1 /*************************************************************************/
2 /*  physics_body_2d.cpp                                                  */
3 /*************************************************************************/
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30 #include "physics_body_2d.h"
31 #include "scene/scene_string_names.h"
32 
33 bool PhysicsBody2D::motion_fix_enabled = false;
34 
_notification(int p_what)35 void PhysicsBody2D::_notification(int p_what) {
36 
37 	/*
38 	switch(p_what) {
39 
40 		case NOTIFICATION_TRANSFORM_CHANGED: {
41 
42 			Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_TRANSFORM,get_global_transform());
43 
44 		} break;
45 	}
46 	*/
47 }
48 
set_one_way_collision_direction(const Vector2 & p_dir)49 void PhysicsBody2D::set_one_way_collision_direction(const Vector2 &p_dir) {
50 
51 	one_way_collision_direction = p_dir;
52 	Physics2DServer::get_singleton()->body_set_one_way_collision_direction(get_rid(), p_dir);
53 }
54 
get_one_way_collision_direction() const55 Vector2 PhysicsBody2D::get_one_way_collision_direction() const {
56 
57 	return one_way_collision_direction;
58 }
59 
set_one_way_collision_max_depth(float p_depth)60 void PhysicsBody2D::set_one_way_collision_max_depth(float p_depth) {
61 
62 	one_way_collision_max_depth = p_depth;
63 	Physics2DServer::get_singleton()->body_set_one_way_collision_max_depth(get_rid(), p_depth);
64 }
65 
get_one_way_collision_max_depth() const66 float PhysicsBody2D::get_one_way_collision_max_depth() const {
67 
68 	return one_way_collision_max_depth;
69 }
70 
_set_layers(uint32_t p_mask)71 void PhysicsBody2D::_set_layers(uint32_t p_mask) {
72 
73 	set_layer_mask(p_mask);
74 	set_collision_mask(p_mask);
75 }
76 
_get_layers() const77 uint32_t PhysicsBody2D::_get_layers() const {
78 
79 	return get_layer_mask();
80 }
81 
_bind_methods()82 void PhysicsBody2D::_bind_methods() {
83 
84 	ObjectTypeDB::bind_method(_MD("set_layer_mask", "mask"), &PhysicsBody2D::set_layer_mask);
85 	ObjectTypeDB::bind_method(_MD("get_layer_mask"), &PhysicsBody2D::get_layer_mask);
86 	ObjectTypeDB::bind_method(_MD("set_collision_mask", "mask"), &PhysicsBody2D::set_collision_mask);
87 	ObjectTypeDB::bind_method(_MD("get_collision_mask"), &PhysicsBody2D::get_collision_mask);
88 
89 	ObjectTypeDB::bind_method(_MD("set_collision_mask_bit", "bit", "value"), &PhysicsBody2D::set_collision_mask_bit);
90 	ObjectTypeDB::bind_method(_MD("get_collision_mask_bit", "bit"), &PhysicsBody2D::get_collision_mask_bit);
91 
92 	ObjectTypeDB::bind_method(_MD("set_layer_mask_bit", "bit", "value"), &PhysicsBody2D::set_layer_mask_bit);
93 	ObjectTypeDB::bind_method(_MD("get_layer_mask_bit", "bit"), &PhysicsBody2D::get_layer_mask_bit);
94 
95 	ObjectTypeDB::bind_method(_MD("_set_layers", "mask"), &PhysicsBody2D::_set_layers);
96 	ObjectTypeDB::bind_method(_MD("_get_layers"), &PhysicsBody2D::_get_layers);
97 	ObjectTypeDB::bind_method(_MD("set_one_way_collision_direction", "dir"), &PhysicsBody2D::set_one_way_collision_direction);
98 	ObjectTypeDB::bind_method(_MD("get_one_way_collision_direction"), &PhysicsBody2D::get_one_way_collision_direction);
99 	ObjectTypeDB::bind_method(_MD("set_one_way_collision_max_depth", "depth"), &PhysicsBody2D::set_one_way_collision_max_depth);
100 	ObjectTypeDB::bind_method(_MD("get_one_way_collision_max_depth"), &PhysicsBody2D::get_one_way_collision_max_depth);
101 	ObjectTypeDB::bind_method(_MD("add_collision_exception_with", "body:PhysicsBody2D"), &PhysicsBody2D::add_collision_exception_with);
102 	ObjectTypeDB::bind_method(_MD("remove_collision_exception_with", "body:PhysicsBody2D"), &PhysicsBody2D::remove_collision_exception_with);
103 	ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_ALL_FLAGS, "", 0), _SCS("_set_layers"), _SCS("_get_layers")); //for backwards compat
104 	ADD_PROPERTY(PropertyInfo(Variant::INT, "collision/layers", PROPERTY_HINT_ALL_FLAGS), _SCS("set_layer_mask"), _SCS("get_layer_mask"));
105 	ADD_PROPERTY(PropertyInfo(Variant::INT, "collision/mask", PROPERTY_HINT_ALL_FLAGS), _SCS("set_collision_mask"), _SCS("get_collision_mask"));
106 	ADD_PROPERTYNZ(PropertyInfo(Variant::VECTOR2, "one_way_collision/direction"), _SCS("set_one_way_collision_direction"), _SCS("get_one_way_collision_direction"));
107 	ADD_PROPERTYNZ(PropertyInfo(Variant::REAL, "one_way_collision/max_depth"), _SCS("set_one_way_collision_max_depth"), _SCS("get_one_way_collision_max_depth"));
108 }
109 
set_layer_mask(uint32_t p_mask)110 void PhysicsBody2D::set_layer_mask(uint32_t p_mask) {
111 
112 	mask = p_mask;
113 	Physics2DServer::get_singleton()->body_set_layer_mask(get_rid(), p_mask);
114 }
115 
get_layer_mask() const116 uint32_t PhysicsBody2D::get_layer_mask() const {
117 
118 	return mask;
119 }
120 
set_collision_mask(uint32_t p_mask)121 void PhysicsBody2D::set_collision_mask(uint32_t p_mask) {
122 
123 	collision_mask = p_mask;
124 	Physics2DServer::get_singleton()->body_set_collision_mask(get_rid(), p_mask);
125 }
126 
get_collision_mask() const127 uint32_t PhysicsBody2D::get_collision_mask() const {
128 
129 	return collision_mask;
130 }
131 
set_collision_mask_bit(int p_bit,bool p_value)132 void PhysicsBody2D::set_collision_mask_bit(int p_bit, bool p_value) {
133 
134 	uint32_t mask = get_collision_mask();
135 	if (p_value)
136 		mask |= 1 << p_bit;
137 	else
138 		mask &= ~(1 << p_bit);
139 	set_collision_mask(mask);
140 }
get_collision_mask_bit(int p_bit) const141 bool PhysicsBody2D::get_collision_mask_bit(int p_bit) const {
142 
143 	return get_collision_mask() & (1 << p_bit);
144 }
145 
set_layer_mask_bit(int p_bit,bool p_value)146 void PhysicsBody2D::set_layer_mask_bit(int p_bit, bool p_value) {
147 
148 	uint32_t mask = get_layer_mask();
149 	if (p_value)
150 		mask |= 1 << p_bit;
151 	else
152 		mask &= ~(1 << p_bit);
153 	set_layer_mask(mask);
154 }
155 
get_layer_mask_bit(int p_bit) const156 bool PhysicsBody2D::get_layer_mask_bit(int p_bit) const {
157 
158 	return get_layer_mask() & (1 << p_bit);
159 }
160 
PhysicsBody2D(Physics2DServer::BodyMode p_mode)161 PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode) :
162 		CollisionObject2D(Physics2DServer::get_singleton()->body_create(p_mode), false) {
163 
164 	mask = 1;
165 	collision_mask = 1;
166 	set_one_way_collision_max_depth(0);
167 	set_pickable(false);
168 }
169 
add_collision_exception_with(Node * p_node)170 void PhysicsBody2D::add_collision_exception_with(Node *p_node) {
171 
172 	ERR_FAIL_NULL(p_node);
173 	PhysicsBody2D *physics_body = p_node->cast_to<PhysicsBody2D>();
174 	if (!physics_body) {
