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2 /*  physics_body_2d.cpp                                                  */
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30 
31 #include "physics_body_2d.h"
32 
33 #include "core/core_string_names.h"
34 #include "core/engine.h"
35 #include "core/list.h"
36 #include "core/math/math_funcs.h"
37 #include "core/method_bind_ext.gen.inc"
38 #include "core/object.h"
39 #include "core/rid.h"
40 #include "scene/scene_string_names.h"
41 
_notification(int p_what)42 void PhysicsBody2D::_notification(int p_what) {
43 }
44 
_set_layers(uint32_t p_mask)45 void PhysicsBody2D::_set_layers(uint32_t p_mask) {
46 
47 	set_collision_layer(p_mask);
48 	set_collision_mask(p_mask);
49 }
50 
_get_layers() const51 uint32_t PhysicsBody2D::_get_layers() const {
52 
53 	return get_collision_layer();
54 }
55 
_bind_methods()56 void PhysicsBody2D::_bind_methods() {
57 
58 	ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PhysicsBody2D::set_collision_layer);
59 	ClassDB::bind_method(D_METHOD("get_collision_layer"), &PhysicsBody2D::get_collision_layer);
60 	ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &PhysicsBody2D::set_collision_mask);
61 	ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsBody2D::get_collision_mask);
62 
63 	ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &PhysicsBody2D::set_collision_mask_bit);
64 	ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &PhysicsBody2D::get_collision_mask_bit);
65 
66 	ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &PhysicsBody2D::set_collision_layer_bit);
67 	ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &PhysicsBody2D::get_collision_layer_bit);
68 
69 	ClassDB::bind_method(D_METHOD("_set_layers", "mask"), &PhysicsBody2D::_set_layers);
70 	ClassDB::bind_method(D_METHOD("_get_layers"), &PhysicsBody2D::_get_layers);
71 
72 	ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions);
73 	ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with);
74 	ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody2D::remove_collision_exception_with);
75 	ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_2D_PHYSICS, "", 0), "_set_layers", "_get_layers"); //for backwards compat
76 
77 	ADD_GROUP("Collision", "collision_");
78 	ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_layer", "get_collision_layer");
79 	ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
80 }
81 
set_collision_layer(uint32_t p_layer)82 void PhysicsBody2D::set_collision_layer(uint32_t p_layer) {
83 
84 	collision_layer = p_layer;
85 	Physics2DServer::get_singleton()->body_set_collision_layer(get_rid(), p_layer);
86 }
87 
get_collision_layer() const88 uint32_t PhysicsBody2D::get_collision_layer() const {
89 
90 	return collision_layer;
91 }
92 
set_collision_mask(uint32_t p_mask)93 void PhysicsBody2D::set_collision_mask(uint32_t p_mask) {
94 
95 	collision_mask = p_mask;
96 	Physics2DServer::get_singleton()->body_set_collision_mask(get_rid(), p_mask);
97 }
98 
get_collision_mask() const99 uint32_t PhysicsBody2D::get_collision_mask() const {
100 
101 	return collision_mask;
102 }
103 
set_collision_mask_bit(int p_bit,bool p_value)104 void PhysicsBody2D::set_collision_mask_bit(int p_bit, bool p_value) {
105 
106 	uint32_t mask = get_collision_mask();
107 	if (p_value)
108 		mask |= 1 << p_bit;
109 	else
110 		mask &= ~(1 << p_bit);
111 	set_collision_mask(mask);
112 }
get_collision_mask_bit(int p_bit) const113 bool PhysicsBody2D::get_collision_mask_bit(int p_bit) const {
114 
115 	return get_collision_mask() & (1 << p_bit);
116 }
117 
set_collision_layer_bit(int p_bit,bool p_value)118 void PhysicsBody2D::set_collision_layer_bit(int p_bit, bool p_value) {
119 
120 	uint32_t collision_layer = get_collision_layer();
121 	if (p_value)
122 		collision_layer |= 1 << p_bit;
123 	else
124 		collision_layer &= ~(1 << p_bit);
125 	set_collision_layer(collision_layer);
126 }
127 
get_collision_layer_bit(int p_bit) const128 bool PhysicsBody2D::get_collision_layer_bit(int p_bit) const {
129 
130 	return get_collision_layer() & (1 << p_bit);
131 }
132 
PhysicsBody2D(Physics2DServer::BodyMode p_mode)133 PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode) :
134 		CollisionObject2D(Physics2DServer::get_singleton()->body_create(), false) {
135 
136 	Physics2DServer::get_singleton()->body_set_mode(get_rid(), p_mode);
137 	collision_layer = 1;
138 	collision_mask = 1;
139 	set_pickable(false);
140 }
141 
get_collision_exceptions()142 Array PhysicsBody2D::get_collision_exceptions() {
143 	List<RID> exceptions;
144 	Physics2DServer::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions);
145 	Array ret;
146 	for (List<RID>::Element *E = exceptions.front(); E; E = E->next()) {
147 		RID body = E->get();
148 		ObjectID instance_id = Physics2DServer::get_singleton()->body_get_object_instance_id(body);
149 		Object *obj = ObjectDB::get_instance(instance_id);
150 		PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(obj);
151 		ret.append(physics_body);
152 	}
153 	return ret;
154 }
155 
add_collision_exception_with(Node * p_node)156 void PhysicsBody2D::add_collision_exception_with(Node *p_node) {
157 
158 	ERR_FAIL_NULL(p_node);
159 	PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(p_node);
160 	ERR_FAIL_COND_MSG(!physics_body, "Collision exception only works between two objects of PhysicsBody type.");
161 	Physics2DServer::get_singleton()->body_add_collision_exception(get_rid(), physics_body->get_rid());
162 }
163 
remove_collision_exception_with(Node * p_node)164 void PhysicsBody2D::remove_collision_exception_with(Node *p_node) {
165 
166 	ERR_FAIL_NULL(p_node);
167 	PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(p_node);
168 	ERR_FAIL_COND_MSG(!physics_body, "Collision exception only works between two objects of PhysicsBody type.");
169 	Physics2DServer::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid());
170 }
171 
set_constant_linear_velocity(const Vector2 & p_vel)172 void StaticBody2D::set_constant_linear_velocity(const Vector2 &p_vel) {
173 
174 	constant_linear_velocity = p_vel;
175 	Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
176 }
177 
set_constant_angular_velocity(real_t p_vel)178 void StaticBody2D::set_constant_angular_velocity(real_t p_vel) {
179 
180 	constant_angular_velocity = p_vel;
181 	Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
182 }
183 
get_constant_linear_velocity() const184 Vector2 StaticBody2D::get_constant_linear_velocity() const {
185 
186 	return constant_linear_velocity;
187 }
get_constant_angular_velocity() const188 real_t StaticBody2D::get_constant_angular_velocity() const {
189 
190 	return constant_angular_velocity;
191 }
192 
193 #ifndef DISABLE_DEPRECATED
set_friction(real_t p_friction)194 void StaticBody2D::set_friction(real_t p_friction) {
195 
196 	if (p_friction == 1.0 && physics_material_override.is_null()) { // default value, don't create an override for that
197 		return;
198 	}
199 
200 	WARN_DEPRECATED_MSG("The method set_friction has been deprecated and will be removed in the future, use physics material instead.");
201 
202 	ERR_FAIL_COND_MSG(p_friction < 0 || p_friction > 1, "Friction must be between 0 and 1.");
203 
204 	if (physics_material_override.is_null()) {
205 		physics_material_override.instance();
206 		set_physics_material_override(physics_material_override);
207 	}
208 	physics_material_override->set_friction(p_friction);
209 }
210 
get_friction() const211 real_t StaticBody2D::get_friction() const {
212 
213 	WARN_DEPRECATED_MSG("The method get_friction has been deprecated and will be removed in the future, use physics material instead.");
