godot/scene/2d/physics_body_2d.cpp
Ferenc Arn 1a620bd5fa Made slide and reflect active verbs acting on itself in Vector2 and Vector3.
This is in alignment with other functions in vector classes.
Also added checks for normalization, fixed the sign of reflect (which now corresponds to reflection along a plane mathematically), added bounce method and updated docs.

Fixes #8201.
2017-04-03 10:02:12 -05:00

1352 lines
43 KiB
C++

/*************************************************************************/
/* physics_body_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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::_notification(int p_what) {
/*
switch(p_what) {
case NOTIFICATION_TRANSFORM_CHANGED: {
Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_TRANSFORM,get_global_transform());
} break;
}
*/
}
void PhysicsBody2D::set_one_way_collision_direction(const Vector2 &p_dir) {
one_way_collision_direction = p_dir;
Physics2DServer::get_singleton()->body_set_one_way_collision_direction(get_rid(), p_dir);
}
Vector2 PhysicsBody2D::get_one_way_collision_direction() const {
return one_way_collision_direction;
}
void PhysicsBody2D::set_one_way_collision_max_depth(float p_depth) {
one_way_collision_max_depth = p_depth;
Physics2DServer::get_singleton()->body_set_one_way_collision_max_depth(get_rid(), p_depth);
}
float PhysicsBody2D::get_one_way_collision_max_depth() const {
return one_way_collision_max_depth;
}
void PhysicsBody2D::_set_layers(uint32_t p_mask) {
set_collision_layer(p_mask);
set_collision_mask(p_mask);
}
uint32_t PhysicsBody2D::_get_layers() const {
return get_collision_layer();
}
void PhysicsBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_collision_layer", "mask"), &PhysicsBody2D::set_collision_layer);
ClassDB::bind_method(D_METHOD("get_collision_layer"), &PhysicsBody2D::get_collision_layer);
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &PhysicsBody2D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsBody2D::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &PhysicsBody2D::set_collision_mask_bit);
ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &PhysicsBody2D::get_collision_mask_bit);
ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &PhysicsBody2D::set_collision_layer_bit);
ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &PhysicsBody2D::get_collision_layer_bit);
ClassDB::bind_method(D_METHOD("_set_layers", "mask"), &PhysicsBody2D::_set_layers);
ClassDB::bind_method(D_METHOD("_get_layers"), &PhysicsBody2D::_get_layers);
ClassDB::bind_method(D_METHOD("set_one_way_collision_direction", "dir"), &PhysicsBody2D::set_one_way_collision_direction);
ClassDB::bind_method(D_METHOD("get_one_way_collision_direction"), &PhysicsBody2D::get_one_way_collision_direction);
ClassDB::bind_method(D_METHOD("set_one_way_collision_max_depth", "depth"), &PhysicsBody2D::set_one_way_collision_max_depth);
ClassDB::bind_method(D_METHOD("get_one_way_collision_max_depth"), &PhysicsBody2D::get_one_way_collision_max_depth);
ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body:PhysicsBody2D"), &PhysicsBody2D::add_collision_exception_with);
ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body:PhysicsBody2D"), &PhysicsBody2D::remove_collision_exception_with);
ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_2D_PHYSICS, "", 0), "_set_layers", "_get_layers"); //for backwards compat
ADD_GROUP("Collision", "collision_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_layer", "get_collision_layer");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_GROUP("", "");
ADD_PROPERTYNZ(PropertyInfo(Variant::VECTOR2, "one_way_collision/direction"), "set_one_way_collision_direction", "get_one_way_collision_direction");
ADD_PROPERTYNZ(PropertyInfo(Variant::REAL, "one_way_collision/max_depth"), "set_one_way_collision_max_depth", "get_one_way_collision_max_depth");
}
void PhysicsBody2D::set_collision_layer(uint32_t p_mask) {
