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mirror of https://github.com/godotengine/godot.git synced 2025-11-05 12:10:55 +00:00

-improved physics ccd

-html5 exporter works again
-disable repeat on image loader by default
-can change shape offset en tileset, texture offset was broken
This commit is contained in:
Juan Linietsky
2014-02-19 11:57:14 -03:00
parent 8c1731b679
commit d7d65fa2f2
65 changed files with 69974 additions and 68330 deletions

View File

@@ -70,27 +70,7 @@ real_t StaticBody2D::get_constant_angular_velocity() const {
return constant_angular_velocity;
}
void StaticBody2D::_state_notify(Object *p_object) {
if (!pre_xform)
return;
Physics2DDirectBodyState *p2d = (Physics2DDirectBodyState*)p_object;
setting=true;
Matrix32 new_xform = p2d->get_transform();
*pre_xform=new_xform;
set_block_transform_notify(true);
set_global_transform(new_xform);
set_block_transform_notify(false);
setting=false;
}
#if 0
void StaticBody2D::_update_xform() {
if (!pre_xform || !pending)
@@ -112,58 +92,7 @@ void StaticBody2D::_update_xform() {
pending=false;
}
void StaticBody2D::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_ENTER_SCENE: {
if (pre_xform)
*pre_xform = get_global_transform();
pending=false;
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
if (simulating_motion && !pending && is_inside_scene() && !setting && !get_scene()->is_editor_hint()) {
call_deferred(SceneStringNames::get_singleton()->_update_xform);
pending=true;
}
} break;
}
}
void StaticBody2D::set_simulate_motion(bool p_enable) {
if (p_enable==simulating_motion)
return;
simulating_motion=p_enable;
if (p_enable) {
pre_xform = memnew( Matrix32 );
if (is_inside_scene())
*pre_xform=get_transform();
// query = Physics2DServer::get_singleton()->query_create(this,"_state_notify",Variant());
// Physics2DServer::get_singleton()->query_body_direct_state(query,get_rid());
Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(),this,"_state_notify");
} else {
memdelete( pre_xform );
pre_xform=NULL;
Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(),NULL,StringName());
pending=false;
}
}
bool StaticBody2D::is_simulating_motion() const {
return simulating_motion;
}
#endif
void StaticBody2D::set_friction(real_t p_friction){
@@ -194,10 +123,6 @@ real_t StaticBody2D::get_bounce() const{
void StaticBody2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_simulate_motion","enabled"),&StaticBody2D::set_simulate_motion);
ObjectTypeDB::bind_method(_MD("is_simulating_motion"),&StaticBody2D::is_simulating_motion);
ObjectTypeDB::bind_method(_MD("_update_xform"),&StaticBody2D::_update_xform);
ObjectTypeDB::bind_method(_MD("_state_notify"),&StaticBody2D::_state_notify);
ObjectTypeDB::bind_method(_MD("set_constant_linear_velocity","vel"),&StaticBody2D::set_constant_linear_velocity);
ObjectTypeDB::bind_method(_MD("set_constant_angular_velocity","vel"),&StaticBody2D::set_constant_angular_velocity);
ObjectTypeDB::bind_method(_MD("get_constant_linear_velocity"),&StaticBody2D::get_constant_linear_velocity);
@@ -208,7 +133,6 @@ void StaticBody2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_bounce","bounce"),&StaticBody2D::set_bounce);
ObjectTypeDB::bind_method(_MD("get_bounce"),&StaticBody2D::get_bounce);
ADD_PROPERTY(PropertyInfo(Variant::BOOL,"simulate_motion"),_SCS("set_simulate_motion"),_SCS("is_simulating_motion"));
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2,"constant_linear_velocity"),_SCS("set_constant_linear_velocity"),_SCS("get_constant_linear_velocity"));
ADD_PROPERTY(PropertyInfo(Variant::REAL,"constant_angular_velocity"),_SCS("set_constant_angular_velocity"),_SCS("get_constant_angular_velocity"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_friction"),_SCS("get_friction"));
@@ -217,10 +141,6 @@ void StaticBody2D::_bind_methods() {
StaticBody2D::StaticBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_STATIC) {
simulating_motion=false;
pre_xform=NULL;
setting=false;
pending=false;
constant_angular_velocity=0;
bounce=0;
friction=1;
@@ -230,10 +150,6 @@ StaticBody2D::StaticBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_STATIC)
StaticBody2D::~StaticBody2D() {
if (pre_xform)
memdelete(pre_xform);
//if (query.is_valid())
// Physics2DServer::get_singleton()->free(query);
}
