text: /*************************************************************************/
  /*  physics_body_2d.cpp                                                  */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
  /*                                                                       */
  /* Permission is hereby granted, free of charge, to any person obtaining */
  /* a copy of this software and associated documentation files (the       */
  /* "Software"), to deal in the Software without restriction, including   */
  /* without limitation the rights to use, copy, modify, merge, publish,   */
  /* distribute, sublicense, and/or sell copies of the Software, and to    */
  /* permit persons to whom the Software is furnished to do so, subject to */
  /* the following conditions:                                             */
  /*                                                                       */
  /* The above copyright notice and this permission notice shall be        */
  /* included in all copies or substantial portions of the Software.       */
  /*                                                                       */
  /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
  /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
  /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
  /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
  /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
  /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
  /*************************************************************************/
  
  #include "physics_body_2d.h"
  
  #include "core/core_string_names.h"
  #include "core/engine.h"
  #include "core/list.h"
  #include "core/math/math_funcs.h"
  #include "core/method_bind_ext.gen.inc"
  #include "core/object.h"
  #include "core/rid.h"
  #include "scene/scene_string_names.h"
  
  void PhysicsBody2D::_notification(int p_what) {
  }
  
  void PhysicsBody2D::_set_layers(uint32_t p_mask) {
  
  	set_collision_layer(p_mask);
  	set_collision_mask(p_mask);
  }
  
  uint32_t PhysicsBody2D::_get_layers() const {
  
  	return get_collision_layer();
  }
  
  void PhysicsBody2D::_bind_methods() {
  
  	ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PhysicsBody2D::set_collision_layer);
  	ClassDB::bind_method(D_METHOD("get_collision_layer"), &PhysicsBody2D::get_collision_layer);
  	ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &PhysicsBody2D::set_collision_mask);
  	ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsBody2D::get_collision_mask);
  
  	ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &PhysicsBody2D::set_collision_mask_bit);
  	ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &PhysicsBody2D::get_collision_mask_bit);
  
  	ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &PhysicsBody2D::set_collision_layer_bit);
  	ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &PhysicsBody2D::get_collision_layer_bit);
  
  	ClassDB::bind_method(D_METHOD("_set_layers", "mask"), &PhysicsBody2D::_set_layers);
  	ClassDB::bind_method(D_METHOD("_get_layers"), &PhysicsBody2D::_get_layers);
  
  	ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions);
  	ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with);
  	ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody2D::remove_collision_exception_with);
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_2D_PHYSICS, "", 0), "_set_layers", "_get_layers"); //for backwards compat
  
  	ADD_GROUP("Collision", "collision_");
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_layer", "get_collision_layer");
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
  }
  
  void PhysicsBody2D::set_collision_layer(uint32_t p_layer) {
  
  	collision_layer = p_layer;
  	Physics2DServer::get_singleton()->body_set_collision_layer(get_rid(), p_layer);
  }
  
  uint32_t PhysicsBody2D::get_collision_layer() const {
  
  	return collision_layer;
  }
  
  void PhysicsBody2D::set_collision_mask(uint32_t p_mask) {
  
  	collision_mask = p_mask;
  	Physics2DServer::get_singleton()->body_set_collision_mask(get_rid(), p_mask);
  }
  
  uint32_t PhysicsBody2D::get_collision_mask() const {
  
  	return collision_mask;
  }
  
  void PhysicsBody2D::set_collision_mask_bit(int p_bit, bool p_value) {
  
  	uint32_t mask = get_collision_mask();
  	if (p_value)
  		mask |= 1 << p_bit;
  	else
  		mask &= ~(1 << p_bit);
  	set_collision_mask(mask);
  }
  bool PhysicsBody2D::get_collision_mask_bit(int p_bit) const {
  
  	return get_collision_mask() & (1 << p_bit);
  }
  
  void PhysicsBody2D::set_collision_layer_bit(int p_bit, bool p_value) {
  
  	uint32_t collision_layer = get_collision_layer();
  	if (p_value)
  		collision_layer |= 1 << p_bit;
  	else
  		collision_layer &= ~(1 << p_bit);
  	set_collision_layer(collision_layer);
  }
  
  bool PhysicsBody2D::get_collision_layer_bit(int p_bit) const {
  
  	return get_collision_layer() & (1 << p_bit);
  }
  
  PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode) :
  		CollisionObject2D(Physics2DServer::get_singleton()->body_create(), false) {
  
  	Physics2DServer::get_singleton()->body_set_mode(get_rid(), p_mode);
  	collision_layer = 1;
  	collision_mask = 1;
  	set_pickable(false);
  }
  
  Array PhysicsBody2D::get_collision_exceptions() {
  	List<RID> exceptions;
  	Physics2DServer::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions);
  	Array ret;
  	for (List<RID>::Element *E = exceptions.front(); E; E = E->next()) {
  		RID body = E->get();
  		ObjectID instance_id = Physics2DServer::get_singleton()->body_get_object_instance_id(body);
  		Object *obj = ObjectDB::get_instance(instance_id);
  		PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(obj);
  		ret.append(physics_body);
  	}
  	return ret;
  }
  
  void PhysicsBody2D::add_collision_exception_with(Node *p_node) {
  
  	ERR_FAIL_NULL(p_node);
  	PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(p_node);
  	if (!physics_body) {
  		ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
  	}
  	ERR_FAIL_COND(!physics_body);
  	Physics2DServer::get_singleton()->body_add_collision_exception(get_rid(), physics_body->get_rid());
  }
  
  void PhysicsBody2D::remove_collision_exception_with(Node *p_node) {
  
  	ERR_FAIL_NULL(p_node);
  	PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(p_node);
  	if (!physics_body) {
  		ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
  	}
  	ERR_FAIL_COND(!physics_body);
  	Physics2DServer::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid());
  }
  
  void StaticBody2D::set_constant_linear_velocity(const Vector2 &p_vel) {
  
  	constant_linear_velocity = p_vel;
  	Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
  }
  
  void StaticBody2D::set_constant_angular_velocity(real_t p_vel) {
  
  	constant_angular_velocity = p_vel;
  	Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
  }
  