214 
215 	if (physics_material_override.is_null()) {
216 		return 1;
217 	}
218 
219 	return physics_material_override->get_friction();
220 }
221 
set_bounce(real_t p_bounce)222 void StaticBody2D::set_bounce(real_t p_bounce) {
223 
224 	if (p_bounce == 0.0 && physics_material_override.is_null()) { // default value, don't create an override for that
225 		return;
226 	}
227 
228 	WARN_DEPRECATED_MSG("The method set_bounce has been deprecated and will be removed in the future, use physics material instead.");
229 
230 	ERR_FAIL_COND_MSG(p_bounce < 0 || p_bounce > 1, "Bounce must be between 0 and 1.");
231 
232 	if (physics_material_override.is_null()) {
233 		physics_material_override.instance();
234 		set_physics_material_override(physics_material_override);
235 	}
236 	physics_material_override->set_bounce(p_bounce);
237 }
238 
get_bounce() const239 real_t StaticBody2D::get_bounce() const {
240 
241 	WARN_DEPRECATED_MSG("The method get_bounce has been deprecated and will be removed in the future, use physics material instead.");
242 
243 	if (physics_material_override.is_null()) {
244 		return 0;
245 	}
246 
247 	return physics_material_override->get_bounce();
248 }
249 #endif // DISABLE_DEPRECATED
250 
set_physics_material_override(const Ref<PhysicsMaterial> & p_physics_material_override)251 void StaticBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
252 	if (physics_material_override.is_valid()) {
253 		if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics"))
254 			physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics");
255 	}
256 
257 	physics_material_override = p_physics_material_override;
258 
259 	if (physics_material_override.is_valid()) {
260 		physics_material_override->connect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics");
261 	}
262 	_reload_physics_characteristics();
263 }
264 
get_physics_material_override() const265 Ref<PhysicsMaterial> StaticBody2D::get_physics_material_override() const {
266 	return physics_material_override;
267 }
268 
_bind_methods()269 void StaticBody2D::_bind_methods() {
270 
271 	ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody2D::set_constant_linear_velocity);
272 	ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody2D::set_constant_angular_velocity);
273 	ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody2D::get_constant_linear_velocity);
274 	ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody2D::get_constant_angular_velocity);
275 
276 #ifndef DISABLE_DEPRECATED
277 	ClassDB::bind_method(D_METHOD("set_friction", "friction"), &StaticBody2D::set_friction);
278 	ClassDB::bind_method(D_METHOD("get_friction"), &StaticBody2D::get_friction);
279 
280 	ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &StaticBody2D::set_bounce);
281 	ClassDB::bind_method(D_METHOD("get_bounce"), &StaticBody2D::get_bounce);
282 #endif // DISABLE_DEPRECATED
283 
284 	ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody2D::set_physics_material_override);
285 	ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody2D::get_physics_material_override);
286 
287 	ClassDB::bind_method(D_METHOD("_reload_physics_characteristics"), &StaticBody2D::_reload_physics_characteristics);
288 
289 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
290 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
291 #ifndef DISABLE_DEPRECATED
292 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_friction", "get_friction");
293 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_bounce", "get_bounce");
294 #endif // DISABLE_DEPRECATED
295 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
296 }
297 
StaticBody2D()298 StaticBody2D::StaticBody2D() :
299 		PhysicsBody2D(Physics2DServer::BODY_MODE_STATIC) {
300 
301 	constant_angular_velocity = 0;
302 }
303 
~StaticBody2D()304 StaticBody2D::~StaticBody2D() {
305 }
306 
_reload_physics_characteristics()307 void StaticBody2D::_reload_physics_characteristics() {
308 	if (physics_material_override.is_null()) {
309 		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, 0);
310 		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, 1);
311 	} else {
312 		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
313 		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
314 	}
315 }
316 
_body_enter_tree(ObjectID p_id)317 void RigidBody2D::_body_enter_tree(ObjectID p_id) {
318 
319 	Object *obj = ObjectDB::get_instance(p_id);
320 	Node *node = Object::cast_to<Node>(obj);
321 	ERR_FAIL_COND(!node);
322 
323 	ERR_FAIL_COND(!contact_monitor);
324 	Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
325 	ERR_FAIL_COND(!E);
326 	ERR_FAIL_COND(E->get().in_scene);
327 
328 	contact_monitor->locked = true;
329 
330 	E->get().in_scene = true;
331 	emit_signal(SceneStringNames::get_singleton()->body_entered, node);
332 
333 	for (int i = 0; i < E->get().shapes.size(); i++) {
334 
335 		emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
336 	}
337 
338 	contact_monitor->locked = false;
339 }
340 
_body_exit_tree(ObjectID p_id)341 void RigidBody2D::_body_exit_tree(ObjectID p_id) {
342 
343 	Object *obj = ObjectDB::get_instance(p_id);
344 	Node *node = Object::cast_to<Node>(obj);
345 	ERR_FAIL_COND(!node);
346 	ERR_FAIL_COND(!contact_monitor);
347 	Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
348 	ERR_FAIL_COND(!E);
349 	ERR_FAIL_COND(!E->get().in_scene);
350 	E->get().in_scene = false;
351 
352 	contact_monitor->locked = true;
353 
354 	emit_signal(SceneStringNames::get_singleton()->body_exited, node);
355 
356 	for (int i = 0; i < E->get().shapes.size(); i++) {
357 
358 		emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
359 	}
360 
361 	contact_monitor->locked = false;
362 }
363 
_body_inout(int p_status,ObjectID p_instance,int p_body_shape,int p_local_shape)364 void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape) {
365 
366 	bool body_in = p_status == 1;
367 	ObjectID objid = p_instance;
368 
369 	Object *obj = ObjectDB::get_instance(objid);
370 	Node *node = Object::cast_to<Node>(obj);
371 
372 	ERR_FAIL_COND(!contact_monitor);
373 	Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(objid);
374 
375 	ERR_FAIL_COND(!body_in && !E);
376 
377 	if (body_in) {
378 		if (!E) {
379 
380 			E = contact_monitor->body_map.insert(objid, BodyState());
381 			//E->get().rc=0;
382 			E->get().in_scene = node && node->is_inside_tree();
383 			if (node) {
384 				node->connect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree, make_binds(objid));
385 				node->connect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree, make_binds(objid));
386 				if (E->get().in_scene) {
387 					emit_signal(SceneStringNames::get_singleton()->body_entered, node);
388 				}
389 			}
390 
391 			//E->get().rc++;
392 		}
393 
394 		if (node)
395 			E->get().shapes.insert(ShapePair(p_body_shape, p_local_shape));
396 
397 		if (E->get().in_scene) {
398 			emit_signal(SceneStringNames::get_singleton()->body_shape_entered, objid, node, p_body_shape, p_local_shape);
399 		}
400 
401 	} else {
402 
403 		//E->get().rc--;
404 
405 		if (node)
406 			E->get().shapes.erase(ShapePair(p_body_shape, p_local_shape));
407 
408 		bool in_scene = E->get().in_scene;
409 
410 		if (E->get().shapes.empty()) {
411 
412 			if (node) {
413 				node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree);
414 				node->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree);
415 				if (in_scene)
416 					emit_signal(SceneStringNames::get_singleton()->body_exited, node);
417 			}
418 
419 			contact_monitor->body_map.erase(E);
420 		}
421 		if (node && in_scene) {
422 			emit_signal(SceneStringNames::get_singleton()->body_shape_exited, objid, node, p_body_shape, p_local_shape);