@@ -385,7 +301,7 @@ void RigidBody2D::_direct_state_changed(Object *p_state) {
toadd[i].id=obj;
toadd[i].shape=shape;
bool found=false;
// bool found=false;
Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(obj);
if (!E) {
@@ -437,7 +353,8 @@ void RigidBody2D::_direct_state_changed(Object *p_state) {
}
set_block_transform_notify(true); // don't want notify (would feedback loop)
set_global_transform(state->get_transform());
if (mode!=MODE_KINEMATIC)
set_global_transform(state->get_transform());
linear_velocity=state->get_linear_velocity();
angular_velocity=state->get_angular_velocity();
active=!state->is_sleeping();
@@ -448,10 +365,6 @@ void RigidBody2D::_direct_state_changed(Object *p_state) {
state=NULL;
}
void RigidBody2D::_notification(int p_what) {
}
void RigidBody2D::set_mode(Mode p_mode) {
@@ -467,9 +380,9 @@ void RigidBody2D::set_mode(Mode p_mode) {
Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_STATIC);
} break;
case MODE_STATIC_ACTIVE: {
case MODE_KINEMATIC: {
Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_STATIC_ACTIVE);
Physics2DServer::get_singleton()->body_set_mode(get_rid(),Physics2DServer::BODY_MODE_KINEMATIC);
} break;
case MODE_CHARACTER: {
@@ -643,16 +556,17 @@ Vector2 RigidBody2D::get_applied_force() const {
return Physics2DServer::get_singleton()->body_get_applied_force(get_rid());
};
void RigidBody2D::set_use_continuous_collision_detection(bool p_enable) {
ccd=p_enable;
Physics2DServer::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(),p_enable);
void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
ccd_mode=p_mode;
Physics2DServer::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(),Physics2DServer::CCDMode(p_mode));
}
bool RigidBody2D::is_using_continuous_collision_detection() const {
RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const {
return ccd;
return ccd_mode;
}
@@ -716,8 +630,8 @@ void RigidBody2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_contact_monitor","enabled"),&RigidBody2D::set_contact_monitor);
ObjectTypeDB::bind_method(_MD("is_contact_monitor_enabled"),&RigidBody2D::is_contact_monitor_enabled);
ObjectTypeDB::bind_method(_MD("set_use_continuous_collision_detection","enable"),&RigidBody2D::set_use_continuous_collision_detection);
ObjectTypeDB::bind_method(_MD("is_using_continuous_collision_detection"),&RigidBody2D::is_using_continuous_collision_detection);
ObjectTypeDB::bind_method(_MD("set_continuous_collision_detection_mode","mode"),&RigidBody2D::set_continuous_collision_detection_mode);
ObjectTypeDB::bind_method(_MD("get_continuous_collision_detection_mode"),&RigidBody2D::get_continuous_collision_detection_mode);
ObjectTypeDB::bind_method(_MD("set_axis_velocity","axis_velocity"),&RigidBody2D::set_axis_velocity);
ObjectTypeDB::bind_method(_MD("apply_impulse","pos","impulse"),&RigidBody2D::apply_impulse);
@@ -737,13 +651,13 @@ void RigidBody2D::_bind_methods() {
BIND_VMETHOD(MethodInfo("_integrate_forces",PropertyInfo(Variant::OBJECT,"state:Physics2DDirectBodyState")));
ADD_PROPERTY( PropertyInfo(Variant::INT,"mode",PROPERTY_HINT_ENUM,"Rigid,Static,Character,Static Active"),_SCS("set_mode"),_SCS("get_mode"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"mode",PROPERTY_HINT_ENUM,"Rigid,Static,Character,Kinematic"),_SCS("set_mode"),_SCS("get_mode"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"mass",PROPERTY_HINT_EXP_RANGE,"0.01,65535,0.01"),_SCS("set_mass"),_SCS("get_mass"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"weight",PROPERTY_HINT_EXP_RANGE,"0.01,65535,0.01",PROPERTY_USAGE_EDITOR),_SCS("set_weight"),_SCS("get_weight"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_friction"),_SCS("get_friction"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_bounce"),_SCS("get_bounce"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"custom_integrator"),_SCS("set_use_custom_integrator"),_SCS("is_using_custom_integrator"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"continuous_cd"),_SCS("set_use_continuous_collision_detection"),_SCS("is_using_continuous_collision_detection"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"continuous_cd",PROPERTY_HINT_ENUM,"Disabled,Cast Ray,Cast Shape"),_SCS("set_continuous_collision_detection_mode"),_SCS("get_continuous_collision_detection_mode"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"contacts_reported"),_SCS("set_max_contacts_reported"),_SCS("get_max_contacts_reported"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"contact_monitor"),_SCS("set_contact_monitor"),_SCS("is_contact_monitor_enabled"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"active"),_SCS("set_active"),_SCS("is_active"));