mask = p_mask;
Physics2DServer::get_singleton()->body_set_layer_mask(get_rid(), p_mask);
}
uint32_t PhysicsBody2D::get_collision_layer() const {
return mask;
}
void PhysicsBody2D::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
Physics2DServer::get_singleton()->body_set_collision_mask(get_rid(), p_mask);
}
uint32_t PhysicsBody2D::get_collision_mask() const {
return collision_mask;
}
void PhysicsBody2D::set_collision_mask_bit(int p_bit, bool p_value) {
uint32_t mask = get_collision_mask();
if (p_value)
mask |= 1 << p_bit;
else
mask &= ~(1 << p_bit);
set_collision_mask(mask);
}
bool PhysicsBody2D::get_collision_mask_bit(int p_bit) const {
return get_collision_mask() & (1 << p_bit);
}
void PhysicsBody2D::set_collision_layer_bit(int p_bit, bool p_value) {
uint32_t mask = get_collision_layer();
if (p_value)
mask |= 1 << p_bit;
else
mask &= ~(1 << p_bit);
set_collision_layer(mask);
}
bool PhysicsBody2D::get_collision_layer_bit(int p_bit) const {
return get_collision_layer() & (1 << p_bit);
}
PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode)
: CollisionObject2D(Physics2DServer::get_singleton()->body_create(p_mode), false) {
mask = 1;
collision_mask = 1;
set_one_way_collision_max_depth(0);
set_pickable(false);
}
void PhysicsBody2D::add_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
PhysicsBody2D *physics_body = p_node->cast_to<PhysicsBody2D>();
if (!physics_body) {
ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
}
ERR_FAIL_COND(!physics_body);
Physics2DServer::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 = p_node->cast_to<PhysicsBody2D>();
if (!physics_body) {
ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
}
ERR_FAIL_COND(!physics_body);
Physics2DServer::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid());
}
void StaticBody2D::set_constant_linear_velocity(const Vector2 &p_vel) {
constant_linear_velocity = p_vel;
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
}
void StaticBody2D::set_constant_angular_velocity(real_t p_vel) {
constant_angular_velocity = p_vel;
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::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;
}
#if 0
void StaticBody2D::_update_xform() {
if (!pre_xform || !pending)
return;
setting=true;
Transform2D new_xform = get_global_transform(); //obtain the new one
set_block_transform_notify(true);
Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_TRANSFORM,*pre_xform); //then simulate motion!
set_global_transform(*pre_xform); //but restore state to previous one in both visual and physics
set_block_transform_notify(false);
Physics2DServer::get_singleton()->body_static_simulate_motion(get_rid(),new_xform); //then simulate motion!
setting=false;
pending=false;
}
#endif
void StaticBody2D::set_friction(real_t p_friction) {
ERR_FAIL_COND(p_friction < 0 || p_friction > 1);
friction = p_friction;
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, friction);
}
real_t StaticBody2D::get_friction() const {
return friction;
}
void StaticBody2D::set_bounce(real_t p_bounce) {
ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1);
bounce = p_bounce;
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, bounce);
}
real_t StaticBody2D::get_bounce() const {
return bounce;
}
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_friction", "friction"), &StaticBody2D::set_friction);
ClassDB::bind_method(D_METHOD("get_friction"), &StaticBody2D::get_friction);
ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &StaticBody2D::set_bounce);
ClassDB::bind_method(D_METHOD("get_bounce"), &StaticBody2D::get_bounce);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce");
}
StaticBody2D::StaticBody2D()
: PhysicsBody2D(Physics2DServer::BODY_MODE_STATIC) {
constant_angular_velocity = 0;
bounce = 0;
friction = 1;
}
StaticBody2D::~StaticBody2D() {
}