423 		}
424 	}
425 }
426 
427 struct _RigidBody2DInOut {
428 
429 	ObjectID id;
430 	int shape;
431 	int local_shape;
432 };
433 
_test_motion(const Vector2 & p_motion,bool p_infinite_inertia,float p_margin,const Ref<Physics2DTestMotionResult> & p_result)434 bool RigidBody2D::_test_motion(const Vector2 &p_motion, bool p_infinite_inertia, float p_margin, const Ref<Physics2DTestMotionResult> &p_result) {
435 
436 	Physics2DServer::MotionResult *r = NULL;
437 	if (p_result.is_valid())
438 		r = p_result->get_result_ptr();
439 	return Physics2DServer::get_singleton()->body_test_motion(get_rid(), get_global_transform(), p_motion, p_infinite_inertia, p_margin, r);
440 }
441 
_direct_state_changed(Object * p_state)442 void RigidBody2D::_direct_state_changed(Object *p_state) {
443 
444 #ifdef DEBUG_ENABLED
445 	state = Object::cast_to<Physics2DDirectBodyState>(p_state);
446 #else
447 	state = (Physics2DDirectBodyState *)p_state; //trust it
448 #endif
449 
450 	set_block_transform_notify(true); // don't want notify (would feedback loop)
451 	if (mode != MODE_KINEMATIC)
452 		set_global_transform(state->get_transform());
453 	linear_velocity = state->get_linear_velocity();
454 	angular_velocity = state->get_angular_velocity();
455 	if (sleeping != state->is_sleeping()) {
456 		sleeping = state->is_sleeping();
457 		emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
458 	}
459 	if (get_script_instance())
460 		get_script_instance()->call("_integrate_forces", state);
461 	set_block_transform_notify(false); // want it back
462 
463 	if (contact_monitor) {
464 
465 		contact_monitor->locked = true;
466 
467 		//untag all
468 		int rc = 0;
469 		for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
470 
471 			for (int i = 0; i < E->get().shapes.size(); i++) {
472 
473 				E->get().shapes[i].tagged = false;
474 				rc++;
475 			}
476 		}
477 
478 		_RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(state->get_contact_count() * sizeof(_RigidBody2DInOut));
479 		int toadd_count = 0; //state->get_contact_count();
480 		RigidBody2D_RemoveAction *toremove = (RigidBody2D_RemoveAction *)alloca(rc * sizeof(RigidBody2D_RemoveAction));
481 		int toremove_count = 0;
482 
483 		//put the ones to add
484 
485 		for (int i = 0; i < state->get_contact_count(); i++) {
486 
487 			ObjectID obj = state->get_contact_collider_id(i);
488 			int local_shape = state->get_contact_local_shape(i);
489 			int shape = state->get_contact_collider_shape(i);
490 
491 			//bool found=false;
492 
493 			Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(obj);
494 			if (!E) {
495 				toadd[toadd_count].local_shape = local_shape;
496 				toadd[toadd_count].id = obj;
497 				toadd[toadd_count].shape = shape;
498 				toadd_count++;
499 				continue;
500 			}
501 
502 			ShapePair sp(shape, local_shape);
503 			int idx = E->get().shapes.find(sp);
504 			if (idx == -1) {
505 
506 				toadd[toadd_count].local_shape = local_shape;
507 				toadd[toadd_count].id = obj;
508 				toadd[toadd_count].shape = shape;
509 				toadd_count++;
510 				continue;
511 			}
512 
513 			E->get().shapes[idx].tagged = true;
514 		}
515 
516 		//put the ones to remove
517 
518 		for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
519 
520 			for (int i = 0; i < E->get().shapes.size(); i++) {
521 
522 				if (!E->get().shapes[i].tagged) {
523 
524 					toremove[toremove_count].body_id = E->key();
525 					toremove[toremove_count].pair = E->get().shapes[i];
526 					toremove_count++;
527 				}
528 			}
529 		}
530 
531 		//process remotions
532 
533 		for (int i = 0; i < toremove_count; i++) {
534 
535 			_body_inout(0, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
536 		}
537 
538 		//process aditions
539 
540 		for (int i = 0; i < toadd_count; i++) {
541 
542 			_body_inout(1, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
543 		}
544 
545 		contact_monitor->locked = false;
546 	}
547 
548 	state = NULL;
549 }
550 
set_mode(Mode p_mode)551 void RigidBody2D::set_mode(Mode p_mode) {
552 
553 	mode = p_mode;
554 	switch (p_mode) {
555 
556 		case MODE_RIGID: {
557 
558 			Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_RIGID);
559 		} break;
560 		case MODE_STATIC: {
561 
562 			Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_STATIC);
563 
564 		} break;
565 		case MODE_KINEMATIC: {
566 
567 			Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_KINEMATIC);
568 
569 		} break;
570 		case MODE_CHARACTER: {
571 			Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_CHARACTER);
572 
573 		} break;
574 	}
575 }
576 
get_mode() const577 RigidBody2D::Mode RigidBody2D::get_mode() const {
578 
579 	return mode;
580 }
581 
set_mass(real_t p_mass)582 void RigidBody2D::set_mass(real_t p_mass) {
583 
584 	ERR_FAIL_COND(p_mass <= 0);
585 	mass = p_mass;
586 	_change_notify("mass");
587 	_change_notify("weight");
588 	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_MASS, mass);
589 }
get_mass() const590 real_t RigidBody2D::get_mass() const {
591 
592 	return mass;
593 }
594 
set_inertia(real_t p_inertia)595 void RigidBody2D::set_inertia(real_t p_inertia) {
596 
597 	ERR_FAIL_COND(p_inertia < 0);
598 	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_INERTIA, p_inertia);
599 }
600 
get_inertia() const601 real_t RigidBody2D::get_inertia() const {
602 
603 	return Physics2DServer::get_singleton()->body_get_param(get_rid(), Physics2DServer::BODY_PARAM_INERTIA);
604 }
605 
set_weight(real_t p_weight)606 void RigidBody2D::set_weight(real_t p_weight) {
607 
608 	set_mass(p_weight / (real_t(GLOBAL_DEF("physics/2d/default_gravity", 98)) / 10));
609 }
610 
get_weight() const611 real_t RigidBody2D::get_weight() const {
612 
613 	return mass * (real_t(GLOBAL_DEF("physics/2d/default_gravity", 98)) / 10);
614 }
615 
616 #ifndef DISABLE_DEPRECATED
set_friction(real_t p_friction)617 void RigidBody2D::set_friction(real_t p_friction) {
618 
619 	if (p_friction == 1.0 && physics_material_override.is_null()) { // default value, don't create an override for that
620 		return;
621 	}
622 
623 	WARN_DEPRECATED_MSG("The method set_friction has been deprecated and will be removed in the future, use physics material instead.");
624 
625 	ERR_FAIL_COND_MSG(p_friction < 0 || p_friction > 1, "Friction must be between 0 and 1.");
626 
627 	if (physics_material_override.is_null()) {
628 		physics_material_override.instance();
629 		set_physics_material_override(physics_material_override);
630 	}
631 	physics_material_override->set_friction(p_friction);
632 }
get_friction() const633 real_t RigidBody2D::get_friction() const {
634 
635 	WARN_DEPRECATED_MSG("The method get_friction has been deprecated and will be removed in the future, use physics material instead.");
636 
637 	if (physics_material_override.is_null()) {
638 		return 1;
639 	}
640 
641 	return physics_material_override->get_friction();
642 }
643 
set_bounce(real_t p_bounce)644 void RigidBody2D::set_bounce(real_t p_bounce) {
645 
646 	if (p_bounce == 0.0 && physics_material_override.is_null()) { // default value, don't create an override for that
647 		return;
648 	}
649 
650 	WARN_DEPRECATED_MSG("The method set_bounce has been deprecated and will be removed in the future, use physics material instead.");
651 
652 	ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1);
653 
654 	if (physics_material_override.is_null()) {
655 		physics_material_override.instance();
656 		set_physics_material_override(physics_material_override);
657 	}
658 	physics_material_override->set_bounce(p_bounce);
659 }
get_bounce() const660 real_t RigidBody2D::get_bounce() const {
661 
