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606 lines
23 KiB
C++
606 lines
23 KiB
C++
/*************************************************************************/
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/* physics_2d_server.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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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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#ifndef PHYSICS_2D_SERVER_H
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#define PHYSICS_2D_SERVER_H
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#include "object.h"
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#include "reference.h"
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#include "resource.h"
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class Physics2DDirectSpaceState;
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class Physics2DDirectBodyState : public Object {
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GDCLASS(Physics2DDirectBodyState, Object);
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protected:
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static void _bind_methods();
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public:
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virtual Vector2 get_total_gravity() const = 0; // get gravity vector working on this body space/area
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virtual float get_total_linear_damp() const = 0; // get density of this body space/area
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virtual float get_total_angular_damp() const = 0; // get density of this body space/area
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virtual float get_inverse_mass() const = 0; // get the mass
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virtual real_t get_inverse_inertia() const = 0; // get density of this body space
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virtual void set_linear_velocity(const Vector2 &p_velocity) = 0;
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virtual Vector2 get_linear_velocity() const = 0;
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virtual void set_angular_velocity(real_t p_velocity) = 0;
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virtual real_t get_angular_velocity() const = 0;
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virtual void set_transform(const Transform2D &p_transform) = 0;
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virtual Transform2D get_transform() const = 0;
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virtual void set_sleep_state(bool p_enable) = 0;
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virtual bool is_sleeping() const = 0;
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virtual int get_contact_count() const = 0;
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virtual Vector2 get_contact_local_pos(int p_contact_idx) const = 0;
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virtual Vector2 get_contact_local_normal(int p_contact_idx) const = 0;
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virtual int get_contact_local_shape(int p_contact_idx) const = 0;
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virtual RID get_contact_collider(int p_contact_idx) const = 0;
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virtual Vector2 get_contact_collider_pos(int p_contact_idx) const = 0;
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virtual ObjectID get_contact_collider_id(int p_contact_idx) const = 0;
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virtual Object *get_contact_collider_object(int p_contact_idx) const;
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virtual int get_contact_collider_shape(int p_contact_idx) const = 0;
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virtual Variant get_contact_collider_shape_metadata(int p_contact_idx) const = 0;
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virtual Vector2 get_contact_collider_velocity_at_pos(int p_contact_idx) const = 0;
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virtual real_t get_step() const = 0;
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virtual void integrate_forces();
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virtual Physics2DDirectSpaceState *get_space_state() = 0;
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Physics2DDirectBodyState();
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};
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class Physics2DShapeQueryResult;
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//used for script
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class Physics2DShapeQueryParameters : public Reference {
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GDCLASS(Physics2DShapeQueryParameters, Reference);
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friend class Physics2DDirectSpaceState;
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RID shape;
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Transform2D transform;
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Vector2 motion;
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float margin;
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Set<RID> exclude;
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uint32_t collision_layer;
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uint32_t object_type_mask;
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protected:
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static void _bind_methods();
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public:
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void set_shape(const RES &p_shape);
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void set_shape_rid(const RID &p_shape);
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RID get_shape_rid() const;
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void set_transform(const Transform2D &p_transform);
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Transform2D get_transform() const;
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void set_motion(const Vector2 &p_motion);
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Vector2 get_motion() const;
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void set_margin(float p_margin);
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float get_margin() const;
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void set_collision_layer(int p_collision_layer);
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int get_collision_layer() const;
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void set_object_type_mask(int p_object_type_mask);
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int get_object_type_mask() const;
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void set_exclude(const Vector<RID> &p_exclude);
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Vector<RID> get_exclude() const;
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Physics2DShapeQueryParameters();
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};
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class Physics2DDirectSpaceState : public Object {
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GDCLASS(Physics2DDirectSpaceState, Object);
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Dictionary _intersect_ray(const Vector2 &p_from, const Vector2 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, uint32_t p_object_type_mask = TYPE_MASK_COLLISION);
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Array _intersect_point(const Vector2 &p_point, int p_max_results = 32, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, uint32_t p_object_type_mask = TYPE_MASK_COLLISION);
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Array _intersect_shape(const Ref<Physics2DShapeQueryParameters> &p_shape_query, int p_max_results = 32);
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Array _cast_motion(const Ref<Physics2DShapeQueryParameters> &p_shape_query);
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Array _collide_shape(const Ref<Physics2DShapeQueryParameters> &p_shape_query, int p_max_results = 32);
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Dictionary _get_rest_info(const Ref<Physics2DShapeQueryParameters> &p_shape_query);
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protected:
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static void _bind_methods();
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public:
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enum ObjectTypeMask {
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TYPE_MASK_STATIC_BODY = 1 << 0,
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TYPE_MASK_KINEMATIC_BODY = 1 << 1,
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TYPE_MASK_RIGID_BODY = 1 << 2,
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TYPE_MASK_CHARACTER_BODY = 1 << 3,
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TYPE_MASK_AREA = 1 << 4,
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TYPE_MASK_COLLISION = TYPE_MASK_STATIC_BODY | TYPE_MASK_CHARACTER_BODY | TYPE_MASK_KINEMATIC_BODY | TYPE_MASK_RIGID_BODY
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};
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struct RayResult {