void RigidBody2D::_body_enter_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = obj ? obj->cast_to<Node>() : NULL;
ERR_FAIL_COND(!node);
Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(E->get().in_scene);
contact_monitor->locked = true;
E->get().in_scene = true;
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_id, node, E->get().shapes[i].body_shape, E->get().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 = obj ? obj->cast_to<Node>() : NULL;
ERR_FAIL_COND(!node);
Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(!E->get().in_scene);
E->get().in_scene = false;
contact_monitor->locked = true;
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
}
contact_monitor->locked = false;
}
void RigidBody2D::_body_inout(int p_status, 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 = obj ? obj->cast_to<Node>() : NULL;
Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(objid);
/*if (obj) {
if (body_in)
print_line("in: "+String(obj->call("get_name")));
else
print_line("out: "+String(obj->call("get_name")));
}*/
ERR_FAIL_COND(!body_in && !E);
if (body_in) {
if (!E) {
E = contact_monitor->body_map.insert(objid, BodyState());
//E->get().rc=0;
E->get().in_scene = node && node->is_inside_tree();
if (node) {
node->connect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree, make_binds(objid));
node->connect(SceneStringNames::get_singleton()->tree_exited, this, SceneStringNames::get_singleton()->_body_exit_tree, make_binds(objid));
if (E->get().in_scene) {
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
}
}
//E->get().rc++;
}
if (node)
E->get().shapes.insert(ShapePair(p_body_shape, p_local_shape));
if (E->get().in_scene) {
emit_signal(SceneStringNames::get_singleton()->body_shape_entered, objid, node, p_body_shape, p_local_shape);
}
} else {
//E->get().rc--;
if (node)
E->get().shapes.erase(ShapePair(p_body_shape, p_local_shape));
bool in_scene = E->get().in_scene;
if (E->get().shapes.empty()) {
if (node) {
node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree);
node->disconnect(SceneStringNames::get_singleton()->tree_exited, this, SceneStringNames::get_singleton()->_body_exit_tree);
if (in_scene)
emit_signal(SceneStringNames::get_singleton()->body_exited, obj);
}
contact_monitor->body_map.erase(E);
}
if (node && in_scene) {
emit_signal(SceneStringNames::get_singleton()->body_shape_exited, objid, obj, p_body_shape, p_local_shape);
}
}
}
struct _RigidBody2DInOut {
ObjectID id;
int shape;
int local_shape;
};
bool RigidBody2D::_test_motion(const Vector2 &p_motion, float p_margin, const Ref<Physics2DTestMotionResult> &p_result) {
Physics2DServer::MotionResult *r = NULL;
if (p_result.is_valid())
r = p_result->get_result_ptr();
return Physics2DServer::get_singleton()->body_test_motion(get_rid(), get_global_transform(), p_motion, p_margin, r);
}
void RigidBody2D::_direct_state_changed(Object *p_state) {
//eh.. fuck
#ifdef DEBUG_ENABLED
state = p_state->cast_to<Physics2DDirectBodyState>();
#else
state = (Physics2DDirectBodyState *)p_state; //trust it
#endif
set_block_transform_notify(true); // don't want notify (would feedback loop)
if (mode != MODE_KINEMATIC)
set_global_transform(state->get_transform());
linear_velocity = state->get_linear_velocity();
angular_velocity = state->get_angular_velocity();
if (sleeping != state->is_sleeping()) {
sleeping = state->is_sleeping();
emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
}
if (get_script_instance())
get_script_instance()->call("_integrate_forces", state);
set_block_transform_notify(false); // want it back
if (contact_monitor) {
contact_monitor->locked = true;
//untag all
int rc = 0;
for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
for (int i = 0; i < E->get().shapes.size(); i++) {
E->get().shapes[i].tagged = false;
rc++;
}
}
_RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(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 < state->get_contact_count(); i++) {
