1/**************************************************************************/
2/* physics_body_2d.cpp */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
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8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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29/**************************************************************************/
30
31#include "physics_body_2d.h"
32
33#include "scene/scene_string_names.h"
34
35void PhysicsBody2D::_bind_methods() {
36 ClassDB::bind_method(D_METHOD("move_and_collide", "motion", "test_only", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08), DEFVAL(false));
37 ClassDB::bind_method(D_METHOD("test_move", "from", "motion", "collision", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08), DEFVAL(false));
38
39 ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions);
40 ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with);
41 ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody2D::remove_collision_exception_with);
42}
43
44PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) :
45 CollisionObject2D(PhysicsServer2D::get_singleton()->body_create(), false) {
46 set_body_mode(p_mode);
47 set_pickable(false);
48}
49
50PhysicsBody2D::~PhysicsBody2D() {
51 if (motion_cache.is_valid()) {
52 motion_cache->owner = nullptr;
53 }
54}
55
56Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_test_only, real_t p_margin, bool p_recovery_as_collision) {
57 PhysicsServer2D::MotionParameters parameters(get_global_transform(), p_motion, p_margin);
58 parameters.recovery_as_collision = p_recovery_as_collision;
59
60 PhysicsServer2D::MotionResult result;
61
62 if (move_and_collide(parameters, result, p_test_only)) {
63 // Create a new instance when the cached reference is invalid or still in use in script.
64 if (motion_cache.is_null() || motion_cache->get_reference_count() > 1) {
65 motion_cache.instantiate();
66 motion_cache->owner = this;
67 }
68
69 motion_cache->result = result;
70 return motion_cache;
71 }
72
73 return Ref<KinematicCollision2D>();
74}
75
76bool PhysicsBody2D::move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only, bool p_cancel_sliding) {
77 if (is_only_update_transform_changes_enabled()) {
78 ERR_PRINT("Move functions do not work together with 'sync to physics' option. Please read the documentation.");
79 }
80
81 bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_parameters, &r_result);
82
83 // Restore direction of motion to be along original motion,
84 // in order to avoid sliding due to recovery,
85 // but only if collision depth is low enough to avoid tunneling.
86 if (p_cancel_sliding) {
87 real_t motion_length = p_parameters.motion.length();
88 real_t precision = 0.001;
89
90 if (colliding) {
91 // Can't just use margin as a threshold because collision depth is calculated on unsafe motion,
92 // so even in normal resting cases the depth can be a bit more than the margin.
93 precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction);
94
95 if (r_result.collision_depth > p_parameters.margin + precision) {
96 p_cancel_sliding = false;
97 }
98 }
99
100 if (p_cancel_sliding) {
101 // When motion is null, recovery is the resulting motion.
102 Vector2 motion_normal;
103 if (motion_length > CMP_EPSILON) {
104 motion_normal = p_parameters.motion / motion_length;
105 }
106
107 // Check depth of recovery.
108 real_t projected_length = r_result.travel.dot(motion_normal);
109 Vector2 recovery = r_result.travel - motion_normal * projected_length;
110 real_t recovery_length = recovery.length();
111 // Fixes cases where canceling slide causes the motion to go too deep into the ground,
112 // because we're only taking rest information into account and not general recovery.
113 if (recovery_length < p_parameters.margin + precision) {
114 // Apply adjustment to motion.
115 r_result.travel = motion_normal * projected_length;
116 r_result.remainder = p_parameters.motion - r_result.travel;
117 }
118 }
119 }
120
121 if (!p_test_only) {
122 Transform2D gt = p_parameters.from;
123 gt.columns[2] += r_result.travel;
124 set_global_transform(gt);
125 }
126
127 return colliding;
128}
129
130bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision, real_t p_margin, bool p_recovery_as_collision) {
131 ERR_FAIL_COND_V(!is_inside_tree(), false);
132
133 PhysicsServer2D::MotionResult *r = nullptr;
134 PhysicsServer2D::MotionResult temp_result;
135 if (r_collision.is_valid()) {
136 // Needs const_cast because method bindings don't support non-const Ref.
137 r = const_cast<PhysicsServer2D::MotionResult *>(&r_collision->result);
138 } else {
139 r = &temp_result;
140 }
141
142 PhysicsServer2D::MotionParameters parameters(p_from, p_motion, p_margin);
143 parameters.recovery_as_collision = p_recovery_as_collision;
144
145 return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r);
146}
147
148TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() {
149 List<RID> exceptions;
150 PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions);
151 Array ret;
152 for (const RID &body : exceptions) {
153 ObjectID instance_id = PhysicsServer2D::get_singleton()->body_get_object_instance_id(body);
154 Object *obj = ObjectDB::get_instance(instance_id);
155 PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(obj);
156 ret.append(physics_body);
157 }
158 return ret;
159}
160
161void PhysicsBody2D::add_collision_exception_with(Node *p_node) {
162 ERR_FAIL_NULL(p_node);
163 PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(p_node);
164 ERR_FAIL_NULL_MSG(physics_body, "Collision exception only works between two nodes that inherit from PhysicsBody2D.");
165 PhysicsServer2D::get_singleton()->body_add_collision_exception(get_rid(), physics_body->get_rid());
166}
167
168void PhysicsBody2D::remove_collision_exception_with(Node *p_node) {
169 ERR_FAIL_NULL(p_node);
170 PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(p_node);
171 ERR_FAIL_NULL_MSG(physics_body, "Collision exception only works between two nodes that inherit from PhysicsBody2D.");
172 PhysicsServer2D::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid());
173}
174
175void StaticBody2D::set_constant_linear_velocity(const Vector2 &p_vel) {
176 constant_linear_velocity = p_vel;
177
178 PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
179}
180
181void StaticBody2D::set_constant_angular_velocity(real_t p_vel) {
182 constant_angular_velocity = p_vel;
183
184 PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
185}
186
187Vector2 StaticBody2D::get_constant_linear_velocity() const {
188 return constant_linear_velocity;
189}
190
191real_t StaticBody2D::get_constant_angular_velocity() const {
192 return constant_angular_velocity;
193}
194
195void StaticBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
196 if (physics_material_override.is_valid()) {
197 physics_material_override->disconnect_changed(callable_mp(this, &StaticBody2D::_reload_physics_characteristics));
198 }
199
200 physics_material_override = p_physics_material_override;
201
202 if (physics_material_override.is_valid()) {
203 physics_material_override->connect_changed(callable_mp(this, &StaticBody2D::_reload_physics_characteristics));
204 }
205 _reload_physics_characteristics();
206}
207
208Ref<PhysicsMaterial> StaticBody2D::get_physics_material_override() const {
209 return physics_material_override;
210}
211
212void StaticBody2D::_bind_methods() {
213 ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody2D::set_constant_linear_velocity);
214 ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody2D::set_constant_angular_velocity);
215 ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody2D::get_constant_linear_velocity);
216 ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody2D::get_constant_angular_velocity);
217
218 ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody2D::set_physics_material_override);
219 ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody2D::get_physics_material_override);
220
221 ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
222 ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity", PROPERTY_HINT_NONE, "suffix:px/s"), "set_constant_linear_velocity", "get_constant_linear_velocity");
223 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_angular_velocity", PROPERTY_HINT_NONE, U"radians,suffix:\u00B0/s"), "set_constant_angular_velocity", "get_constant_angular_velocity");
224}
225
226StaticBody2D::StaticBody2D(PhysicsServer2D::BodyMode p_mode) :
227 PhysicsBody2D(p_mode) {
228}
229
230void StaticBody2D::_reload_physics_characteristics() {
231 if (physics_material_override.is_null()) {
232 PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0);
233 PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1);
234 } else {
235 PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
236 PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
237 }
238}
239
240void AnimatableBody2D::set_sync_to_physics(bool p_enable) {
241 if (sync_to_physics == p_enable) {
242 return;
243 }
244
245 sync_to_physics = p_enable;
246
247 _update_kinematic_motion();
248}
249
250bool AnimatableBody2D::is_sync_to_physics_enabled() const {
251 return sync_to_physics;
252}
253
254void AnimatableBody2D::_update_kinematic_motion() {
255#ifdef TOOLS_ENABLED
256 if (Engine::get_singleton()->is_editor_hint()) {
257 return;
258 }
259#endif
260
261 if (sync_to_physics) {
262 PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody2D::_body_state_changed));
263 set_only_update_transform_changes(true);
264 set_notify_local_transform(true);
265 } else {
266 PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), Callable());
267 set_only_update_transform_changes(false);
268 set_notify_local_transform(false);
269 }
270}
271
272void AnimatableBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
273 if (!sync_to_physics) {
274 return;
275 }
276
277 last_valid_transform = p_state->get_transform();
278 set_notify_local_transform(false);
279 set_global_transform(last_valid_transform);
280 set_notify_local_transform(true);
281}
282
283void AnimatableBody2D::_notification(int p_what) {
284 switch (p_what) {
285 case NOTIFICATION_ENTER_TREE: {
286 last_valid_transform = get_global_transform();
287 _update_kinematic_motion();
288 } break;
289
290 case NOTIFICATION_EXIT_TREE: {
291 set_only_update_transform_changes(false);
292 set_notify_local_transform(false);
293 } break;
294
295 case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
296 // Used by sync to physics, send the new transform to the physics...
