid_body_2d.h"
|
||||
|
||||
void RigidBody2D::_body_enter_tree(ObjectID p_id) {
|
||||
Object *obj = ObjectDB::get_instance(p_id);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
ERR_FAIL_NULL(node);
|
||||
ERR_FAIL_NULL(contact_monitor);
|
||||
HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(p_id);
|
||||
ERR_FAIL_COND(!E);
|
||||
ERR_FAIL_COND(E->value.in_scene);
|
||||
|
||||
contact_monitor->locked = true;
|
||||
|
||||
E->value.in_scene = true;
|
||||
emit_signal(SceneStringName(body_entered), node);
|
||||
|
||||
for (int i = 0; i < E->value.shapes.size(); i++) {
|
||||
emit_signal(SceneStringName(body_shape_entered), E->value.rid, node, E->value.shapes[i].body_shape, E->value.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_NULL(node);
|
||||
ERR_FAIL_NULL(contact_monitor);
|
||||
HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(p_id);
|
||||
ERR_FAIL_COND(!E);
|
||||
ERR_FAIL_COND(!E->value.in_scene);
|
||||
E->value.in_scene = false;
|
||||
|
||||
contact_monitor->locked = true;
|
||||
|
||||
emit_signal(SceneStringName(body_exited), node);
|
||||
|
||||
for (int i = 0; i < E->value.shapes.size(); i++) {
|
||||
emit_signal(SceneStringName(body_shape_exited), E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape);
|
||||
}
|
||||
|
||||
contact_monitor->locked = false;
|
||||
}
|
||||
|
||||
void RigidBody2D::_body_inout(int p_status, const RID &p_body, 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_NULL(contact_monitor);
|
||||
HashMap<ObjectID, BodyState>::Iterator 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->value.rid = p_body;
|
||||
//E->value.rc=0;
|
||||
E->value.in_scene = node && node->is_inside_tree();
|
||||
if (node) {
|
||||
node->connect(SceneStringName(tree_entered), callable_mp(this, &RigidBody2D::_body_enter_tree).bind(objid));
|
||||
node->connect(SceneStringName(tree_exiting), callable_mp(this, &RigidBody2D::_body_exit_tree).bind(objid));
|
||||
if (E->value.in_scene) {
|
||||
emit_signal(SceneStringName(body_entered), node);
|
||||
}
|
||||
}
|
||||
|
||||
//E->value.rc++;
|
||||
}
|
||||
|
||||
if (node) {
|
||||
E->value.shapes.insert(ShapePair(p_body_shape, p_local_shape));
|
||||
}
|
||||
|
||||
if (E->value.in_scene) {
|
||||
emit_signal(SceneStringName(body_shape_entered), p_body, node, p_body_shape, p_local_shape);
|
||||
}
|
||||
|
||||
} else {
|
||||
//E->value.rc--;
|
||||
|
||||
if (node) {
|
||||
E->value.shapes.erase(ShapePair(p_body_shape, p_local_shape));
|
||||
}
|
||||
|
||||
bool in_scene = E->value.in_scene;
|
||||
|
||||
if (E->value.shapes.is_empty()) {
|
||||
if (node) {
|
||||
node->disconnect(SceneStringName(tree_entered), callable_mp(this, &RigidBody2D::_body_enter_tree));
|
||||
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &RigidBody2D::_body_exit_tree));
|
||||
if (in_scene) {
|
||||
emit_signal(SceneStringName(body_exited), node);
|
||||
}
|
||||
}
|
||||
|
||||
contact_monitor->body_map.remove(E);
|
||||
}
|
||||
if (node && in_scene) {
|
||||
emit_signal(SceneStringName(body_shape_exited), p_body, node, p_body_shape, p_local_shape);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct _RigidBody2DInOut {
|
||||
RID rid;
|
||||
ObjectID id;
|
||||
int shape = 0;
|
||||
int local_shape = 0;
|
||||
};
|
||||
|
||||
void RigidBody2D::_sync_body_state(PhysicsDirectBodyState2D *p_state) {
|
||||
if (!freeze || freeze_mode != FREEZE_MODE_KINEMATIC) {
|
||||
set_block_transform_notify(true);
|
||||
set_global_transform(p_state->get_transform());
|
||||
set_block_transform_notify(false);
|
||||
}
|
||||
|
||||
linear_velocity = p_state->get_linear_velocity();
|
||||
angular_velocity = p_state->get_angular_velocity();
|
||||
|
||||
contact_count = p_state->get_contact_count();
|
||||
|
||||
if (sleeping != p_state->is_sleeping()) {
|
||||
sleeping = p_state->is_sleeping();
|
||||
emit_signal(SceneStringName(sleeping_state_changed));
|
||||
}
|
||||
}
|
||||
|
||||
void RigidBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
|
||||
lock_callback();
|
||||
|
||||
if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) {
|
||||
_sync_body_state(p_state);
|
||||
|
||||
Transform2D old_transform = get_global_transform();
|
||||
GDVIRTUAL_CALL(_integrate_forces, p_state);
|
||||
Transform2D new_transform = get_global_transform();
|
||||
|
||||
if (new_transform != old_transform) {
|
||||
// Update the physics server with the new transform, to prevent it from being overwritten at the sync below.
|
||||
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
|
||||
}
|
||||
}
|
||||
|
||||
_sync_body_state(p_state);
|
||||
|
||||
if (contact_monitor) {
|
||||
contact_monitor->locked = true;
|
||||
|
||||
//untag all
|
||||
int rc = 0;
|
||||
for (KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
|
||||
for (int i = 0; i < E.value.shapes.size(); i++) {
|
||||
E.value.shapes[i].tagged = false;
|
||||
rc++;
|
||||
}
|
||||
}
|
||||
|
||||
_RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(p_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 < p_state->get_contact_count(); i++) {
|
||||
RID col_rid = p_state->get_contact_collider(i);
|
||||
ObjectID col_obj = p_state->get_contact_collider_id(i);
|
||||
int local_shape = p_state->get_contact_local_shape(i);
|
||||
int col_shape = p_state->get_contact_collider_shape(i);
|
||||
|
||||
HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(col_obj);
|
||||
if (!E) {
|
||||
toadd[toadd_count].rid = col_rid;
|
||||
toadd[toadd_count].local_shape = local_shape;
|
||||
toadd[toadd_count].id = col_obj;
|
||||
toadd[toadd_count].shape = col_shape;
|
||||
toadd_count++;
|
||||
continue;
|
||||
}
|
||||
|
||||
ShapePair sp(col_shape, local_shape);
|
||||
int idx = E->value.shapes.find(sp);
|
||||
if (idx == -1) {
|
||||
toadd[toadd_count].rid = col_rid;
|
||||
toadd[toadd_count].local_shape = local_shape;
|
||||
toadd[toadd_count].id = col_obj;
|
||||
toadd[toadd_count].shape = col_shape;
|
||||
toadd_count++;
|
||||
continue;
|
||||
}
|
||||
|
||||
E->value.shapes[idx].tagged = true;
|
||||
}
|
||||
|
||||
//put the ones to remove
|
||||
|
||||
for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
|
||||
for (int i = 0; i < E.value.shapes.size(); i++) {
|
||||
if (!E.value.shapes[i].tagged) {
|
||||
toremove[toremove_count].rid = E.value.rid;
|
||||
toremove[toremove_count].body_id = E.key;
|
||||
toremove[toremove_count].pair = E.value.shapes[i];
|
||||
toremove_count++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//process removals
|
||||
|
||||
for (int i = 0; i < toremove_count; i++) {
|
||||
_body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
|
||||
}
|
||||
|
||||
//process additions
|
||||
|
||||
for (int i = 0; i < toadd_count; i++) {
|
||||
_body_inout(1, toadd[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
|
||||
}
|
||||
|
||||
contact_monitor->locked = false;
|
||||
}
|
||||
|
||||
unlock_callback();
|
||||
}
|
||||
|
||||
void RigidBody2D::_apply_body_mode() {
|
||||
if (freeze) {
|
||||
switch (freeze_mode) {
|
||||
case FREEZE_MODE_STATIC: {
|
||||
set_body_mode(PhysicsServer2D::BODY_MODE_STATIC);
|
||||
} break;
|
||||
case FREEZE_MODE_KINEMATIC: {
|
||||
set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC);
|
||||
} break;
|
||||
}
|
||||
} else if (lock_rotation) {
|
||||
set_body_mode(PhysicsServer2D::BODY_MODE_RIGID_LINEAR);
|
||||
} else {
|
||||
set_body_mode(PhysicsServer2D::BODY_MODE_RIGID);
|
||||
}
|
||||
}
|
||||
|
||||
void RigidBody2D::set_lock_rotation_enabled(bool p_lock_rotation) {
|
||||
if (p_lock_rotation == lock_rotation) {
|
||||
return;
|
||||
}
|
||||
|
||||
lock_rotation = p_lock_rotation;
|
||||
_apply_body_mode();
|
||||
}
|
||||
|
||||
bool RigidBody2D::is_lock_rotation_enabled() const {
|
||||
return lock_rotation;
|
||||
}
|
||||
|
||||
void RigidBody2D::set_freeze_enabled(bool p_freeze) {
|
||||
if (p_freeze == freeze) {
|
||||
return;
|
||||
}
|
||||
|
||||
freeze = p_freeze;
|
||||
_apply_body_mode();
|
||||
}
|
||||
|
||||
bool RigidBody2D::is_freeze_enabled() const {
|
||||
return freeze;
|
||||
}
|
||||
|
||||
void RigidBody2D::set_freeze_mode(FreezeMode p_freeze_mode) {
|
||||
if (p_freeze_mode == freeze_mode) {
|
||||
return;
|
||||
}
|
||||
|
||||
freeze_mode = p_freeze_mode;
|
||||
_apply_body_mode();
|
||||
}
|
||||
|
||||
RigidBody2D::FreezeMode RigidBody2D::get_freeze_mode() const {
|
||||
return freeze_mode;
|
||||
}
|
||||
|
||||
void RigidBody2D::set_mass(real_t p_mass) {
|
||||
ERR_FAIL_COND(p_mass <= 0);
|
||||
mass = p_mass;
|
||||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::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);
|
||||
inertia = p_inertia;