  Vector2 StaticBody2D::get_constant_linear_velocity() const {
  
  	return constant_linear_velocity;
  }
  real_t StaticBody2D::get_constant_angular_velocity() const {
  
  	return constant_angular_velocity;
  }
  
  #ifndef DISABLE_DEPRECATED
  void StaticBody2D::set_friction(real_t p_friction) {
  
  	if (p_friction == 1.0 && physics_material_override.is_null()) { // default value, don't create an override for that
  		return;
  	}
  
  	ERR_EXPLAIN("The method set_friction has been deprecated and will be removed in the future, use physics material instead.");
  	WARN_DEPRECATED;
  
  	ERR_FAIL_COND(p_friction < 0 || p_friction > 1);
  
  	if (physics_material_override.is_null()) {
  		physics_material_override.instance();
  		set_physics_material_override(physics_material_override);
  	}
  	physics_material_override->set_friction(p_friction);
  }
  
  real_t StaticBody2D::get_friction() const {
  
  	ERR_EXPLAIN("The method get_friction has been deprecated and will be removed in the future, use physics material instead.");
  	WARN_DEPRECATED;
  
  	if (physics_material_override.is_null()) {
  		return 1;
  	}
  
  	return physics_material_override->get_friction();
  }
  
  void StaticBody2D::set_bounce(real_t p_bounce) {
  
  	if (p_bounce == 0.0 && physics_material_override.is_null()) { // default value, don't create an override for that
  		return;
  	}
  
  	ERR_EXPLAIN("The method set_bounce has been deprecated and will be removed in the future, use physics material instead.");
  	WARN_DEPRECATED;
  
  	ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1);
  
  	if (physics_material_override.is_null()) {
  		physics_material_override.instance();
  		set_physics_material_override(physics_material_override);
  	}
  	physics_material_override->set_bounce(p_bounce);
  }
  
  real_t StaticBody2D::get_bounce() const {
  
  	ERR_EXPLAIN("The method get_bounce has been deprecated and will be removed in the future, use physics material instead.");
  	WARN_DEPRECATED;
  
  	if (physics_material_override.is_null()) {
  		return 0;
  	}
  
  	return physics_material_override->get_bounce();
  }
  #endif // DISABLE_DEPRECATED
  
  void StaticBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
  	if (physics_material_override.is_valid()) {
  		if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics"))
  			physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics");
  	}
  
  	physics_material_override = p_physics_material_override;
  
  	if (physics_material_override.is_valid()) {
  		physics_material_override->connect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics");
  	}
  	_reload_physics_characteristics();
  }
  
  Ref<PhysicsMaterial> StaticBody2D::get_physics_material_override() const {
  	return physics_material_override;
  }
  
  void StaticBody2D::_bind_methods() {
  
  	ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody2D::set_constant_linear_velocity);
  	ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody2D::set_constant_angular_velocity);
  	ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody2D::get_constant_linear_velocity);
  	ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody2D::get_constant_angular_velocity);
  
  #ifndef DISABLE_DEPRECATED
  	ClassDB::bind_method(D_METHOD("set_friction", "friction"), &StaticBody2D::set_friction);
  	ClassDB::bind_method(D_METHOD("get_friction"), &StaticBody2D::get_friction);
  
  	ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &StaticBody2D::set_bounce);
  	ClassDB::bind_method(D_METHOD("get_bounce"), &StaticBody2D::get_bounce);
  #endif // DISABLE_DEPRECATED
  
  	ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody2D::set_physics_material_override);
  	ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody2D::get_physics_material_override);
  
  	ClassDB::bind_method(D_METHOD("_reload_physics_characteristics"), &StaticBody2D::_reload_physics_characteristics);
  
  	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
  #ifndef DISABLE_DEPRECATED
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_friction", "get_friction");
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_bounce", "get_bounce");
  #endif // DISABLE_DEPRECATED
  	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
  }
  
  StaticBody2D::StaticBody2D() :
  		PhysicsBody2D(Physics2DServer::BODY_MODE_STATIC) {
  
  	constant_angular_velocity = 0;
  }
  
  StaticBody2D::~StaticBody2D() {
  }
  
  void StaticBody2D::_reload_physics_characteristics() {
  	if (physics_material_override.is_null()) {
  		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, 0);
  		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, 1);
  	} else {
  		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
  		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
  	}
  }
  
  void RigidBody2D::_body_enter_tree(ObjectID p_id) {
  
  	Object *obj = ObjectDB::get_instance(p_id);
  	Node *node = Object::cast_to<Node>(obj);
  	ERR_FAIL_COND(!node);
  
  	ERR_FAIL_COND(!contact_monitor);
  	Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
  	ERR_FAIL_COND(!E);
  	ERR_FAIL_COND(E->get().in_scene);
  
  	contact_monitor->locked = true;
  
  	E->get().in_scene = true;
  	emit_signal(SceneStringNames::get_singleton()->body_entered, node);
  
  	for (int i = 0; i < E->get().shapes.size(); i++) {
  
  		emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
  	}
  
  	contact_monitor->locked = false;
  }
  
  void RigidBody2D::_body_exit_tree(ObjectID p_id) {
  
  	Object *obj = ObjectDB::get_instance(p_id);
  	Node *node = Object::cast_to<Node>(obj);
  	ERR_FAIL_COND(!node);
  	ERR_FAIL_COND(!contact_monitor);
  	Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
  	ERR_FAIL_COND(!E);
  	ERR_FAIL_COND(!E->get().in_scene);
  	E->get().in_scene = false;
  
  	contact_monitor->locked = true;
  
  	emit_signal(SceneStringNames::get_singleton()->body_exited, node);
  
  	for (int i = 0; i < E->get().shapes.size(); i++) {
  
  		emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
  	}
  
  	contact_monitor->locked = false;
  }
  
  void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape) {
  
  	bool body_in = p_status == 1;
  	ObjectID objid = p_instance;
  
  	Object *obj = ObjectDB::get_instance(objid);
  	Node *node = Object::cast_to<Node>(obj);
  
  	ERR_FAIL_COND(!contact_monitor);
  	Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(objid);
  
  	ERR_FAIL_COND(!body_in && !E);
  
  	if (body_in) {
  		if (!E) {
  
  			E = contact_monitor->body_map.insert(objid, BodyState());
  			//E->get().rc=0;
  			E->get().in_scene = node && node->is_inside_tree();
  			if (node) {
  				node->connect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree, make_binds(objid));
  				node->connect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree, make_binds(objid));
  				if (E->get().in_scene) {
  					emit_signal(SceneStringNames::get_singleton()->body_entered, node);
  				}
  			}
  