297 Transform2D new_transform = get_global_transform();
298
299 PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
300
301 // ... but then revert changes.
302 set_notify_local_transform(false);
303 set_global_transform(last_valid_transform);
304 set_notify_local_transform(true);
305 } break;
306 }
307}
308
309void AnimatableBody2D::_bind_methods() {
310 ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody2D::set_sync_to_physics);
311 ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &AnimatableBody2D::is_sync_to_physics_enabled);
312
313 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
314}
315
316AnimatableBody2D::AnimatableBody2D() :
317 StaticBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) {
318}
319
320void RigidBody2D::_body_enter_tree(ObjectID p_id) {
321 Object *obj = ObjectDB::get_instance(p_id);
322 Node *node = Object::cast_to<Node>(obj);
323 ERR_FAIL_NULL(node);
324 ERR_FAIL_NULL(contact_monitor);
325 HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(p_id);
326 ERR_FAIL_COND(!E);
327 ERR_FAIL_COND(E->value.in_scene);
328
329 contact_monitor->locked = true;
330
331 E->value.in_scene = true;
332 emit_signal(SceneStringNames::get_singleton()->body_entered, node);
333
334 for (int i = 0; i < E->value.shapes.size(); i++) {
335 emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape);
336 }
337
338 contact_monitor->locked = false;
339}
340
341void RigidBody2D::_body_exit_tree(ObjectID p_id) {
342 Object *obj = ObjectDB::get_instance(p_id);
343 Node *node = Object::cast_to<Node>(obj);
344 ERR_FAIL_NULL(node);
345 ERR_FAIL_NULL(contact_monitor);
346 HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(p_id);
347 ERR_FAIL_COND(!E);
348 ERR_FAIL_COND(!E->value.in_scene);
349 E->value.in_scene = false;
350
351 contact_monitor->locked = true;
352
353 emit_signal(SceneStringNames::get_singleton()->body_exited, node);
354
355 for (int i = 0; i < E->value.shapes.size(); i++) {
356 emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape);
357 }
358
359 contact_monitor->locked = false;
360}
361
362void RigidBody2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
363 bool body_in = p_status == 1;
364 ObjectID objid = p_instance;
365
366 Object *obj = ObjectDB::get_instance(objid);
367 Node *node = Object::cast_to<Node>(obj);
368
369 ERR_FAIL_NULL(contact_monitor);
370 HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(objid);
371
372 ERR_FAIL_COND(!body_in && !E);
373
374 if (body_in) {
375 if (!E) {
376 E = contact_monitor->body_map.insert(objid, BodyState());
377 E->value.rid = p_body;
378 //E->value.rc=0;
379 E->value.in_scene = node && node->is_inside_tree();
380 if (node) {
381 node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree).bind(objid));
382 node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree).bind(objid));
383 if (E->value.in_scene) {
384 emit_signal(SceneStringNames::get_singleton()->body_entered, node);
385 }
386 }
387
388 //E->value.rc++;
389 }
390
391 if (node) {
392 E->value.shapes.insert(ShapePair(p_body_shape, p_local_shape));
393 }
394
395 if (E->value.in_scene) {
396 emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_local_shape);
397 }
398
399 } else {
400 //E->value.rc--;
401
402 if (node) {
403 E->value.shapes.erase(ShapePair(p_body_shape, p_local_shape));
404 }
405
406 bool in_scene = E->value.in_scene;
407
408 if (E->value.shapes.is_empty()) {
409 if (node) {
410 node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree));
411 node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree));
412 if (in_scene) {
413 emit_signal(SceneStringNames::get_singleton()->body_exited, node);
414 }
415 }
416
417 contact_monitor->body_map.remove(E);
418 }
419 if (node && in_scene) {
420 emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, node, p_body_shape, p_local_shape);
421 }
422 }
423}
424
425struct _RigidBody2DInOut {
426 RID rid;
427 ObjectID id;
428 int shape = 0;
429 int local_shape = 0;
430};
431
432void RigidBody2D::_sync_body_state(PhysicsDirectBodyState2D *p_state) {
433 if (!freeze || freeze_mode != FREEZE_MODE_KINEMATIC) {
434 set_global_transform(p_state->get_transform());
435 }
436
437 linear_velocity = p_state->get_linear_velocity();
438 angular_velocity = p_state->get_angular_velocity();
439
440 if (sleeping != p_state->is_sleeping()) {
441 sleeping = p_state->is_sleeping();
442 emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
443 }
444}
445
446void RigidBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
447 lock_callback();
448
449 set_block_transform_notify(true); // don't want notify (would feedback loop)
450 _sync_body_state(p_state);
451
452 GDVIRTUAL_CALL(_integrate_forces, p_state);
453
454 _sync_body_state(p_state);
455 set_block_transform_notify(false); // want it back
456
457 if (contact_monitor) {
458 contact_monitor->locked = true;
459
460 //untag all
461 int rc = 0;
462 for (KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
463 for (int i = 0; i < E.value.shapes.size(); i++) {
464 E.value.shapes[i].tagged = false;
465 rc++;
466 }
467 }
468
469 _RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBody2DInOut));
470 int toadd_count = 0; //state->get_contact_count();
471 RigidBody2D_RemoveAction *toremove = (RigidBody2D_RemoveAction *)alloca(rc * sizeof(RigidBody2D_RemoveAction));
472 int toremove_count = 0;
473
474 //put the ones to add
475
476 for (int i = 0; i < p_state->get_contact_count(); i++) {
477 RID col_rid = p_state->get_contact_collider(i);
478 ObjectID col_obj = p_state->get_contact_collider_id(i);
479 int local_shape = p_state->get_contact_local_shape(i);
480 int col_shape = p_state->get_contact_collider_shape(i);
481
482 HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(col_obj);
483 if (!E) {
484 toadd[toadd_count].rid = col_rid;
485 toadd[toadd_count].local_shape = local_shape;
486 toadd[toadd_count].id = col_obj;
487 toadd[toadd_count].shape = col_shape;
488 toadd_count++;
489 continue;
490 }
491
492 ShapePair sp(col_shape, local_shape);
493 int idx = E->value.shapes.find(sp);
494 if (idx == -1) {
495 toadd[toadd_count].rid = col_rid;
496 toadd[toadd_count].local_shape = local_shape;
497 toadd[toadd_count].id = col_obj;
498 toadd[toadd_count].shape = col_shape;
499 toadd_count++;
500 continue;
501 }
502
503 E->value.shapes[idx].tagged = true;
504 }
505
506 //put the ones to remove
507
508 for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
509 for (int i = 0; i < E.value.shapes.size(); i++) {
510 if (!E.value.shapes[i].tagged) {
511 toremove[toremove_count].rid = E.value.rid;
512 toremove[toremove_count].body_id = E.key;
513 toremove[toremove_count].pair = E.value.shapes[i];
514 toremove_count++;
515 }
516 }
517 }
518
519 //process removals
520
521 for (int i = 0; i < toremove_count; i++) {
522 _body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
523 }
524
525 //process additions
526
527 for (int i = 0; i < toadd_count; i++) {
528 _body_inout(1, toadd[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
529 }
530
531 contact_monitor->locked = false;
532 }
533
534 unlock_callback();
535}
536
537void RigidBody2D::_apply_body_mode() {
538 if (freeze) {
539 switch (freeze_mode) {
540 case FREEZE_MODE_STATIC: {
541 set_body_mode(PhysicsServer2D::BODY_MODE_STATIC);
542 } break;
543 case FREEZE_MODE_KINEMATIC: {
544 set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC);
545 } break;
546 }
547 } else if (lock_rotation) {
548 set_body_mode(PhysicsServer2D::BODY_MODE_RIGID_LINEAR);
549 } else {
550 set_body_mode(PhysicsServer2D::BODY_MODE_RIGID);
551 }
552}
553
554void RigidBody2D::set_lock_rotation_enabled(bool p_lock_rotation) {
555 if (p_lock_rotation == lock_rotation) {
556 return;
557 }
558
559 lock_rotation = p_lock_rotation;
560 _apply_body_mode();
561}
562
563bool RigidBody2D::is_lock_rotation_enabled() const {
564 return lock_rotation;
565}
566
567void RigidBody2D::set_freeze_enabled(bool p_freeze) {
568 if (p_freeze == freeze) {
569 return;
570 }
571
572 freeze = p_freeze;
573 _apply_body_mode();
574}
575
576bool RigidBody2D::is_freeze_enabled() const {
577 return freeze;
578}
579
580void RigidBody2D::set_freeze_mode(FreezeMode p_freeze_mode) {
581 if (p_freeze_mode == freeze_mode) {
582 return;
583 }
584
585 freeze_mode = p_freeze_mode;
586 _apply_body_mode();
587}
588
589RigidBody2D::FreezeMode RigidBody2D::get_freeze_mode() const {
590 return freeze_mode;
591}
592
593void RigidBody2D::set_mass(real_t p_mass) {
594 ERR_FAIL_COND(p_mass <= 0);
595 mass = p_mass;
596 PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_MASS, mass);
597}
598