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Vector2 position;
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Vector2 normal;
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RID rid;
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ObjectID collider_id;
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Object *collider;
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int shape;
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Variant metadata;
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};
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virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION) = 0;
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struct ShapeResult {
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RID rid;
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ObjectID collider_id;
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Object *collider;
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int shape;
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Variant metadata;
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};
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virtual int intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION, bool p_pick_point = false) = 0;
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virtual int intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, float p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION) = 0;
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virtual bool cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, float p_margin, float &p_closest_safe, float &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION) = 0;
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virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, float p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION) = 0;
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struct ShapeRestInfo {
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Vector2 point;
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Vector2 normal;
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RID rid;
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ObjectID collider_id;
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int shape;
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Vector2 linear_velocity; //velocity at contact point
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Variant metadata;
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};
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virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, float p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION) = 0;
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Physics2DDirectSpaceState();
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};
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VARIANT_ENUM_CAST(Physics2DDirectSpaceState::ObjectTypeMask);
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class Physics2DShapeQueryResult : public Reference {
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GDCLASS(Physics2DShapeQueryResult, Reference);
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Vector<Physics2DDirectSpaceState::ShapeResult> result;
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friend class Physics2DDirectSpaceState;
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protected:
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static void _bind_methods();
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public:
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int get_result_count() const;
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RID get_result_rid(int p_idx) const;
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ObjectID get_result_object_id(int p_idx) const;
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Object *get_result_object(int p_idx) const;
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int get_result_object_shape(int p_idx) const;
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Physics2DShapeQueryResult();
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};
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class Physics2DTestMotionResult;
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class Physics2DServer : public Object {
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GDCLASS(Physics2DServer, Object);
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static Physics2DServer *singleton;
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virtual bool _body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, float p_margin = 0.08, const Ref<Physics2DTestMotionResult> &p_result = Ref<Physics2DTestMotionResult>());
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protected:
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static void _bind_methods();
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public:
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static Physics2DServer *get_singleton();
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enum ShapeType {
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SHAPE_LINE, ///< plane:"plane"
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SHAPE_RAY, ///< float:"length"
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SHAPE_SEGMENT, ///< float:"length"
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SHAPE_CIRCLE, ///< float:"radius"
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SHAPE_RECTANGLE, ///< vec3:"extents"
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SHAPE_CAPSULE,
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SHAPE_CONVEX_POLYGON, ///< array of planes:"planes"
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SHAPE_CONCAVE_POLYGON, ///< Vector2 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector2 array)
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SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error
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};
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virtual RID shape_create(ShapeType p_shape) = 0;
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virtual void shape_set_data(RID p_shape, const Variant &p_data) = 0;
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virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias) = 0;
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virtual ShapeType shape_get_type(RID p_shape) const = 0;
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virtual Variant shape_get_data(RID p_shape) const = 0;
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virtual real_t shape_get_custom_solver_bias(RID p_shape) const = 0;
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//these work well, but should be used from the main thread only
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virtual bool shape_collide(RID p_shape_A, const Transform2D &p_xform_A, const Vector2 &p_motion_A, RID p_shape_B, const Transform2D &p_xform_B, const Vector2 &p_motion_B, Vector2 *r_results, int p_result_max, int &r_result_count) = 0;
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/* SPACE API */
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virtual RID space_create() = 0;
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virtual void space_set_active(RID p_space, bool p_active) = 0;
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virtual bool space_is_active(RID p_space) const = 0;
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enum SpaceParameter {
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SPACE_PARAM_CONTACT_RECYCLE_RADIUS,
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SPACE_PARAM_CONTACT_MAX_SEPARATION,
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SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION,
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SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD,
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SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD,
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SPACE_PARAM_BODY_TIME_TO_SLEEP,
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SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
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};
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virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0;
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virtual real_t space_get_param(RID p_space, SpaceParameter p_param) const = 0;
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// this function only works on fixed process, errors and returns null otherwise
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virtual Physics2DDirectSpaceState *space_get_direct_state(RID p_space) = 0;
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virtual void space_set_debug_contacts(RID p_space, int p_max_contacts) = 0;
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virtual Vector<Vector2> space_get_contacts(RID p_space) const = 0;
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virtual int space_get_contact_count(RID p_space) const = 0;
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//missing space parameters
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/* AREA API */
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//missing attenuation? missing better override?