  			//E->get().rc++;
  		}
  
  		if (node)
  			E->get().shapes.insert(ShapePair(p_body_shape, p_local_shape));
  
  		if (E->get().in_scene) {
  			emit_signal(SceneStringNames::get_singleton()->body_shape_entered, objid, node, p_body_shape, p_local_shape);
  		}
  
  	} else {
  
  		//E->get().rc--;
  
  		if (node)
  			E->get().shapes.erase(ShapePair(p_body_shape, p_local_shape));
  
  		bool in_scene = E->get().in_scene;
  
  		if (E->get().shapes.empty()) {
  
  			if (node) {
  				node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree);
  				node->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree);
  				if (in_scene)
  					emit_signal(SceneStringNames::get_singleton()->body_exited, node);
  			}
  
  			contact_monitor->body_map.erase(E);
  		}
  		if (node && in_scene) {
  			emit_signal(SceneStringNames::get_singleton()->body_shape_exited, objid, node, p_body_shape, p_local_shape);
  		}
  	}
  }
  
  struct _RigidBody2DInOut {
  
  	ObjectID id;
  	int shape;
  	int local_shape;
  };
  
  bool RigidBody2D::_test_motion(const Vector2 &p_motion, bool p_infinite_inertia, float p_margin, const Ref<Physics2DTestMotionResult> &p_result) {
  
  	Physics2DServer::MotionResult *r = NULL;
  	if (p_result.is_valid())
  		r = p_result->get_result_ptr();
  	return Physics2DServer::get_singleton()->body_test_motion(get_rid(), get_global_transform(), p_motion, p_infinite_inertia, p_margin, r);
  }
  
  void RigidBody2D::_direct_state_changed(Object *p_state) {
  
  #ifdef DEBUG_ENABLED
  	state = Object::cast_to<Physics2DDirectBodyState>(p_state);
  #else
  	state = (Physics2DDirectBodyState *)p_state; //trust it
  #endif
  
  	set_block_transform_notify(true); // don't want notify (would feedback loop)
  	if (mode != MODE_KINEMATIC)
  		set_global_transform(state->get_transform());
  	linear_velocity = state->get_linear_velocity();
  	angular_velocity = state->get_angular_velocity();
  	if (sleeping != state->is_sleeping()) {
  		sleeping = state->is_sleeping();
  		emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
  	}
  	if (get_script_instance())
  		get_script_instance()->call("_integrate_forces", state);
  	set_block_transform_notify(false); // want it back
  
  	if (contact_monitor) {
  
  		contact_monitor->locked = true;
  
  		//untag all
  		int rc = 0;
  		for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
  
  			for (int i = 0; i < E->get().shapes.size(); i++) {
  
  				E->get().shapes[i].tagged = false;
  				rc++;
  			}
  		}
  
  		_RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(state->get_contact_count() * sizeof(_RigidBody2DInOut));
  		int toadd_count = 0; //state->get_contact_count();
  		RigidBody2D_RemoveAction *toremove = (RigidBody2D_RemoveAction *)alloca(rc * sizeof(RigidBody2D_RemoveAction));
  		int toremove_count = 0;
  
  		//put the ones to add
  
  		for (int i = 0; i < state->get_contact_count(); i++) {
  
  			ObjectID obj = state->get_contact_collider_id(i);
  			int local_shape = state->get_contact_local_shape(i);
  			int shape = state->get_contact_collider_shape(i);
  
  			//bool found=false;
  
  			Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(obj);
  			if (!E) {
  				toadd[toadd_count].local_shape = local_shape;
  				toadd[toadd_count].id = obj;
  				toadd[toadd_count].shape = shape;
  				toadd_count++;
  				continue;
  			}
  
  			ShapePair sp(shape, local_shape);
  			int idx = E->get().shapes.find(sp);
  			if (idx == -1) {
  
  				toadd[toadd_count].local_shape = local_shape;
  				toadd[toadd_count].id = obj;
  				toadd[toadd_count].shape = shape;
  				toadd_count++;
  				continue;
  			}
  
  			E->get().shapes[idx].tagged = true;
  		}
  
  		//put the ones to remove
  
  		for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
  
  			for (int i = 0; i < E->get().shapes.size(); i++) {
  
  				if (!E->get().shapes[i].tagged) {
  
  					toremove[toremove_count].body_id = E->key();
  					toremove[toremove_count].pair = E->get().shapes[i];
  					toremove_count++;
  				}
  			}
  		}
  
  		//process remotions
  
  		for (int i = 0; i < toremove_count; i++) {
  
  			_body_inout(0, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
  		}
  
  		//process aditions
  
  		for (int i = 0; i < toadd_count; i++) {
  
  			_body_inout(1, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
  		}
  
  		contact_monitor->locked = false;
  	}
  
  	state = NULL;
  }
  
  void RigidBody2D::set_mode(Mode p_mode) {
  
  	mode = p_mode;
  	switch (p_mode) {
  
  		case MODE_RIGID: {
  
  			Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_RIGID);
  		} break;
  		case MODE_STATIC: {
  
  			Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_STATIC);
  
  		} break;
  		case MODE_KINEMATIC: {
  
  			Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_KINEMATIC);
  
  		} break;
  		case MODE_CHARACTER: {
  			Physics2DServer::get_singleton()->body_set_mode(get_rid(), Physics2DServer::BODY_MODE_CHARACTER);
  
  		} break;
  	}
  }
  
  RigidBody2D::Mode RigidBody2D::get_mode() const {
  
  	return mode;
  }
  
  void RigidBody2D::set_mass(real_t p_mass) {
  
  	ERR_FAIL_COND(p_mass <= 0);
  	mass = p_mass;
  	_change_notify("mass");
  	_change_notify("weight");
  	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_MASS, mass);
  }
  real_t RigidBody2D::get_mass() const {
  
  	return mass;
  }
  
  void RigidBody2D::set_inertia(real_t p_inertia) {
  
  	ERR_FAIL_COND(p_inertia <= 0);
  	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_INERTIA, p_inertia);
  }
  
  real_t RigidBody2D::get_inertia() const {
  
  	return Physics2DServer::get_singleton()->body_get_param(get_rid(), Physics2DServer::BODY_PARAM_INERTIA);
  }
  
  void RigidBody2D::set_weight(real_t p_weight) {
  
  	set_mass(p_weight / (real_t(GLOBAL_DEF("physics/2d/default_gravity", 98)) / 10));
  }
  
  real_t RigidBody2D::get_weight() const {
  
  	return mass * (real_t(GLOBAL_DEF("physics/2d/default_gravity", 98)) / 10);
  }
  
  #ifndef DISABLE_DEPRECATED
  void RigidBody2D::set_friction(real_t p_friction) {
  
  	if (p_friction == 1.0 && physics_material_override.is_null()) { // default value, don't create an override for that
  		return;
  	}
  