599real_t RigidBody2D::get_mass() const {
600 return mass;
601}
602
603void RigidBody2D::set_inertia(real_t p_inertia) {
604 ERR_FAIL_COND(p_inertia < 0);
605 inertia = p_inertia;
606 PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia);
607}
608
609real_t RigidBody2D::get_inertia() const {
610 return inertia;
611}
612
613void RigidBody2D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
614 if (center_of_mass_mode == p_mode) {
615 return;
616 }
617
618 center_of_mass_mode = p_mode;
619
620 switch (center_of_mass_mode) {
621 case CENTER_OF_MASS_MODE_AUTO: {
622 center_of_mass = Vector2();
623 PhysicsServer2D::get_singleton()->body_reset_mass_properties(get_rid());
624 if (inertia != 0.0) {
625 PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia);
626 }
627 } break;
628
629 case CENTER_OF_MASS_MODE_CUSTOM: {
630 PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
631 } break;
632 }
633}
634
635RigidBody2D::CenterOfMassMode RigidBody2D::get_center_of_mass_mode() const {
636 return center_of_mass_mode;
637}
638
639void RigidBody2D::set_center_of_mass(const Vector2 &p_center_of_mass) {
640 if (center_of_mass == p_center_of_mass) {
641 return;
642 }
643
644 ERR_FAIL_COND(center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM);
645 center_of_mass = p_center_of_mass;
646
647 PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
648}
649
650const Vector2 &RigidBody2D::get_center_of_mass() const {
651 return center_of_mass;
652}
653
654void RigidBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
655 if (physics_material_override.is_valid()) {
656 physics_material_override->disconnect_changed(callable_mp(this, &RigidBody2D::_reload_physics_characteristics));
657 }
658
659 physics_material_override = p_physics_material_override;
660
661 if (physics_material_override.is_valid()) {
662 physics_material_override->connect_changed(callable_mp(this, &RigidBody2D::_reload_physics_characteristics));
663 }
664 _reload_physics_characteristics();
665}
666
667Ref<PhysicsMaterial> RigidBody2D::get_physics_material_override() const {
668 return physics_material_override;
669}
670
671void RigidBody2D::set_gravity_scale(real_t p_gravity_scale) {
672 gravity_scale = p_gravity_scale;
673 PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
674}
675
676real_t RigidBody2D::get_gravity_scale() const {
677 return gravity_scale;
678}
679
680void RigidBody2D::set_linear_damp_mode(DampMode p_mode) {
681 linear_damp_mode = p_mode;
682 PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE, linear_damp_mode);
683}
684
685RigidBody2D::DampMode RigidBody2D::get_linear_damp_mode() const {
686 return linear_damp_mode;
687}
688
689void RigidBody2D::set_angular_damp_mode(DampMode p_mode) {
690 angular_damp_mode = p_mode;
691 PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE, angular_damp_mode);
692}
693
694RigidBody2D::DampMode RigidBody2D::get_angular_damp_mode() const {
695 return angular_damp_mode;
696}
697
698void RigidBody2D::set_linear_damp(real_t p_linear_damp) {
699 ERR_FAIL_COND(p_linear_damp < -1);
700 linear_damp = p_linear_damp;
701 PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_LINEAR_DAMP, linear_damp);
702}
703
704real_t RigidBody2D::get_linear_damp() const {
705 return linear_damp;
706}
707
708void RigidBody2D::set_angular_damp(real_t p_angular_damp) {
709 ERR_FAIL_COND(p_angular_damp < -1);
710 angular_damp = p_angular_damp;
711 PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP, angular_damp);
712}
713
714real_t RigidBody2D::get_angular_damp() const {
715 return angular_damp;
716}
717
718void RigidBody2D::set_axis_velocity(const Vector2 &p_axis) {
719 Vector2 axis = p_axis.normalized();
720 linear_velocity -= axis * axis.dot(linear_velocity);
721 linear_velocity += p_axis;
722 PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
723}
724
725void RigidBody2D::set_linear_velocity(const Vector2 &p_velocity) {
726 linear_velocity = p_velocity;
727 PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
728}
729
730Vector2 RigidBody2D::get_linear_velocity() const {
731 return linear_velocity;
732}
733
734void RigidBody2D::set_angular_velocity(real_t p_velocity) {
735 angular_velocity = p_velocity;
736 PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
737}
738
739real_t RigidBody2D::get_angular_velocity() const {
740 return angular_velocity;
741}
742
743void RigidBody2D::set_use_custom_integrator(bool p_enable) {
744 if (custom_integrator == p_enable) {
745 return;
746 }
747
748 custom_integrator = p_enable;
749 PhysicsServer2D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
750}
751
752bool RigidBody2D::is_using_custom_integrator() {
753 return custom_integrator;
754}
755
756void RigidBody2D::set_sleeping(bool p_sleeping) {
757 sleeping = p_sleeping;
758 PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_SLEEPING, sleeping);
759}
760
761void RigidBody2D::set_can_sleep(bool p_active) {
762 can_sleep = p_active;
763 PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_CAN_SLEEP, p_active);
764}
765
766bool RigidBody2D::is_able_to_sleep() const {
767 return can_sleep;
768}
769
770bool RigidBody2D::is_sleeping() const {
771 return sleeping;
772}
773
774void RigidBody2D::set_max_contacts_reported(int p_amount) {
775 max_contacts_reported = p_amount;
776 PhysicsServer2D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
777}
778
779int RigidBody2D::get_max_contacts_reported() const {
780 return max_contacts_reported;
781}
782
783int RigidBody2D::get_contact_count() const {
784 PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(get_rid());
785 ERR_FAIL_NULL_V(bs, 0);
786 return bs->get_contact_count();
787}
788
789void RigidBody2D::apply_central_impulse(const Vector2 &p_impulse) {
790 PhysicsServer2D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
791}
792
793void RigidBody2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
794 PhysicsServer2D::get_singleton()->body_apply_impulse(get_rid(), p_impulse, p_position);
795}
796
797void RigidBody2D::apply_torque_impulse(real_t p_torque) {
798 PhysicsServer2D::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque);
799}
800
801void RigidBody2D::apply_central_force(const Vector2 &p_force) {
802 PhysicsServer2D::get_singleton()->body_apply_central_force(get_rid(), p_force);
803}
804
805void RigidBody2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) {
806 PhysicsServer2D::get_singleton()->body_apply_force(get_rid(), p_force, p_position);
807}
808
809void RigidBody2D::apply_torque(real_t p_torque) {
810 PhysicsServer2D::get_singleton()->body_apply_torque(get_rid(), p_torque);
811}
812
813void RigidBody2D::add_constant_central_force(const Vector2 &p_force) {
814 PhysicsServer2D::get_singleton()->body_add_constant_central_force(get_rid(), p_force);
815}
816
817void RigidBody2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) {
818 PhysicsServer2D::get_singleton()->body_add_constant_force(get_rid(), p_force, p_position);
819}
820
821void RigidBody2D::add_constant_torque(const real_t p_torque) {
822 PhysicsServer2D::get_singleton()->body_add_constant_torque(get_rid(), p_torque);
823}
824
825void RigidBody2D::set_constant_force(const Vector2 &p_force) {
826 PhysicsServer2D::get_singleton()->body_set_constant_force(get_rid(), p_force);
827}
828
829Vector2 RigidBody2D::get_constant_force() const {
830 return PhysicsServer2D::get_singleton()->body_get_constant_force(get_rid());
831}
832
833void RigidBody2D::set_constant_torque(real_t p_torque) {
834 PhysicsServer2D::get_singleton()->body_set_constant_torque(get_rid(), p_torque);
835}
836
837real_t RigidBody2D::get_constant_torque() const {
838 return PhysicsServer2D::get_singleton()->body_get_constant_torque(get_rid());
839}
840
841void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
842 ccd_mode = p_mode;
843 PhysicsServer2D::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(), PhysicsServer2D::CCDMode(p_mode));
844}
845
846RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const {
847 return ccd_mode;
848}
849
850TypedArray<Node2D> RigidBody2D::get_colliding_bodies() const {
851 ERR_FAIL_NULL_V(contact_monitor, TypedArray<Node2D>());
852
853 TypedArray<Node2D> ret;
854 ret.resize(contact_monitor->body_map.size());
855 int idx = 0;
856 for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
857 Object *obj = ObjectDB::get_instance(E.key);
858 if (!obj) {
859 ret.resize(ret.size() - 1); //ops
860 } else {
861 ret[idx++] = obj;
862 }
863 }
864
865 return ret;
866}
867
868void RigidBody2D::set_contact_monitor(bool p_enabled) {
869 if (p_enabled == is_contact_monitor_enabled()) {