662 	WARN_DEPRECATED_MSG("The method get_bounce has been deprecated and will be removed in the future, use physics material instead.");
663 
664 	if (physics_material_override.is_null()) {
665 		return 0;
666 	}
667 
668 	return physics_material_override->get_bounce();
669 }
670 #endif // DISABLE_DEPRECATED
671 
set_physics_material_override(const Ref<PhysicsMaterial> & p_physics_material_override)672 void RigidBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
673 	if (physics_material_override.is_valid()) {
674 		if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics"))
675 			physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics");
676 	}
677 
678 	physics_material_override = p_physics_material_override;
679 
680 	if (physics_material_override.is_valid()) {
681 		physics_material_override->connect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics");
682 	}
683 	_reload_physics_characteristics();
684 }
685 
get_physics_material_override() const686 Ref<PhysicsMaterial> RigidBody2D::get_physics_material_override() const {
687 	return physics_material_override;
688 }
689 
set_gravity_scale(real_t p_gravity_scale)690 void RigidBody2D::set_gravity_scale(real_t p_gravity_scale) {
691 
692 	gravity_scale = p_gravity_scale;
693 	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
694 }
get_gravity_scale() const695 real_t RigidBody2D::get_gravity_scale() const {
696 
697 	return gravity_scale;
698 }
699 
set_linear_damp(real_t p_linear_damp)700 void RigidBody2D::set_linear_damp(real_t p_linear_damp) {
701 
702 	ERR_FAIL_COND(p_linear_damp < -1);
703 	linear_damp = p_linear_damp;
704 	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_LINEAR_DAMP, linear_damp);
705 }
get_linear_damp() const706 real_t RigidBody2D::get_linear_damp() const {
707 
708 	return linear_damp;
709 }
710 
set_angular_damp(real_t p_angular_damp)711 void RigidBody2D::set_angular_damp(real_t p_angular_damp) {
712 
713 	ERR_FAIL_COND(p_angular_damp < -1);
714 	angular_damp = p_angular_damp;
715 	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_ANGULAR_DAMP, angular_damp);
716 }
get_angular_damp() const717 real_t RigidBody2D::get_angular_damp() const {
718 
719 	return angular_damp;
720 }
721 
set_axis_velocity(const Vector2 & p_axis)722 void RigidBody2D::set_axis_velocity(const Vector2 &p_axis) {
723 
724 	Vector2 v = state ? state->get_linear_velocity() : linear_velocity;
725 	Vector2 axis = p_axis.normalized();
726 	v -= axis * axis.dot(v);
727 	v += p_axis;
728 	if (state) {
729 		set_linear_velocity(v);
730 	} else {
731 		Physics2DServer::get_singleton()->body_set_axis_velocity(get_rid(), p_axis);
732 		linear_velocity = v;
733 	}
734 }
735 
set_linear_velocity(const Vector2 & p_velocity)736 void RigidBody2D::set_linear_velocity(const Vector2 &p_velocity) {
737 
738 	linear_velocity = p_velocity;
739 	if (state)
740 		state->set_linear_velocity(linear_velocity);
741 	else {
742 
743 		Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
744 	}
745 }
746 
get_linear_velocity() const747 Vector2 RigidBody2D::get_linear_velocity() const {
748 
749 	return linear_velocity;
750 }
751 
set_angular_velocity(real_t p_velocity)752 void RigidBody2D::set_angular_velocity(real_t p_velocity) {
753 
754 	angular_velocity = p_velocity;
755 	if (state)
756 		state->set_angular_velocity(angular_velocity);
757 	else
758 		Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
759 }
get_angular_velocity() const760 real_t RigidBody2D::get_angular_velocity() const {
761 
762 	return angular_velocity;
763 }
764 
set_use_custom_integrator(bool p_enable)765 void RigidBody2D::set_use_custom_integrator(bool p_enable) {
766 
767 	if (custom_integrator == p_enable)
768 		return;
769 
770 	custom_integrator = p_enable;
771 	Physics2DServer::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
772 }
is_using_custom_integrator()773 bool RigidBody2D::is_using_custom_integrator() {
774 
775 	return custom_integrator;
776 }
777 
set_sleeping(bool p_sleeping)778 void RigidBody2D::set_sleeping(bool p_sleeping) {
779 
780 	sleeping = p_sleeping;
781 	Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_SLEEPING, sleeping);
782 }
783 
set_can_sleep(bool p_active)784 void RigidBody2D::set_can_sleep(bool p_active) {
785 
786 	can_sleep = p_active;
787 	Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_CAN_SLEEP, p_active);
788 }
789 
is_able_to_sleep() const790 bool RigidBody2D::is_able_to_sleep() const {
791 
792 	return can_sleep;
793 }
794 
is_sleeping() const795 bool RigidBody2D::is_sleeping() const {
796 
797 	return sleeping;
798 }
799 
set_max_contacts_reported(int p_amount)800 void RigidBody2D::set_max_contacts_reported(int p_amount) {
801 
802 	max_contacts_reported = p_amount;
803 	Physics2DServer::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
804 }
805 
get_max_contacts_reported() const806 int RigidBody2D::get_max_contacts_reported() const {
807 
808 	return max_contacts_reported;
809 }
810 
apply_central_impulse(const Vector2 & p_impulse)811 void RigidBody2D::apply_central_impulse(const Vector2 &p_impulse) {
812 	Physics2DServer::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
813 }
814 
apply_impulse(const Vector2 & p_offset,const Vector2 & p_impulse)815 void RigidBody2D::apply_impulse(const Vector2 &p_offset, const Vector2 &p_impulse) {
816 
817 	Physics2DServer::get_singleton()->body_apply_impulse(get_rid(), p_offset, p_impulse);
818 }
819 
apply_torque_impulse(float p_torque)820 void RigidBody2D::apply_torque_impulse(float p_torque) {
821 	Physics2DServer::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque);
822 }
823 
set_applied_force(const Vector2 & p_force)824 void RigidBody2D::set_applied_force(const Vector2 &p_force) {
825 
826 	Physics2DServer::get_singleton()->body_set_applied_force(get_rid(), p_force);
827 };
828 
get_applied_force() const829 Vector2 RigidBody2D::get_applied_force() const {
830 
831 	return Physics2DServer::get_singleton()->body_get_applied_force(get_rid());
832 };
833 
set_applied_torque(const float p_torque)834 void RigidBody2D::set_applied_torque(const float p_torque) {
835 
836 	Physics2DServer::get_singleton()->body_set_applied_torque(get_rid(), p_torque);
837 };
838 
get_applied_torque() const839 float RigidBody2D::get_applied_torque() const {
840 
841 	return Physics2DServer::get_singleton()->body_get_applied_torque(get_rid());
842 };
843 
add_central_force(const Vector2 & p_force)844 void RigidBody2D::add_central_force(const Vector2 &p_force) {
845 	Physics2DServer::get_singleton()->body_add_central_force(get_rid(), p_force);
846 }
847 
add_force(const Vector2 & p_offset,const Vector2 & p_force)848 void RigidBody2D::add_force(const Vector2 &p_offset, const Vector2 &p_force) {
849 
850 	Physics2DServer::get_singleton()->body_add_force(get_rid(), p_offset, p_force);
851 }
852 
add_torque(const float p_torque)853 void RigidBody2D::add_torque(const float p_torque) {
854 	Physics2DServer::get_singleton()->body_add_torque(get_rid(), p_torque);
855 }
856 
set_continuous_collision_detection_mode(CCDMode p_mode)857 void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
858 
859 	ccd_mode = p_mode;
860 	Physics2DServer::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(), Physics2DServer::CCDMode(p_mode));
861 }
862 
get_continuous_collision_detection_mode() const863 RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const {
864 
865 	return ccd_mode;
866 }
867 
get_colliding_bodies() const868 Array RigidBody2D::get_colliding_bodies() const {
869 
870 	ERR_FAIL_COND_V(!contact_monitor, Array());
871 
872 	Array ret;
873 	ret.resize(contact_monitor->body_map.size());
874 	int idx = 0;
