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			112 lines
		
	
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			112 lines
		
	
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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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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