|
||||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia);
|
||||
}
|
||||
|
||||
real_t RigidBody2D::get_inertia() const {
|
||||
return inertia;
|
||||
}
|
||||
|
||||
void RigidBody2D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
|
||||
if (center_of_mass_mode == p_mode) {
|
||||
return;
|
||||
}
|
||||
|
||||
center_of_mass_mode = p_mode;
|
||||
|
||||
switch (center_of_mass_mode) {
|
||||
case CENTER_OF_MASS_MODE_AUTO: {
|
||||
center_of_mass = Vector2();
|
||||
PhysicsServer2D::get_singleton()->body_reset_mass_properties(get_rid());
|
||||
if (inertia != 0.0) {
|
||||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia);
|
||||
}
|
||||
} break;
|
||||
|
||||
case CENTER_OF_MASS_MODE_CUSTOM: {
|
||||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
|
||||
} break;
|
||||
}
|
||||
|
||||
notify_property_list_changed();
|
||||
}
|
||||
|
||||
RigidBody2D::CenterOfMassMode RigidBody2D::get_center_of_mass_mode() const {
|
||||
return center_of_mass_mode;
|
||||
}
|
||||
|
||||
void RigidBody2D::set_center_of_mass(const Vector2 &p_center_of_mass) {
|
||||
if (center_of_mass == p_center_of_mass) {
|
||||
return;
|
||||
}
|
||||
|
||||
ERR_FAIL_COND(center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM);
|
||||
center_of_mass = p_center_of_mass;
|
||||
|
||||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
|
||||
}
|
||||
|
||||
const Vector2 &RigidBody2D::get_center_of_mass() const {
|
||||
return center_of_mass;
|
||||
}
|
||||
|
||||
void RigidBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
|
||||
if (physics_material_override.is_valid()) {
|
||||
physics_material_override->disconnect_changed(callable_mp(this, &RigidBody2D::_reload_physics_characteristics));
|
||||
}
|
||||
|
||||
physics_material_override = p_physics_material_override;
|
||||
|
||||
if (physics_material_override.is_valid()) {
|
||||
physics_material_override->connect_changed(callable_mp(this, &RigidBody2D::_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;
|
||||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
|
||||
}
|
||||
|
||||
real_t RigidBody2D::get_gravity_scale() const {
|
||||
return gravity_scale;
|
||||
}
|
||||
|
||||
void RigidBody2D::set_linear_damp_mode(DampMode p_mode) {
|
||||
linear_damp_mode = p_mode;
|
||||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE, linear_damp_mode);
|
||||
}
|
||||
|
||||
RigidBody2D::DampMode RigidBody2D::get_linear_damp_mode() const {
|
||||
return linear_damp_mode;
|
||||
}
|
||||
|
||||
void RigidBody2D::set_angular_damp_mode(DampMode p_mode) {
|
||||
angular_damp_mode = p_mode;
|
||||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE, angular_damp_mode);
|
||||
}
|
||||
|
||||
RigidBody2D::DampMode RigidBody2D::get_angular_damp_mode() const {
|
||||
return angular_damp_mode;
|
||||
}
|
||||
|
||||
void RigidBody2D::set_linear_damp(real_t p_linear_damp) {
|
||||
ERR_FAIL_COND(p_linear_damp < -1);
|
||||
linear_damp = p_linear_damp;
|
||||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::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;
|
||||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::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 axis = p_axis.normalized();
|
||||
linear_velocity -= axis * axis.dot(linear_velocity);
|
||||
linear_velocity += p_axis;
|
||||
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
|
||||
}
|
||||
|
||||
void RigidBody2D::set_linear_velocity(const Vector2 &p_velocity) {
|
||||
linear_velocity = p_velocity;
|
||||
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::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;
|
||||
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::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;
|
||||
PhysicsServer2D::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;
|
||||
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_SLEEPING, sleeping);
|
||||
}
|
||||
|
||||
void RigidBody2D::set_can_sleep(bool p_active) {
|
||||
can_sleep = p_active;
|
||||
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::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) {
|
||||
ERR_FAIL_INDEX_MSG(p_amount, MAX_CONTACTS_REPORTED_2D_MAX, "Max contacts reported allocates memory (about 100 bytes each), and therefore must not be set too high.");
|
||||
max_contacts_reported = p_amount;
|
||||
PhysicsServer2D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
|
||||
}
|
||||
|
||||
int RigidBody2D::get_max_contacts_reported() const {
|
||||
return max_contacts_reported;
|
||||
}
|
||||
|
||||
int RigidBody2D::get_contact_count() const {
|
||||
return contact_count;
|
||||
}
|
||||
|
||||
void RigidBody2D::apply_central_impulse(const Vector2 &p_impulse) {
|
||||
PhysicsServer2D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
|
||||
}
|
||||
|
||||
void RigidBody2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
|
||||
PhysicsServer2D::get_singleton()->body_apply_impulse(get_rid(), p_impulse, p_position);
|
||||
}
|
||||
|
||||
void RigidBody2D::apply_torque_impulse(real_t p_torque) {
|
||||
PhysicsServer2D::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque);
|
||||
}
|
||||
|
||||
void RigidBody2D::apply_central_force(const Vector2 &p_force) {
|
||||
PhysicsServer2D::get_singleton()->body_apply_central_force(get_rid(), p_force);
|
||||
}
|
||||
|
||||
void RigidBody2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) {
|
||||
PhysicsServer2D::get_singleton()->body_apply_force(get_rid(), p_force, p_position);
|
||||
}
|
||||
|
||||
void RigidBody2D::apply_torque(real_t p_torque) {
|
||||
PhysicsServer2D::get_singleton()->body_apply_torque(get_rid(), p_torque);
|
||||
}
|
||||
|
||||
void RigidBody2D::add_constant_central_force(const Vector2 &p_force) {
|
||||
PhysicsServer2D::get_singleton()->body_add_constant_central_force(get_rid(), p_force);
|
||||
}
|
||||
|
||||
void RigidBody2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) {
|
||||
PhysicsServer2D::get_singleton()->body_add_constant_force(get_rid(), p_force, p_position);
|
||||
}
|
||||
|
||||
void RigidBody2D::add_constant_torque(const real_t p_torque) {
|
||||
PhysicsServer2D::get_singleton()->body_add_constant_torque(get_rid(), p_torque);
|
||||
}
|
||||
|
||||
void RigidBody2D::set_constant_force(const Vector2 &p_force) {
|
||||
PhysicsServer2D::get_singleton()->body_set_constant_force(get_rid(), p_force);
|
||||
}
|
||||
|
||||
Vector2 RigidBody2D::get_constant_force() const {
|
||||
return PhysicsServer2D::get_singleton()->body_get_constant_force(get_rid());
|
||||
}
|
||||
|
||||
void RigidBody2D::set_constant_torque(real_t p_torque) {
|
||||
PhysicsServer2D::get_singleton()->body_set_constant_torque(get_rid(), p_torque);
|
||||
}
|
||||
|
||||
real_t RigidBody2D::get_constant_torque() const {
|
||||
return PhysicsServer2D::get_singleton()->body_get_constant_torque(get_rid());
|
||||
}
|
||||
|
||||
void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
|
||||
ccd_mode = p_mode;
|
||||
PhysicsServer2D::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(), PhysicsServer2D::CCDMode(p_mode));
|
||||
}
|
||||
|
||||
RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const {
|
||||
return ccd_mode;
|
||||
}
|
||||
|
||||
TypedArray<Node2D> RigidBody2D::get_colliding_bodies() const {
|
||||
ERR_FAIL_NULL_V(contact_monitor, TypedArray<Node2D>());
|
||||
|
||||
TypedArray<Node2D> ret;
|
||||
ret.resize(contact_monitor->body_map.size());
|
||||
int idx = 0;
|
||||
for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
|
||||
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) {
|
||||
ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead.");
|
||||
|
||||
for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
|
||||
//clean up mess
|
||||
Object *obj = ObjectDB::get_instance(E.key);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
|
||||
if (node) {
|
||||
node->disconnect(SceneStringName(tree_entered), callable_mp(this, &RigidBody2D::_body_enter_tree));
|
||||
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &RigidBody2D::_body_exit_tree));
|
||||
}
|
||||
}
|
||||
|
||||
memdelete(contact_monitor);
|
||||
contact_monitor = nullptr;
|
||||
} else {
|
||||
contact_monitor = memnew(ContactMonitor);
|
||||
contact_monitor->locked = false;
|
||||
}
|
||||
|
||||
notify_property_list_changed();
|
||||
}
|
||||
|
||||
bool RigidBody2D::is_contact_monitor_enabled() const {
|
||||
return contact_monitor != nullptr;
|
||||
}
|
||||
|
||||
void RigidBody2D::_notification(int p_what) {
|
||||
#ifdef TOOLS_ENABLED
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
set_notify_local_transform(true); // Used for warnings and only in editor.