175 		ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
176 	}
177 	ERR_FAIL_COND(!physics_body);
178 	Physics2DServer::get_singleton()->body_add_collision_exception(get_rid(), physics_body->get_rid());
179 }
180 
remove_collision_exception_with(Node * p_node)181 void PhysicsBody2D::remove_collision_exception_with(Node *p_node) {
182 
183 	ERR_FAIL_NULL(p_node);
184 	PhysicsBody2D *physics_body = p_node->cast_to<PhysicsBody2D>();
185 	if (!physics_body) {
186 		ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
187 	}
188 	ERR_FAIL_COND(!physics_body);
189 	Physics2DServer::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid());
190 }
191 
set_constant_linear_velocity(const Vector2 & p_vel)192 void StaticBody2D::set_constant_linear_velocity(const Vector2 &p_vel) {
193 
194 	constant_linear_velocity = p_vel;
195 	Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
196 }
197 
set_constant_angular_velocity(real_t p_vel)198 void StaticBody2D::set_constant_angular_velocity(real_t p_vel) {
199 
200 	constant_angular_velocity = p_vel;
201 	Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
202 }
203 
get_constant_linear_velocity() const204 Vector2 StaticBody2D::get_constant_linear_velocity() const {
205 
206 	return constant_linear_velocity;
207 }
get_constant_angular_velocity() const208 real_t StaticBody2D::get_constant_angular_velocity() const {
209 
210 	return constant_angular_velocity;
211 }
212 #if 0
213 void StaticBody2D::_update_xform() {
214 
215 	if (!pre_xform || !pending)
216 		return;
217 
218 	setting=true;
219 
220 
221 	Matrix32 new_xform = get_global_transform(); //obtain the new one
222 
223 	set_block_transform_notify(true);
224 	Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_TRANSFORM,*pre_xform); //then simulate motion!
225 	set_global_transform(*pre_xform); //but restore state to previous one in both visual and physics
226 	set_block_transform_notify(false);
227 
228 	Physics2DServer::get_singleton()->body_static_simulate_motion(get_rid(),new_xform); //then simulate motion!
229 
230 	setting=false;
231 	pending=false;
232 
233 }
234 #endif
235 
set_friction(real_t p_friction)236 void StaticBody2D::set_friction(real_t p_friction) {
237 
238 	ERR_FAIL_COND(p_friction < 0 || p_friction > 1);
239 
240 	friction = p_friction;
241 	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, friction);
242 }
get_friction() const243 real_t StaticBody2D::get_friction() const {
244 
245 	return friction;
246 }
247 
set_bounce(real_t p_bounce)248 void StaticBody2D::set_bounce(real_t p_bounce) {
249 
250 	ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1);
251 
252 	bounce = p_bounce;
253 	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, bounce);
254 }
get_bounce() const255 real_t StaticBody2D::get_bounce() const {
256 
257 	return bounce;
258 }
259 
_bind_methods()260 void StaticBody2D::_bind_methods() {
261 
262 	ObjectTypeDB::bind_method(_MD("set_constant_linear_velocity", "vel"), &StaticBody2D::set_constant_linear_velocity);
263 	ObjectTypeDB::bind_method(_MD("set_constant_angular_velocity", "vel"), &StaticBody2D::set_constant_angular_velocity);
264 	ObjectTypeDB::bind_method(_MD("get_constant_linear_velocity"), &StaticBody2D::get_constant_linear_velocity);
265 	ObjectTypeDB::bind_method(_MD("get_constant_angular_velocity"), &StaticBody2D::get_constant_angular_velocity);
266 	ObjectTypeDB::bind_method(_MD("set_friction", "friction"), &StaticBody2D::set_friction);
267 	ObjectTypeDB::bind_method(_MD("get_friction"), &StaticBody2D::get_friction);
268 
269 	ObjectTypeDB::bind_method(_MD("set_bounce", "bounce"), &StaticBody2D::set_bounce);
270 	ObjectTypeDB::bind_method(_MD("get_bounce"), &StaticBody2D::get_bounce);
271 
272 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity"), _SCS("set_constant_linear_velocity"), _SCS("get_constant_linear_velocity"));
273 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "constant_angular_velocity"), _SCS("set_constant_angular_velocity"), _SCS("get_constant_angular_velocity"));
274 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_friction"), _SCS("get_friction"));
275 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_bounce"), _SCS("get_bounce"));
276 }
277 
StaticBody2D()278 StaticBody2D::StaticBody2D() :
279 		PhysicsBody2D(Physics2DServer::BODY_MODE_STATIC) {
280 
281 	constant_angular_velocity = 0;
282 	bounce = 0;
283 	friction = 1;
284 }
285 
~StaticBody2D()286 StaticBody2D::~StaticBody2D() {
287 }
288 
_body_enter_tree(ObjectID p_id)289 void RigidBody2D::_body_enter_tree(ObjectID p_id) {
290 
291 	Object *obj = ObjectDB::get_instance(p_id);
292 	Node *node = obj ? obj->cast_to<Node>() : NULL;
293 	ERR_FAIL_COND(!node);
294 
295 	Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
296 	ERR_FAIL_COND(!E);
297 	ERR_FAIL_COND(E->get().in_scene);
298 
299 	contact_monitor->locked = true;
300 
301 	E->get().in_scene = true;
302 	emit_signal(SceneStringNames::get_singleton()->body_enter, node);
303 
304 	for (int i = 0; i < E->get().shapes.size(); i++) {
305 
306 		emit_signal(SceneStringNames::get_singleton()->body_enter_shape, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
307 	}
308 
309 	contact_monitor->locked = false;
310 }
311 
_body_exit_tree(ObjectID p_id)312 void RigidBody2D::_body_exit_tree(ObjectID p_id) {
313 
314 	Object *obj = ObjectDB::get_instance(p_id);
315 	Node *node = obj ? obj->cast_to<Node>() : NULL;
316 	ERR_FAIL_COND(!node);
317 	Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
318 	ERR_FAIL_COND(!E);
319 	ERR_FAIL_COND(!E->get().in_scene);
320 	E->get().in_scene = false;
321 
322 	contact_monitor->locked = true;
323 
324 	emit_signal(SceneStringNames::get_singleton()->body_exit, node);
325 
326 	for (int i = 0; i < E->get().shapes.size(); i++) {
327 
328 		emit_signal(SceneStringNames::get_singleton()->body_exit_shape, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
329 	}
330 
331 	contact_monitor->locked = false;
332 }
333 
_body_inout(int p_status,ObjectID p_instance,int p_body_shape,int p_local_shape)334 void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape) {
335 
336 	bool body_in = p_status == 1;
337 	ObjectID objid = p_instance;
338 
339 	Object *obj = ObjectDB::get_instance(objid);
340 	Node *node = obj ? obj->cast_to<Node>() : NULL;
341 
342 	Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(objid);
343 
344 	/*if (obj) {
345 		if (body_in)
346 			print_line("in: "+String(obj->call("get_name")));
347 		else
348 			print_line("out: "+String(obj->call("get_name")));
349 	}*/
350 
351 	ERR_FAIL_COND(!body_in && !E);
352 