  	ERR_EXPLAIN("The method set_friction has been deprecated and will be removed in the future, use physics material instead.");
  	WARN_DEPRECATED;
  
  	ERR_FAIL_COND(p_friction < 0 || p_friction > 1);
  
  	if (physics_material_override.is_null()) {
  		physics_material_override.instance();
  		set_physics_material_override(physics_material_override);
  	}
  	physics_material_override->set_friction(p_friction);
  }
  real_t RigidBody2D::get_friction() const {
  
  	ERR_EXPLAIN("The method get_friction has been deprecated and will be removed in the future, use physics material instead.");
  	WARN_DEPRECATED;
  
  	if (physics_material_override.is_null()) {
  		return 1;
  	}
  
  	return physics_material_override->get_friction();
  }
  
  void RigidBody2D::set_bounce(real_t p_bounce) {
  
  	if (p_bounce == 0.0 && physics_material_override.is_null()) { // default value, don't create an override for that
  		return;
  	}
  
  	ERR_EXPLAIN("The method set_bounce has been deprecated and will be removed in the future, use physics material instead.");
  	WARN_DEPRECATED;
  
  	ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1);
  
  	if (physics_material_override.is_null()) {
  		physics_material_override.instance();
  		set_physics_material_override(physics_material_override);
  	}
  	physics_material_override->set_bounce(p_bounce);
  }
  real_t RigidBody2D::get_bounce() const {
  
  	ERR_EXPLAIN("The method get_bounce has been deprecated and will be removed in the future, use physics material instead.");
  	WARN_DEPRECATED;
  
  	if (physics_material_override.is_null()) {
  		return 0;
  	}
  
  	return physics_material_override->get_bounce();
  }
  #endif // DISABLE_DEPRECATED
  
  void RigidBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
  	if (physics_material_override.is_valid()) {
  		if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics"))
  			physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics");
  	}
  
  	physics_material_override = p_physics_material_override;
  
  	if (physics_material_override.is_valid()) {
  		physics_material_override->connect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics");
  	}
  	_reload_physics_characteristics();
  }
  
  Ref<PhysicsMaterial> RigidBody2D::get_physics_material_override() const {
  	return physics_material_override;
  }
  
  void RigidBody2D::set_gravity_scale(real_t p_gravity_scale) {
  
  	gravity_scale = p_gravity_scale;
  	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
  }
  real_t RigidBody2D::get_gravity_scale() const {
  
  	return gravity_scale;
  }
  
  void RigidBody2D::set_linear_damp(real_t p_linear_damp) {
  
  	ERR_FAIL_COND(p_linear_damp < -1);
  	linear_damp = p_linear_damp;
  	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_LINEAR_DAMP, linear_damp);
  }
  real_t RigidBody2D::get_linear_damp() const {
  
  	return linear_damp;
  }
  
  void RigidBody2D::set_angular_damp(real_t p_angular_damp) {
  
  	ERR_FAIL_COND(p_angular_damp < -1);
  	angular_damp = p_angular_damp;
  	Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_ANGULAR_DAMP, angular_damp);
  }
  real_t RigidBody2D::get_angular_damp() const {
  
  	return angular_damp;
  }
  
  void RigidBody2D::set_axis_velocity(const Vector2 &p_axis) {
  
  	Vector2 v = state ? state->get_linear_velocity() : linear_velocity;
  	Vector2 axis = p_axis.normalized();
  	v -= axis * axis.dot(v);
  	v += p_axis;
  	if (state) {
  		set_linear_velocity(v);
  	} else {
  		Physics2DServer::get_singleton()->body_set_axis_velocity(get_rid(), p_axis);
  		linear_velocity = v;
  	}
  }
  
  void RigidBody2D::set_linear_velocity(const Vector2 &p_velocity) {
  
  	linear_velocity = p_velocity;
  	if (state)
  		state->set_linear_velocity(linear_velocity);
  	else {
  
  		Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
  	}
  }
  
  Vector2 RigidBody2D::get_linear_velocity() const {
  
  	return linear_velocity;
  }
  
  void RigidBody2D::set_angular_velocity(real_t p_velocity) {
  
  	angular_velocity = p_velocity;
  	if (state)
  		state->set_angular_velocity(angular_velocity);
  	else
  		Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
  }
  real_t RigidBody2D::get_angular_velocity() const {
  
  	return angular_velocity;
  }
  
  void RigidBody2D::set_use_custom_integrator(bool p_enable) {
  
  	if (custom_integrator == p_enable)
  		return;
  
  	custom_integrator = p_enable;
  	Physics2DServer::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
  }
  bool RigidBody2D::is_using_custom_integrator() {
  
  	return custom_integrator;
  }
  
  void RigidBody2D::set_sleeping(bool p_sleeping) {
  
  	sleeping = p_sleeping;
  	Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_SLEEPING, sleeping);
  }
  
  void RigidBody2D::set_can_sleep(bool p_active) {
  
  	can_sleep = p_active;
  	Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_CAN_SLEEP, p_active);
  }
  
  bool RigidBody2D::is_able_to_sleep() const {
  
  	return can_sleep;
  }
  
  bool RigidBody2D::is_sleeping() const {
  
  	return sleeping;
  }
  
  void RigidBody2D::set_max_contacts_reported(int p_amount) {
  
  	max_contacts_reported = p_amount;
  	Physics2DServer::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
  }
  
  int RigidBody2D::get_max_contacts_reported() const {
  
  	return max_contacts_reported;
  }
  
  void RigidBody2D::apply_central_impulse(const Vector2 &p_impulse) {
  	Physics2DServer::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
  }
  
  void RigidBody2D::apply_impulse(const Vector2 &p_offset, const Vector2 &p_impulse) {
  