870 return;
871 }
872
873 if (!p_enabled) {
874 ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead.");
875
876 for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
877 //clean up mess
878 Object *obj = ObjectDB::get_instance(E.key);
879 Node *node = Object::cast_to<Node>(obj);
880
881 if (node) {
882 node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree));
883 node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree));
884 }
885 }
886
887 memdelete(contact_monitor);
888 contact_monitor = nullptr;
889 } else {
890 contact_monitor = memnew(ContactMonitor);
891 contact_monitor->locked = false;
892 }
893}
894
895bool RigidBody2D::is_contact_monitor_enabled() const {
896 return contact_monitor != nullptr;
897}
898
899void RigidBody2D::_notification(int p_what) {
900#ifdef TOOLS_ENABLED
901 switch (p_what) {
902 case NOTIFICATION_ENTER_TREE: {
903 if (Engine::get_singleton()->is_editor_hint()) {
904 set_notify_local_transform(true); // Used for warnings and only in editor.
905 }
906 } break;
907
908 case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
909 update_configuration_warnings();
910 } break;
911 }
912#endif
913}
914
915PackedStringArray RigidBody2D::get_configuration_warnings() const {
916 Transform2D t = get_transform();
917
918 PackedStringArray warnings = CollisionObject2D::get_configuration_warnings();
919
920 if (ABS(t.columns[0].length() - 1.0) > 0.05 || ABS(t.columns[1].length() - 1.0) > 0.05) {
921 warnings.push_back(RTR("Size changes to RigidBody2D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
922 }
923
924 return warnings;
925}
926
927void RigidBody2D::_bind_methods() {
928 ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody2D::set_mass);
929 ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody2D::get_mass);
930
931 ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody2D::get_inertia);
932 ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody2D::set_inertia);
933
934 ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidBody2D::set_center_of_mass_mode);
935 ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidBody2D::get_center_of_mass_mode);
936
937 ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidBody2D::set_center_of_mass);
938 ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidBody2D::get_center_of_mass);
939
940 ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody2D::set_physics_material_override);
941 ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody2D::get_physics_material_override);
942
943 ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody2D::set_gravity_scale);
944 ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody2D::get_gravity_scale);
945
946 ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &RigidBody2D::set_linear_damp_mode);
947 ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidBody2D::get_linear_damp_mode);
948
949 ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidBody2D::set_angular_damp_mode);
950 ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidBody2D::get_angular_damp_mode);
951
952 ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody2D::set_linear_damp);
953 ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody2D::get_linear_damp);
954
955 ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody2D::set_angular_damp);
956 ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody2D::get_angular_damp);
957
958 ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody2D::set_linear_velocity);
959 ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody2D::get_linear_velocity);
960
961 ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody2D::set_angular_velocity);
962 ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody2D::get_angular_velocity);
963
964 ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody2D::set_max_contacts_reported);
965 ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody2D::get_max_contacts_reported);
966 ClassDB::bind_method(D_METHOD("get_contact_count"), &RigidBody2D::get_contact_count);
967
968 ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody2D::set_use_custom_integrator);
969 ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody2D::is_using_custom_integrator);
970
971 ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody2D::set_contact_monitor);
972 ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody2D::is_contact_monitor_enabled);
973
974 ClassDB::bind_method(D_METHOD("set_continuous_collision_detection_mode", "mode"), &RigidBody2D::set_continuous_collision_detection_mode);
975 ClassDB::bind_method(D_METHOD("get_continuous_collision_detection_mode"), &RigidBody2D::get_continuous_collision_detection_mode);
976
977 ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody2D::set_axis_velocity);
978 ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody2D::apply_central_impulse, Vector2());
979 ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidBody2D::apply_impulse, Vector2());
980 ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidBody2D::apply_torque_impulse);
981
982 ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidBody2D::apply_central_force);
983 ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidBody2D::apply_force, Vector2());
984 ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidBody2D::apply_torque);
985
986 ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidBody2D::add_constant_central_force);
987 ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidBody2D::add_constant_force, Vector2());
988 ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidBody2D::add_constant_torque);
989
990 ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidBody2D::set_constant_force);
991 ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidBody2D::get_constant_force);
992
993 ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidBody2D::set_constant_torque);
994 ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidBody2D::get_constant_torque);
995
996 ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody2D::set_sleeping);
997 ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody2D::is_sleeping);
998
999 ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep);
1000 ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep);
1001
1002 ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidBody2D::set_lock_rotation_enabled);
1003 ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidBody2D::is_lock_rotation_enabled);
1004
1005 ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidBody2D::set_freeze_enabled);
1006 ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidBody2D::is_freeze_enabled);
1007
1008 ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidBody2D::set_freeze_mode);
1009 ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidBody2D::get_freeze_mode);
1010
1011 ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);
1012
1013 GDVIRTUAL_BIND(_integrate_forces, "state");
1014
1015 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp,suffix:kg"), "set_mass", "get_mass");
1016 ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
1017 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), "set_gravity_scale", "get_gravity_scale");
1018 ADD_GROUP("Mass Distribution", "");
1019 ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode", PROPERTY_HINT_ENUM, "Auto,Custom", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_center_of_mass_mode", "get_center_of_mass_mode");
1020 ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "center_of_mass", PROPERTY_HINT_RANGE, "-10,10,0.01,or_less,or_greater,suffix:px"), "set_center_of_mass", "get_center_of_mass");
1021 ADD_LINKED_PROPERTY("center_of_mass_mode", "center_of_mass");
1022 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inertia", PROPERTY_HINT_RANGE, U"0,1000,0.01,or_greater,exp,suffix:kg\u22C5px\u00B2"), "set_inertia", "get_inertia");
1023 ADD_GROUP("Deactivation", "");
1024 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping");
1025 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
1026 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "lock_rotation"), "set_lock_rotation_enabled", "is_lock_rotation_enabled");
1027 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "freeze"), "set_freeze_enabled", "is_freeze_enabled");
1028 ADD_PROPERTY(PropertyInfo(Variant::INT, "freeze_mode", PROPERTY_HINT_ENUM, "Static,Kinematic"), "set_freeze_mode", "get_freeze_mode");
1029 ADD_GROUP("Solver", "");
1030 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator");
1031 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");