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
|
||||
update_configuration_warnings();
|
||||
} break;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
PackedStringArray RigidBody2D::get_configuration_warnings() const {
|
||||
Transform2D t = get_transform();
|
||||
|
||||
PackedStringArray warnings = PhysicsBody2D::get_configuration_warnings();
|
||||
|
||||
if (Math::abs(t.columns[0].length() - 1.0) > 0.05 || Math::abs(t.columns[1].length() - 1.0) > 0.05) {
|
||||
warnings.push_back(RTR("Size changes to RigidBody2D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
|
||||
}
|
||||
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void RigidBody2D::_bind_methods() {
|
||||
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_center_of_mass_mode", "mode"), &RigidBody2D::set_center_of_mass_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidBody2D::get_center_of_mass_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidBody2D::set_center_of_mass);
|
||||
ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidBody2D::get_center_of_mass);
|
||||
|
||||
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("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_mode", "linear_damp_mode"), &RigidBody2D::set_linear_damp_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidBody2D::get_linear_damp_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidBody2D::set_angular_damp_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidBody2D::get_angular_damp_mode);
|
||||
|
||||
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("get_contact_count"), &RigidBody2D::get_contact_count);
|
||||
|
||||
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, Vector2());
|
||||
ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidBody2D::apply_impulse, Vector2());
|
||||
ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidBody2D::apply_torque_impulse);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidBody2D::apply_central_force);
|
||||
ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidBody2D::apply_force, Vector2());
|
||||
ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidBody2D::apply_torque);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidBody2D::add_constant_central_force);
|
||||
ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidBody2D::add_constant_force, Vector2());
|
||||
ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidBody2D::add_constant_torque);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidBody2D::set_constant_force);
|
||||
ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidBody2D::get_constant_force);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidBody2D::set_constant_torque);
|
||||
ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidBody2D::get_constant_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("set_lock_rotation_enabled", "lock_rotation"), &RigidBody2D::set_lock_rotation_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidBody2D::is_lock_rotation_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidBody2D::set_freeze_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidBody2D::is_freeze_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidBody2D::set_freeze_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidBody2D::get_freeze_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);
|
||||
|
||||
GDVIRTUAL_BIND(_integrate_forces, "state");
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.001,1000,0.001,or_greater,exp,suffix:kg"), "set_mass", "get_mass");
|
||||
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::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-8,8,0.001,or_less,or_greater"), "set_gravity_scale", "get_gravity_scale");
|
||||
ADD_GROUP("Mass Distribution", "");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode", PROPERTY_HINT_ENUM, "Auto,Custom"), "set_center_of_mass_mode", "get_center_of_mass_mode");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "center_of_mass", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_less,or_greater,suffix:px"), "set_center_of_mass", "get_center_of_mass");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inertia", PROPERTY_HINT_RANGE, U"0,1000,0.01,or_greater,exp,suffix:kg\u22C5px\u00B2"), "set_inertia", "get_inertia");
|
||||
ADD_GROUP("Deactivation", "");
|
||||
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_PROPERTY(PropertyInfo(Variant::BOOL, "lock_rotation"), "set_lock_rotation_enabled", "is_lock_rotation_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "freeze"), "set_freeze_enabled", "is_freeze_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "freeze_mode", PROPERTY_HINT_ENUM, "Static,Kinematic"), "set_freeze_mode", "get_freeze_mode");
|
||||
ADD_GROUP("Solver", "");
|
||||
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::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported");
|
||||
ADD_GROUP("Linear", "linear_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity", PROPERTY_HINT_NONE, "suffix:px/s"), "set_linear_velocity", "get_linear_velocity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_linear_damp_mode", "get_linear_damp_mode");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
|
||||
ADD_GROUP("Angular", "angular_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_angular_velocity", "get_angular_velocity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
|
||||
ADD_GROUP("Constant Forces", "constant_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_force", PROPERTY_HINT_NONE, U"suffix:kg\u22C5px/s\u00B2"), "set_constant_force", "get_constant_force");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_torque", PROPERTY_HINT_NONE, U"suffix:kg\u22C5px\u00B2/s\u00B2/rad"), "set_constant_torque", "get_constant_torque");
|
||||
|
||||
ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
|
||||
ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
|
||||
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(FREEZE_MODE_STATIC);
|
||||
BIND_ENUM_CONSTANT(FREEZE_MODE_KINEMATIC);
|
||||
|
||||
BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO);
|
||||
BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM);
|
||||
|
||||
BIND_ENUM_CONSTANT(DAMP_MODE_COMBINE);
|
||||
BIND_ENUM_CONSTANT(DAMP_MODE_REPLACE);
|
||||
|
||||
BIND_ENUM_CONSTANT(CCD_MODE_DISABLED);
|
||||
BIND_ENUM_CONSTANT(CCD_MODE_CAST_RAY);
|
||||
BIND_ENUM_CONSTANT(CCD_MODE_CAST_SHAPE);
|
||||
}
|
||||
|
||||
void RigidBody2D::_validate_property(PropertyInfo &p_property) const {
|
||||
if (!Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM && p_property.name == "center_of_mass") {
|
||||
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
||||
}
|
||||
|
||||
if (!contact_monitor && p_property.name == "max_contacts_reported") {
|
||||
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
||||
}
|
||||
}
|
||||
|
||||
RigidBody2D::RigidBody2D() :
|
||||
PhysicsBody2D(PhysicsServer2D::BODY_MODE_RIGID) {
|
||||
PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &RigidBody2D::_body_state_changed));
|
||||
}
|
||||
|
||||
RigidBody2D::~RigidBody2D() {
|
||||
if (contact_monitor) {
|
||||
memdelete(contact_monitor);
|
||||
}
|
||||
}
|
||||
|
||||
void RigidBody2D::_reload_physics_characteristics() {
|
||||
if (physics_material_override.is_null()) {
|
||||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0);
|
||||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1);
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
|
||||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
|
||||
}
|
||||
}
|
247
scene/2d/physics/rigid_body_2d.h
Normal file
247
scene/2d/physics/rigid_body_2d.h
Normal file
@@ -0,0 +1,247 @@
|
||||
/**************************************************************************/
|
||||
/* rigid_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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "core/templates/vset.h"
|
||||
#include "scene/2d/physics/physics_body_2d.h"
|
||||
|
||||
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;
|
||||
int contact_count = 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);
|
||||
|
||||
void _sync_body_state(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);
|
483
scene/2d/physics/shape_cast_2d.cpp
Normal file
483
scene/2d/physics/shape_cast_2d.cpp
Normal file
@@ -0,0 +1,483 @@
|
||||
/**************************************************************************/
|
||||
/* shape_cast_2d.cpp */
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "shape_cast_2d.h"
|
||||
|
||||
#include "core/config/engine.h"
|
||||
#include "scene/2d/physics/collision_object_2d.h"
|
||||
#include "scene/resources/world_2d.h"
|
||||
#include "servers/physics_server_2d.h"
|
||||
|
||||
void ShapeCast2D::set_target_position(const Vector2 &p_point) {
|
||||
target_position = p_point;
|
||||
if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) {
|
||||
queue_redraw();