ObjectID obj = state->get_contact_collider_id(i);
int local_shape = state->get_contact_local_shape(i);
int shape = state->get_contact_collider_shape(i);
//bool found=false;
Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(obj);
if (!E) {
toadd[toadd_count].local_shape = local_shape;
toadd[toadd_count].id = obj;
toadd[toadd_count].shape = shape;
toadd_count++;
continue;
}
ShapePair sp(shape, local_shape);
int idx = E->get().shapes.find(sp);
if (idx == -1) {
toadd[toadd_count].local_shape = local_shape;
toadd[toadd_count].id = obj;
toadd[toadd_count].shape = shape;
toadd_count++;
continue;
}
E->get().shapes[idx].tagged = true;
}
//put the ones to remove
for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
for (int i = 0; i < E->get().shapes.size(); i++) {
if (!E->get().shapes[i].tagged) {
toremove[toremove_count].body_id = E->key();
toremove[toremove_count].pair = E->get().shapes[i];
toremove_count++;
}
}
}
//process remotions
for (int i = 0; i < toremove_count; i++) {
_body_inout(0, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
}
//process aditions
for (int i = 0; i < toadd_count; i++) {
_body_inout(1, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
}
contact_monitor->locked = false;
}
state = NULL;
}
void RigidBody2D::set_mode(Mode p_mode) {
mode = p_mode;
switch (p_mode) {
case MODE_RIGID: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_RIGID);
} break;
case MODE_STATIC: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_STATIC);
} break;
case MODE_KINEMATIC: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_KINEMATIC);
} break;
case MODE_CHARACTER: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_CHARACTER);
} break;
}
}
RigidBody2D::Mode RigidBody2D::get_mode() const {
return mode;
}
void RigidBody2D::set_mass(real_t p_mass) {
ERR_FAIL_COND(p_mass <= 0);
mass = p_mass;
_change_notify("mass");
_change_notify("weight");
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::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);
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_INERTIA, p_inertia);
}
real_t RigidBody2D::get_inertia() const {
return Physics2DServer::get_singleton()->body_get_param(get_rid(), Physics2DServer::BODY_PARAM_INERTIA);
}
void RigidBody2D::set_weight(real_t p_weight) {
set_mass(p_weight / 9.8);
}
real_t RigidBody2D::get_weight() const {
return mass * 9.8;
}
void RigidBody2D::set_friction(real_t p_friction) {
ERR_FAIL_COND(p_friction < 0 || p_friction > 1);
friction = p_friction;
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, friction);
}
real_t RigidBody2D::get_friction() const {
return friction;
}
void RigidBody2D::set_bounce(real_t p_bounce) {
ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1);
bounce = p_bounce;
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, bounce);
}
real_t RigidBody2D::get_bounce() const {
return bounce;
}
void RigidBody2D::set_gravity_scale(real_t p_gravity_scale) {
gravity_scale = p_gravity_scale;
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
}
real_t RigidBody2D::get_gravity_scale() const {
return gravity_scale;
}
void RigidBody2D::set_linear_damp(real_t p_linear_damp) {
ERR_FAIL_COND(p_linear_damp < -1);
linear_damp = p_linear_damp;
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::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;
Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::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 v = state ? state->get_linear_velocity() : linear_velocity;
Vector2 axis = p_axis.normalized();
v -= axis * axis.dot(v);
v += p_axis;
if (state) {
set_linear_velocity(v);
} else {
Physics2DServer::get_singleton()->body_set_axis_velocity(get_rid(), p_axis);
linear_velocity = v;
}
}
void RigidBody2D::set_linear_velocity(const Vector2 &p_velocity) {
linear_velocity = p_velocity;
if (state)
state->set_linear_velocity(linear_velocity);
else {