1032 ADD_PROPERTY(PropertyInfo(Variant::INT, "max_contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported");
1033 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
1034 ADD_GROUP("Linear", "linear_");
1035 ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity", PROPERTY_HINT_NONE, "suffix:px/s"), "set_linear_velocity", "get_linear_velocity");
1036 ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_linear_damp_mode", "get_linear_damp_mode");
1037 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
1038 ADD_GROUP("Angular", "angular_");
1039 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity", PROPERTY_HINT_NONE, U"radians,suffix:\u00B0/s"), "set_angular_velocity", "get_angular_velocity");
1040 ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode");
1041 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
1042 ADD_GROUP("Constant Forces", "constant_");
1043 ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_force", PROPERTY_HINT_NONE, U"suffix:kg\u22C5px/s\u00B2"), "set_constant_force", "get_constant_force");
1044 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_torque", PROPERTY_HINT_NONE, U"suffix:kg\u22C5px\u00B2/s\u00B2/rad"), "set_constant_torque", "get_constant_torque");
1045
1046 ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
1047 ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
1048 ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
1049 ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
1050 ADD_SIGNAL(MethodInfo("sleeping_state_changed"));
1051
1052 BIND_ENUM_CONSTANT(FREEZE_MODE_STATIC);
1053 BIND_ENUM_CONSTANT(FREEZE_MODE_KINEMATIC);
1054
1055 BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO);
1056 BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM);
1057
1058 BIND_ENUM_CONSTANT(DAMP_MODE_COMBINE);
1059 BIND_ENUM_CONSTANT(DAMP_MODE_REPLACE);
1060
1061 BIND_ENUM_CONSTANT(CCD_MODE_DISABLED);
1062 BIND_ENUM_CONSTANT(CCD_MODE_CAST_RAY);
1063 BIND_ENUM_CONSTANT(CCD_MODE_CAST_SHAPE);
1064}
1065
1066void RigidBody2D::_validate_property(PropertyInfo &p_property) const {
1067 if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM) {
1068 if (p_property.name == "center_of_mass") {
1069 p_property.usage = PROPERTY_USAGE_NO_EDITOR;
1070 }
1071 }
1072}
1073
1074RigidBody2D::RigidBody2D() :
1075 PhysicsBody2D(PhysicsServer2D::BODY_MODE_RIGID) {
1076 PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &RigidBody2D::_body_state_changed));
1077}
1078
1079RigidBody2D::~RigidBody2D() {
1080 if (contact_monitor) {
1081 memdelete(contact_monitor);
1082 }
1083}
1084
1085void RigidBody2D::_reload_physics_characteristics() {
1086 if (physics_material_override.is_null()) {
1087 PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0);
1088 PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1);
1089 } else {
1090 PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
1091 PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
1092 }
1093}
1094
1095//////////////////////////
1096
1097// So, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
1098#define FLOOR_ANGLE_THRESHOLD 0.01
1099
1100bool CharacterBody2D::move_and_slide() {
1101 // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky.
1102 double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
1103
1104 Vector2 current_platform_velocity = platform_velocity;
1105 Transform2D gt = get_global_transform();
1106 previous_position = gt.columns[2];
1107
1108 if ((on_floor || on_wall) && platform_rid.is_valid()) {
1109 bool excluded = false;
1110 if (on_floor) {
1111 excluded = (platform_floor_layers & platform_layer) == 0;
1112 } else if (on_wall) {
1113 excluded = (platform_wall_layers & platform_layer) == 0;
1114 }
1115 if (!excluded) {
1116 //this approach makes sure there is less delay between the actual body velocity and the one we saved
1117 PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(platform_rid);
1118 if (bs) {
1119 Vector2 local_position = gt.columns[2] - bs->get_transform().columns[2];
1120 current_platform_velocity = bs->get_velocity_at_local_position(local_position);
1121 } else {
1122 // Body is removed or destroyed, invalidate floor.
1123 current_platform_velocity = Vector2();
1124 platform_rid = RID();
1125 }
1126 } else {
1127 current_platform_velocity = Vector2();
1128 }
1129 }
1130
1131 motion_results.clear();
1132 last_motion = Vector2();
1133
1134 bool was_on_floor = on_floor;
1135 on_floor = false;
1136 on_ceiling = false;
1137 on_wall = false;
1138
1139 if (!current_platform_velocity.is_zero_approx()) {
1140 PhysicsServer2D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin);
1141 parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
1142 parameters.exclude_bodies.insert(platform_rid);
1143 if (platform_object_id.is_valid()) {
1144 parameters.exclude_objects.insert(platform_object_id);
1145 }
1146
1147 PhysicsServer2D::MotionResult floor_result;
1148 if (move_and_collide(parameters, floor_result, false, false)) {
1149 motion_results.push_back(floor_result);
1150 _set_collision_direction(floor_result);
1151 }
1152 }
1153
1154 if (motion_mode == MOTION_MODE_GROUNDED) {
1155 _move_and_slide_grounded(delta, was_on_floor);
1156 } else {
1157 _move_and_slide_floating(delta);
1158 }
1159
1160 // Compute real velocity.
1161 real_velocity = get_position_delta() / delta;
1162
1163 if (platform_on_leave != PLATFORM_ON_LEAVE_DO_NOTHING) {
1164 // Add last platform velocity when just left a moving platform.
1165 if (!on_floor && !on_wall) {
1166 if (platform_on_leave == PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY && current_platform_velocity.dot(up_direction) < 0) {
1167 current_platform_velocity = current_platform_velocity.slide(up_direction);
1168 }
1169 velocity += current_platform_velocity;
1170 }
1171 }
1172
1173 return motion_results.size() > 0;
1174}
1175
1176void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) {
1177 Vector2 motion = velocity * p_delta;
1178 Vector2 motion_slide_up = motion.slide(up_direction);
1179
1180 Vector2 prev_floor_normal = floor_normal;
1181
1182 platform_rid = RID();
1183 platform_object_id = ObjectID();
1184 floor_normal = Vector2();
1185 platform_velocity = Vector2();
1186
1187 // No sliding on first attempt to keep floor motion stable when possible,
1188 // When stop on slope is enabled or when there is no up direction.
1189 bool sliding_enabled = !floor_stop_on_slope;
1190 // Constant speed can be applied only the first time sliding is enabled.
1191 bool can_apply_constant_speed = sliding_enabled;
1192 // If the platform's ceiling push down the body.
1193 bool apply_ceiling_velocity = false;
1194 bool first_slide = true;
1195 bool vel_dir_facing_up = velocity.dot(up_direction) > 0;
1196 Vector2 last_travel;
1197
1198 for (int iteration = 0; iteration < max_slides; ++iteration) {
1199 PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin);
1200 parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
1201
1202 Vector2 prev_position = parameters.from.columns[2];
1203
1204 PhysicsServer2D::MotionResult result;
1205 bool collided = move_and_collide(parameters, result, false, !sliding_enabled);
1206
1207 last_motion = result.travel;
1208
1209 if (collided) {
1210 motion_results.push_back(result);
1211 _set_collision_direction(result);
1212
1213 // If we hit a ceiling platform, we set the vertical velocity to at least the platform one.
1214 if (on_ceiling && result.collider_velocity != Vector2() && result.collider_velocity.dot(up_direction) < 0) {
1215 // If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward.
1216 if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (result.collision_normal + up_direction).length() < 0.01) {
1217 apply_ceiling_velocity = true;
1218 Vector2 ceiling_vertical_velocity = up_direction * up_direction.dot(result.collider_velocity);
1219 Vector2 motion_vertical_velocity = up_direction * up_direction.dot(velocity);
1220 if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) {
1221 velocity = ceiling_vertical_velocity + velocity.slide(up_direction);
1222 }
1223 }
1224 }
1225
1226 if (on_floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) {
1227 Transform2D gt = get_global_transform();
1228 if (result.travel.length() <= margin + CMP_EPSILON) {
1229 gt.columns[2] -= result.travel;
1230 }
1231 set_global_transform(gt);
1232 velocity = Vector2();
1233 last_motion = Vector2();
1234 motion = Vector2();
1235 break;
1236 }
1237
1238 if (result.remainder.is_zero_approx()) {
1239 motion = Vector2();
1240 break;
1241 }
1242
1243 // Move on floor only checks.
