mirror of
https://github.com/godotengine/godot.git
synced 2024-11-24 05:04:10 +00:00
Split monolithic physics class files
Splits monolithic physics class files.
This commit is contained in:
parent
bb6b06c813
commit
35dafc9fa8
@ -37,14 +37,15 @@
|
||||
#include "editor/editor_node.h"
|
||||
#include "editor/editor_settings.h"
|
||||
#include "editor/import/3d/scene_import_settings.h"
|
||||
#include "scene/3d/area_3d.h"
|
||||
#include "scene/3d/collision_shape_3d.h"
|
||||
#include "scene/3d/importer_mesh_instance_3d.h"
|
||||
#include "scene/3d/mesh_instance_3d.h"
|
||||
#include "scene/3d/navigation_region_3d.h"
|
||||
#include "scene/3d/occluder_instance_3d.h"
|
||||
#include "scene/3d/physics_body_3d.h"
|
||||
#include "scene/3d/vehicle_body_3d.h"
|
||||
#include "scene/3d/physics/area_3d.h"
|
||||
#include "scene/3d/physics/collision_shape_3d.h"
|
||||
#include "scene/3d/physics/physics_body_3d.h"
|
||||
#include "scene/3d/physics/static_body_3d.h"
|
||||
#include "scene/3d/physics/vehicle_body_3d.h"
|
||||
#include "scene/animation/animation_player.h"
|
||||
#include "scene/resources/3d/box_shape_3d.h"
|
||||
#include "scene/resources/3d/importer_mesh.h"
|
||||
|
@ -33,8 +33,8 @@
|
||||
#include "canvas_item_editor_plugin.h"
|
||||
#include "editor/editor_node.h"
|
||||
#include "editor/editor_undo_redo_manager.h"
|
||||
#include "scene/2d/ray_cast_2d.h"
|
||||
#include "scene/2d/shape_cast_2d.h"
|
||||
#include "scene/2d/physics/ray_cast_2d.h"
|
||||
#include "scene/2d/physics/shape_cast_2d.h"
|
||||
|
||||
void Cast2DEditor::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
|
@ -32,7 +32,7 @@
|
||||
#define COLLISION_POLYGON_2D_EDITOR_PLUGIN_H
|
||||
|
||||
#include "editor/plugins/abstract_polygon_2d_editor.h"
|
||||
#include "scene/2d/collision_polygon_2d.h"
|
||||
#include "scene/2d/physics/collision_polygon_2d.h"
|
||||
|
||||
class CollisionPolygon2DEditor : public AbstractPolygon2DEditor {
|
||||
GDCLASS(CollisionPolygon2DEditor, AbstractPolygon2DEditor);
|
||||
|
@ -32,7 +32,7 @@
|
||||
#define COLLISION_SHAPE_2D_EDITOR_PLUGIN_H
|
||||
|
||||
#include "editor/editor_plugin.h"
|
||||
#include "scene/2d/collision_shape_2d.h"
|
||||
#include "scene/2d/physics/collision_shape_2d.h"
|
||||
|
||||
class CanvasItemEditor;
|
||||
|
||||
|
@ -32,8 +32,8 @@
|
||||
#define CPU_PARTICLES_2D_EDITOR_PLUGIN_H
|
||||
|
||||
#include "editor/editor_plugin.h"
|
||||
#include "scene/2d/collision_polygon_2d.h"
|
||||
#include "scene/2d/cpu_particles_2d.h"
|
||||
#include "scene/2d/physics/collision_polygon_2d.h"
|
||||
#include "scene/gui/box_container.h"
|
||||
|
||||
class CheckBox;
|
||||
|
@ -32,9 +32,9 @@
|
||||
|
||||
#include "editor/editor_settings.h"
|
||||
#include "editor/plugins/node_3d_editor_plugin.h"
|
||||
#include "scene/3d/collision_object_3d.h"
|
||||
#include "scene/3d/collision_polygon_3d.h"
|
||||
#include "scene/3d/collision_shape_3d.h"
|
||||
#include "scene/3d/physics/collision_object_3d.h"
|
||||
#include "scene/3d/physics/collision_polygon_3d.h"
|
||||
#include "scene/3d/physics/collision_shape_3d.h"
|
||||
#include "scene/resources/surface_tool.h"
|
||||
|
||||
CollisionObject3DGizmoPlugin::CollisionObject3DGizmoPlugin() {
|
||||
|
@ -32,7 +32,7 @@
|
||||
|
||||
#include "editor/editor_settings.h"
|
||||
#include "editor/plugins/node_3d_editor_plugin.h"
|
||||
#include "scene/3d/collision_polygon_3d.h"
|
||||
#include "scene/3d/physics/collision_polygon_3d.h"
|
||||
|
||||
CollisionPolygon3DGizmoPlugin::CollisionPolygon3DGizmoPlugin() {
|
||||
const Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape");
|
||||
|
@ -36,7 +36,7 @@
|
||||
#include "editor/editor_undo_redo_manager.h"
|
||||
#include "editor/plugins/gizmos/gizmo_3d_helper.h"
|
||||
#include "editor/plugins/node_3d_editor_plugin.h"
|
||||
#include "scene/3d/collision_shape_3d.h"
|
||||
#include "scene/3d/physics/collision_shape_3d.h"
|
||||
#include "scene/resources/3d/box_shape_3d.h"
|
||||
#include "scene/resources/3d/capsule_shape_3d.h"
|
||||
#include "scene/resources/3d/concave_polygon_shape_3d.h"
|
||||
|
@ -33,7 +33,11 @@
|
||||
#include "editor/editor_node.h"
|
||||
#include "editor/editor_settings.h"
|
||||
#include "editor/plugins/node_3d_editor_plugin.h"
|
||||
#include "scene/3d/joint_3d.h"
|
||||
#include "scene/3d/physics/joints/cone_twist_joint_3d.h"
|
||||
#include "scene/3d/physics/joints/generic_6dof_joint_3d.h"
|
||||
#include "scene/3d/physics/joints/hinge_joint_3d.h"
|
||||
#include "scene/3d/physics/joints/pin_joint_3d.h"
|
||||
#include "scene/3d/physics/joints/slider_joint_3d.h"
|
||||
|
||||
#define BODY_A_RADIUS 0.25
|
||||
#define BODY_B_RADIUS 0.27
|
||||
|
@ -33,7 +33,8 @@
|
||||
#include "editor/editor_settings.h"
|
||||
#include "editor/plugins/gizmos/joint_3d_gizmo_plugin.h"
|
||||
#include "editor/plugins/node_3d_editor_plugin.h"
|
||||
#include "scene/3d/physics_body_3d.h"
|
||||
#include "scene/3d/physics/physical_bone_3d.h"
|
||||
#include "scene/3d/physics/physics_body_3d.h"
|
||||
|
||||
PhysicalBone3DGizmoPlugin::PhysicalBone3DGizmoPlugin() {
|
||||
create_material("joint_material", EDITOR_GET("editors/3d_gizmos/gizmo_colors/joint"));
|
||||
|
@ -32,7 +32,7 @@
|
||||
|
||||
#include "editor/editor_settings.h"
|
||||
#include "editor/plugins/node_3d_editor_plugin.h"
|
||||
#include "scene/3d/ray_cast_3d.h"
|
||||
#include "scene/3d/physics/ray_cast_3d.h"
|
||||
|
||||
RayCast3DGizmoPlugin::RayCast3DGizmoPlugin() {
|
||||
const Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape");
|
||||
|
@ -32,7 +32,7 @@
|
||||
|
||||
#include "editor/editor_settings.h"
|
||||
#include "editor/plugins/node_3d_editor_plugin.h"
|
||||
#include "scene/3d/shape_cast_3d.h"
|
||||
#include "scene/3d/physics/shape_cast_3d.h"
|
||||
|
||||
ShapeCast3DGizmoPlugin::ShapeCast3DGizmoPlugin() {
|
||||
const Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape");
|
||||
|
@ -32,7 +32,7 @@
|
||||
|
||||
#include "editor/editor_settings.h"
|
||||
#include "editor/plugins/node_3d_editor_plugin.h"
|
||||
#include "scene/3d/spring_arm_3d.h"
|
||||
#include "scene/3d/physics/spring_arm_3d.h"
|
||||
#include "scene/resources/3d/shape_3d.h"
|
||||
|
||||
void SpringArm3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
||||
|
@ -32,7 +32,7 @@
|
||||
|
||||
#include "editor/editor_settings.h"
|
||||
#include "editor/plugins/node_3d_editor_plugin.h"
|
||||
#include "scene/3d/vehicle_body_3d.h"
|
||||
#include "scene/3d/physics/vehicle_body_3d.h"
|
||||
|
||||
VehicleWheel3DGizmoPlugin::VehicleWheel3DGizmoPlugin() {
|
||||
Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape");
|
||||
|
@ -32,8 +32,8 @@
|
||||
#define GPU_PARTICLES_2D_EDITOR_PLUGIN_H
|
||||
|
||||
#include "editor/editor_plugin.h"
|
||||
#include "scene/2d/collision_polygon_2d.h"
|
||||
#include "scene/2d/gpu_particles_2d.h"
|
||||
#include "scene/2d/physics/collision_polygon_2d.h"
|
||||
#include "scene/gui/box_container.h"
|
||||
#include "scene/gui/spin_box.h"
|
||||
|
||||
|
@ -35,9 +35,10 @@
|
||||
#include "editor/editor_undo_redo_manager.h"
|
||||
#include "editor/plugins/node_3d_editor_plugin.h"
|
||||
#include "editor/themes/editor_scale.h"
|
||||
#include "scene/3d/collision_shape_3d.h"
|
||||
#include "scene/3d/navigation_region_3d.h"
|
||||
#include "scene/3d/physics_body_3d.h"
|
||||
#include "scene/3d/physics/collision_shape_3d.h"
|
||||
#include "scene/3d/physics/physics_body_3d.h"
|
||||
#include "scene/3d/physics/static_body_3d.h"
|
||||
#include "scene/gui/box_container.h"
|
||||
#include "scene/gui/dialogs.h"
|
||||
#include "scene/gui/menu_button.h"
|
||||
|
@ -40,7 +40,8 @@
|
||||
#include "main/main.h"
|
||||
#include "scene/3d/mesh_instance_3d.h"
|
||||
#include "scene/3d/navigation_region_3d.h"
|
||||
#include "scene/3d/physics_body_3d.h"
|
||||
#include "scene/3d/physics/physics_body_3d.h"
|
||||
#include "scene/3d/physics/static_body_3d.h"
|
||||
#include "scene/gui/menu_button.h"
|
||||
#include "scene/main/window.h"
|
||||
#include "scene/resources/packed_scene.h"
|
||||
|
@ -32,8 +32,8 @@
|
||||
#define NAVIGATION_OBSTACLE_3D_EDITOR_PLUGIN_H
|
||||
|
||||
#include "editor/editor_plugin.h"
|
||||
#include "scene/3d/collision_polygon_3d.h"
|
||||
#include "scene/3d/mesh_instance_3d.h"
|
||||
#include "scene/3d/physics/collision_polygon_3d.h"
|
||||
#include "scene/gui/box_container.h"
|
||||
#include "scene/resources/immediate_mesh.h"
|
||||
|
||||
|
@ -78,11 +78,11 @@
|
||||
#include "editor/plugins/node_3d_editor_gizmos.h"
|
||||
#include "editor/scene_tree_dock.h"
|
||||
#include "scene/3d/camera_3d.h"
|
||||
#include "scene/3d/collision_shape_3d.h"
|
||||
#include "scene/3d/decal.h"
|
||||
#include "scene/3d/light_3d.h"
|
||||
#include "scene/3d/mesh_instance_3d.h"
|
||||
#include "scene/3d/physics_body_3d.h"
|
||||
#include "scene/3d/physics/collision_shape_3d.h"
|
||||
#include "scene/3d/physics/physics_body_3d.h"
|
||||
#include "scene/3d/visual_instance_3d.h"
|
||||
#include "scene/3d/world_environment.h"
|
||||
#include "scene/gui/center_container.h"
|
||||
|
@ -33,6 +33,7 @@
|
||||
#include "editor/editor_node.h"
|
||||
#include "editor/editor_string_names.h"
|
||||
#include "editor/plugins/node_3d_editor_plugin.h"
|
||||
#include "scene/3d/physics/physical_bone_3d.h"
|
||||
#include "scene/gui/separator.h"
|
||||
|
||||
void PhysicalBone3DEditor::_bind_methods() {
|
||||
|
@ -32,10 +32,11 @@
|
||||
#define PHYSICAL_BONE_3D_EDITOR_PLUGIN_H
|
||||
|
||||
#include "editor/editor_plugin.h"
|
||||
#include "scene/3d/physics_body_3d.h"
|
||||
#include "scene/gui/box_container.h"
|
||||
#include "scene/gui/button.h"
|
||||
|
||||
class PhysicalBone3D;
|
||||
|
||||
class PhysicalBone3DEditor : public Object {
|
||||
GDCLASS(PhysicalBone3DEditor, Object);
|
||||
|
||||
|
@ -32,8 +32,8 @@
|
||||
#define POLYGON_3D_EDITOR_PLUGIN_H
|
||||
|
||||
#include "editor/editor_plugin.h"
|
||||
#include "scene/3d/collision_polygon_3d.h"
|
||||
#include "scene/3d/mesh_instance_3d.h"
|
||||
#include "scene/3d/physics/collision_polygon_3d.h"
|
||||
#include "scene/gui/box_container.h"
|
||||
#include "scene/resources/immediate_mesh.h"
|
||||
|
||||
|
@ -40,10 +40,11 @@
|
||||
#include "editor/plugins/animation_player_editor_plugin.h"
|
||||
#include "editor/plugins/node_3d_editor_plugin.h"
|
||||
#include "editor/themes/editor_scale.h"
|
||||
#include "scene/3d/collision_shape_3d.h"
|
||||
#include "scene/3d/joint_3d.h"
|
||||
#include "scene/3d/mesh_instance_3d.h"
|
||||
#include "scene/3d/physics_body_3d.h"
|
||||
#include "scene/3d/physics/collision_shape_3d.h"
|
||||
#include "scene/3d/physics/joints/joint_3d.h"
|
||||
#include "scene/3d/physics/physical_bone_3d.h"
|
||||
#include "scene/3d/physics/physics_body_3d.h"
|
||||
#include "scene/gui/separator.h"
|
||||
#include "scene/gui/texture_rect.h"
|
||||
#include "scene/resources/3d/capsule_shape_3d.h"
|
||||
|
@ -38,9 +38,9 @@
|
||||
#include "editor/gui/editor_zoom_widget.h"
|
||||
#include "editor/scene_tree_dock.h"
|
||||
#include "editor/themes/editor_scale.h"
|
||||
#include "scene/2d/collision_polygon_2d.h"
|
||||
#include "scene/2d/light_occluder_2d.h"
|
||||
#include "scene/2d/mesh_instance_2d.h"
|
||||
#include "scene/2d/physics/collision_polygon_2d.h"
|
||||
#include "scene/2d/polygon_2d.h"
|
||||
#include "scene/gui/box_container.h"
|
||||
#include "scene/gui/menu_button.h"
|
||||
|
@ -30,7 +30,8 @@
|
||||
|
||||
#include "gltf_document_extension_physics.h"
|
||||
|
||||
#include "scene/3d/area_3d.h"
|
||||
#include "scene/3d/physics/area_3d.h"
|
||||
#include "scene/3d/physics/static_body_3d.h"
|
||||
|
||||
// Import process.
|
||||
Error GLTFDocumentExtensionPhysics::import_preflight(Ref<GLTFState> p_state, Vector<String> p_extensions) {
|
||||
|
@ -30,8 +30,11 @@
|
||||
|
||||
#include "gltf_physics_body.h"
|
||||
|
||||
#include "scene/3d/area_3d.h"
|
||||
#include "scene/3d/vehicle_body_3d.h"
|
||||
#include "scene/3d/physics/animatable_body_3d.h"
|
||||
#include "scene/3d/physics/area_3d.h"
|
||||
#include "scene/3d/physics/character_body_3d.h"
|
||||
#include "scene/3d/physics/static_body_3d.h"
|
||||
#include "scene/3d/physics/vehicle_body_3d.h"
|
||||
|
||||
void GLTFPhysicsBody::_bind_methods() {
|
||||
ClassDB::bind_static_method("GLTFPhysicsBody", D_METHOD("from_node", "body_node"), &GLTFPhysicsBody::from_node);
|
||||
|
@ -31,7 +31,7 @@
|
||||
#ifndef GLTF_PHYSICS_BODY_H
|
||||
#define GLTF_PHYSICS_BODY_H
|
||||
|
||||
#include "scene/3d/physics_body_3d.h"
|
||||
#include "scene/3d/physics/physics_body_3d.h"
|
||||
|
||||
// GLTFPhysicsBody is an intermediary between Godot's physics body nodes
|
||||
// and the OMI_physics_body extension.