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 ShapeCast2D::get_target_position() const {
|
||||
return target_position;
|
||||
}
|
||||
|
||||
void ShapeCast2D::set_margin(real_t p_margin) {
|
||||
margin = p_margin;
|
||||
}
|
||||
|
||||
real_t ShapeCast2D::get_margin() const {
|
||||
return margin;
|
||||
}
|
||||
|
||||
void ShapeCast2D::set_max_results(int p_max_results) {
|
||||
max_results = p_max_results;
|
||||
}
|
||||
|
||||
int ShapeCast2D::get_max_results() const {
|
||||
return max_results;
|
||||
}
|
||||
|
||||
void ShapeCast2D::set_collision_mask(uint32_t p_mask) {
|
||||
collision_mask = p_mask;
|
||||
}
|
||||
|
||||
uint32_t ShapeCast2D::get_collision_mask() const {
|
||||
return collision_mask;
|
||||
}
|
||||
|
||||
void ShapeCast2D::set_collision_mask_value(int p_layer_number, bool p_value) {
|
||||
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
uint32_t mask = get_collision_mask();
|
||||
if (p_value) {
|
||||
mask |= 1 << (p_layer_number - 1);
|
||||
} else {
|
||||
mask &= ~(1 << (p_layer_number - 1));
|
||||
}
|
||||
set_collision_mask(mask);
|
||||
}
|
||||
|
||||
bool ShapeCast2D::get_collision_mask_value(int p_layer_number) const {
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
return get_collision_mask() & (1 << (p_layer_number - 1));
|
||||
}
|
||||
|
||||
int ShapeCast2D::get_collision_count() const {
|
||||
return result.size();
|
||||
}
|
||||
|
||||
bool ShapeCast2D::is_colliding() const {
|
||||
return collided;
|
||||
}
|
||||
|
||||
Object *ShapeCast2D::get_collider(int p_idx) const {
|
||||
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found.");
|
||||
|
||||
if (result[p_idx].collider_id.is_null()) {
|
||||
return nullptr;
|
||||
}
|
||||
return ObjectDB::get_instance(result[p_idx].collider_id);
|
||||
}
|
||||
|
||||
RID ShapeCast2D::get_collider_rid(int p_idx) const {
|
||||
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), RID(), "No collider RID found.");
|
||||
return result[p_idx].rid;
|
||||
}
|
||||
|
||||
int ShapeCast2D::get_collider_shape(int p_idx) const {
|
||||
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found.");
|
||||
return result[p_idx].shape;
|
||||
}
|
||||
|
||||
Vector2 ShapeCast2D::get_collision_point(int p_idx) const {
|
||||
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision point found.");
|
||||
return result[p_idx].point;
|
||||
}
|
||||
|
||||
Vector2 ShapeCast2D::get_collision_normal(int p_idx) const {
|
||||
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision normal found.");
|
||||
return result[p_idx].normal;
|
||||
}
|
||||
|
||||
real_t ShapeCast2D::get_closest_collision_safe_fraction() const {
|
||||
return collision_safe_fraction;
|
||||
}
|
||||
|
||||
real_t ShapeCast2D::get_closest_collision_unsafe_fraction() const {
|
||||
return collision_unsafe_fraction;
|
||||
}
|
||||
|
||||
void ShapeCast2D::set_enabled(bool p_enabled) {
|
||||
enabled = p_enabled;
|
||||
queue_redraw();
|
||||
if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
|
||||
set_physics_process_internal(p_enabled);
|
||||
}
|
||||
if (!p_enabled) {
|
||||
collided = false;
|
||||
}
|
||||
}
|
||||
|
||||
bool ShapeCast2D::is_enabled() const {
|
||||
return enabled;
|
||||
}
|
||||
|
||||
void ShapeCast2D::set_shape(const Ref<Shape2D> &p_shape) {
|
||||
if (p_shape == shape) {
|
||||
return;
|
||||
}
|
||||
if (shape.is_valid()) {
|
||||
shape->disconnect_changed(callable_mp(this, &ShapeCast2D::_shape_changed));
|
||||
}
|
||||
shape = p_shape;
|
||||
if (shape.is_valid()) {
|
||||
shape->connect_changed(callable_mp(this, &ShapeCast2D::_shape_changed));
|
||||
shape_rid = shape->get_rid();
|
||||
}
|
||||
|
||||
update_configuration_warnings();
|
||||
queue_redraw();
|
||||
}
|
||||
|
||||
Ref<Shape2D> ShapeCast2D::get_shape() const {
|
||||
return shape;
|
||||
}
|
||||
|
||||
void ShapeCast2D::set_exclude_parent_body(bool p_exclude_parent_body) {
|
||||
if (exclude_parent_body == p_exclude_parent_body) {
|
||||
return;
|
||||
}
|
||||
exclude_parent_body = p_exclude_parent_body;
|
||||
|
||||
if (!is_inside_tree()) {
|
||||
return;
|
||||
}
|
||||
if (Object::cast_to<CollisionObject2D>(get_parent())) {
|
||||
if (exclude_parent_body) {
|
||||
exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
|
||||
} else {
|
||||
exclude.erase(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool ShapeCast2D::get_exclude_parent_body() const {
|
||||
return exclude_parent_body;
|
||||
}
|
||||
|
||||
void ShapeCast2D::_shape_changed() {
|
||||
queue_redraw();
|
||||
}
|
||||
|
||||
void ShapeCast2D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
if (enabled && !Engine::get_singleton()->is_editor_hint()) {
|
||||
set_physics_process_internal(true);
|
||||
} else {
|
||||
set_physics_process_internal(false);
|
||||
}
|
||||
if (Object::cast_to<CollisionObject2D>(get_parent())) {
|
||||
if (exclude_parent_body) {
|
||||
exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
|
||||
} else {
|
||||
exclude.erase(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
|
||||
}
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_EXIT_TREE: {
|
||||
if (enabled) {
|
||||
set_physics_process_internal(false);
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_DRAW: {
|
||||
#ifdef TOOLS_ENABLED
|
||||
ERR_FAIL_COND(!is_inside_tree());
|
||||
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
|
||||
break;
|
||||
}
|
||||
if (shape.is_null()) {
|
||||
break;
|
||||
}
|
||||
Color draw_col = collided ? Color(1.0, 0.01, 0) : get_tree()->get_debug_collisions_color();
|
||||
if (!enabled) {
|
||||
float g = draw_col.get_v();
|
||||
draw_col.r = g;
|
||||
draw_col.g = g;
|
||||
draw_col.b = g;
|
||||
}
|
||||
// Draw continuous chain of shapes along the cast.
|
||||
const int steps = MAX(2, target_position.length() / shape->get_rect().get_size().length() * 4);
|
||||
for (int i = 0; i <= steps; ++i) {
|
||||
Vector2 t = (real_t(i) / steps) * target_position;
|
||||
draw_set_transform(t, 0.0, Size2(1, 1));
|
||||
shape->draw(get_canvas_item(), draw_col);
|
||||
}
|
||||
draw_set_transform(Vector2(), 0.0, Size2(1, 1));
|
||||
|
||||
// Draw an arrow indicating where the ShapeCast is pointing to.
|
||||
if (target_position != Vector2()) {
|
||||
const real_t max_arrow_size = 6;
|
||||
const real_t line_width = 1.4;
|
||||
bool no_line = target_position.length() < line_width;
|
||||
real_t arrow_size = CLAMP(target_position.length() * 2 / 3, line_width, max_arrow_size);
|
||||
|
||||
if (no_line) {
|
||||
arrow_size = target_position.length();
|
||||
} else {
|
||||
draw_line(Vector2(), target_position - target_position.normalized() * arrow_size, draw_col, line_width);
|
||||
}
|
||||
|
||||
Transform2D xf;
|
||||
xf.rotate(target_position.angle());
|
||||
xf.translate_local(Vector2(no_line ? 0 : target_position.length() - arrow_size, 0));
|
||||
|
||||
Vector<Vector2> pts = {
|
||||
xf.xform(Vector2(arrow_size, 0)),
|
||||
xf.xform(Vector2(0, 0.5 * arrow_size)),
|
||||
xf.xform(Vector2(0, -0.5 * arrow_size))
|
||||
};
|
||||
|
||||
Vector<Color> cols = { draw_col, draw_col, draw_col };
|
||||
|
||||
draw_primitive(pts, cols, Vector<Vector2>());
|
||||
}
|
||||
#endif
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
|
||||
if (!enabled) {
|
||||
break;
|
||||
}
|
||||
_update_shapecast_state();
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void ShapeCast2D::_update_shapecast_state() {
|
||||
result.clear();
|
||||
|
||||
ERR_FAIL_COND_MSG(shape.is_null(), "Invalid shape.");
|
||||
|
||||
Ref<World2D> w2d = get_world_2d();
|
||||
ERR_FAIL_COND(w2d.is_null());
|
||||
|
||||
PhysicsDirectSpaceState2D *dss = PhysicsServer2D::get_singleton()->space_get_direct_state(w2d->get_space());
|
||||
ERR_FAIL_NULL(dss);
|
||||
|
||||
Transform2D gt = get_global_transform();
|
||||
|
||||
PhysicsDirectSpaceState2D::ShapeParameters params;
|
||||
params.shape_rid = shape_rid;
|
||||
params.transform = gt;
|
||||
params.motion = gt.basis_xform(target_position);
|
||||
params.margin = margin;
|
||||
params.exclude = exclude;
|
||||
params.collision_mask = collision_mask;
|
||||
params.collide_with_bodies = collide_with_bodies;
|
||||
params.collide_with_areas = collide_with_areas;
|
||||
|
||||
collision_safe_fraction = 0.0;
|
||||
collision_unsafe_fraction = 0.0;
|
||||
|
||||
bool prev_collision_state = collided;
|
||||
|
||||
if (target_position != Vector2()) {
|
||||
dss->cast_motion(params, collision_safe_fraction, collision_unsafe_fraction);
|
||||
if (collision_unsafe_fraction < 1.0) {
|
||||
// Move shape transform to the point of impact,
|
||||
// so we can collect contact info at that point.
|
||||
gt.set_origin(gt.get_origin() + params.motion * (collision_unsafe_fraction + CMP_EPSILON));
|
||||
params.transform = gt;
|
||||
}
|
||||
}
|
||||
// Regardless of whether the shape is stuck or it's moved along
|
||||
// the motion vector, we'll only consider static collisions from now on.
