godot/scene/2d/physics_body_2d.h

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/*************************************************************************/
/* physics_body_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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. */
/*************************************************************************/
#ifndef PHYSICS_BODY_2D_H
#define PHYSICS_BODY_2D_H
#include "scene/2d/collision_object_2d.h"
#include "servers/physics_2d_server.h"
#include "vset.h"
class PhysicsBody2D : public CollisionObject2D {
OBJ_TYPE(PhysicsBody2D,CollisionObject2D);
uint32_t mask;
Vector2 one_way_collision_direction;
float one_way_collision_max_depth;
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protected:
void _notification(int p_what);
PhysicsBody2D(Physics2DServer::BodyMode p_mode);
static void _bind_methods();
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public:
void set_layer_mask(uint32_t p_mask);
uint32_t get_layer_mask() const;
void add_collision_exception_with(Node* p_node); //must be physicsbody
void remove_collision_exception_with(Node* p_node);
void set_one_way_collision_direction(const Vector2& p_dir);
Vector2 get_one_way_collision_direction() const;
void set_one_way_collision_max_depth(float p_dir);
float get_one_way_collision_max_depth() const;
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PhysicsBody2D();
};
class StaticBody2D : public PhysicsBody2D {
OBJ_TYPE(StaticBody2D,PhysicsBody2D);
Vector2 constant_linear_velocity;
real_t constant_angular_velocity;
real_t bounce;
real_t friction;
protected:
static void _bind_methods();
public:
void set_friction(real_t p_friction);
real_t get_friction() const;
void set_bounce(real_t p_bounce);
real_t get_bounce() const;
void set_constant_linear_velocity(const Vector2& p_vel);
void set_constant_angular_velocity(real_t p_vel);
Vector2 get_constant_linear_velocity() const;
real_t get_constant_angular_velocity() const;
StaticBody2D();
~StaticBody2D();
};
class RigidBody2D : public PhysicsBody2D {
OBJ_TYPE(RigidBody2D,PhysicsBody2D);
public:
enum Mode {
MODE_RIGID,
MODE_STATIC,
MODE_CHARACTER,
MODE_KINEMATIC,
};
enum CCDMode {
CCD_MODE_DISABLED,
CCD_MODE_CAST_RAY,
CCD_MODE_CAST_SHAPE,
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};
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private:
bool can_sleep;
Physics2DDirectBodyState *state;
Mode mode;
real_t bounce;
real_t mass;
real_t friction;
real_t gravity_scale;
real_t linear_damp;
real_t angular_damp;
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Vector2 linear_velocity;
real_t angular_velocity;
bool sleeping;
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int max_contacts_reported;
bool custom_integrator;
CCDMode ccd_mode;
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struct ShapePair {
int body_shape;
int local_shape;
bool tagged;
bool operator<(const ShapePair& p_sp) const {
if (body_shape==p_sp.body_shape)
return local_shape < p_sp.local_shape;
else
return body_shape < p_sp.body_shape;
}
ShapePair() {}
ShapePair(int p_bs, int p_ls) { body_shape=p_bs; local_shape=p_ls; }
};
struct RigidBody2D_RemoveAction {
ObjectID body_id;
ShapePair pair;
};
struct BodyState {
//int rc;
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bool in_scene;
VSet<ShapePair> shapes;
};
struct ContactMonitor {
Map<ObjectID,BodyState> body_map;
};
ContactMonitor *contact_monitor;
void _body_enter_tree(ObjectID p_id);
void _body_exit_tree(ObjectID p_id);
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void _body_inout(int p_status, ObjectID p_instance, int p_body_shape,int p_local_shape);
void _direct_state_changed(Object *p_state);
protected:
static void _bind_methods();
public:
void set_mode(Mode p_mode);
Mode get_mode() const;
void set_mass(real_t p_mass);
real_t get_mass() const;
void set_weight(real_t p_weight);
real_t get_weight() const;
void set_friction(real_t p_friction);
real_t get_friction() const;
void set_bounce(real_t p_bounce);
real_t get_bounce() const;
void set_gravity_scale(real_t p_gravity_scale);
real_t get_gravity_scale() const;
void set_linear_damp(real_t p_linear_damp);
real_t get_linear_damp() const;
void set_angular_damp(real_t p_angular_damp);
real_t get_angular_damp() const;
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void set_linear_velocity(const Vector2& p_velocity);
Vector2 get_linear_velocity() const;
void set_axis_velocity(const Vector2& p_axis);
void set_angular_velocity(real_t p_velocity);
real_t get_angular_velocity() const;
void set_use_custom_integrator(bool p_enable);
bool is_using_custom_integrator();
void set_sleeping(bool p_sleeping);
bool is_sleeping() const;
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void set_can_sleep(bool p_active);
bool is_able_to_sleep() const;
void set_contact_monitor(bool p_enabled);
bool is_contact_monitor_enabled() const;
void set_max_contacts_reported(int p_amount);
int get_max_contacts_reported() const;
void set_continuous_collision_detection_mode(CCDMode p_mode);
CCDMode get_continuous_collision_detection_mode() const;
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void apply_impulse(const Vector2& p_pos, const Vector2& p_impulse);
void set_applied_force(const Vector2& p_force);
Vector2 get_applied_force() const;
Array get_colliding_bodies() const; //function for script
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RigidBody2D();
~RigidBody2D();
};
VARIANT_ENUM_CAST(RigidBody2D::Mode);
VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
class KinematicBody2D : public PhysicsBody2D {
OBJ_TYPE(KinematicBody2D,PhysicsBody2D);
float margin;
bool collide_static;
bool collide_rigid;
bool collide_kinematic;
bool collide_character;
bool colliding;
Vector2 collision;
Vector2 normal;
Vector2 collider_vel;
ObjectID collider;
int collider_shape;
Variant collider_metadata;
Variant _get_collider() const;
_FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;
protected:
static void _bind_methods();
public:
Vector2 move(const Vector2& p_motion);
Vector2 move_to(const Vector2& p_position);
bool can_move_to(const Vector2& p_position,bool p_discrete=false);
bool is_colliding() const;
Vector2 get_collision_pos() const;
Vector2 get_collision_normal() const;
Vector2 get_collider_velocity() const;
ObjectID get_collider() const;
int get_collider_shape() const;
Variant get_collider_metadata() const;
void set_collide_with_static_bodies(bool p_enable);
bool can_collide_with_static_bodies() const;
void set_collide_with_rigid_bodies(bool p_enable);
bool can_collide_with_rigid_bodies() const;
void set_collide_with_kinematic_bodies(bool p_enable);
bool can_collide_with_kinematic_bodies() const;
void set_collide_with_character_bodies(bool p_enable);
bool can_collide_with_character_bodies() const;
void set_collision_margin(float p_margin);
float get_collision_margin() const;
KinematicBody2D();
~KinematicBody2D();
};
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#endif // PHYSICS_BODY_2D_H