|
||||
|
@ -33,7 +33,7 @@
|
||||
#include "../../gltf_state.h"
|
||||
|
||||
#include "core/math/convex_hull.h"
|
||||
#include "scene/3d/area_3d.h"
|
||||
#include "scene/3d/physics/area_3d.h"
|
||||
#include "scene/resources/3d/box_shape_3d.h"
|
||||
#include "scene/resources/3d/capsule_shape_3d.h"
|
||||
#include "scene/resources/3d/concave_polygon_shape_3d.h"
|
||||
|
@ -33,7 +33,7 @@
|
||||
|
||||
#include "../../gltf_defines.h"
|
||||
|
||||
#include "scene/3d/collision_shape_3d.h"
|
||||
#include "scene/3d/physics/collision_shape_3d.h"
|
||||
|
||||
class ImporterMesh;
|
||||
|
||||
|
@ -35,7 +35,7 @@
|
||||
#include "core/config/project_settings.h"
|
||||
#include "scene/2d/mesh_instance_2d.h"
|
||||
#include "scene/2d/multimesh_instance_2d.h"
|
||||
#include "scene/2d/physics_body_2d.h"
|
||||
#include "scene/2d/physics/static_body_2d.h"
|
||||
#include "scene/2d/polygon_2d.h"
|
||||
#include "scene/2d/tile_map.h"
|
||||
#include "scene/resources/2d/capsule_shape_2d.h"
|
||||
|
@ -37,7 +37,7 @@
|
||||
#include "core/os/thread.h"
|
||||
#include "scene/3d/mesh_instance_3d.h"
|
||||
#include "scene/3d/multimesh_instance_3d.h"
|
||||
#include "scene/3d/physics_body_3d.h"
|
||||
#include "scene/3d/physics/static_body_3d.h"
|
||||
#include "scene/resources/3d/box_shape_3d.h"
|
||||
#include "scene/resources/3d/capsule_shape_3d.h"
|
||||
#include "scene/resources/3d/concave_polygon_shape_3d.h"
|
||||
|
@ -3,3 +3,6 @@
|
||||
Import("env")
|
||||
|
||||
env.add_source_files(env.scene_sources, "*.cpp")
|
||||
|
||||
# Chain load SCsubs
|
||||
SConscript("physics/SCsub")
|
||||
|
@ -32,8 +32,8 @@
|
||||
#include "audio_stream_player_2d.compat.inc"
|
||||
|
||||
#include "core/config/project_settings.h"
|
||||
#include "scene/2d/area_2d.h"
|
||||
#include "scene/2d/audio_listener_2d.h"
|
||||
#include "scene/2d/physics/area_2d.h"
|
||||
#include "scene/audio/audio_stream_player_internal.h"
|
||||
#include "scene/main/viewport.h"
|
||||
#include "scene/resources/world_2d.h"
|
||||
|
@ -1,564 +0,0 @@
|
||||
/**************************************************************************/
|
||||
/* 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 "physics_body_2d.h"
|
||||
#include "scene/scene_string_names.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(SceneStringNames::get_singleton()->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(SceneStringNames::get_singleton()->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();
|
||||
|
||||
body_a->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree));
|
||||
body_b->connect(SceneStringNames::get_singleton()->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();
|
||||
} 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();
|
||||
} 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);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
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() {
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
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() {
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
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() {
|
||||
}
|
@ -1,167 +0,0 @@
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#ifndef JOINT_2D_H
|
||||
#define JOINT_2D_H
|
||||
|
||||
#include "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();
|
||||
};
|
||||
|
||||
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();
|
||||
};
|
||||
|
||||
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();
|
||||
};
|
||||
|
||||
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();
|
||||
};
|
||||
|
||||
#endif // JOINT_2D_H
|
8
scene/2d/physics/SCsub
Normal file
8
scene/2d/physics/SCsub
Normal file
@ -0,0 +1,8 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
Import("env")
|
||||
|
||||
env.add_source_files(env.scene_sources, "*.cpp")
|
||||
|
||||
# Chain load SCsubs
|
||||
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 @@
|
||||
/**************************************************************************/
|
||||
/* animatable_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 "animatable_body_2d.h"
|
||||
|
||||
void AnimatableBody2D::set_sync_to_physics(bool p_enable) {
|
||||
if (sync_to_physics == p_enable) {
|
||||
return;
|
||||
}
|
||||
|
||||
sync_to_physics = p_enable;
|
||||
|
||||
_update_kinematic_motion();
|
||||
}
|
||||
|
||||
bool AnimatableBody2D::is_sync_to_physics_enabled() const {
|
||||
return sync_to_physics;
|
||||
}
|
||||
|
||||
void AnimatableBody2D::_update_kinematic_motion() {
|
||||
#ifdef TOOLS_ENABLED
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (sync_to_physics) {
|
||||
PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody2D::_body_state_changed));
|
||||
set_only_update_transform_changes(true);
|
||||
set_notify_local_transform(true);
|
||||
} else {
|
||||
PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), Callable());
|
||||
set_only_update_transform_changes(false);
|
||||
set_notify_local_transform(false);
|
||||
}
|
||||
}
|
||||
|
||||
void AnimatableBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
|
||||
if (!sync_to_physics) {
|
||||
return;
|
||||
}
|
||||
|
||||
last_valid_transform = p_state->get_transform();
|
||||
set_notify_local_transform(false);
|
||||
set_global_transform(last_valid_transform);
|
||||
set_notify_local_transform(true);
|
||||
}
|
||||
|
||||
void AnimatableBody2D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
last_valid_transform = get_global_transform();
|
||||
_update_kinematic_motion();
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_EXIT_TREE: {
|
||||
set_only_update_transform_changes(false);
|
||||
set_notify_local_transform(false);
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
|
||||
// Used by sync to physics, send the new transform to the physics...
|
||||
Transform2D new_transform = get_global_transform();
|
||||
|
||||
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
|
||||
|
||||
// ... but then revert changes.
|
||||
set_notify_local_transform(false);
|
||||
set_global_transform(last_valid_transform);
|
||||
set_notify_local_transform(true);
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void AnimatableBody2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody2D::set_sync_to_physics);
|
||||
ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &AnimatableBody2D::is_sync_to_physics_enabled);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
|
||||
}
|
||||
|
||||
AnimatableBody2D::AnimatableBody2D() :
|
||||
StaticBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) {
|
||||
}
|
61
scene/2d/physics/animatable_body_2d.h
Normal file
61
scene/2d/physics/animatable_body_2d.h
Normal file
@ -0,0 +1,61 @@
|
||||
/**************************************************************************/
|
||||
/* animatable_body_2d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#ifndef ANIMATABLE_BODY_2D_H
|
||||
#define ANIMATABLE_BODY_2D_H
|
||||
|
||||
#include "scene/2d/physics/static_body_2d.h"
|
||||
|
||||
class AnimatableBody2D : public StaticBody2D {
|
||||
GDCLASS(AnimatableBody2D, StaticBody2D);
|
||||
|
||||
private:
|
||||
bool sync_to_physics = true;
|
||||
|
||||
Transform2D last_valid_transform;
|
||||
|
||||
static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state);
|
||||
void _body_state_changed(PhysicsDirectBodyState2D *p_state);
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
AnimatableBody2D();
|
||||
|
||||
private:
|
||||
void _update_kinematic_motion();
|
||||
|
||||
void set_sync_to_physics(bool p_enable);
|
||||
bool is_sync_to_physics_enabled() const;
|
||||
};
|
||||
|
||||
#endif // ANIMATABLE_BODY_2D_H
|
@ -32,7 +32,7 @@
|
||||
#define AREA_2D_H
|
||||
|
||||
#include "core/templates/vset.h"
|
||||
#include "scene/2d/collision_object_2d.h"
|
||||
#include "scene/2d/physics/collision_object_2d.h"
|
||||
|
||||
class Area2D : public CollisionObject2D {
|
||||
GDCLASS(Area2D, CollisionObject2D);
|
755
scene/2d/physics/character_body_2d.cpp
Normal file
755
scene/2d/physics/character_body_2d.cpp
Normal file
@ -0,0 +1,755 @@
|
||||
/**************************************************************************/
|
||||
/* 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"
|
||||
|
||||
// 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);
|
||||
|
||||
if (floor_stop_on_slope) {
|
||||
// move and collide may stray the object a bit because of pre un-stucking,
|
||||
// so only ensure that motion happens on floor direction in this case.
|
||||
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 (Object::cast_to<CharacterBody2D>(ObjectDB::get_instance(p_result.collider_id)) == nullptr) {
|
||||
_set_platform_data(p_result);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) {
|
||||
platform_rid = p_result.collider;
|
||||
platform_object_id = p_result.collider_id;
|
||||
platform_velocity = p_result.collider_velocity;
|
||||
platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(platform_rid);
|
||||
}
|
||||
|
||||
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 = this;
|
||||
}
|
||||
|
||||
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.size() == 0) {
|
||||
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 (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) {
|
||||
}
|
||||
|
||||
CharacterBody2D::~CharacterBody2D() {
|
||||
for (int i = 0; i < slide_colliders.size(); i++) {
|
||||
if (slide_colliders[i].is_valid()) {
|
||||
slide_colliders.write[i]->owner = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
173
scene/2d/physics/character_body_2d.h
Normal file
173
scene/2d/physics/character_body_2d.h
Normal file
@ -0,0 +1,173 @@
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#ifndef CHARACTER_BODY_2D_H
|
||||
#define CHARACTER_BODY_2D_H
|
||||
|
||||
#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();
|
||||
~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);
|
||||
|
||||
#endif // CHARACTER_BODY_2D_H
|
@ -30,9 +30,9 @@
|
||||
|
||||
#include "collision_polygon_2d.h"
|
||||
|
||||
#include "collision_object_2d.h"
|
||||
#include "core/math/geometry_2d.h"
|
||||
#include "scene/2d/area_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"
|
||||
|
@ -30,8 +30,8 @@
|
||||
|
||||
#include "collision_shape_2d.h"
|
||||
|
||||
#include "collision_object_2d.h"
|
||||
#include "scene/2d/area_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"
|
||||
|
5
scene/2d/physics/joints/SCsub
Normal file
5
scene/2d/physics/joints/SCsub
Normal file
@ -0,0 +1,5 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
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() {
|
||||
}
|
67
scene/2d/physics/joints/damped_spring_joint_2d.h
Normal file
67
scene/2d/physics/joints/damped_spring_joint_2d.h
Normal file
@ -0,0 +1,67 @@
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#ifndef DAMPED_SPRING_JOINT_2D_H
|
||||
#define DAMPED_SPRING_JOINT_2D_H
|
||||
|
||||
#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();
|
||||
};
|
||||
|
||||
#endif // DAMPED_SPRING_JOINT_2D_H
|
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() {
|
||||
}
|
59
scene/2d/physics/joints/groove_joint_2d.h
Normal file
59
scene/2d/physics/joints/groove_joint_2d.h
Normal file
@ -0,0 +1,59 @@
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#ifndef GROOVE_JOINT_2D_H
|
||||
#define GROOVE_JOINT_2D_H
|
||||
|
||||
#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();
|
||||
};
|
||||
|
||||
#endif // GROOVE_JOINT_2D_H
|
254
scene/2d/physics/joints/joint_2d.cpp
Normal file
254
scene/2d/physics/joints/joint_2d.cpp
Normal file
@ -0,0 +1,254 @@
|
||||
/**************************************************************************/
|
||||
/* 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"
|
||||
#include "scene/scene_string_names.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(SceneStringNames::get_singleton()->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(SceneStringNames::get_singleton()->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();
|
||||
|
||||
body_a->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree));
|
||||
body_b->connect(SceneStringNames::get_singleton()->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();
|
||||
} 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();
|
||||
} 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);
|
||||
}
|
84
scene/2d/physics/joints/joint_2d.h
Normal file
84
scene/2d/physics/joints/joint_2d.h
Normal file
@ -0,0 +1,84 @@
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#ifndef JOINT_2D_H
|
||||
#define JOINT_2D_H
|
||||
|
||||
#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();
|
||||
};
|
||||
|
||||
#endif // JOINT_2D_H
|
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() {
|
||||
}
|
71
scene/2d/physics/joints/pin_joint_2d.h
Normal file
71
scene/2d/physics/joints/pin_joint_2d.h
Normal file
@ -0,0 +1,71 @@
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#ifndef PIN_JOINT_2D_H
|
||||
#define PIN_JOINT_2D_H
|
||||
|
||||
#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();
|
||||
};
|
||||
|
||||
#endif // PIN_JOINT_2D_H
|
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/character_body_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 {
|
||||
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);
|
||||
}
|
67
scene/2d/physics/kinematic_collision_2d.h
Normal file
67
scene/2d/physics/kinematic_collision_2d.h
Normal file
@ -0,0 +1,67 @@
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#ifndef KINEMATIC_COLLISION_2D_H
|
||||
#define KINEMATIC_COLLISION_2D_H
|
||||
|
||||
#include "core/object/ref_counted.h"
|
||||
#include "servers/physics_server_2d.h"
|
||||
|
||||
class CharacterBody2D;
|
||||
class PhysicsBody2D;
|
||||
|
||||
class KinematicCollision2D : public RefCounted {
|
||||
GDCLASS(KinematicCollision2D, RefCounted);
|
||||
|
||||
PhysicsBody2D *owner = nullptr;
|
||||
friend class PhysicsBody2D;
|
||||
friend class CharacterBody2D;
|
||||
PhysicsServer2D::MotionResult result;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
Vector2 get_position() const;
|
||||
Vector2 get_normal() const;
|
||||
Vector2 get_travel() const;
|
||||
Vector2 get_remainder() const;
|
||||
real_t get_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
|
||||
real_t get_depth() const;
|
||||
Object *get_local_shape() const;
|
||||
Object *get_collider() const;
|
||||
ObjectID get_collider_id() const;
|
||||
RID get_collider_rid() const;
|
||||
Object *get_collider_shape() const;
|
||||
int get_collider_shape_index() const;
|
||||
Vector2 get_collider_velocity() const;
|
||||
};
|
||||
|
||||
#endif // KINEMATIC_COLLISION_2D_H
|
@ -30,7 +30,7 @@
|
||||
|
||||
#include "physical_bone_2d.h"
|
||||
|
||||
#include "scene/2d/joint_2d.h"
|
||||
#include "scene/2d/physics/joints/joint_2d.h"
|
||||
|
||||
void PhysicalBone2D::_notification(int p_what) {
|
||||
switch (p_what) {
|
@ -31,7 +31,7 @@
|
||||
#ifndef PHYSICAL_BONE_2D_H
|
||||
#define PHYSICAL_BONE_2D_H
|
||||
|
||||
#include "scene/2d/physics_body_2d.h"
|
||||
#include "scene/2d/physics/rigid_body_2d.h"
|
||||
#include "scene/2d/skeleton_2d.h"
|
||||
|
||||
class Joint2D;
|
180
scene/2d/physics/physics_body_2d.cpp
Normal file
180
scene/2d/physics/physics_body_2d.cpp
Normal file
@ -0,0 +1,180 @@
|
||||
/**************************************************************************/
|
||||
/* 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"
|
||||
|
||||
#include "scene/scene_string_names.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);
|
||||
}
|
||||
|
||||
PhysicsBody2D::~PhysicsBody2D() {
|
||||
if (motion_cache.is_valid()) {
|
||||
motion_cache->owner = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
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 = this;
|
||||
}
|
||||
|
||||
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()) {
|
||||
// Needs const_cast because method bindings don't support non-const Ref.
