1 /** 2 Kinematic body 3D node. 3 4 Copyright: 5 Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. 6 Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) 7 Copyright (c) 2017-2018 Godot-D contributors 8 9 License: $(LINK2 https://opensource.org/licenses/MIT, MIT License) 10 11 12 */ 13 module godot.kinematicbody; 14 import std.meta : AliasSeq, staticIndexOf; 15 import std.traits : Unqual; 16 import godot.d.meta; 17 import godot.core; 18 import godot.c; 19 import godot.d.bind; 20 import godot.d.reference; 21 import godot.object; 22 import godot.classdb; 23 import godot.physicsbody; 24 import godot.kinematiccollision; 25 import godot.collisionobject; 26 import godot.spatial; 27 import godot.node; 28 /** 29 Kinematic body 3D node. 30 31 Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all (to other types of bodies, such a character or a rigid body, these are the same as a static body). They have however, two main uses: 32 Simulated Motion: When these bodies are moved manually, either from code or from an AnimationPlayer (with process mode set to fixed), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc). 33 Kinematic Characters: KinematicBody also has an API for moving objects (the $(D moveAndCollide) and $(D moveAndSlide) methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics. 34 */ 35 @GodotBaseClass struct KinematicBody 36 { 37 enum string _GODOT_internal_name = "KinematicBody"; 38 public: 39 @nogc nothrow: 40 union { godot_object _godot_object; PhysicsBody _GODOT_base; } 41 alias _GODOT_base this; 42 alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses); 43 package(godot) __gshared bool _classBindingInitialized = false; 44 package(godot) static struct _classBinding 45 { 46 __gshared: 47 @GodotName("move_and_collide") GodotMethod!(KinematicCollision, Vector3, bool, bool) moveAndCollide; 48 @GodotName("move_and_slide") GodotMethod!(Vector3, Vector3, Vector3, bool, long, double, bool) moveAndSlide; 49 @GodotName("move_and_slide_with_snap") GodotMethod!(Vector3, Vector3, Vector3, Vector3, bool, bool, long, double) moveAndSlideWithSnap; 50 @GodotName("test_move") GodotMethod!(bool, Transform, Vector3, bool) testMove; 51 @GodotName("is_on_floor") GodotMethod!(bool) isOnFloor; 52 @GodotName("is_on_ceiling") GodotMethod!(bool) isOnCeiling; 53 @GodotName("is_on_wall") GodotMethod!(bool) isOnWall; 54 @GodotName("get_floor_velocity") GodotMethod!(Vector3) getFloorVelocity; 55 @GodotName("set_axis_lock") GodotMethod!(void, long, bool) setAxisLock; 56 @GodotName("get_axis_lock") GodotMethod!(bool, long) getAxisLock; 57 @GodotName("set_safe_margin") GodotMethod!(void, double) setSafeMargin; 58 @GodotName("get_safe_margin") GodotMethod!(double) getSafeMargin; 59 @GodotName("get_slide_count") GodotMethod!(long) getSlideCount; 60 @GodotName("get_slide_collision") GodotMethod!(KinematicCollision, long) getSlideCollision; 61 } 62 bool opEquals(in KinematicBody other) const { return _godot_object.ptr is other._godot_object.ptr; } 63 KinematicBody opAssign(T : typeof(null))(T n) { _godot_object.ptr = null; } 64 bool opEquals(typeof(null) n) const { return _godot_object.ptr is null; } 65 mixin baseCasts; 66 static KinematicBody _new() 67 { 68 static godot_class_constructor constructor; 69 if(constructor is null) constructor = _godot_api.godot_get_class_constructor("KinematicBody"); 70 if(constructor is null) return typeof(this).init; 71 return cast(KinematicBody)(constructor()); 72 } 73 @disable new(size_t s); 74 /** 75 Moves the body along the vector `rel_vec`. The body will stop if it collides. Returns a $(D KinematicCollision), which contains information about the collision. 76 If `test_only` is `true`, the body does not move but the would-be collision information is given. 77 */ 78 Ref!KinematicCollision moveAndCollide(in Vector3 rel_vec, in bool infinite_inertia = true, in bool test_only = false) 79 { 80 checkClassBinding!(typeof(this))(); 81 return ptrcall!(KinematicCollision)(_classBinding.moveAndCollide, _godot_object, rel_vec, infinite_inertia, test_only); 82 } 83 /** 84 Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a `KinematicBody` or $(D RigidBody), it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes. 85 `linear_velocity` is a value in pixels per second. Unlike in for example $(D moveAndCollide), you should $(I not) multiply it with `delta` — this is done by the method. 86 `floor_normal` is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of `Vector3(0, 0, 0)`, everything is considered a wall. This is useful for topdown games. 87 $(I TODO: Update for new stop_on_slode argument.) If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below `slope_stop_min_velocity`, the body will stop completely. This prevents the body from sliding down slopes when you include gravity in `linear_velocity`. When set to lower values, the body will not be able to stand still on steep slopes. 88 If the body collides, it will change direction a maximum of `max_slides` times before it stops. 89 `floor_max_angle` is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees. 90 Returns the movement that remained when the body stopped. To get more detailed information about collisions that occurred, use $(D getSlideCollision). 