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-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

@@ -52,15 +52,8 @@ class StaticBody2D : public PhysicsBody2D {
OBJ_TYPE(StaticBody2D,PhysicsBody2D);
Matrix32 *pre_xform;
//RID query;
bool setting;
bool pending;
bool simulating_motion;
Vector2 constant_linear_velocity;
real_t constant_angular_velocity;
void _update_xform();
void _state_notify(Object *p_object);
real_t bounce;
real_t friction;
@@ -68,7 +61,6 @@ class StaticBody2D : public PhysicsBody2D {
protected:
void _notification(int p_what);
static void _bind_methods();
public:
@@ -79,8 +71,6 @@ public:
void set_bounce(real_t p_bounce);
real_t get_bounce() const;
void set_simulate_motion(bool p_enable);
bool is_simulating_motion() const;
void set_constant_linear_velocity(const Vector2& p_vel);
void set_constant_angular_velocity(real_t p_vel);
@@ -102,8 +92,15 @@ public:
MODE_RIGID,
MODE_STATIC,
MODE_CHARACTER,
MODE_STATIC_ACTIVE,
MODE_KINEMATIC,
};
enum CCDMode {
CCD_MODE_DISABLED,
CCD_MODE_CAST_RAY,
CCD_MODE_CAST_SHAPE,
};
private:
bool can_sleep;
@@ -117,13 +114,14 @@ private:
Vector2 linear_velocity;
real_t angular_velocity;
bool active;
bool ccd;
int max_contacts_reported;
bool custom_integrator;
CCDMode ccd_mode;
struct ShapePair {
@@ -173,7 +171,6 @@ private:
protected:
void _notification(int p_what);
static void _bind_methods();
public:
@@ -215,8 +212,8 @@ public:
void set_max_contacts_reported(int p_amount);
int get_max_contacts_reported() const;
void set_use_continuous_collision_detection(bool p_enable);
bool is_using_continuous_collision_detection() const;
void set_continuous_collision_detection_mode(CCDMode p_mode);
CCDMode get_continuous_collision_detection_mode() const;
void apply_impulse(const Vector2& p_pos, const Vector2& p_impulse);
@@ -229,4 +226,65 @@ public:
};
VARIANT_ENUM_CAST(RigidBody2D::Mode);
VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
class KinematicBody2D : public PhysicsBody2D {
OBJ_TYPE(KinematicBody2D,PhysicsBody2D);
float margin;
bool collide_static;
bool collide_rigid;
bool collide_kinematic;
bool collide_character;
bool colliding;
Vector2 collision;
Vector2 normal;
ObjectID collider;
Variant _get_collider() const;
_FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;
protected:
static void _bind_methods();
public:
bool is_trapped() const;
void untrap();
Vector2 move(const Vector2& p_motion);
Vector2 move_to(const Vector2& p_position);
bool can_move_to(const Vector2& p_position);
bool is_colliding() const;
Vector2 get_collision_pos() const;
Vector2 get_collision_normal() const;
ObjectID get_collider() const;
void set_collide_with_static_bodies(bool p_enable);
bool can_collide_with_static_bodies() const;
void set_collide_with_rigid_bodies(bool p_enable);
bool can_collide_with_rigid_bodies() const;
void set_collide_with_kinematic_bodies(bool p_enable);
bool can_collide_with_kinematic_bodies() const;
void set_collide_with_character_bodies(bool p_enable);
bool can_collide_with_character_bodies() const;
void set_collision_margin(float p_margin);
float get_collision_margin() const;
KinematicBody2D();
~KinematicBody2D();
};
#endif // PHYSICS_BODY_2D_H