1244 if (floor_block_on_wall && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) {
1245 // Avoid to move forward on a wall if floor_block_on_wall is true.
1246 if (p_was_on_floor && !on_floor && !vel_dir_facing_up) {
1247 // If the movement is large the body can be prevented from reaching the walls.
1248 if (result.travel.length() <= margin + CMP_EPSILON) {
1249 // Cancels the motion.
1250 Transform2D gt = get_global_transform();
1251 gt.columns[2] -= result.travel;
1252 set_global_transform(gt);
1253 }
1254 // Determines if you are on the ground.
1255 _snap_on_floor(true, false, true);
1256 velocity = Vector2();
1257 last_motion = Vector2();
1258 motion = Vector2();
1259 break;
1260 }
1261 // Prevents the body from being able to climb a slope when it moves forward against the wall.
1262 else if (!on_floor) {
1263 motion = up_direction * up_direction.dot(result.remainder);
1264 motion = motion.slide(result.collision_normal);
1265 } else {
1266 motion = result.remainder;
1267 }
1268 }
1269 // Constant Speed when the slope is upward.
1270 else if (floor_constant_speed && is_on_floor_only() && can_apply_constant_speed && p_was_on_floor && motion.dot(result.collision_normal) < 0) {
1271 can_apply_constant_speed = false;
1272 Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
1273 motion = motion_slide_norm * (motion_slide_up.length() - result.travel.slide(up_direction).length() - last_travel.slide(up_direction).length());
1274 }
1275 // Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
1276 else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) {
1277 Vector2 slide_motion = result.remainder.slide(result.collision_normal);
1278 if (slide_motion.dot(velocity) > 0.0) {
1279 motion = slide_motion;
1280 } else {
1281 motion = Vector2();
1282 }
1283 if (slide_on_ceiling && on_ceiling) {
1284 // Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall.
1285 if (vel_dir_facing_up) {
1286 velocity = velocity.slide(result.collision_normal);
1287 } else {
1288 // Avoid acceleration in slope when falling.
1289 velocity = up_direction * up_direction.dot(velocity);
1290 }
1291 }
1292 }
1293 // No sliding on first attempt to keep floor motion stable when possible.
1294 else {
1295 motion = result.remainder;
1296 if (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) {
1297 velocity = velocity.slide(up_direction);
1298 motion = motion.slide(up_direction);
1299 }
1300 }
1301
1302 last_travel = result.travel;
1303 }
1304 // When you move forward in a downward slope you don’t collide because you will be in the air.
1305 // This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied.
1306 else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) {
1307 can_apply_constant_speed = false;
1308 sliding_enabled = true;
1309 Transform2D gt = get_global_transform();
1310 gt.columns[2] = prev_position;
1311 set_global_transform(gt);
1312
1313 Vector2 motion_slide_norm = motion.slide(prev_floor_normal).normalized();
1314 motion = motion_slide_norm * (motion_slide_up.length());
1315 collided = true;
1316 }
1317
1318 can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
1319 sliding_enabled = true;
1320 first_slide = false;
1321
1322 if (!collided || motion.is_zero_approx()) {
1323 break;
1324 }
1325 }
1326
1327 _snap_on_floor(p_was_on_floor, vel_dir_facing_up);
1328
1329 // Scales the horizontal velocity according to the wall slope.
1330 if (is_on_wall_only() && motion_slide_up.dot(motion_results.get(0).collision_normal) < 0) {
1331 Vector2 slide_motion = velocity.slide(motion_results.get(0).collision_normal);
1332 if (motion_slide_up.dot(slide_motion) < 0) {
1333 velocity = up_direction * up_direction.dot(velocity);
1334 } else {
1335 // Keeps the vertical motion from velocity and add the horizontal motion of the projection.
1336 velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction);
1337 }
1338 }
1339
1340 // Reset the gravity accumulation when touching the ground.
1341 if (on_floor && !vel_dir_facing_up) {
1342 velocity = velocity.slide(up_direction);
1343 }
1344}
1345
1346void CharacterBody2D::_move_and_slide_floating(double p_delta) {
1347 Vector2 motion = velocity * p_delta;
1348
1349 platform_rid = RID();
1350 platform_object_id = ObjectID();
1351 floor_normal = Vector2();
1352 platform_velocity = Vector2();
1353
1354 bool first_slide = true;
1355 for (int iteration = 0; iteration < max_slides; ++iteration) {
1356 PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin);
1357 parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
1358
1359 PhysicsServer2D::MotionResult result;
1360 bool collided = move_and_collide(parameters, result, false, false);
1361
1362 last_motion = result.travel;
1363
1364 if (collided) {
1365 motion_results.push_back(result);
1366 _set_collision_direction(result);
1367
1368 if (result.remainder.is_zero_approx()) {
1369 motion = Vector2();
1370 break;
1371 }
1372
1373 if (wall_min_slide_angle != 0 && result.get_angle(-velocity.normalized()) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
1374 motion = Vector2();
1375 } else if (first_slide) {
1376 Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
1377 motion = motion_slide_norm * (motion.length() - result.travel.length());
1378 } else {
1379 motion = result.remainder.slide(result.collision_normal);
1380 }
1381
1382 if (motion.dot(velocity) <= 0.0) {
1383 motion = Vector2();
1384 }
1385 }
1386
1387 if (!collided || motion.is_zero_approx()) {
1388 break;
1389 }
1390
1391 first_slide = false;
1392 }
1393}
1394void CharacterBody2D::apply_floor_snap() {
1395 _apply_floor_snap();
1396}
1397
1398// Method that avoids the p_wall_as_floor parameter for the public method.
1399void CharacterBody2D::_apply_floor_snap(bool p_wall_as_floor) {
1400 if (on_floor) {
1401 return;
1402 }
1403
1404 // Snap by at least collision margin to keep floor state consistent.
1405 real_t length = MAX(floor_snap_length, margin);
1406
1407 PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
1408 parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
1409 parameters.collide_separation_ray = true;
1410
1411 PhysicsServer2D::MotionResult result;
1412 if (move_and_collide(parameters, result, true, false)) {
1413 if ((result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) ||
1414 (p_wall_as_floor && result.get_angle(-up_direction) > floor_max_angle + FLOOR_ANGLE_THRESHOLD)) {
1415 on_floor = true;
1416 floor_normal = result.collision_normal;
1417 _set_platform_data(result);
1418
1419 if (floor_stop_on_slope) {
1420 // move and collide may stray the object a bit because of pre un-stucking,
1421 // so only ensure that motion happens on floor direction in this case.
1422 if (result.travel.length() > margin) {
1423 result.travel = up_direction * up_direction.dot(result.travel);
1424 } else {
1425 result.travel = Vector2();
1426 }
1427 }
1428
1429 parameters.from.columns[2] += result.travel;
1430 set_global_transform(parameters.from);
1431 }
1432 }
1433}
1434
1435void CharacterBody2D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor) {
1436 if (on_floor || !p_was_on_floor || p_vel_dir_facing_up) {
1437 return;
1438 }
1439
1440 _apply_floor_snap(p_wall_as_floor);
1441}
1442
1443bool CharacterBody2D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) {
1444 if (up_direction == Vector2() || on_floor || !p_was_on_floor || p_vel_dir_facing_up) {
1445 return false;
1446 }
1447
1448 // Snap by at least collision margin to keep floor state consistent.
1449 real_t length = MAX(floor_snap_length, margin);
1450
1451 PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
1452 parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
1453 parameters.collide_separation_ray = true;
1454
1455 PhysicsServer2D::MotionResult result;
1456 if (move_and_collide(parameters, result, true, false)) {
1457 if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
1458 return true;
1459 }
1460 }
1461
1462 return false;
1463}
1464
1465void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResult &p_result) {
1466 if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
1467 on_floor = true;
1468 floor_normal = p_result.collision_normal;
1469 _set_platform_data(p_result);
1470 } else if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(-up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
1471 on_ceiling = true;
1472 } else {
1473 on_wall = true;
1474 wall_normal = p_result.collision_normal;
1475 // Don't apply wall velocity when the collider is a CharacterBody2D.