@@ -757,9 +671,14 @@ void RigidBody2D::_bind_methods() {
ADD_SIGNAL( MethodInfo("body_exit",PropertyInfo(Variant::OBJECT,"body")));
BIND_CONSTANT( MODE_STATIC );
BIND_CONSTANT( MODE_STATIC_ACTIVE );
BIND_CONSTANT( MODE_KINEMATIC );
BIND_CONSTANT( MODE_RIGID );
BIND_CONSTANT( MODE_CHARACTER );
BIND_CONSTANT( CCD_MODE_DISABLED );
BIND_CONSTANT( CCD_MODE_CAST_RAY );
BIND_CONSTANT( CCD_MODE_CAST_SHAPE );
}
RigidBody2D::RigidBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_RIGID) {
@@ -774,7 +693,7 @@ RigidBody2D::RigidBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_RIGID) {
angular_velocity=0;
active=true;
ccd=false;
ccd_mode=CCD_MODE_DISABLED;
custom_integrator=false;
contact_monitor=NULL;
@@ -790,5 +709,401 @@ RigidBody2D::~RigidBody2D() {
}
//////////////////////////
Variant KinematicBody2D::_get_collider() const {
ObjectID oid=get_collider();
if (oid==0)
return Variant();
Object *obj = ObjectDB::get_instance(oid);
if (!obj)
return Variant();
Reference *ref = obj->cast_to<Reference>();
if (ref) {
return Ref<Reference>(ref);
}
return obj;
}
bool KinematicBody2D::_ignores_mode(Physics2DServer::BodyMode p_mode) const {
switch(p_mode) {
case Physics2DServer::BODY_MODE_STATIC: return !collide_static;
case Physics2DServer::BODY_MODE_KINEMATIC: return !collide_kinematic;
case Physics2DServer::BODY_MODE_RIGID: return !collide_rigid;
case Physics2DServer::BODY_MODE_CHARACTER: return !collide_character;
}
return true;
}
bool KinematicBody2D::is_trapped() const {
ERR_FAIL_COND_V(!is_inside_scene(),false);
Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
ERR_FAIL_COND_V(!dss,false);
const int max_shapes=32;
Physics2DDirectSpaceState::ShapeResult sr[max_shapes];
Set<RID> exclude;
exclude.insert(get_rid());
for(int i=0;i<get_shape_count();i++) {
int res = dss->intersect_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),Vector2(),sr,max_shapes,exclude);
for(int j=0;j<res;j++) {
Physics2DServer::BodyMode bm = Physics2DServer::get_singleton()->body_get_mode(sr[j].rid);
if (!_ignores_mode(bm)) {
return true; //it's indeed trapped
}
}
}
return false;
}
void KinematicBody2D::untrap() {
//this is reaaaaaaaaally wild, will probably only work for simple cases
ERR_FAIL_COND(!is_inside_scene());
Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
ERR_FAIL_COND(!dss);
const int max_shapes=32;
Physics2DDirectSpaceState::ShapeResult sr[max_shapes];
const int max_contacts=8;
Vector2 pairs[max_contacts*2];
Set<RID> exclude;
exclude.insert(get_rid());
Vector2 untrap_vec;
for(int i=0;i<get_shape_count();i++) {
Matrix32 shape_xform = get_global_transform() * get_shape_transform(i);
int res = dss->intersect_shape(get_shape(i)->get_rid(), shape_xform,Vector2(),sr,max_shapes,exclude);
for(int j=0;j<res;j++) {
Physics2DServer::BodyMode bm = Physics2DServer::get_singleton()->body_get_mode(sr[j].rid);
if (_ignores_mode(bm)) {
exclude.insert(sr[j].rid);
} else {
int rc;
bool c = Physics2DServer::get_singleton()->body_collide_shape(sr[j].rid,sr[j].shape,get_shape(i)->get_rid(),shape_xform,Vector2(),pairs,max_contacts,rc);
if (c) {
for(int k=0;k<rc;k++) {
untrap_vec+=pairs[k*2+0]-pairs[k*2+1];
}
}
}
}
}
untrap_vec += untrap_vec.normalized()*margin;
Matrix32 gt = get_global_transform();
gt.elements[2]+=untrap_vec;
set_global_transform(gt);
}
Vector2 KinematicBody2D::move(const Vector2& p_motion) {
colliding=false;
ERR_FAIL_COND_V(!is_inside_scene(),Vector2());
Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
ERR_FAIL_COND_V(!dss,Vector2());
const int max_shapes=32;
Physics2DDirectSpaceState::ShapeResult sr[max_shapes];
float best_travel = 1e20;
Physics2DDirectSpaceState::MotionCastCollision mcc_final;
Set<RID> exclude;
exclude.insert(get_rid());
print_line("pos: "+get_global_pos());
print_line("mlen: "+p_motion);
if (!collide_static || ! collide_rigid || !collide_character || !collide_kinematic) {
//fill exclude list..