|
||||
r = const_cast<PhysicsServer2D::MotionResult *>(&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());
|
||||
}
|
63
scene/2d/physics/physics_body_2d.h
Normal file
63
scene/2d/physics/physics_body_2d.h
Normal file
@ -0,0 +1,63 @@
|
||||
/**************************************************************************/
|
||||
/* physics_body_2d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#ifndef PHYSICS_BODY_2D_H
|
||||
#define PHYSICS_BODY_2D_H
|
||||
|
||||
#include "core/templates/vset.h"
|
||||
#include "scene/2d/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:
|
||||
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);
|
||||
|
||||
virtual ~PhysicsBody2D();
|
||||
};
|
||||
|
||||
#endif // PHYSICS_BODY_2D_H
|
@ -30,7 +30,7 @@
|
||||
|
||||
#include "ray_cast_2d.h"
|
||||
|
||||
#include "collision_object_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) {
|
817
scene/2d/physics/rigid_body_2d.cpp
Normal file
817
scene/2d/physics/rigid_body_2d.cpp
Normal file
@ -0,0 +1,817 @@
|
||||
/**************************************************************************/
|
||||
/* 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"
|
||||
|
||||
#include "scene/scene_string_names.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(SceneStringNames::get_singleton()->body_entered, node);
|
||||
|
||||
for (int i = 0; i < E->value.shapes.size(); i++) {
|
||||
emit_signal(SceneStringNames::get_singleton()->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(SceneStringNames::get_singleton()->body_exited, node);
|
||||
|
||||
for (int i = 0; i < E->value.shapes.size(); i++) {
|
||||
emit_signal(SceneStringNames::get_singleton()->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(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree).bind(objid));
|
||||
node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree).bind(objid));
|
||||
if (E->value.in_scene) {
|
||||
emit_signal(SceneStringNames::get_singleton()->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(SceneStringNames::get_singleton()->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(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree));
|
||||
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree));
|
||||
if (in_scene) {
|
||||
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
|
||||
}
|
||||
}
|
||||
|
||||
contact_monitor->body_map.remove(E);
|
||||
}
|
||||
if (node && in_scene) {
|
||||
emit_signal(SceneStringNames::get_singleton()->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(SceneStringNames::get_singleton()->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;
|
||||
}
|
||||
}
|
||||
|
||||
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) {
|
||||
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(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree));
|
||||
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree));
|
||||
}
|
||||
}
|
||||
|
||||
memdelete(contact_monitor);
|
||||
contact_monitor = nullptr;
|
||||
} else {
|
||||
contact_monitor = memnew(ContactMonitor);
|
||||
contact_monitor->locked = false;
|
||||
}
|
||||
}
|
||||
|
||||
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 = CollisionObject2D::get_configuration_warnings();
|
||||
|
||||
if (ABS(t.columns[0].length() - 1.0) > 0.05 || 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, "0.01,1000,0.01,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", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_center_of_mass_mode", "get_center_of_mass_mode");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "center_of_mass", PROPERTY_HINT_RANGE, "-10,10,0.01,or_less,or_greater,suffix:px"), "set_center_of_mass", "get_center_of_mass");
|
||||
ADD_LINKED_PROPERTY("center_of_mass_mode", "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::INT, "max_contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
|
||||
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 (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM) {
|
||||
if (p_property.name == "center_of_mass") {
|
||||
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());
|
||||
}
|
||||
}
|
249
scene/2d/physics/rigid_body_2d.h
Normal file
249
scene/2d/physics/rigid_body_2d.h
Normal file
@ -0,0 +1,249 @@
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#ifndef RIGID_BODY_2D_H
|
||||
#define RIGID_BODY_2D_H
|
||||
|
||||
#include "scene/2d/physics/static_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);
|
||||
|
||||
#endif // RIGID_BODY_2D_H
|
@ -31,8 +31,8 @@
|
||||
#include "shape_cast_2d.h"
|
||||
|
||||
#include "core/config/engine.h"
|
||||
#include "scene/2d/collision_object_2d.h"
|
||||
#include "scene/2d/physics_body_2d.h"
|
||||
#include "scene/2d/physics/collision_object_2d.h"
|
||||
#include "scene/2d/physics/physics_body_2d.h"
|
||||
#include "scene/resources/2d/circle_shape_2d.h"
|
||||
#include "servers/physics_2d/godot_physics_server_2d.h"
|
||||
|
96
scene/2d/physics/static_body_2d.cpp
Normal file
96
scene/2d/physics/static_body_2d.cpp
Normal file
@ -0,0 +1,96 @@
|
||||
/**************************************************************************/
|
||||
/* 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"
|
||||
|
||||
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());
|
||||
}
|
||||
}
|
||||
|
||||
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) {
|
||||
}
|
64
scene/2d/physics/static_body_2d.h
Normal file
64
scene/2d/physics/static_body_2d.h
Normal file
@ -0,0 +1,64 @@
|
||||
/**************************************************************************/
|
||||
/* 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. */
|
||||
/**************************************************************************/
|
||||
|
||||
#ifndef STATIC_BODY_2D_H
|
||||
#define STATIC_BODY_2D_H
|
||||
|
||||
#include "scene/2d/physics/physics_body_2d.h"
|
||||
|
||||
class StaticBody2D : public PhysicsBody2D {
|
||||
GDCLASS(StaticBody2D, PhysicsBody2D);
|
||||
|
||||
private:
|
||||
Vector2 constant_linear_velocity;
|
||||
real_t constant_angular_velocity = 0.0;
|
||||
|
||||
Ref<PhysicsMaterial> physics_material_override;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
|
||||
Ref<PhysicsMaterial> get_physics_material_override() const;
|
||||
|
||||
void set_constant_linear_velocity(const Vector2 &p_vel);
|
||||
void set_constant_angular_velocity(real_t p_vel);
|
||||
|
||||
Vector2 get_constant_linear_velocity() const;
|
||||
real_t get_constant_angular_velocity() const;
|
||||
|
||||
StaticBody2D(PhysicsServer2D::BodyMode p_mode = PhysicsServer2D::BODY_MODE_STATIC);
|
||||
|
||||
private:
|
||||
void _reload_physics_characteristics();
|
||||
};
|
||||
|
||||
#endif // STATIC_BODY_2D_H
|
File diff suppressed because it is too large
Load Diff
@ -1,493 +0,0 @@
|
||||
/**************************************************************************/
|
||||
/* physics_body_2d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#ifndef PHYSICS_BODY_2D_H
|
||||
#define PHYSICS_BODY_2D_H
|
||||
|
||||
#include "core/templates/vset.h"
|
||||
#include "scene/2d/collision_object_2d.h"
|
||||
#include "scene/resources/physics_material.h"
|
||||
#include "servers/physics_server_2d.h"
|
||||
|
||||
class KinematicCollision2D;
|
||||
|
||||
class PhysicsBody2D : public CollisionObject2D {
|
||||
GDCLASS(PhysicsBody2D, CollisionObject2D);
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
PhysicsBody2D(PhysicsServer2D::BodyMode p_mode);
|
||||
|
||||
Ref<KinematicCollision2D> motion_cache;
|
||||
|
||||
Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_test_only = false, real_t p_margin = 0.08, bool p_recovery_as_collision = false);
|
||||
|
||||
public:
|
||||
bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
|
||||
bool test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08, bool p_recovery_as_collision = false);
|
||||
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);
|
||||
|
||||
virtual ~PhysicsBody2D();
|
||||
};
|
||||
|
||||
class StaticBody2D : public PhysicsBody2D {
|
||||
GDCLASS(StaticBody2D, PhysicsBody2D);
|
||||
|
||||
private:
|
||||
Vector2 constant_linear_velocity;
|
||||
real_t constant_angular_velocity = 0.0;
|
||||
|
||||
Ref<PhysicsMaterial> physics_material_override;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
|
||||
Ref<PhysicsMaterial> get_physics_material_override() const;
|
||||
|
||||
void set_constant_linear_velocity(const Vector2 &p_vel);
|
||||
void set_constant_angular_velocity(real_t p_vel);
|
||||
|
||||
Vector2 get_constant_linear_velocity() const;
|
||||
real_t get_constant_angular_velocity() const;
|
||||
|
||||
StaticBody2D(PhysicsServer2D::BodyMode p_mode = PhysicsServer2D::BODY_MODE_STATIC);
|
||||
|
||||
private:
|
||||
void _reload_physics_characteristics();
|
||||
};
|
||||
|
||||
class AnimatableBody2D : public StaticBody2D {
|
||||
GDCLASS(AnimatableBody2D, StaticBody2D);
|
||||
|
||||
private:
|
||||
bool sync_to_physics = true;
|
||||
|
||||
Transform2D last_valid_transform;
|
||||
|
||||
static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state);
|
||||
void _body_state_changed(PhysicsDirectBodyState2D *p_state);
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
AnimatableBody2D();
|
||||
|
||||
private:
|
||||
void _update_kinematic_motion();
|
||||
|
||||
void set_sync_to_physics(bool p_enable);
|
||||
bool is_sync_to_physics_enabled() const;
|
||||
};
|
||||
|
||||
class RigidBody2D : public PhysicsBody2D {
|
||||
GDCLASS(RigidBody2D, PhysicsBody2D);
|
||||
|
||||
public:
|
||||
enum FreezeMode {
|
||||
FREEZE_MODE_STATIC,
|
||||
FREEZE_MODE_KINEMATIC,
|
||||
};
|
||||
|
||||
enum CenterOfMassMode {
|
||||
CENTER_OF_MASS_MODE_AUTO,
|
||||
CENTER_OF_MASS_MODE_CUSTOM,
|
||||
};
|
||||
|
||||
enum DampMode {
|
||||
DAMP_MODE_COMBINE,
|
||||
DAMP_MODE_REPLACE,
|
||||
};
|
||||
|
||||
enum CCDMode {
|
||||
CCD_MODE_DISABLED,
|
||||
CCD_MODE_CAST_RAY,
|
||||
CCD_MODE_CAST_SHAPE,
|
||||
};
|
||||
|
||||
private:
|
||||
bool can_sleep = true;
|
||||
bool lock_rotation = false;
|
||||
bool freeze = false;
|
||||
FreezeMode freeze_mode = FREEZE_MODE_STATIC;
|
||||
|
||||
real_t mass = 1.0;
|
||||
real_t inertia = 0.0;
|
||||
CenterOfMassMode center_of_mass_mode = CENTER_OF_MASS_MODE_AUTO;
|
||||
Vector2 center_of_mass;
|
||||
|
||||
Ref<PhysicsMaterial> physics_material_override;
|
||||
real_t gravity_scale = 1.0;
|
||||
|
||||
DampMode linear_damp_mode = DAMP_MODE_COMBINE;
|
||||
DampMode angular_damp_mode = DAMP_MODE_COMBINE;
|
||||
|
||||
real_t linear_damp = 0.0;
|
||||
real_t angular_damp = 0.0;
|
||||
|
||||
Vector2 linear_velocity;
|
||||
real_t angular_velocity = 0.0;
|
||||
bool sleeping = false;
|
||||
|
||||
int max_contacts_reported = 0;
|
||||
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);
|
||||
|
||||
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();
|
||||
~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);
|
||||
|
||||
class KinematicCollision2D : public RefCounted {
|
||||
GDCLASS(KinematicCollision2D, RefCounted);
|
||||
|
||||
PhysicsBody2D *owner = nullptr;
|
||||
friend class PhysicsBody2D;
|
||||
friend class CharacterBody2D;
|
||||
PhysicsServer2D::MotionResult result;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
Vector2 get_position() const;
|
||||
Vector2 get_normal() const;
|
||||
Vector2 get_travel() const;
|
||||
Vector2 get_remainder() const;
|
||||
real_t get_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
|
||||
real_t get_depth() const;
|
||||
Object *get_local_shape() const;
|
||||
Object *get_collider() const;
|
||||
ObjectID get_collider_id() const;
|
||||
RID get_collider_rid() const;
|
||||
Object *get_collider_shape() const;
|
||||
int get_collider_shape_index() const;
|
||||
Vector2 get_collider_velocity() const;
|
||||
};
|
||||
|
||||
#endif // PHYSICS_BODY_2D_H
|
@ -3,3 +3,6 @@
|
||||
Import("env")
|
||||
|
||||
env.add_source_files(env.scene_sources, "*.cpp")
|
||||
|
||||
# Chain load SCsubs
|
||||
SConscript("physics/SCsub")
|
||||
|
@ -32,9 +32,9 @@
|
||||
#include "audio_stream_player_3d.compat.inc"
|
||||
|
||||
#include "core/config/project_settings.h"
|
||||
#include "scene/3d/area_3d.h"
|
||||
#include "scene/3d/audio_listener_3d.h"
|
||||
#include "scene/3d/camera_3d.h"
|
||||
#include "scene/3d/physics/area_3d.h"
|
||||
#include "scene/3d/velocity_tracker_3d.h"
|
||||
#include "scene/audio/audio_stream_player_internal.h"
|
||||
#include "scene/main/viewport.h"
|
||||
|
@ -30,7 +30,6 @@
|
||||
|
||||
#include "camera_3d.h"
|
||||
|
||||
#include "collision_object_3d.h"
|
||||
#include "core/math/projection.h"
|
||||
#include "scene/main/viewport.h"
|
||||
|
||||
|
@ -1,301 +0,0 @@
|
||||
/**************************************************************************/
|
||||
/* joint_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#ifndef JOINT_3D_H
|
||||
#define JOINT_3D_H
|
||||
|
||||
#include "scene/3d/node_3d.h"
|
||||
#include "scene/3d/physics_body_3d.h"
|
||||
|
||||
class Joint3D : public Node3D {
|
||||
GDCLASS(Joint3D, Node3D);
|
||||
|
||||
RID ba, bb;
|
||||
|
||||
RID joint;
|
||||
|
||||
NodePath a;
|
||||
NodePath b;
|
||||
|
||||
int solver_priority = 1;
|
||||
bool exclude_from_collision = true;
|
||||
String warning;
|
||||
bool configured = false;
|
||||
|
||||
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, PhysicsBody3D *body_a, PhysicsBody3D *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_solver_priority(int p_priority);
|
||||
int get_solver_priority() const;
|
||||
|
||||
void set_exclude_nodes_from_collision(bool p_enable);
|
||||
bool get_exclude_nodes_from_collision() const;
|
||||
|
||||
RID get_rid() const { return joint; }
|
||||
Joint3D();
|
||||
~Joint3D();
|
||||
};
|
||||
|
||||
///////////////////////////////////////////
|
||||
|
||||
class PinJoint3D : public Joint3D {
|
||||
GDCLASS(PinJoint3D, Joint3D);
|
||||
|
||||
public:
|
||||
enum Param {
|
||||
PARAM_BIAS = PhysicsServer3D::PIN_JOINT_BIAS,
|
||||
PARAM_DAMPING = PhysicsServer3D::PIN_JOINT_DAMPING,
|
||||
PARAM_IMPULSE_CLAMP = PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP
|
||||
};
|
||||
|
||||
protected:
|
||||
real_t params[3];
|
||||
virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_param(Param p_param, real_t p_value);
|
||||
real_t get_param(Param p_param) const;
|
||||
|
||||
PinJoint3D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(PinJoint3D::Param);
|
||||
|
||||
class HingeJoint3D : public Joint3D {
|
||||
GDCLASS(HingeJoint3D, Joint3D);
|
||||
|
||||
public:
|
||||
enum Param {
|
||||
PARAM_BIAS = PhysicsServer3D::HINGE_JOINT_BIAS,
|
||||
PARAM_LIMIT_UPPER = PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER,
|
||||
PARAM_LIMIT_LOWER = PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER,
|
||||
PARAM_LIMIT_BIAS = PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS,
|
||||
PARAM_LIMIT_SOFTNESS = PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS,
|
||||
PARAM_LIMIT_RELAXATION = PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION,
|
||||
PARAM_MOTOR_TARGET_VELOCITY = PhysicsServer3D::HINGE_JOINT_MOTOR_TARGET_VELOCITY,
|
||||
PARAM_MOTOR_MAX_IMPULSE = PhysicsServer3D::HINGE_JOINT_MOTOR_MAX_IMPULSE,
|
||||
PARAM_MAX = PhysicsServer3D::HINGE_JOINT_MAX
|
||||
};
|
||||
|
||||
enum Flag {
|
||||
FLAG_USE_LIMIT = PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT,
|
||||
FLAG_ENABLE_MOTOR = PhysicsServer3D::HINGE_JOINT_FLAG_ENABLE_MOTOR,
|
||||
FLAG_MAX = PhysicsServer3D::HINGE_JOINT_FLAG_MAX
|
||||
};
|
||||
|
||||
protected:
|
||||
real_t params[PARAM_MAX];
|
||||
bool flags[FLAG_MAX];
|
||||
virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_param(Param p_param, real_t p_value);
|
||||
real_t get_param(Param p_param) const;
|
||||
|
||||
void set_flag(Flag p_flag, bool p_value);
|
||||
bool get_flag(Flag p_flag) const;
|
||||
|
||||
HingeJoint3D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(HingeJoint3D::Param);
|
||||
VARIANT_ENUM_CAST(HingeJoint3D::Flag);
|
||||
|
||||
class SliderJoint3D : public Joint3D {
|
||||
GDCLASS(SliderJoint3D, Joint3D);
|
||||
|
||||
public:
|
||||
enum Param {
|
||||
PARAM_LINEAR_LIMIT_UPPER = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER,
|
||||
PARAM_LINEAR_LIMIT_LOWER = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_LOWER,
|
||||
PARAM_LINEAR_LIMIT_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS,
|
||||
PARAM_LINEAR_LIMIT_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION,
|
||||
PARAM_LINEAR_LIMIT_DAMPING = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_DAMPING,
|
||||
PARAM_LINEAR_MOTION_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_SOFTNESS,
|
||||
PARAM_LINEAR_MOTION_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_RESTITUTION,
|
||||
PARAM_LINEAR_MOTION_DAMPING = PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_DAMPING,
|
||||
PARAM_LINEAR_ORTHOGONAL_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS,
|
||||
PARAM_LINEAR_ORTHOGONAL_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION,
|
||||
PARAM_LINEAR_ORTHOGONAL_DAMPING = PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING,
|
||||
|
||||
PARAM_ANGULAR_LIMIT_UPPER = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER,
|
||||
PARAM_ANGULAR_LIMIT_LOWER = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER,
|
||||
PARAM_ANGULAR_LIMIT_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS,
|
||||
PARAM_ANGULAR_LIMIT_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION,
|
||||
PARAM_ANGULAR_LIMIT_DAMPING = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING,
|
||||
PARAM_ANGULAR_MOTION_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS,
|
||||
PARAM_ANGULAR_MOTION_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION,
|
||||
PARAM_ANGULAR_MOTION_DAMPING = PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_DAMPING,
|
||||
PARAM_ANGULAR_ORTHOGONAL_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS,
|
||||
PARAM_ANGULAR_ORTHOGONAL_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION,
|
||||
PARAM_ANGULAR_ORTHOGONAL_DAMPING = PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING,
|
||||
PARAM_MAX = PhysicsServer3D::SLIDER_JOINT_MAX
|
||||
|
||||
};
|
||||
|
||||
protected:
|
||||
real_t params[PARAM_MAX];
|
||||
virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_param(Param p_param, real_t p_value);
|
||||
real_t get_param(Param p_param) const;
|
||||
|
||||
SliderJoint3D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(SliderJoint3D::Param);
|
||||
|
||||
class ConeTwistJoint3D : public Joint3D {
|
||||
GDCLASS(ConeTwistJoint3D, Joint3D);
|
||||
|
||||
public:
|
||||
enum Param {
|
||||
PARAM_SWING_SPAN,
|
||||
PARAM_TWIST_SPAN,
|
||||
PARAM_BIAS,
|
||||
PARAM_SOFTNESS,
|
||||
PARAM_RELAXATION,
|
||||
PARAM_MAX
|
||||
};
|
||||
|
||||
protected:
|
||||
real_t params[PARAM_MAX];
|
||||
virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_param(Param p_param, real_t p_value);
|
||||
real_t get_param(Param p_param) const;
|
||||
|
||||
ConeTwistJoint3D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(ConeTwistJoint3D::Param);
|
||||
|
||||
class Generic6DOFJoint3D : public Joint3D {
|
||||
GDCLASS(Generic6DOFJoint3D, Joint3D);
|
||||
|
||||
public:
|
||||
enum Param {
|
||||
PARAM_LINEAR_LOWER_LIMIT = PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT,
|
||||
PARAM_LINEAR_UPPER_LIMIT = PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT,
|
||||
PARAM_LINEAR_LIMIT_SOFTNESS = PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS,
|
||||
PARAM_LINEAR_RESTITUTION = PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION,
|
||||
PARAM_LINEAR_DAMPING = PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING,
|
||||
PARAM_LINEAR_MOTOR_TARGET_VELOCITY = PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY,
|
||||
PARAM_LINEAR_MOTOR_FORCE_LIMIT = PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT,
|
||||
PARAM_LINEAR_SPRING_STIFFNESS = PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS,
|
||||
PARAM_LINEAR_SPRING_DAMPING = PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING,
|
||||
PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT = PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT,
|
||||
PARAM_ANGULAR_LOWER_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT,
|
||||
PARAM_ANGULAR_UPPER_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT,
|
||||
PARAM_ANGULAR_LIMIT_SOFTNESS = PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS,
|
||||
PARAM_ANGULAR_DAMPING = PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING,
|
||||
PARAM_ANGULAR_RESTITUTION = PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION,
|
||||
PARAM_ANGULAR_FORCE_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_FORCE_LIMIT,
|
||||
PARAM_ANGULAR_ERP = PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP,
|
||||
PARAM_ANGULAR_MOTOR_TARGET_VELOCITY = PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY,
|
||||
PARAM_ANGULAR_MOTOR_FORCE_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT,
|
||||
PARAM_ANGULAR_SPRING_STIFFNESS = PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS,
|
||||
PARAM_ANGULAR_SPRING_DAMPING = PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING,
|
||||
PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT,
|
||||
PARAM_MAX = PhysicsServer3D::G6DOF_JOINT_MAX,
|
||||
};
|
||||
|
||||
enum Flag {
|
||||
FLAG_ENABLE_LINEAR_LIMIT = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT,
|
||||
FLAG_ENABLE_ANGULAR_LIMIT = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT,
|
||||
FLAG_ENABLE_LINEAR_SPRING = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING,
|
||||
FLAG_ENABLE_ANGULAR_SPRING = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING,
|
||||
FLAG_ENABLE_MOTOR = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_MOTOR,
|
||||
FLAG_ENABLE_LINEAR_MOTOR = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR,
|
||||
FLAG_MAX = PhysicsServer3D::G6DOF_JOINT_FLAG_MAX
|
||||
};
|
||||
|
||||
protected:
|
||||
real_t params_x[PARAM_MAX];
|
||||
bool flags_x[FLAG_MAX];
|
||||
real_t params_y[PARAM_MAX];
|
||||
bool flags_y[FLAG_MAX];
|
||||
real_t params_z[PARAM_MAX];
|
||||
bool flags_z[FLAG_MAX];
|
||||
|
||||
virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_param_x(Param p_param, real_t p_value);
|
||||
real_t get_param_x(Param p_param) const;
|
||||
|
||||
void set_param_y(Param p_param, real_t p_value);
|
||||
real_t get_param_y(Param p_param) const;
|
||||
|
||||
void set_param_z(Param p_param, real_t p_value);
|
||||
real_t get_param_z(Param p_param) const;
|
||||
|
||||
void set_flag_x(Flag p_flag, bool p_enabled);
|
||||
bool get_flag_x(Flag p_flag) const;
|
||||
|
||||
void set_flag_y(Flag p_flag, bool p_enabled);
|
||||
bool get_flag_y(Flag p_flag) const;
|
||||
|
||||
void set_flag_z(Flag p_flag, bool p_enabled);
|
||||
bool get_flag_z(Flag p_flag) const;
|
||||
|
||||
Generic6DOFJoint3D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(Generic6DOFJoint3D::Param);
|
||||
VARIANT_ENUM_CAST(Generic6DOFJoint3D::Flag);
|
||||
|
||||
#endif // JOINT_3D_H
|
@ -30,8 +30,9 @@
|
||||
|
||||
#include "mesh_instance_3d.h"
|
||||
|
||||
#include "collision_shape_3d.h"
|
||||
#include "physics_body_3d.h"
|
||||
#include "scene/3d/physics/collision_shape_3d.h"
|
||||
#include "scene/3d/physics/static_body_3d.h"
|
||||
#include "scene/3d/skeleton_3d.h"
|
||||
#include "scene/resources/3d/concave_polygon_shape_3d.h"
|
||||
#include "scene/resources/3d/convex_polygon_shape_3d.h"
|
||||
|
||||
|
@ -31,8 +31,6 @@
|
||||
#include "navigation_obstacle_3d.h"
|
||||
|
||||
#include "core/math/geometry_2d.h"
|
||||
#include "scene/3d/collision_shape_3d.h"
|
||||
#include "scene/3d/physics_body_3d.h"
|
||||
#include "servers/navigation_server_3d.h"
|
||||
|
||||
void NavigationObstacle3D::_bind_methods() {
|
||||
|
8
scene/3d/physics/SCsub
Normal file
8
scene/3d/physics/SCsub
Normal file
@ -0,0 +1,8 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
Import("env")
|
||||
|
||||
env.add_source_files(env.scene_sources, "*.cpp")
|
||||
|
||||
# Chain load SCsubs
|
||||
SConscript("joints/SCsub")
|
128
scene/3d/physics/animatable_body_3d.cpp
Normal file
128
scene/3d/physics/animatable_body_3d.cpp
Normal file
@ -0,0 +1,128 @@
|
||||
/**************************************************************************/
|
||||
/* animatable_body_3d.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 "animatable_body_3d.h"
|
||||
|
||||
Vector3 AnimatableBody3D::get_linear_velocity() const {
|
||||
return linear_velocity;
|
||||
}
|
||||
|
||||
Vector3 AnimatableBody3D::get_angular_velocity() const {
|
||||
return angular_velocity;
|
||||
}
|
||||
|
||||
void AnimatableBody3D::set_sync_to_physics(bool p_enable) {
|
||||
if (sync_to_physics == p_enable) {
|
||||
return;
|
||||
}
|
||||
|
||||
sync_to_physics = p_enable;
|
||||
|
||||
_update_kinematic_motion();
|
||||
}
|
||||
|
||||
bool AnimatableBody3D::is_sync_to_physics_enabled() const {
|
||||
return sync_to_physics;
|
||||
}
|
||||
|
||||
void AnimatableBody3D::_update_kinematic_motion() {
|
||||
#ifdef TOOLS_ENABLED
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (sync_to_physics) {
|
||||
set_only_update_transform_changes(true);
|
||||
set_notify_local_transform(true);
|
||||
} else {
|
||||
set_only_update_transform_changes(false);
|
||||
set_notify_local_transform(false);
|
||||
}
|
||||
}
|
||||
|
||||
void AnimatableBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
|
||||
linear_velocity = p_state->get_linear_velocity();
|
||||
angular_velocity = p_state->get_angular_velocity();
|
||||
|
||||
if (!sync_to_physics) {
|
||||
return;
|
||||
}
|
||||
|
||||
last_valid_transform = p_state->get_transform();
|
||||
set_notify_local_transform(false);
|
||||
set_global_transform(last_valid_transform);
|
||||
set_notify_local_transform(true);
|
||||
_on_transform_changed();
|
||||
}
|
||||
|
||||
void AnimatableBody3D::_notification(int p_what) {
|
||||
#ifdef TOOLS_ENABLED
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
last_valid_transform = get_global_transform();
|
||||
_update_kinematic_motion();
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_EXIT_TREE: {
|
||||
set_only_update_transform_changes(false);
|
||||
set_notify_local_transform(false);
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
|
||||
// Used by sync to physics, send the new transform to the physics...