353 	if (body_in) {
354 		if (!E) {
355 
356 			E = contact_monitor->body_map.insert(objid, BodyState());
357 			//			E->get().rc=0;
358 			E->get().in_scene = node && node->is_inside_tree();
359 			if (node) {
360 				node->connect(SceneStringNames::get_singleton()->enter_tree, this, SceneStringNames::get_singleton()->_body_enter_tree, make_binds(objid));
361 				node->connect(SceneStringNames::get_singleton()->exit_tree, this, SceneStringNames::get_singleton()->_body_exit_tree, make_binds(objid));
362 				if (E->get().in_scene) {
363 					emit_signal(SceneStringNames::get_singleton()->body_enter, node);
364 				}
365 			}
366 
367 			//E->get().rc++;
368 		}
369 
370 		if (node)
371 			E->get().shapes.insert(ShapePair(p_body_shape, p_local_shape));
372 
373 		if (E->get().in_scene) {
374 			emit_signal(SceneStringNames::get_singleton()->body_enter_shape, objid, node, p_body_shape, p_local_shape);
375 		}
376 
377 	} else {
378 
379 		//E->get().rc--;
380 
381 		if (node)
382 			E->get().shapes.erase(ShapePair(p_body_shape, p_local_shape));
383 
384 		bool in_scene = E->get().in_scene;
385 
386 		if (E->get().shapes.empty()) {
387 
388 			if (node) {
389 				node->disconnect(SceneStringNames::get_singleton()->enter_tree, this, SceneStringNames::get_singleton()->_body_enter_tree);
390 				node->disconnect(SceneStringNames::get_singleton()->exit_tree, this, SceneStringNames::get_singleton()->_body_exit_tree);
391 				if (in_scene)
392 					emit_signal(SceneStringNames::get_singleton()->body_exit, obj);
393 			}
394 
395 			contact_monitor->body_map.erase(E);
396 		}
397 		if (node && in_scene) {
398 			emit_signal(SceneStringNames::get_singleton()->body_exit_shape, objid, obj, p_body_shape, p_local_shape);
399 		}
400 	}
401 }
402 
403 struct _RigidBody2DInOut {
404 
405 	ObjectID id;
406 	int shape;
407 	int local_shape;
408 };
409 
_test_motion(const Vector2 & p_motion,float p_margin,const Ref<Physics2DTestMotionResult> & p_result)410 bool RigidBody2D::_test_motion(const Vector2 &p_motion, float p_margin, const Ref<Physics2DTestMotionResult> &p_result) {
411 
412 	Physics2DServer::MotionResult *r = NULL;
413 	if (p_result.is_valid())
414 		r = p_result->get_result_ptr();
415 	if (motion_fix_enabled) {
416 		return Physics2DServer::get_singleton()->body_test_motion_from(get_rid(), get_global_transform(), p_motion, p_margin, r);
417 	} else {
418 		return Physics2DServer::get_singleton()->body_test_motion(get_rid(), p_motion, p_margin, r);
419 	}
420 }
421 
_direct_state_changed(Object * p_state)422 void RigidBody2D::_direct_state_changed(Object *p_state) {
423 
424 //eh.. fuck
425 #ifdef DEBUG_ENABLED
426 
427 	state = p_state->cast_to<Physics2DDirectBodyState>();
428 #else
429 	state = (Physics2DDirectBodyState *)p_state; //trust it
430 #endif
431 
432 	set_block_transform_notify(true); // don't want notify (would feedback loop)
433 	if (mode != MODE_KINEMATIC)
434 		set_global_transform(state->get_transform());
435 	linear_velocity = state->get_linear_velocity();
436 	angular_velocity = state->get_angular_velocity();
437 	if (sleeping != state->is_sleeping()) {
438 		sleeping = state->is_sleeping();
439 		emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
440 	}
441 	if (get_script_instance())
442 		get_script_instance()->call("_integrate_forces", state);
443 	set_block_transform_notify(false); // want it back
444 
445 	if (contact_monitor) {
446 
447 		contact_monitor->locked = true;
448 
449 		//untag all
450 		int rc = 0;
451 		for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
452 
453 			for (int i = 0; i < E->get().shapes.size(); i++) {
454 
455 				E->get().shapes[i].tagged = false;
456 				rc++;
457 			}
458 		}
459 
460 		_RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(state->get_contact_count() * sizeof(_RigidBody2DInOut));
461 		int toadd_count = 0; //state->get_contact_count();
462 		RigidBody2D_RemoveAction *toremove = (RigidBody2D_RemoveAction *)alloca(rc * sizeof(RigidBody2D_RemoveAction));
463 		int toremove_count = 0;
464 
465 		//put the ones to add
466 
467 		for (int i = 0; i < state->get_contact_count(); i++) {
468 
469 			ObjectID obj = state->get_contact_collider_id(i);
470 			int local_shape = state->get_contact_local_shape(i);
471 			int shape = state->get_contact_collider_shape(i);
472 
473 			//			bool found=false;
474 
475 			Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(obj);
476 			if (!E) {
477 				toadd[toadd_count].local_shape = local_shape;
478 				toadd[toadd_count].id = obj;
479 				toadd[toadd_count].shape = shape;
480 				toadd_count++;
481 				continue;
482 			}
483 
484 			ShapePair sp(shape, local_shape);
485 			int idx = E->get().shapes.find(sp);
486 			if (idx == -1) {
487 
488 				toadd[toadd_count].local_shape = local_shape;
489 				toadd[toadd_count].id = obj;
490 				toadd[toadd_count].shape = shape;
491 				toadd_count++;
492 				continue;
493 			}
494 
495 			E->get().shapes[idx].tagged = true;
496 		}
497 
498 		//put the ones to remove
499 
500 		for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
501 
502 			for (int i = 0; i < E->get().shapes.size(); i++) {
503 
504 				if (!E->get().shapes[i].tagged) {
505 
506 					toremove[toremove_count].body_id = E->key();
507 					toremove[toremove_count].pair = E->get().shapes[i];
508 					toremove_count++;
509 				}
510 			}
511 		}
512 
513 		//process remotions
514 
515 		for (int i = 0; i < toremove_count; i++) {
516 
517 			_body_inout(0, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
518 		}
519 
520 		//process aditions
521 
522 		for (int i = 0; i < toadd_count; i++) {
523 
524 			_body_inout(1, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
525 		}
526 
527 		contact_monitor->locked = false;
528 	}
529 
530 	state = NULL;
531 }
532 
set_mode(Mode p_mode)533 void RigidBody2D::set_mode(Mode p_mode) {
534 
535 	mode = p_mode;
536 	switch (p_mode) {
537 
538 		case MODE_RIGID: {
539 
540 			Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_RIGID);
541 		} break;
542 		case MODE_STATIC: {
543 
544 			Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_STATIC);
545 
546 		} break;
547 		case MODE_KINEMATIC: {
548 
549 			Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_KINEMATIC);
550 
551 		} break;
552 		case MODE_CHARACTER: {
553 			Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_CHARACTER);
554 
555 		} break;
556 	}
557 }
558 
get_mode() const559 RigidBody2D::Mode RigidBody2D::get_mode() const {
560 
561 	return mode;
562 }
563 
set_mass(real_t p_mass)564 void RigidBody2D::set_mass(real_t p_mass) {
565 
