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9758a75221
Make sure the direction of the motion is preserved, unless the depth is higher than the margin, which means the body needs depenetration in any direction. Also changed move_and_slide to avoid sliding on the first motion, in order to avoid issues with unstable position on ground when jumping. Co-authored-by: fabriceci <fabricecipolla@gmail.com>
690 lines
27 KiB
C++
690 lines
27 KiB
C++
/*************************************************************************/
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/* physics_server_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 "core/io/resource.h"
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#include "core/object/class_db.h"
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#include "core/object/ref_counted.h"
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class PhysicsDirectSpaceState2D;
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class PhysicsDirectBodyState2D : public Object {
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GDCLASS(PhysicsDirectBodyState2D, 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 real_t get_total_linear_damp() const = 0; // get density of this body space/area
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virtual real_t get_total_angular_damp() const = 0; // get density of this body space/area
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virtual real_t 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 add_central_force(const Vector2 &p_force) = 0;
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virtual void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0;
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virtual void add_torque(real_t p_torque) = 0;
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virtual void apply_central_impulse(const Vector2 &p_impulse) = 0;
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virtual void apply_torque_impulse(real_t p_torque) = 0;
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virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) = 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_position(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_position(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_position(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 PhysicsDirectSpaceState2D *get_space_state() = 0;
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PhysicsDirectBodyState2D();
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};
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class PhysicsShapeQueryResult2D;
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//used for script
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class PhysicsShapeQueryParameters2D : public RefCounted {
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GDCLASS(PhysicsShapeQueryParameters2D, RefCounted);
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friend class PhysicsDirectSpaceState2D;
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RES shape_ref;
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RID shape;
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Transform2D transform;
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Vector2 motion;
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real_t margin;
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Set<RID> exclude;
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uint32_t collision_mask;
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bool collide_with_bodies;
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bool collide_with_areas;
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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_ref);
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RES get_shape() const;
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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(real_t p_margin);
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real_t get_margin() const;
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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void set_collide_with_bodies(bool p_enable);
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bool is_collide_with_bodies_enabled() const;
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void set_collide_with_areas(bool p_enable);
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bool is_collide_with_areas_enabled() 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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PhysicsShapeQueryParameters2D();
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};
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class PhysicsDirectSpaceState2D : public Object {
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GDCLASS(PhysicsDirectSpaceState2D, 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, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
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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, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