875 	for (const Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
876 		Object *obj = ObjectDB::get_instance(E->key());
877 		if (!obj) {
878 			ret.resize(ret.size() - 1); //ops
879 		} else {
880 			ret[idx++] = obj;
881 		}
882 	}
883 
884 	return ret;
885 }
886 
set_contact_monitor(bool p_enabled)887 void RigidBody2D::set_contact_monitor(bool p_enabled) {
888 
889 	if (p_enabled == is_contact_monitor_enabled())
890 		return;
891 
892 	if (!p_enabled) {
893 
894 		ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead.");
895 
896 		for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
897 
898 			//clean up mess
899 			Object *obj = ObjectDB::get_instance(E->key());
900 			Node *node = Object::cast_to<Node>(obj);
901 
902 			if (node) {
903 
904 				node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree);
905 				node->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree);
906 			}
907 		}
908 
909 		memdelete(contact_monitor);
910 		contact_monitor = NULL;
911 	} else {
912 
913 		contact_monitor = memnew(ContactMonitor);
914 		contact_monitor->locked = false;
915 	}
916 }
917 
is_contact_monitor_enabled() const918 bool RigidBody2D::is_contact_monitor_enabled() const {
919 
920 	return contact_monitor != NULL;
921 }
922 
_notification(int p_what)923 void RigidBody2D::_notification(int p_what) {
924 
925 #ifdef TOOLS_ENABLED
926 	if (p_what == NOTIFICATION_ENTER_TREE) {
927 		if (Engine::get_singleton()->is_editor_hint()) {
928 			set_notify_local_transform(true); //used for warnings and only in editor
929 		}
930 	}
931 
932 	if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
933 		if (Engine::get_singleton()->is_editor_hint()) {
934 			update_configuration_warning();
935 		}
936 	}
937 
938 #endif
939 }
940 
get_configuration_warning() const941 String RigidBody2D::get_configuration_warning() const {
942 
943 	Transform2D t = get_transform();
944 
945 	String warning = CollisionObject2D::get_configuration_warning();
946 
947 	if ((get_mode() == MODE_RIGID || get_mode() == MODE_CHARACTER) && (ABS(t.elements[0].length() - 1.0) > 0.05 || ABS(t.elements[1].length() - 1.0) > 0.05)) {
948 		if (warning != String()) {
949 			warning += "\n\n";
950 		}
951 		warning += TTR("Size changes to RigidBody2D (in character or rigid modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead.");
952 	}
953 
954 	return warning;
955 }
956 
_bind_methods()957 void RigidBody2D::_bind_methods() {
958 
959 	ClassDB::bind_method(D_METHOD("set_mode", "mode"), &RigidBody2D::set_mode);
960 	ClassDB::bind_method(D_METHOD("get_mode"), &RigidBody2D::get_mode);
961 
962 	ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody2D::set_mass);
963 	ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody2D::get_mass);
964 
965 	ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody2D::get_inertia);
966 	ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody2D::set_inertia);
967 
968 	ClassDB::bind_method(D_METHOD("set_weight", "weight"), &RigidBody2D::set_weight);
969 	ClassDB::bind_method(D_METHOD("get_weight"), &RigidBody2D::get_weight);
970 
971 #ifndef DISABLE_DEPRECATED
972 	ClassDB::bind_method(D_METHOD("set_friction", "friction"), &RigidBody2D::set_friction);
973 	ClassDB::bind_method(D_METHOD("get_friction"), &RigidBody2D::get_friction);
974 
975 	ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &RigidBody2D::set_bounce);
976 	ClassDB::bind_method(D_METHOD("get_bounce"), &RigidBody2D::get_bounce);
977 #endif // DISABLE_DEPRECATED
978 
979 	ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody2D::set_physics_material_override);
980 	ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody2D::get_physics_material_override);
981 
982 	ClassDB::bind_method(D_METHOD("_reload_physics_characteristics"), &RigidBody2D::_reload_physics_characteristics);
983 
984 	ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody2D::set_gravity_scale);
985 	ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody2D::get_gravity_scale);
986 
987 	ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody2D::set_linear_damp);
988 	ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody2D::get_linear_damp);
989 
990 	ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody2D::set_angular_damp);
991 	ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody2D::get_angular_damp);
992 
993 	ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody2D::set_linear_velocity);
994 	ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody2D::get_linear_velocity);
995 
996 	ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody2D::set_angular_velocity);
997 	ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody2D::get_angular_velocity);
998 
999 	ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody2D::set_max_contacts_reported);
1000 	ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody2D::get_max_contacts_reported);
1001 
1002 	ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody2D::set_use_custom_integrator);
1003 	ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody2D::is_using_custom_integrator);
1004 
1005 	ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody2D::set_contact_monitor);
1006 	ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody2D::is_contact_monitor_enabled);
1007 
1008 	ClassDB::bind_method(D_METHOD("set_continuous_collision_detection_mode", "mode"), &RigidBody2D::set_continuous_collision_detection_mode);
1009 	ClassDB::bind_method(D_METHOD("get_continuous_collision_detection_mode"), &RigidBody2D::get_continuous_collision_detection_mode);
1010 
1011 	ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody2D::set_axis_velocity);
1012 	ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody2D::apply_central_impulse);
1013 	ClassDB::bind_method(D_METHOD("apply_impulse", "offset", "impulse"), &RigidBody2D::apply_impulse);
1014 	ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidBody2D::apply_torque_impulse);
1015 
1016 	ClassDB::bind_method(D_METHOD("set_applied_force", "force"), &RigidBody2D::set_applied_force);
1017 	ClassDB::bind_method(D_METHOD("get_applied_force"), &RigidBody2D::get_applied_force);
1018 
1019 	ClassDB::bind_method(D_METHOD("set_applied_torque", "torque"), &RigidBody2D::set_applied_torque);
1020 	ClassDB::bind_method(D_METHOD("get_applied_torque"), &RigidBody2D::get_applied_torque);
1021 
1022 	ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidBody2D::add_central_force);
1023 	ClassDB::bind_method(D_METHOD("add_force", "offset", "force"), &RigidBody2D::add_force);
1024 	ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidBody2D::add_torque);
1025 
1026 	ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody2D::set_sleeping);
1027 	ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody2D::is_sleeping);
1028 
1029 	ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep);
1030 	ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep);
1031 
1032 	ClassDB::bind_method(D_METHOD("test_motion", "motion", "infinite_inertia", "margin", "result"), &RigidBody2D::_test_motion, DEFVAL(true), DEFVAL(0.08), DEFVAL(Variant()));
1033 
1034 	ClassDB::bind_method(D_METHOD("_direct_state_changed"), &RigidBody2D::_direct_state_changed);
1035 	ClassDB::bind_method(D_METHOD("_body_enter_tree"), &RigidBody2D::_body_enter_tree);
1036 	ClassDB::bind_method(D_METHOD("_body_exit_tree"), &RigidBody2D::_body_exit_tree);
1037 
1038 	ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);
1039 
1040 	BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "Physics2DDirectBodyState")));
1041 
1042 	ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), "set_mode", "get_mode");