  	Physics2DServer::get_singleton()->body_apply_impulse(get_rid(), p_offset, p_impulse);
  }
  
  void RigidBody2D::apply_torque_impulse(float p_torque) {
  	Physics2DServer::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque);
  }
  
  void RigidBody2D::set_applied_force(const Vector2 &p_force) {
  
  	Physics2DServer::get_singleton()->body_set_applied_force(get_rid(), p_force);
  };
  
  Vector2 RigidBody2D::get_applied_force() const {
  
  	return Physics2DServer::get_singleton()->body_get_applied_force(get_rid());
  };
  
  void RigidBody2D::set_applied_torque(const float p_torque) {
  
  	Physics2DServer::get_singleton()->body_set_applied_torque(get_rid(), p_torque);
  };
  
  float RigidBody2D::get_applied_torque() const {
  
  	return Physics2DServer::get_singleton()->body_get_applied_torque(get_rid());
  };
  
  void RigidBody2D::add_central_force(const Vector2 &p_force) {
  	Physics2DServer::get_singleton()->body_add_central_force(get_rid(), p_force);
  }
  
  void RigidBody2D::add_force(const Vector2 &p_offset, const Vector2 &p_force) {
  
  	Physics2DServer::get_singleton()->body_add_force(get_rid(), p_offset, p_force);
  }
  
  void RigidBody2D::add_torque(const float p_torque) {
  	Physics2DServer::get_singleton()->body_add_torque(get_rid(), p_torque);
  }
  
  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));
  }
  
  RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const {
  
  	return ccd_mode;
  }
  
  Array RigidBody2D::get_colliding_bodies() const {
  
  	ERR_FAIL_COND_V(!contact_monitor, Array());
  
  	Array ret;
  	ret.resize(contact_monitor->body_map.size());
  	int idx = 0;
  	for (const Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
  		Object *obj = ObjectDB::get_instance(E->key());
  		if (!obj) {
  			ret.resize(ret.size() - 1); //ops
  		} else {
  			ret[idx++] = obj;
  		}
  	}
  
  	return ret;
  }
  
  void RigidBody2D::set_contact_monitor(bool p_enabled) {
  
  	if (p_enabled == is_contact_monitor_enabled())
  		return;
  
  	if (!p_enabled) {
  
  		if (contact_monitor->locked) {
  			ERR_EXPLAIN("Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\",false) instead");
  		}
  		ERR_FAIL_COND(contact_monitor->locked);
  
  		for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
  
  			//clean up mess
  			Object *obj = ObjectDB::get_instance(E->key());
  			Node *node = Object::cast_to<Node>(obj);
  
  			if (node) {
  
  				node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree);
  				node->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree);
  			}
  		}
  
  		memdelete(contact_monitor);
  		contact_monitor = NULL;
  	} else {
  
  		contact_monitor = memnew(ContactMonitor);
  		contact_monitor->locked = false;
  	}
  }
  
  bool RigidBody2D::is_contact_monitor_enabled() const {
  
  	return contact_monitor != NULL;
  }
  
  void RigidBody2D::_notification(int p_what) {
  
  #ifdef TOOLS_ENABLED
  	if (p_what == NOTIFICATION_ENTER_TREE) {
  		if (Engine::get_singleton()->is_editor_hint()) {
  			set_notify_local_transform(true); //used for warnings and only in editor
  		}
  	}
  
  	if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
  		if (Engine::get_singleton()->is_editor_hint()) {
  			update_configuration_warning();
  		}
  	}
  
  #endif
  }
  
  String RigidBody2D::get_configuration_warning() const {
  
  	Transform2D t = get_transform();
  
  	String warning = CollisionObject2D::get_configuration_warning();
  
  	if ((get_mode() == MODE_RIGID || get_mode() == MODE_CHARACTER) && (ABS(t.elements[0].length() - 1.0) > 0.05 || ABS(t.elements[1].length() - 1.0) > 0.05)) {
  		if (warning != String()) {
  			warning += "\n\n";
  		}
  		warning += TTR("Size changes to RigidBody2D (in character or rigid modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead.");
  	}
  
  	return warning;
  }
  
  void RigidBody2D::_bind_methods() {
  
  	ClassDB::bind_method(D_METHOD("set_mode", "mode"), &RigidBody2D::set_mode);
  	ClassDB::bind_method(D_METHOD("get_mode"), &RigidBody2D::get_mode);
  
  	ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody2D::set_mass);
  	ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody2D::get_mass);
  
  	ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody2D::get_inertia);
  	ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody2D::set_inertia);
  
  	ClassDB::bind_method(D_METHOD("set_weight", "weight"), &RigidBody2D::set_weight);
  	ClassDB::bind_method(D_METHOD("get_weight"), &RigidBody2D::get_weight);
  
  #ifndef DISABLE_DEPRECATED
  	ClassDB::bind_method(D_METHOD("set_friction", "friction"), &RigidBody2D::set_friction);
  	ClassDB::bind_method(D_METHOD("get_friction"), &RigidBody2D::get_friction);
  
  	ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &RigidBody2D::set_bounce);
  	ClassDB::bind_method(D_METHOD("get_bounce"), &RigidBody2D::get_bounce);
  #endif // DISABLE_DEPRECATED
  
  	ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody2D::set_physics_material_override);
  	ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody2D::get_physics_material_override);
  
  	ClassDB::bind_method(D_METHOD("_reload_physics_characteristics"), &RigidBody2D::_reload_physics_characteristics);
  
  	ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody2D::set_gravity_scale);
  	ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody2D::get_gravity_scale);
  
  	ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody2D::set_linear_damp);
  	ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody2D::get_linear_damp);
  
  	ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody2D::set_angular_damp);
  	ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody2D::get_angular_damp);
  
  	ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody2D::set_linear_velocity);
  	ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody2D::get_linear_velocity);
  
  	ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody2D::set_angular_velocity);
  	ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody2D::get_angular_velocity);
  
  	ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody2D::set_max_contacts_reported);
  	ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody2D::get_max_contacts_reported);
  
  	ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody2D::set_use_custom_integrator);
  	ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody2D::is_using_custom_integrator);
  
  	ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody2D::set_contact_monitor);
  	ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody2D::is_contact_monitor_enabled);
  