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Array _intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_intance_id, int p_max_results = 32, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
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Array _intersect_point_impl(const Vector2 &p_point, int p_max_results, const Vector<RID> &p_exclud, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_filter_by_canvas = false, ObjectID p_canvas_instance_id = ObjectID());
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Array _intersect_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results = 32);
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Array _cast_motion(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query);
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Array _collide_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results = 32);
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Dictionary _get_rest_info(const Ref<PhysicsShapeQueryParameters2D> &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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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 = nullptr;
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int shape = 0;
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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, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 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 = nullptr;
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int shape = 0;
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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, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0;
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virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, 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, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
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virtual bool cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
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virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t 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, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 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 = 0;
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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, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
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PhysicsDirectSpaceState2D();
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};
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class PhysicsShapeQueryResult2D : public RefCounted {
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GDCLASS(PhysicsShapeQueryResult2D, RefCounted);
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Vector<PhysicsDirectSpaceState2D::ShapeResult> result;
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friend class PhysicsDirectSpaceState2D;
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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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PhysicsShapeQueryResult2D();
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};
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class PhysicsTestMotionResult2D;
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class PhysicsServer2D : public Object {
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GDCLASS(PhysicsServer2D, Object);
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static PhysicsServer2D *singleton;
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virtual bool _body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.08, const Ref<PhysicsTestMotionResult2D> &p_result = Ref<PhysicsTestMotionResult2D>());
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protected:
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static void _bind_methods();
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public:
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static PhysicsServer2D *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 line_shape_create() = 0;
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virtual RID ray_shape_create() = 0;
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virtual RID segment_shape_create() = 0;
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virtual RID circle_shape_create() = 0;
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virtual RID rectangle_shape_create() = 0;
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virtual RID capsule_shape_create() = 0;
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virtual RID convex_polygon_shape_create() = 0;
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virtual RID concave_polygon_shape_create() = 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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SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH,
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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 physics process, errors and returns null otherwise
