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/*************************************************************************/
/* physics_body_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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# include "physics_body_2d.h"
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# include "core/core_string_names.h"
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# include "scene/scene_string_names.h"
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void PhysicsBody2D : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " move_and_collide " , " distance " , " test_only " , " safe_margin " ) , & PhysicsBody2D : : _move , DEFVAL ( false ) , DEFVAL ( 0.08 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " test_move " , " from " , " distance " , " collision " , " safe_margin " ) , & PhysicsBody2D : : test_move , DEFVAL ( Variant ( ) ) , DEFVAL ( 0.08 ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_collision_exceptions " ) , & PhysicsBody2D : : get_collision_exceptions ) ;
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ClassDB : : bind_method ( D_METHOD ( " add_collision_exception_with " , " body " ) , & PhysicsBody2D : : add_collision_exception_with ) ;
ClassDB : : bind_method ( D_METHOD ( " remove_collision_exception_with " , " body " ) , & PhysicsBody2D : : remove_collision_exception_with ) ;
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}
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PhysicsBody2D : : PhysicsBody2D ( PhysicsServer2D : : BodyMode p_mode ) :
CollisionObject2D ( PhysicsServer2D : : get_singleton ( ) - > body_create ( ) , false ) {
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set_body_mode ( p_mode ) ;
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set_pickable ( false ) ;
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}
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PhysicsBody2D : : ~ PhysicsBody2D ( ) {
if ( motion_cache . is_valid ( ) ) {
motion_cache - > owner = nullptr ;
}
}
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Ref < KinematicCollision2D > PhysicsBody2D : : _move ( const Vector2 & p_distance , bool p_test_only , real_t p_margin ) {
PhysicsServer2D : : MotionParameters parameters ( get_global_transform ( ) , p_distance , p_margin ) ;
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parameters . recovery_as_collision = false ; // Don't report collisions generated only from recovery.
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PhysicsServer2D : : MotionResult result ;
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if ( move_and_collide ( parameters , result , p_test_only ) ) {
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// Create a new instance when the cached reference is invalid or still in use in script.
if ( motion_cache . is_null ( ) | | motion_cache - > reference_get_count ( ) > 1 ) {
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motion_cache . instantiate ( ) ;
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motion_cache - > owner = this ;
}
motion_cache - > result = result ;
return motion_cache ;
}
return Ref < KinematicCollision2D > ( ) ;
}
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bool PhysicsBody2D : : move_and_collide ( const PhysicsServer2D : : MotionParameters & p_parameters , PhysicsServer2D : : MotionResult & r_result , bool p_test_only , bool p_cancel_sliding ) {
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if ( is_only_update_transform_changes_enabled ( ) ) {
ERR_PRINT ( " Move functions do not work together with 'sync to physics' option. Please read the documentation. " ) ;
}
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bool colliding = PhysicsServer2D : : get_singleton ( ) - > body_test_motion ( get_rid ( ) , p_parameters , & r_result ) ;
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// Restore direction of motion to be along original motion,
// in order to avoid sliding due to recovery,
// but only if collision depth is low enough to avoid tunneling.
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if ( p_cancel_sliding ) {
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real_t motion_length = p_parameters . motion . length ( ) ;
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real_t precision = 0.001 ;
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if ( colliding ) {
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// Can't just use margin as a threshold because collision depth is calculated on unsafe motion,
// so even in normal resting cases the depth can be a bit more than the margin.
precision + = motion_length * ( r_result . collision_unsafe_fraction - r_result . collision_safe_fraction ) ;
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if ( r_result . collision_depth > p_parameters . margin + precision ) {
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p_cancel_sliding = false ;
}
}
if ( p_cancel_sliding ) {
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// When motion is null, recovery is the resulting motion.
Vector2 motion_normal ;
if ( motion_length > CMP_EPSILON ) {
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motion_normal = p_parameters . motion / motion_length ;
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}
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// Check depth of recovery.
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real_t projected_length = r_result . travel . dot ( motion_normal ) ;
Vector2 recovery = r_result . travel - motion_normal * projected_length ;
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real_t recovery_length = recovery . length ( ) ;
// Fixes cases where canceling slide causes the motion to go too deep into the ground,
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// because we're only taking rest information into account and not general recovery.
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if ( recovery_length < p_parameters . margin + precision ) {
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// Apply adjustment to motion.
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r_result . travel = motion_normal * projected_length ;
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r_result . remainder = p_parameters . motion - r_result . travel ;
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}
}
}
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if ( ! p_test_only ) {
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Transform2D gt = p_parameters . from ;
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gt . columns [ 2 ] + = r_result . travel ;
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set_global_transform ( gt ) ;
}
return colliding ;
}
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bool PhysicsBody2D : : test_move ( const Transform2D & p_from , const Vector2 & p_distance , const Ref < KinematicCollision2D > & r_collision , real_t p_margin ) {
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ERR_FAIL_COND_V ( ! is_inside_tree ( ) , false ) ;
PhysicsServer2D : : MotionResult * r = nullptr ;
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PhysicsServer2D : : MotionResult temp_result ;
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if ( r_collision . is_valid ( ) ) {
// Needs const_cast because method bindings don't support non-const Ref.
r = const_cast < PhysicsServer2D : : MotionResult * > ( & r_collision - > result ) ;
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} else {
r = & temp_result ;
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}
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PhysicsServer2D : : MotionParameters parameters ( p_from , p_distance , p_margin ) ;
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parameters . recovery_as_collision = false ; // Don't report collisions generated only from recovery.
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return PhysicsServer2D : : get_singleton ( ) - > body_test_motion ( get_rid ( ) , parameters , r ) ;
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}
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TypedArray < PhysicsBody2D > PhysicsBody2D : : get_collision_exceptions ( ) {
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List < RID > exceptions ;
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PhysicsServer2D : : get_singleton ( ) - > body_get_collision_exceptions ( get_rid ( ) , & exceptions ) ;
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Array ret ;
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for ( const RID & body : exceptions ) {
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ObjectID instance_id = PhysicsServer2D : : get_singleton ( ) - > body_get_object_instance_id ( body ) ;
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Object * obj = ObjectDB : : get_instance ( instance_id ) ;
PhysicsBody2D * physics_body = Object : : cast_to < PhysicsBody2D > ( obj ) ;
ret . append ( physics_body ) ;
}
return ret ;
}
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void PhysicsBody2D : : add_collision_exception_with ( Node * p_node ) {
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ERR_FAIL_NULL ( p_node ) ;
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PhysicsBody2D * physics_body = Object : : cast_to < PhysicsBody2D > ( p_node ) ;
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ERR_FAIL_COND_MSG ( ! physics_body , " Collision exception only works between two objects of PhysicsBody2D type. " ) ;
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PhysicsServer2D : : get_singleton ( ) - > body_add_collision_exception ( get_rid ( ) , physics_body - > get_rid ( ) ) ;
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}
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void PhysicsBody2D : : remove_collision_exception_with ( Node * p_node ) {
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ERR_FAIL_NULL ( p_node ) ;
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PhysicsBody2D * physics_body = Object : : cast_to < PhysicsBody2D > ( p_node ) ;
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ERR_FAIL_COND_MSG ( ! physics_body , " Collision exception only works between two objects of PhysicsBody2D type. " ) ;
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PhysicsServer2D : : get_singleton ( ) - > body_remove_collision_exception ( get_rid ( ) , physics_body - > get_rid ( ) ) ;
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}
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void StaticBody2D : : set_constant_linear_velocity ( const Vector2 & p_vel ) {
constant_linear_velocity = p_vel ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer2D : : BODY_STATE_LINEAR_VELOCITY , constant_linear_velocity ) ;
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}
void StaticBody2D : : set_constant_angular_velocity ( real_t p_vel ) {
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constant_angular_velocity = p_vel ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer2D : : BODY_STATE_ANGULAR_VELOCITY , constant_angular_velocity ) ;
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}
Vector2 StaticBody2D : : get_constant_linear_velocity ( ) const {
return constant_linear_velocity ;
}
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real_t StaticBody2D : : get_constant_angular_velocity ( ) const {
return constant_angular_velocity ;
}
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void StaticBody2D : : set_physics_material_override ( const Ref < PhysicsMaterial > & p_physics_material_override ) {
if ( physics_material_override . is_valid ( ) ) {
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if ( physics_material_override - > is_connected ( CoreStringNames : : get_singleton ( ) - > changed , callable_mp ( this , & StaticBody2D : : _reload_physics_characteristics ) ) ) {
physics_material_override - > disconnect ( CoreStringNames : : get_singleton ( ) - > changed , callable_mp ( this , & StaticBody2D : : _reload_physics_characteristics ) ) ;
}
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}
physics_material_override = p_physics_material_override ;
if ( physics_material_override . is_valid ( ) ) {
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physics_material_override - > connect ( CoreStringNames : : get_singleton ( ) - > changed , callable_mp ( this , & StaticBody2D : : _reload_physics_characteristics ) ) ;
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}
_reload_physics_characteristics ( ) ;
}
Ref < PhysicsMaterial > StaticBody2D : : get_physics_material_override ( ) const {
return physics_material_override ;
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}
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void StaticBody2D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_constant_linear_velocity " , " vel " ) , & StaticBody2D : : set_constant_linear_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " set_constant_angular_velocity " , " vel " ) , & StaticBody2D : : set_constant_angular_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " get_constant_linear_velocity " ) , & StaticBody2D : : get_constant_linear_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " get_constant_angular_velocity " ) , & StaticBody2D : : get_constant_angular_velocity ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_physics_material_override " , " physics_material_override " ) , & StaticBody2D : : set_physics_material_override ) ;
ClassDB : : bind_method ( D_METHOD ( " get_physics_material_override " ) , & StaticBody2D : : get_physics_material_override ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " physics_material_override " , PROPERTY_HINT_RESOURCE_TYPE , " PhysicsMaterial " ) , " set_physics_material_override " , " get_physics_material_override " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR2 , " constant_linear_velocity " , PROPERTY_HINT_NONE , " suffix:px/s " ) , " set_constant_linear_velocity " , " get_constant_linear_velocity " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " constant_angular_velocity " , PROPERTY_HINT_NONE , U " radians,suffix: \u00B0 /s " ) , " set_constant_angular_velocity " , " get_constant_angular_velocity " ) ;
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}
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StaticBody2D : : StaticBody2D ( PhysicsServer2D : : BodyMode p_mode ) :
PhysicsBody2D ( p_mode ) {
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}
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void StaticBody2D : : _reload_physics_characteristics ( ) {
if ( physics_material_override . is_null ( ) ) {
PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_BOUNCE , 0 ) ;
PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_FRICTION , 1 ) ;
} else {
PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_BOUNCE , physics_material_override - > computed_bounce ( ) ) ;
PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_FRICTION , physics_material_override - > computed_friction ( ) ) ;
}
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}
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void AnimatableBody2D : : set_sync_to_physics ( bool p_enable ) {
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if ( sync_to_physics = = p_enable ) {
return ;
}
sync_to_physics = p_enable ;
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_update_kinematic_motion ( ) ;
}
bool AnimatableBody2D : : is_sync_to_physics_enabled ( ) const {
return sync_to_physics ;
}
void AnimatableBody2D : : _update_kinematic_motion ( ) {
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# ifdef TOOLS_ENABLED
if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
return ;
}
# endif
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if ( sync_to_physics ) {
PhysicsServer2D : : get_singleton ( ) - > body_set_state_sync_callback ( get_rid ( ) , this , _body_state_changed_callback ) ;
set_only_update_transform_changes ( true ) ;
set_notify_local_transform ( true ) ;
} else {
PhysicsServer2D : : get_singleton ( ) - > body_set_state_sync_callback ( get_rid ( ) , nullptr , nullptr ) ;
set_only_update_transform_changes ( false ) ;
set_notify_local_transform ( false ) ;
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}
}
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void AnimatableBody2D : : _body_state_changed_callback ( void * p_instance , PhysicsDirectBodyState2D * p_state ) {
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AnimatableBody2D * body = static_cast < AnimatableBody2D * > ( p_instance ) ;
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body - > _body_state_changed ( p_state ) ;
}
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void AnimatableBody2D : : _body_state_changed ( PhysicsDirectBodyState2D * p_state ) {
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if ( ! sync_to_physics ) {
return ;
}
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last_valid_transform = p_state - > get_transform ( ) ;
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set_notify_local_transform ( false ) ;
set_global_transform ( last_valid_transform ) ;
set_notify_local_transform ( true ) ;
}
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void AnimatableBody2D : : _notification ( int p_what ) {
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switch ( p_what ) {
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case NOTIFICATION_ENTER_TREE : {
last_valid_transform = get_global_transform ( ) ;
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_update_kinematic_motion ( ) ;
} break ;
case NOTIFICATION_EXIT_TREE : {
set_only_update_transform_changes ( false ) ;
set_notify_local_transform ( false ) ;
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} break ;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED : {
// Used by sync to physics, send the new transform to the physics...