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enum AreaParameter {
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AREA_PARAM_GRAVITY,
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AREA_PARAM_GRAVITY_VECTOR,
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AREA_PARAM_GRAVITY_IS_POINT,
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AREA_PARAM_GRAVITY_DISTANCE_SCALE,
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AREA_PARAM_GRAVITY_POINT_ATTENUATION,
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AREA_PARAM_LINEAR_DAMP,
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AREA_PARAM_ANGULAR_DAMP,
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AREA_PARAM_PRIORITY
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};
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virtual RID area_create() = 0;
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virtual void area_set_space(RID p_area, RID p_space) = 0;
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virtual RID area_get_space(RID p_area) const = 0;
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enum AreaSpaceOverrideMode {
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AREA_SPACE_OVERRIDE_DISABLED,
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AREA_SPACE_OVERRIDE_COMBINE,
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AREA_SPACE_OVERRIDE_COMBINE_REPLACE, // Combines, then discards all subsequent calculations
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AREA_SPACE_OVERRIDE_REPLACE,
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AREA_SPACE_OVERRIDE_REPLACE_COMBINE // Discards all previous calculations, then keeps combining
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};
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virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) = 0;
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virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const = 0;
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virtual void area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform = Transform2D()) = 0;
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virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape) = 0;
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virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform) = 0;
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virtual int area_get_shape_count(RID p_area) const = 0;
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virtual RID area_get_shape(RID p_area, int p_shape_idx) const = 0;
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virtual Transform2D area_get_shape_transform(RID p_area, int p_shape_idx) const = 0;
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virtual void area_remove_shape(RID p_area, int p_shape_idx) = 0;
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virtual void area_clear_shapes(RID p_area) = 0;
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virtual void area_set_shape_disabled(RID p_area, int p_shape, bool p_disabled) = 0;
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virtual void area_attach_object_instance_id(RID p_area, ObjectID p_ID) = 0;
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virtual ObjectID area_get_object_instance_id(RID p_area) const = 0;
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virtual void area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) = 0;
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virtual void area_set_transform(RID p_area, const Transform2D &p_transform) = 0;
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virtual Variant area_get_param(RID p_parea, AreaParameter p_param) const = 0;
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virtual Transform2D area_get_transform(RID p_area) const = 0;
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virtual void area_set_collision_mask(RID p_area, uint32_t p_mask) = 0;
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virtual void area_set_collision_layer(RID p_area, uint32_t p_layer) = 0;
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virtual void area_set_monitorable(RID p_area, bool p_monitorable) = 0;
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virtual void area_set_pickable(RID p_area, bool p_pickable) = 0;
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virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0;
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virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0;
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/* BODY API */
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//missing ccd?
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enum BodyMode {
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BODY_MODE_STATIC,
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BODY_MODE_KINEMATIC,
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BODY_MODE_RIGID,
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BODY_MODE_CHARACTER
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//BODY_MODE_SOFT ??