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virtual PhysicsDirectSpaceState2D *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(), bool p_disabled = false) = 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_attach_canvas_instance_id(RID p_area, ObjectID p_id) = 0;
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virtual ObjectID area_get_canvas_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_DYNAMIC,
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BODY_MODE_DYNAMIC_LOCKED,
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};
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virtual RID body_create() = 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(), bool p_disabled = false) = 0;
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virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape) = 0;
|
|
virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform) = 0;
|
|
virtual void body_set_shape_metadata(RID p_body, int p_shape_idx, const Variant &p_metadata) = 0;
|
|
|
|
virtual int body_get_shape_count(RID p_body) const = 0;
|
|
virtual RID body_get_shape(RID p_body, int p_shape_idx) const = 0;
|
|
virtual Transform2D body_get_shape_transform(RID p_body, int p_shape_idx) const = 0;
|
|
virtual Variant body_get_shape_metadata(RID p_body, int p_shape_idx) const = 0;
|
|
|
|
virtual void body_set_shape_disabled(RID p_body, int p_shape, bool p_disabled) = 0;
|
|
virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape, bool p_enabled, real_t p_margin = 0) = 0;
|
|
|
|
virtual void body_remove_shape(RID p_body, int p_shape_idx) = 0;
|
|
virtual void body_clear_shapes(RID p_body) = 0;
|
|
|
|
virtual void body_attach_object_instance_id(RID p_body, ObjectID p_id) = 0;
|
|
virtual ObjectID body_get_object_instance_id(RID p_body) const = 0;
|
|
|
|
virtual void body_attach_canvas_instance_id(RID p_body, ObjectID p_id) = 0;
|
|
virtual ObjectID body_get_canvas_instance_id(RID p_body) const = 0;
|
|
|
|
enum CCDMode {
|
|
CCD_MODE_DISABLED,
|
|
CCD_MODE_CAST_RAY,
|
|
CCD_MODE_CAST_SHAPE,
|
|
};
|
|
|
|
virtual void body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) = 0;
|
|
virtual CCDMode body_get_continuous_collision_detection_mode(RID p_body) const = 0;
|
|
|
|
virtual void body_set_collision_layer(RID p_body, uint32_t p_layer) = 0;
|
|
virtual uint32_t body_get_collision_layer(RID p_body) const = 0;
|
|
|
|
virtual void body_set_collision_mask(RID p_body, uint32_t p_mask) = 0;
|
|
virtual uint32_t body_get_collision_mask(RID p_body) const = 0;
|
|
|
|
// common body variables
|
|
enum BodyParameter {
|
|
BODY_PARAM_BOUNCE,
|
|
BODY_PARAM_FRICTION,
|
|
BODY_PARAM_MASS, ///< unused for static, always infinite
|
|
BODY_PARAM_INERTIA, // read-only: computed from mass & shapes
|
|
BODY_PARAM_GRAVITY_SCALE,
|
|
BODY_PARAM_LINEAR_DAMP,
|
|
BODY_PARAM_ANGULAR_DAMP,
|
|
BODY_PARAM_MAX,
|
|
};
|
|
|
|
virtual void body_set_param(RID p_body, BodyParameter p_param, real_t p_value) = 0;
|
|
virtual real_t body_get_param(RID p_body, BodyParameter p_param) const = 0;
|
|
|
|
//state
|
|
enum BodyState {
|
|
BODY_STATE_TRANSFORM,
|
|
BODY_STATE_LINEAR_VELOCITY,
|
|
BODY_STATE_ANGULAR_VELOCITY,
|
|
BODY_STATE_SLEEPING,
|
|
BODY_STATE_CAN_SLEEP,
|
|
};
|
|
|
|
virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) = 0;
|
|
virtual Variant body_get_state(RID p_body, BodyState p_state) const = 0;
|
|
|
|
//do something about it
|
|
virtual void body_set_applied_force(RID p_body, const Vector2 &p_force) = 0;
|
|
virtual Vector2 body_get_applied_force(RID p_body) const = 0;
|
|
|
|
virtual void body_set_applied_torque(RID p_body, real_t p_torque) = 0;
|
|
virtual real_t body_get_applied_torque(RID p_body) const = 0;
|
|
|
|
virtual void body_add_central_force(RID p_body, const Vector2 &p_force) = 0;
|
|
virtual void body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0;
|
|
virtual void body_add_torque(RID p_body, real_t p_torque) = 0;
|
|
|
|
virtual void body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) = 0;
|
|
virtual void body_apply_torque_impulse(RID p_body, real_t p_torque) = 0;
|
|
virtual void body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) = 0;
|
|
virtual void body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) = 0;
|
|
|
|
//fix
|
|
virtual void body_add_collision_exception(RID p_body, RID p_body_b) = 0;
|
|
virtual void body_remove_collision_exception(RID p_body, RID p_body_b) = 0;
|
|
virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) = 0;
|
|
|
|
virtual void body_set_max_contacts_reported(RID p_body, int p_contacts) = 0;
|
|
virtual int body_get_max_contacts_reported(RID p_body) const = 0;
|
|
|
|
//missing remove
|
|
virtual void body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) = 0;
|
|
virtual real_t body_get_contacts_reported_depth_threshold(RID p_body) const = 0;
|
|
|
|
virtual void body_set_omit_force_integration(RID p_body, bool p_omit) = 0;
|
|
virtual bool body_is_omitting_force_integration(RID p_body) const = 0;
|
|
|
|
virtual void body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata = Variant()) = 0;
|
|
|
|
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;
|
|
|
|
virtual void body_set_pickable(RID p_body, bool p_pickable) = 0;