Transform2D new_transform = get_global_transform ( ) ;
PhysicsServer2D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer2D : : BODY_STATE_TRANSFORM , new_transform ) ;
// ... but then revert changes.
set_notify_local_transform ( false ) ;
set_global_transform ( last_valid_transform ) ;
set_notify_local_transform ( true ) ;
} break ;
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}
}
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void AnimatableBody2D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_sync_to_physics " , " enable " ) , & AnimatableBody2D : : set_sync_to_physics ) ;
ClassDB : : bind_method ( D_METHOD ( " is_sync_to_physics_enabled " ) , & AnimatableBody2D : : is_sync_to_physics_enabled ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " sync_to_physics " ) , " set_sync_to_physics " , " is_sync_to_physics_enabled " ) ;
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}
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AnimatableBody2D : : AnimatableBody2D ( ) :
StaticBody2D ( PhysicsServer2D : : BODY_MODE_KINEMATIC ) {
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}
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void RigidBody2D : : _body_enter_tree ( ObjectID p_id ) {
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Object * obj = ObjectDB : : get_instance ( p_id ) ;
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Node * node = Object : : cast_to < Node > ( obj ) ;
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ERR_FAIL_COND ( ! node ) ;
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ERR_FAIL_COND ( ! contact_monitor ) ;
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HashMap < ObjectID , BodyState > : : Iterator E = contact_monitor - > body_map . find ( p_id ) ;
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ERR_FAIL_COND ( ! E ) ;
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ERR_FAIL_COND ( E - > value . in_scene ) ;
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contact_monitor - > locked = true ;
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E - > value . in_scene = true ;
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emit_signal ( SceneStringNames : : get_singleton ( ) - > body_entered , node ) ;
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for ( int i = 0 ; i < E - > value . shapes . size ( ) ; i + + ) {
emit_signal ( SceneStringNames : : get_singleton ( ) - > body_shape_entered , E - > value . rid , node , E - > value . shapes [ i ] . body_shape , E - > value . shapes [ i ] . local_shape ) ;
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}
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contact_monitor - > locked = false ;
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}
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void RigidBody2D : : _body_exit_tree ( ObjectID p_id ) {
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Object * obj = ObjectDB : : get_instance ( p_id ) ;
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Node * node = Object : : cast_to < Node > ( obj ) ;
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ERR_FAIL_COND ( ! node ) ;
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ERR_FAIL_COND ( ! contact_monitor ) ;
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HashMap < ObjectID , BodyState > : : Iterator E = contact_monitor - > body_map . find ( p_id ) ;
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ERR_FAIL_COND ( ! E ) ;
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ERR_FAIL_COND ( ! E - > value . in_scene ) ;
E - > value . in_scene = false ;
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contact_monitor - > locked = true ;
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emit_signal ( SceneStringNames : : get_singleton ( ) - > body_exited , node ) ;
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for ( int i = 0 ; i < E - > value . shapes . size ( ) ; i + + ) {
emit_signal ( SceneStringNames : : get_singleton ( ) - > body_shape_exited , E - > value . rid , node , E - > value . shapes [ i ] . body_shape , E - > value . shapes [ i ] . local_shape ) ;
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}
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contact_monitor - > locked = false ;
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}
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void RigidBody2D : : _body_inout ( int p_status , const RID & p_body , ObjectID p_instance , int p_body_shape , int p_local_shape ) {
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bool body_in = p_status = = 1 ;
ObjectID objid = p_instance ;
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Object * obj = ObjectDB : : get_instance ( objid ) ;
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Node * node = Object : : cast_to < Node > ( obj ) ;
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ERR_FAIL_COND ( ! contact_monitor ) ;
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HashMap < ObjectID , BodyState > : : Iterator E = contact_monitor - > body_map . find ( objid ) ;
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ERR_FAIL_COND ( ! body_in & & ! E ) ;
if ( body_in ) {
if ( ! E ) {
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E = contact_monitor - > body_map . insert ( objid , BodyState ( ) ) ;
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E - > value . rid = p_body ;
//E->value.rc=0;
E - > value . in_scene = node & & node - > is_inside_tree ( ) ;
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if ( node ) {
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node - > connect ( SceneStringNames : : get_singleton ( ) - > tree_entered , callable_mp ( this , & RigidBody2D : : _body_enter_tree ) . bind ( objid ) ) ;
node - > connect ( SceneStringNames : : get_singleton ( ) - > tree_exiting , callable_mp ( this , & RigidBody2D : : _body_exit_tree ) . bind ( objid ) ) ;
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if ( E - > value . in_scene ) {
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emit_signal ( SceneStringNames : : get_singleton ( ) - > body_entered , node ) ;
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}
}
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//E->value.rc++;
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}
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if ( node ) {
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E - > value . shapes . insert ( ShapePair ( p_body_shape , p_local_shape ) ) ;
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}
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if ( E - > value . in_scene ) {
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emit_signal ( SceneStringNames : : get_singleton ( ) - > body_shape_entered , p_body , node , p_body_shape , p_local_shape ) ;
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}
} else {
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//E->value.rc--;
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if ( node ) {
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E - > value . shapes . erase ( ShapePair ( p_body_shape , p_local_shape ) ) ;
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}
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bool in_scene = E - > value . in_scene ;
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if ( E - > value . shapes . is_empty ( ) ) {
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if ( node ) {
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node - > disconnect ( SceneStringNames : : get_singleton ( ) - > tree_entered , callable_mp ( this , & RigidBody2D : : _body_enter_tree ) ) ;
node - > disconnect ( SceneStringNames : : get_singleton ( ) - > tree_exiting , callable_mp ( this , & RigidBody2D : : _body_exit_tree ) ) ;
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if ( in_scene ) {
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emit_signal ( SceneStringNames : : get_singleton ( ) - > body_exited , node ) ;
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}
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}
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contact_monitor - > body_map . remove ( E ) ;
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}
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if ( node & & in_scene ) {
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emit_signal ( SceneStringNames : : get_singleton ( ) - > body_shape_exited , p_body , node , p_body_shape , p_local_shape ) ;
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}
}
}
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struct _RigidBody2DInOut {
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RID rid ;
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ObjectID id ;
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int shape = 0 ;
int local_shape = 0 ;
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} ;
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void RigidBody2D : : _body_state_changed_callback ( void * p_instance , PhysicsDirectBodyState2D * p_state ) {
RigidBody2D * body = static_cast < RigidBody2D * > ( p_instance ) ;
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body - > _body_state_changed ( p_state ) ;
}
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void RigidBody2D : : _body_state_changed ( PhysicsDirectBodyState2D * p_state ) {
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set_block_transform_notify ( true ) ; // don't want notify (would feedback loop)
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if ( ! freeze | | freeze_mode ! = FREEZE_MODE_KINEMATIC ) {
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set_global_transform ( p_state - > get_transform ( ) ) ;
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}
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linear_velocity = p_state - > get_linear_velocity ( ) ;
angular_velocity = p_state - > get_angular_velocity ( ) ;
if ( sleeping ! = p_state - > is_sleeping ( ) ) {
sleeping = p_state - > is_sleeping ( ) ;
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emit_signal ( SceneStringNames : : get_singleton ( ) - > sleeping_state_changed ) ;
}
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GDVIRTUAL_CALL ( _integrate_forces , p_state ) ;
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set_block_transform_notify ( false ) ; // want it back
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if ( contact_monitor ) {
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contact_monitor - > locked = true ;
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//untag all
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int rc = 0 ;
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for ( KeyValue < ObjectID , BodyState > & E : contact_monitor - > body_map ) {
for ( int i = 0 ; i < E . value . shapes . size ( ) ; i + + ) {
E . value . shapes [ i ] . tagged = false ;
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rc + + ;
}
}
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_RigidBody2DInOut * toadd = ( _RigidBody2DInOut * ) alloca ( p_state - > get_contact_count ( ) * sizeof ( _RigidBody2DInOut ) ) ;
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int toadd_count = 0 ; //state->get_contact_count();
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RigidBody2D_RemoveAction * toremove = ( RigidBody2D_RemoveAction * ) alloca ( rc * sizeof ( RigidBody2D_RemoveAction ) ) ;
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int toremove_count = 0 ;
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//put the ones to add
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for ( int i = 0 ; i < p_state - > get_contact_count ( ) ; i + + ) {
RID rid = p_state - > get_contact_collider ( i ) ;
ObjectID obj = p_state - > get_contact_collider_id ( i ) ;
int local_shape = p_state - > get_contact_local_shape ( i ) ;
int shape = p_state - > get_contact_collider_shape ( i ) ;
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HashMap < ObjectID , BodyState > : : Iterator E = contact_monitor - > body_map . find ( obj ) ;
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if ( ! E ) {
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toadd [ toadd_count ] . rid = rid ;
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toadd [ toadd_count ] . local_shape = local_shape ;
toadd [ toadd_count ] . id = obj ;
toadd [ toadd_count ] . shape = shape ;
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toadd_count + + ;
continue ;
}
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ShapePair sp ( shape , local_shape ) ;
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int idx = E - > value . shapes . find ( sp ) ;
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if ( idx = = - 1 ) {
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toadd [ toadd_count ] . rid = rid ;
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toadd [ toadd_count ] . local_shape = local_shape ;
toadd [ toadd_count ] . id = obj ;
toadd [ toadd_count ] . shape = shape ;
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toadd_count + + ;
continue ;
}
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E - > value . shapes [ idx ] . tagged = true ;
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}
//put the ones to remove
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for ( const KeyValue < ObjectID , BodyState > & E : contact_monitor - > body_map ) {
for ( int i = 0 ; i < E . value . shapes . size ( ) ; i + + ) {
if ( ! E . value . shapes [ i ] . tagged ) {
toremove [ toremove_count ] . rid = E . value . rid ;
toremove [ toremove_count ] . body_id = E . key ;
toremove [ toremove_count ] . pair = E . value . shapes [ i ] ;
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toremove_count + + ;
}
}
}
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//process removals
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for ( int i = 0 ; i < toremove_count ; i + + ) {
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_body_inout ( 0 , toremove [ i ] . rid , toremove [ i ] . body_id , toremove [ i ] . pair . body_shape , toremove [ i ] . pair . local_shape ) ;
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}
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//process additions
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for ( int i = 0 ; i < toadd_count ; i + + ) {
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_body_inout ( 1 , toadd [ i ] . rid , toadd [ i ] . id , toadd [ i ] . shape , toadd [ i ] . local_shape ) ;
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}
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contact_monitor - > locked = false ;