566 	ERR_FAIL_COND(p_mass <= 0);
567 	mass = p_mass;
568 	_change_notify("mass");
569 	_change_notify("weight");
570 	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_MASS, mass);
571 }
get_mass() const572 real_t RigidBody2D::get_mass() const {
573 
574 	return mass;
575 }
576 
set_inertia(real_t p_inertia)577 void RigidBody2D::set_inertia(real_t p_inertia) {
578 
579 	ERR_FAIL_COND(p_inertia <= 0);
580 	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_INERTIA, p_inertia);
581 }
582 
get_inertia() const583 real_t RigidBody2D::get_inertia() const {
584 
585 	return Physics2DServer::get_singleton()->body_get_param(get_rid(), Physics2DServer::BODY_PARAM_INERTIA);
586 }
587 
set_weight(real_t p_weight)588 void RigidBody2D::set_weight(real_t p_weight) {
589 
590 	set_mass(p_weight / 9.8);
591 }
get_weight() const592 real_t RigidBody2D::get_weight() const {
593 
594 	return mass * 9.8;
595 }
596 
set_friction(real_t p_friction)597 void RigidBody2D::set_friction(real_t p_friction) {
598 
599 	ERR_FAIL_COND(p_friction < 0 || p_friction > 1);
600 
601 	friction = p_friction;
602 	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, friction);
603 }
get_friction() const604 real_t RigidBody2D::get_friction() const {
605 
606 	return friction;
607 }
608 
set_bounce(real_t p_bounce)609 void RigidBody2D::set_bounce(real_t p_bounce) {
610 
611 	ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1);
612 
613 	bounce = p_bounce;
614 	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, bounce);
615 }
get_bounce() const616 real_t RigidBody2D::get_bounce() const {
617 
618 	return bounce;
619 }
620 
set_gravity_scale(real_t p_gravity_scale)621 void RigidBody2D::set_gravity_scale(real_t p_gravity_scale) {
622 
623 	gravity_scale = p_gravity_scale;
624 	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
625 }
get_gravity_scale() const626 real_t RigidBody2D::get_gravity_scale() const {
627 
628 	return gravity_scale;
629 }
630 
set_linear_damp(real_t p_linear_damp)631 void RigidBody2D::set_linear_damp(real_t p_linear_damp) {
632 
633 	ERR_FAIL_COND(p_linear_damp < -1);
634 	linear_damp = p_linear_damp;
635 	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_LINEAR_DAMP, linear_damp);
636 }
get_linear_damp() const637 real_t RigidBody2D::get_linear_damp() const {
638 
639 	return linear_damp;
640 }
641 
set_angular_damp(real_t p_angular_damp)642 void RigidBody2D::set_angular_damp(real_t p_angular_damp) {
643 
644 	ERR_FAIL_COND(p_angular_damp < -1);
645 	angular_damp = p_angular_damp;
646 	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_ANGULAR_DAMP, angular_damp);
647 }
get_angular_damp() const648 real_t RigidBody2D::get_angular_damp() const {
649 
650 	return angular_damp;
651 }
652 
set_axis_velocity(const Vector2 & p_axis)653 void RigidBody2D::set_axis_velocity(const Vector2 &p_axis) {
654 
655 	Vector2 v = state ? state->get_linear_velocity() : linear_velocity;
656 	Vector2 axis = p_axis.normalized();
657 	v -= axis * axis.dot(v);
658 	v += p_axis;
659 	if (state) {
660 		set_linear_velocity(v);
661 	} else {
662 		Physics2DServer::get_singleton()->body_set_axis_velocity(get_rid(), p_axis);
663 		linear_velocity = v;
664 	}
665 }
666 
set_linear_velocity(const Vector2 & p_velocity)667 void RigidBody2D::set_linear_velocity(const Vector2 &p_velocity) {
668 
669 	linear_velocity = p_velocity;
670 	if (state)
671 		state->set_linear_velocity(linear_velocity);
672 	else {
673 
674 		Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
675 	}
676 }
677 
get_linear_velocity() const678 Vector2 RigidBody2D::get_linear_velocity() const {
679 
680 	return linear_velocity;
681 }
682 
set_angular_velocity(real_t p_velocity)683 void RigidBody2D::set_angular_velocity(real_t p_velocity) {
684 
685 	angular_velocity = p_velocity;
686 	if (state)
687 		state->set_angular_velocity(angular_velocity);
688 	else
689 		Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
690 }
get_angular_velocity() const691 real_t RigidBody2D::get_angular_velocity() const {
692 
693 	return angular_velocity;
694 }
695 
set_use_custom_integrator(bool p_enable)696 void RigidBody2D::set_use_custom_integrator(bool p_enable) {
697 
698 	if (custom_integrator == p_enable)
699 		return;
700 
701 	custom_integrator = p_enable;
702 	Physics2DServer::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
703 }
is_using_custom_integrator()704 bool RigidBody2D::is_using_custom_integrator() {
705 
706 	return custom_integrator;
707 }
708 
set_sleeping(bool p_sleeping)709 void RigidBody2D::set_sleeping(bool p_sleeping) {
710 
711 	sleeping = p_sleeping;
712 	Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_SLEEPING, sleeping);
713 }
714 
set_can_sleep(bool p_active)715 void RigidBody2D::set_can_sleep(bool p_active) {
716 
717 	can_sleep = p_active;
718 	Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_CAN_SLEEP, p_active);
719 }
720 
is_able_to_sleep() const721 bool RigidBody2D::is_able_to_sleep() const {
722 
723 	return can_sleep;
724 }
725 
is_sleeping() const726 bool RigidBody2D::is_sleeping() const {
727 
728 	return sleeping;
729 }
730 
set_max_contacts_reported(int p_amount)731 void RigidBody2D::set_max_contacts_reported(int p_amount) {
732 
733 	max_contacts_reported = p_amount;
734 	Physics2DServer::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
735 }
736 
get_max_contacts_reported() const737 int RigidBody2D::get_max_contacts_reported() const {
738 
739 	return max_contacts_reported;
740 }
741 
apply_impulse(const Vector2 & p_offset,const Vector2 & p_impulse)742 void RigidBody2D::apply_impulse(const Vector2 &p_offset, const Vector2 &p_impulse) {
743 
744 	Physics2DServer::get_singleton()->body_apply_impulse(get_rid(), p_offset, p_impulse);
745 }
746 
set_applied_force(const Vector2 & p_force)747 void RigidBody2D::set_applied_force(const Vector2 &p_force) {
748 
749 	Physics2DServer::get_singleton()->body_set_applied_force(get_rid(), p_force);
750 };
751 
get_applied_force() const752 Vector2 RigidBody2D::get_applied_force() const {
753 
754 	return Physics2DServer::get_singleton()->body_get_applied_force(get_rid());
755 };
756 
set_applied_torque(const float p_torque)757 void RigidBody2D::set_applied_torque(const float p_torque) {
758 
759 	Physics2DServer::get_singleton()->body_set_applied_torque(get_rid(), p_torque);
760 };
761 
get_applied_torque() const762 float RigidBody2D::get_applied_torque() const {
763 
764 	return Physics2DServer::get_singleton()->body_get_applied_torque(get_rid());
765 };
766 
add_force(const Vector2 & p_offset,const Vector2 & p_force)767 void RigidBody2D::add_force(const Vector2 &p_offset, const Vector2 &p_force) {