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::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;
if (state)
state->set_angular_velocity(angular_velocity);
else
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::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;
Physics2DServer::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;
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_SLEEPING, sleeping);
}
void RigidBody2D::set_can_sleep(bool p_active) {
can_sleep = p_active;
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::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;
Physics2DServer::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
}
int RigidBody2D::get_max_contacts_reported() const {
return max_contacts_reported;
}
void RigidBody2D::apply_impulse(const Vector2 &p_offset, const Vector2 &p_impulse) {
Physics2DServer::get_singleton()->body_apply_impulse(get_rid(), p_offset, p_impulse);
}
void RigidBody2D::set_applied_force(const Vector2 &p_force) {
Physics2DServer::get_singleton()->body_set_applied_force(get_rid(), p_force);
};
Vector2 RigidBody2D::get_applied_force() const {
return Physics2DServer::get_singleton()->body_get_applied_force(get_rid());
};
void RigidBody2D::set_applied_torque(const float p_torque) {
Physics2DServer::get_singleton()->body_set_applied_torque(get_rid(), p_torque);
};
float RigidBody2D::get_applied_torque() const {
return Physics2DServer::get_singleton()->body_get_applied_torque(get_rid());
};
void RigidBody2D::add_force(const Vector2 &p_offset, const Vector2 &p_force) {
Physics2DServer::get_singleton()->body_add_force(get_rid(), p_offset, p_force);
}
void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
ccd_mode = p_mode;
Physics2DServer::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(), Physics2DServer::CCDMode(p_mode));
}
RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const {
return ccd_mode;
}
Array RigidBody2D::get_colliding_bodies() const {
ERR_FAIL_COND_V(!contact_monitor, Array());
Array ret;
ret.resize(contact_monitor->body_map.size());
int idx = 0;
for (const Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
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) {
if (contact_monitor->locked) {
ERR_EXPLAIN("Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\",false) instead");
}
ERR_FAIL_COND(contact_monitor->locked);
for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
//clean up mess
}
memdelete(contact_monitor);
contact_monitor = NULL;
} else {
contact_monitor = memnew(ContactMonitor);
contact_monitor->locked = false;
}
}
bool RigidBody2D::is_contact_monitor_enabled() const {
return contact_monitor != NULL;
}
void RigidBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mode", "mode"), &RigidBody2D::set_mode);
ClassDB::bind_method(D_METHOD("get_mode"), &RigidBody2D::get_mode);
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_weight", "weight"), &RigidBody2D::set_weight);
ClassDB::bind_method(D_METHOD("get_weight"), &RigidBody2D::get_weight);
ClassDB::bind_method(D_METHOD("set_friction", "friction"), &RigidBody2D::set_friction);
ClassDB::bind_method(D_METHOD("get_friction"), &RigidBody2D::get_friction);
ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &RigidBody2D::set_bounce);
ClassDB::bind_method(D_METHOD("get_bounce"), &RigidBody2D::get_bounce);
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", "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("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_impulse", "offset", "impulse"), &RigidBody2D::apply_impulse);
ClassDB::bind_method(D_METHOD("set_applied_force", "force"), &RigidBody2D::set_applied_force);
ClassDB::bind_method(D_METHOD("get_applied_force"), &RigidBody2D::get_applied_force);
ClassDB::bind_method(D_METHOD("set_applied_torque", "torque"), &RigidBody2D::set_applied_torque);
ClassDB::bind_method(D_METHOD("get_applied_torque"), &RigidBody2D::get_applied_torque);