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};
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virtual RID body_create(BodyMode p_mode = BODY_MODE_RIGID, bool p_init_sleeping = false) = 0;
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virtual void body_set_space(RID p_body, RID p_space) = 0;
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virtual RID body_get_space(RID p_body) const = 0;
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virtual void body_set_mode(RID p_body, BodyMode p_mode) = 0;
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virtual BodyMode body_get_mode(RID p_body) const = 0;
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virtual void body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform = Transform2D()) = 0;
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virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape) = 0;
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virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform) = 0;
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virtual void body_set_shape_metadata(RID p_body, int p_shape_idx, const Variant &p_metadata) = 0;
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virtual int body_get_shape_count(RID p_body) const = 0;
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virtual RID body_get_shape(RID p_body, int p_shape_idx) const = 0;
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virtual Transform2D body_get_shape_transform(RID p_body, int p_shape_idx) const = 0;
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virtual Variant body_get_shape_metadata(RID p_body, int p_shape_idx) const = 0;
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virtual void body_set_shape_disabled(RID p_body, int p_shape, bool p_disabled) = 0;
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virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape, bool p_enabled) = 0;
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virtual void body_remove_shape(RID p_body, int p_shape_idx) = 0;
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virtual void body_clear_shapes(RID p_body) = 0;
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virtual void body_attach_object_instance_id(RID p_body, uint32_t p_ID) = 0;
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virtual uint32_t body_get_object_instance_id(RID p_body) const = 0;
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enum CCDMode {
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CCD_MODE_DISABLED,
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CCD_MODE_CAST_RAY,
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CCD_MODE_CAST_SHAPE,
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};
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virtual void body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) = 0;
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virtual CCDMode body_get_continuous_collision_detection_mode(RID p_body) const = 0;
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virtual void body_set_collision_layer(RID p_body, uint32_t p_layer) = 0;
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virtual uint32_t body_get_collision_layer(RID p_body) const = 0;
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virtual void body_set_collision_mask(RID p_body, uint32_t p_mask) = 0;
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virtual uint32_t body_get_collision_mask(RID p_body) const = 0;
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// common body variables
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enum BodyParameter {
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BODY_PARAM_BOUNCE,
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BODY_PARAM_FRICTION,
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BODY_PARAM_MASS, ///< unused for static, always infinite
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BODY_PARAM_INERTIA, // read-only: computed from mass & shapes
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BODY_PARAM_GRAVITY_SCALE,
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BODY_PARAM_LINEAR_DAMP,
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BODY_PARAM_ANGULAR_DAMP,
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BODY_PARAM_MAX,
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};
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virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value) = 0;
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virtual float body_get_param(RID p_body, BodyParameter p_param) const = 0;
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//state
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enum BodyState {
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BODY_STATE_TRANSFORM,
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BODY_STATE_LINEAR_VELOCITY,
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BODY_STATE_ANGULAR_VELOCITY,
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BODY_STATE_SLEEPING,
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BODY_STATE_CAN_SLEEP,
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};
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virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) = 0;
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virtual Variant body_get_state(RID p_body, BodyState p_state) const = 0;
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//do something about it
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virtual void body_set_applied_force(RID p_body, const Vector2 &p_force) = 0;
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virtual Vector2 body_get_applied_force(RID p_body) const = 0;
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virtual void body_set_applied_torque(RID p_body, float p_torque) = 0;
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virtual float body_get_applied_torque(RID p_body) const = 0;
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virtual void body_add_force(RID p_body, const Vector2 &p_offset, const Vector2 &p_force) = 0;