|
||||
params.motion = Vector2();
|
||||
|
||||
bool intersected = true;
|
||||
while (intersected && result.size() < max_results) {
|
||||
PhysicsDirectSpaceState2D::ShapeRestInfo info;
|
||||
intersected = dss->rest_info(params, &info);
|
||||
if (intersected) {
|
||||
result.push_back(info);
|
||||
params.exclude.insert(info.rid);
|
||||
}
|
||||
}
|
||||
collided = !result.is_empty();
|
||||
|
||||
if (prev_collision_state != collided) {
|
||||
queue_redraw();
|
||||
}
|
||||
}
|
||||
|
||||
void ShapeCast2D::force_shapecast_update() {
|
||||
_update_shapecast_state();
|
||||
}
|
||||
|
||||
void ShapeCast2D::add_exception_rid(const RID &p_rid) {
|
||||
exclude.insert(p_rid);
|
||||
}
|
||||
|
||||
void ShapeCast2D::add_exception(const CollisionObject2D *p_node) {
|
||||
ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D.");
|
||||
add_exception_rid(p_node->get_rid());
|
||||
}
|
||||
|
||||
void ShapeCast2D::remove_exception_rid(const RID &p_rid) {
|
||||
exclude.erase(p_rid);
|
||||
}
|
||||
|
||||
void ShapeCast2D::remove_exception(const CollisionObject2D *p_node) {
|
||||
ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D.");
|
||||
remove_exception_rid(p_node->get_rid());
|
||||
}
|
||||
|
||||
void ShapeCast2D::clear_exceptions() {
|
||||
exclude.clear();
|
||||
}
|
||||
|
||||
void ShapeCast2D::set_collide_with_areas(bool p_clip) {
|
||||
collide_with_areas = p_clip;
|
||||
}
|
||||
|
||||
bool ShapeCast2D::is_collide_with_areas_enabled() const {
|
||||
return collide_with_areas;
|
||||
}
|
||||
|
||||
void ShapeCast2D::set_collide_with_bodies(bool p_clip) {
|
||||
collide_with_bodies = p_clip;
|
||||
}
|
||||
|
||||
bool ShapeCast2D::is_collide_with_bodies_enabled() const {
|
||||
return collide_with_bodies;
|
||||
}
|
||||
|
||||
Array ShapeCast2D::get_collision_result() const {
|
||||
Array ret;
|
||||
|
||||
for (int i = 0; i < result.size(); ++i) {
|
||||
const PhysicsDirectSpaceState2D::ShapeRestInfo &sri = result[i];
|
||||
|
||||
Dictionary col;
|
||||
col["point"] = sri.point;
|
||||
col["normal"] = sri.normal;
|
||||
col["rid"] = sri.rid;
|
||||
col["collider"] = ObjectDB::get_instance(sri.collider_id);
|
||||
col["collider_id"] = sri.collider_id;
|
||||
col["shape"] = sri.shape;
|
||||
col["linear_velocity"] = sri.linear_velocity;
|
||||
|
||||
ret.push_back(col);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
PackedStringArray ShapeCast2D::get_configuration_warnings() const {
|
||||
PackedStringArray warnings = Node2D::get_configuration_warnings();
|
||||
|
||||
if (shape.is_null()) {
|
||||
warnings.push_back(RTR("This node cannot interact with other objects unless a Shape2D is assigned."));
|
||||
}
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void ShapeCast2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast2D::set_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast2D::is_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast2D::set_shape);
|
||||
ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast2D::get_shape);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast2D::set_target_position);
|
||||
ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast2D::get_target_position);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast2D::set_margin);
|
||||
ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast2D::get_margin);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast2D::set_max_results);
|
||||
ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast2D::get_max_results);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast2D::is_colliding);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast2D::get_collision_count);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast2D::force_shapecast_update);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast2D::get_collider);
|
||||
ClassDB::bind_method(D_METHOD("get_collider_rid", "index"), &ShapeCast2D::get_collider_rid);
|
||||
ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast2D::get_collider_shape);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast2D::get_collision_point);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast2D::get_collision_normal);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast2D::get_closest_collision_safe_fraction);
|
||||
ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast2D::get_closest_collision_unsafe_fraction);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast2D::add_exception_rid);
|
||||
ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast2D::add_exception);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast2D::remove_exception_rid);
|
||||
ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast2D::remove_exception);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast2D::clear_exceptions);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast2D::set_collision_mask);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast2D::get_collision_mask);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast2D::set_collision_mask_value);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast2D::get_collision_mask_value);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast2D::set_exclude_parent_body);
|
||||
ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast2D::get_exclude_parent_body);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast2D::set_collide_with_areas);
|
||||
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast2D::is_collide_with_areas_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast2D::set_collide_with_bodies);
|
||||
ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast2D::is_collide_with_bodies_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_collision_result"), &ShapeCast2D::get_collision_result);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "target_position", PROPERTY_HINT_NONE, "suffix:px"), "set_target_position", "get_target_position");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01,suffix:px"), "set_margin", "get_margin");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "", "get_collision_result");
|
||||
ADD_GROUP("Collide With", "collide_with");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
|
||||
}
|
||||
|
||||
ShapeCast2D::ShapeCast2D() {
|
||||
set_hide_clip_children(true);
|
||||
}
|
123
scene/2d/physics/shape_cast_2d.h
Normal file
123
scene/2d/physics/shape_cast_2d.h
Normal file
@@ -0,0 +1,123 @@
|
||||
/**************************************************************************/
|
||||
/* shape_cast_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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/2d/node_2d.h"
|
||||
#include "scene/resources/2d/shape_2d.h"
|
||||
#include "servers/physics_server_2d.h"
|
||||
|
||||
class CollisionObject2D;
|
||||
|
||||
class ShapeCast2D : public Node2D {
|
||||
GDCLASS(ShapeCast2D, Node2D);
|
||||
|
||||
bool enabled = true;
|
||||
|
||||
Ref<Shape2D> shape;
|
||||
RID shape_rid;
|
||||
Vector2 target_position = Vector2(0, 50);
|
||||
|
||||
HashSet<RID> exclude;
|
||||
real_t margin = 0.0;
|
||||
uint32_t collision_mask = 1;
|
||||
bool exclude_parent_body = true;
|
||||
bool collide_with_areas = false;
|
||||
bool collide_with_bodies = true;
|
||||
|
||||
// Result
|
||||
int max_results = 32;
|
||||
Vector<PhysicsDirectSpaceState2D::ShapeRestInfo> result;
|
||||
bool collided = false;
|
||||
real_t collision_safe_fraction = 1.0;
|
||||
real_t collision_unsafe_fraction = 1.0;
|
||||
|
||||
void _shape_changed();
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
void _update_shapecast_state();
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_collide_with_areas(bool p_clip);
|
||||
bool is_collide_with_areas_enabled() const;
|
||||
|
||||
void set_collide_with_bodies(bool p_clip);
|
||||
bool is_collide_with_bodies_enabled() const;
|
||||
|
||||
void set_enabled(bool p_enabled);
|
||||
bool is_enabled() const;
|
||||
|
||||
void set_shape(const Ref<Shape2D> &p_shape);
|
||||
Ref<Shape2D> get_shape() const;
|
||||
|
||||
void set_target_position(const Vector2 &p_point);
|
||||
Vector2 get_target_position() const;
|
||||
|
||||
void set_margin(real_t p_margin);
|
||||
real_t get_margin() const;
|
||||
|
||||
void set_max_results(int p_max_results);
|
||||
int get_max_results() const;
|
||||
|
||||
void set_collision_mask(uint32_t p_mask);
|
||||
uint32_t get_collision_mask() const;
|
||||
|
||||
void set_collision_mask_value(int p_layer_number, bool p_value);
|
||||
bool get_collision_mask_value(int p_layer_number) const;
|
||||
|
||||
void set_exclude_parent_body(bool p_exclude_parent_body);
|
||||
bool get_exclude_parent_body() const;
|
||||
|
||||
void force_shapecast_update();
|
||||
bool is_colliding() const;
|
||||
|
||||
Array get_collision_result() const;
|
||||
int get_collision_count() const;
|
||||
Object *get_collider(int p_idx) const;
|
||||
RID get_collider_rid(int p_idx) const;
|
||||
int get_collider_shape(int p_idx) const;
|
||||
Vector2 get_collision_point(int p_idx) const;
|
||||
Vector2 get_collision_normal(int p_idx) const;
|
||||
|
||||
real_t get_closest_collision_safe_fraction() const;
|
||||
real_t get_closest_collision_unsafe_fraction() const;
|
||||
|
||||
void add_exception_rid(const RID &p_rid);
|
||||
void add_exception(const CollisionObject2D *p_node);
|
||||
void remove_exception_rid(const RID &p_rid);
|
||||
void remove_exception(const CollisionObject2D *p_node);
|
||||
void clear_exceptions();
|
||||
|
||||
PackedStringArray get_configuration_warnings() const override;
|
||||
|
||||
ShapeCast2D();
|
||||
};
|
237
scene/2d/physics/static_body_2d.cpp
Normal file
237
scene/2d/physics/static_body_2d.cpp
Normal file
@@ -0,0 +1,237 @@
|
||||
/**************************************************************************/
|
||||
/* static_body_2d.cpp */
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "static_body_2d.h"
|
||||
|
||||
#ifndef NAVIGATION_2D_DISABLED
|
||||
#include "scene/resources/2d/capsule_shape_2d.h"
|
||||
#include "scene/resources/2d/circle_shape_2d.h"
|
||||
#include "scene/resources/2d/concave_polygon_shape_2d.h"
|
||||
#include "scene/resources/2d/convex_polygon_shape_2d.h"
|
||||
#include "scene/resources/2d/navigation_mesh_source_geometry_data_2d.h"
|
||||
#include "scene/resources/2d/navigation_polygon.h"