ClassDB::bind_method(D_METHOD("add_force", "offset", "force"), &RigidBody2D::add_force);
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("test_motion", "motion", "margin", "result:Physics2DTestMotionResult"), &RigidBody2D::_test_motion, DEFVAL(0.08), DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("_direct_state_changed"), &RigidBody2D::_direct_state_changed);
ClassDB::bind_method(D_METHOD("_body_enter_tree"), &RigidBody2D::_body_enter_tree);
ClassDB::bind_method(D_METHOD("_body_exit_tree"), &RigidBody2D::_body_exit_tree);
ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);
BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state:Physics2DDirectBodyState")));
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), "set_mode", "get_mode");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_mass", "get_mass");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "weight", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", PROPERTY_USAGE_EDITOR), "set_weight", "get_weight");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), "set_gravity_scale", "get_gravity_scale");
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, "contacts_reported"), "set_max_contacts_reported", "get_max_contacts_reported");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
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_GROUP("Linear", "linear_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "-1,128,0.01"), "set_linear_damp", "get_linear_damp");
ADD_GROUP("Angular", "angular_");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "-1,128,0.01"), "set_angular_damp", "get_angular_damp");
ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body")));
ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body")));
ADD_SIGNAL(MethodInfo("sleeping_state_changed"));
BIND_CONSTANT(MODE_STATIC);
BIND_CONSTANT(MODE_KINEMATIC);
BIND_CONSTANT(MODE_RIGID);
BIND_CONSTANT(MODE_CHARACTER);
BIND_CONSTANT(CCD_MODE_DISABLED);
BIND_CONSTANT(CCD_MODE_CAST_RAY);
BIND_CONSTANT(CCD_MODE_CAST_SHAPE);
}
RigidBody2D::RigidBody2D()
: PhysicsBody2D(Physics2DServer::BODY_MODE_RIGID) {
mode = MODE_RIGID;
bounce = 0;
mass = 1;
friction = 1;
gravity_scale = 1;
linear_damp = -1;
angular_damp = -1;
max_contacts_reported = 0;
state = NULL;
angular_velocity = 0;
sleeping = false;
ccd_mode = CCD_MODE_DISABLED;
custom_integrator = false;
contact_monitor = NULL;
can_sleep = true;
Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
}
RigidBody2D::~RigidBody2D() {
if (contact_monitor)
memdelete(contact_monitor);
}
//////////////////////////
Variant KinematicBody2D::_get_collider() const {
ObjectID oid = get_collider();
if (oid == 0)
return Variant();
Object *obj = ObjectDB::get_instance(oid);
if (!obj)
return Variant();
Reference *ref = obj->cast_to<Reference>();
if (ref) {
return Ref<Reference>(ref);
}
return obj;
}
void KinematicBody2D::revert_motion() {
Transform2D gt = get_global_transform();
gt.elements[2] -= travel;
travel = Vector2();
set_global_transform(gt);
}
Vector2 KinematicBody2D::get_travel() const {
return travel;
}
Vector2 KinematicBody2D::move(const Vector2 &p_motion) {
#if 1
Transform2D gt = get_global_transform();
Physics2DServer::MotionResult result;
colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, margin, &result);
collider_metadata = result.collider_metadata;
collider_shape = result.collider_shape;
collider_vel = result.collider_velocity;
collision = result.collision_point;
normal = result.collision_normal;
collider = result.collider_id;
gt.elements[2] += result.motion;
set_global_transform(gt);
travel = result.motion;
return result.remainder;
#else
//give me back regular physics engine logic
//this is madness
//and most people using this function will think
//what it does is simpler than using physics
//this took about a week to get right..
//but is it right? who knows at this point..