768 
769 	Physics2DServer::get_singleton()->body_add_force(get_rid(), p_offset, p_force);
770 }
771 
set_continuous_collision_detection_mode(CCDMode p_mode)772 void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
773 
774 	ccd_mode = p_mode;
775 	Physics2DServer::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(), Physics2DServer::CCDMode(p_mode));
776 }
777 
get_continuous_collision_detection_mode() const778 RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const {
779 
780 	return ccd_mode;
781 }
782 
get_colliding_bodies() const783 Array RigidBody2D::get_colliding_bodies() const {
784 
785 	ERR_FAIL_COND_V(!contact_monitor, Array());
786 
787 	Array ret;
788 	ret.resize(contact_monitor->body_map.size());
789 	int idx = 0;
790 	for (const Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
791 		Object *obj = ObjectDB::get_instance(E->key());
792 		if (!obj) {
793 			ret.resize(ret.size() - 1); //ops
794 		} else {
795 			ret[idx++] = obj;
796 		}
797 	}
798 
799 	return ret;
800 }
801 
set_contact_monitor(bool p_enabled)802 void RigidBody2D::set_contact_monitor(bool p_enabled) {
803 
804 	if (p_enabled == is_contact_monitor_enabled())
805 		return;
806 
807 	if (!p_enabled) {
808 
809 		if (contact_monitor->locked) {
810 			ERR_EXPLAIN("Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\",false) instead");
811 		}
812 		ERR_FAIL_COND(contact_monitor->locked);
813 
814 		for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
815 
816 			//clean up mess
817 		}
818 
819 		memdelete(contact_monitor);
820 		contact_monitor = NULL;
821 	} else {
822 
823 		contact_monitor = memnew(ContactMonitor);
824 		contact_monitor->locked = false;
825 	}
826 }
827 
is_contact_monitor_enabled() const828 bool RigidBody2D::is_contact_monitor_enabled() const {
829 
830 	return contact_monitor != NULL;
831 }
832 
_notification(int p_what)833 void RigidBody2D::_notification(int p_what) {
834 
835 #ifdef TOOLS_ENABLED
836 	if (p_what == NOTIFICATION_ENTER_TREE) {
837 		if (get_tree()->is_editor_hint()) {
838 			set_notify_local_transform(true); //used for warnings and only in editor
839 		}
840 	}
841 
842 	if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
843 		if (get_tree()->is_editor_hint()) {
844 			update_configuration_warning();
845 		}
846 	}
847 
848 #endif
849 }
850 
get_configuration_warning() const851 String RigidBody2D::get_configuration_warning() const {
852 
853 	Matrix32 t = get_transform();
854 
855 	String warning = CollisionObject2D::get_configuration_warning();
856 
857 	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)) {
858 		if (warning != String()) {
859 			warning += "\n";
860 		}
861 		warning += TTR("Size changes to RigidBody2D (in character or rigid modes) will be overriden by the physics engine when running.\nChange the size in children collision shapes instead.");
862 	}
863 
864 	return warning;
865 }
866 
_bind_methods()867 void RigidBody2D::_bind_methods() {
868 
869 	ObjectTypeDB::bind_method(_MD("set_mode", "mode"), &RigidBody2D::set_mode);
870 	ObjectTypeDB::bind_method(_MD("get_mode"), &RigidBody2D::get_mode);
871 
872 	ObjectTypeDB::bind_method(_MD("set_mass", "mass"), &RigidBody2D::set_mass);
873 	ObjectTypeDB::bind_method(_MD("get_mass"), &RigidBody2D::get_mass);
874 
875 	ObjectTypeDB::bind_method(_MD("get_inertia"), &RigidBody2D::get_inertia);
876 	ObjectTypeDB::bind_method(_MD("set_inertia", "inertia"), &RigidBody2D::set_inertia);
877 
878 	ObjectTypeDB::bind_method(_MD("set_weight", "weight"), &RigidBody2D::set_weight);
879 	ObjectTypeDB::bind_method(_MD("get_weight"), &RigidBody2D::get_weight);
880 
881 	ObjectTypeDB::bind_method(_MD("set_friction", "friction"), &RigidBody2D::set_friction);
882 	ObjectTypeDB::bind_method(_MD("get_friction"), &RigidBody2D::get_friction);
883 
884 	ObjectTypeDB::bind_method(_MD("set_bounce", "bounce"), &RigidBody2D::set_bounce);
885 	ObjectTypeDB::bind_method(_MD("get_bounce"), &RigidBody2D::get_bounce);
886 
887 	ObjectTypeDB::bind_method(_MD("set_gravity_scale", "gravity_scale"), &RigidBody2D::set_gravity_scale);
888 	ObjectTypeDB::bind_method(_MD("get_gravity_scale"), &RigidBody2D::get_gravity_scale);
889 
890 	ObjectTypeDB::bind_method(_MD("set_linear_damp", "linear_damp"), &RigidBody2D::set_linear_damp);
891 	ObjectTypeDB::bind_method(_MD("get_linear_damp"), &RigidBody2D::get_linear_damp);
892 
893 	ObjectTypeDB::bind_method(_MD("set_angular_damp", "angular_damp"), &RigidBody2D::set_angular_damp);
894 	ObjectTypeDB::bind_method(_MD("get_angular_damp"), &RigidBody2D::get_angular_damp);
895 
896 	ObjectTypeDB::bind_method(_MD("set_linear_velocity", "linear_velocity"), &RigidBody2D::set_linear_velocity);
897 	ObjectTypeDB::bind_method(_MD("get_linear_velocity"), &RigidBody2D::get_linear_velocity);
898 
899 	ObjectTypeDB::bind_method(_MD("set_angular_velocity", "angular_velocity"), &RigidBody2D::set_angular_velocity);
900 	ObjectTypeDB::bind_method(_MD("get_angular_velocity"), &RigidBody2D::get_angular_velocity);
901 
902 	ObjectTypeDB::bind_method(_MD("set_max_contacts_reported", "amount"), &RigidBody2D::set_max_contacts_reported);
903 	ObjectTypeDB::bind_method(_MD("get_max_contacts_reported"), &RigidBody2D::get_max_contacts_reported);
904 
905 	ObjectTypeDB::bind_method(_MD("set_use_custom_integrator", "enable"), &RigidBody2D::set_use_custom_integrator);
906 	ObjectTypeDB::bind_method(_MD("is_using_custom_integrator"), &RigidBody2D::is_using_custom_integrator);
907 
908 	ObjectTypeDB::bind_method(_MD("set_contact_monitor", "enabled"), &RigidBody2D::set_contact_monitor);
909 	ObjectTypeDB::bind_method(_MD("is_contact_monitor_enabled"), &RigidBody2D::is_contact_monitor_enabled);
910 
911 	ObjectTypeDB::bind_method(_MD("set_continuous_collision_detection_mode", "mode"), &RigidBody2D::set_continuous_collision_detection_mode);
912 	ObjectTypeDB::bind_method(_MD("get_continuous_collision_detection_mode"), &RigidBody2D::get_continuous_collision_detection_mode);
913 
914 	ObjectTypeDB::bind_method(_MD("set_axis_velocity", "axis_velocity"), &RigidBody2D::set_axis_velocity);
915 	ObjectTypeDB::bind_method(_MD("apply_impulse", "offset", "impulse"), &RigidBody2D::apply_impulse);
916 
917 	ObjectTypeDB::bind_method(_MD("set_applied_force", "force"), &RigidBody2D::set_applied_force);
918 	ObjectTypeDB::bind_method(_MD("get_applied_force"), &RigidBody2D::get_applied_force);
919 
920 	ObjectTypeDB::bind_method(_MD("set_applied_torque", "torque"), &RigidBody2D::set_applied_torque);