|
||||
#include "scene/resources/2d/rectangle_shape_2d.h"
|
||||
#include "servers/navigation_server_2d.h"
|
||||
#endif // NAVIGATION_2D_DISABLED
|
||||
|
||||
Callable StaticBody2D::_navmesh_source_geometry_parsing_callback;
|
||||
RID StaticBody2D::_navmesh_source_geometry_parser;
|
||||
|
||||
void StaticBody2D::set_constant_linear_velocity(const Vector2 &p_vel) {
|
||||
constant_linear_velocity = p_vel;
|
||||
|
||||
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
|
||||
}
|
||||
|
||||
void StaticBody2D::set_constant_angular_velocity(real_t p_vel) {
|
||||
constant_angular_velocity = p_vel;
|
||||
|
||||
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::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;
|
||||
}
|
||||
|
||||
void StaticBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
|
||||
if (physics_material_override.is_valid()) {
|
||||
physics_material_override->disconnect_changed(callable_mp(this, &StaticBody2D::_reload_physics_characteristics));
|
||||
}
|
||||
|
||||
physics_material_override = p_physics_material_override;
|
||||
|
||||
if (physics_material_override.is_valid()) {
|
||||
physics_material_override->connect_changed(callable_mp(this, &StaticBody2D::_reload_physics_characteristics));
|
||||
}
|
||||
_reload_physics_characteristics();
|
||||
}
|
||||
|
||||
Ref<PhysicsMaterial> StaticBody2D::get_physics_material_override() const {
|
||||
return physics_material_override;
|
||||
}
|
||||
|
||||
void StaticBody2D::_reload_physics_characteristics() {
|
||||
if (physics_material_override.is_null()) {
|
||||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0);
|
||||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1);
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
|
||||
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
|
||||
}
|
||||
}
|
||||
|
||||
#ifndef NAVIGATION_2D_DISABLED
|
||||
void StaticBody2D::navmesh_parse_init() {
|
||||
ERR_FAIL_NULL(NavigationServer2D::get_singleton());
|
||||
if (!_navmesh_source_geometry_parser.is_valid()) {
|
||||
_navmesh_source_geometry_parsing_callback = callable_mp_static(&StaticBody2D::navmesh_parse_source_geometry);
|
||||
_navmesh_source_geometry_parser = NavigationServer2D::get_singleton()->source_geometry_parser_create();
|
||||
NavigationServer2D::get_singleton()->source_geometry_parser_set_callback(_navmesh_source_geometry_parser, _navmesh_source_geometry_parsing_callback);
|
||||
}
|
||||
}
|
||||
|
||||
void StaticBody2D::navmesh_parse_source_geometry(const Ref<NavigationPolygon> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_node) {
|
||||
StaticBody2D *static_body = Object::cast_to<StaticBody2D>(p_node);
|
||||
|
||||
if (static_body == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
NavigationPolygon::ParsedGeometryType parsed_geometry_type = p_navigation_mesh->get_parsed_geometry_type();
|
||||
if (!(parsed_geometry_type == NavigationPolygon::PARSED_GEOMETRY_STATIC_COLLIDERS || parsed_geometry_type == NavigationPolygon::PARSED_GEOMETRY_BOTH)) {
|
||||
return;
|
||||
}
|
||||
|
||||
uint32_t parsed_collision_mask = p_navigation_mesh->get_parsed_collision_mask();
|
||||
if (!(static_body->get_collision_layer() & parsed_collision_mask)) {
|
||||
return;
|
||||
}
|
||||
|
||||
List<uint32_t> shape_owners;
|
||||
static_body->get_shape_owners(&shape_owners);
|
||||
|
||||
for (uint32_t shape_owner : shape_owners) {
|
||||
if (static_body->is_shape_owner_disabled(shape_owner)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const int shape_count = static_body->shape_owner_get_shape_count(shape_owner);
|
||||
|
||||
for (int shape_index = 0; shape_index < shape_count; shape_index++) {
|
||||
Ref<Shape2D> s = static_body->shape_owner_get_shape(shape_owner, shape_index);
|
||||
|
||||
if (s.is_null()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const Transform2D static_body_xform = p_source_geometry_data->root_node_transform * static_body->get_global_transform() * static_body->shape_owner_get_transform(shape_owner);
|
||||
|
||||
RectangleShape2D *rectangle_shape = Object::cast_to<RectangleShape2D>(*s);
|
||||
if (rectangle_shape) {
|
||||
Vector<Vector2> shape_outline;
|
||||
|
||||
const Vector2 &rectangle_size = rectangle_shape->get_size();
|
||||
|
||||
shape_outline.resize(5);
|
||||
shape_outline.write[0] = static_body_xform.xform(-rectangle_size * 0.5);
|
||||
shape_outline.write[1] = static_body_xform.xform(Vector2(rectangle_size.x, -rectangle_size.y) * 0.5);
|
||||
shape_outline.write[2] = static_body_xform.xform(rectangle_size * 0.5);
|
||||
shape_outline.write[3] = static_body_xform.xform(Vector2(-rectangle_size.x, rectangle_size.y) * 0.5);
|
||||
shape_outline.write[4] = static_body_xform.xform(-rectangle_size * 0.5);
|
||||
|
||||
p_source_geometry_data->add_obstruction_outline(shape_outline);
|
||||
}
|
||||
|
||||
CapsuleShape2D *capsule_shape = Object::cast_to<CapsuleShape2D>(*s);
|
||||
if (capsule_shape) {
|
||||
const real_t capsule_height = capsule_shape->get_height();
|
||||
const real_t capsule_radius = capsule_shape->get_radius();
|
||||
|
||||
Vector<Vector2> shape_outline;
|
||||
const real_t turn_step = Math::TAU / 12.0;
|
||||
shape_outline.resize(14);
|
||||
int shape_outline_inx = 0;
|
||||
for (int i = 0; i < 12; i++) {
|
||||
Vector2 ofs = Vector2(0, (i > 3 && i <= 9) ? capsule_height * 0.5 - capsule_radius : -capsule_height * 0.5 + capsule_radius);
|
||||
|
||||
shape_outline.write[shape_outline_inx] = static_body_xform.xform(Vector2(Math::sin(i * turn_step), -Math::cos(i * turn_step)) * capsule_radius + ofs);
|
||||
shape_outline_inx += 1;
|
||||
if (i == 3 || i == 9) {
|
||||
shape_outline.write[shape_outline_inx] = static_body_xform.xform(Vector2(Math::sin(i * turn_step), -Math::cos(i * turn_step)) * capsule_radius - ofs);
|
||||
shape_outline_inx += 1;
|
||||
}
|
||||
}
|
||||
|
||||
p_source_geometry_data->add_obstruction_outline(shape_outline);
|
||||
}
|
||||
|
||||
CircleShape2D *circle_shape = Object::cast_to<CircleShape2D>(*s);
|
||||
if (circle_shape) {
|
||||
const real_t circle_radius = circle_shape->get_radius();
|
||||
|
||||
Vector<Vector2> shape_outline;
|
||||
int circle_edge_count = 12;
|
||||
shape_outline.resize(circle_edge_count);
|
||||
|
||||
const real_t turn_step = Math::TAU / real_t(circle_edge_count);
|
||||
for (int i = 0; i < circle_edge_count; i++) {
|
||||
shape_outline.write[i] = static_body_xform.xform(Vector2(Math::cos(i * turn_step), Math::sin(i * turn_step)) * circle_radius);
|
||||
}
|
||||
|
||||
p_source_geometry_data->add_obstruction_outline(shape_outline);
|
||||
}
|
||||
|
||||
ConcavePolygonShape2D *concave_polygon_shape = Object::cast_to<ConcavePolygonShape2D>(*s);
|
||||
if (concave_polygon_shape) {
|
||||
Vector<Vector2> shape_outline = concave_polygon_shape->get_segments();
|
||||
|
||||
for (int i = 0; i < shape_outline.size(); i++) {
|
||||
shape_outline.write[i] = static_body_xform.xform(shape_outline[i]);
|
||||
}
|
||||
|
||||
p_source_geometry_data->add_obstruction_outline(shape_outline);
|
||||
}
|
||||
|
||||
ConvexPolygonShape2D *convex_polygon_shape = Object::cast_to<ConvexPolygonShape2D>(*s);
|
||||
if (convex_polygon_shape) {
|
||||
Vector<Vector2> shape_outline = convex_polygon_shape->get_points();
|
||||
|
||||
for (int i = 0; i < shape_outline.size(); i++) {
|
||||
shape_outline.write[i] = static_body_xform.xform(shape_outline[i]);
|
||||
}
|
||||
|
||||
p_source_geometry_data->add_obstruction_outline(shape_outline);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // NAVIGATION_2D_DISABLED
|
||||
|
||||
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);
|
||||
|
||||
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);
|
||||
|
||||
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::VECTOR2, "constant_linear_velocity", PROPERTY_HINT_NONE, "suffix:px/s"), "set_constant_linear_velocity", "get_constant_linear_velocity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_angular_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_constant_angular_velocity", "get_constant_angular_velocity");
|
||||
}
|
||||
|
||||
StaticBody2D::StaticBody2D(PhysicsServer2D::BodyMode p_mode) :
|
||||
PhysicsBody2D(p_mode) {
|
||||
}
|
74
scene/2d/physics/static_body_2d.h
Normal file
74
scene/2d/physics/static_body_2d.h
Normal file
@@ -0,0 +1,74 @@
|
||||
/**************************************************************************/
|
||||
/* static_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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/2d/physics/physics_body_2d.h"
|
||||
|
||||
class NavigationPolygon;
|
||||
class NavigationMeshSourceGeometryData2D;
|
||||
|
||||
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:
|
||||
static Callable _navmesh_source_geometry_parsing_callback;
|
||||
static RID _navmesh_source_geometry_parser;
|
||||
|
||||
#ifndef NAVIGATION_2D_DISABLED
|
||||
public:
|
||||
static void navmesh_parse_init();
|
||||
static void navmesh_parse_source_geometry(const Ref<NavigationPolygon> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_node);
|
||||
#endif // NAVIGATION_2D_DISABLED
|
||||
|
||||
private:
|
||||
void _reload_physics_characteristics();
|
||||
};
|
454
scene/2d/physics/touch_screen_button.cpp
Normal file
454
scene/2d/physics/touch_screen_button.cpp
Normal file
@@ -0,0 +1,454 @@
|
||||
/**************************************************************************/
|
||||
/* touch_screen_button.cpp */
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "touch_screen_button.h"
|
||||
|
||||
#include "scene/main/viewport.h"
|
||||
|
||||
void TouchScreenButton::set_texture_normal(const Ref<Texture2D> &p_texture) {
|
||||
if (texture_normal == p_texture) {
|
||||
return;
|
||||
}
|
||||
if (texture_normal.is_valid()) {
|
||||
texture_normal->disconnect(CoreStringName(changed), callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
|
||||
}
|
||||
texture_normal = p_texture;
|
||||
if (texture_normal.is_valid()) {
|
||||
texture_normal->connect(CoreStringName(changed), callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw), CONNECT_REFERENCE_COUNTED);
|
||||
}
|
||||
queue_redraw();
|
||||
}
|
||||
|
||||
Ref<Texture2D> TouchScreenButton::get_texture_normal() const {
|
||||
return texture_normal;