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}
}
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void RigidBody2D : : _apply_body_mode ( ) {
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if ( freeze ) {
switch ( freeze_mode ) {
case FREEZE_MODE_STATIC : {
set_body_mode ( PhysicsServer2D : : BODY_MODE_STATIC ) ;
} break ;
case FREEZE_MODE_KINEMATIC : {
set_body_mode ( PhysicsServer2D : : BODY_MODE_KINEMATIC ) ;
} break ;
}
} else if ( lock_rotation ) {
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set_body_mode ( PhysicsServer2D : : BODY_MODE_RIGID_LINEAR ) ;
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} else {
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set_body_mode ( PhysicsServer2D : : BODY_MODE_RIGID ) ;
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}
}
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void RigidBody2D : : set_lock_rotation_enabled ( bool p_lock_rotation ) {
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if ( p_lock_rotation = = lock_rotation ) {
return ;
}
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lock_rotation = p_lock_rotation ;
_apply_body_mode ( ) ;
}
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bool RigidBody2D : : is_lock_rotation_enabled ( ) const {
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return lock_rotation ;
}
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void RigidBody2D : : set_freeze_enabled ( bool p_freeze ) {
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if ( p_freeze = = freeze ) {
return ;
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}
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freeze = p_freeze ;
_apply_body_mode ( ) ;
}
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bool RigidBody2D : : is_freeze_enabled ( ) const {
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return freeze ;
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}
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void RigidBody2D : : set_freeze_mode ( FreezeMode p_freeze_mode ) {
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if ( p_freeze_mode = = freeze_mode ) {
return ;
}
freeze_mode = p_freeze_mode ;
_apply_body_mode ( ) ;
}
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RigidBody2D : : FreezeMode RigidBody2D : : get_freeze_mode ( ) const {
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return freeze_mode ;
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}
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void RigidBody2D : : set_mass ( real_t p_mass ) {
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ERR_FAIL_COND ( p_mass < = 0 ) ;
mass = p_mass ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_MASS , mass ) ;
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}
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real_t RigidBody2D : : get_mass ( ) const {
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return mass ;
}
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void RigidBody2D : : set_inertia ( real_t p_inertia ) {
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ERR_FAIL_COND ( p_inertia < 0 ) ;
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inertia = p_inertia ;
PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_INERTIA , inertia ) ;
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}
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real_t RigidBody2D : : get_inertia ( ) const {
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return inertia ;
}
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void RigidBody2D : : set_center_of_mass_mode ( CenterOfMassMode p_mode ) {
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if ( center_of_mass_mode = = p_mode ) {
return ;
}
center_of_mass_mode = p_mode ;
switch ( center_of_mass_mode ) {
case CENTER_OF_MASS_MODE_AUTO : {
center_of_mass = Vector2 ( ) ;
PhysicsServer2D : : get_singleton ( ) - > body_reset_mass_properties ( get_rid ( ) ) ;
if ( inertia ! = 0.0 ) {
PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_INERTIA , inertia ) ;
}
} break ;
case CENTER_OF_MASS_MODE_CUSTOM : {
PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_CENTER_OF_MASS , center_of_mass ) ;
} break ;
}
}
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RigidBody2D : : CenterOfMassMode RigidBody2D : : get_center_of_mass_mode ( ) const {
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return center_of_mass_mode ;
}
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void RigidBody2D : : set_center_of_mass ( const Vector2 & p_center_of_mass ) {
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if ( center_of_mass = = p_center_of_mass ) {
return ;
}
ERR_FAIL_COND ( center_of_mass_mode ! = CENTER_OF_MASS_MODE_CUSTOM ) ;
center_of_mass = p_center_of_mass ;
PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_CENTER_OF_MASS , center_of_mass ) ;
}
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const Vector2 & RigidBody2D : : get_center_of_mass ( ) const {
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return center_of_mass ;
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}
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void RigidBody2D : : set_physics_material_override ( const Ref < PhysicsMaterial > & p_physics_material_override ) {
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if ( physics_material_override . is_valid ( ) ) {
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if ( physics_material_override - > is_connected ( CoreStringNames : : get_singleton ( ) - > changed , callable_mp ( this , & RigidBody2D : : _reload_physics_characteristics ) ) ) {
physics_material_override - > disconnect ( CoreStringNames : : get_singleton ( ) - > changed , callable_mp ( this , & RigidBody2D : : _reload_physics_characteristics ) ) ;
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}
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}
physics_material_override = p_physics_material_override ;
if ( physics_material_override . is_valid ( ) ) {
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physics_material_override - > connect ( CoreStringNames : : get_singleton ( ) - > changed , callable_mp ( this , & RigidBody2D : : _reload_physics_characteristics ) ) ;
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}
_reload_physics_characteristics ( ) ;
}
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Ref < PhysicsMaterial > RigidBody2D : : get_physics_material_override ( ) const {
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return physics_material_override ;
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}
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void RigidBody2D : : set_gravity_scale ( real_t p_gravity_scale ) {
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gravity_scale = p_gravity_scale ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_GRAVITY_SCALE , gravity_scale ) ;
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}
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real_t RigidBody2D : : get_gravity_scale ( ) const {
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return gravity_scale ;
}
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void RigidBody2D : : set_linear_damp_mode ( DampMode p_mode ) {
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linear_damp_mode = p_mode ;
PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_LINEAR_DAMP_MODE , linear_damp_mode ) ;
}
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RigidBody2D : : DampMode RigidBody2D : : get_linear_damp_mode ( ) const {
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return linear_damp_mode ;
}
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void RigidBody2D : : set_angular_damp_mode ( DampMode p_mode ) {
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angular_damp_mode = p_mode ;
PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_ANGULAR_DAMP_MODE , angular_damp_mode ) ;
}
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RigidBody2D : : DampMode RigidBody2D : : get_angular_damp_mode ( ) const {
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return angular_damp_mode ;
}
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void RigidBody2D : : set_linear_damp ( real_t p_linear_damp ) {
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ERR_FAIL_COND ( p_linear_damp < - 1 ) ;
linear_damp = p_linear_damp ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_LINEAR_DAMP , linear_damp ) ;
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}
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real_t RigidBody2D : : get_linear_damp ( ) const {
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return linear_damp ;
}
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void RigidBody2D : : set_angular_damp ( real_t p_angular_damp ) {
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ERR_FAIL_COND ( p_angular_damp < - 1 ) ;
angular_damp = p_angular_damp ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_ANGULAR_DAMP , angular_damp ) ;
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}
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real_t RigidBody2D : : get_angular_damp ( ) const {
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return angular_damp ;
}
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void RigidBody2D : : set_axis_velocity ( const Vector2 & p_axis ) {
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Vector2 axis = p_axis . normalized ( ) ;
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linear_velocity - = axis * axis . dot ( linear_velocity ) ;
linear_velocity + = p_axis ;
PhysicsServer2D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer2D : : BODY_STATE_LINEAR_VELOCITY , linear_velocity ) ;
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}
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void RigidBody2D : : set_linear_velocity ( const Vector2 & p_velocity ) {
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linear_velocity = p_velocity ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer2D : : BODY_STATE_LINEAR_VELOCITY , linear_velocity ) ;
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}
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Vector2 RigidBody2D : : get_linear_velocity ( ) const {
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return linear_velocity ;
}
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void RigidBody2D : : set_angular_velocity ( real_t p_velocity ) {
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angular_velocity = p_velocity ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer2D : : BODY_STATE_ANGULAR_VELOCITY , angular_velocity ) ;
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}
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real_t RigidBody2D : : get_angular_velocity ( ) const {
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return angular_velocity ;
}
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void RigidBody2D : : set_use_custom_integrator ( bool p_enable ) {
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if ( custom_integrator = = p_enable ) {
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return ;
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}
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custom_integrator = p_enable ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_omit_force_integration ( get_rid ( ) , p_enable ) ;
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}
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bool RigidBody2D : : is_using_custom_integrator ( ) {
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return custom_integrator ;
}
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void RigidBody2D : : set_sleeping ( bool p_sleeping ) {
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sleeping = p_sleeping ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer2D : : BODY_STATE_SLEEPING , sleeping ) ;
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}
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void RigidBody2D : : set_can_sleep ( bool p_active ) {
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can_sleep = p_active ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer2D : : BODY_STATE_CAN_SLEEP , p_active ) ;
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}
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bool RigidBody2D : : is_able_to_sleep ( ) const {
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return can_sleep ;
}
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bool RigidBody2D : : is_sleeping ( ) const {
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return sleeping ;
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}
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void RigidBody2D : : set_max_contacts_reported ( int p_amount ) {
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max_contacts_reported = p_amount ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_max_contacts_reported ( get_rid ( ) , p_amount ) ;
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}
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int RigidBody2D : : get_max_contacts_reported ( ) const {
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return max_contacts_reported ;
}
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int RigidBody2D : : get_contact_count ( ) const {
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PhysicsDirectBodyState2D * bs = PhysicsServer2D : : get_singleton ( ) - > body_get_direct_state ( get_rid ( ) ) ;
ERR_FAIL_NULL_V ( bs , 0 ) ;
return bs - > get_contact_count ( ) ;
}
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void RigidBody2D : : apply_central_impulse ( const Vector2 & p_impulse ) {
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PhysicsServer2D : : get_singleton ( ) - > body_apply_central_impulse ( get_rid ( ) , p_impulse ) ;
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}
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void RigidBody2D : : apply_impulse ( const Vector2 & p_impulse , const Vector2 & p_position ) {
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PhysicsServer2D : : get_singleton ( ) - > body_apply_impulse ( get_rid ( ) , p_impulse , p_position ) ;
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}
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void RigidBody2D : : apply_torque_impulse ( real_t p_torque ) {
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PhysicsServer2D : : get_singleton ( ) - > body_apply_torque_impulse ( get_rid ( ) , p_torque ) ;
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}