|
||||
Transform3D new_transform = get_global_transform();
|
||||
|
||||
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform);
|
||||
|
||||
// ... but then revert changes.
|
||||
set_notify_local_transform(false);
|
||||
set_global_transform(last_valid_transform);
|
||||
set_notify_local_transform(true);
|
||||
_on_transform_changed();
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void AnimatableBody3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody3D::set_sync_to_physics);
|
||||
ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &AnimatableBody3D::is_sync_to_physics_enabled);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
|
||||
}
|
||||
|
||||
AnimatableBody3D::AnimatableBody3D() :
|
||||
StaticBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) {
|
||||
PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody3D::_body_state_changed));
|
||||
}
|
67
scene/3d/physics/animatable_body_3d.h
Normal file
67
scene/3d/physics/animatable_body_3d.h
Normal file
@ -0,0 +1,67 @@
|
||||
/**************************************************************************/
|
||||
/* animatable_body_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#ifndef ANIMATABLE_BODY_3D_H
|
||||
#define ANIMATABLE_BODY_3D_H
|
||||
|
||||
#include "scene/3d/physics/static_body_3d.h"
|
||||
|
||||
class AnimatableBody3D : public StaticBody3D {
|
||||
GDCLASS(AnimatableBody3D, StaticBody3D);
|
||||
|
||||
private:
|
||||
Vector3 linear_velocity;
|
||||
Vector3 angular_velocity;
|
||||
|
||||
bool sync_to_physics = true;
|
||||
|
||||
Transform3D last_valid_transform;
|
||||
|
||||
static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
|
||||
void _body_state_changed(PhysicsDirectBodyState3D *p_state);
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
virtual Vector3 get_linear_velocity() const override;
|
||||
virtual Vector3 get_angular_velocity() const override;
|
||||
|
||||
AnimatableBody3D();
|
||||
|
||||
private:
|
||||
void _update_kinematic_motion();
|
||||
|
||||
void set_sync_to_physics(bool p_enable);
|
||||
bool is_sync_to_physics_enabled() const;
|
||||
};
|
||||
|
||||
#endif // ANIMATABLE_BODY_3D_H
|
@ -32,7 +32,7 @@
|
||||
#define AREA_3D_H
|
||||
|
||||
#include "core/templates/vset.h"
|
||||
#include "scene/3d/collision_object_3d.h"
|
||||
#include "scene/3d/physics/collision_object_3d.h"
|
||||
#include "scene/scene_string_names.h"
|
||||
|
||||
class Area3D : public CollisionObject3D {
|
939
scene/3d/physics/character_body_3d.cpp
Normal file
939
scene/3d/physics/character_body_3d.cpp
Normal file
@ -0,0 +1,939 @@
|
||||
/**************************************************************************/
|
||||
/* character_body_3d.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_3d.h"
|
||||
|
||||
//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
|
||||
#define FLOOR_ANGLE_THRESHOLD 0.01
|
||||
|
||||
bool CharacterBody3D::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();
|
||||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
if (locked_axis & (1 << i)) {
|
||||
velocity[i] = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
Transform3D gt = get_global_transform();
|
||||
previous_position = gt.origin;
|
||||
|
||||
Vector3 current_platform_velocity = platform_velocity;
|
||||
|
||||
if ((collision_state.floor || collision_state.wall) && platform_rid.is_valid()) {
|
||||
bool excluded = false;
|
||||
if (collision_state.floor) {
|
||||
excluded = (platform_floor_layers & platform_layer) == 0;
|
||||
} else if (collision_state.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
|
||||
PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(platform_rid);
|
||||
if (bs) {
|
||||
Vector3 local_position = gt.origin - bs->get_transform().origin;
|
||||
current_platform_velocity = bs->get_velocity_at_local_position(local_position);
|
||||
} else {
|
||||
// Body is removed or destroyed, invalidate floor.
|
||||
current_platform_velocity = Vector3();
|
||||
platform_rid = RID();
|
||||
}
|
||||
} else {
|
||||
current_platform_velocity = Vector3();
|
||||
}
|
||||
}
|
||||
|
||||
motion_results.clear();
|
||||
|
||||
bool was_on_floor = collision_state.floor;
|
||||
collision_state.state = 0;
|
||||
|
||||
last_motion = Vector3();
|
||||
|
||||
if (!current_platform_velocity.is_zero_approx()) {
|
||||
PhysicsServer3D::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);
|
||||
}
|
||||
|
||||
PhysicsServer3D::MotionResult floor_result;
|
||||
if (move_and_collide(parameters, floor_result, false, false)) {
|
||||
motion_results.push_back(floor_result);
|
||||
|
||||
CollisionState result_state;
|
||||
_set_collision_direction(floor_result, result_state);
|
||||
}
|
||||
}
|
||||
|
||||
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 (!collision_state.floor && !collision_state.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 CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) {
|
||||
Vector3 motion = velocity * p_delta;
|
||||
Vector3 motion_slide_up = motion.slide(up_direction);
|
||||
Vector3 prev_floor_normal = floor_normal;
|
||||
|
||||
platform_rid = RID();
|
||||
platform_object_id = ObjectID();
|
||||
platform_velocity = Vector3();
|
||||
platform_angular_velocity = Vector3();
|
||||
platform_ceiling_velocity = Vector3();
|
||||
floor_normal = Vector3();
|
||||
wall_normal = Vector3();
|
||||
ceiling_normal = Vector3();
|
||||
|
||||
// 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;
|
||||
Vector3 total_travel;
|
||||
|
||||
for (int iteration = 0; iteration < max_slides; ++iteration) {
|
||||
PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin);
|
||||
parameters.max_collisions = 6; // There can be 4 collisions between 2 walls + 2 more for the floor.
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
|
||||
PhysicsServer3D::MotionResult result;
|
||||
bool collided = move_and_collide(parameters, result, false, !sliding_enabled);
|
||||
|
||||
last_motion = result.travel;
|
||||
|
||||
if (collided) {
|
||||
motion_results.push_back(result);
|
||||
|
||||
CollisionState previous_state = collision_state;
|
||||
|
||||
CollisionState result_state;
|
||||
_set_collision_direction(result, result_state);
|
||||
|
||||
// If we hit a ceiling platform, we set the vertical velocity to at least the platform one.
|
||||
if (collision_state.ceiling && platform_ceiling_velocity != Vector3() && platform_ceiling_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 || (ceiling_normal + up_direction).length() < 0.01) {
|
||||
apply_ceiling_velocity = true;
|
||||
Vector3 ceiling_vertical_velocity = up_direction * up_direction.dot(platform_ceiling_velocity);
|
||||
Vector3 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 (collision_state.floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) {
|
||||
Transform3D gt = get_global_transform();
|
||||
if (result.travel.length() <= margin + CMP_EPSILON) {
|
||||
gt.origin -= result.travel;
|
||||
}
|
||||
set_global_transform(gt);
|
||||
velocity = Vector3();
|
||||
motion = Vector3();
|
||||
last_motion = Vector3();
|
||||
break;
|
||||
}
|
||||
|
||||
if (result.remainder.is_zero_approx()) {
|
||||
motion = Vector3();
|
||||
break;
|
||||
}
|
||||
|
||||
// Apply regular sliding by default.
|
||||
bool apply_default_sliding = true;
|
||||
|
||||
// Wall collision checks.
|
||||
if (result_state.wall && (motion_slide_up.dot(wall_normal) <= 0)) {
|
||||
// Move on floor only checks.
|
||||
if (floor_block_on_wall) {
|
||||
// Needs horizontal motion from current motion instead of motion_slide_up
|
||||
// to properly test the angle and avoid standing on slopes
|
||||
Vector3 horizontal_motion = motion.slide(up_direction);
|
||||
Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized();
|
||||
real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(horizontal_motion.normalized())));
|
||||
|
||||
// Avoid to move forward on a wall if floor_block_on_wall is true.
|
||||
// Applies only when the motion angle is under 90 degrees,
|
||||
// in order to avoid blocking lateral motion along a wall.
|
||||
if (motion_angle < .5 * Math_PI) {
|
||||
apply_default_sliding = false;
|
||||
if (p_was_on_floor && !vel_dir_facing_up) {
|
||||
// Cancel the motion.
|
||||
Transform3D gt = get_global_transform();
|
||||
real_t travel_total = result.travel.length();
|
||||
real_t cancel_dist_max = MIN(0.1, margin * 20);
|
||||
if (travel_total <= margin + CMP_EPSILON) {
|
||||
gt.origin -= result.travel;
|
||||
result.travel = Vector3(); // Cancel for constant speed computation.
|
||||
} else if (travel_total < cancel_dist_max) { // If the movement is large the body can be prevented from reaching the walls.
|
||||
gt.origin -= result.travel.slide(up_direction);
|
||||
// Keep remaining motion in sync with amount canceled.
|
||||
motion = motion.slide(up_direction);
|
||||
result.travel = Vector3();
|
||||
} else {
|
||||
// Travel is too high to be safely canceled, we take it into account.
|
||||
result.travel = result.travel.slide(up_direction);
|
||||
motion = motion.normalized() * result.travel.length();
|
||||
}
|
||||
set_global_transform(gt);
|
||||
// Determines if you are on the ground, and limits the possibility of climbing on the walls because of the approximations.
|
||||
_snap_on_floor(true, false);
|
||||
} else {
|
||||
// If the movement is not canceled we only keep the remaining.
|
||||
motion = result.remainder;
|
||||
}
|
||||
|
||||
// Apply slide on forward in order to allow only lateral motion on next step.
|
||||
Vector3 forward = wall_normal.slide(up_direction).normalized();
|
||||
motion = motion.slide(forward);
|
||||
|
||||
// Scales the horizontal velocity according to the wall slope.
|
||||
if (vel_dir_facing_up) {
|
||||
Vector3 slide_motion = velocity.slide(result.collisions[0].normal);
|
||||
// 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);
|
||||
} else {
|
||||
velocity = velocity.slide(forward);
|
||||
}
|
||||
|
||||
// Allow only lateral motion along previous floor when already on floor.
|
||||
// Fixes slowing down when moving in diagonal against an inclined wall.
|
||||
if (p_was_on_floor && !vel_dir_facing_up && (motion.dot(up_direction) > 0.0)) {
|
||||
// Slide along the corner between the wall and previous floor.
|
||||
Vector3 floor_side = prev_floor_normal.cross(wall_normal);
|
||||
if (floor_side != Vector3()) {
|
||||
motion = floor_side * motion.dot(floor_side);
|
||||
}
|
||||
}
|
||||
|
||||
// Stop all motion when a second wall is hit (unless sliding down or jumping),
|
||||
// in order to avoid jittering in corner cases.
|
||||
bool stop_all_motion = previous_state.wall && !vel_dir_facing_up;
|
||||
|
||||
// Allow sliding when the body falls.
|
||||
if (!collision_state.floor && motion.dot(up_direction) < 0) {
|
||||
Vector3 slide_motion = motion.slide(wall_normal);
|
||||
// Test again to allow sliding only if the result goes downwards.
|
||||
// Fixes jittering issues at the bottom of inclined walls.
|
||||
if (slide_motion.dot(up_direction) < 0) {
|
||||
stop_all_motion = false;
|
||||
motion = slide_motion;
|
||||
}
|
||||
}
|
||||
|
||||
if (stop_all_motion) {
|
||||
motion = Vector3();
|
||||
velocity = Vector3();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Stop horizontal motion when under wall slide threshold.
|
||||
if (p_was_on_floor && (wall_min_slide_angle > 0.0) && result_state.wall) {
|
||||
Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized();
|
||||
real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(motion_slide_up.normalized())));
|
||||
if (motion_angle < wall_min_slide_angle) {
|
||||
motion = up_direction * motion.dot(up_direction);
|
||||
velocity = up_direction * velocity.dot(up_direction);
|
||||
|
||||
apply_default_sliding = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (apply_default_sliding) {
|
||||
// Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
|
||||
if ((sliding_enabled || !collision_state.floor) && (!collision_state.ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) {
|
||||
const PhysicsServer3D::MotionCollision &collision = result.collisions[0];
|
||||
|
||||
Vector3 slide_motion = result.remainder.slide(collision.normal);
|
||||
if (collision_state.floor && !collision_state.wall && !motion_slide_up.is_zero_approx()) {
|
||||
// Slide using the intersection between the motion plane and the floor plane,
|
||||
// in order to keep the direction intact.
|
||||
real_t motion_length = slide_motion.length();
|
||||
slide_motion = up_direction.cross(result.remainder).cross(floor_normal);
|
||||
|
||||
// Keep the length from default slide to change speed in slopes by default,
|
||||
// when constant speed is not enabled.
|
||||
slide_motion.normalize();
|
||||
slide_motion *= motion_length;
|
||||
}
|
||||
|
||||
if (slide_motion.dot(velocity) > 0.0) {
|
||||
motion = slide_motion;
|
||||
} else {
|
||||
motion = Vector3();
|
||||
}
|
||||
|
||||
if (slide_on_ceiling && result_state.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(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 (result_state.ceiling && !slide_on_ceiling && vel_dir_facing_up) {
|
||||
velocity = velocity.slide(up_direction);
|
||||
motion = motion.slide(up_direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
total_travel += result.travel;
|
||||
|
||||
// Apply Constant Speed.
