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2 /*  physics_body_2d.h                                                    */
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30 #ifndef PHYSICS_BODY_2D_H
31 #define PHYSICS_BODY_2D_H
32 
33 #include "scene/2d/collision_object_2d.h"
34 #include "servers/physics_2d_server.h"
35 #include "vset.h"
36 
37 class PhysicsBody2D : public CollisionObject2D {
38 
39 	OBJ_TYPE(PhysicsBody2D, CollisionObject2D);
40 
41 	uint32_t mask;
42 	uint32_t collision_mask;
43 	Vector2 one_way_collision_direction;
44 	float one_way_collision_max_depth;
45 
46 	void _set_layers(uint32_t p_mask);
47 	uint32_t _get_layers() const;
48 
49 protected:
50 	// So this flag can be set at startup and cached for every body
51 	friend void register_scene_types();
52 	static bool motion_fix_enabled;
53 
54 	void _notification(int p_what);
55 	PhysicsBody2D(Physics2DServer::BodyMode p_mode);
56 
57 	static void _bind_methods();
58 
59 public:
60 	void set_layer_mask(uint32_t p_mask);
61 	uint32_t get_layer_mask() const;
62 
63 	void set_collision_mask(uint32_t p_mask);
64 	uint32_t get_collision_mask() const;
65 
66 	void set_collision_mask_bit(int p_bit, bool p_value);
67 	bool get_collision_mask_bit(int p_bit) const;
68 
69 	void set_layer_mask_bit(int p_bit, bool p_value);
70 	bool get_layer_mask_bit(int p_bit) const;
71 
72 	void add_collision_exception_with(Node *p_node); //must be physicsbody
73 	void remove_collision_exception_with(Node *p_node);
74 
75 	void set_one_way_collision_direction(const Vector2 &p_dir);
76 	Vector2 get_one_way_collision_direction() const;
77 
78 	void set_one_way_collision_max_depth(float p_dir);
79 	float get_one_way_collision_max_depth() const;
80 
81 	PhysicsBody2D();
82 };
83 
84 class StaticBody2D : public PhysicsBody2D {
85 
86 	OBJ_TYPE(StaticBody2D, PhysicsBody2D);
87 
88 	Vector2 constant_linear_velocity;
89 	real_t constant_angular_velocity;
90 
91 	real_t bounce;
92 	real_t friction;
93 
94 protected:
95 	static void _bind_methods();
96 
97 public:
98 	void set_friction(real_t p_friction);
99 	real_t get_friction() const;
100 
101 	void set_bounce(real_t p_bounce);
102 	real_t get_bounce() const;
103 
104 	void set_constant_linear_velocity(const Vector2 &p_vel);
105 	void set_constant_angular_velocity(real_t p_vel);
106 
107 	Vector2 get_constant_linear_velocity() const;
108 	real_t get_constant_angular_velocity() const;
109 
110 	StaticBody2D();
111 	~StaticBody2D();
112 };
113 
114 class RigidBody2D : public PhysicsBody2D {
115 
116 	OBJ_TYPE(RigidBody2D, PhysicsBody2D);
117 
118 public:
119 	enum Mode {
120 		MODE_RIGID,
121 		MODE_STATIC,
122 		MODE_CHARACTER,
123 		MODE_KINEMATIC,
124 	};
125 
126 	enum CCDMode {
127 		CCD_MODE_DISABLED,
128 		CCD_MODE_CAST_RAY,
129 		CCD_MODE_CAST_SHAPE,
130 	};
131 
132 private:
133 	bool can_sleep;
134 	Physics2DDirectBodyState *state;
135 	Mode mode;
136 
137 	real_t bounce;
138 	real_t mass;
139 	real_t friction;
140 	real_t gravity_scale;
141 	real_t linear_damp;
142 	real_t angular_damp;
143 
144 	Vector2 linear_velocity;
145 	real_t angular_velocity;
146 	bool sleeping;
147 
148 	int max_contacts_reported;
149 
150 	bool custom_integrator;
151 
152 	CCDMode ccd_mode;
153 
154 	struct ShapePair {
155 
156 		int body_shape;
157 		int local_shape;
158 		bool tagged;
159 		bool operator<(const ShapePair &p_sp) const {
160 			if (body_shape == p_sp.body_shape)
161 				return local_shape < p_sp.local_shape;
162 			else
163 				return body_shape < p_sp.body_shape;
164 		}
165 
ShapePairShapePair166 		ShapePair() {}
ShapePairShapePair167 		ShapePair(int p_bs, int p_ls) {
168 			body_shape = p_bs;
169 			local_shape = p_ls;
170 		}
171 	};
172 	struct RigidBody2D_RemoveAction {
173 
174 		ObjectID body_id;
175 		ShapePair pair;
176 	};
177 	struct BodyState {
178 
179 		//int rc;
180 		bool in_scene;
181 		VSet<ShapePair> shapes;
182 	};
183 
184 	struct ContactMonitor {
185 
186 		bool locked;
187 		Map<ObjectID, BodyState> body_map;
188 	};
189 
190 	ContactMonitor *contact_monitor;
191 	void _body_enter_tree(ObjectID p_id);
192 	void _body_exit_tree(ObjectID p_id);
193 
194 	void _body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape);
195 	void _direct_state_changed(Object *p_state);
196 
