godot/scene/2d/physics_body_2d.h
PouleyKetchoupp 83baecdff0 Add AnimatableBody inherited from StaticBody for moving platforms
Instead of having a physics node named Static that can be either Static
or Kinematic, AnimatableBody is added again as a separate node:
-Inherited from StaticBody to make its usage clearer
-Still separated from CharacterBody to make its usage more focused

Properly implemented constant velocity for kinematic bodies in godot
physics servers (induced velocity without actually moving).

Also updated description for the different physics nodes to make their
usage clearer.
2021-08-31 18:14:32 -07:00

420 lines
13 KiB
C++

/*************************************************************************/
/* physics_body_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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#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);
public:
bool move_and_collide(const Vector2 &p_motion, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_test_only = false, bool p_cancel_sliding = true, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>());
bool test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08);
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 = false;
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 Mode {
MODE_DYNAMIC,
MODE_STATIC,
MODE_DYNAMIC_LOCKED,
MODE_KINEMATIC,
};
enum CCDMode {
CCD_MODE_DISABLED,
CCD_MODE_CAST_RAY,
CCD_MODE_CAST_SHAPE,
};
private:
bool can_sleep = true;
Mode mode = MODE_DYNAMIC;
real_t mass = 1.0;
Ref<PhysicsMaterial> physics_material_override;
real_t gravity_scale = 1.0;
real_t linear_damp = -1.0;
real_t angular_damp = -1.0;
Vector2 linear_velocity;
real_t angular_velocity = 0.0;
bool sleeping = false;
int max_contacts_reported = 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;
Map<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);
protected:
void _notification(int p_what);
static void _bind_methods();
GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState2D *)
public:
void set_mode(Mode p_mode);
Mode get_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_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(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;
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 set_applied_force(const Vector2 &p_force);
Vector2 get_applied_force() const;
void set_applied_torque(const real_t p_torque);
real_t get_applied_torque() const;
void add_central_force(const Vector2 &p_force);
void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
void add_torque(real_t p_torque);
TypedArray<Node2D> get_colliding_bodies() const; //function for script
virtual TypedArray<String> get_configuration_warnings() const override;
RigidBody2D();
~RigidBody2D();
private:
void _reload_physics_characteristics();
};
VARIANT_ENUM_CAST(RigidBody2D::Mode);
VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
class CharacterBody2D : public PhysicsBody2D {
GDCLASS(CharacterBody2D, PhysicsBody2D);
public:
enum MotionMode {
MOTION_MODE_GROUNDED,
MOTION_MODE_FREE,
};
bool move_and_slide();
const Vector2 &get_linear_velocity() const;
void set_linear_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;
Vector2 get_floor_normal() const;
real_t get_floor_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
Vector2 get_platform_velocity() const;
int get_slide_collision_count() const;
PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const;
CharacterBody2D();
~CharacterBody2D();
private:
real_t margin = 0.08;
MotionMode motion_mode = MOTION_MODE_GROUNDED;
bool floor_stop_on_slope = false;
bool floor_constant_speed = false;
bool floor_block_on_wall = true;
bool slide_on_ceiling = true;
int max_slides = 4;
int platform_layer;
real_t floor_max_angle = Math::deg2rad((real_t)45.0);
float floor_snap_length = 0;
real_t free_mode_min_slide_angle = Math::deg2rad((real_t)15.0);
Vector2 up_direction = Vector2(0.0, -1.0);
uint32_t moving_platform_floor_layers = UINT32_MAX;
uint32_t moving_platform_wall_layers = 0;
Vector2 linear_velocity;
Vector2 floor_normal;
Vector2 platform_velocity;
RID platform_rid;
bool on_floor = false;
bool on_ceiling = false;
bool on_wall = false;
Vector<PhysicsServer2D::MotionResult> motion_results;
Vector<Ref<KinematicCollision2D>> slide_colliders;
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_free_mode_min_slide_angle() const;
void set_free_mode_min_slide_angle(real_t p_radians);
uint32_t get_moving_platform_floor_layers() const;
void set_moving_platform_floor_layers(const uint32_t p_exclude_layer);
uint32_t get_moving_platform_wall_layers() const;
void set_moving_platform_wall_layers(const uint32_t p_exclude_layer);
void set_motion_mode(MotionMode p_mode);
MotionMode get_motion_mode() const;
void _move_and_slide_free(double p_delta);
void _move_and_slide_grounded(double p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity);
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 was_on_floor, bool 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 _snap_on_floor(bool was_on_floor, bool vel_dir_facing_up);
protected:
void _notification(int p_what);
static void _bind_methods();
virtual void _validate_property(PropertyInfo &property) const override;
};
VARIANT_ENUM_CAST(CharacterBody2D::MotionMode);
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;
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;
Variant get_collider_metadata() const;
};
#endif // PHYSICS_BODY_2D_H