921 	ObjectTypeDB::bind_method(_MD("get_applied_torque"), &RigidBody2D::get_applied_torque);
922 
923 	ObjectTypeDB::bind_method(_MD("add_force", "offset", "force"), &RigidBody2D::add_force);
924 
925 	ObjectTypeDB::bind_method(_MD("set_sleeping", "sleeping"), &RigidBody2D::set_sleeping);
926 	ObjectTypeDB::bind_method(_MD("is_sleeping"), &RigidBody2D::is_sleeping);
927 
928 	ObjectTypeDB::bind_method(_MD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep);
929 	ObjectTypeDB::bind_method(_MD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep);
930 
931 	ObjectTypeDB::bind_method(_MD("test_motion", "motion", "margin", "result:Physics2DTestMotionResult"), &RigidBody2D::_test_motion, DEFVAL(0.08), DEFVAL(Variant()));
932 
933 	ObjectTypeDB::bind_method(_MD("_direct_state_changed"), &RigidBody2D::_direct_state_changed);
934 	ObjectTypeDB::bind_method(_MD("_body_enter_tree"), &RigidBody2D::_body_enter_tree);
935 	ObjectTypeDB::bind_method(_MD("_body_exit_tree"), &RigidBody2D::_body_exit_tree);
936 
937 	ObjectTypeDB::bind_method(_MD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);
938 
939 	BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state:Physics2DDirectBodyState")));
940 
941 	ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), _SCS("set_mode"), _SCS("get_mode"));
942 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), _SCS("set_mass"), _SCS("get_mass"));
943 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "weight", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", PROPERTY_USAGE_EDITOR), _SCS("set_weight"), _SCS("get_weight"));
944 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_friction"), _SCS("get_friction"));
945 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_bounce"), _SCS("get_bounce"));
946 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), _SCS("set_gravity_scale"), _SCS("get_gravity_scale"));
947 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), _SCS("set_use_custom_integrator"), _SCS("is_using_custom_integrator"));
948 	ADD_PROPERTY(PropertyInfo(Variant::INT, "continuous_cd", PROPERTY_HINT_ENUM, "Disabled,Cast Ray,Cast Shape"), _SCS("set_continuous_collision_detection_mode"), _SCS("get_continuous_collision_detection_mode"));
949 	ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported"), _SCS("set_max_contacts_reported"), _SCS("get_max_contacts_reported"));
950 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), _SCS("set_contact_monitor"), _SCS("is_contact_monitor_enabled"));
951 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), _SCS("set_sleeping"), _SCS("is_sleeping"));
952 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), _SCS("set_can_sleep"), _SCS("is_able_to_sleep"));
953 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "velocity/linear"), _SCS("set_linear_velocity"), _SCS("get_linear_velocity"));
954 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "velocity/angular"), _SCS("set_angular_velocity"), _SCS("get_angular_velocity"));
955 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "damp_override/linear", PROPERTY_HINT_RANGE, "-1,128,0.01"), _SCS("set_linear_damp"), _SCS("get_linear_damp"));
956 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "damp_override/angular", PROPERTY_HINT_RANGE, "-1,128,0.01"), _SCS("set_angular_damp"), _SCS("get_angular_damp"));
957 
958 	ADD_SIGNAL(MethodInfo("body_enter_shape", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
959 	ADD_SIGNAL(MethodInfo("body_exit_shape", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
960 	ADD_SIGNAL(MethodInfo("body_enter", PropertyInfo(Variant::OBJECT, "body")));
961 	ADD_SIGNAL(MethodInfo("body_exit", PropertyInfo(Variant::OBJECT, "body")));
962 	ADD_SIGNAL(MethodInfo("sleeping_state_changed"));
963 
964 	BIND_CONSTANT(MODE_STATIC);
965 	BIND_CONSTANT(MODE_KINEMATIC);
966 	BIND_CONSTANT(MODE_RIGID);
967 	BIND_CONSTANT(MODE_CHARACTER);
968 
969 	BIND_CONSTANT(CCD_MODE_DISABLED);
970 	BIND_CONSTANT(CCD_MODE_CAST_RAY);
971 	BIND_CONSTANT(CCD_MODE_CAST_SHAPE);
972 }
973 
RigidBody2D()974 RigidBody2D::RigidBody2D() :
975 		PhysicsBody2D(Physics2DServer::BODY_MODE_RIGID) {
976 
977 	mode = MODE_RIGID;
978 
979 	bounce = 0;
980 	mass = 1;
981 	friction = 1;
982 
983 	gravity_scale = 1;
984 	linear_damp = -1;
985 	angular_damp = -1;
986 
987 	max_contacts_reported = 0;
988 	state = NULL;
989 
990 	angular_velocity = 0;
991 	sleeping = false;
992 	ccd_mode = CCD_MODE_DISABLED;
993 
994 	custom_integrator = false;
995 	contact_monitor = NULL;
996 	can_sleep = true;
997 
998 	Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
999 }
1000 
~RigidBody2D()1001 RigidBody2D::~RigidBody2D() {
1002 
1003 	if (contact_monitor)
1004 		memdelete(contact_monitor);
1005 }
1006 
1007 //////////////////////////
1008 
_get_collider() const1009 Variant KinematicBody2D::_get_collider() const {
1010 
1011 	ObjectID oid = get_collider();
1012 	if (oid == 0)
1013 		return Variant();
1014 	Object *obj = ObjectDB::get_instance(oid);
1015 	if (!obj)
1016 		return Variant();
1017 
1018 	Reference *ref = obj->cast_to<Reference>();
1019 	if (ref) {
1020 		return Ref<Reference>(ref);
1021 	}
1022 
1023 	return obj;
1024 }
1025 
revert_motion()1026 void KinematicBody2D::revert_motion() {
1027 
1028 	Matrix32 gt = get_global_transform();
1029 	gt.elements[2] -= travel;
1030 	set_global_transform(gt);
1031 	travel = Vector2();
1032 }
1033 
get_travel() const1034 Vector2 KinematicBody2D::get_travel() const {
1035 
1036 	return travel;
1037 }
1038 
move(const Vector2 & p_motion)1039 Vector2 KinematicBody2D::move(const Vector2 &p_motion) {
1040 
1041 #if 1
1042 
1043 	Matrix32 gt = get_global_transform();
1044 	Physics2DServer::MotionResult result;
1045 	if (motion_fix_enabled) {
1046 		colliding = Physics2DServer::get_singleton()->body_test_motion_from(get_rid(), gt, p_motion, margin, &result);
1047 	} else {
1048 		colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), p_motion, margin, &result);
1049 	}
1050 
1051 	collider_metadata = result.collider_metadata;
1052 	collider_shape = result.collider_shape;
1053 	collider_vel = result.collider_velocity;
1054 	collision = result.collision_point;
1055 	normal = result.collision_normal;
1056 	collider = result.collider_id;
1057 
1058 	gt.elements[2] += result.motion;
1059 	set_global_transform(gt);
1060 	travel = result.motion;
1061 
1062 	return result.remainder;
1063 
1064 #else
1065 	//give me back regular physics engine logic
1066 	//this is madness
1067 	//and most people using this function will think
1068 	//what it does is simpler than using physics
1069 	//this took about a week to get right..