1476 if (Object::cast_to<CharacterBody2D>(ObjectDB::get_instance(p_result.collider_id)) == nullptr) {
1477 _set_platform_data(p_result);
1478 }
1479 }
1480}
1481
1482void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) {
1483 platform_rid = p_result.collider;
1484 platform_object_id = p_result.collider_id;
1485 platform_velocity = p_result.collider_velocity;
1486 platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(platform_rid);
1487}
1488
1489const Vector2 &CharacterBody2D::get_velocity() const {
1490 return velocity;
1491}
1492
1493void CharacterBody2D::set_velocity(const Vector2 &p_velocity) {
1494 velocity = p_velocity;
1495}
1496
1497bool CharacterBody2D::is_on_floor() const {
1498 return on_floor;
1499}
1500
1501bool CharacterBody2D::is_on_floor_only() const {
1502 return on_floor && !on_wall && !on_ceiling;
1503}
1504
1505bool CharacterBody2D::is_on_wall() const {
1506 return on_wall;
1507}
1508
1509bool CharacterBody2D::is_on_wall_only() const {
1510 return on_wall && !on_floor && !on_ceiling;
1511}
1512
1513bool CharacterBody2D::is_on_ceiling() const {
1514 return on_ceiling;
1515}
1516
1517bool CharacterBody2D::is_on_ceiling_only() const {
1518 return on_ceiling && !on_floor && !on_wall;
1519}
1520
1521const Vector2 &CharacterBody2D::get_floor_normal() const {
1522 return floor_normal;
1523}
1524
1525const Vector2 &CharacterBody2D::get_wall_normal() const {
1526 return wall_normal;
1527}
1528
1529const Vector2 &CharacterBody2D::get_last_motion() const {
1530 return last_motion;
1531}
1532
1533Vector2 CharacterBody2D::get_position_delta() const {
1534 return get_global_transform().columns[2] - previous_position;
1535}
1536
1537const Vector2 &CharacterBody2D::get_real_velocity() const {
1538 return real_velocity;
1539}
1540
1541real_t CharacterBody2D::get_floor_angle(const Vector2 &p_up_direction) const {
1542 ERR_FAIL_COND_V(p_up_direction == Vector2(), 0);
1543 return Math::acos(floor_normal.dot(p_up_direction));
1544}
1545
1546const Vector2 &CharacterBody2D::get_platform_velocity() const {
1547 return platform_velocity;
1548}
1549
1550int CharacterBody2D::get_slide_collision_count() const {
1551 return motion_results.size();
1552}
1553
1554PhysicsServer2D::MotionResult CharacterBody2D::get_slide_collision(int p_bounce) const {
1555 ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer2D::MotionResult());
1556 return motion_results[p_bounce];
1557}
1558
1559Ref<KinematicCollision2D> CharacterBody2D::_get_slide_collision(int p_bounce) {
1560 ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref<KinematicCollision2D>());
1561 if (p_bounce >= slide_colliders.size()) {
1562 slide_colliders.resize(p_bounce + 1);
1563 }
1564
1565 // Create a new instance when the cached reference is invalid or still in use in script.
1566 if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->get_reference_count() > 1) {
1567 slide_colliders.write[p_bounce].instantiate();
1568 slide_colliders.write[p_bounce]->owner = this;
1569 }
1570
1571 slide_colliders.write[p_bounce]->result = motion_results[p_bounce];
1572 return slide_colliders[p_bounce];
1573}
1574
1575Ref<KinematicCollision2D> CharacterBody2D::_get_last_slide_collision() {
1576 if (motion_results.size() == 0) {
1577 return Ref<KinematicCollision2D>();
1578 }
1579 return _get_slide_collision(motion_results.size() - 1);
1580}
1581
1582void CharacterBody2D::set_safe_margin(real_t p_margin) {
1583 margin = p_margin;
1584}
1585
1586real_t CharacterBody2D::get_safe_margin() const {
1587 return margin;
1588}
1589
1590bool CharacterBody2D::is_floor_stop_on_slope_enabled() const {
1591 return floor_stop_on_slope;
1592}
1593
1594void CharacterBody2D::set_floor_stop_on_slope_enabled(bool p_enabled) {
1595 floor_stop_on_slope = p_enabled;
1596}
1597
1598bool CharacterBody2D::is_floor_constant_speed_enabled() const {
1599 return floor_constant_speed;
1600}
1601
1602void CharacterBody2D::set_floor_constant_speed_enabled(bool p_enabled) {
1603 floor_constant_speed = p_enabled;
1604}
1605
1606bool CharacterBody2D::is_floor_block_on_wall_enabled() const {
1607 return floor_block_on_wall;
1608}
1609
1610void CharacterBody2D::set_floor_block_on_wall_enabled(bool p_enabled) {
1611 floor_block_on_wall = p_enabled;
1612}
1613
1614bool CharacterBody2D::is_slide_on_ceiling_enabled() const {
1615 return slide_on_ceiling;
1616}
1617
1618void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) {
1619 slide_on_ceiling = p_enabled;
1620}
1621
1622uint32_t CharacterBody2D::get_platform_floor_layers() const {
1623 return platform_floor_layers;
1624}
1625
1626void CharacterBody2D::set_platform_floor_layers(uint32_t p_exclude_layers) {
1627 platform_floor_layers = p_exclude_layers;
1628}
1629
1630uint32_t CharacterBody2D::get_platform_wall_layers() const {
1631 return platform_wall_layers;
1632}
1633
1634void CharacterBody2D::set_platform_wall_layers(uint32_t p_exclude_layers) {
1635 platform_wall_layers = p_exclude_layers;
1636}
1637
1638void CharacterBody2D::set_motion_mode(MotionMode p_mode) {
1639 motion_mode = p_mode;
1640}
1641
1642CharacterBody2D::MotionMode CharacterBody2D::get_motion_mode() const {
1643 return motion_mode;
1644}
1645
1646void CharacterBody2D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) {
1647 platform_on_leave = p_on_leave_apply_velocity;
1648}
1649
1650CharacterBody2D::PlatformOnLeave CharacterBody2D::get_platform_on_leave() const {
1651 return platform_on_leave;
1652}
1653
1654int CharacterBody2D::get_max_slides() const {
1655 return max_slides;
1656}
1657
1658void CharacterBody2D::set_max_slides(int p_max_slides) {
1659 ERR_FAIL_COND(p_max_slides < 1);
1660 max_slides = p_max_slides;
1661}
1662
1663real_t CharacterBody2D::get_floor_max_angle() const {
1664 return floor_max_angle;
1665}
1666
1667void CharacterBody2D::set_floor_max_angle(real_t p_radians) {
1668 floor_max_angle = p_radians;
1669}
1670
1671real_t CharacterBody2D::get_floor_snap_length() {
1672 return floor_snap_length;
1673}
1674
1675void CharacterBody2D::set_floor_snap_length(real_t p_floor_snap_length) {
1676 ERR_FAIL_COND(p_floor_snap_length < 0);
1677 floor_snap_length = p_floor_snap_length;
1678}
1679
1680real_t CharacterBody2D::get_wall_min_slide_angle() const {
1681 return wall_min_slide_angle;
1682}
1683
1684void CharacterBody2D::set_wall_min_slide_angle(real_t p_radians) {
1685 wall_min_slide_angle = p_radians;
1686}
1687
1688const Vector2 &CharacterBody2D::get_up_direction() const {
1689 return up_direction;
1690}
1691
1692void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) {
1693 ERR_FAIL_COND_MSG(p_up_direction == Vector2(), "up_direction can't be equal to Vector2.ZERO, consider using Floating motion mode instead.");
1694 up_direction = p_up_direction.normalized();
1695}
1696
1697void CharacterBody2D::_notification(int p_what) {
1698 switch (p_what) {
1699 case NOTIFICATION_ENTER_TREE: {
1700 // Reset move_and_slide() data.