for(int i=0;i<get_shape_count();i++) {
int res = dss->intersect_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),p_motion,sr,max_shapes,exclude);
for(int j=0;j<res;j++) {
Physics2DServer::BodyMode bm = Physics2DServer::get_singleton()->body_get_mode(sr[j].rid);
if (_ignores_mode(bm)) {
exclude.insert(sr[j].rid);
} else {
// print_line("DANGER???");
}
}
}
}
for(int i=0;i<get_shape_count();i++) {
Physics2DDirectSpaceState::MotionCastCollision mcc;
bool res = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, mcc,exclude,0);
if (res==false)
continue;
if (mcc.travel<=0) {
//uh it's trapped
colliding=false;
return p_motion;
}
if (mcc.travel < best_travel) {
mcc_final=mcc;
best_travel=mcc.travel;
}
}
float motion;
Vector2 motion_ret;
Vector2 push;
if (best_travel>1) {
//not collided
colliding=false;
motion=p_motion.length(); //no stopped
} else {
colliding=true;
collision=mcc_final.point;
normal=mcc_final.normal;
collider=mcc_final.collider_id;
Vector2 mnormal=p_motion.normalized();
float sine = Math::abs(mnormal.dot(normal));
float retreat=0;
motion = p_motion.length()*mcc_final.travel;
if (sine==0) {
//something odd going on, do not allow motion?
retreat=motion;
} else {
retreat = margin/sine;
if (retreat>motion)
retreat=motion;
}
motion_ret=p_motion.normalized() * ( p_motion.length() - motion);
motion-=retreat;
}
Matrix32 gt = get_global_transform();
gt.elements[2]+=p_motion.normalized()*motion;
set_global_transform(gt);
return motion_ret;
}
Vector2 KinematicBody2D::move_to(const Vector2& p_position) {
return move(p_position-get_global_pos());
}
bool KinematicBody2D::can_move_to(const Vector2& p_position) {
ERR_FAIL_COND_V(!is_inside_scene(),false);
Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
ERR_FAIL_COND_V(!dss,false);
const int max_shapes=32;
Physics2DDirectSpaceState::ShapeResult sr[max_shapes];
Vector2 motion = p_position-get_global_pos();
Physics2DDirectSpaceState::MotionCastCollision mcc_final;
Set<RID> exclude;
exclude.insert(get_rid());
//fill exclude list..