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void RigidBody2D : : apply_central_force ( const Vector2 & p_force ) {
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PhysicsServer2D : : get_singleton ( ) - > body_apply_central_force ( get_rid ( ) , p_force ) ;
}
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void RigidBody2D : : apply_force ( const Vector2 & p_force , const Vector2 & p_position ) {
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PhysicsServer2D : : get_singleton ( ) - > body_apply_force ( get_rid ( ) , p_force , p_position ) ;
}
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void RigidBody2D : : apply_torque ( real_t p_torque ) {
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PhysicsServer2D : : get_singleton ( ) - > body_apply_torque ( get_rid ( ) , p_torque ) ;
}
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void RigidBody2D : : add_constant_central_force ( const Vector2 & p_force ) {
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PhysicsServer2D : : get_singleton ( ) - > body_add_constant_central_force ( get_rid ( ) , p_force ) ;
}
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void RigidBody2D : : add_constant_force ( const Vector2 & p_force , const Vector2 & p_position ) {
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PhysicsServer2D : : get_singleton ( ) - > body_add_constant_force ( get_rid ( ) , p_force , p_position ) ;
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}
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void RigidBody2D : : add_constant_torque ( const real_t p_torque ) {
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PhysicsServer2D : : get_singleton ( ) - > body_add_constant_torque ( get_rid ( ) , p_torque ) ;
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}
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void RigidBody2D : : set_constant_force ( const Vector2 & p_force ) {
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PhysicsServer2D : : get_singleton ( ) - > body_set_constant_force ( get_rid ( ) , p_force ) ;
}
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Vector2 RigidBody2D : : get_constant_force ( ) const {
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return PhysicsServer2D : : get_singleton ( ) - > body_get_constant_force ( get_rid ( ) ) ;
}
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void RigidBody2D : : set_constant_torque ( real_t p_torque ) {
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PhysicsServer2D : : get_singleton ( ) - > body_set_constant_torque ( get_rid ( ) , p_torque ) ;
}
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real_t RigidBody2D : : get_constant_torque ( ) const {
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return PhysicsServer2D : : get_singleton ( ) - > body_get_constant_torque ( get_rid ( ) ) ;
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}
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void RigidBody2D : : set_continuous_collision_detection_mode ( CCDMode p_mode ) {
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ccd_mode = p_mode ;
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PhysicsServer2D : : get_singleton ( ) - > body_set_continuous_collision_detection_mode ( get_rid ( ) , PhysicsServer2D : : CCDMode ( p_mode ) ) ;
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}
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RigidBody2D : : CCDMode RigidBody2D : : get_continuous_collision_detection_mode ( ) const {
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return ccd_mode ;
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}
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TypedArray < Node2D > RigidBody2D : : get_colliding_bodies ( ) const {
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ERR_FAIL_COND_V ( ! contact_monitor , TypedArray < Node2D > ( ) ) ;
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TypedArray < Node2D > ret ;
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ret . resize ( contact_monitor - > body_map . size ( ) ) ;
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int idx = 0 ;
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for ( const KeyValue < ObjectID , BodyState > & E : contact_monitor - > body_map ) {
Object * obj = ObjectDB : : get_instance ( E . key ) ;
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if ( ! obj ) {
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ret . resize ( ret . size ( ) - 1 ) ; //ops
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} else {
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ret [ idx + + ] = obj ;
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}
}
return ret ;
}
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void RigidBody2D : : set_contact_monitor ( bool p_enabled ) {
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if ( p_enabled = = is_contact_monitor_enabled ( ) ) {
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return ;
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}
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if ( ! p_enabled ) {
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ERR_FAIL_COND_MSG ( contact_monitor - > locked , " Can't disable contact monitoring during in/out callback. Use call_deferred( \" set_contact_monitor \" , false) instead. " ) ;
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for ( const KeyValue < ObjectID , BodyState > & E : contact_monitor - > body_map ) {
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//clean up mess
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Object * obj = ObjectDB : : get_instance ( E . key ) ;
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Node * node = Object : : cast_to < Node > ( obj ) ;
if ( node ) {
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node - > disconnect ( SceneStringNames : : get_singleton ( ) - > tree_entered , callable_mp ( this , & RigidBody2D : : _body_enter_tree ) ) ;
node - > disconnect ( SceneStringNames : : get_singleton ( ) - > tree_exiting , callable_mp ( this , & RigidBody2D : : _body_exit_tree ) ) ;
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}
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}
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memdelete ( contact_monitor ) ;
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contact_monitor = nullptr ;
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} else {
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contact_monitor = memnew ( ContactMonitor ) ;
contact_monitor - > locked = false ;
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}
}
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bool RigidBody2D : : is_contact_monitor_enabled ( ) const {
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return contact_monitor ! = nullptr ;
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}
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void RigidBody2D : : _notification ( int p_what ) {
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# ifdef TOOLS_ENABLED
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switch ( p_what ) {
case NOTIFICATION_ENTER_TREE : {
if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
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set_notify_local_transform ( true ) ; // Used for warnings and only in editor.
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}
} break ;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED : {
if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
update_configuration_warnings ( ) ;
}
} break ;
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}
# endif
}
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TypedArray < String > RigidBody2D : : get_configuration_warnings ( ) const {
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Transform2D t = get_transform ( ) ;
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TypedArray < String > warnings = CollisionObject2D : : get_configuration_warnings ( ) ;
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if ( ABS ( t . columns [ 0 ] . length ( ) - 1.0 ) > 0.05 | | ABS ( t . columns [ 1 ] . length ( ) - 1.0 ) > 0.05 ) {
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warnings . push_back ( RTR ( " Size changes to RigidBody2D will be overridden by the physics engine when running. \n Change the size in children collision shapes instead. " ) ) ;
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}
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return warnings ;
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}
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void RigidBody2D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_mass " , " mass " ) , & RigidBody2D : : set_mass ) ;
ClassDB : : bind_method ( D_METHOD ( " get_mass " ) , & RigidBody2D : : get_mass ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_inertia " ) , & RigidBody2D : : get_inertia ) ;
ClassDB : : bind_method ( D_METHOD ( " set_inertia " , " inertia " ) , & RigidBody2D : : set_inertia ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_center_of_mass_mode " , " mode " ) , & RigidBody2D : : set_center_of_mass_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_center_of_mass_mode " ) , & RigidBody2D : : get_center_of_mass_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_center_of_mass " , " center_of_mass " ) , & RigidBody2D : : set_center_of_mass ) ;
ClassDB : : bind_method ( D_METHOD ( " get_center_of_mass " ) , & RigidBody2D : : get_center_of_mass ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_physics_material_override " , " physics_material_override " ) , & RigidBody2D : : set_physics_material_override ) ;
ClassDB : : bind_method ( D_METHOD ( " get_physics_material_override " ) , & RigidBody2D : : get_physics_material_override ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_gravity_scale " , " gravity_scale " ) , & RigidBody2D : : set_gravity_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " get_gravity_scale " ) , & RigidBody2D : : get_gravity_scale ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_linear_damp_mode " , " linear_damp_mode " ) , & RigidBody2D : : set_linear_damp_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_linear_damp_mode " ) , & RigidBody2D : : get_linear_damp_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_angular_damp_mode " , " angular_damp_mode " ) , & RigidBody2D : : set_angular_damp_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_angular_damp_mode " ) , & RigidBody2D : : get_angular_damp_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_linear_damp " , " linear_damp " ) , & RigidBody2D : : set_linear_damp ) ;
ClassDB : : bind_method ( D_METHOD ( " get_linear_damp " ) , & RigidBody2D : : get_linear_damp ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_angular_damp " , " angular_damp " ) , & RigidBody2D : : set_angular_damp ) ;
ClassDB : : bind_method ( D_METHOD ( " get_angular_damp " ) , & RigidBody2D : : get_angular_damp ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_linear_velocity " , " linear_velocity " ) , & RigidBody2D : : set_linear_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " get_linear_velocity " ) , & RigidBody2D : : get_linear_velocity ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_angular_velocity " , " angular_velocity " ) , & RigidBody2D : : set_angular_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " get_angular_velocity " ) , & RigidBody2D : : get_angular_velocity ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_max_contacts_reported " , " amount " ) , & RigidBody2D : : set_max_contacts_reported ) ;
ClassDB : : bind_method ( D_METHOD ( " get_max_contacts_reported " ) , & RigidBody2D : : get_max_contacts_reported ) ;
ClassDB : : bind_method ( D_METHOD ( " get_contact_count " ) , & RigidBody2D : : get_contact_count ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_use_custom_integrator " , " enable " ) , & RigidBody2D : : set_use_custom_integrator ) ;
ClassDB : : bind_method ( D_METHOD ( " is_using_custom_integrator " ) , & RigidBody2D : : is_using_custom_integrator ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_contact_monitor " , " enabled " ) , & RigidBody2D : : set_contact_monitor ) ;
ClassDB : : bind_method ( D_METHOD ( " is_contact_monitor_enabled " ) , & RigidBody2D : : is_contact_monitor_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_continuous_collision_detection_mode " , " mode " ) , & RigidBody2D : : set_continuous_collision_detection_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_continuous_collision_detection_mode " ) , & RigidBody2D : : get_continuous_collision_detection_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_axis_velocity " , " axis_velocity " ) , & RigidBody2D : : set_axis_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " apply_central_impulse " , " impulse " ) , & RigidBody2D : : apply_central_impulse , Vector2 ( ) ) ;
ClassDB : : bind_method ( D_METHOD ( " apply_impulse " , " impulse " , " position " ) , & RigidBody2D : : apply_impulse , Vector2 ( ) ) ;
ClassDB : : bind_method ( D_METHOD ( " apply_torque_impulse " , " torque " ) , & RigidBody2D : : apply_torque_impulse ) ;
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ClassDB : : bind_method ( D_METHOD ( " apply_central_force " , " force " ) , & RigidBody2D : : apply_central_force ) ;
ClassDB : : bind_method ( D_METHOD ( " apply_force " , " force " , " position " ) , & RigidBody2D : : apply_force , Vector2 ( ) ) ;
ClassDB : : bind_method ( D_METHOD ( " apply_torque " , " torque " ) , & RigidBody2D : : apply_torque ) ;
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ClassDB : : bind_method ( D_METHOD ( " add_constant_central_force " , " force " ) , & RigidBody2D : : add_constant_central_force ) ;
ClassDB : : bind_method ( D_METHOD ( " add_constant_force " , " force " , " position " ) , & RigidBody2D : : add_constant_force , Vector2 ( ) ) ;
ClassDB : : bind_method ( D_METHOD ( " add_constant_torque " , " torque " ) , & RigidBody2D : : add_constant_torque ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_constant_force " , " force " ) , & RigidBody2D : : set_constant_force ) ;
ClassDB : : bind_method ( D_METHOD ( " get_constant_force " ) , & RigidBody2D : : get_constant_force ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_constant_torque " , " torque " ) , & RigidBody2D : : set_constant_torque ) ;
ClassDB : : bind_method ( D_METHOD ( " get_constant_torque " ) , & RigidBody2D : : get_constant_torque ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_sleeping " , " sleeping " ) , & RigidBody2D : : set_sleeping ) ;
ClassDB : : bind_method ( D_METHOD ( " is_sleeping " ) , & RigidBody2D : : is_sleeping ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_can_sleep " , " able_to_sleep " ) , & RigidBody2D : : set_can_sleep ) ;