91 */ 92 Vector3 moveAndSlide(in Vector3 linear_velocity, in Vector3 floor_normal = Vector3(0, 0, 0), in bool stop_on_slope = false, in long max_slides = 4, in double floor_max_angle = 0.785398, in bool infinite_inertia = true) 93 { 94 checkClassBinding!(typeof(this))(); 95 return ptrcall!(Vector3)(_classBinding.moveAndSlide, _godot_object, linear_velocity, floor_normal, stop_on_slope, max_slides, floor_max_angle, infinite_inertia); 96 } 97 /** 98 Moves the body while keeping it attached to slopes. Similar to $(D moveAndSlide). 99 As long as the `snap` vector is in contact with the ground, the body will remain attached to the surface. This means you must disable snap in order to jump, for example. You can do this by setting`snap` to`(0, 0, 0)` or by using $(D moveAndSlide) instead. 100 */ 101 Vector3 moveAndSlideWithSnap(in Vector3 linear_velocity, in Vector3 snap, in Vector3 floor_normal = Vector3(0, 0, 0), in bool infinite_inertia = true, in bool stop_on_slope = false, in long max_bounces = 4, in double floor_max_angle = 0.785398) 102 { 103 checkClassBinding!(typeof(this))(); 104 return ptrcall!(Vector3)(_classBinding.moveAndSlideWithSnap, _godot_object, linear_velocity, snap, floor_normal, infinite_inertia, stop_on_slope, max_bounces, floor_max_angle); 105 } 106 /** 107 Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given $(D Transform), then tries to move the body along the vector `rel_vec`. Returns `true` if a collision would occur. 108 */ 109 bool testMove(in Transform from, in Vector3 rel_vec, in bool infinite_inertia) 110 { 111 checkClassBinding!(typeof(this))(); 112 return ptrcall!(bool)(_classBinding.testMove, _godot_object, from, rel_vec, infinite_inertia); 113 } 114 /** 115 Returns `true` if the body is on the floor. Only updates when calling $(D moveAndSlide). 116 */ 117 bool isOnFloor() const 118 { 119 checkClassBinding!(typeof(this))(); 120 return ptrcall!(bool)(_classBinding.isOnFloor, _godot_object); 121 } 122 /** 123 Returns `true` if the body is on the ceiling. Only updates when calling $(D moveAndSlide). 124 */ 125 bool isOnCeiling() const 126 { 127 checkClassBinding!(typeof(this))(); 128 return ptrcall!(bool)(_classBinding.isOnCeiling, _godot_object); 129 } 130 /** 131 Returns `true` if the body is on a wall. Only updates when calling $(D moveAndSlide). 132 */ 133 bool isOnWall() const 134 { 135 checkClassBinding!(typeof(this))(); 136 return ptrcall!(bool)(_classBinding.isOnWall, _godot_object); 137 } 138 /** 139 Returns the velocity of the floor. Only updates when calling $(D moveAndSlide). 140 */ 141 Vector3 getFloorVelocity() const 142 { 143 checkClassBinding!(typeof(this))(); 144 return ptrcall!(Vector3)(_classBinding.getFloorVelocity, _godot_object); 145 } 146 /** 147 148 */ 149 void setAxisLock(in long axis, in bool lock) 150 { 151 checkClassBinding!(typeof(this))(); 152 ptrcall!(void)(_classBinding.setAxisLock, _godot_object, axis, lock); 153 } 154 /** 155 156 */ 157 bool getAxisLock(in long axis) const 158 { 159 checkClassBinding!(typeof(this))(); 160 return ptrcall!(bool)(_classBinding.getAxisLock, _godot_object, axis); 161 } 162 /** 163 164 */ 165 void setSafeMargin(in double pixels) 166 { 167 checkClassBinding!(typeof(this))(); 168 ptrcall!(void)(_classBinding.setSafeMargin, _godot_object, pixels); 169 } 170 /** 171 172 */ 173 double getSafeMargin() const 174 { 175 checkClassBinding!(typeof(this))(); 176 return ptrcall!(double)(_classBinding.getSafeMargin, _godot_object); 177 } 178 /** 179 Returns the number of times the body collided and changed direction during the last call to $(D moveAndSlide). 180 */ 181 long getSlideCount() const 182 { 183 checkClassBinding!(typeof(this))(); 184 return ptrcall!(long)(_classBinding.getSlideCount, _godot_object); 185 } 186 /** 187 Returns a $(D KinematicCollision), which contains information about a collision that occurred during the last $(D moveAndSlide) call. Since the body can collide several times in a single call to $(D moveAndSlide), you must specify the index of the collision in the range 0 to ($(D getSlideCount) - 1). 188 */ 189 Ref!KinematicCollision getSlideCollision(in long slide_idx) 190 { 191 checkClassBinding!(typeof(this))(); 192 return ptrcall!(KinematicCollision)(_classBinding.getSlideCollision, _godot_object, slide_idx); 193 } 194 /** 195 196 */ 197 @property bool moveLockX() 198 { 199 return getAxisLock(1); 200 } 201 /// ditto 202 @property void moveLockX(bool v) 203 { 204 setAxisLock(1, v); 205 } 206 /** 207 208 */ 209 @property bool moveLockY() 210 { 211 return getAxisLock(2); 212 } 213 /// ditto 214 @property void moveLockY(bool v) 215 { 216 setAxisLock(2, v); 217 } 218 /** 219 220 */ 221 @property bool moveLockZ() 222 { 223 return getAxisLock(4); 224 } 225 /// ditto 226 @property void moveLockZ(bool v) 227 { 228 setAxisLock(4, v); 229 } 230 /** 231 If the body is at least this close to another body, this body will consider them to be colliding. 232 */ 233 @property double collisionSafeMargin() 234 { 235 return getSafeMargin(); 236 } 237 /// ditto 238 @property void collisionSafeMargin(double v) 239 { 240 setSafeMargin(v); 241 } 242 }