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virtual void body_apply_impulse(RID p_body, const Vector2 &p_offset, const Vector2 &p_impulse) = 0;
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virtual void body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) = 0;
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//fix
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virtual void body_add_collision_exception(RID p_body, RID p_body_b) = 0;
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virtual void body_remove_collision_exception(RID p_body, RID p_body_b) = 0;
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virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) = 0;
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virtual void body_set_max_contacts_reported(RID p_body, int p_contacts) = 0;
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virtual int body_get_max_contacts_reported(RID p_body) const = 0;
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//missing remove
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virtual void body_set_contacts_reported_depth_threshold(RID p_body, float p_threshold) = 0;
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virtual float body_get_contacts_reported_depth_threshold(RID p_body) const = 0;
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virtual void body_set_omit_force_integration(RID p_body, bool p_omit) = 0;
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virtual bool body_is_omitting_force_integration(RID p_body) const = 0;
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virtual void body_set_force_integration_callback(RID p_body, Object *p_receiver, const StringName &p_method, const Variant &p_udata = Variant()) = 0;
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virtual bool body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) = 0;
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|
|
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virtual void body_set_pickable(RID p_body, bool p_pickable) = 0;
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|
|
|
struct MotionResult {
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|
|
|
Vector2 motion;
|
|
Vector2 remainder;
|
|
|
|
Vector2 collision_point;
|
|
Vector2 collision_normal;
|
|
Vector2 collider_velocity;
|
|
int collision_local_shape;
|
|
ObjectID collider_id;
|
|
RID collider;
|
|
int collider_shape;
|
|
Variant collider_metadata;
|
|
};
|
|
|
|
virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, float p_margin = 0.001, MotionResult *r_result = NULL) = 0;
|
|
|
|
/* JOINT API */
|
|
|
|
enum JointType {
|
|
|
|
JOINT_PIN,
|
|
JOINT_GROOVE,
|
|
JOINT_DAMPED_SPRING
|
|
};
|
|
|
|
enum JointParam {
|
|
JOINT_PARAM_BIAS,
|
|
JOINT_PARAM_MAX_BIAS,
|
|
JOINT_PARAM_MAX_FORCE,
|
|
};
|
|
|
|
virtual void joint_set_param(RID p_joint, JointParam p_param, real_t p_value) = 0;
|
|
virtual real_t joint_get_param(RID p_joint, JointParam p_param) const = 0;
|
|
|
|
virtual RID pin_joint_create(const Vector2 &p_anchor, RID p_body_a, RID p_body_b = RID()) = 0;
|
|
virtual RID groove_joint_create(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) = 0;
|
|
virtual RID damped_spring_joint_create(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b = RID()) = 0;
|
|
|
|
enum PinJointParam {
|
|
PIN_JOINT_SOFTNESS
|
|
};
|
|
|
|
virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) = 0;
|
|
virtual real_t pin_joint_get_param(RID p_joint, PinJointParam p_param) const = 0;
|
|
|
|
enum DampedStringParam {
|
|
DAMPED_STRING_REST_LENGTH,
|
|
DAMPED_STRING_STIFFNESS,
|
|
DAMPED_STRING_DAMPING
|
|
};
|
|
virtual void damped_string_joint_set_param(RID p_joint, DampedStringParam p_param, real_t p_value) = 0;
|
|
virtual real_t damped_string_joint_get_param(RID p_joint, DampedStringParam p_param) const = 0;
|
|
|
|
virtual JointType joint_get_type(RID p_joint) const = 0;
|
|
|
|
/* QUERY API */
|
|
|
|
enum AreaBodyStatus {
|
|
AREA_BODY_ADDED,
|
|
AREA_BODY_REMOVED
|
|
};
|
|
|
|
/* MISC */
|
|
|
|
virtual void free(RID p_rid) = 0;
|
|
|
|
virtual void set_active(bool p_active) = 0;
|
|
virtual void init() = 0;
|
|
virtual void step(float p_step) = 0;
|
|
virtual void sync() = 0;
|
|
virtual void flush_queries() = 0;
|
|
virtual void end_sync() = 0;
|
|
virtual void finish() = 0;
|
|
|
|
enum ProcessInfo {
|
|
|
|
INFO_ACTIVE_OBJECTS,
|
|
INFO_COLLISION_PAIRS,
|
|
INFO_ISLAND_COUNT,
|
|
INFO_STEP_TIME,
|
|
INFO_BROAD_PHASE_TIME
|
|
};
|
|
|
|
virtual int get_process_info(ProcessInfo p_info) = 0;
|
|
|
|
Physics2DServer();
|
|
~Physics2DServer();
|
|
};
|
|
|
|
class Physics2DTestMotionResult : public Reference {
|
|
|
|
GDCLASS(Physics2DTestMotionResult, Reference);
|
|
|
|
Physics2DServer::MotionResult result;
|
|
bool colliding;
|
|
friend class Physics2DServer;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
Physics2DServer::MotionResult *get_result_ptr() const { return const_cast<Physics2DServer::MotionResult *>(&result); }
|
|
|
|
//bool is_colliding() const;
|
|
Vector2 get_motion() const;
|
|
Vector2 get_motion_remainder() const;
|
|
|
|
Vector2 get_collision_point() const;
|
|
Vector2 get_collision_normal() const;
|
|
Vector2 get_collider_velocity() const;
|
|
ObjectID get_collider_id() const;
|
|
RID get_collider_rid() const;
|
|
Object *get_collider() const;
|
|
int get_collider_shape() const;
|
|
|
|
Physics2DTestMotionResult();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(Physics2DServer::ShapeType);
|
|
VARIANT_ENUM_CAST(Physics2DServer::SpaceParameter);
|
|
VARIANT_ENUM_CAST(Physics2DServer::AreaParameter);
|
|
VARIANT_ENUM_CAST(Physics2DServer::AreaSpaceOverrideMode);
|
|
VARIANT_ENUM_CAST(Physics2DServer::BodyMode);
|
|
VARIANT_ENUM_CAST(Physics2DServer::BodyParameter);
|
|
VARIANT_ENUM_CAST(Physics2DServer::BodyState);
|
|
VARIANT_ENUM_CAST(Physics2DServer::CCDMode);
|
|
VARIANT_ENUM_CAST(Physics2DServer::JointParam);
|
|
VARIANT_ENUM_CAST(Physics2DServer::JointType);
|
|
VARIANT_ENUM_CAST(Physics2DServer::DampedStringParam);
|
|
//VARIANT_ENUM_CAST( Physics2DServer::ObjectType );
|
|
VARIANT_ENUM_CAST(Physics2DServer::AreaBodyStatus);
|
|
VARIANT_ENUM_CAST(Physics2DServer::ProcessInfo);
|
|
|
|
#endif
|