1070 	//but is it right? who knows at this point..
1071 
1072 	colliding = false;
1073 	ERR_FAIL_COND_V(!is_inside_tree(), Vector2());
1074 	Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
1075 	ERR_FAIL_COND_V(!dss, Vector2());
1076 	const int max_shapes = 32;
1077 	Vector2 sr[max_shapes * 2];
1078 	int res_shapes;
1079 
1080 	Set<RID> exclude;
1081 	exclude.insert(get_rid());
1082 
1083 	//recover first
1084 	int recover_attempts = 4;
1085 
1086 	bool collided = false;
1087 	uint32_t mask = 0;
1088 	if (true)
1089 		mask |= Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY;
1090 	if (true)
1091 		mask |= Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
1092 	if (true)
1093 		mask |= Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY;
1094 	if (true)
1095 		mask |= Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
1096 
1097 	//print_line("margin: "+rtos(margin));
1098 	do {
1099 
1100 		//motion recover
1101 		for (int i = 0; i < get_shape_count(); i++) {
1102 
1103 			if (is_shape_set_as_trigger(i))
1104 				continue;
1105 			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))
1106 				collided = true;
1107 		}
1108 
1109 		if (!collided)
1110 			break;
1111 
1112 		Vector2 recover_motion;
1113 
1114 		for (int i = 0; i < res_shapes; i++) {
1115 
1116 			Vector2 a = sr[i * 2 + 0];
1117 			Vector2 b = sr[i * 2 + 1];
1118 
1119 			float d = a.distance_to(b);
1120 
1121 			//if (d<margin)
1122 			///	continue;
1123 			recover_motion += (b - a) * 0.4;
1124 		}
1125 
1126 		if (recover_motion == Vector2()) {
1127 			collided = false;
1128 			break;
1129 		}
1130 
1131 		Matrix32 gt = get_global_transform();
1132 		gt.elements[2] += recover_motion;
1133 		set_global_transform(gt);
1134 
1135 		recover_attempts--;
1136 
1137 	} while (recover_attempts);
1138 
1139 	//move second
1140 	float safe = 1.0;
1141 	float unsafe = 1.0;
1142 	int best_shape = -1;
1143 
1144 	for (int i = 0; i < get_shape_count(); i++) {
1145 
1146 		if (is_shape_set_as_trigger(i))
1147 			continue;
1148 
1149 		float lsafe, lunsafe;
1150 		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);
1151 		//print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
1152 		if (!valid) {
1153 
1154 			safe = 0;
1155 			unsafe = 0;
1156 			best_shape = i; //sadly it's the best
1157 			break;
1158 		}
1159 		if (lsafe == 1.0) {
1160 			continue;
1161 		}
1162 		if (lsafe < safe) {
1163 
1164 			safe = lsafe;
1165 			unsafe = lunsafe;
1166 			best_shape = i;
1167 		}
1168 	}
1169 
1170 	//print_line("best shape: "+itos(best_shape)+" motion "+p_motion);
1171 
1172 	if (safe >= 1) {
1173 		//not collided
1174 		colliding = false;
1175 
1176 	} else {
1177 
1178 		//it collided, let's get the rest info in unsafe advance
1179 		Matrix32 ugt = get_global_transform();
1180 		ugt.elements[2] += p_motion * unsafe;
1181 		Physics2DDirectSpaceState::ShapeRestInfo rest_info;
1182 		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);
1183 		if (!c2) {
1184 			//should not happen, but floating point precision is so weird..
1185 
1186 			colliding = false;
1187 		} else {
1188 
1189 			//print_line("Travel: "+rtos(travel));
1190 			colliding = true;
1191 			collision = rest_info.point;
1192 			normal = rest_info.normal;
1193 			collider = rest_info.collider_id;
1194 			collider_vel = rest_info.linear_velocity;
1195 			collider_shape = rest_info.shape;
1196 			collider_metadata = rest_info.metadata;
1197 		}
1198 	}
1199 
1200 	Vector2 motion = p_motion * safe;
1201 	Matrix32 gt = get_global_transform();
1202 	gt.elements[2] += motion;
1203 	set_global_transform(gt);
1204 
1205 	return p_motion - motion;
1206 #endif
1207 }
1208 
move_to(const Vector2 & p_position)1209 Vector2 KinematicBody2D::move_to(const Vector2 &p_position) {
1210 
1211 	return move(p_position - get_global_pos());
1212 }
1213 
move_and_slide(const Vector2 & p_linear_velocity,const Vector2 & p_floor_direction,float p_slope_stop_min_velocity,int p_max_bounces,float p_floor_max_angle)1214 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, float p_floor_max_angle) {
1215 
1216 	Vector2 motion = (move_and_slide_floor_velocity + p_linear_velocity) * get_fixed_process_delta_time();
1217 	Vector2 lv = p_linear_velocity;
1218 
1219 	move_and_slide_on_floor = false;
1220 	move_and_slide_on_ceiling = false;
1221 	move_and_slide_on_wall = false;
1222 	move_and_slide_colliders.clear();
1223 	move_and_slide_floor_velocity = Vector2();
1224 
1225 	while (p_max_bounces) {
1226 
1227 		motion = move(motion);
1228 
1229 		if (is_colliding()) {
1230 
1231 			if (p_floor_direction == Vector2()) {
1232 				//all is a wall
1233 				move_and_slide_on_wall = true;
1234 			} else {
1235 				if (get_collision_normal().dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor
1236 					move_and_slide_on_floor = true;
1237 					move_and_slide_floor_velocity = get_collider_velocity();
1238 
1239 					if (get_travel().length() < 1 && ABS((lv.x - move_and_slide_floor_velocity.x)) < p_slope_stop_min_velocity) {
1240 						revert_motion();
1241 						return Vector2();
1242 					}
1243 				} else if (get_collision_normal().dot(-p_floor_direction) >= Math::cos(p_floor_max_angle)) { //ceiling
1244 					move_and_slide_on_ceiling = true;
1245 				} else {
1246 					move_and_slide_on_wall = true;
1247 				}
1248 			}
1249 
1250 			motion = get_collision_normal().slide(motion);
1251 			lv = get_collision_normal().slide(lv);
1252 			Variant collider = _get_collider();
1253 			if (collider.get_type() != Variant::NIL) {
1254 				move_and_slide_colliders.push_back(collider);
1255 			}
1256 
1257 		} else {
1258 			break;
1259 		}