1043 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_mass", "get_mass");
1044 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "inertia", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", 0), "set_inertia", "get_inertia");
1045 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "weight", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", PROPERTY_USAGE_EDITOR), "set_weight", "get_weight");
1046 #ifndef DISABLE_DEPRECATED
1047 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_friction", "get_friction");
1048 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_bounce", "get_bounce");
1049 #endif // DISABLE_DEPRECATED
1050 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
1051 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), "set_gravity_scale", "get_gravity_scale");
1052 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator");
1053 	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");
1054 	ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported");
1055 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
1056 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping");
1057 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
1058 	ADD_GROUP("Linear", "linear_");
1059 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
1060 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
1061 	ADD_GROUP("Angular", "angular_");
1062 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
1063 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
1064 	ADD_GROUP("Applied Forces", "applied_");
1065 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "applied_force"), "set_applied_force", "get_applied_force");
1066 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "applied_torque"), "set_applied_torque", "get_applied_torque");
1067 
1068 	ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
1069 	ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
1070 	ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
1071 	ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
1072 	ADD_SIGNAL(MethodInfo("sleeping_state_changed"));
1073 
1074 	BIND_ENUM_CONSTANT(MODE_RIGID);
1075 	BIND_ENUM_CONSTANT(MODE_STATIC);
1076 	BIND_ENUM_CONSTANT(MODE_CHARACTER);
1077 	BIND_ENUM_CONSTANT(MODE_KINEMATIC);
1078 
1079 	BIND_ENUM_CONSTANT(CCD_MODE_DISABLED);
1080 	BIND_ENUM_CONSTANT(CCD_MODE_CAST_RAY);
1081 	BIND_ENUM_CONSTANT(CCD_MODE_CAST_SHAPE);
1082 }
1083 
RigidBody2D()1084 RigidBody2D::RigidBody2D() :
1085 		PhysicsBody2D(Physics2DServer::BODY_MODE_RIGID) {
1086 
1087 	mode = MODE_RIGID;
1088 
1089 	mass = 1;
1090 
1091 	gravity_scale = 1;
1092 	linear_damp = -1;
1093 	angular_damp = -1;
1094 
1095 	max_contacts_reported = 0;
1096 	state = NULL;
1097 
1098 	angular_velocity = 0;
1099 	sleeping = false;
1100 	ccd_mode = CCD_MODE_DISABLED;
1101 
1102 	custom_integrator = false;
1103 	contact_monitor = NULL;
1104 	can_sleep = true;
1105 
1106 	Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
1107 }
1108 
~RigidBody2D()1109 RigidBody2D::~RigidBody2D() {
1110 
1111 	if (contact_monitor)
1112 		memdelete(contact_monitor);
1113 }
1114 
_reload_physics_characteristics()1115 void RigidBody2D::_reload_physics_characteristics() {
1116 	if (physics_material_override.is_null()) {
1117 		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, 0);
1118 		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, 1);
1119 	} else {
1120 		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
1121 		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
1122 	}
1123 }
1124 
1125 //////////////////////////
1126 
_move(const Vector2 & p_motion,bool p_infinite_inertia,bool p_exclude_raycast_shapes,bool p_test_only)1127 Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
1128 
1129 	Collision col;
1130 
1131 	if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) {
1132 		if (motion_cache.is_null()) {
1133 			motion_cache.instance();
1134 			motion_cache->owner = this;
1135 		}
1136 
1137 		motion_cache->collision = col;
1138 
1139 		return motion_cache;
1140 	}
1141 
1142 	return Ref<KinematicCollision2D>();
1143 }
1144 
separate_raycast_shapes(bool p_infinite_inertia,Collision & r_collision)1145 bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision) {
1146 
1147 	Physics2DServer::SeparationResult sep_res[8]; //max 8 rays
1148 
1149 	Transform2D gt = get_global_transform();
1150 
1151 	Vector2 recover;
1152 	int hits = Physics2DServer::get_singleton()->body_test_ray_separation(get_rid(), gt, p_infinite_inertia, recover, sep_res, 8, margin);
1153 	int deepest = -1;
1154 	float deepest_depth;
1155 	for (int i = 0; i < hits; i++) {
1156 		if (deepest == -1 || sep_res[i].collision_depth > deepest_depth) {
1157 			deepest = i;
1158 			deepest_depth = sep_res[i].collision_depth;
1159 		}
1160 	}
1161 
1162 	gt.elements[2] += recover;
1163 	set_global_transform(gt);
1164 
1165 	if (deepest != -1) {
1166 		r_collision.collider = sep_res[deepest].collider_id;
1167 		r_collision.collider_metadata = sep_res[deepest].collider_metadata;
1168 		r_collision.collider_shape = sep_res[deepest].collider_shape;
1169 		r_collision.collider_vel = sep_res[deepest].collider_velocity;
1170 		r_collision.collision = sep_res[deepest].collision_point;
1171 		r_collision.normal = sep_res[deepest].collision_normal;
1172 		r_collision.local_shape = sep_res[deepest].collision_local_shape;
1173 		r_collision.travel = recover;
1174 		r_collision.remainder = Vector2();
1175 
1176 		return true;
1177 	} else {
1178 		return false;
1179 	}
1180 }
1181 
move_and_collide(const Vector2 & p_motion,bool p_infinite_inertia,Collision & r_collision,bool p_exclude_raycast_shapes,bool p_test_only)1182 bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only) {
1183 
1184 	if (sync_to_physics) {
1185 		ERR_PRINT("Functions move_and_slide and move_and_collide do not work together with 'sync to physics' option. Please read the documentation.");
1186 	}
1187 	Transform2D gt = get_global_transform();
1188 	Physics2DServer::MotionResult result;
1189 	bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, margin, &result, p_exclude_raycast_shapes);
1190 
1191 	if (colliding) {
1192 		r_collision.collider_metadata = result.collider_metadata;
1193 		r_collision.collider_shape = result.collider_shape;
1194 		r_collision.collider_vel = result.collider_velocity;
1195 		r_collision.collision = result.collision_point;
1196 		r_collision.normal = result.collision_normal;
1197 		r_collision.collider = result.collider_id;
1198 		r_collision.collider_rid = result.collider;
1199 		r_collision.travel = result.motion;
1200 		r_collision.remainder = result.remainder;
1201 		r_collision.local_shape = result.collision_local_shape;
1202 	}
1203 
1204 	if (!p_test_only) {
1205 		gt.elements[2] += result.motion;
1206 		set_global_transform(gt);
1207 	}
1208 
1209 	return colliding;
1210 }
1211 
1212 //so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
1213 #define FLOOR_ANGLE_THRESHOLD 0.01
1214 
move_and_slide(const Vector2 & p_linear_velocity,const Vector2 & p_up_direction,bool p_stop_on_slope,int p_max_slides,float p_floor_max_angle,bool p_infinite_inertia)1215 Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
1216 
1217 	Vector2 body_velocity = p_linear_velocity;
1218 	Vector2 body_velocity_normal = body_velocity.normalized();
1219 	Vector2 up_direction = p_up_direction.normalized();
1220 
1221 	Vector2 current_floor_velocity = floor_velocity;
1222 	if (on_floor && on_floor_body.is_valid()) {
1223 		//this approach makes sure there is less delay between the actual body velocity and the one we saved
1224 		Physics2DDirectBodyState *bs = Physics2DServer::get_singleton()->body_get_direct_state(on_floor_body);