ClassDB : : bind_method ( D_METHOD ( " is_able_to_sleep " ) , & RigidBody2D : : is_able_to_sleep ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_lock_rotation_enabled " , " lock_rotation " ) , & RigidBody2D : : set_lock_rotation_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_lock_rotation_enabled " ) , & RigidBody2D : : is_lock_rotation_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_freeze_enabled " , " freeze_mode " ) , & RigidBody2D : : set_freeze_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_freeze_enabled " ) , & RigidBody2D : : is_freeze_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_freeze_mode " , " freeze_mode " ) , & RigidBody2D : : set_freeze_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_freeze_mode " ) , & RigidBody2D : : get_freeze_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_colliding_bodies " ) , & RigidBody2D : : get_colliding_bodies ) ;
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GDVIRTUAL_BIND ( _integrate_forces , " state " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " mass " , PROPERTY_HINT_RANGE , " 0.01,1000,0.01,or_greater,exp,suffix:kg " ) , " set_mass " , " get_mass " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " inertia " , PROPERTY_HINT_RANGE , U " 0,1000,0.01,or_greater,exp,suffix:kg \u22C5 px \u00B2 " ) , " set_inertia " , " get_inertia " ) ;
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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 " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR2 , " center_of_mass " , PROPERTY_HINT_RANGE , " -10,10,0.01,or_lesser,or_greater,suffix:px " ) , " set_center_of_mass " , " get_center_of_mass " ) ;
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ADD_LINKED_PROPERTY ( " center_of_mass_mode " , " center_of_mass " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " physics_material_override " , PROPERTY_HINT_RESOURCE_TYPE , " PhysicsMaterial " ) , " set_physics_material_override " , " get_physics_material_override " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " gravity_scale " , PROPERTY_HINT_RANGE , " -128,128,0.01 " ) , " set_gravity_scale " , " get_gravity_scale " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " custom_integrator " ) , " set_use_custom_integrator " , " is_using_custom_integrator " ) ;
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 " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " max_contacts_reported " , PROPERTY_HINT_RANGE , " 0,64,1,or_greater " ) , " set_max_contacts_reported " , " get_max_contacts_reported " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " contact_monitor " ) , " set_contact_monitor " , " is_contact_monitor_enabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " sleeping " ) , " set_sleeping " , " is_sleeping " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " can_sleep " ) , " set_can_sleep " , " is_able_to_sleep " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " lock_rotation " ) , " set_lock_rotation_enabled " , " is_lock_rotation_enabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " freeze " ) , " set_freeze_enabled " , " is_freeze_enabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " freeze_mode " , PROPERTY_HINT_ENUM , " Static,Kinematic " ) , " set_freeze_mode " , " get_freeze_mode " ) ;
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ADD_GROUP ( " Linear " , " linear_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR2 , " linear_velocity " , PROPERTY_HINT_NONE , " suffix:px/s " ) , " set_linear_velocity " , " get_linear_velocity " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " linear_damp_mode " , PROPERTY_HINT_ENUM , " Combine,Replace " ) , " set_linear_damp_mode " , " get_linear_damp_mode " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " linear_damp " , PROPERTY_HINT_RANGE , " -1,100,0.001,or_greater " ) , " set_linear_damp " , " get_linear_damp " ) ;
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ADD_GROUP ( " Angular " , " angular_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " angular_velocity " , PROPERTY_HINT_NONE , " suffix:rad/s " ) , " set_angular_velocity " , " get_angular_velocity " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " angular_damp_mode " , PROPERTY_HINT_ENUM , " Combine,Replace " ) , " set_angular_damp_mode " , " get_angular_damp_mode " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " angular_damp " , PROPERTY_HINT_RANGE , " -1,100,0.001,or_greater " ) , " set_angular_damp " , " get_angular_damp " ) ;
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ADD_GROUP ( " Constant Forces " , " constant_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR2 , " constant_force " , PROPERTY_HINT_NONE , U " suffix:kg \u22C5 px/s \u00B2 " ) , " set_constant_force " , " get_constant_force " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " constant_torque " , PROPERTY_HINT_NONE , U " suffix:kg \u22C5 px \u00B2 /s \u00B2 /rad " ) , " set_constant_torque " , " get_constant_torque " ) ;
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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 " ) ) ) ;
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 " ) ) ) ;
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ADD_SIGNAL ( MethodInfo ( " body_entered " , PropertyInfo ( Variant : : OBJECT , " body " , PROPERTY_HINT_RESOURCE_TYPE , " Node " ) ) ) ;
ADD_SIGNAL ( MethodInfo ( " body_exited " , PropertyInfo ( Variant : : OBJECT , " body " , PROPERTY_HINT_RESOURCE_TYPE , " Node " ) ) ) ;
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ADD_SIGNAL ( MethodInfo ( " sleeping_state_changed " ) ) ;
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BIND_ENUM_CONSTANT ( FREEZE_MODE_STATIC ) ;
BIND_ENUM_CONSTANT ( FREEZE_MODE_KINEMATIC ) ;
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BIND_ENUM_CONSTANT ( CENTER_OF_MASS_MODE_AUTO ) ;
BIND_ENUM_CONSTANT ( CENTER_OF_MASS_MODE_CUSTOM ) ;
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BIND_ENUM_CONSTANT ( DAMP_MODE_COMBINE ) ;
BIND_ENUM_CONSTANT ( DAMP_MODE_REPLACE ) ;
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BIND_ENUM_CONSTANT ( CCD_MODE_DISABLED ) ;
BIND_ENUM_CONSTANT ( CCD_MODE_CAST_RAY ) ;
BIND_ENUM_CONSTANT ( CCD_MODE_CAST_SHAPE ) ;
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}
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void RigidBody2D : : _validate_property ( PropertyInfo & p_property ) const {
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if ( center_of_mass_mode ! = CENTER_OF_MASS_MODE_CUSTOM ) {
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if ( p_property . name = = " center_of_mass " ) {
p_property . usage = PROPERTY_USAGE_NO_EDITOR ;
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}
}
}
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RigidBody2D : : RigidBody2D ( ) :
PhysicsBody2D ( PhysicsServer2D : : BODY_MODE_RIGID ) {
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PhysicsServer2D : : get_singleton ( ) - > body_set_state_sync_callback ( get_rid ( ) , this , _body_state_changed_callback ) ;
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}
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RigidBody2D : : ~ RigidBody2D ( ) {
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if ( contact_monitor ) {
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memdelete ( contact_monitor ) ;
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}
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}
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void RigidBody2D : : _reload_physics_characteristics ( ) {
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if ( physics_material_override . is_null ( ) ) {
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PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_BOUNCE , 0 ) ;
PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_FRICTION , 1 ) ;
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} else {
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PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_BOUNCE , physics_material_override - > computed_bounce ( ) ) ;
PhysicsServer2D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer2D : : BODY_PARAM_FRICTION , physics_material_override - > computed_friction ( ) ) ;
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}
}
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//////////////////////////
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// So, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
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# define FLOOR_ANGLE_THRESHOLD 0.01
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bool CharacterBody2D : : move_and_slide ( ) {
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// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky.
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double delta = Engine : : get_singleton ( ) - > is_in_physics_frame ( ) ? get_physics_process_delta_time ( ) : get_process_delta_time ( ) ;
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Vector2 current_platform_velocity = platform_velocity ;
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Transform2D gt = get_global_transform ( ) ;
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previous_position = gt . columns [ 2 ] ;
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if ( ( on_floor | | on_wall ) & & platform_rid . is_valid ( ) ) {
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bool excluded = false ;
if ( on_floor ) {
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excluded = ( platform_floor_layers & platform_layer ) = = 0 ;
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} else if ( on_wall ) {
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excluded = ( platform_wall_layers & platform_layer ) = = 0 ;
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}
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if ( ! excluded ) {
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//this approach makes sure there is less delay between the actual body velocity and the one we saved
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PhysicsDirectBodyState2D * bs = PhysicsServer2D : : get_singleton ( ) - > body_get_direct_state ( platform_rid ) ;
if ( bs ) {
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Vector2 local_position = gt . columns [ 2 ] - bs - > get_transform ( ) . columns [ 2 ] ;
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current_platform_velocity = bs - > get_velocity_at_local_position ( local_position ) ;
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} else {
// Body is removed or destroyed, invalidate floor.
current_platform_velocity = Vector2 ( ) ;
platform_rid = RID ( ) ;
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}
} else {
current_platform_velocity = Vector2 ( ) ;
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}
}
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motion_results . clear ( ) ;
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last_motion = Vector2 ( ) ;
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bool was_on_floor = on_floor ;
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on_floor = false ;
on_ceiling = false ;
on_wall = false ;
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if ( ! current_platform_velocity . is_equal_approx ( Vector2 ( ) ) ) {
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PhysicsServer2D : : MotionParameters parameters ( get_global_transform ( ) , current_platform_velocity * delta , margin ) ;
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parameters . recovery_as_collision = true ; // Also report collisions generated only from recovery.
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parameters . exclude_bodies . insert ( platform_rid ) ;
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if ( platform_object_id . is_valid ( ) ) {
parameters . exclude_objects . insert ( platform_object_id ) ;
}
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PhysicsServer2D : : MotionResult floor_result ;
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if ( move_and_collide ( parameters , floor_result , false , false ) ) {
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motion_results . push_back ( floor_result ) ;
_set_collision_direction ( floor_result ) ;
}
}
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if ( motion_mode = = MOTION_MODE_GROUNDED ) {
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_move_and_slide_grounded ( delta , was_on_floor ) ;
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} else {
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_move_and_slide_floating ( delta ) ;
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}
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// Compute real velocity.
real_velocity = get_position_delta ( ) / delta ;
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if ( platform_on_leave ! = PLATFORM_ON_LEAVE_DO_NOTHING ) {
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// Add last platform velocity when just left a moving platform.
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if ( ! on_floor & & ! on_wall ) {
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if ( platform_on_leave = = PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY & & current_platform_velocity . dot ( up_direction ) < 0 ) {
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current_platform_velocity = current_platform_velocity . slide ( up_direction ) ;
}
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velocity + = current_platform_velocity ;
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}
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}
return motion_results . size ( ) > 0 ;
}
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void CharacterBody2D : : _move_and_slide_grounded ( double p_delta , bool p_was_on_floor ) {
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Vector2 motion = velocity * p_delta ;
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Vector2 motion_slide_up = motion . slide ( up_direction ) ;
Vector2 prev_floor_normal = floor_normal ;
platform_rid = RID ( ) ;
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platform_object_id = ObjectID ( ) ;
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floor_normal = Vector2 ( ) ;
platform_velocity = Vector2 ( ) ;
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// No sliding on first attempt to keep floor motion stable when possible,
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// When stop on slope is enabled or when there is no up direction.