|
|
|
|
// this function only works on physics process, errors and returns null otherwise
|
|
virtual PhysicsDirectBodyState2D *body_get_direct_state(RID p_body) = 0;
|
|
|
|
struct MotionResult {
|
|
Vector2 motion;
|
|
Vector2 remainder;
|
|
|
|
Vector2 collision_point;
|
|
Vector2 collision_normal;
|
|
Vector2 collider_velocity;
|
|
real_t collision_depth = 0.0;
|
|
real_t collision_safe_fraction = 0.0;
|
|
real_t collision_unsafe_fraction = 0.0;
|
|
int collision_local_shape = 0;
|
|
ObjectID collider_id;
|
|
RID collider;
|
|
int collider_shape = 0;
|
|
Variant collider_metadata;
|
|
};
|
|
|
|
virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) = 0;
|
|
|
|
struct SeparationResult {
|
|
real_t collision_depth;
|
|
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 int body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) = 0;
|
|
|
|
/* JOINT API */
|
|
|
|
virtual RID joint_create() = 0;
|
|
|
|
virtual void joint_clear(RID p_joint) = 0;
|
|
|
|
enum JointType {
|
|
JOINT_TYPE_PIN,
|
|
JOINT_TYPE_GROOVE,
|
|
JOINT_TYPE_DAMPED_SPRING,
|
|
JOINT_TYPE_MAX
|
|
};
|
|
|
|
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 void joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) = 0;
|
|
virtual bool joint_is_disabled_collisions_between_bodies(RID p_joint) const = 0;
|
|
|
|
virtual void joint_make_pin(RID p_joint, const Vector2 &p_anchor, RID p_body_a, RID p_body_b = RID()) = 0;
|
|
virtual void joint_make_groove(RID p_joint, 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 void joint_make_damped_spring(RID p_joint, 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 DampedSpringParam {
|
|
DAMPED_SPRING_REST_LENGTH,
|
|
DAMPED_SPRING_STIFFNESS,
|
|
DAMPED_SPRING_DAMPING
|
|
};
|
|
virtual void damped_spring_joint_set_param(RID p_joint, DampedSpringParam p_param, real_t p_value) = 0;
|
|
virtual real_t damped_spring_joint_get_param(RID p_joint, DampedSpringParam 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(real_t p_step) = 0;
|
|
virtual void sync() = 0;
|
|
virtual void flush_queries() = 0;
|
|
virtual void end_sync() = 0;
|
|
virtual void finish() = 0;
|
|
|
|
virtual bool is_flushing_queries() const = 0;
|
|
|
|
virtual void set_collision_iterations(int iterations) = 0;
|
|
|
|
enum ProcessInfo {
|
|
INFO_ACTIVE_OBJECTS,
|
|
INFO_COLLISION_PAIRS,
|
|
INFO_ISLAND_COUNT
|
|
};
|
|
|
|
virtual int get_process_info(ProcessInfo p_info) = 0;
|
|
|
|
PhysicsServer2D();
|
|
~PhysicsServer2D();
|
|
};
|
|
|
|
class PhysicsTestMotionResult2D : public RefCounted {
|
|
GDCLASS(PhysicsTestMotionResult2D, RefCounted);
|
|
|
|
PhysicsServer2D::MotionResult result;
|
|
friend class PhysicsServer2D;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
PhysicsServer2D::MotionResult *get_result_ptr() const { return const_cast<PhysicsServer2D::MotionResult *>(&result); }
|
|
|
|
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;
|
|
real_t get_collision_depth() const;
|
|
real_t get_collision_safe_fraction() const;
|
|
real_t get_collision_unsafe_fraction() const;
|
|
};
|
|
|
|
typedef PhysicsServer2D *(*CreatePhysicsServer2DCallback)();
|
|
|
|
class PhysicsServer2DManager {
|
|
struct ClassInfo {
|
|
String name;
|
|
CreatePhysicsServer2DCallback create_callback = nullptr;
|
|
|
|
ClassInfo() {}
|
|
|
|
ClassInfo(String p_name, CreatePhysicsServer2DCallback p_create_callback) :
|
|
name(p_name),
|
|
create_callback(p_create_callback) {}
|
|
|
|
ClassInfo(const ClassInfo &p_ci) :
|
|
name(p_ci.name),
|
|
create_callback(p_ci.create_callback) {}
|
|
|
|
ClassInfo &operator=(const ClassInfo &p_ci) {
|
|
name = p_ci.name;
|
|
create_callback = p_ci.create_callback;
|
|
return *this;
|
|
}
|
|
};
|
|
|
|
static Vector<ClassInfo> physics_2d_servers;
|
|
static int default_server_id;
|
|
static int default_server_priority;
|
|
|
|
public:
|
|
static const String setting_property_name;
|
|
|
|
private:
|
|
static void on_servers_changed();
|
|
|
|
public:
|
|
static void register_server(const String &p_name, CreatePhysicsServer2DCallback p_creat_callback);
|
|
static void set_default_server(const String &p_name, int p_priority = 0);
|
|
static int find_server_id(const String &p_name);
|
|
static int get_servers_count();
|
|
static String get_server_name(int p_id);
|
|
static PhysicsServer2D *new_default_server();
|
|
static PhysicsServer2D *new_server(const String &p_name);
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(PhysicsServer2D::ShapeType);
|
|
VARIANT_ENUM_CAST(PhysicsServer2D::SpaceParameter);
|
|
VARIANT_ENUM_CAST(PhysicsServer2D::AreaParameter);
|
|
VARIANT_ENUM_CAST(PhysicsServer2D::AreaSpaceOverrideMode);
|
|
VARIANT_ENUM_CAST(PhysicsServer2D::BodyMode);
|
|
VARIANT_ENUM_CAST(PhysicsServer2D::BodyParameter);
|
|
VARIANT_ENUM_CAST(PhysicsServer2D::BodyState);
|
|
VARIANT_ENUM_CAST(PhysicsServer2D::CCDMode);
|
|
VARIANT_ENUM_CAST(PhysicsServer2D::JointParam);
|
|
VARIANT_ENUM_CAST(PhysicsServer2D::JointType);
|
|
VARIANT_ENUM_CAST(PhysicsServer2D::DampedSpringParam);
|
|
//VARIANT_ENUM_CAST( PhysicsServer2D::ObjectType );
|
|
VARIANT_ENUM_CAST(PhysicsServer2D::AreaBodyStatus);
|
|
VARIANT_ENUM_CAST(PhysicsServer2D::ProcessInfo);
|
|
|
|
#endif
|