|
||||
}
|
||||
|
||||
void TouchScreenButton::set_texture_pressed(const Ref<Texture2D> &p_texture_pressed) {
|
||||
if (texture_pressed == p_texture_pressed) {
|
||||
return;
|
||||
}
|
||||
if (texture_pressed.is_valid()) {
|
||||
texture_pressed->disconnect(CoreStringName(changed), callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
|
||||
}
|
||||
texture_pressed = p_texture_pressed;
|
||||
if (texture_pressed.is_valid()) {
|
||||
texture_pressed->connect(CoreStringName(changed), callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw), CONNECT_REFERENCE_COUNTED);
|
||||
}
|
||||
queue_redraw();
|
||||
}
|
||||
|
||||
Ref<Texture2D> TouchScreenButton::get_texture_pressed() const {
|
||||
return texture_pressed;
|
||||
}
|
||||
|
||||
void TouchScreenButton::set_bitmask(const Ref<BitMap> &p_bitmask) {
|
||||
bitmask = p_bitmask;
|
||||
}
|
||||
|
||||
Ref<BitMap> TouchScreenButton::get_bitmask() const {
|
||||
return bitmask;
|
||||
}
|
||||
|
||||
void TouchScreenButton::set_shape(const Ref<Shape2D> &p_shape) {
|
||||
if (shape == p_shape) {
|
||||
return;
|
||||
}
|
||||
if (shape.is_valid()) {
|
||||
shape->disconnect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
|
||||
}
|
||||
shape = p_shape;
|
||||
if (shape.is_valid()) {
|
||||
shape->connect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
|
||||
}
|
||||
queue_redraw();
|
||||
}
|
||||
|
||||
Ref<Shape2D> TouchScreenButton::get_shape() const {
|
||||
return shape;
|
||||
}
|
||||
|
||||
void TouchScreenButton::set_shape_centered(bool p_shape_centered) {
|
||||
shape_centered = p_shape_centered;
|
||||
queue_redraw();
|
||||
}
|
||||
|
||||
bool TouchScreenButton::is_shape_visible() const {
|
||||
return shape_visible;
|
||||
}
|
||||
|
||||
void TouchScreenButton::set_shape_visible(bool p_shape_visible) {
|
||||
shape_visible = p_shape_visible;
|
||||
queue_redraw();
|
||||
}
|
||||
|
||||
bool TouchScreenButton::is_shape_centered() const {
|
||||
return shape_centered;
|
||||
}
|
||||
|
||||
void TouchScreenButton::_accessibility_action_click(const Variant &p_data) {
|
||||
_press(0);
|
||||
_release();
|
||||
}
|
||||
|
||||
void TouchScreenButton::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_ACCESSIBILITY_UPDATE: {
|
||||
RID ae = get_accessibility_element();
|
||||
ERR_FAIL_COND(ae.is_null());
|
||||
|
||||
Rect2 dst_rect(Point2(), texture_normal.is_valid() ? texture_normal->get_size() : Size2());
|
||||
|
||||
DisplayServer::get_singleton()->accessibility_update_set_role(ae, DisplayServer::AccessibilityRole::ROLE_BUTTON);
|
||||
|
||||
DisplayServer::get_singleton()->accessibility_update_add_action(ae, DisplayServer::AccessibilityAction::ACTION_CLICK, callable_mp(this, &TouchScreenButton::_accessibility_action_click));
|
||||
|
||||
DisplayServer::get_singleton()->accessibility_update_set_transform(ae, get_transform());
|
||||
DisplayServer::get_singleton()->accessibility_update_set_bounds(ae, dst_rect);
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_DRAW: {
|
||||
if (!is_inside_tree()) {
|
||||
return;
|
||||
}
|
||||
if (!Engine::get_singleton()->is_editor_hint() && !DisplayServer::get_singleton()->is_touchscreen_available() && visibility == VISIBILITY_TOUCHSCREEN_ONLY) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (finger_pressed != -1) {
|
||||
if (texture_pressed.is_valid()) {
|
||||
draw_texture(texture_pressed, Point2());
|
||||
} else if (texture_normal.is_valid()) {
|
||||
draw_texture(texture_normal, Point2());
|
||||
}
|
||||
|
||||
} else {
|
||||
if (texture_normal.is_valid()) {
|
||||
draw_texture(texture_normal, Point2());
|
||||
}
|
||||
}
|
||||
|
||||
if (!shape_visible) {
|
||||
return;
|
||||
}
|
||||
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
|
||||
return;
|
||||
}
|
||||
if (shape.is_valid()) {
|
||||
Color draw_col = get_tree()->get_debug_collisions_color();
|
||||
|
||||
Vector2 pos;
|
||||
if (shape_centered && texture_normal.is_valid()) {
|
||||
pos = texture_normal->get_size() * 0.5;
|
||||
}
|
||||
|
||||
draw_set_transform_matrix(get_canvas_transform().translated_local(pos));
|
||||
shape->draw(get_canvas_item(), draw_col);
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
if (!Engine::get_singleton()->is_editor_hint() && !DisplayServer::get_singleton()->is_touchscreen_available() && visibility == VISIBILITY_TOUCHSCREEN_ONLY) {
|
||||
return;
|
||||
}
|
||||
queue_redraw();
|
||||
|
||||
if (!Engine::get_singleton()->is_editor_hint()) {
|
||||
set_process_input(is_visible_in_tree());
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_EXIT_TREE: {
|
||||
if (is_pressed()) {
|
||||
_release(true);
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_VISIBILITY_CHANGED: {
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
break;
|
||||
}
|
||||
if (is_visible_in_tree()) {
|
||||
set_process_input(true);
|
||||
} else {
|
||||
set_process_input(false);
|
||||
if (is_pressed()) {
|
||||
_release();
|
||||
}
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_SUSPENDED:
|
||||
case NOTIFICATION_PAUSED: {
|
||||
if (is_pressed()) {
|
||||
_release();
|
||||
}
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
bool TouchScreenButton::is_pressed() const {
|
||||
return finger_pressed != -1;
|
||||
}
|
||||
|
||||
void TouchScreenButton::set_action(const String &p_action) {
|
||||
action = p_action;
|
||||
}
|
||||
|
||||
String TouchScreenButton::get_action() const {
|
||||
return action;
|
||||
}
|
||||
|
||||
void TouchScreenButton::input(const Ref<InputEvent> &p_event) {
|
||||
ERR_FAIL_COND(p_event.is_null());
|
||||
|
||||
if (!is_visible_in_tree()) {
|
||||
return;
|
||||
}
|
||||
|
||||
const InputEventScreenTouch *st = Object::cast_to<InputEventScreenTouch>(*p_event);
|
||||
|
||||
if (passby_press) {
|
||||
const InputEventScreenDrag *sd = Object::cast_to<InputEventScreenDrag>(*p_event);
|
||||
|
||||
if (st && !st->is_pressed() && finger_pressed == st->get_index()) {
|
||||
_release();
|
||||
}
|
||||
|
||||
if ((st && st->is_pressed()) || sd) {
|
||||
int index = st ? st->get_index() : sd->get_index();
|
||||
Point2 coord = st ? st->get_position() : sd->get_position();
|
||||
|
||||
if (finger_pressed == -1 || index == finger_pressed) {
|
||||
if (_is_point_inside(coord)) {
|
||||
if (finger_pressed == -1) {
|
||||
_press(index);
|
||||
}
|
||||
} else {
|
||||
if (finger_pressed != -1) {
|
||||
_release();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} else {
|
||||
if (st) {
|
||||
if (st->is_pressed()) {
|
||||
const bool can_press = finger_pressed == -1;
|
||||
if (!can_press) {
|
||||
return; //already fingering
|
||||
}
|
||||
|
||||
if (_is_point_inside(st->get_position())) {
|
||||
_press(st->get_index());
|
||||
}
|
||||
} else {
|
||||
if (st->get_index() == finger_pressed) {
|
||||
_release();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool TouchScreenButton::_is_point_inside(const Point2 &p_point) {
|
||||
Point2 coord = (get_global_transform_with_canvas()).affine_inverse().xform(p_point);
|
||||
|
||||
bool touched = false;
|
||||
bool check_rect = true;
|
||||
|
||||
if (shape.is_valid()) {
|
||||
check_rect = false;
|
||||
|
||||
Vector2 pos;
|
||||
if (shape_centered && texture_normal.is_valid()) {
|
||||
pos = texture_normal->get_size() * 0.5;
|
||||
}
|
||||
|
||||
touched = shape->collide(Transform2D().translated_local(pos), unit_rect, Transform2D(0, coord + Vector2(0.5, 0.5)));
|
||||
}
|
||||
|
||||
if (bitmask.is_valid()) {
|
||||
check_rect = false;
|
||||
if (!touched && Rect2(Point2(), bitmask->get_size()).has_point(coord)) {
|
||||
if (bitmask->get_bitv(coord)) {
|
||||
touched = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!touched && check_rect) {
|
||||
if (texture_normal.is_valid()) {
|
||||
touched = Rect2(Size2(), texture_normal->get_size()).has_point(coord);
|
||||
}
|
||||
}
|
||||
|
||||
return touched;
|
||||
}
|
||||
|
||||
void TouchScreenButton::_press(int p_finger_pressed) {
|
||||
finger_pressed = p_finger_pressed;
|
||||
|
||||
if (action != StringName()) {
|
||||
Input::get_singleton()->action_press(action);
|
||||
Ref<InputEventAction> iea;
|
||||
iea.instantiate();
|
||||
iea->set_action(action);
|
||||
iea->set_pressed(true);
|
||||
get_viewport()->push_input(iea, true);
|
||||
}
|
||||
|
||||
emit_signal(SceneStringName(pressed));
|
||||
queue_redraw();
|
||||
}
|
||||
|
||||
void TouchScreenButton::_release(bool p_exiting_tree) {
|
||||
finger_pressed = -1;
|
||||
|
||||
if (action != StringName()) {
|
||||
Input::get_singleton()->action_release(action);
|
||||
if (!p_exiting_tree) {
|
||||
Ref<InputEventAction> iea;
|
||||
iea.instantiate();
|
||||
iea->set_action(action);
|
||||
iea->set_pressed(false);
|
||||
get_viewport()->push_input(iea, true);
|
||||
}
|
||||
}
|
||||
|
||||
if (!p_exiting_tree) {
|
||||
emit_signal(SNAME("released"));
|
||||
queue_redraw();
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef DEBUG_ENABLED
|
||||
Rect2 TouchScreenButton::_edit_get_rect() const {
|
||||
if (texture_normal.is_null()) {
|
||||
return CanvasItem::_edit_get_rect();
|
||||
}
|
||||
|
||||
return Rect2(Size2(), texture_normal->get_size());
|
||||
}
|
||||
|
||||
bool TouchScreenButton::_edit_use_rect() const {
|
||||
return texture_normal.is_valid();
|
||||
}
|
||||
#endif // DEBUG_ENABLED
|
||||
|
||||
Rect2 TouchScreenButton::get_anchorable_rect() const {
|
||||
if (texture_normal.is_null()) {
|
||||
return CanvasItem::get_anchorable_rect();
|
||||
}
|
||||
|
||||
return Rect2(Size2(), texture_normal->get_size());
|
||||
}
|
||||
|
||||
void TouchScreenButton::set_visibility_mode(VisibilityMode p_mode) {
|
||||
visibility = p_mode;
|
||||
queue_redraw();
|
||||
}
|
||||
|
||||
TouchScreenButton::VisibilityMode TouchScreenButton::get_visibility_mode() const {
|
||||
return visibility;
|
||||
}
|
||||
|
||||
void TouchScreenButton::set_passby_press(bool p_enable) {
|
||||
passby_press = p_enable;
|
||||
}
|
||||
|
||||
bool TouchScreenButton::is_passby_press_enabled() const {
|
||||
return passby_press;
|
||||
}
|
||||
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
bool TouchScreenButton::_set(const StringName &p_name, const Variant &p_value) {
|
||||
if (p_name == CoreStringName(normal)) { // Compatibility with Godot 3.x.