  	ClassDB::bind_method(D_METHOD("set_continuous_collision_detection_mode", "mode"), &RigidBody2D::set_continuous_collision_detection_mode);
  	ClassDB::bind_method(D_METHOD("get_continuous_collision_detection_mode"), &RigidBody2D::get_continuous_collision_detection_mode);
  
  	ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody2D::set_axis_velocity);
  	ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody2D::apply_central_impulse);
  	ClassDB::bind_method(D_METHOD("apply_impulse", "offset", "impulse"), &RigidBody2D::apply_impulse);
  	ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidBody2D::apply_torque_impulse);
  
  	ClassDB::bind_method(D_METHOD("set_applied_force", "force"), &RigidBody2D::set_applied_force);
  	ClassDB::bind_method(D_METHOD("get_applied_force"), &RigidBody2D::get_applied_force);
  
  	ClassDB::bind_method(D_METHOD("set_applied_torque", "torque"), &RigidBody2D::set_applied_torque);
  	ClassDB::bind_method(D_METHOD("get_applied_torque"), &RigidBody2D::get_applied_torque);
  
  	ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidBody2D::add_central_force);
  	ClassDB::bind_method(D_METHOD("add_force", "offset", "force"), &RigidBody2D::add_force);
  	ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidBody2D::add_torque);
  
  	ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody2D::set_sleeping);
  	ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody2D::is_sleeping);
  
  	ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep);
  	ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep);
  
  	ClassDB::bind_method(D_METHOD("test_motion", "motion", "infinite_inertia", "margin", "result"), &RigidBody2D::_test_motion, DEFVAL(true), DEFVAL(0.08), DEFVAL(Variant()));
  
  	ClassDB::bind_method(D_METHOD("_direct_state_changed"), &RigidBody2D::_direct_state_changed);
  	ClassDB::bind_method(D_METHOD("_body_enter_tree"), &RigidBody2D::_body_enter_tree);
  	ClassDB::bind_method(D_METHOD("_body_exit_tree"), &RigidBody2D::_body_exit_tree);
  
  	ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);
  
  	BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "Physics2DDirectBodyState")));
  
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), "set_mode", "get_mode");
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_mass", "get_mass");
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "inertia", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", 0), "set_inertia", "get_inertia");
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "weight", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", PROPERTY_USAGE_EDITOR), "set_weight", "get_weight");
  #ifndef DISABLE_DEPRECATED
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_friction", "get_friction");
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_bounce", "get_bounce");
  #endif // DISABLE_DEPRECATED
  	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), "set_gravity_scale", "get_gravity_scale");
  	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator");
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "continuous_cd", PROPERTY_HINT_ENUM, "Disabled,Cast Ray,Cast Shape"), "set_continuous_collision_detection_mode", "get_continuous_collision_detection_mode");
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported"), "set_max_contacts_reported", "get_max_contacts_reported");
  	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
  	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping");
  	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
  	ADD_GROUP("Linear", "linear_");
  	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
  	ADD_GROUP("Angular", "angular_");
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
  	ADD_GROUP("Applied Forces", "applied_");
  	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "applied_force"), "set_applied_force", "get_applied_force");
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "applied_torque"), "set_applied_torque", "get_applied_torque");
  
  	ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
  	ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
  	ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
  	ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
  	ADD_SIGNAL(MethodInfo("sleeping_state_changed"));
  
  	BIND_ENUM_CONSTANT(MODE_RIGID);
  	BIND_ENUM_CONSTANT(MODE_STATIC);
  	BIND_ENUM_CONSTANT(MODE_CHARACTER);
  	BIND_ENUM_CONSTANT(MODE_KINEMATIC);
  
  	BIND_ENUM_CONSTANT(CCD_MODE_DISABLED);
  	BIND_ENUM_CONSTANT(CCD_MODE_CAST_RAY);
  	BIND_ENUM_CONSTANT(CCD_MODE_CAST_SHAPE);
  }
  
  RigidBody2D::RigidBody2D() :
  		PhysicsBody2D(Physics2DServer::BODY_MODE_RIGID) {
  
  	mode = MODE_RIGID;
  
  	mass = 1;
  
  	gravity_scale = 1;
  	linear_damp = -1;
  	angular_damp = -1;
  
  	max_contacts_reported = 0;
  	state = NULL;
  
  	angular_velocity = 0;
  	sleeping = false;
  	ccd_mode = CCD_MODE_DISABLED;
  
  	custom_integrator = false;
  	contact_monitor = NULL;
  	can_sleep = true;
  
  	Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
  }
  
  RigidBody2D::~RigidBody2D() {
  
  	if (contact_monitor)
  		memdelete(contact_monitor);
  }
  
  void RigidBody2D::_reload_physics_characteristics() {
  	if (physics_material_override.is_null()) {
  		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, 0);
  		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, 1);
  	} else {
  		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
  		Physics2DServer::get_singleton()->body_set_param(get_rid(), Physics2DServer::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
  	}
  }
  
  //////////////////////////
  
  Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
  
  	Collision col;
  
  	if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) {
  		if (motion_cache.is_null()) {
  			motion_cache.instance();
  			motion_cache->owner = this;
  		}
  
  		motion_cache->collision = col;
  
  		return motion_cache;
  	}
  
  	return Ref<KinematicCollision2D>();
  }
  
  bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision) {
  
  	Physics2DServer::SeparationResult sep_res[8]; //max 8 rays
  
  	Transform2D gt = get_global_transform();
  
  	Vector2 recover;
  	int hits = Physics2DServer::get_singleton()->body_test_ray_separation(get_rid(), gt, p_infinite_inertia, recover, sep_res, 8, margin);
  	int deepest = -1;
  	float deepest_depth;
  	for (int i = 0; i < hits; i++) {
  		if (deepest == -1 || sep_res[i].collision_depth > deepest_depth) {
  			deepest = i;
  			deepest_depth = sep_res[i].collision_depth;
  		}
  	}
  
  	gt.elements[2] += recover;
  	set_global_transform(gt);
  
  	if (deepest != -1) {
  		r_collision.collider = sep_res[deepest].collider_id;
  		r_collision.collider_metadata = sep_res[deepest].collider_metadata;
  		r_collision.collider_shape = sep_res[deepest].collider_shape;
  		r_collision.collider_vel = sep_res[deepest].collider_velocity;
  		r_collision.collision = sep_res[deepest].collision_point;
  		r_collision.normal = sep_res[deepest].collision_normal;
  		r_collision.local_shape = sep_res[deepest].collision_local_shape;
  		r_collision.travel = recover;
  		r_collision.remainder = Vector2();
  
