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-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
302 lines
7.4 KiB
C++
302 lines
7.4 KiB
C++
/*************************************************************************/
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/* physics_body_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PHYSICS_BODY_2D_H
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#define PHYSICS_BODY_2D_H
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#include "scene/2d/collision_object_2d.h"
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#include "servers/physics_2d_server.h"
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#include "vset.h"
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class PhysicsBody2D : public CollisionObject2D {
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OBJ_TYPE(PhysicsBody2D,CollisionObject2D);
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uint32_t mask;
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protected:
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void _notification(int p_what);
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PhysicsBody2D(Physics2DServer::BodyMode p_mode);
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static void _bind_methods();
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public:
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void set_layer_mask(uint32_t p_mask);
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uint32_t get_layer_mask() const;
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void add_collision_exception_with(Node* p_node); //must be physicsbody
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void remove_collision_exception_with(Node* p_node);
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PhysicsBody2D();
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};
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class StaticBody2D : public PhysicsBody2D {
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OBJ_TYPE(StaticBody2D,PhysicsBody2D);
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Vector2 constant_linear_velocity;
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real_t constant_angular_velocity;
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real_t bounce;
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real_t friction;
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protected:
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static void _bind_methods();
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public:
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void set_friction(real_t p_friction);
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real_t get_friction() const;
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void set_bounce(real_t p_bounce);
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real_t get_bounce() const;
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void set_constant_linear_velocity(const Vector2& p_vel);
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void set_constant_angular_velocity(real_t p_vel);
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Vector2 get_constant_linear_velocity() const;
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real_t get_constant_angular_velocity() const;
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StaticBody2D();
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~StaticBody2D();
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};
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class RigidBody2D : public PhysicsBody2D {
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OBJ_TYPE(RigidBody2D,PhysicsBody2D);
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public:
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enum Mode {
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MODE_RIGID,
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MODE_STATIC,
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MODE_CHARACTER,
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MODE_KINEMATIC,
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};
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enum CCDMode {
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CCD_MODE_DISABLED,
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CCD_MODE_CAST_RAY,
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CCD_MODE_CAST_SHAPE,
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};
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private:
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bool can_sleep;
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Physics2DDirectBodyState *state;
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Mode mode;
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real_t bounce;
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real_t mass;
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real_t friction;
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Vector2 linear_velocity;
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real_t angular_velocity;
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bool sleeping;
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int max_contacts_reported;
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bool custom_integrator;
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CCDMode ccd_mode;
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struct ShapePair {
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int body_shape;
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int local_shape;
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bool tagged;
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bool operator<(const ShapePair& p_sp) const {
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if (body_shape==p_sp.body_shape)
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return local_shape < p_sp.local_shape;
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else
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return body_shape < p_sp.body_shape;
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}
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ShapePair() {}
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ShapePair(int p_bs, int p_ls) { body_shape=p_bs; local_shape=p_ls; }
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};
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struct RigidBody2D_RemoveAction {
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ObjectID body_id;
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ShapePair pair;
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};
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struct BodyState {
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//int rc;
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bool in_scene;
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VSet<ShapePair> shapes;
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};
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struct ContactMonitor {
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Map<ObjectID,BodyState> body_map;
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};
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ContactMonitor *contact_monitor;
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void _body_enter_tree(ObjectID p_id);
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void _body_exit_tree(ObjectID p_id);
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void _body_inout(int p_status, ObjectID p_instance, int p_body_shape,int p_local_shape);
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void _direct_state_changed(Object *p_state);
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protected:
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static void _bind_methods();
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public:
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void set_mode(Mode p_mode);
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Mode get_mode() const;
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void set_mass(real_t p_mass);
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real_t get_mass() const;
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void set_weight(real_t p_weight);
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real_t get_weight() const;
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void set_friction(real_t p_friction);
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real_t get_friction() const;
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void set_bounce(real_t p_bounce);
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real_t get_bounce() const;
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void set_linear_velocity(const Vector2& p_velocity);
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Vector2 get_linear_velocity() const;
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void set_axis_velocity(const Vector2& p_axis);
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void set_angular_velocity(real_t p_velocity);
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real_t get_angular_velocity() const;
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void set_use_custom_integrator(bool p_enable);
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bool is_using_custom_integrator();
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void set_sleeping(bool p_sleeping);
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bool is_sleeping() const;
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void set_can_sleep(bool p_active);
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bool is_able_to_sleep() const;
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void set_contact_monitor(bool p_enabled);
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bool is_contact_monitor_enabled() const;
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void set_max_contacts_reported(int p_amount);
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int get_max_contacts_reported() const;
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void set_continuous_collision_detection_mode(CCDMode p_mode);
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CCDMode get_continuous_collision_detection_mode() const;
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void apply_impulse(const Vector2& p_pos, const Vector2& p_impulse);
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void set_applied_force(const Vector2& p_force);
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Vector2 get_applied_force() const;
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RigidBody2D();
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~RigidBody2D();
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};
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VARIANT_ENUM_CAST(RigidBody2D::Mode);
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VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
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class KinematicBody2D : public PhysicsBody2D {
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OBJ_TYPE(KinematicBody2D,PhysicsBody2D);
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float margin;
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bool collide_static;
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bool collide_rigid;
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bool collide_kinematic;
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bool collide_character;
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bool colliding;
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Vector2 collision;
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Vector2 normal;
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Vector2 collider_vel;
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ObjectID collider;
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int collider_shape;
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Variant collider_metadata;
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Variant _get_collider() const;
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_FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;
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protected:
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static void _bind_methods();
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public:
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Vector2 move(const Vector2& p_motion);
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Vector2 move_to(const Vector2& p_position);
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bool can_move_to(const Vector2& p_position,bool p_discrete=false);
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bool is_colliding() const;
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Vector2 get_collision_pos() const;
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Vector2 get_collision_normal() const;
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Vector2 get_collider_velocity() const;
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ObjectID get_collider() const;
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int get_collider_shape() const;
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Variant get_collider_metadata() const;
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void set_collide_with_static_bodies(bool p_enable);
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bool can_collide_with_static_bodies() const;
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void set_collide_with_rigid_bodies(bool p_enable);
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bool can_collide_with_rigid_bodies() const;
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void set_collide_with_kinematic_bodies(bool p_enable);
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bool can_collide_with_kinematic_bodies() const;
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void set_collide_with_character_bodies(bool p_enable);
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bool can_collide_with_character_bodies() const;
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void set_collision_margin(float p_margin);
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float get_collision_margin() const;
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KinematicBody2D();
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~KinematicBody2D();
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};
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#endif // PHYSICS_BODY_2D_H
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