|
||||
set_texture_normal(p_value);
|
||||
return true;
|
||||
} else if (p_name == SceneStringName(pressed)) { // Compatibility with Godot 3.x.
|
||||
set_texture_pressed(p_value);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
#endif // DISABLE_DEPRECATED
|
||||
|
||||
void TouchScreenButton::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_texture_normal", "texture"), &TouchScreenButton::set_texture_normal);
|
||||
ClassDB::bind_method(D_METHOD("get_texture_normal"), &TouchScreenButton::get_texture_normal);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_texture_pressed", "texture"), &TouchScreenButton::set_texture_pressed);
|
||||
ClassDB::bind_method(D_METHOD("get_texture_pressed"), &TouchScreenButton::get_texture_pressed);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_bitmask", "bitmask"), &TouchScreenButton::set_bitmask);
|
||||
ClassDB::bind_method(D_METHOD("get_bitmask"), &TouchScreenButton::get_bitmask);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &TouchScreenButton::set_shape);
|
||||
ClassDB::bind_method(D_METHOD("get_shape"), &TouchScreenButton::get_shape);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_shape_centered", "bool"), &TouchScreenButton::set_shape_centered);
|
||||
ClassDB::bind_method(D_METHOD("is_shape_centered"), &TouchScreenButton::is_shape_centered);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_shape_visible", "bool"), &TouchScreenButton::set_shape_visible);
|
||||
ClassDB::bind_method(D_METHOD("is_shape_visible"), &TouchScreenButton::is_shape_visible);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_action", "action"), &TouchScreenButton::set_action);
|
||||
ClassDB::bind_method(D_METHOD("get_action"), &TouchScreenButton::get_action);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_visibility_mode", "mode"), &TouchScreenButton::set_visibility_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_visibility_mode"), &TouchScreenButton::get_visibility_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_passby_press", "enabled"), &TouchScreenButton::set_passby_press);
|
||||
ClassDB::bind_method(D_METHOD("is_passby_press_enabled"), &TouchScreenButton::is_passby_press_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("is_pressed"), &TouchScreenButton::is_pressed);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture_normal", "get_texture_normal");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_pressed", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture_pressed", "get_texture_pressed");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "bitmask", PROPERTY_HINT_RESOURCE_TYPE, "BitMap"), "set_bitmask", "get_bitmask");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shape_centered"), "set_shape_centered", "is_shape_centered");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shape_visible"), "set_shape_visible", "is_shape_visible");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "passby_press"), "set_passby_press", "is_passby_press_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "action", PROPERTY_HINT_INPUT_NAME, "show_builtin,loose_mode"), "set_action", "get_action");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "visibility_mode", PROPERTY_HINT_ENUM, "Always,TouchScreen Only"), "set_visibility_mode", "get_visibility_mode");
|
||||
|
||||
ADD_SIGNAL(MethodInfo("pressed"));
|
||||
ADD_SIGNAL(MethodInfo("released"));
|
||||
|
||||
BIND_ENUM_CONSTANT(VISIBILITY_ALWAYS);
|
||||
BIND_ENUM_CONSTANT(VISIBILITY_TOUCHSCREEN_ONLY);
|
||||
}
|
||||
|
||||
TouchScreenButton::TouchScreenButton() {
|
||||
unit_rect.instantiate();
|
||||
unit_rect->set_size(Vector2(1, 1));
|
||||
}
|
119
scene/2d/physics/touch_screen_button.h
Normal file
119
scene/2d/physics/touch_screen_button.h
Normal file
@@ -0,0 +1,119 @@
|
||||
/**************************************************************************/
|
||||
/* touch_screen_button.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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/2d/node_2d.h"
|
||||
#include "scene/resources/2d/rectangle_shape_2d.h"
|
||||
#include "scene/resources/bit_map.h"
|
||||
#include "scene/resources/texture.h"
|
||||
|
||||
class TouchScreenButton : public Node2D {
|
||||
GDCLASS(TouchScreenButton, Node2D);
|
||||
|
||||
public:
|
||||
enum VisibilityMode {
|
||||
VISIBILITY_ALWAYS,
|
||||
VISIBILITY_TOUCHSCREEN_ONLY
|
||||
};
|
||||
|
||||
private:
|
||||
Ref<Texture2D> texture_normal;
|
||||
Ref<Texture2D> texture_pressed;
|
||||
Ref<BitMap> bitmask;
|
||||
Ref<Shape2D> shape;
|
||||
bool shape_centered = true;
|
||||
bool shape_visible = true;
|
||||
|
||||
Ref<RectangleShape2D> unit_rect;
|
||||
|
||||
StringName action;
|
||||
bool passby_press = false;
|
||||
int finger_pressed = -1;
|
||||
|
||||
VisibilityMode visibility = VISIBILITY_ALWAYS;
|
||||
|
||||
virtual void input(const Ref<InputEvent> &p_event) override;
|
||||
|
||||
bool _is_point_inside(const Point2 &p_point);
|
||||
|
||||
void _press(int p_finger_pressed);
|
||||
void _release(bool p_exiting_tree = false);
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
bool _set(const StringName &p_name, const Variant &p_value);
|
||||
#endif // DISABLE_DEPRECATED
|
||||
|
||||
void _accessibility_action_click(const Variant &p_data);
|
||||
|
||||
public:
|
||||
#ifdef DEBUG_ENABLED
|
||||
virtual Rect2 _edit_get_rect() const override;
|
||||
virtual bool _edit_use_rect() const override;
|
||||
#endif // DEBUG_ENABLED
|
||||
|
||||
void set_texture_normal(const Ref<Texture2D> &p_texture);
|
||||
Ref<Texture2D> get_texture_normal() const;
|
||||
|
||||
void set_texture_pressed(const Ref<Texture2D> &p_texture_pressed);
|
||||
Ref<Texture2D> get_texture_pressed() const;
|
||||
|
||||
void set_bitmask(const Ref<BitMap> &p_bitmask);
|
||||
Ref<BitMap> get_bitmask() const;
|
||||
|
||||
void set_shape(const Ref<Shape2D> &p_shape);
|
||||
Ref<Shape2D> get_shape() const;
|
||||
|
||||
void set_shape_centered(bool p_shape_centered);
|
||||
bool is_shape_centered() const;
|
||||
|
||||
void set_shape_visible(bool p_shape_visible);
|
||||
bool is_shape_visible() const;
|
||||
|
||||
void set_action(const String &p_action);
|
||||
String get_action() const;
|
||||
|
||||
void set_passby_press(bool p_enable);
|
||||
bool is_passby_press_enabled() const;
|
||||
|
||||
void set_visibility_mode(VisibilityMode p_mode);
|
||||
VisibilityMode get_visibility_mode() const;
|
||||
|
||||
bool is_pressed() const;
|
||||
|
||||
virtual Rect2 get_anchorable_rect() const override;
|
||||
|
||||
TouchScreenButton();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(TouchScreenButton::VisibilityMode);
|
Reference in New Issue
Block a user