197 	bool _test_motion(const Vector2 &p_motion, float p_margin = 0.08, const Ref<Physics2DTestMotionResult> &p_result = Ref<Physics2DTestMotionResult>());
198 
199 protected:
200 	void _notification(int p_what);
201 	static void _bind_methods();
202 
203 public:
204 	void set_mode(Mode p_mode);
205 	Mode get_mode() const;
206 
207 	void set_mass(real_t p_mass);
208 	real_t get_mass() const;
209 
210 	void set_inertia(real_t p_inertia);
211 	real_t get_inertia() const;
212 
213 	void set_weight(real_t p_weight);
214 	real_t get_weight() const;
215 
216 	void set_friction(real_t p_friction);
217 	real_t get_friction() const;
218 
219 	void set_bounce(real_t p_bounce);
220 	real_t get_bounce() const;
221 
222 	void set_gravity_scale(real_t p_gravity_scale);
223 	real_t get_gravity_scale() const;
224 
225 	void set_linear_damp(real_t p_linear_damp);
226 	real_t get_linear_damp() const;
227 
228 	void set_angular_damp(real_t p_angular_damp);
229 	real_t get_angular_damp() const;
230 
231 	void set_linear_velocity(const Vector2 &p_velocity);
232 	Vector2 get_linear_velocity() const;
233 
234 	void set_axis_velocity(const Vector2 &p_axis);
235 
236 	void set_angular_velocity(real_t p_velocity);
237 	real_t get_angular_velocity() const;
238 
239 	void set_use_custom_integrator(bool p_enable);
240 	bool is_using_custom_integrator();
241 
242 	void set_sleeping(bool p_sleeping);
243 	bool is_sleeping() const;
244 
245 	void set_can_sleep(bool p_active);
246 	bool is_able_to_sleep() const;
247 
248 	void set_contact_monitor(bool p_enabled);
249 	bool is_contact_monitor_enabled() const;
250 
251 	void set_max_contacts_reported(int p_amount);
252 	int get_max_contacts_reported() const;
253 
254 	void set_continuous_collision_detection_mode(CCDMode p_mode);
255 	CCDMode get_continuous_collision_detection_mode() const;
256 
257 	void apply_impulse(const Vector2 &p_offset, const Vector2 &p_impulse);
258 
259 	void set_applied_force(const Vector2 &p_force);
260 	Vector2 get_applied_force() const;
261 
262 	void set_applied_torque(const float p_torque);
263 	float get_applied_torque() const;
264 
265 	void add_force(const Vector2 &p_offset, const Vector2 &p_force);
266 
267 	Array get_colliding_bodies() const; //function for script
268 
269 	virtual String get_configuration_warning() const;
270 
271 	RigidBody2D();
272 	~RigidBody2D();
273 };
274 
275 VARIANT_ENUM_CAST(RigidBody2D::Mode);
276 VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
277 
278 class KinematicBody2D : public PhysicsBody2D {
279 
280 	OBJ_TYPE(KinematicBody2D, PhysicsBody2D);
281 
282 	float margin;
283 	bool colliding;
284 	Vector2 collision;
285 	Vector2 normal;
286 	Vector2 collider_vel;
287 	ObjectID collider;
288 	int collider_shape;
289 	Variant collider_metadata;
290 	Vector2 travel;
291 
292 	Vector2 move_and_slide_floor_velocity;
293 	bool move_and_slide_on_floor;
294 	bool move_and_slide_on_ceiling;
295 	bool move_and_slide_on_wall;
296 	Array move_and_slide_colliders;
297 
298 	Variant _get_collider() const;
299 
300 	_FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;
301 
302 protected:
303 	static void _bind_methods();
304 
305 public:
306 	Vector2 move(const Vector2 &p_motion);
307 	Vector2 move_to(const Vector2 &p_position);
308 
309 	bool test_move(const Vector2 &p_motion);
310 	bool test_move_from(const Matrix32 &p_from, const Vector2 &p_motion);
311 	bool is_colliding() const;
312 
313 	Vector2 get_travel() const;
314 	void revert_motion();
315 
316 	Vector2 get_collision_pos() const;
317 	Vector2 get_collision_normal() const;
318 	Vector2 get_collider_velocity() const;
319 	ObjectID get_collider() const;
320 	int get_collider_shape() const;
321 	Variant get_collider_metadata() const;
322 
323 	void set_collision_margin(float p_margin);
324 	float get_collision_margin() const;
325 
326 	Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), float p_slope_stop_min_velocity = 5, int p_max_bounces = 4, float p_floor_max_angle = Math::deg2rad((float)45));
327 	bool is_move_and_slide_on_floor() const;
328 	bool is_move_and_slide_on_wall() const;
329 	bool is_move_and_slide_on_ceiling() const;
330 	Array get_move_and_slide_colliders() const;
331 
332 	KinematicBody2D();
333 	~KinematicBody2D();
334 };
335 
336 #endif // PHYSICS_BODY_2D_H
337