godot/servers/physics_2d_server.h

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/*************************************************************************/
/* physics_2d_server.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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_2D_SERVER_H
#define PHYSICS_2D_SERVER_H
#include "object.h"
#include "reference.h"
#include "resource.h"
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class Physics2DDirectSpaceState;
class Physics2DDirectBodyState : public Object {
GDCLASS(Physics2DDirectBodyState, Object);
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protected:
static void _bind_methods();
public:
virtual Vector2 get_total_gravity() const = 0; // get gravity vector working on this body space/area
virtual float get_total_linear_damp() const = 0; // get density of this body space/area
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
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;
virtual Vector2 get_linear_velocity() const = 0;
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virtual void set_angular_velocity(real_t p_velocity) = 0;
virtual real_t get_angular_velocity() const = 0;
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virtual void set_transform(const Transform2D &p_transform) = 0;
virtual Transform2D get_transform() const = 0;
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virtual void set_sleep_state(bool p_enable) = 0;
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;
virtual Vector2 get_contact_local_normal(int p_contact_idx) const = 0;
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;
virtual Vector2 get_contact_collider_pos(int p_contact_idx) const = 0;
virtual ObjectID get_contact_collider_id(int p_contact_idx) const = 0;
virtual Object *get_contact_collider_object(int p_contact_idx) const;
virtual int get_contact_collider_shape(int p_contact_idx) const = 0;
virtual Variant get_contact_collider_shape_metadata(int p_contact_idx) const = 0;
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();
virtual Physics2DDirectSpaceState *get_space_state() = 0;
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Physics2DDirectBodyState();
};
class Physics2DShapeQueryResult;
//used for script
class Physics2DShapeQueryParameters : public Reference {
GDCLASS(Physics2DShapeQueryParameters, Reference);
friend class Physics2DDirectSpaceState;
RID shape;
Transform2D transform;
Vector2 motion;
float margin;
Set<RID> exclude;
uint32_t layer_mask;
uint32_t object_type_mask;
protected:
static void _bind_methods();
public:
void set_shape(const RES &p_shape);
void set_shape_rid(const RID &p_shape);
RID get_shape_rid() const;
void set_transform(const Transform2D &p_transform);
Transform2D get_transform() const;
void set_motion(const Vector2 &p_motion);
Vector2 get_motion() const;
void set_margin(float p_margin);
float get_margin() const;
void set_layer_mask(int p_layer_mask);
int get_layer_mask() const;
void set_object_type_mask(int p_object_type_mask);
int get_object_type_mask() const;
void set_exclude(const Vector<RID> &p_exclude);
Vector<RID> get_exclude() const;
Physics2DShapeQueryParameters();
};
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class Physics2DDirectSpaceState : public Object {
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);
Array _intersect_shape(const Ref<Physics2DShapeQueryParameters> &p_shape_query, int p_max_results = 32);
Array _cast_motion(const Ref<Physics2DShapeQueryParameters> &p_shape_query);
Array _collide_shape(const Ref<Physics2DShapeQueryParameters> &p_shape_query, int p_max_results = 32);
Dictionary _get_rest_info(const Ref<Physics2DShapeQueryParameters> &p_shape_query);
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protected:
static void _bind_methods();
public:
enum ObjectTypeMask {
TYPE_MASK_STATIC_BODY = 1 << 0,
TYPE_MASK_KINEMATIC_BODY = 1 << 1,
TYPE_MASK_RIGID_BODY = 1 << 2,
TYPE_MASK_CHARACTER_BODY = 1 << 3,
TYPE_MASK_AREA = 1 << 4,
TYPE_MASK_COLLISION = TYPE_MASK_STATIC_BODY | TYPE_MASK_CHARACTER_BODY | TYPE_MASK_KINEMATIC_BODY | TYPE_MASK_RIGID_BODY
};
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struct RayResult {
Vector2 position;
Vector2 normal;
RID rid;
ObjectID collider_id;
Object *collider;
int shape;
Variant metadata;
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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_layer_mask = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION) = 0;
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struct ShapeResult {
RID rid;
ObjectID collider_id;
Object *collider;
int shape;
Variant metadata;
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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_layer_mask = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION, bool p_pick_point = false) = 0;
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_layer_mask = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION) = 0;
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_layer_mask = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION) = 0;
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_layer_mask = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION) = 0;
struct ShapeRestInfo {
Vector2 point;
Vector2 normal;
RID rid;
ObjectID collider_id;
int shape;
Vector2 linear_velocity; //velocity at contact point
Variant metadata;
};
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_layer_mask = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION) = 0;
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Physics2DDirectSpaceState();
};
class Physics2DShapeQueryResult : public Reference {
GDCLASS(Physics2DShapeQueryResult, Reference);
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Vector<Physics2DDirectSpaceState::ShapeResult> result;
friend class Physics2DDirectSpaceState;
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protected:
static void _bind_methods();
public:
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int get_result_count() const;
RID get_result_rid(int p_idx) const;
ObjectID get_result_object_id(int p_idx) const;
Object *get_result_object(int p_idx) const;
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int get_result_object_shape(int p_idx) const;
Physics2DShapeQueryResult();
};
class Physics2DTestMotionResult;
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class Physics2DServer : public Object {
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:
static void _bind_methods();
public:
static Physics2DServer *get_singleton();
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enum ShapeType {
SHAPE_LINE, ///< plane:"plane"
SHAPE_RAY, ///< float:"length"
SHAPE_SEGMENT, ///< float:"length"
SHAPE_CIRCLE, ///< float:"radius"
SHAPE_RECTANGLE, ///< vec3:"extents"
SHAPE_CAPSULE,
SHAPE_CONVEX_POLYGON, ///< array of planes:"planes"
SHAPE_CONCAVE_POLYGON, ///< Vector2 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector2 array)
SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error
};
virtual RID shape_create(ShapeType p_shape) = 0;
virtual void shape_set_data(RID p_shape, const Variant &p_data) = 0;
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;
virtual Variant shape_get_data(RID p_shape) const = 0;
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
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 */
virtual RID space_create() = 0;
virtual void space_set_active(RID p_space, bool p_active) = 0;
virtual bool space_is_active(RID p_space) const = 0;
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enum SpaceParameter {
SPACE_PARAM_CONTACT_RECYCLE_RADIUS,
SPACE_PARAM_CONTACT_MAX_SEPARATION,
SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION,
SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD,
SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD,
SPACE_PARAM_BODY_TIME_TO_SLEEP,
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
};
virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0;
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
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;
virtual Vector<Vector2> space_get_contacts(RID p_space) const = 0;
virtual int space_get_contact_count(RID p_space) const = 0;
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//missing space parameters
/* AREA API */
//missing attenuation? missing better override?