1260 
1261 		p_max_bounces--;
1262 		if (motion == Vector2())
1263 			break;
1264 	}
1265 
1266 	return lv;
1267 }
1268 
is_move_and_slide_on_floor() const1269 bool KinematicBody2D::is_move_and_slide_on_floor() const {
1270 
1271 	return move_and_slide_on_floor;
1272 }
1273 
is_move_and_slide_on_wall() const1274 bool KinematicBody2D::is_move_and_slide_on_wall() const {
1275 
1276 	return move_and_slide_on_wall;
1277 }
1278 
is_move_and_slide_on_ceiling() const1279 bool KinematicBody2D::is_move_and_slide_on_ceiling() const {
1280 
1281 	return move_and_slide_on_ceiling;
1282 }
1283 
get_move_and_slide_colliders() const1284 Array KinematicBody2D::get_move_and_slide_colliders() const {
1285 
1286 	return move_and_slide_colliders;
1287 }
1288 
test_move(const Vector2 & p_motion)1289 bool KinematicBody2D::test_move(const Vector2 &p_motion) {
1290 
1291 	ERR_FAIL_COND_V(!is_inside_tree(), false);
1292 
1293 	if (motion_fix_enabled) {
1294 		return Physics2DServer::get_singleton()->body_test_motion_from(get_rid(), get_global_transform(), p_motion, margin);
1295 	} else {
1296 		return Physics2DServer::get_singleton()->body_test_motion(get_rid(), p_motion, margin);
1297 	}
1298 }
1299 
test_move_from(const Matrix32 & p_from,const Vector2 & p_motion)1300 bool KinematicBody2D::test_move_from(const Matrix32 &p_from, const Vector2 &p_motion) {
1301 
1302 	ERR_FAIL_COND_V(!is_inside_tree(), false);
1303 
1304 	return Physics2DServer::get_singleton()->body_test_motion_from(get_rid(), p_from, p_motion, margin);
1305 }
1306 
get_collision_pos() const1307 Vector2 KinematicBody2D::get_collision_pos() const {
1308 
1309 	ERR_FAIL_COND_V(!colliding, Vector2());
1310 	return collision;
1311 }
1312 
get_collision_normal() const1313 Vector2 KinematicBody2D::get_collision_normal() const {
1314 
1315 	ERR_FAIL_COND_V(!colliding, Vector2());
1316 	return normal;
1317 }
1318 
get_collider_velocity() const1319 Vector2 KinematicBody2D::get_collider_velocity() const {
1320 
1321 	return collider_vel;
1322 }
1323 
get_collider() const1324 ObjectID KinematicBody2D::get_collider() const {
1325 
1326 	ERR_FAIL_COND_V(!colliding, 0);
1327 	return collider;
1328 }
1329 
get_collider_shape() const1330 int KinematicBody2D::get_collider_shape() const {
1331 
1332 	ERR_FAIL_COND_V(!colliding, 0);
1333 	return collider_shape;
1334 }
1335 
get_collider_metadata() const1336 Variant KinematicBody2D::get_collider_metadata() const {
1337 
1338 	ERR_FAIL_COND_V(!colliding, 0);
1339 	return collider_metadata;
1340 }
1341 
is_colliding() const1342 bool KinematicBody2D::is_colliding() const {
1343 
1344 	return colliding;
1345 }
1346 
set_collision_margin(float p_margin)1347 void KinematicBody2D::set_collision_margin(float p_margin) {
1348 
1349 	margin = p_margin;
1350 }
1351 
get_collision_margin() const1352 float KinematicBody2D::get_collision_margin() const {
1353 
1354 	return margin;
1355 }
1356 
_bind_methods()1357 void KinematicBody2D::_bind_methods() {
1358 
1359 	ObjectTypeDB::bind_method(_MD("move", "rel_vec"), &KinematicBody2D::move);
1360 	ObjectTypeDB::bind_method(_MD("move_to", "position"), &KinematicBody2D::move_to);
1361 	ObjectTypeDB::bind_method(_MD("move_and_slide", "linear_velocity", "floor_normal", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
1362 
1363 	ObjectTypeDB::bind_method(_MD("get_move_and_slide_colliders"), &KinematicBody2D::get_move_and_slide_colliders);
1364 	ObjectTypeDB::bind_method(_MD("is_move_and_slide_on_floor"), &KinematicBody2D::is_move_and_slide_on_floor);
1365 	ObjectTypeDB::bind_method(_MD("is_move_and_slide_on_ceiling"), &KinematicBody2D::is_move_and_slide_on_ceiling);
1366 	ObjectTypeDB::bind_method(_MD("is_move_and_slide_on_wall"), &KinematicBody2D::is_move_and_slide_on_wall);
1367 
1368 	ObjectTypeDB::bind_method(_MD("test_move", "rel_vec"), &KinematicBody2D::test_move);
1369 	ObjectTypeDB::bind_method(_MD("test_move_from", "from", "rel_vec"), &KinematicBody2D::test_move_from);
1370 	ObjectTypeDB::bind_method(_MD("get_travel"), &KinematicBody2D::get_travel);
1371 	ObjectTypeDB::bind_method(_MD("revert_motion"), &KinematicBody2D::revert_motion);
1372 
1373 	ObjectTypeDB::bind_method(_MD("is_colliding"), &KinematicBody2D::is_colliding);
1374 
1375 	ObjectTypeDB::bind_method(_MD("get_collision_pos"), &KinematicBody2D::get_collision_pos);
1376 	ObjectTypeDB::bind_method(_MD("get_collision_normal"), &KinematicBody2D::get_collision_normal);
1377 	ObjectTypeDB::bind_method(_MD("get_collider_velocity"), &KinematicBody2D::get_collider_velocity);
1378 	ObjectTypeDB::bind_method(_MD("get_collider:Variant"), &KinematicBody2D::_get_collider);
1379 	ObjectTypeDB::bind_method(_MD("get_collider_shape"), &KinematicBody2D::get_collider_shape);
1380 	ObjectTypeDB::bind_method(_MD("get_collider_metadata:Variant"), &KinematicBody2D::get_collider_metadata);
1381 
1382 	ObjectTypeDB::bind_method(_MD("set_collision_margin", "pixels"), &KinematicBody2D::set_collision_margin);
1383 	ObjectTypeDB::bind_method(_MD("get_collision_margin", "pixels"), &KinematicBody2D::get_collision_margin);
1384 
1385 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), _SCS("set_collision_margin"), _SCS("get_collision_margin"));
1386 }
1387 
KinematicBody2D()1388 KinematicBody2D::KinematicBody2D() :
1389 		PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC) {
1390 
1391 	colliding = false;
1392 	collider = 0;
1393 
1394 	collider_shape = 0;
1395 
1396 	margin = 0.08;
1397 
1398 	move_and_slide_on_floor = false;
1399 	move_and_slide_on_ceiling = false;
1400 	move_and_slide_on_wall = false;
1401 }
~KinematicBody2D()1402 KinematicBody2D::~KinematicBody2D() {
1403 }
1404