1225 		if (bs) {
1226 			current_floor_velocity = bs->get_linear_velocity();
1227 		}
1228 	}
1229 
1230 	// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
1231 	Vector2 motion = (current_floor_velocity + body_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time());
1232 
1233 	on_floor = false;
1234 	on_floor_body = RID();
1235 	on_ceiling = false;
1236 	on_wall = false;
1237 	colliders.clear();
1238 	floor_normal = Vector2();
1239 	floor_velocity = Vector2();
1240 
1241 	while (p_max_slides) {
1242 
1243 		Collision collision;
1244 		bool found_collision = false;
1245 
1246 		for (int i = 0; i < 2; ++i) {
1247 			bool collided;
1248 			if (i == 0) { //collide
1249 				collided = move_and_collide(motion, p_infinite_inertia, collision);
1250 				if (!collided) {
1251 					motion = Vector2(); //clear because no collision happened and motion completed
1252 				}
1253 			} else { //separate raycasts (if any)
1254 				collided = separate_raycast_shapes(p_infinite_inertia, collision);
1255 				if (collided) {
1256 					collision.remainder = motion; //keep
1257 					collision.travel = Vector2();
1258 				}
1259 			}
1260 
1261 			if (collided) {
1262 				found_collision = true;
1263 
1264 				colliders.push_back(collision);
1265 				motion = collision.remainder;
1266 
1267 				if (up_direction == Vector2()) {
1268 					//all is a wall
1269 					on_wall = true;
1270 				} else {
1271 					if (Math::acos(collision.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
1272 
1273 						on_floor = true;
1274 						floor_normal = collision.normal;
1275 						on_floor_body = collision.collider_rid;
1276 						floor_velocity = collision.collider_vel;
1277 
1278 						if (p_stop_on_slope) {
1279 							if ((body_velocity_normal + up_direction).length() < 0.01 && collision.travel.length() < 1) {
1280 								Transform2D gt = get_global_transform();
1281 								gt.elements[2] -= collision.travel.slide(up_direction);
1282 								set_global_transform(gt);
1283 								return Vector2();
1284 							}
1285 						}
1286 					} else if (Math::acos(collision.normal.dot(-up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
1287 						on_ceiling = true;
1288 					} else {
1289 						on_wall = true;
1290 					}
1291 				}
1292 
1293 				motion = motion.slide(collision.normal);
1294 				body_velocity = body_velocity.slide(collision.normal);
1295 			}
1296 		}
1297 
1298 		if (!found_collision || motion == Vector2())
1299 			break;
1300 
1301 		--p_max_slides;
1302 	}
1303 
1304 	return body_velocity;
1305 }
1306 
move_and_slide_with_snap(const Vector2 & p_linear_velocity,const Vector2 & p_snap,const Vector2 & p_up_direction,bool p_stop_on_slope,int p_max_slides,float p_floor_max_angle,bool p_infinite_inertia)1307 Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
1308 
1309 	Vector2 up_direction = p_up_direction.normalized();
1310 	bool was_on_floor = on_floor;
1311 
1312 	Vector2 ret = move_and_slide(p_linear_velocity, up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
1313 	if (!was_on_floor || p_snap == Vector2()) {
1314 		return ret;
1315 	}
1316 
1317 	Collision col;
1318 	Transform2D gt = get_global_transform();
1319 
1320 	if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
1321 		bool apply = true;
1322 		if (up_direction != Vector2()) {
1323 			if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
1324 				on_floor = true;
1325 				floor_normal = col.normal;
1326 				on_floor_body = col.collider_rid;
1327 				floor_velocity = col.collider_vel;
1328 				if (p_stop_on_slope) {
1329 					// move and collide may stray the object a bit because of pre un-stucking,
1330 					// so only ensure that motion happens on floor direction in this case.
1331 					col.travel = up_direction * up_direction.dot(col.travel);
1332 				}
1333 
1334 			} else {
1335 				apply = false;
1336 			}
1337 		}
1338 
1339 		if (apply) {
1340 			gt.elements[2] += col.travel;
1341 			set_global_transform(gt);
1342 		}
1343 	}
1344 
1345 	return ret;
1346 }
1347 
is_on_floor() const1348 bool KinematicBody2D::is_on_floor() const {
1349 
1350 	return on_floor;
1351 }
is_on_wall() const1352 bool KinematicBody2D::is_on_wall() const {
1353 
1354 	return on_wall;
1355 }
is_on_ceiling() const1356 bool KinematicBody2D::is_on_ceiling() const {
1357 
1358 	return on_ceiling;
1359 }
1360 
get_floor_normal() const1361 Vector2 KinematicBody2D::get_floor_normal() const {
1362 
1363 	return floor_normal;
1364 }
1365 
get_floor_velocity() const1366 Vector2 KinematicBody2D::get_floor_velocity() const {
1367 
1368 	return floor_velocity;
1369 }
1370 
test_move(const Transform2D & p_from,const Vector2 & p_motion,bool p_infinite_inertia)1371 bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia) {
1372 
1373 	ERR_FAIL_COND_V(!is_inside_tree(), false);
1374 
1375 	return Physics2DServer::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, margin);
1376 }
1377 
set_safe_margin(float p_margin)1378 void KinematicBody2D::set_safe_margin(float p_margin) {
1379 
1380 	margin = p_margin;
1381 }
1382 
get_safe_margin() const1383 float KinematicBody2D::get_safe_margin() const {
1384 
1385 	return margin;
1386 }
1387 
get_slide_count() const1388 int KinematicBody2D::get_slide_count() const {
1389 
1390 	return colliders.size();
1391 }
1392 
get_slide_collision(int p_bounce) const1393 KinematicBody2D::Collision KinematicBody2D::get_slide_collision(int p_bounce) const {
1394 	ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Collision());
1395 	return colliders[p_bounce];
1396 }
1397 
_get_slide_collision(int p_bounce)1398 Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) {
1399 
1400 	ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Ref<KinematicCollision2D>());
1401 	if (p_bounce >= slide_colliders.size()) {
1402 		slide_colliders.resize(p_bounce + 1);
1403 	}
1404 
1405 	if (slide_colliders[p_bounce].is_null()) {
1406 		slide_colliders.write[p_bounce].instance();
1407 		slide_colliders.write[p_bounce]->owner = this;
1408 	}
1409 
1410 	slide_colliders.write[p_bounce]->collision = colliders[p_bounce];
1411 	return slide_colliders[p_bounce];
1412 }
1413 
set_sync_to_physics(bool p_enable)1414 void KinematicBody2D::set_sync_to_physics(bool p_enable) {
1415 
1416 	if (sync_to_physics == p_enable) {
1417 		return;
1418 	}
1419 	sync_to_physics = p_enable;
1420 
1421 	if (Engine::get_singleton()->is_editor_hint())
1422 		return;
1423 
1424 	if (p_enable) {
1425 		Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
1426 		set_only_update_transform_changes(true);
1427 		set_notify_local_transform(true);
1428 	} else {
1429 		Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, "");
1430 		set_only_update_transform_changes(false);
1431 		set_notify_local_transform(false);
1432 	}
1433 }
1434 
is_sync_to_physics_enabled() const1435 bool KinematicBody2D::is_sync_to_physics_enabled() const {
1436 	return sync_to_physics;
1437 }
1438 
_direct_state_changed(Object * p_state)1439 void KinematicBody2D::_direct_state_changed(Object *p_state) {
1440 
1441 	if (!sync_to_physics)
1442 		return;
1443 
1444 	Physics2DDirectBodyState *state = Object::cast_to<Physics2DDirectBodyState>(p_state);
1445 
1446 	last_valid_transform = state->get_transform();
1447 	set_notify_local_transform(false);
1448 	set_global_transform(last_valid_transform);
1449 	set_notify_local_transform(true);
1450 }
1451 
_notification(int p_what)1452 void KinematicBody2D::_notification(int p_what) {
1453 	if (p_what == NOTIFICATION_ENTER_TREE) {
1454 		last_valid_transform = get_global_transform();
1455 
1456 		// Reset move_and_slide() data.