|
||||
if (p_was_on_floor && floor_constant_speed && can_apply_constant_speed && collision_state.floor && !motion.is_zero_approx()) {
|
||||
Vector3 travel_slide_up = total_travel.slide(up_direction);
|
||||
motion = motion.normalized() * MAX(0, (motion_slide_up.length() - travel_slide_up.length()));
|
||||
}
|
||||
}
|
||||
// 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;
|
||||
Transform3D gt = get_global_transform();
|
||||
gt.origin = gt.origin - result.travel;
|
||||
set_global_transform(gt);
|
||||
|
||||
// Slide using the intersection between the motion plane and the floor plane,
|
||||
// in order to keep the direction intact.
|
||||
Vector3 motion_slide_norm = up_direction.cross(motion).cross(prev_floor_normal);
|
||||
motion_slide_norm.normalize();
|
||||
|
||||
motion = motion_slide_norm * (motion_slide_up.length());
|
||||
collided = true;
|
||||
}
|
||||
|
||||
if (!collided || motion.is_zero_approx()) {
|
||||
break;
|
||||
}
|
||||
|
||||
can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
|
||||
sliding_enabled = true;
|
||||
first_slide = false;
|
||||
}
|
||||
|
||||
_snap_on_floor(p_was_on_floor, vel_dir_facing_up);
|
||||
|
||||
// Reset the gravity accumulation when touching the ground.
|
||||
if (collision_state.floor && !vel_dir_facing_up) {
|
||||
velocity = velocity.slide(up_direction);
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterBody3D::_move_and_slide_floating(double p_delta) {
|
||||
Vector3 motion = velocity * p_delta;
|
||||
|
||||
platform_rid = RID();
|
||||
platform_object_id = ObjectID();
|
||||
floor_normal = Vector3();
|
||||
platform_velocity = Vector3();
|
||||
platform_angular_velocity = Vector3();
|
||||
|
||||
bool first_slide = true;
|
||||
for (int iteration = 0; iteration < max_slides; ++iteration) {
|
||||
PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin);
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
|
||||
PhysicsServer3D::MotionResult result;
|
||||
bool collided = move_and_collide(parameters, result, false, false);
|
||||
|
||||
last_motion = result.travel;
|
||||
|
||||
if (collided) {
|
||||
motion_results.push_back(result);
|
||||
|
||||
CollisionState result_state;
|
||||
_set_collision_direction(result, result_state);
|
||||
|
||||
if (result.remainder.is_zero_approx()) {
|
||||
motion = Vector3();
|
||||
break;
|
||||
}
|
||||
|
||||
if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
|
||||
motion = Vector3();
|
||||
if (result.travel.length() < margin + CMP_EPSILON) {
|
||||
Transform3D gt = get_global_transform();
|
||||
gt.origin -= result.travel;
|
||||
set_global_transform(gt);
|
||||
}
|
||||
} else if (first_slide) {
|
||||
Vector3 motion_slide_norm = result.remainder.slide(wall_normal).normalized();
|
||||
motion = motion_slide_norm * (motion.length() - result.travel.length());
|
||||
} else {
|
||||
motion = result.remainder.slide(wall_normal);
|
||||
}
|
||||
|
||||
if (motion.dot(velocity) <= 0.0) {
|
||||
motion = Vector3();
|
||||
}
|
||||
}
|
||||
|
||||
if (!collided || motion.is_zero_approx()) {
|
||||
break;
|
||||
}
|
||||
|
||||
first_slide = false;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterBody3D::apply_floor_snap() {
|
||||
if (collision_state.floor) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Snap by at least collision margin to keep floor state consistent.
|
||||
real_t length = MAX(floor_snap_length, margin);
|
||||
|
||||
PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
|
||||
parameters.max_collisions = 4;
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
parameters.collide_separation_ray = true;
|
||||
|
||||
PhysicsServer3D::MotionResult result;
|
||||
if (move_and_collide(parameters, result, true, false)) {
|
||||
CollisionState result_state;
|
||||
// Apply direction for floor only.
|
||||
_set_collision_direction(result, result_state, CollisionState(true, false, false));
|
||||
|
||||
if (result_state.floor) {
|
||||
if (floor_stop_on_slope) {
|
||||
// move and collide may stray the object a bit because of pre un-stucking,
|
||||
// so only ensure that motion happens on floor direction in this case.
|
||||
if (result.travel.length() > margin) {
|
||||
result.travel = up_direction * up_direction.dot(result.travel);
|
||||
} else {
|
||||
result.travel = Vector3();
|
||||
}
|
||||
}
|
||||
|
||||
parameters.from.origin += result.travel;
|
||||
set_global_transform(parameters.from);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterBody3D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up) {
|
||||
if (collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) {
|
||||
return;
|
||||
}
|
||||
|
||||
apply_floor_snap();
|
||||
}
|
||||
|
||||
bool CharacterBody3D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) {
|
||||
if (up_direction == Vector3() || collision_state.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);
|
||||
|
||||
PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
|
||||
parameters.max_collisions = 4;
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
parameters.collide_separation_ray = true;
|
||||
|
||||
PhysicsServer3D::MotionResult result;
|
||||
if (move_and_collide(parameters, result, true, false)) {
|
||||
CollisionState result_state;
|
||||
// Don't apply direction for any type.
|
||||
_set_collision_direction(result, result_state, CollisionState());
|
||||
|
||||
return result_state.floor;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state) {
|
||||
r_state.state = 0;
|
||||
|
||||
real_t wall_depth = -1.0;
|
||||
real_t floor_depth = -1.0;
|
||||
|
||||
bool was_on_wall = collision_state.wall;
|
||||
Vector3 prev_wall_normal = wall_normal;
|
||||
int wall_collision_count = 0;
|
||||
Vector3 combined_wall_normal;
|
||||
Vector3 tmp_wall_col; // Avoid duplicate on average calculation.
|
||||
|
||||
for (int i = p_result.collision_count - 1; i >= 0; i--) {
|
||||
const PhysicsServer3D::MotionCollision &collision = p_result.collisions[i];
|
||||
|
||||
if (motion_mode == MOTION_MODE_GROUNDED) {
|
||||
// Check if any collision is floor.
|
||||
real_t floor_angle = collision.get_angle(up_direction);
|
||||
if (floor_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
||||
r_state.floor = true;
|
||||
if (p_apply_state.floor && collision.depth > floor_depth) {
|
||||
collision_state.floor = true;
|
||||
floor_normal = collision.normal;
|
||||
floor_depth = collision.depth;
|
||||
_set_platform_data(collision);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check if any collision is ceiling.
|
||||
real_t ceiling_angle = collision.get_angle(-up_direction);
|
||||
if (ceiling_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
||||
r_state.ceiling = true;
|
||||
if (p_apply_state.ceiling) {
|
||||
platform_ceiling_velocity = collision.collider_velocity;
|
||||
ceiling_normal = collision.normal;
|
||||
collision_state.ceiling = true;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Collision is wall by default.
|
||||
r_state.wall = true;
|
||||
|
||||
if (p_apply_state.wall && collision.depth > wall_depth) {
|
||||
collision_state.wall = true;
|
||||
wall_depth = collision.depth;
|
||||
wall_normal = collision.normal;
|
||||
|
||||
// Don't apply wall velocity when the collider is a CharacterBody3D.
|
||||
if (Object::cast_to<CharacterBody3D>(ObjectDB::get_instance(collision.collider_id)) == nullptr) {
|
||||
_set_platform_data(collision);
|
||||
}
|
||||
}
|
||||
|
||||
// Collect normal for calculating average.
|
||||
if (!collision.normal.is_equal_approx(tmp_wall_col)) {
|
||||
tmp_wall_col = collision.normal;
|
||||
combined_wall_normal += collision.normal;
|
||||
wall_collision_count++;
|
||||
}
|
||||
}
|
||||
|
||||
if (r_state.wall) {
|
||||
if (wall_collision_count > 1 && !r_state.floor) {
|
||||
// Check if wall normals cancel out to floor support.
|
||||
if (!r_state.floor && motion_mode == MOTION_MODE_GROUNDED) {
|
||||
combined_wall_normal.normalize();
|
||||
real_t floor_angle = Math::acos(combined_wall_normal.dot(up_direction));
|
||||
if (floor_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
||||
r_state.floor = true;
|
||||
r_state.wall = false;
|
||||
if (p_apply_state.floor) {
|
||||
collision_state.floor = true;
|
||||
floor_normal = combined_wall_normal;
|
||||
}
|
||||
if (p_apply_state.wall) {
|
||||
collision_state.wall = was_on_wall;
|
||||
wall_normal = prev_wall_normal;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterBody3D::_set_platform_data(const PhysicsServer3D::MotionCollision &p_collision) {
|
||||
platform_rid = p_collision.collider;
|
||||
platform_object_id = p_collision.collider_id;
|
||||
platform_velocity = p_collision.collider_velocity;
|
||||
platform_angular_velocity = p_collision.collider_angular_velocity;
|
||||
platform_layer = PhysicsServer3D::get_singleton()->body_get_collision_layer(platform_rid);
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_safe_margin(real_t p_margin) {
|
||||
margin = p_margin;
|
||||
}
|
||||
|
||||
real_t CharacterBody3D::get_safe_margin() const {
|
||||
return margin;
|
||||
}
|
||||
|
||||
const Vector3 &CharacterBody3D::get_velocity() const {
|
||||
return velocity;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_velocity(const Vector3 &p_velocity) {
|
||||
velocity = p_velocity;
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_on_floor() const {
|
||||
return collision_state.floor;
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_on_floor_only() const {
|
||||
return collision_state.floor && !collision_state.wall && !collision_state.ceiling;
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_on_wall() const {
|
||||
return collision_state.wall;
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_on_wall_only() const {
|
||||
return collision_state.wall && !collision_state.floor && !collision_state.ceiling;
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_on_ceiling() const {
|
||||
return collision_state.ceiling;
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_on_ceiling_only() const {
|
||||
return collision_state.ceiling && !collision_state.floor && !collision_state.wall;
|
||||
}
|
||||
|
||||
const Vector3 &CharacterBody3D::get_floor_normal() const {
|
||||
return floor_normal;
|
||||
}
|
||||
|
||||
const Vector3 &CharacterBody3D::get_wall_normal() const {
|
||||
return wall_normal;
|
||||
}
|
||||
|
||||
const Vector3 &CharacterBody3D::get_last_motion() const {
|
||||
return last_motion;
|
||||
}
|
||||
|
||||
Vector3 CharacterBody3D::get_position_delta() const {
|
||||
return get_global_transform().origin - previous_position;
|
||||
}
|
||||
|
||||
const Vector3 &CharacterBody3D::get_real_velocity() const {
|
||||
return real_velocity;
|
||||
}
|
||||
|
||||
real_t CharacterBody3D::get_floor_angle(const Vector3 &p_up_direction) const {
|
||||
ERR_FAIL_COND_V(p_up_direction == Vector3(), 0);
|
||||
return Math::acos(floor_normal.dot(p_up_direction));
|
||||
}
|
||||
|
||||
const Vector3 &CharacterBody3D::get_platform_velocity() const {
|
||||
return platform_velocity;
|
||||
}
|
||||
|
||||
const Vector3 &CharacterBody3D::get_platform_angular_velocity() const {
|
||||
return platform_angular_velocity;
|
||||
}
|
||||
|
||||
Vector3 CharacterBody3D::get_linear_velocity() const {
|
||||
return get_real_velocity();
|
||||
}
|
||||
|
||||
int CharacterBody3D::get_slide_collision_count() const {
|
||||
return motion_results.size();
|
||||
}
|
||||
|
||||
PhysicsServer3D::MotionResult CharacterBody3D::get_slide_collision(int p_bounce) const {
|
||||
ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer3D::MotionResult());
|
||||
return motion_results[p_bounce];
|
||||
}
|
||||
|
||||
Ref<KinematicCollision3D> CharacterBody3D::_get_slide_collision(int p_bounce) {
|
||||
ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref<KinematicCollision3D>());
|
||||
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 = this;
|
||||
}
|
||||
|
||||
slide_colliders.write[p_bounce]->result = motion_results[p_bounce];
|
||||
return slide_colliders[p_bounce];
|
||||
}
|
||||
|
||||
Ref<KinematicCollision3D> CharacterBody3D::_get_last_slide_collision() {
|
||||
if (motion_results.size() == 0) {
|
||||
return Ref<KinematicCollision3D>();
|
||||
}
|
||||
return _get_slide_collision(motion_results.size() - 1);
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_floor_stop_on_slope_enabled() const {
|
||||
return floor_stop_on_slope;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_floor_stop_on_slope_enabled(bool p_enabled) {
|
||||
floor_stop_on_slope = p_enabled;
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_floor_constant_speed_enabled() const {
|
||||
return floor_constant_speed;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_floor_constant_speed_enabled(bool p_enabled) {
|
||||
floor_constant_speed = p_enabled;
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_floor_block_on_wall_enabled() const {
|
||||
return floor_block_on_wall;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_floor_block_on_wall_enabled(bool p_enabled) {
|
||||
floor_block_on_wall = p_enabled;
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_slide_on_ceiling_enabled() const {
|
||||
return slide_on_ceiling;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_slide_on_ceiling_enabled(bool p_enabled) {
|
||||
slide_on_ceiling = p_enabled;
|
||||
}
|
||||
|
||||
uint32_t CharacterBody3D::get_platform_floor_layers() const {
|
||||
return platform_floor_layers;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_platform_floor_layers(uint32_t p_exclude_layers) {
|
||||
platform_floor_layers = p_exclude_layers;
|
||||
}
|
||||
|
||||
uint32_t CharacterBody3D::get_platform_wall_layers() const {
|
||||
return platform_wall_layers;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_platform_wall_layers(uint32_t p_exclude_layers) {
|
||||
platform_wall_layers = p_exclude_layers;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_motion_mode(MotionMode p_mode) {
|
||||
motion_mode = p_mode;
|
||||
}
|
||||
|
||||
CharacterBody3D::MotionMode CharacterBody3D::get_motion_mode() const {
|
||||
return motion_mode;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) {
|
||||
platform_on_leave = p_on_leave_apply_velocity;
|
||||
}
|
||||
|
||||
CharacterBody3D::PlatformOnLeave CharacterBody3D::get_platform_on_leave() const {
|
||||
return platform_on_leave;
|
||||
}
|
||||
|
||||
int CharacterBody3D::get_max_slides() const {
|
||||
return max_slides;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_max_slides(int p_max_slides) {
|
||||
ERR_FAIL_COND(p_max_slides < 1);
|
||||
max_slides = p_max_slides;
|
||||
}
|
||||
|
||||
real_t CharacterBody3D::get_floor_max_angle() const {
|
||||
return floor_max_angle;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_floor_max_angle(real_t p_radians) {
|
||||
floor_max_angle = p_radians;
|
||||
}
|
||||
|
||||
real_t CharacterBody3D::get_floor_snap_length() {
|
||||
return floor_snap_length;
|
||||
}
|
||||
|
||||
void CharacterBody3D::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 CharacterBody3D::get_wall_min_slide_angle() const {
|
||||
return wall_min_slide_angle;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_wall_min_slide_angle(real_t p_radians) {
|
||||
wall_min_slide_angle = p_radians;
|
||||
}
|
||||
|
||||
const Vector3 &CharacterBody3D::get_up_direction() const {
|
||||
return up_direction;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_up_direction(const Vector3 &p_up_direction) {
|
||||
ERR_FAIL_COND_MSG(p_up_direction == Vector3(), "up_direction can't be equal to Vector3.ZERO, consider using Floating motion mode instead.");
|
||||
up_direction = p_up_direction.normalized();
|
||||
}
|
||||
|
||||
void CharacterBody3D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
// Reset move_and_slide() data.