  		return true;
  	} else {
  		return false;
  	}
  }
  
  bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only) {
  
  	if (sync_to_physics) {
  		ERR_PRINT("Functions move_and_slide and move_and_collide do not work together with 'sync to physics' option. Please read the documentation.");
  	}
  	Transform2D gt = get_global_transform();
  	Physics2DServer::MotionResult result;
  	bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, margin, &result, p_exclude_raycast_shapes);
  
  	if (colliding) {
  		r_collision.collider_metadata = result.collider_metadata;
  		r_collision.collider_shape = result.collider_shape;
  		r_collision.collider_vel = result.collider_velocity;
  		r_collision.collision = result.collision_point;
  		r_collision.normal = result.collision_normal;
  		r_collision.collider = result.collider_id;
  		r_collision.collider_rid = result.collider;
  		r_collision.travel = result.motion;
  		r_collision.remainder = result.remainder;
  		r_collision.local_shape = result.collision_local_shape;
  	}
  
  	if (!p_test_only) {
  		gt.elements[2] += result.motion;
  		set_global_transform(gt);
  	}
  
  	return colliding;
  }
  
  //so, if you pass 45 as limit, avoid numerical precision erros when angle is 45.
  #define FLOOR_ANGLE_THRESHOLD 0.01
  
  Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
  
  	Vector2 floor_motion = floor_velocity;
  	if (on_floor && on_floor_body.is_valid()) {
  		//this approach makes sure there is less delay between the actual body velocity and the one we saved
  		Physics2DDirectBodyState *bs = Physics2DServer::get_singleton()->body_get_direct_state(on_floor_body);
  		if (bs) {
  			floor_motion = bs->get_linear_velocity();
  		}
  	}
  
  	// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
  	Vector2 motion = (floor_motion + p_linear_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time());
  	Vector2 lv = p_linear_velocity;
  
  	on_floor = false;
  	on_floor_body = RID();
  	on_ceiling = false;
  	on_wall = false;
  	colliders.clear();
  	floor_velocity = Vector2();
  
  	Vector2 lv_n = p_linear_velocity.normalized();
  
  	while (p_max_slides) {
  
  		Collision collision;
  		bool found_collision = false;
  
  		for (int i = 0; i < 2; i++) {
  			bool collided;
  			if (i == 0) { //collide
  				collided = move_and_collide(motion, p_infinite_inertia, collision);
  				if (!collided) {
  					motion = Vector2(); //clear because no collision happened and motion completed
  				}
  			} else { //separate raycasts (if any)
  				collided = separate_raycast_shapes(p_infinite_inertia, collision);
  				if (collided) {
  					collision.remainder = motion; //keep
  					collision.travel = Vector2();
  				}
  			}
  
  			if (collided) {
  				found_collision = true;
  
  				colliders.push_back(collision);
  				motion = collision.remainder;
  
  				if (p_floor_direction == Vector2()) {
  					//all is a wall
  					on_wall = true;
  				} else {
  					if (collision.normal.dot(p_floor_direction) >= Math::cos(p_floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { //floor
  
  						on_floor = true;
  						on_floor_body = collision.collider_rid;
  						floor_velocity = collision.collider_vel;
  
  						if (p_stop_on_slope) {
  							if ((lv_n + p_floor_direction).length() < 0.01 && collision.travel.length() < 1) {
  								Transform2D gt = get_global_transform();
  								gt.elements[2] -= collision.travel.project(p_floor_direction.tangent());
  								set_global_transform(gt);
  								return Vector2();
  							}
  						}
  
  					} else if (collision.normal.dot(-p_floor_direction) >= Math::cos(p_floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { //ceiling
  						on_ceiling = true;
  					} else {
  						on_wall = true;
  					}
  				}
  
  				Vector2 n = collision.normal;
  				motion = motion.slide(n);
  				lv = lv.slide(n);
  			}
  		}
  
  		if (!found_collision) {
  			break;
  		}
  		p_max_slides--;
  		if (motion == Vector2())
  			break;
  	}
  
  	return lv;
  }
  
  Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
  
  	bool was_on_floor = on_floor;
  
  	Vector2 ret = move_and_slide(p_linear_velocity, p_floor_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
  	if (!was_on_floor || p_snap == Vector2()) {
  		return ret;
  	}
  
  	Collision col;
  	Transform2D gt = get_global_transform();
  
  	if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
  		bool apply = true;
  		if (p_floor_direction != Vector2()) {
  			if (Math::acos(p_floor_direction.normalized().dot(col.normal)) < p_floor_max_angle) {
  				on_floor = true;
  				on_floor_body = col.collider_rid;
  				floor_velocity = col.collider_vel;
  				if (p_stop_on_slope) {
  					// move and collide may stray the object a bit because of pre un-stucking,
  					// so only ensure that motion happens on floor direction in this case.
  					col.travel = p_floor_direction * p_floor_direction.dot(col.travel);
  				}
  
  			} else {
  				apply = false;
  			}
  		}
  
  		if (apply) {
  			gt.elements[2] += col.travel;
  			set_global_transform(gt);
  		}
  	}
  
  	return ret;
  }
  
  bool KinematicBody2D::is_on_floor() const {
  
  	return on_floor;
  }
  bool KinematicBody2D::is_on_wall() const {
  
  	return on_wall;
  }
  bool KinematicBody2D::is_on_ceiling() const {
  
  	return on_ceiling;
  }
  
  Vector2 KinematicBody2D::get_floor_velocity() const {
  
  	return floor_velocity;
  }
  
  bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia) {
  
  	ERR_FAIL_COND_V(!is_inside_tree(), false);
  
  	return Physics2DServer::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, margin);
  }
  
  void KinematicBody2D::set_safe_margin(float p_margin) {
  
  	margin = p_margin;
  }
  
  float KinematicBody2D::get_safe_margin() const {
  
  	return margin;
  }
  
  int KinematicBody2D::get_slide_count() const {
  
  	return colliders.size();
  }
  
  KinematicBody2D::Collision KinematicBody2D::get_slide_collision(int p_bounce) const {
  	ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Collision());
  	return colliders[p_bounce];
  }
  
  Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) {
  
  	ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Ref<KinematicCollision2D>());
  	if (p_bounce >= slide_colliders.size()) {
  		slide_colliders.resize(p_bounce + 1);
  	}
  
  	if (slide_colliders[p_bounce].is_null()) {
  		slide_colliders.write[p_bounce].instance();
  		slide_colliders.write[p_bounce]->owner = this;
  	}
  
  	slide_colliders.write[p_bounce]->collision = colliders[p_bounce];
  	return slide_colliders[p_bounce];
  }
  
  void KinematicBody2D::set_sync_to_physics(bool p_enable) {
  
  	if (sync_to_physics == p_enable) {
  		return;
  	}
  	sync_to_physics = p_enable;
  
  	if (Engine::get_singleton()->is_editor_hint())
  		return;
  
  	if (p_enable) {
  		Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
  		set_only_update_transform_changes(true);
  		set_notify_local_transform(true);
  	} else {
  		Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, "");
  		set_only_update_transform_changes(false);
  		set_notify_local_transform(false);
  	}
  }
  
  bool KinematicBody2D::is_sync_to_physics_enabled() const {
  	return sync_to_physics;
  }
  
  void KinematicBody2D::_direct_state_changed(Object *p_state) {
  
  	if (!sync_to_physics)
  		return;
  
  	Physics2DDirectBodyState *state = Object::cast_to<Physics2DDirectBodyState>(p_state);
  
  	last_valid_transform = state->get_transform();
  	set_notify_local_transform(false);
  	set_global_transform(last_valid_transform);
  	set_notify_local_transform(true);
  }
  
  void KinematicBody2D::_notification(int p_what) {
  	if (p_what == NOTIFICATION_ENTER_TREE) {
  		last_valid_transform = get_global_transform();
  	}
  
  	if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
  		//used by sync to physics, send the new transform to the physics
  		Transform2D new_transform = get_global_transform();
  		Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_TRANSFORM, new_transform);
  		//but then revert changes
  		set_notify_local_transform(false);
  		set_global_transform(last_valid_transform);
  		set_notify_local_transform(true);
  	}
  }
  void KinematicBody2D::_bind_methods() {
  
  	ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));
  	ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
  	ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
  
  	ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move, DEFVAL(true));
  
  	ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody2D::is_on_floor);
  	ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody2D::is_on_ceiling);
  	ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody2D::is_on_wall);
  	ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody2D::get_floor_velocity);
  
  	ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody2D::set_safe_margin);
  	ClassDB::bind_method(D_METHOD("get_safe_margin"), &KinematicBody2D::get_safe_margin);
  
  	ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody2D::get_slide_count);
  	ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody2D::_get_slide_collision);
  
  	ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &KinematicBody2D::set_sync_to_physics);
  	ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &KinematicBody2D::is_sync_to_physics_enabled);
  
  	ClassDB::bind_method(D_METHOD("_direct_state_changed"), &KinematicBody2D::_direct_state_changed);
  
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
  	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
  }
  
  KinematicBody2D::KinematicBody2D() :
  		PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC) {
  
  	margin = 0.08;
  
  	on_floor = false;
  	on_ceiling = false;
  	on_wall = false;
  	sync_to_physics = false;
  }
  KinematicBody2D::~KinematicBody2D() {
  	if (motion_cache.is_valid()) {
  		motion_cache->owner = NULL;
  	}
  
  	for (int i = 0; i < slide_colliders.size(); i++) {
  		if (slide_colliders[i].is_valid()) {
  			slide_colliders.write[i]->owner = NULL;
  		}
  	}
  }
  
  ////////////////////////
  
  Vector2 KinematicCollision2D::get_position() const {
  
  	return collision.collision;
  }
  Vector2 KinematicCollision2D::get_normal() const {
  	return collision.normal;
  }
  Vector2 KinematicCollision2D::get_travel() const {
  	return collision.travel;
  }
  Vector2 KinematicCollision2D::get_remainder() const {
  	return collision.remainder;
  }
  Object *KinematicCollision2D::get_local_shape() const {
  	if (!owner) return NULL;
  	uint32_t ownerid = owner->shape_find_owner(collision.local_shape);
  	return owner->shape_owner_get_owner(ownerid);
  }
  
  Object *KinematicCollision2D::get_collider() const {
  
  	if (collision.collider) {
  		return ObjectDB::get_instance(collision.collider);
  	}
  
  	return NULL;
  }
  ObjectID KinematicCollision2D::get_collider_id() const {
  
  	return collision.collider;
  }
  Object *KinematicCollision2D::get_collider_shape() const {
  
  	Object *collider = get_collider();
  	if (collider) {
  		CollisionObject2D *obj2d = Object::cast_to<CollisionObject2D>(collider);
  		if (obj2d) {
  			uint32_t ownerid = obj2d->shape_find_owner(collision.collider_shape);
  			return obj2d->shape_owner_get_owner(ownerid);
  		}
  	}
  
  	return NULL;
  }
  int KinematicCollision2D::get_collider_shape_index() const {
  
  	return collision.collider_shape;
  }
  Vector2 KinematicCollision2D::get_collider_velocity() const {
  
  	return collision.collider_vel;
  }
  Variant KinematicCollision2D::get_collider_metadata() const {
  
  	return Variant();
  }
  
  void KinematicCollision2D::_bind_methods() {
  
  	ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position);
  	ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal);
  	ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel);
  	ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder);
  	ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape);
  	ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider);
  	ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id);
  	ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision2D::get_collider_shape);
  	ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index);
  	ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity);
  	ClassDB::bind_method(D_METHOD("get_collider_metadata"), &KinematicCollision2D::get_collider_metadata);
  
  	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "position"), "", "get_position");
  	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "normal"), "", "get_normal");
  	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "travel"), "", "get_travel");
  	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "remainder"), "", "get_remainder");
  	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "local_shape"), "", "get_local_shape");
  	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider");
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id"), "", "get_collider_id");
  	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider_shape"), "", "get_collider_shape");
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape_index"), "", "get_collider_shape_index");
  	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "collider_velocity"), "", "get_collider_velocity");
  	ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_collider_metadata");
  }
  
  KinematicCollision2D::KinematicCollision2D() {
  	collision.collider = 0;
  	collision.collider_shape = 0;
  	collision.local_shape = 0;
  	owner = NULL;
  }
  