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bool sliding_enabled = ! floor_stop_on_slope ;
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// Constant speed can be applied only the first time sliding is enabled.
bool can_apply_constant_speed = sliding_enabled ;
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// If the platform's ceiling push down the body.
bool apply_ceiling_velocity = false ;
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bool first_slide = true ;
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bool vel_dir_facing_up = velocity . dot ( up_direction ) > 0 ;
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Vector2 last_travel ;
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for ( int iteration = 0 ; iteration < max_slides ; + + iteration ) {
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PhysicsServer2D : : MotionParameters parameters ( get_global_transform ( ) , motion , margin ) ;
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parameters . recovery_as_collision = true ; // Also report collisions generated only from recovery.
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Vector2 prev_position = parameters . from . columns [ 2 ] ;
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PhysicsServer2D : : MotionResult result ;
bool collided = move_and_collide ( parameters , result , false , ! sliding_enabled ) ;
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last_motion = result . travel ;
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if ( collided ) {
motion_results . push_back ( result ) ;
_set_collision_direction ( result ) ;
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// If we hit a ceiling platform, we set the vertical velocity to at least the platform one.
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if ( on_ceiling & & result . collider_velocity ! = Vector2 ( ) & & result . collider_velocity . dot ( up_direction ) < 0 ) {
// If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward.
if ( ! slide_on_ceiling | | motion . dot ( up_direction ) < 0 | | ( result . collision_normal + up_direction ) . length ( ) < 0.01 ) {
apply_ceiling_velocity = true ;
Vector2 ceiling_vertical_velocity = up_direction * up_direction . dot ( result . collider_velocity ) ;
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Vector2 motion_vertical_velocity = up_direction * up_direction . dot ( velocity ) ;
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if ( motion_vertical_velocity . dot ( up_direction ) > 0 | | ceiling_vertical_velocity . length_squared ( ) > motion_vertical_velocity . length_squared ( ) ) {
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velocity = ceiling_vertical_velocity + velocity . slide ( up_direction ) ;
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}
}
}
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if ( on_floor & & floor_stop_on_slope & & ( velocity . normalized ( ) + up_direction ) . length ( ) < 0.01 ) {
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Transform2D gt = get_global_transform ( ) ;
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if ( result . travel . length ( ) < = margin + CMP_EPSILON ) {
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gt . columns [ 2 ] - = result . travel ;
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}
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set_global_transform ( gt ) ;
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velocity = Vector2 ( ) ;
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last_motion = Vector2 ( ) ;
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motion = Vector2 ( ) ;
break ;
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}
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if ( result . remainder . is_equal_approx ( Vector2 ( ) ) ) {
motion = Vector2 ( ) ;
break ;
}
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// Move on floor only checks.
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if ( floor_block_on_wall & & on_wall & & motion_slide_up . dot ( result . collision_normal ) < = 0 ) {
// Avoid to move forward on a wall if floor_block_on_wall is true.
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if ( p_was_on_floor & & ! on_floor & & ! vel_dir_facing_up ) {
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// If the movement is large the body can be prevented from reaching the walls.
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if ( result . travel . length ( ) < = margin + CMP_EPSILON ) {
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// Cancels the motion.
Transform2D gt = get_global_transform ( ) ;
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gt . columns [ 2 ] - = result . travel ;
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set_global_transform ( gt ) ;
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}
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// Determines if you are on the ground.
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_snap_on_floor ( true , false , true ) ;
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velocity = Vector2 ( ) ;
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last_motion = Vector2 ( ) ;
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motion = Vector2 ( ) ;
break ;
}
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// Prevents the body from being able to climb a slope when it moves forward against the wall.
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else if ( ! on_floor ) {
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motion = up_direction * up_direction . dot ( result . remainder ) ;
motion = motion . slide ( result . collision_normal ) ;
} else {
motion = result . remainder ;
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}
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}
// Constant Speed when the slope is upward.
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else if ( floor_constant_speed & & is_on_floor_only ( ) & & can_apply_constant_speed & & p_was_on_floor & & motion . dot ( result . collision_normal ) < 0 ) {
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can_apply_constant_speed = false ;
Vector2 motion_slide_norm = result . remainder . slide ( result . collision_normal ) . normalized ( ) ;
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motion = motion_slide_norm * ( motion_slide_up . length ( ) - result . travel . slide ( up_direction ) . length ( ) - last_travel . slide ( up_direction ) . length ( ) ) ;
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}
// Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
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else if ( ( sliding_enabled | | ! on_floor ) & & ( ! on_ceiling | | slide_on_ceiling | | ! vel_dir_facing_up ) & & ! apply_ceiling_velocity ) {
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Vector2 slide_motion = result . remainder . slide ( result . collision_normal ) ;
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if ( slide_motion . dot ( velocity ) > 0.0 ) {
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motion = slide_motion ;
} else {
motion = Vector2 ( ) ;
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}
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if ( slide_on_ceiling & & on_ceiling ) {
// Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall.
if ( vel_dir_facing_up ) {
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velocity = velocity . slide ( result . collision_normal ) ;
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} else {
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// Avoid acceleration in slope when falling.
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velocity = up_direction * up_direction . dot ( velocity ) ;
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}
}
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}
// No sliding on first attempt to keep floor motion stable when possible.
else {
motion = result . remainder ;
if ( on_ceiling & & ! slide_on_ceiling & & vel_dir_facing_up ) {
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velocity = velocity . slide ( up_direction ) ;
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motion = motion . slide ( up_direction ) ;
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}
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}
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last_travel = result . travel ;
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}
// When you move forward in a downward slope you don’ t collide because you will be in the air.
// This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied.
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else if ( floor_constant_speed & & first_slide & & _on_floor_if_snapped ( p_was_on_floor , vel_dir_facing_up ) ) {
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can_apply_constant_speed = false ;
sliding_enabled = true ;
Transform2D gt = get_global_transform ( ) ;
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gt . columns [ 2 ] = prev_position ;
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set_global_transform ( gt ) ;
Vector2 motion_slide_norm = motion . slide ( prev_floor_normal ) . normalized ( ) ;
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motion = motion_slide_norm * ( motion_slide_up . length ( ) ) ;
collided = true ;
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}
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can_apply_constant_speed = ! can_apply_constant_speed & & ! sliding_enabled ;
sliding_enabled = true ;
first_slide = false ;
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if ( ! collided | | motion . is_equal_approx ( Vector2 ( ) ) ) {
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break ;
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}
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}
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_snap_on_floor ( p_was_on_floor , vel_dir_facing_up ) ;
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// Scales the horizontal velocity according to the wall slope.
if ( is_on_wall_only ( ) & & motion_slide_up . dot ( motion_results . get ( 0 ) . collision_normal ) < 0 ) {
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Vector2 slide_motion = velocity . slide ( motion_results . get ( 0 ) . collision_normal ) ;
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if ( motion_slide_up . dot ( slide_motion ) < 0 ) {
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velocity = up_direction * up_direction . dot ( velocity ) ;
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} else {
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// Keeps the vertical motion from velocity and add the horizontal motion of the projection.
velocity = up_direction * up_direction . dot ( velocity ) + slide_motion . slide ( up_direction ) ;
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}
}
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// Reset the gravity accumulation when touching the ground.
if ( on_floor & & ! vel_dir_facing_up ) {
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velocity = velocity . slide ( up_direction ) ;
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}
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}
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void CharacterBody2D : : _move_and_slide_floating ( double p_delta ) {
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Vector2 motion = velocity * p_delta ;
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platform_rid = RID ( ) ;
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platform_object_id = ObjectID ( ) ;
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floor_normal = Vector2 ( ) ;
platform_velocity = Vector2 ( ) ;
bool first_slide = true ;
for ( int iteration = 0 ; iteration < max_slides ; + + iteration ) {
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PhysicsServer2D : : MotionParameters parameters ( get_global_transform ( ) , motion , margin ) ;
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parameters . recovery_as_collision = true ; // Also report collisions generated only from recovery.
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PhysicsServer2D : : MotionResult result ;
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bool collided = move_and_collide ( parameters , result , false , false ) ;
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last_motion = result . travel ;
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if ( collided ) {
motion_results . push_back ( result ) ;
_set_collision_direction ( result ) ;
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if ( result . remainder . is_equal_approx ( Vector2 ( ) ) ) {
motion = Vector2 ( ) ;
break ;
}
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if ( wall_min_slide_angle ! = 0 & & result . get_angle ( - velocity . normalized ( ) ) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD ) {
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motion = Vector2 ( ) ;
} else if ( first_slide ) {
Vector2 motion_slide_norm = result . remainder . slide ( result . collision_normal ) . normalized ( ) ;
motion = motion_slide_norm * ( motion . length ( ) - result . travel . length ( ) ) ;
} else {
motion = result . remainder . slide ( result . collision_normal ) ;
}
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if ( motion . dot ( velocity ) < = 0.0 ) {
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motion = Vector2 ( ) ;
}
}
if ( ! collided | | motion . is_equal_approx ( Vector2 ( ) ) ) {
break ;
}
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first_slide = false ;
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}
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}
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void CharacterBody2D : : _snap_on_floor ( bool p_was_on_floor , bool p_vel_dir_facing_up , bool p_wall_as_floor ) {
if ( on_floor | | ! p_was_on_floor | | p_vel_dir_facing_up ) {
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return ;
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}
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// Snap by at least collision margin to keep floor state consistent.
real_t length = MAX ( floor_snap_length , margin ) ;
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PhysicsServer2D : : MotionParameters parameters ( get_global_transform ( ) , - up_direction * length , margin ) ;
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parameters . recovery_as_collision = true ; // Also report collisions generated only from recovery.
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parameters . collide_separation_ray = true ;
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PhysicsServer2D : : MotionResult result ;
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if ( move_and_collide ( parameters , result , true , false ) ) {
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if ( ( result . get_angle ( up_direction ) < = floor_max_angle + FLOOR_ANGLE_THRESHOLD ) | |
( p_wall_as_floor & & result . get_angle ( - up_direction ) > floor_max_angle + FLOOR_ANGLE_THRESHOLD ) ) {
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on_floor = true ;
floor_normal = result . collision_normal ;
_set_platform_data ( result ) ;
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if ( floor_stop_on_slope ) {
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// move and collide may stray the object a bit because of pre un-stucking,
// so only ensure that motion happens on floor direction in this case.