|
||||
collision_state.state = 0;
|
||||
platform_rid = RID();
|
||||
platform_object_id = ObjectID();
|
||||
motion_results.clear();
|
||||
platform_velocity = Vector3();
|
||||
platform_angular_velocity = Vector3();
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterBody3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody3D::move_and_slide);
|
||||
ClassDB::bind_method(D_METHOD("apply_floor_snap"), &CharacterBody3D::apply_floor_snap);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody3D::set_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody3D::get_velocity);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_safe_margin", "margin"), &CharacterBody3D::set_safe_margin);
|
||||
ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody3D::get_safe_margin);
|
||||
ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody3D::is_floor_stop_on_slope_enabled);
|
||||
ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody3D::set_floor_stop_on_slope_enabled);
|
||||
ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled", "enabled"), &CharacterBody3D::set_floor_constant_speed_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled"), &CharacterBody3D::is_floor_constant_speed_enabled);
|
||||
ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled", "enabled"), &CharacterBody3D::set_floor_block_on_wall_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled"), &CharacterBody3D::is_floor_block_on_wall_enabled);
|
||||
ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody3D::set_slide_on_ceiling_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody3D::is_slide_on_ceiling_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_platform_floor_layers", "exclude_layer"), &CharacterBody3D::set_platform_floor_layers);
|
||||
ClassDB::bind_method(D_METHOD("get_platform_floor_layers"), &CharacterBody3D::get_platform_floor_layers);
|
||||
ClassDB::bind_method(D_METHOD("set_platform_wall_layers", "exclude_layer"), &CharacterBody3D::set_platform_wall_layers);
|
||||
ClassDB::bind_method(D_METHOD("get_platform_wall_layers"), &CharacterBody3D::get_platform_wall_layers);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody3D::get_max_slides);
|
||||
ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody3D::set_max_slides);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody3D::get_floor_max_angle);
|
||||
ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody3D::set_floor_max_angle);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody3D::get_floor_snap_length);
|
||||
ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody3D::set_floor_snap_length);
|
||||
ClassDB::bind_method(D_METHOD("get_wall_min_slide_angle"), &CharacterBody3D::get_wall_min_slide_angle);
|
||||
ClassDB::bind_method(D_METHOD("set_wall_min_slide_angle", "radians"), &CharacterBody3D::set_wall_min_slide_angle);
|
||||
ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody3D::get_up_direction);
|
||||
ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody3D::set_up_direction);
|
||||
ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody3D::set_motion_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody3D::get_motion_mode);
|
||||
ClassDB::bind_method(D_METHOD("set_platform_on_leave", "on_leave_apply_velocity"), &CharacterBody3D::set_platform_on_leave);
|
||||
ClassDB::bind_method(D_METHOD("get_platform_on_leave"), &CharacterBody3D::get_platform_on_leave);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody3D::is_on_floor);
|
||||
ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody3D::is_on_floor_only);
|
||||
ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody3D::is_on_ceiling);
|
||||
ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody3D::is_on_ceiling_only);
|
||||
ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody3D::is_on_wall);
|
||||
ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody3D::is_on_wall_only);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody3D::get_floor_normal);
|
||||
ClassDB::bind_method(D_METHOD("get_wall_normal"), &CharacterBody3D::get_wall_normal);
|
||||
ClassDB::bind_method(D_METHOD("get_last_motion"), &CharacterBody3D::get_last_motion);
|
||||
ClassDB::bind_method(D_METHOD("get_position_delta"), &CharacterBody3D::get_position_delta);
|
||||
ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody3D::get_real_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody3D::get_floor_angle, DEFVAL(Vector3(0.0, 1.0, 0.0)));
|
||||
ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody3D::get_platform_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_platform_angular_velocity"), &CharacterBody3D::get_platform_angular_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody3D::get_slide_collision_count);
|
||||
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody3D::_get_slide_collision);
|
||||
ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody3D::_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::VECTOR3, "up_direction"), "set_up_direction", "get_up_direction");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "velocity", PROPERTY_HINT_NONE, "suffix:m/s", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity");
|
||||
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, "0,1,0.01,or_greater,suffix:m"), "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_3D_PHYSICS), "set_platform_floor_layers", "get_platform_floor_layers");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_wall_layers", PROPERTY_HINT_LAYERS_3D_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:m"), "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);
|
||||
}
|
||||
|
||||
void CharacterBody3D::_validate_property(PropertyInfo &p_property) const {
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CharacterBody3D::CharacterBody3D() :
|
||||
PhysicsBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) {
|
||||
}
|
||||
|
||||
CharacterBody3D::~CharacterBody3D() {
|
||||
for (int i = 0; i < slide_colliders.size(); i++) {
|
||||
if (slide_colliders[i].is_valid()) {
|
||||
slide_colliders.write[i]->owner = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
190
scene/3d/physics/character_body_3d.h
Normal file
190
scene/3d/physics/character_body_3d.h
Normal file
@ -0,0 +1,190 @@
|
||||
/**************************************************************************/
|
||||
/* character_body_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#ifndef CHARACTER_BODY_3D_H
|
||||
#define CHARACTER_BODY_3D_H
|
||||
|
||||
#include "scene/3d/physics/kinematic_collision_3d.h"
|
||||
#include "scene/3d/physics/physics_body_3d.h"
|
||||
|
||||
class CharacterBody3D : public PhysicsBody3D {
|
||||
GDCLASS(CharacterBody3D, PhysicsBody3D);
|
||||
|
||||
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 Vector3 &get_velocity() const;
|
||||
void set_velocity(const Vector3 &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 Vector3 &get_last_motion() const;
|
||||
Vector3 get_position_delta() const;
|
||||
const Vector3 &get_floor_normal() const;
|
||||
const Vector3 &get_wall_normal() const;
|
||||
const Vector3 &get_real_velocity() const;
|
||||
real_t get_floor_angle(const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const;
|
||||
const Vector3 &get_platform_velocity() const;
|
||||
const Vector3 &get_platform_angular_velocity() const;
|
||||
|
||||
virtual Vector3 get_linear_velocity() const override;
|
||||
|
||||
int get_slide_collision_count() const;
|
||||
PhysicsServer3D::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;
|
||||
|
||||
CharacterBody3D();
|
||||
~CharacterBody3D();
|
||||
|
||||
private:
|
||||
real_t margin = 0.001;
|
||||
MotionMode motion_mode = MOTION_MODE_GROUNDED;
|
||||
PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY;
|
||||
union CollisionState {
|
||||
uint32_t state = 0;
|
||||
struct {
|
||||
bool floor;
|
||||
bool wall;
|
||||
bool ceiling;
|
||||
};
|
||||
|
||||
CollisionState() {
|
||||
}
|
||||
|
||||
CollisionState(bool p_floor, bool p_wall, bool p_ceiling) {
|
||||
floor = p_floor;
|
||||
wall = p_wall;
|
||||
ceiling = p_ceiling;
|
||||
}
|
||||
};
|
||||
|
||||
CollisionState collision_state;
|
||||
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 = 6;
|
||||
int platform_layer = 0;
|
||||
RID platform_rid;
|
||||
ObjectID platform_object_id;
|
||||
uint32_t platform_floor_layers = UINT32_MAX;
|
||||
uint32_t platform_wall_layers = 0;
|
||||
real_t floor_snap_length = 0.1;
|
||||
real_t floor_max_angle = Math::deg_to_rad((real_t)45.0);
|
||||
real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0);
|
||||
Vector3 up_direction = Vector3(0.0, 1.0, 0.0);
|
||||
Vector3 velocity;
|
||||
Vector3 floor_normal;
|
||||
Vector3 wall_normal;
|
||||
Vector3 ceiling_normal;
|
||||
Vector3 last_motion;
|
||||
Vector3 platform_velocity;
|
||||
Vector3 platform_angular_velocity;
|
||||
Vector3 platform_ceiling_velocity;
|
||||
Vector3 previous_position;
|
||||
Vector3 real_velocity;
|
||||
|
||||
Vector<PhysicsServer3D::MotionResult> motion_results;
|
||||
Vector<Ref<KinematicCollision3D>> slide_colliders;
|
||||
|
||||
void _move_and_slide_floating(double p_delta);
|
||||
void _move_and_slide_grounded(double p_delta, bool p_was_on_floor);
|
||||
|
||||
Ref<KinematicCollision3D> _get_slide_collision(int p_bounce);
|
||||
Ref<KinematicCollision3D> _get_last_slide_collision();
|
||||
const Vector3 &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 Vector3 &p_up_direction);
|
||||
void _set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state = CollisionState(true, true, true));
|
||||
void _set_platform_data(const PhysicsServer3D::MotionCollision &p_collision);
|
||||
void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up);
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
void _validate_property(PropertyInfo &p_property) const;
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(CharacterBody3D::MotionMode);
|
||||
VARIANT_ENUM_CAST(CharacterBody3D::PlatformOnLeave);
|
||||
|
||||
#endif // CHARACTER_BODY_3D_H
|
@ -30,8 +30,8 @@
|
||||
|
||||
#include "collision_polygon_3d.h"
|
||||
|
||||
#include "collision_object_3d.h"
|
||||
#include "core/math/geometry_2d.h"
|
||||
#include "scene/3d/physics/collision_object_3d.h"
|
||||
#include "scene/resources/3d/convex_polygon_shape_3d.h"
|
||||
|
||||
void CollisionPolygon3D::_build_polygon() {
|
@ -30,12 +30,13 @@
|
||||
|
||||
#include "collision_shape_3d.h"
|
||||
|
||||
#include "mesh_instance_3d.h"
|
||||
#include "physics_body_3d.h"
|
||||
#include "scene/3d/mesh_instance_3d.h"
|
||||
#include "scene/3d/physics/character_body_3d.h"
|
||||
#include "scene/3d/physics/physics_body_3d.h"
|
||||
#include "scene/3d/physics/vehicle_body_3d.h"
|
||||
#include "scene/resources/3d/concave_polygon_shape_3d.h"
|
||||
#include "scene/resources/3d/convex_polygon_shape_3d.h"
|
||||
#include "scene/resources/3d/world_boundary_shape_3d.h"
|
||||
#include "vehicle_body_3d.h"
|
||||
|
||||
void CollisionShape3D::make_convex_from_siblings() {
|
||||
Node *p = get_parent();
|
5
scene/3d/physics/joints/SCsub
Normal file
5
scene/3d/physics/joints/SCsub
Normal file
@ -0,0 +1,5 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
Import("env")
|
||||
|
||||
env.add_source_files(env.scene_sources, "*.cpp")
|
97
scene/3d/physics/joints/cone_twist_joint_3d.cpp
Normal file
97
scene/3d/physics/joints/cone_twist_joint_3d.cpp
Normal file
@ -0,0 +1,97 @@
|
||||
/**************************************************************************/
|
||||
/* cone_twist_joint_3d.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 "cone_twist_joint_3d.h"
|
||||
|
||||
#include "scene/scene_string_names.h"
|
||||
|
||||
void ConeTwistJoint3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &ConeTwistJoint3D::set_param);
|
||||
ClassDB::bind_method(D_METHOD("get_param", "param"), &ConeTwistJoint3D::get_param);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "swing_span", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_SWING_SPAN);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "twist_span", PROPERTY_HINT_RANGE, "-40000,40000,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_TWIST_SPAN);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "bias", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_BIAS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "relaxation", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_RELAXATION);
|
||||
|
||||
BIND_ENUM_CONSTANT(PARAM_SWING_SPAN);
|
||||
BIND_ENUM_CONSTANT(PARAM_TWIST_SPAN);
|
||||
BIND_ENUM_CONSTANT(PARAM_BIAS);
|
||||
BIND_ENUM_CONSTANT(PARAM_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_RELAXATION);
|
||||
BIND_ENUM_CONSTANT(PARAM_MAX);
|
||||
}
|
||||
|
||||
void ConeTwistJoint3D::set_param(Param p_param, real_t p_value) {
|
||||
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
||||
params[p_param] = p_value;
|
||||
if (is_configured()) {
|
||||
PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(get_rid(), PhysicsServer3D::ConeTwistJointParam(p_param), p_value);
|
||||
}
|
||||
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
real_t ConeTwistJoint3D::get_param(Param p_param) const {
|
||||
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
|
||||
return params[p_param];
|
||||
}
|
||||
|
||||
void ConeTwistJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) {
|
||||
Transform3D gt = get_global_transform();
|
||||
|
||||
Transform3D ainv = body_a->get_global_transform().affine_inverse();
|
||||
|
||||
Transform3D local_a = ainv * gt;
|
||||
local_a.orthonormalize();
|
||||
Transform3D local_b = gt;
|
||||
|
||||
if (body_b) {
|
||||
Transform3D binv = body_b->get_global_transform().affine_inverse();
|
||||
local_b = binv * gt;
|
||||
}
|
||||
|
||||
local_b.orthonormalize();
|
||||
|
||||
PhysicsServer3D::get_singleton()->joint_make_cone_twist(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b);
|
||||
for (int i = 0; i < PARAM_MAX; i++) {
|
||||
PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(p_joint, PhysicsServer3D::ConeTwistJointParam(i), params[i]);
|
||||
}
|
||||
}
|
||||
|
||||
ConeTwistJoint3D::ConeTwistJoint3D() {
|
||||
params[PARAM_SWING_SPAN] = Math_PI * 0.25;
|
||||
params[PARAM_TWIST_SPAN] = Math_PI;
|
||||
params[PARAM_BIAS] = 0.3;
|
||||
params[PARAM_SOFTNESS] = 0.8;
|
||||
params[PARAM_RELAXATION] = 1.0;
|
||||
}
|
63
scene/3d/physics/joints/cone_twist_joint_3d.h
Normal file
63
scene/3d/physics/joints/cone_twist_joint_3d.h
Normal file
@ -0,0 +1,63 @@
|
||||
/**************************************************************************/
|
||||
/* cone_twist_joint_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#ifndef CONE_TWIST_JOINT_3D_H
|
||||
#define CONE_TWIST_JOINT_3D_H
|
||||
|
||||
#include "scene/3d/physics/joints/joint_3d.h"
|
||||
|
||||
class ConeTwistJoint3D : public Joint3D {
|
||||
GDCLASS(ConeTwistJoint3D, Joint3D);
|
||||
|
||||
public:
|
||||
enum Param {
|
||||
PARAM_SWING_SPAN,
|
||||
PARAM_TWIST_SPAN,
|
||||
PARAM_BIAS,
|
||||
PARAM_SOFTNESS,
|
||||
PARAM_RELAXATION,
|
||||
PARAM_MAX
|
||||
};
|
||||
|
||||
protected:
|
||||
real_t params[PARAM_MAX];
|
||||
virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_param(Param p_param, real_t p_value);
|
||||
real_t get_param(Param p_param) const;
|
||||
|
||||
ConeTwistJoint3D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(ConeTwistJoint3D::Param);
|
||||
|
||||
#endif // CONE_TWIST_JOINT_3D_H
|
@ -1,5 +1,5 @@
|
||||
/**************************************************************************/
|
||||
/* joint_3d.cpp */
|
||||
/* generic_6dof_joint_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
@ -28,562 +28,7 @@
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "joint_3d.h"
|
||||
|
||||
#include "scene/scene_string_names.h"
|
||||
|
||||
void Joint3D::_disconnect_signals() {
|
||||
Node *node_a = get_node_or_null(a);
|
||||
PhysicsBody3D *body_a = Object::cast_to<PhysicsBody3D>(node_a);
|
||||
if (body_a) {
|
||||
body_a->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree));
|
||||
}
|
||||
|
||||
Node *node_b = get_node_or_null(b);
|
||||
PhysicsBody3D *body_b = Object::cast_to<PhysicsBody3D>(node_b);
|
||||
if (body_b) {
|
||||
body_b->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree));
|
||||
}
|
||||
}
|
||||
|
||||
void Joint3D::_body_exit_tree() {
|
||||
_disconnect_signals();
|
||||
_update_joint(true);
|
||||
update_configuration_warnings();
|
||||
}
|
||||
|
||||
void Joint3D::_update_joint(bool p_only_free) {
|
||||
if (ba.is_valid() && bb.is_valid()) {
|
||||
PhysicsServer3D::get_singleton()->body_remove_collision_exception(ba, bb);
|
||||
PhysicsServer3D::get_singleton()->body_remove_collision_exception(bb, ba);
|
||||
}
|
||||
|
||||
ba = RID();
|
||||
bb = RID();
|
||||
|
||||
configured = false;
|
||||
|
||||
if (p_only_free || !is_inside_tree()) {
|
||||
PhysicsServer3D::get_singleton()->joint_clear(joint);
|
||||
warning = String();
|
||||
return;
|
||||
}
|
||||
|
||||
Node *node_a = get_node_or_null(a);
|
||||
Node *node_b = get_node_or_null(b);
|
||||
|
||||
PhysicsBody3D *body_a = Object::cast_to<PhysicsBody3D>(node_a);
|
||||
PhysicsBody3D *body_b = Object::cast_to<PhysicsBody3D>(node_b);
|
||||
|
||||
if (node_a && !body_a && node_b && !body_b) {
|
||||
warning = RTR("Node A and Node B must be PhysicsBody3Ds");
|
||||
} else if (node_a && !body_a) {
|
||||
warning = RTR("Node A must be a PhysicsBody3D");
|
||||
} else if (node_b && !body_b) {
|
||||
warning = RTR("Node B must be a PhysicsBody3D");
|
||||
} else if (!body_a && !body_b) {
|
||||
warning = RTR("Joint is not connected to any PhysicsBody3Ds");
|
||||
} else if (body_a == body_b) {
|
||||
warning = RTR("Node A and Node B must be different PhysicsBody3Ds");
|
||||
} else {
|
||||
warning = String();
|
||||
}
|
||||
|
||||
update_configuration_warnings();
|
||||
|
||||
if (!warning.is_empty()) {
|
||||
PhysicsServer3D::get_singleton()->joint_clear(joint);
|
||||
return;
|
||||
}
|
||||
|
||||
configured = true;
|
||||
|
||||
if (body_a) {
|
||||
_configure_joint(joint, body_a, body_b);
|
||||
} else if (body_b) {
|
||||
_configure_joint(joint, body_b, nullptr);
|
||||
}
|
||||
|
||||
PhysicsServer3D::get_singleton()->joint_set_solver_priority(joint, solver_priority);
|
||||
|
||||
if (body_a) {
|
||||
ba = body_a->get_rid();
|
||||
body_a->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree));
|
||||
}
|
||||
|
||||
if (body_b) {
|
||||
bb = body_b->get_rid();
|
||||
body_b->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree));
|
||||
}
|
||||
|
||||
PhysicsServer3D::get_singleton()->joint_disable_collisions_between_bodies(joint, exclude_from_collision);
|
||||
}
|
||||
|
||||
void Joint3D::set_node_a(const NodePath &p_node_a) {
|
||||
if (a == p_node_a) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (is_configured()) {
|
||||
_disconnect_signals();
|
||||
}
|
||||
|
||||
a = p_node_a;
|
||||
_update_joint();