colliding = false;
ERR_FAIL_COND_V(!is_inside_tree(), Vector2());
Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
ERR_FAIL_COND_V(!dss, Vector2());
const int max_shapes = 32;
Vector2 sr[max_shapes * 2];
int res_shapes;
Set<RID> exclude;
exclude.insert(get_rid());
//recover first
int recover_attempts = 4;
bool collided = false;
uint32_t mask = 0;
if (true)
mask |= Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY;
if (true)
mask |= Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
if (true)
mask |= Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY;
if (true)
mask |= Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
//print_line("margin: "+rtos(margin));
do {
//motion recover
for (int i = 0; i < get_shape_count(); i++) {
if (is_shape_set_as_trigger(i))
continue;
if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), Vector2(), margin, sr, max_shapes, res_shapes, exclude, get_layer_mask(), mask))
collided = true;
}
if (!collided)
break;
Vector2 recover_motion;
for (int i = 0; i < res_shapes; i++) {
Vector2 a = sr[i * 2 + 0];
Vector2 b = sr[i * 2 + 1];
float d = a.distance_to(b);
/*
if (d<margin)
continue;
*/
recover_motion += (b - a) * 0.4;
}
if (recover_motion == Vector2()) {
collided = false;
break;
}
Transform2D gt = get_global_transform();
gt.elements[2] += recover_motion;
set_global_transform(gt);
recover_attempts--;
} while (recover_attempts);
//move second
float safe = 1.0;
float unsafe = 1.0;
int best_shape = -1;
for (int i = 0; i < get_shape_count(); i++) {
if (is_shape_set_as_trigger(i))
continue;
float lsafe, lunsafe;
bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0, lsafe, lunsafe, exclude, get_layer_mask(), mask);
//print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
if (!valid) {
safe = 0;
unsafe = 0;
best_shape = i; //sadly it's the best
break;
}
if (lsafe == 1.0) {
continue;
}
if (lsafe < safe) {
safe = lsafe;
unsafe = lunsafe;
best_shape = i;
}
}
//print_line("best shape: "+itos(best_shape)+" motion "+p_motion);
if (safe >= 1) {
//not collided
colliding = false;
} else {
//it collided, let's get the rest info in unsafe advance
Transform2D ugt = get_global_transform();
ugt.elements[2] += p_motion * unsafe;
Physics2DDirectSpaceState::ShapeRestInfo rest_info;
bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt * get_shape_transform(best_shape), Vector2(), margin, &rest_info, exclude, get_layer_mask(), mask);
if (!c2) {
//should not happen, but floating point precision is so weird..
colliding = false;
} else {
//print_line("Travel: "+rtos(travel));
colliding = true;
collision = rest_info.point;
normal = rest_info.normal;
collider = rest_info.collider_id;
collider_vel = rest_info.linear_velocity;
collider_shape = rest_info.shape;
collider_metadata = rest_info.metadata;
}
}
Vector2 motion = p_motion * safe;
Transform2D gt = get_global_transform();
gt.elements[2] += motion;
set_global_transform(gt);
return p_motion - motion;
#endif
}
Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, float p_slope_stop_min_velocity, int p_max_bounces) {
Vector2 motion = (move_and_slide_floor_velocity + p_linear_velocity) * get_fixed_process_delta_time();
Vector2 lv = p_linear_velocity;
move_and_slide_on_floor = false;
move_and_slide_on_ceiling = false;
move_and_slide_on_wall = false;
move_and_slide_colliders.clear();
move_and_slide_floor_velocity = Vector2();
while (p_max_bounces) {
motion = move(motion);
if (is_colliding()) {
if (p_floor_direction == Vector2()) {
//all is a wall
move_and_slide_on_wall = true;
} else {
if (get_collision_normal().dot(p_floor_direction) > Math::cos(Math::deg2rad((float)45))) { //floor
move_and_slide_on_floor = true;
move_and_slide_floor_velocity = get_collider_velocity();
if (get_travel().length() < 1 && ABS((lv.x - move_and_slide_floor_velocity.x)) < p_slope_stop_min_velocity) {
revert_motion();
return Vector2();
}
} else if (get_collision_normal().dot(p_floor_direction) < Math::cos(Math::deg2rad((float)45))) { //ceiling
move_and_slide_on_ceiling = true;
} else {
move_and_slide_on_wall = true;
}
}
Vector2 n = get_collision_normal();