for(int i=0;i<get_shape_count();i++) {
int res = dss->intersect_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),motion,sr,max_shapes,exclude);
for(int j=0;j<res;j++) {
Physics2DServer::BodyMode bm = Physics2DServer::get_singleton()->body_get_mode(sr[j].rid);
if (_ignores_mode(bm)) {
exclude.insert(sr[j].rid);
continue;
}
return false; //omg collided
}
}
return true;
}
bool KinematicBody2D::is_colliding() const {
ERR_FAIL_COND_V(!is_inside_scene(),false);
return colliding;
}
Vector2 KinematicBody2D::get_collision_pos() const {
ERR_FAIL_COND_V(!colliding,Vector2());
return collision;
}
Vector2 KinematicBody2D::get_collision_normal() const {
ERR_FAIL_COND_V(!colliding,Vector2());
return normal;
}
ObjectID KinematicBody2D::get_collider() const {
ERR_FAIL_COND_V(!colliding,0);
return collider;
}
void KinematicBody2D::set_collide_with_static_bodies(bool p_enable) {
collide_static=p_enable;
}
bool KinematicBody2D::can_collide_with_static_bodies() const {
return collide_static;
}
void KinematicBody2D::set_collide_with_rigid_bodies(bool p_enable) {
collide_rigid=p_enable;
}
bool KinematicBody2D::can_collide_with_rigid_bodies() const {
return collide_rigid;
}
void KinematicBody2D::set_collide_with_kinematic_bodies(bool p_enable) {
collide_kinematic=p_enable;
}
bool KinematicBody2D::can_collide_with_kinematic_bodies() const {
return collide_kinematic;
}
void KinematicBody2D::set_collide_with_character_bodies(bool p_enable) {
collide_character=p_enable;
}
bool KinematicBody2D::can_collide_with_character_bodies() const {
return collide_character;
}
void KinematicBody2D::set_collision_margin(float p_margin) {
margin=p_margin;
}
float KinematicBody2D::get_collision_margin() const{
return margin;
}
void KinematicBody2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("is_trapped"),&KinematicBody2D::is_trapped);
ObjectTypeDB::bind_method(_MD("untrap"),&KinematicBody2D::untrap);
ObjectTypeDB::bind_method(_MD("move","rel_vec"),&KinematicBody2D::move);
ObjectTypeDB::bind_method(_MD("move_to","position"),&KinematicBody2D::move_to);
ObjectTypeDB::bind_method(_MD("can_move_to","position"),&KinematicBody2D::can_move_to);
ObjectTypeDB::bind_method(_MD("is_colliding"),&KinematicBody2D::is_colliding);
ObjectTypeDB::bind_method(_MD("get_collision_pos"),&KinematicBody2D::get_collision_pos);
ObjectTypeDB::bind_method(_MD("get_collision_normal"),&KinematicBody2D::get_collision_normal);
ObjectTypeDB::bind_method(_MD("get_collider:Object"),&KinematicBody2D::get_collider);
ObjectTypeDB::bind_method(_MD("set_collide_with_static_bodies","enable"),&KinematicBody2D::set_collide_with_static_bodies);
ObjectTypeDB::bind_method(_MD("can_collide_with_static_bodies"),&KinematicBody2D::can_collide_with_static_bodies);
ObjectTypeDB::bind_method(_MD("set_collide_with_kinematic_bodies","enable"),&KinematicBody2D::set_collide_with_kinematic_bodies);
ObjectTypeDB::bind_method(_MD("can_collide_with_kinematic_bodies"),&KinematicBody2D::can_collide_with_kinematic_bodies);
ObjectTypeDB::bind_method(_MD("set_collide_with_rigid_bodies","enable"),&KinematicBody2D::set_collide_with_rigid_bodies);
ObjectTypeDB::bind_method(_MD("can_collide_with_rigid_bodies"),&KinematicBody2D::can_collide_with_rigid_bodies);
ObjectTypeDB::bind_method(_MD("set_collide_with_character_bodies","enable"),&KinematicBody2D::set_collide_with_character_bodies);
ObjectTypeDB::bind_method(_MD("can_collide_with_character_bodies"),&KinematicBody2D::can_collide_with_character_bodies);
ObjectTypeDB::bind_method(_MD("set_collision_margin","pixels"),&KinematicBody2D::set_collision_margin);
ObjectTypeDB::bind_method(_MD("get_collision_margin","pixels"),&KinematicBody2D::get_collision_margin);
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/static"),_SCS("set_collide_with_static_bodies"),_SCS("can_collide_with_static_bodies"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/kinematic"),_SCS("set_collide_with_kinematic_bodies"),_SCS("can_collide_with_kinematic_bodies"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/rigid"),_SCS("set_collide_with_rigid_bodies"),_SCS("can_collide_with_rigid_bodies"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/character"),_SCS("set_collide_with_character_bodies"),_SCS("can_collide_with_character_bodies"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"collision/margin",PROPERTY_HINT_RANGE,"0.01,256,0.01"),_SCS("set_collision_margin"),_SCS("get_collision_margin"));
}
KinematicBody2D::KinematicBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC){
collide_static=true;
collide_rigid=true;
collide_kinematic=true;
collide_character=true;
colliding=false;
collider=0;
margin=1;
}
KinematicBody2D::~KinematicBody2D() {
}