1457 		on_floor = false;
1458 		on_floor_body = RID();
1459 		on_ceiling = false;
1460 		on_wall = false;
1461 		colliders.clear();
1462 		floor_velocity = Vector2();
1463 	}
1464 
1465 	if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
1466 		//used by sync to physics, send the new transform to the physics
1467 		Transform2D new_transform = get_global_transform();
1468 		Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_TRANSFORM, new_transform);
1469 		//but then revert changes
1470 		set_notify_local_transform(false);
1471 		set_global_transform(last_valid_transform);
1472 		set_notify_local_transform(true);
1473 	}
1474 }
_bind_methods()1475 void KinematicBody2D::_bind_methods() {
1476 
1477 	ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));
1478 	ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
1479 	ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
1480 
1481 	ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move, DEFVAL(true));
1482 
1483 	ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody2D::is_on_floor);
1484 	ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody2D::is_on_ceiling);
1485 	ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody2D::is_on_wall);
1486 	ClassDB::bind_method(D_METHOD("get_floor_normal"), &KinematicBody2D::get_floor_normal);
1487 	ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody2D::get_floor_velocity);
1488 
1489 	ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody2D::set_safe_margin);
1490 	ClassDB::bind_method(D_METHOD("get_safe_margin"), &KinematicBody2D::get_safe_margin);
1491 
1492 	ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody2D::get_slide_count);
1493 	ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody2D::_get_slide_collision);
1494 
1495 	ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &KinematicBody2D::set_sync_to_physics);
1496 	ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &KinematicBody2D::is_sync_to_physics_enabled);
1497 
1498 	ClassDB::bind_method(D_METHOD("_direct_state_changed"), &KinematicBody2D::_direct_state_changed);
1499 
1500 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
1501 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
1502 }
1503 
KinematicBody2D()1504 KinematicBody2D::KinematicBody2D() :
1505 		PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC) {
1506 
1507 	margin = 0.08;
1508 
1509 	on_floor = false;
1510 	on_ceiling = false;
1511 	on_wall = false;
1512 	sync_to_physics = false;
1513 }
~KinematicBody2D()1514 KinematicBody2D::~KinematicBody2D() {
1515 	if (motion_cache.is_valid()) {
1516 		motion_cache->owner = NULL;
1517 	}
1518 
1519 	for (int i = 0; i < slide_colliders.size(); i++) {
1520 		if (slide_colliders[i].is_valid()) {
1521 			slide_colliders.write[i]->owner = NULL;
1522 		}
1523 	}
1524 }
1525 
1526 ////////////////////////
1527 
get_position() const1528 Vector2 KinematicCollision2D::get_position() const {
1529 
1530 	return collision.collision;
1531 }
get_normal() const1532 Vector2 KinematicCollision2D::get_normal() const {
1533 	return collision.normal;
1534 }
get_travel() const1535 Vector2 KinematicCollision2D::get_travel() const {
1536 	return collision.travel;
1537 }
get_remainder() const1538 Vector2 KinematicCollision2D::get_remainder() const {
1539 	return collision.remainder;
1540 }
get_local_shape() const1541 Object *KinematicCollision2D::get_local_shape() const {
1542 	if (!owner) return NULL;
1543 	uint32_t ownerid = owner->shape_find_owner(collision.local_shape);
1544 	return owner->shape_owner_get_owner(ownerid);
1545 }
1546 
get_collider() const1547 Object *KinematicCollision2D::get_collider() const {
1548 
1549 	if (collision.collider) {
1550 		return ObjectDB::get_instance(collision.collider);
1551 	}
1552 
1553 	return NULL;
1554 }
get_collider_id() const1555 ObjectID KinematicCollision2D::get_collider_id() const {
1556 
1557 	return collision.collider;
1558 }
get_collider_shape() const1559 Object *KinematicCollision2D::get_collider_shape() const {
1560 
1561 	Object *collider = get_collider();
1562 	if (collider) {
1563 		CollisionObject2D *obj2d = Object::cast_to<CollisionObject2D>(collider);
1564 		if (obj2d) {
1565 			uint32_t ownerid = obj2d->shape_find_owner(collision.collider_shape);
1566 			return obj2d->shape_owner_get_owner(ownerid);
1567 		}
1568 	}
1569 
1570 	return NULL;
1571 }
get_collider_shape_index() const1572 int KinematicCollision2D::get_collider_shape_index() const {
1573 
1574 	return collision.collider_shape;
1575 }
get_collider_velocity() const1576 Vector2 KinematicCollision2D::get_collider_velocity() const {
1577 
1578 	return collision.collider_vel;
1579 }
get_collider_metadata() const1580 Variant KinematicCollision2D::get_collider_metadata() const {
1581 
1582 	return Variant();
1583 }
1584 
_bind_methods()1585 void KinematicCollision2D::_bind_methods() {
1586 
1587 	ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position);
1588 	ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal);
1589 	ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel);
1590 	ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder);
1591 	ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape);
1592 	ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider);
1593 	ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id);
1594 	ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision2D::get_collider_shape);
1595 	ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index);
1596 	ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity);
1597 	ClassDB::bind_method(D_METHOD("get_collider_metadata"), &KinematicCollision2D::get_collider_metadata);
1598 
1599 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "position"), "", "get_position");
1600 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "normal"), "", "get_normal");
1601 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "travel"), "", "get_travel");
1602 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "remainder"), "", "get_remainder");
1603 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "local_shape"), "", "get_local_shape");
1604 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider");
1605 	ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id"), "", "get_collider_id");
1606 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider_shape"), "", "get_collider_shape");
1607 	ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape_index"), "", "get_collider_shape_index");
1608 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "collider_velocity"), "", "get_collider_velocity");
1609 	ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_collider_metadata");
1610 }
1611 
KinematicCollision2D()1612 KinematicCollision2D::KinematicCollision2D() {
1613 	collision.collider = 0;
1614 	collision.collider_shape = 0;
1615 	collision.local_shape = 0;
1616 	owner = NULL;
1617 }
1618