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if ( result . travel . length ( ) > margin ) {
result . travel = up_direction * up_direction . dot ( result . travel ) ;
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} else {
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result . travel = Vector2 ( ) ;
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}
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}
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parameters . from . columns [ 2 ] + = result . travel ;
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set_global_transform ( parameters . from ) ;
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}
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}
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}
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bool CharacterBody2D : : _on_floor_if_snapped ( bool p_was_on_floor , bool p_vel_dir_facing_up ) {
if ( up_direction = = Vector2 ( ) | | on_floor | | ! p_was_on_floor | | p_vel_dir_facing_up ) {
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return false ;
}
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// Snap by at least collision margin to keep floor state consistent.
real_t length = MAX ( floor_snap_length , margin ) ;
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PhysicsServer2D : : MotionParameters parameters ( get_global_transform ( ) , - up_direction * length , margin ) ;
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parameters . recovery_as_collision = true ; // Also report collisions generated only from recovery.
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parameters . collide_separation_ray = true ;
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PhysicsServer2D : : MotionResult result ;
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if ( move_and_collide ( parameters , result , true , false ) ) {
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if ( result . get_angle ( up_direction ) < = floor_max_angle + FLOOR_ANGLE_THRESHOLD ) {
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return true ;
}
}
return false ;
}
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void CharacterBody2D : : _set_collision_direction ( const PhysicsServer2D : : MotionResult & p_result ) {
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if ( motion_mode = = MOTION_MODE_GROUNDED & & p_result . get_angle ( up_direction ) < = floor_max_angle + FLOOR_ANGLE_THRESHOLD ) { //floor
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on_floor = true ;
floor_normal = p_result . collision_normal ;
_set_platform_data ( p_result ) ;
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} else if ( motion_mode = = MOTION_MODE_GROUNDED & & p_result . get_angle ( - up_direction ) < = floor_max_angle + FLOOR_ANGLE_THRESHOLD ) { //ceiling
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on_ceiling = true ;
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} else {
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on_wall = true ;
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wall_normal = p_result . collision_normal ;
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// Don't apply wall velocity when the collider is a CharacterBody2D.
if ( Object : : cast_to < CharacterBody2D > ( ObjectDB : : get_instance ( p_result . collider_id ) ) = = nullptr ) {
_set_platform_data ( p_result ) ;
}
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}
}
void CharacterBody2D : : _set_platform_data ( const PhysicsServer2D : : MotionResult & p_result ) {
platform_rid = p_result . collider ;
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platform_object_id = p_result . collider_id ;
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platform_velocity = p_result . collider_velocity ;
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platform_layer = PhysicsServer2D : : get_singleton ( ) - > body_get_collision_layer ( platform_rid ) ;
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}
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const Vector2 & CharacterBody2D : : get_velocity ( ) const {
return velocity ;
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}
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void CharacterBody2D : : set_velocity ( const Vector2 & p_velocity ) {
velocity = p_velocity ;
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}
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bool CharacterBody2D : : is_on_floor ( ) const {
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return on_floor ;
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}
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bool CharacterBody2D : : is_on_floor_only ( ) const {
return on_floor & & ! on_wall & & ! on_ceiling ;
}
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bool CharacterBody2D : : is_on_wall ( ) const {
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return on_wall ;
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}
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bool CharacterBody2D : : is_on_wall_only ( ) const {
return on_wall & & ! on_floor & & ! on_ceiling ;
}
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bool CharacterBody2D : : is_on_ceiling ( ) const {
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return on_ceiling ;
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}
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bool CharacterBody2D : : is_on_ceiling_only ( ) const {
return on_ceiling & & ! on_floor & & ! on_wall ;
}
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const Vector2 & CharacterBody2D : : get_floor_normal ( ) const {
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return floor_normal ;
}
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const Vector2 & CharacterBody2D : : get_wall_normal ( ) const {
return wall_normal ;
}
const Vector2 & CharacterBody2D : : get_last_motion ( ) const {
return last_motion ;
}
Vector2 CharacterBody2D : : get_position_delta ( ) const {
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return get_global_transform ( ) . columns [ 2 ] - previous_position ;
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}
const Vector2 & CharacterBody2D : : get_real_velocity ( ) const {
return real_velocity ;
}
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real_t CharacterBody2D : : get_floor_angle ( const Vector2 & p_up_direction ) const {
ERR_FAIL_COND_V ( p_up_direction = = Vector2 ( ) , 0 ) ;
return Math : : acos ( floor_normal . dot ( p_up_direction ) ) ;
}
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const Vector2 & CharacterBody2D : : get_platform_velocity ( ) const {
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return platform_velocity ;
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}
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int CharacterBody2D : : get_slide_collision_count ( ) const {
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return motion_results . size ( ) ;
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}
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PhysicsServer2D : : MotionResult CharacterBody2D : : get_slide_collision ( int p_bounce ) const {
ERR_FAIL_INDEX_V ( p_bounce , motion_results . size ( ) , PhysicsServer2D : : MotionResult ( ) ) ;
return motion_results [ p_bounce ] ;
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}
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Ref < KinematicCollision2D > CharacterBody2D : : _get_slide_collision ( int p_bounce ) {
ERR_FAIL_INDEX_V ( p_bounce , motion_results . size ( ) , Ref < KinematicCollision2D > ( ) ) ;
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if ( p_bounce > = slide_colliders . size ( ) ) {
slide_colliders . resize ( p_bounce + 1 ) ;
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}
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// Create a new instance when the cached reference is invalid or still in use in script.
if ( slide_colliders [ p_bounce ] . is_null ( ) | | slide_colliders [ p_bounce ] - > reference_get_count ( ) > 1 ) {
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slide_colliders . write [ p_bounce ] . instantiate ( ) ;
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slide_colliders . write [ p_bounce ] - > owner = this ;
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}
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slide_colliders . write [ p_bounce ] - > result = motion_results [ p_bounce ] ;
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return slide_colliders [ p_bounce ] ;
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}
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Ref < KinematicCollision2D > CharacterBody2D : : _get_last_slide_collision ( ) {
if ( motion_results . size ( ) = = 0 ) {
return Ref < KinematicCollision2D > ( ) ;
}
return _get_slide_collision ( motion_results . size ( ) - 1 ) ;
}
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void CharacterBody2D : : set_safe_margin ( real_t p_margin ) {
margin = p_margin ;
}
real_t CharacterBody2D : : get_safe_margin ( ) const {
return margin ;
}
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bool CharacterBody2D : : is_floor_stop_on_slope_enabled ( ) const {
return floor_stop_on_slope ;
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}
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void CharacterBody2D : : set_floor_stop_on_slope_enabled ( bool p_enabled ) {
floor_stop_on_slope = p_enabled ;
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}
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bool CharacterBody2D : : is_floor_constant_speed_enabled ( ) const {
return floor_constant_speed ;
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}
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void CharacterBody2D : : set_floor_constant_speed_enabled ( bool p_enabled ) {
floor_constant_speed = p_enabled ;
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}
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bool CharacterBody2D : : is_floor_block_on_wall_enabled ( ) const {
return floor_block_on_wall ;
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}
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void CharacterBody2D : : set_floor_block_on_wall_enabled ( bool p_enabled ) {
floor_block_on_wall = p_enabled ;
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}
bool CharacterBody2D : : is_slide_on_ceiling_enabled ( ) const {
return slide_on_ceiling ;
}
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void CharacterBody2D : : set_slide_on_ceiling_enabled ( bool p_enabled ) {
slide_on_ceiling = p_enabled ;
}
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uint32_t CharacterBody2D : : get_platform_floor_layers ( ) const {
return platform_floor_layers ;
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}
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void CharacterBody2D : : set_platform_floor_layers ( uint32_t p_exclude_layers ) {
platform_floor_layers = p_exclude_layers ;
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}
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uint32_t CharacterBody2D : : get_platform_wall_layers ( ) const {
return platform_wall_layers ;
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}
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void CharacterBody2D : : set_platform_wall_layers ( uint32_t p_exclude_layers ) {
platform_wall_layers = p_exclude_layers ;
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}
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void CharacterBody2D : : set_motion_mode ( MotionMode p_mode ) {
motion_mode = p_mode ;
}
CharacterBody2D : : MotionMode CharacterBody2D : : get_motion_mode ( ) const {
return motion_mode ;
}
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void CharacterBody2D : : set_platform_on_leave ( PlatformOnLeave p_on_leave_apply_velocity ) {
platform_on_leave = p_on_leave_apply_velocity ;
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}
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CharacterBody2D : : PlatformOnLeave CharacterBody2D : : get_platform_on_leave ( ) const {
return platform_on_leave ;
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}
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int CharacterBody2D : : get_max_slides ( ) const {
return max_slides ;
}
void CharacterBody2D : : set_max_slides ( int p_max_slides ) {
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ERR_FAIL_COND ( p_max_slides < 1 ) ;
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max_slides = p_max_slides ;
}
real_t CharacterBody2D : : get_floor_max_angle ( ) const {
return floor_max_angle ;
}
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void CharacterBody2D : : set_floor_max_angle ( real_t p_radians ) {
floor_max_angle = p_radians ;
}
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real_t CharacterBody2D : : get_floor_snap_length ( ) {
return floor_snap_length ;
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}
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void CharacterBody2D : : set_floor_snap_length ( real_t p_floor_snap_length ) {
ERR_FAIL_COND ( p_floor_snap_length < 0 ) ;
floor_snap_length = p_floor_snap_length ;
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}
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real_t CharacterBody2D : : get_wall_min_slide_angle ( ) const {
return wall_min_slide_angle ;
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}
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void CharacterBody2D : : set_wall_min_slide_angle ( real_t p_radians ) {
wall_min_slide_angle = p_radians ;
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}
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const Vector2 & CharacterBody2D : : get_up_direction ( ) const {
return up_direction ;
}
void CharacterBody2D : : set_up_direction ( const Vector2 & p_up_direction ) {
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ERR_FAIL_COND_MSG ( p_up_direction = = Vector2 ( ) , " up_direction can't be equal to Vector2.ZERO, consider using Floating motion mode instead. " ) ;
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up_direction = p_up_direction . normalized ( ) ;
}
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void CharacterBody2D : : _notification ( int p_what ) {
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switch ( p_what ) {
case NOTIFICATION_ENTER_TREE : {
// Reset move_and_slide() data.