motion = motion.slide(n);
lv = lv.slide(n);
Variant collider = _get_collider();
if (collider.get_type() != Variant::NIL) {
move_and_slide_colliders.push_back(collider);
}
} else {
break;
}
p_max_bounces--;
if (motion == Vector2())
break;
}
return lv;
}
bool KinematicBody2D::is_move_and_slide_on_floor() const {
return move_and_slide_on_floor;
}
bool KinematicBody2D::is_move_and_slide_on_wall() const {
return move_and_slide_on_wall;
}
bool KinematicBody2D::is_move_and_slide_on_ceiling() const {
return move_and_slide_on_ceiling;
}
Array KinematicBody2D::get_move_and_slide_colliders() const {
return move_and_slide_colliders;
}
Vector2 KinematicBody2D::move_to(const Vector2 &p_position) {
return move(p_position - get_global_position());
}
bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion) {
ERR_FAIL_COND_V(!is_inside_tree(), false);
return Physics2DServer::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, margin);
}
Vector2 KinematicBody2D::get_collision_pos() const {
ERR_FAIL_COND_V(!colliding, Vector2());
return collision;
}
Vector2 KinematicBody2D::get_collision_normal() const {
ERR_FAIL_COND_V(!colliding, Vector2());
return normal;
}
Vector2 KinematicBody2D::get_collider_velocity() const {
return collider_vel;
}
ObjectID KinematicBody2D::get_collider() const {
ERR_FAIL_COND_V(!colliding, 0);
return collider;
}
int KinematicBody2D::get_collider_shape() const {
ERR_FAIL_COND_V(!colliding, 0);
return collider_shape;
}
Variant KinematicBody2D::get_collider_metadata() const {
ERR_FAIL_COND_V(!colliding, 0);
return collider_metadata;
}
bool KinematicBody2D::is_colliding() const {
return colliding;
}
void KinematicBody2D::set_collision_margin(float p_margin) {
margin = p_margin;
}
float KinematicBody2D::get_collision_margin() const {
return margin;
}
void KinematicBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("move", "rel_vec"), &KinematicBody2D::move);
ClassDB::bind_method(D_METHOD("move_to", "position"), &KinematicBody2D::move_to);
ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "slope_stop_min_velocity", "max_bounces"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(5), DEFVAL(4));
ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec"), &KinematicBody2D::test_move);
ClassDB::bind_method(D_METHOD("get_travel"), &KinematicBody2D::get_travel);
ClassDB::bind_method(D_METHOD("revert_motion"), &KinematicBody2D::revert_motion);
ClassDB::bind_method(D_METHOD("is_colliding"), &KinematicBody2D::is_colliding);
ClassDB::bind_method(D_METHOD("get_collision_pos"), &KinematicBody2D::get_collision_pos);
ClassDB::bind_method(D_METHOD("get_collision_normal"), &KinematicBody2D::get_collision_normal);
ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicBody2D::get_collider_velocity);
ClassDB::bind_method(D_METHOD("get_collider:Variant"), &KinematicBody2D::_get_collider);
ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicBody2D::get_collider_shape);
ClassDB::bind_method(D_METHOD("get_collider_metadata:Variant"), &KinematicBody2D::get_collider_metadata);
ClassDB::bind_method(D_METHOD("get_move_and_slide_colliders"), &KinematicBody2D::get_move_and_slide_colliders);
ClassDB::bind_method(D_METHOD("is_move_and_slide_on_floor"), &KinematicBody2D::is_move_and_slide_on_floor);
ClassDB::bind_method(D_METHOD("is_move_and_slide_on_ceiling"), &KinematicBody2D::is_move_and_slide_on_ceiling);
ClassDB::bind_method(D_METHOD("is_move_and_slide_on_wall"), &KinematicBody2D::is_move_and_slide_on_wall);
ClassDB::bind_method(D_METHOD("set_collision_margin", "pixels"), &KinematicBody2D::set_collision_margin);
ClassDB::bind_method(D_METHOD("get_collision_margin", "pixels"), &KinematicBody2D::get_collision_margin);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_collision_margin", "get_collision_margin");
}
KinematicBody2D::KinematicBody2D()
: PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC) {
colliding = false;
collider = 0;
collider_shape = 0;
margin = 0.08;
move_and_slide_on_floor = false;
move_and_slide_on_ceiling = false;
move_and_slide_on_wall = false;
}
KinematicBody2D::~KinematicBody2D() {
}