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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/scene/2d/physics/animatable_body_2d.cpp
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/**************************************************************************/
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/* animatable_body_2d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "animatable_body_2d.h"
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void AnimatableBody2D::set_sync_to_physics(bool p_enable) {
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if (sync_to_physics == p_enable) {
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return;
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}
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sync_to_physics = p_enable;
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_update_kinematic_motion();
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}
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bool AnimatableBody2D::is_sync_to_physics_enabled() const {
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return sync_to_physics;
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}
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void AnimatableBody2D::_update_kinematic_motion() {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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if (sync_to_physics) {
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PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody2D::_body_state_changed));
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set_only_update_transform_changes(true);
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set_notify_local_transform(true);
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} else {
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PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), Callable());
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set_only_update_transform_changes(false);
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set_notify_local_transform(false);
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}
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}
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void AnimatableBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
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if (!sync_to_physics) {
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return;
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}
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last_valid_transform = p_state->get_transform();
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set_notify_local_transform(false);
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set_global_transform(last_valid_transform);
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set_notify_local_transform(true);
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}
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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: {
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last_valid_transform = get_global_transform();
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_update_kinematic_motion();
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} break;
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case NOTIFICATION_EXIT_TREE: {
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set_only_update_transform_changes(false);
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set_notify_local_transform(false);
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} break;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
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// Used by sync to physics, send the new transform to the physics...
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Transform2D new_transform = get_global_transform();
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PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
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// ... but then revert changes.
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set_notify_local_transform(false);
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set_global_transform(last_valid_transform);
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set_notify_local_transform(true);
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} break;
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}
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}
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void AnimatableBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody2D::set_sync_to_physics);
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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() :
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StaticBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) {
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}
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