on_floor = false ;
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platform_rid = RID ( ) ;
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platform_object_id = ObjectID ( ) ;
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on_ceiling = false ;
on_wall = false ;
motion_results . clear ( ) ;
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platform_velocity = Vector2 ( ) ;
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} break ;
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}
}
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void CharacterBody2D : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " move_and_slide " ) , & CharacterBody2D : : move_and_slide ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_velocity " , " velocity " ) , & CharacterBody2D : : set_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " get_velocity " ) , & CharacterBody2D : : get_velocity ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_safe_margin " , " margin " ) , & CharacterBody2D : : set_safe_margin ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_safe_margin " ) , & CharacterBody2D : : get_safe_margin ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_floor_stop_on_slope_enabled " ) , & CharacterBody2D : : is_floor_stop_on_slope_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " set_floor_stop_on_slope_enabled " , " enabled " ) , & CharacterBody2D : : set_floor_stop_on_slope_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " set_floor_constant_speed_enabled " , " enabled " ) , & CharacterBody2D : : set_floor_constant_speed_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_floor_constant_speed_enabled " ) , & CharacterBody2D : : is_floor_constant_speed_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " set_floor_block_on_wall_enabled " , " enabled " ) , & CharacterBody2D : : set_floor_block_on_wall_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_floor_block_on_wall_enabled " ) , & CharacterBody2D : : is_floor_block_on_wall_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_slide_on_ceiling_enabled " , " enabled " ) , & CharacterBody2D : : set_slide_on_ceiling_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_slide_on_ceiling_enabled " ) , & CharacterBody2D : : is_slide_on_ceiling_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_platform_floor_layers " , " exclude_layer " ) , & CharacterBody2D : : set_platform_floor_layers ) ;
ClassDB : : bind_method ( D_METHOD ( " get_platform_floor_layers " ) , & CharacterBody2D : : get_platform_floor_layers ) ;
ClassDB : : bind_method ( D_METHOD ( " set_platform_wall_layers " , " exclude_layer " ) , & CharacterBody2D : : set_platform_wall_layers ) ;
ClassDB : : bind_method ( D_METHOD ( " get_platform_wall_layers " ) , & CharacterBody2D : : get_platform_wall_layers ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_max_slides " ) , & CharacterBody2D : : get_max_slides ) ;
ClassDB : : bind_method ( D_METHOD ( " set_max_slides " , " max_slides " ) , & CharacterBody2D : : set_max_slides ) ;
ClassDB : : bind_method ( D_METHOD ( " get_floor_max_angle " ) , & CharacterBody2D : : get_floor_max_angle ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_floor_max_angle " , " radians " ) , & CharacterBody2D : : set_floor_max_angle ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_floor_snap_length " ) , & CharacterBody2D : : get_floor_snap_length ) ;
ClassDB : : bind_method ( D_METHOD ( " set_floor_snap_length " , " floor_snap_length " ) , & CharacterBody2D : : set_floor_snap_length ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_wall_min_slide_angle " ) , & CharacterBody2D : : get_wall_min_slide_angle ) ;
ClassDB : : bind_method ( D_METHOD ( " set_wall_min_slide_angle " , " radians " ) , & CharacterBody2D : : set_wall_min_slide_angle ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_up_direction " ) , & CharacterBody2D : : get_up_direction ) ;
ClassDB : : bind_method ( D_METHOD ( " set_up_direction " , " up_direction " ) , & CharacterBody2D : : set_up_direction ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_motion_mode " , " mode " ) , & CharacterBody2D : : set_motion_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_motion_mode " ) , & CharacterBody2D : : get_motion_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_platform_on_leave " , " on_leave_apply_velocity " ) , & CharacterBody2D : : set_platform_on_leave ) ;
ClassDB : : bind_method ( D_METHOD ( " get_platform_on_leave " ) , & CharacterBody2D : : get_platform_on_leave ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_on_floor " ) , & CharacterBody2D : : is_on_floor ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_on_floor_only " ) , & CharacterBody2D : : is_on_floor_only ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_on_ceiling " ) , & CharacterBody2D : : is_on_ceiling ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_on_ceiling_only " ) , & CharacterBody2D : : is_on_ceiling_only ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_on_wall " ) , & CharacterBody2D : : is_on_wall ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_on_wall_only " ) , & CharacterBody2D : : is_on_wall_only ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_floor_normal " ) , & CharacterBody2D : : get_floor_normal ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_wall_normal " ) , & CharacterBody2D : : get_wall_normal ) ;
ClassDB : : bind_method ( D_METHOD ( " get_last_motion " ) , & CharacterBody2D : : get_last_motion ) ;
ClassDB : : bind_method ( D_METHOD ( " get_position_delta " ) , & CharacterBody2D : : get_position_delta ) ;
ClassDB : : bind_method ( D_METHOD ( " get_real_velocity " ) , & CharacterBody2D : : get_real_velocity ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_floor_angle " , " up_direction " ) , & CharacterBody2D : : get_floor_angle , DEFVAL ( Vector2 ( 0.0 , - 1.0 ) ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_platform_velocity " ) , & CharacterBody2D : : get_platform_velocity ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_slide_collision_count " ) , & CharacterBody2D : : get_slide_collision_count ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_slide_collision " , " slide_idx " ) , & CharacterBody2D : : _get_slide_collision ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_last_slide_collision " ) , & CharacterBody2D : : _get_last_slide_collision ) ;
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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 " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR2 , " up_direction " ) , " set_up_direction " , " get_up_direction " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR2 , " velocity " , PROPERTY_HINT_NONE , " suffix:px/s " , PROPERTY_USAGE_NO_EDITOR ) , " set_velocity " , " get_velocity " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " slide_on_ceiling " ) , " set_slide_on_ceiling_enabled " , " is_slide_on_ceiling_enabled " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " max_slides " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR ) , " set_max_slides " , " get_max_slides " ) ;
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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 " ) ;
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ADD_GROUP ( " Floor " , " floor_ " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " floor_stop_on_slope " ) , " set_floor_stop_on_slope_enabled " , " is_floor_stop_on_slope_enabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " floor_constant_speed " ) , " set_floor_constant_speed_enabled " , " is_floor_constant_speed_enabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " floor_block_on_wall " ) , " set_floor_block_on_wall_enabled " , " is_floor_block_on_wall_enabled " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " floor_max_angle " , PROPERTY_HINT_RANGE , " 0,180,0.1,radians " ) , " set_floor_max_angle " , " get_floor_max_angle " ) ;
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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 " ) ;
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ADD_GROUP ( " Moving Platform " , " platform " ) ;
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 " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " platform_floor_layers " , PROPERTY_HINT_LAYERS_2D_PHYSICS ) , " set_platform_floor_layers " , " get_platform_floor_layers " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " platform_wall_layers " , PROPERTY_HINT_LAYERS_2D_PHYSICS ) , " set_platform_wall_layers " , " get_platform_wall_layers " ) ;
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ADD_GROUP ( " Collision " , " " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " safe_margin " , PROPERTY_HINT_RANGE , " 0.001,256,0.001,suffix:px " ) , " set_safe_margin " , " get_safe_margin " ) ;
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BIND_ENUM_CONSTANT ( MOTION_MODE_GROUNDED ) ;
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BIND_ENUM_CONSTANT ( MOTION_MODE_FLOATING ) ;
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BIND_ENUM_CONSTANT ( PLATFORM_ON_LEAVE_ADD_VELOCITY ) ;
BIND_ENUM_CONSTANT ( PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY ) ;
BIND_ENUM_CONSTANT ( PLATFORM_ON_LEAVE_DO_NOTHING ) ;
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}
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void CharacterBody2D : : _validate_property ( PropertyInfo & p_property ) const {
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if ( motion_mode = = MOTION_MODE_FLOATING ) {
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if ( p_property . name . begins_with ( " floor_ " ) | | p_property . name = = " up_direction " | | p_property . name = = " slide_on_ceiling " ) {
p_property . usage = PROPERTY_USAGE_NO_EDITOR ;
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}
} else {
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if ( p_property . name = = " wall_min_slide_angle " ) {
p_property . usage = PROPERTY_USAGE_NO_EDITOR ;
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}
}
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}
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CharacterBody2D : : CharacterBody2D ( ) :
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PhysicsBody2D ( PhysicsServer2D : : BODY_MODE_KINEMATIC ) {
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}
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CharacterBody2D : : ~ CharacterBody2D ( ) {
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for ( int i = 0 ; i < slide_colliders . size ( ) ; i + + ) {
if ( slide_colliders [ i ] . is_valid ( ) ) {
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slide_colliders . write [ i ] - > owner = nullptr ;
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}
}
}
////////////////////////
Vector2 KinematicCollision2D : : get_position ( ) const {
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return result . collision_point ;
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}
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Vector2 KinematicCollision2D : : get_normal ( ) const {
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return result . collision_normal ;
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}
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Vector2 KinematicCollision2D : : get_travel ( ) const {
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return result . travel ;
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}
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Vector2 KinematicCollision2D : : get_remainder ( ) const {
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return result . remainder ;
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}
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real_t KinematicCollision2D : : get_angle ( const Vector2 & p_up_direction ) const {
ERR_FAIL_COND_V ( p_up_direction = = Vector2 ( ) , 0 ) ;
return result . get_angle ( p_up_direction ) ;
}
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real_t KinematicCollision2D : : get_depth ( ) const {
return result . collision_depth ;
}
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Object * KinematicCollision2D : : get_local_shape ( ) const {
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if ( ! owner ) {
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return nullptr ;
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}
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uint32_t ownerid = owner - > shape_find_owner ( result . collision_local_shape ) ;
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return owner - > shape_owner_get_owner ( ownerid ) ;
}
Object * KinematicCollision2D : : get_collider ( ) const {
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if ( result . collider_id . is_valid ( ) ) {
return ObjectDB : : get_instance ( result . collider_id ) ;
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}
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return nullptr ;
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}
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ObjectID KinematicCollision2D : : get_collider_id ( ) const {
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return result . collider_id ;
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}
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RID KinematicCollision2D : : get_collider_rid ( ) const {
return result . collider ;
}
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Object * KinematicCollision2D : : get_collider_shape ( ) const {
Object * collider = get_collider ( ) ;
if ( collider ) {
CollisionObject2D * obj2d = Object : : cast_to < CollisionObject2D > ( collider ) ;
if ( obj2d ) {
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uint32_t ownerid = obj2d - > shape_find_owner ( result . collider_shape ) ;
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return obj2d - > shape_owner_get_owner ( ownerid ) ;
}
}
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return nullptr ;
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}
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int KinematicCollision2D : : get_collider_shape_index ( ) const {
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return result . collider_shape ;
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}
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Vector2 KinematicCollision2D : : get_collider_velocity ( ) const {
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return result . collider_velocity ;
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}
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void KinematicCollision2D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " get_position " ) , & KinematicCollision2D : : get_position ) ;
ClassDB : : bind_method ( D_METHOD ( " get_normal " ) , & KinematicCollision2D : : get_normal ) ;
ClassDB : : bind_method ( D_METHOD ( " get_travel " ) , & KinematicCollision2D : : get_travel ) ;
ClassDB : : bind_method ( D_METHOD ( " get_remainder " ) , & KinematicCollision2D : : get_remainder ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_angle " , " up_direction " ) , & KinematicCollision2D : : get_angle , DEFVAL ( Vector2 ( 0.0 , - 1.0 ) ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_depth " ) , & KinematicCollision2D : : get_depth ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_local_shape " ) , & KinematicCollision2D : : get_local_shape ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collider " ) , & KinematicCollision2D : : get_collider ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collider_id " ) , & KinematicCollision2D : : get_collider_id ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_collider_rid " ) , & KinematicCollision2D : : get_collider_rid ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_collider_shape " ) , & KinematicCollision2D : : get_collider_shape ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collider_shape_index " ) , & KinematicCollision2D : : get_collider_shape_index ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collider_velocity " ) , & KinematicCollision2D : : get_collider_velocity ) ;
}