1701 on_floor = false;
1702 platform_rid = RID();
1703 platform_object_id = ObjectID();
1704 on_ceiling = false;
1705 on_wall = false;
1706 motion_results.clear();
1707 platform_velocity = Vector2();
1708 } break;
1709 }
1710}
1711
1712void CharacterBody2D::_bind_methods() {
1713 ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody2D::move_and_slide);
1714 ClassDB::bind_method(D_METHOD("apply_floor_snap"), &CharacterBody2D::apply_floor_snap);
1715
1716 ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody2D::set_velocity);
1717 ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody2D::get_velocity);
1718
1719 ClassDB::bind_method(D_METHOD("set_safe_margin", "margin"), &CharacterBody2D::set_safe_margin);
1720 ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin);
1721 ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody2D::is_floor_stop_on_slope_enabled);
1722 ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody2D::set_floor_stop_on_slope_enabled);
1723 ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled", "enabled"), &CharacterBody2D::set_floor_constant_speed_enabled);
1724 ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled"), &CharacterBody2D::is_floor_constant_speed_enabled);
1725 ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled", "enabled"), &CharacterBody2D::set_floor_block_on_wall_enabled);
1726 ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled"), &CharacterBody2D::is_floor_block_on_wall_enabled);
1727 ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody2D::set_slide_on_ceiling_enabled);
1728 ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody2D::is_slide_on_ceiling_enabled);
1729
1730 ClassDB::bind_method(D_METHOD("set_platform_floor_layers", "exclude_layer"), &CharacterBody2D::set_platform_floor_layers);
1731 ClassDB::bind_method(D_METHOD("get_platform_floor_layers"), &CharacterBody2D::get_platform_floor_layers);
1732 ClassDB::bind_method(D_METHOD("set_platform_wall_layers", "exclude_layer"), &CharacterBody2D::set_platform_wall_layers);
1733 ClassDB::bind_method(D_METHOD("get_platform_wall_layers"), &CharacterBody2D::get_platform_wall_layers);
1734
1735 ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody2D::get_max_slides);
1736 ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody2D::set_max_slides);
1737 ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody2D::get_floor_max_angle);
1738 ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody2D::set_floor_max_angle);
1739 ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody2D::get_floor_snap_length);
1740 ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody2D::set_floor_snap_length);
1741 ClassDB::bind_method(D_METHOD("get_wall_min_slide_angle"), &CharacterBody2D::get_wall_min_slide_angle);
1742 ClassDB::bind_method(D_METHOD("set_wall_min_slide_angle", "radians"), &CharacterBody2D::set_wall_min_slide_angle);
1743 ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody2D::get_up_direction);
1744 ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody2D::set_up_direction);
1745 ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody2D::set_motion_mode);
1746 ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody2D::get_motion_mode);
1747 ClassDB::bind_method(D_METHOD("set_platform_on_leave", "on_leave_apply_velocity"), &CharacterBody2D::set_platform_on_leave);
1748 ClassDB::bind_method(D_METHOD("get_platform_on_leave"), &CharacterBody2D::get_platform_on_leave);
1749
1750 ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody2D::is_on_floor);
1751 ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody2D::is_on_floor_only);
1752 ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody2D::is_on_ceiling);
1753 ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody2D::is_on_ceiling_only);
1754 ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody2D::is_on_wall);
1755 ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody2D::is_on_wall_only);
1756 ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody2D::get_floor_normal);
1757 ClassDB::bind_method(D_METHOD("get_wall_normal"), &CharacterBody2D::get_wall_normal);
1758 ClassDB::bind_method(D_METHOD("get_last_motion"), &CharacterBody2D::get_last_motion);
1759 ClassDB::bind_method(D_METHOD("get_position_delta"), &CharacterBody2D::get_position_delta);
1760 ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody2D::get_real_velocity);
1761 ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody2D::get_floor_angle, DEFVAL(Vector2(0.0, -1.0)));
1762 ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody2D::get_platform_velocity);
1763 ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody2D::get_slide_collision_count);
1764 ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision);
1765 ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody2D::_get_last_slide_collision);
1766
1767 ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Floating", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode");
1768 ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction");
1769 ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "velocity", PROPERTY_HINT_NONE, "suffix:px/s", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity");
1770 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
1771 ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides");
1772 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle");
1773
1774 ADD_GROUP("Floor", "floor_");
1775 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled");
1776 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled");
1777 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled");
1778 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians"), "set_floor_max_angle", "get_floor_max_angle");
1779 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater,suffix:px"), "set_floor_snap_length", "get_floor_snap_length");
1780
1781 ADD_GROUP("Moving Platform", "platform_");
1782 ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_on_leave", PROPERTY_HINT_ENUM, "Add Velocity,Add Upward Velocity,Do Nothing", PROPERTY_USAGE_DEFAULT), "set_platform_on_leave", "get_platform_on_leave");
1783 ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_floor_layers", "get_platform_floor_layers");
1784 ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_wall_layers", "get_platform_wall_layers");
1785
1786 ADD_GROUP("Collision", "");
1787 ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:px"), "set_safe_margin", "get_safe_margin");
1788
1789 BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED);
1790 BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING);
1791
1792 BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_VELOCITY);
1793 BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY);
1794 BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_DO_NOTHING);
1795}
1796
1797void CharacterBody2D::_validate_property(PropertyInfo &p_property) const {
1798 if (motion_mode == MOTION_MODE_FLOATING) {
1799 if (p_property.name.begins_with("floor_") || p_property.name == "up_direction" || p_property.name == "slide_on_ceiling") {
1800 p_property.usage = PROPERTY_USAGE_NO_EDITOR;
1801 }
1802 } else {
1803 if (p_property.name == "wall_min_slide_angle") {
1804 p_property.usage = PROPERTY_USAGE_NO_EDITOR;
1805 }
1806 }
1807}
1808
1809CharacterBody2D::CharacterBody2D() :
1810 PhysicsBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) {
1811}
1812
1813CharacterBody2D::~CharacterBody2D() {
1814 for (int i = 0; i < slide_colliders.size(); i++) {
1815 if (slide_colliders[i].is_valid()) {
1816 slide_colliders.write[i]->owner = nullptr;
1817 }
1818 }
1819}
1820
1821////////////////////////
1822
1823Vector2 KinematicCollision2D::get_position() const {
1824 return result.collision_point;
1825}
1826
1827Vector2 KinematicCollision2D::get_normal() const {
1828 return result.collision_normal;
1829}
1830
1831Vector2 KinematicCollision2D::get_travel() const {
1832 return result.travel;
1833}
1834
1835Vector2 KinematicCollision2D::get_remainder() const {
1836 return result.remainder;
1837}
1838
1839real_t KinematicCollision2D::get_angle(const Vector2 &p_up_direction) const {
1840 ERR_FAIL_COND_V(p_up_direction == Vector2(), 0);
1841 return result.get_angle(p_up_direction);
1842}
1843
1844real_t KinematicCollision2D::get_depth() const {
1845 return result.collision_depth;
1846}
1847
1848Object *KinematicCollision2D::get_local_shape() const {
1849 if (!owner) {
1850 return nullptr;
1851 }
1852 uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape);
1853 return owner->shape_owner_get_owner(ownerid);
1854}
1855
1856Object *KinematicCollision2D::get_collider() const {
1857 if (result.collider_id.is_valid()) {
1858 return ObjectDB::get_instance(result.collider_id);
1859 }
1860
1861 return nullptr;
1862}
1863
1864ObjectID KinematicCollision2D::get_collider_id() const {
1865 return result.collider_id;
1866}
1867
1868RID KinematicCollision2D::get_collider_rid() const {
1869 return result.collider;
1870}
1871
1872Object *KinematicCollision2D::get_collider_shape() const {
1873 Object *collider = get_collider();
1874 if (collider) {
1875 CollisionObject2D *obj2d = Object::cast_to<CollisionObject2D>(collider);
1876 if (obj2d) {
1877 uint32_t ownerid = obj2d->shape_find_owner(result.collider_shape);
1878 return obj2d->shape_owner_get_owner(ownerid);
1879 }
1880 }
1881
1882 return nullptr;
1883}
1884
1885int KinematicCollision2D::get_collider_shape_index() const {
1886 return result.collider_shape;
1887}
1888
1889Vector2 KinematicCollision2D::get_collider_velocity() const {
1890 return result.collider_velocity;
1891}
1892
1893void KinematicCollision2D::_bind_methods() {
1894 ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position);
1895 ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal);
1896 ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel);
1897 ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder);
1898 ClassDB::bind_method(D_METHOD("get_angle", "up_direction"), &KinematicCollision2D::get_angle, DEFVAL(Vector2(0.0, -1.0)));
1899 ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision2D::get_depth);
1900 ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape);
1901 ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider);
1902 ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id);
1903 ClassDB::bind_method(D_METHOD("get_collider_rid"), &KinematicCollision2D::get_collider_rid);
1904 ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision2D::get_collider_shape);
1905 ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index);
1906 ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity);
1907}
1908