|
||||
}
|
||||
|
||||
NodePath Joint3D::get_node_a() const {
|
||||
return a;
|
||||
}
|
||||
|
||||
void Joint3D::set_node_b(const NodePath &p_node_b) {
|
||||
if (b == p_node_b) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (is_configured()) {
|
||||
_disconnect_signals();
|
||||
}
|
||||
|
||||
b = p_node_b;
|
||||
_update_joint();
|
||||
}
|
||||
|
||||
NodePath Joint3D::get_node_b() const {
|
||||
return b;
|
||||
}
|
||||
|
||||
void Joint3D::set_solver_priority(int p_priority) {
|
||||
solver_priority = p_priority;
|
||||
if (joint.is_valid()) {
|
||||
PhysicsServer3D::get_singleton()->joint_set_solver_priority(joint, solver_priority);
|
||||
}
|
||||
}
|
||||
|
||||
int Joint3D::get_solver_priority() const {
|
||||
return solver_priority;
|
||||
}
|
||||
|
||||
void Joint3D::_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 Joint3D::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 Joint3D::get_exclude_nodes_from_collision() const {
|
||||
return exclude_from_collision;
|
||||
}
|
||||
|
||||
PackedStringArray Joint3D::get_configuration_warnings() const {
|
||||
PackedStringArray warnings = Node3D::get_configuration_warnings();
|
||||
|
||||
if (!warning.is_empty()) {
|
||||
warnings.push_back(warning);
|
||||
}
|
||||
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void Joint3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_node_a", "node"), &Joint3D::set_node_a);
|
||||
ClassDB::bind_method(D_METHOD("get_node_a"), &Joint3D::get_node_a);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_node_b", "node"), &Joint3D::set_node_b);
|
||||
ClassDB::bind_method(D_METHOD("get_node_b"), &Joint3D::get_node_b);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_solver_priority", "priority"), &Joint3D::set_solver_priority);
|
||||
ClassDB::bind_method(D_METHOD("get_solver_priority"), &Joint3D::get_solver_priority);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_exclude_nodes_from_collision", "enable"), &Joint3D::set_exclude_nodes_from_collision);
|
||||
ClassDB::bind_method(D_METHOD("get_exclude_nodes_from_collision"), &Joint3D::get_exclude_nodes_from_collision);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_rid"), &Joint3D::get_rid);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_a", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody3D"), "set_node_a", "get_node_a");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_b", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody3D"), "set_node_b", "get_node_b");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "solver_priority", PROPERTY_HINT_RANGE, "1,8,1"), "set_solver_priority", "get_solver_priority");
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_nodes_from_collision"), "set_exclude_nodes_from_collision", "get_exclude_nodes_from_collision");
|
||||
}
|
||||
|
||||
Joint3D::Joint3D() {
|
||||
set_notify_transform(true);
|
||||
joint = PhysicsServer3D::get_singleton()->joint_create();
|
||||
}
|
||||
|
||||
Joint3D::~Joint3D() {
|
||||
ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
|
||||
PhysicsServer3D::get_singleton()->free(joint);
|
||||
}
|
||||
|
||||
///////////////////////////////////
|
||||
|
||||
void PinJoint3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &PinJoint3D::set_param);
|
||||
ClassDB::bind_method(D_METHOD("get_param", "param"), &PinJoint3D::get_param);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/bias", PROPERTY_HINT_RANGE, "0.01,0.99,0.01"), "set_param", "get_param", PARAM_BIAS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/damping", PROPERTY_HINT_RANGE, "0.01,8.0,0.01"), "set_param", "get_param", PARAM_DAMPING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/impulse_clamp", PROPERTY_HINT_RANGE, "0.0,64.0,0.01"), "set_param", "get_param", PARAM_IMPULSE_CLAMP);
|
||||
|
||||
BIND_ENUM_CONSTANT(PARAM_BIAS);
|
||||
BIND_ENUM_CONSTANT(PARAM_DAMPING);
|
||||
BIND_ENUM_CONSTANT(PARAM_IMPULSE_CLAMP);
|
||||
}
|
||||
|
||||
void PinJoint3D::set_param(Param p_param, real_t p_value) {
|
||||
ERR_FAIL_INDEX(p_param, 3);
|
||||
params[p_param] = p_value;
|
||||
if (is_configured()) {
|
||||
PhysicsServer3D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer3D::PinJointParam(p_param), p_value);
|
||||
}
|
||||
}
|
||||
|
||||
real_t PinJoint3D::get_param(Param p_param) const {
|
||||
ERR_FAIL_INDEX_V(p_param, 3, 0);
|
||||
return params[p_param];
|
||||
}
|
||||
|
||||
void PinJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) {
|
||||
Vector3 pinpos = get_global_transform().origin;
|
||||
Vector3 local_a = body_a->to_local(pinpos);
|
||||
Vector3 local_b;
|
||||
|
||||
if (body_b) {
|
||||
local_b = body_b->to_local(pinpos);
|
||||
} else {
|
||||
local_b = pinpos;
|
||||
}
|
||||
|
||||
PhysicsServer3D::get_singleton()->joint_make_pin(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b);
|
||||
for (int i = 0; i < 3; i++) {
|
||||
PhysicsServer3D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer3D::PinJointParam(i), params[i]);
|
||||
}
|
||||
}
|
||||
|
||||
PinJoint3D::PinJoint3D() {
|
||||
params[PARAM_BIAS] = 0.3;
|
||||
params[PARAM_DAMPING] = 1;
|
||||
params[PARAM_IMPULSE_CLAMP] = 0;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////
|
||||
|
||||
void HingeJoint3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &HingeJoint3D::set_param);
|
||||
ClassDB::bind_method(D_METHOD("get_param", "param"), &HingeJoint3D::get_param);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_flag", "flag", "enabled"), &HingeJoint3D::set_flag);
|
||||
ClassDB::bind_method(D_METHOD("get_flag", "flag"), &HingeJoint3D::get_flag);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/bias", PROPERTY_HINT_RANGE, "0.00,0.99,0.01"), "set_param", "get_param", PARAM_BIAS);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit/enable"), "set_flag", "get_flag", FLAG_USE_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/upper", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_LIMIT_UPPER);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/lower", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_LIMIT_LOWER);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/bias", PROPERTY_HINT_RANGE, "0.01,0.99,0.01"), "set_param", "get_param", PARAM_LIMIT_BIAS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param", "get_param", PARAM_LIMIT_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/relaxation", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param", "get_param", PARAM_LIMIT_RELAXATION);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "motor/enable"), "set_flag", "get_flag", FLAG_ENABLE_MOTOR);
|
||||
ADD_PROPERTYI(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_param", "get_param", PARAM_MOTOR_TARGET_VELOCITY);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "motor/max_impulse", PROPERTY_HINT_RANGE, "0.01,1024,0.01"), "set_param", "get_param", PARAM_MOTOR_MAX_IMPULSE);
|
||||
|
||||
BIND_ENUM_CONSTANT(PARAM_BIAS);
|
||||
BIND_ENUM_CONSTANT(PARAM_LIMIT_UPPER);
|
||||
BIND_ENUM_CONSTANT(PARAM_LIMIT_LOWER);
|
||||
BIND_ENUM_CONSTANT(PARAM_LIMIT_BIAS);
|
||||
BIND_ENUM_CONSTANT(PARAM_LIMIT_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_LIMIT_RELAXATION);
|
||||
BIND_ENUM_CONSTANT(PARAM_MOTOR_TARGET_VELOCITY);
|
||||
BIND_ENUM_CONSTANT(PARAM_MOTOR_MAX_IMPULSE);
|
||||
BIND_ENUM_CONSTANT(PARAM_MAX);
|
||||
|
||||
BIND_ENUM_CONSTANT(FLAG_USE_LIMIT);
|
||||
BIND_ENUM_CONSTANT(FLAG_ENABLE_MOTOR);
|
||||
BIND_ENUM_CONSTANT(FLAG_MAX);
|
||||
}
|
||||
|
||||
void HingeJoint3D::set_param(Param p_param, real_t p_value) {
|
||||
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
||||
params[p_param] = p_value;
|
||||
if (is_configured()) {
|
||||
PhysicsServer3D::get_singleton()->hinge_joint_set_param(get_rid(), PhysicsServer3D::HingeJointParam(p_param), p_value);
|
||||
}
|
||||
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
real_t HingeJoint3D::get_param(Param p_param) const {
|
||||
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
|
||||
return params[p_param];
|
||||
}
|
||||
|
||||
void HingeJoint3D::set_flag(Flag p_flag, bool p_value) {
|
||||
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
|
||||
flags[p_flag] = p_value;
|
||||
if (is_configured()) {
|
||||
PhysicsServer3D::get_singleton()->hinge_joint_set_flag(get_rid(), PhysicsServer3D::HingeJointFlag(p_flag), p_value);
|
||||
}
|
||||
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
bool HingeJoint3D::get_flag(Flag p_flag) const {
|
||||
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
|
||||
return flags[p_flag];
|
||||
}
|
||||
|
||||
void HingeJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) {
|
||||
Transform3D gt = get_global_transform();
|
||||
Transform3D ainv = body_a->get_global_transform().affine_inverse();
|
||||
|
||||
Transform3D local_a = ainv * gt;
|
||||
local_a.orthonormalize();
|
||||
Transform3D local_b = gt;
|
||||
|
||||
if (body_b) {
|
||||
Transform3D binv = body_b->get_global_transform().affine_inverse();
|
||||
local_b = binv * gt;
|
||||
}
|
||||
|
||||
local_b.orthonormalize();
|
||||
|
||||
PhysicsServer3D::get_singleton()->joint_make_hinge(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b);
|
||||
for (int i = 0; i < PARAM_MAX; i++) {
|
||||
PhysicsServer3D::get_singleton()->hinge_joint_set_param(p_joint, PhysicsServer3D::HingeJointParam(i), params[i]);
|
||||
}
|
||||
for (int i = 0; i < FLAG_MAX; i++) {
|
||||
set_flag(Flag(i), flags[i]);
|
||||
PhysicsServer3D::get_singleton()->hinge_joint_set_flag(p_joint, PhysicsServer3D::HingeJointFlag(i), flags[i]);
|
||||
}
|
||||
}
|
||||
|
||||
HingeJoint3D::HingeJoint3D() {
|
||||
params[PARAM_BIAS] = 0.3;
|
||||
params[PARAM_LIMIT_UPPER] = Math_PI * 0.5;
|
||||
params[PARAM_LIMIT_LOWER] = -Math_PI * 0.5;
|
||||
params[PARAM_LIMIT_BIAS] = 0.3;
|
||||
params[PARAM_LIMIT_SOFTNESS] = 0.9;
|
||||
params[PARAM_LIMIT_RELAXATION] = 1.0;
|
||||
params[PARAM_MOTOR_TARGET_VELOCITY] = 1;
|
||||
params[PARAM_MOTOR_MAX_IMPULSE] = 1;
|
||||
|
||||
flags[FLAG_USE_LIMIT] = false;
|
||||
flags[FLAG_ENABLE_MOTOR] = false;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////
|
||||
|
||||
void SliderJoint3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &SliderJoint3D::set_param);
|
||||
ClassDB::bind_method(D_METHOD("get_param", "param"), &SliderJoint3D::get_param);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/upper_distance", PROPERTY_HINT_RANGE, "-1024,1024,0.01,suffix:m"), "set_param", "get_param", PARAM_LINEAR_LIMIT_UPPER);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/lower_distance", PROPERTY_HINT_RANGE, "-1024,1024,0.01,suffix:m"), "set_param", "get_param", PARAM_LINEAR_LIMIT_LOWER);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_RESTITUTION);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_DAMPING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motion/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_MOTION_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motion/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_MOTION_RESTITUTION);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motion/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_MOTION_DAMPING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_ortho/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_ORTHOGONAL_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_ortho/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_ORTHOGONAL_RESTITUTION);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_ortho/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_ORTHOGONAL_DAMPING);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_UPPER);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_LOWER);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_RESTITUTION);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_DAMPING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motion/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_MOTION_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motion/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_MOTION_RESTITUTION);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motion/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_MOTION_DAMPING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_ortho/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_ORTHOGONAL_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_ortho/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_ORTHOGONAL_RESTITUTION);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_ortho/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_ORTHOGONAL_DAMPING);
|
||||
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_UPPER);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_LOWER);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_RESTITUTION);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_DAMPING);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTION_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTION_RESTITUTION);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTION_DAMPING);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_ORTHOGONAL_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_ORTHOGONAL_RESTITUTION);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_ORTHOGONAL_DAMPING);
|
||||
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_UPPER);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_LOWER);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_RESTITUTION);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_DAMPING);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTION_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTION_RESTITUTION);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTION_DAMPING);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_ORTHOGONAL_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_ORTHOGONAL_RESTITUTION);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_ORTHOGONAL_DAMPING);
|
||||
|
||||
BIND_ENUM_CONSTANT(PARAM_MAX);
|
||||
}
|
||||
|
||||
void SliderJoint3D::set_param(Param p_param, real_t p_value) {
|
||||
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
||||
params[p_param] = p_value;
|
||||
if (is_configured()) {
|
||||
PhysicsServer3D::get_singleton()->slider_joint_set_param(get_rid(), PhysicsServer3D::SliderJointParam(p_param), p_value);
|
||||
}
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
real_t SliderJoint3D::get_param(Param p_param) const {
|
||||
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
|
||||
return params[p_param];
|
||||
}
|
||||
|
||||
void SliderJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) {
|
||||
Transform3D gt = get_global_transform();
|
||||
Transform3D ainv = body_a->get_global_transform().affine_inverse();
|
||||
|
||||
Transform3D local_a = ainv * gt;
|
||||
local_a.orthonormalize();
|
||||
Transform3D local_b = gt;
|
||||
|
||||
if (body_b) {
|
||||
Transform3D binv = body_b->get_global_transform().affine_inverse();
|
||||
local_b = binv * gt;
|
||||
}
|
||||
|
||||
local_b.orthonormalize();
|
||||
|
||||
PhysicsServer3D::get_singleton()->joint_make_slider(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b);
|
||||
for (int i = 0; i < PARAM_MAX; i++) {
|
||||
PhysicsServer3D::get_singleton()->slider_joint_set_param(p_joint, PhysicsServer3D::SliderJointParam(i), params[i]);
|
||||
}
|
||||
}
|
||||
|
||||
SliderJoint3D::SliderJoint3D() {
|
||||
params[PARAM_LINEAR_LIMIT_UPPER] = 1.0;
|
||||
params[PARAM_LINEAR_LIMIT_LOWER] = -1.0;
|
||||
params[PARAM_LINEAR_LIMIT_SOFTNESS] = 1.0;
|
||||
params[PARAM_LINEAR_LIMIT_RESTITUTION] = 0.7;
|
||||
params[PARAM_LINEAR_LIMIT_DAMPING] = 1.0;
|
||||
params[PARAM_LINEAR_MOTION_SOFTNESS] = 1.0;
|
||||
params[PARAM_LINEAR_MOTION_RESTITUTION] = 0.7;
|
||||
params[PARAM_LINEAR_MOTION_DAMPING] = 0; //1.0;
|
||||
params[PARAM_LINEAR_ORTHOGONAL_SOFTNESS] = 1.0;
|
||||
params[PARAM_LINEAR_ORTHOGONAL_RESTITUTION] = 0.7;
|
||||
params[PARAM_LINEAR_ORTHOGONAL_DAMPING] = 1.0;
|
||||
|
||||
params[PARAM_ANGULAR_LIMIT_UPPER] = 0;
|
||||
params[PARAM_ANGULAR_LIMIT_LOWER] = 0;
|
||||
params[PARAM_ANGULAR_LIMIT_SOFTNESS] = 1.0;
|
||||
params[PARAM_ANGULAR_LIMIT_RESTITUTION] = 0.7;
|
||||
params[PARAM_ANGULAR_LIMIT_DAMPING] = 0; //1.0;
|
||||
params[PARAM_ANGULAR_MOTION_SOFTNESS] = 1.0;
|
||||
params[PARAM_ANGULAR_MOTION_RESTITUTION] = 0.7;
|
||||
params[PARAM_ANGULAR_MOTION_DAMPING] = 1.0;
|
||||
params[PARAM_ANGULAR_ORTHOGONAL_SOFTNESS] = 1.0;
|
||||
params[PARAM_ANGULAR_ORTHOGONAL_RESTITUTION] = 0.7;
|
||||
params[PARAM_ANGULAR_ORTHOGONAL_DAMPING] = 1.0;
|
||||
}
|
||||
|
||||
//////////////////////////////////
|
||||
|
||||
void ConeTwistJoint3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &ConeTwistJoint3D::set_param);
|
||||
ClassDB::bind_method(D_METHOD("get_param", "param"), &ConeTwistJoint3D::get_param);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "swing_span", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_SWING_SPAN);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "twist_span", PROPERTY_HINT_RANGE, "-40000,40000,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_TWIST_SPAN);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "bias", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_BIAS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "relaxation", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_RELAXATION);
|
||||
|
||||
BIND_ENUM_CONSTANT(PARAM_SWING_SPAN);
|
||||
BIND_ENUM_CONSTANT(PARAM_TWIST_SPAN);
|
||||
BIND_ENUM_CONSTANT(PARAM_BIAS);
|
||||
BIND_ENUM_CONSTANT(PARAM_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_RELAXATION);
|
||||
BIND_ENUM_CONSTANT(PARAM_MAX);
|
||||
}
|
||||
|
||||
void ConeTwistJoint3D::set_param(Param p_param, real_t p_value) {
|
||||
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
||||
params[p_param] = p_value;
|
||||
if (is_configured()) {
|
||||
PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(get_rid(), PhysicsServer3D::ConeTwistJointParam(p_param), p_value);
|
||||
}
|
||||
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
real_t ConeTwistJoint3D::get_param(Param p_param) const {
|
||||
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
|
||||
return params[p_param];
|
||||
}
|
||||
|
||||
void ConeTwistJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) {
|
||||
Transform3D gt = get_global_transform();
|
||||
|
||||
Transform3D ainv = body_a->get_global_transform().affine_inverse();
|
||||
|
||||
Transform3D local_a = ainv * gt;
|
||||
local_a.orthonormalize();
|
||||
Transform3D local_b = gt;
|
||||
|
||||
if (body_b) {
|
||||
Transform3D binv = body_b->get_global_transform().affine_inverse();
|
||||
local_b = binv * gt;
|
||||
}
|
||||
|
||||
local_b.orthonormalize();
|
||||
|
||||
PhysicsServer3D::get_singleton()->joint_make_cone_twist(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b);
|
||||
for (int i = 0; i < PARAM_MAX; i++) {
|
||||
PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(p_joint, PhysicsServer3D::ConeTwistJointParam(i), params[i]);
|
||||
}
|
||||
}
|
||||
|
||||
ConeTwistJoint3D::ConeTwistJoint3D() {
|
||||
params[PARAM_SWING_SPAN] = Math_PI * 0.25;
|
||||
params[PARAM_TWIST_SPAN] = Math_PI;
|
||||
params[PARAM_BIAS] = 0.3;
|
||||
params[PARAM_SOFTNESS] = 0.8;
|
||||
params[PARAM_RELAXATION] = 1.0;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#include "generic_6dof_joint_3d.h"
|
||||
|
||||
void Generic6DOFJoint3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_param_x", "param", "value"), &Generic6DOFJoint3D::set_param_x);
|
112
scene/3d/physics/joints/generic_6dof_joint_3d.h
Normal file
112
scene/3d/physics/joints/generic_6dof_joint_3d.h
Normal file
@ -0,0 +1,112 @@
|
||||
/**************************************************************************/
|
||||
/* generic_6dof_joint_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#ifndef GENERIC_6DOF_JOINT_3D_H
|
||||
#define GENERIC_6DOF_JOINT_3D_H
|
||||
|
||||
#include "scene/3d/physics/joints/joint_3d.h"
|
||||
|
||||
class Generic6DOFJoint3D : public Joint3D {
|
||||
GDCLASS(Generic6DOFJoint3D, Joint3D);
|
||||
|
||||
public:
|
||||
enum Param {
|
||||
PARAM_LINEAR_LOWER_LIMIT = PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT,
|
||||
PARAM_LINEAR_UPPER_LIMIT = PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT,
|
||||
PARAM_LINEAR_LIMIT_SOFTNESS = PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS,
|
||||
PARAM_LINEAR_RESTITUTION = PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION,
|
||||
PARAM_LINEAR_DAMPING = PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING,
|
||||
PARAM_LINEAR_MOTOR_TARGET_VELOCITY = PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY,
|
||||
PARAM_LINEAR_MOTOR_FORCE_LIMIT = PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT,
|
||||
PARAM_LINEAR_SPRING_STIFFNESS = PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS,
|
||||
PARAM_LINEAR_SPRING_DAMPING = PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING,
|
||||
PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT = PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT,
|
||||
PARAM_ANGULAR_LOWER_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT,
|
||||
PARAM_ANGULAR_UPPER_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT,
|
||||
PARAM_ANGULAR_LIMIT_SOFTNESS = PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS,
|
||||
PARAM_ANGULAR_DAMPING = PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING,
|
||||
PARAM_ANGULAR_RESTITUTION = PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION,
|
||||
PARAM_ANGULAR_FORCE_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_FORCE_LIMIT,
|
||||
PARAM_ANGULAR_ERP = PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP,
|
||||
PARAM_ANGULAR_MOTOR_TARGET_VELOCITY = PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY,
|
||||
PARAM_ANGULAR_MOTOR_FORCE_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT,
|
||||
PARAM_ANGULAR_SPRING_STIFFNESS = PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS,
|
||||
PARAM_ANGULAR_SPRING_DAMPING = PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING,
|
||||
PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT,
|
||||
PARAM_MAX = PhysicsServer3D::G6DOF_JOINT_MAX,
|
||||
};
|
||||
|
||||
enum Flag {
|
||||
FLAG_ENABLE_LINEAR_LIMIT = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT,
|
||||
FLAG_ENABLE_ANGULAR_LIMIT = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT,
|
||||
FLAG_ENABLE_LINEAR_SPRING = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING,
|
||||
FLAG_ENABLE_ANGULAR_SPRING = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING,
|
||||
FLAG_ENABLE_MOTOR = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_MOTOR,
|
||||
FLAG_ENABLE_LINEAR_MOTOR = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR,
|
||||
FLAG_MAX = PhysicsServer3D::G6DOF_JOINT_FLAG_MAX
|
||||
};
|
||||
|
||||
protected:
|
||||
real_t params_x[PARAM_MAX];
|
||||
bool flags_x[FLAG_MAX];
|
||||
real_t params_y[PARAM_MAX];
|
||||
bool flags_y[FLAG_MAX];
|
||||
real_t params_z[PARAM_MAX];
|
||||
bool flags_z[FLAG_MAX];
|
||||
|
||||
virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_param_x(Param p_param, real_t p_value);
|
||||
real_t get_param_x(Param p_param) const;
|
||||
|
||||
void set_param_y(Param p_param, real_t p_value);
|
||||
real_t get_param_y(Param p_param) const;
|
||||
|
||||
void set_param_z(Param p_param, real_t p_value);
|
||||
real_t get_param_z(Param p_param) const;
|
||||
|
||||
void set_flag_x(Flag p_flag, bool p_enabled);
|
||||
bool get_flag_x(Flag p_flag) const;
|
||||
|
||||
void set_flag_y(Flag p_flag, bool p_enabled);
|
||||
bool get_flag_y(Flag p_flag) const;
|
||||
|
||||
void set_flag_z(Flag p_flag, bool p_enabled);
|
||||
bool get_flag_z(Flag p_flag) const;
|
||||
|
||||
Generic6DOFJoint3D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(Generic6DOFJoint3D::Param);
|
||||
VARIANT_ENUM_CAST(Generic6DOFJoint3D::Flag);
|
||||
|
||||
#endif // GENERIC_6DOF_JOINT_3D_H
|
135
scene/3d/physics/joints/hinge_joint_3d.cpp
Normal file
135
scene/3d/physics/joints/hinge_joint_3d.cpp
Normal file
@ -0,0 +1,135 @@
|
||||
/**************************************************************************/
|
||||
/* hinge_joint_3d.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 "hinge_joint_3d.h"
|
||||
|
||||
void HingeJoint3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &HingeJoint3D::set_param);
|
||||
ClassDB::bind_method(D_METHOD("get_param", "param"), &HingeJoint3D::get_param);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_flag", "flag", "enabled"), &HingeJoint3D::set_flag);
|
||||
ClassDB::bind_method(D_METHOD("get_flag", "flag"), &HingeJoint3D::get_flag);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/bias", PROPERTY_HINT_RANGE, "0.00,0.99,0.01"), "set_param", "get_param", PARAM_BIAS);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit/enable"), "set_flag", "get_flag", FLAG_USE_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/upper", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_LIMIT_UPPER);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/lower", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_LIMIT_LOWER);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/bias", PROPERTY_HINT_RANGE, "0.01,0.99,0.01"), "set_param", "get_param", PARAM_LIMIT_BIAS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param", "get_param", PARAM_LIMIT_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/relaxation", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param", "get_param", PARAM_LIMIT_RELAXATION);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "motor/enable"), "set_flag", "get_flag", FLAG_ENABLE_MOTOR);
|
||||
ADD_PROPERTYI(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_param", "get_param", PARAM_MOTOR_TARGET_VELOCITY);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "motor/max_impulse", PROPERTY_HINT_RANGE, "0.01,1024,0.01"), "set_param", "get_param", PARAM_MOTOR_MAX_IMPULSE);
|
||||
|
||||
BIND_ENUM_CONSTANT(PARAM_BIAS);
|
||||
BIND_ENUM_CONSTANT(PARAM_LIMIT_UPPER);
|
||||
BIND_ENUM_CONSTANT(PARAM_LIMIT_LOWER);
|
||||
BIND_ENUM_CONSTANT(PARAM_LIMIT_BIAS);
|
||||
BIND_ENUM_CONSTANT(PARAM_LIMIT_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_LIMIT_RELAXATION);
|
||||
BIND_ENUM_CONSTANT(PARAM_MOTOR_TARGET_VELOCITY);
|
||||
BIND_ENUM_CONSTANT(PARAM_MOTOR_MAX_IMPULSE);
|
||||
BIND_ENUM_CONSTANT(PARAM_MAX);
|
||||
|
||||
BIND_ENUM_CONSTANT(FLAG_USE_LIMIT);
|
||||
BIND_ENUM_CONSTANT(FLAG_ENABLE_MOTOR);
|
||||
BIND_ENUM_CONSTANT(FLAG_MAX);
|
||||
}
|
||||
|
||||
void HingeJoint3D::set_param(Param p_param, real_t p_value) {
|
||||
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
||||
params[p_param] = p_value;
|
||||
if (is_configured()) {
|
||||
PhysicsServer3D::get_singleton()->hinge_joint_set_param(get_rid(), PhysicsServer3D::HingeJointParam(p_param), p_value);
|
||||
}
|
||||
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
real_t HingeJoint3D::get_param(Param p_param) const {
|
||||
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
|
||||
return params[p_param];
|
||||
}
|
||||
|
||||
void HingeJoint3D::set_flag(Flag p_flag, bool p_value) {
|
||||
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
|
||||
flags[p_flag] = p_value;
|
||||
if (is_configured()) {
|
||||
PhysicsServer3D::get_singleton()->hinge_joint_set_flag(get_rid(), PhysicsServer3D::HingeJointFlag(p_flag), p_value);
|
||||
}
|
||||
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
bool HingeJoint3D::get_flag(Flag p_flag) const {
|
||||
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
|
||||
return flags[p_flag];
|
||||
}
|
||||
|
||||
void HingeJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) {
|
||||
Transform3D gt = get_global_transform();
|
||||
Transform3D ainv = body_a->get_global_transform().affine_inverse();
|
||||
|
||||
Transform3D local_a = ainv * gt;
|
||||
local_a.orthonormalize();
|
||||
Transform3D local_b = gt;
|
||||
|
||||
if (body_b) {
|
||||
Transform3D binv = body_b->get_global_transform().affine_inverse();
|
||||
local_b = binv * gt;
|
||||
}
|
||||
|
||||
local_b.orthonormalize();
|
||||
|
||||
PhysicsServer3D::get_singleton()->joint_make_hinge(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b);
|
||||
for (int i = 0; i < PARAM_MAX; i++) {
|
||||
PhysicsServer3D::get_singleton()->hinge_joint_set_param(p_joint, PhysicsServer3D::HingeJointParam(i), params[i]);
|
||||
}
|
||||
for (int i = 0; i < FLAG_MAX; i++) {
|
||||
set_flag(Flag(i), flags[i]);
|
||||
PhysicsServer3D::get_singleton()->hinge_joint_set_flag(p_joint, PhysicsServer3D::HingeJointFlag(i), flags[i]);
|
||||
}
|
||||
}
|
||||
|
||||
HingeJoint3D::HingeJoint3D() {
|
||||
params[PARAM_BIAS] = 0.3;
|
||||
params[PARAM_LIMIT_UPPER] = Math_PI * 0.5;
|
||||
params[PARAM_LIMIT_LOWER] = -Math_PI * 0.5;
|
||||
params[PARAM_LIMIT_BIAS] = 0.3;
|
||||
params[PARAM_LIMIT_SOFTNESS] = 0.9;
|
||||
params[PARAM_LIMIT_RELAXATION] = 1.0;
|
||||
params[PARAM_MOTOR_TARGET_VELOCITY] = 1;
|
||||
params[PARAM_MOTOR_MAX_IMPULSE] = 1;
|
||||
|
||||
flags[FLAG_USE_LIMIT] = false;
|
||||
flags[FLAG_ENABLE_MOTOR] = false;
|
||||
}
|
77
scene/3d/physics/joints/hinge_joint_3d.h
Normal file
77
scene/3d/physics/joints/hinge_joint_3d.h
Normal file
@ -0,0 +1,77 @@
|
||||
/**************************************************************************/
|
||||
/* hinge_joint_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#ifndef HINGE_JOINT_3D_H
|
||||
#define HINGE_JOINT_3D_H
|
||||
|
||||
#include "scene/3d/physics/joints/joint_3d.h"
|
||||
|
||||
class HingeJoint3D : public Joint3D {
|
||||
GDCLASS(HingeJoint3D, Joint3D);
|
||||
|
||||
public:
|
||||
enum Param {
|
||||
PARAM_BIAS = PhysicsServer3D::HINGE_JOINT_BIAS,
|
||||
PARAM_LIMIT_UPPER = PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER,
|
||||
PARAM_LIMIT_LOWER = PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER,
|
||||
PARAM_LIMIT_BIAS = PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS,
|
||||
PARAM_LIMIT_SOFTNESS = PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS,
|
||||
PARAM_LIMIT_RELAXATION = PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION,
|
||||
PARAM_MOTOR_TARGET_VELOCITY = PhysicsServer3D::HINGE_JOINT_MOTOR_TARGET_VELOCITY,
|
||||
PARAM_MOTOR_MAX_IMPULSE = PhysicsServer3D::HINGE_JOINT_MOTOR_MAX_IMPULSE,
|
||||
PARAM_MAX = PhysicsServer3D::HINGE_JOINT_MAX
|
||||
};
|
||||
|
||||
enum Flag {
|
||||
FLAG_USE_LIMIT = PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT,
|
||||
FLAG_ENABLE_MOTOR = PhysicsServer3D::HINGE_JOINT_FLAG_ENABLE_MOTOR,
|
||||
FLAG_MAX = PhysicsServer3D::HINGE_JOINT_FLAG_MAX
|
||||
};
|
||||
|
||||
protected:
|
||||
real_t params[PARAM_MAX];
|
||||
bool flags[FLAG_MAX];
|
||||
virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_param(Param p_param, real_t p_value);
|
||||
real_t get_param(Param p_param) const;
|
||||
|
||||
void set_flag(Flag p_flag, bool p_value);
|
||||
bool get_flag(Flag p_flag) const;
|
||||
|
||||
HingeJoint3D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(HingeJoint3D::Param);
|
||||
VARIANT_ENUM_CAST(HingeJoint3D::Flag);
|
||||
|
||||
#endif // HINGE_JOINT_3D_H
|
241
scene/3d/physics/joints/joint_3d.cpp
Normal file
241
scene/3d/physics/joints/joint_3d.cpp
Normal file
@ -0,0 +1,241 @@
|
||||
/**************************************************************************/
|
||||
/* joint_3d.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_3d.h"
|
||||
|
||||
#include "scene/scene_string_names.h"
|
||||
|
||||
void Joint3D::_disconnect_signals() {
|
||||
Node *node_a = get_node_or_null(a);
|
||||
PhysicsBody3D *body_a = Object::cast_to<PhysicsBody3D>(node_a);
|
||||
if (body_a) {
|
||||
body_a->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree));
|
||||
}
|
||||
|
||||
Node *node_b = get_node_or_null(b);
|
||||
PhysicsBody3D *body_b = Object::cast_to<PhysicsBody3D>(node_b);
|
||||
if (body_b) {
|
||||
body_b->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree));
|
||||
}
|
||||
}
|
||||
|
||||
void Joint3D::_body_exit_tree() {
|
||||
_disconnect_signals();
|
||||
_update_joint(true);
|
||||
update_configuration_warnings();
|
||||
}
|
||||
|
||||
void Joint3D::_update_joint(bool p_only_free) {
|
||||
if (ba.is_valid() && bb.is_valid()) {
|
||||
PhysicsServer3D::get_singleton()->body_remove_collision_exception(ba, bb);
|
||||
PhysicsServer3D::get_singleton()->body_remove_collision_exception(bb, ba);
|
||||
}
|
||||
|
||||
ba = RID();
|
||||
bb = RID();
|
||||
|
||||
configured = false;
|
||||
|
||||
if (p_only_free || !is_inside_tree()) {
|
||||
PhysicsServer3D::get_singleton()->joint_clear(joint);
|
||||
warning = String();
|
||||
return;
|
||||
}
|
||||
|
||||
Node *node_a = get_node_or_null(a);
|
||||
Node *node_b = get_node_or_null(b);
|
||||
|
||||
PhysicsBody3D *body_a = Object::cast_to<PhysicsBody3D>(node_a);
|
||||
PhysicsBody3D *body_b = Object::cast_to<PhysicsBody3D>(node_b);
|
||||
|
||||
if (node_a && !body_a && node_b && !body_b) {
|
||||
warning = RTR("Node A and Node B must be PhysicsBody3Ds");
|
||||
} else if (node_a && !body_a) {
|
||||
warning = RTR("Node A must be a PhysicsBody3D");
|
||||
} else if (node_b && !body_b) {
|
||||
warning = RTR("Node B must be a PhysicsBody3D");
|
||||
} else if (!body_a && !body_b) {
|
||||
warning = RTR("Joint is not connected to any PhysicsBody3Ds");
|
||||
} else if (body_a == body_b) {
|
||||
warning = RTR("Node A and Node B must be different PhysicsBody3Ds");
|
||||
} else {
|
||||
warning = String();
|
||||
}
|
||||
|
||||
update_configuration_warnings();
|
||||
|
||||
if (!warning.is_empty()) {
|
||||
PhysicsServer3D::get_singleton()->joint_clear(joint);
|
||||
return;
|
||||
}
|
||||
|
||||
configured = true;
|
||||
|
||||
if (body_a) {
|
||||
_configure_joint(joint, body_a, body_b);
|
||||
} else if (body_b) {
|
||||
_configure_joint(joint, body_b, nullptr);
|
||||
}
|
||||
|
||||
PhysicsServer3D::get_singleton()->joint_set_solver_priority(joint, solver_priority);
|
||||
|
||||
if (body_a) {
|
||||
ba = body_a->get_rid();
|
||||
body_a->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree));
|
||||
}
|
||||
|
||||
if (body_b) {
|
||||
bb = body_b->get_rid();
|
||||
body_b->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree));
|
||||
}
|
||||
|
||||
PhysicsServer3D::get_singleton()->joint_disable_collisions_between_bodies(joint, exclude_from_collision);
|
||||
}
|
||||
|
||||
void Joint3D::set_node_a(const NodePath &p_node_a) {
|
||||
if (a == p_node_a) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (is_configured()) {
|
||||
_disconnect_signals();
|
||||
}
|
||||
|
||||
a = p_node_a;
|
||||
_update_joint();
|
||||
}
|
||||
|
||||
NodePath Joint3D::get_node_a() const {
|
||||
return a;
|
||||
}
|
||||
|
||||
void Joint3D::set_node_b(const NodePath &p_node_b) {
|
||||
if (b == p_node_b) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (is_configured()) {
|
||||
_disconnect_signals();
|
||||
}
|
||||
|
||||
b = p_node_b;
|
||||
_update_joint();
|
||||
}
|
||||
|
||||
NodePath Joint3D::get_node_b() const {
|
||||
return b;
|
||||
}
|
||||
|
||||
void Joint3D::set_solver_priority(int p_priority) {
|
||||
solver_priority = p_priority;
|
||||
if (joint.is_valid()) {
|
||||
PhysicsServer3D::get_singleton()->joint_set_solver_priority(joint, solver_priority);
|
||||
}
|
||||
}
|
||||
|
||||
int Joint3D::get_solver_priority() const {
|
||||
return solver_priority;
|
||||
}
|
||||
|
||||
void Joint3D::_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 Joint3D::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 Joint3D::get_exclude_nodes_from_collision() const {
|
||||
return exclude_from_collision;
|
||||
}
|
||||
|
||||
PackedStringArray Joint3D::get_configuration_warnings() const {
|
||||
PackedStringArray warnings = Node3D::get_configuration_warnings();
|
||||
|
||||
if (!warning.is_empty()) {
|
||||
warnings.push_back(warning);
|
||||
}
|
||||
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void Joint3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_node_a", "node"), &Joint3D::set_node_a);
|
||||
ClassDB::bind_method(D_METHOD("get_node_a"), &Joint3D::get_node_a);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_node_b", "node"), &Joint3D::set_node_b);
|
||||
ClassDB::bind_method(D_METHOD("get_node_b"), &Joint3D::get_node_b);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_solver_priority", "priority"), &Joint3D::set_solver_priority);
|
||||
ClassDB::bind_method(D_METHOD("get_solver_priority"), &Joint3D::get_solver_priority);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_exclude_nodes_from_collision", "enable"), &Joint3D::set_exclude_nodes_from_collision);
|
||||
ClassDB::bind_method(D_METHOD("get_exclude_nodes_from_collision"), &Joint3D::get_exclude_nodes_from_collision);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_rid"), &Joint3D::get_rid);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_a", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody3D"), "set_node_a", "get_node_a");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_b", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody3D"), "set_node_b", "get_node_b");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "solver_priority", PROPERTY_HINT_RANGE, "1,8,1"), "set_solver_priority", "get_solver_priority");
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_nodes_from_collision"), "set_exclude_nodes_from_collision", "get_exclude_nodes_from_collision");
|
||||
}
|
||||
|
||||
Joint3D::Joint3D() {
|
||||
set_notify_transform(true);
|
||||
joint = PhysicsServer3D::get_singleton()->joint_create();
|
||||
}
|
||||
|
||||
Joint3D::~Joint3D() {
|
||||
ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
|
||||
PhysicsServer3D::get_singleton()->free(joint);
|
||||
}
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user