enum AreaParameter {
AREA_PARAM_GRAVITY,
AREA_PARAM_GRAVITY_VECTOR,
AREA_PARAM_GRAVITY_IS_POINT,
AREA_PARAM_GRAVITY_DISTANCE_SCALE,
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AREA_PARAM_GRAVITY_POINT_ATTENUATION,
AREA_PARAM_LINEAR_DAMP,
AREA_PARAM_ANGULAR_DAMP,
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AREA_PARAM_PRIORITY
};
virtual RID area_create() = 0;
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virtual void area_set_space(RID p_area, RID p_space) = 0;
virtual RID area_get_space(RID p_area) const = 0;
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enum AreaSpaceOverrideMode {
AREA_SPACE_OVERRIDE_DISABLED,
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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};
virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) = 0;
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;
virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape) = 0;
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;
virtual RID area_get_shape(RID p_area, int p_shape_idx) const = 0;
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;
virtual void area_clear_shapes(RID p_area) = 0;
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virtual void area_attach_object_instance_ID(RID p_area, ObjectID p_ID) = 0;
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;
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;
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;
virtual void area_set_layer_mask(RID p_area, uint32_t p_mask) = 0;
virtual void area_set_monitorable(RID p_area, bool p_monitorable) = 0;
virtual void area_set_pickable(RID p_area, bool p_pickable) = 0;
virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0;
virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0;
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/* BODY API */
//missing ccd?
enum BodyMode {
BODY_MODE_STATIC,
BODY_MODE_KINEMATIC,
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BODY_MODE_RIGID,
BODY_MODE_CHARACTER
//BODY_MODE_SOFT ??
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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;
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;
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;
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;
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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;
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virtual void body_set_shape_as_trigger(RID p_body, int p_shape_idx, bool p_enable) = 0;
virtual bool body_is_shape_set_as_trigger(RID p_body, int p_shape_idx) const = 0;
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virtual void body_remove_shape(RID p_body, int p_shape_idx) = 0;
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;
virtual uint32_t body_get_object_instance_ID(RID p_body) const = 0;
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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;
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virtual void body_set_layer_mask(RID p_body, uint32_t p_mask) = 0;
virtual uint32_t body_get_layer_mask(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;
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// 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,
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BODY_PARAM_MAX,
};
virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value) = 0;
virtual float body_get_param(RID p_body, BodyParameter p_param) const = 0;
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//state
enum BodyState {
BODY_STATE_TRANSFORM,
BODY_STATE_LINEAR_VELOCITY,
BODY_STATE_ANGULAR_VELOCITY,
BODY_STATE_SLEEPING,
BODY_STATE_CAN_SLEEP,
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};
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;
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//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;
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virtual void body_set_applied_torque(RID p_body, float p_torque) = 0;
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;
virtual void body_apply_impulse(RID p_body, const Vector2 &p_offset, const Vector2 &p_impulse) = 0;
virtual void body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) = 0;
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//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;
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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;
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virtual void body_set_one_way_collision_direction(RID p_body, const Vector2 &p_direction) = 0;
virtual Vector2 body_get_one_way_collision_direction(RID p_body) const = 0;
virtual void body_set_one_way_collision_max_depth(RID p_body, float p_max_depth) = 0;
virtual float body_get_one_way_collision_max_depth(RID p_body) const = 0;
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//missing remove
virtual void body_set_contacts_reported_depth_treshold(RID p_body, float p_treshold) = 0;
virtual float body_get_contacts_reported_depth_treshold(RID p_body) const = 0;
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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;
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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;
virtual void body_set_pickable(RID p_body, bool p_pickable) = 0;
struct MotionResult {
Vector2 motion;
Vector2 remainder;
Vector2 collision_point;
Vector2 collision_normal;
Vector2 collider_velocity;
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;
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/* 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;
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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;
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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;
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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;
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virtual JointType joint_get_type(RID p_joint) const = 0;
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/* QUERY API */
enum AreaBodyStatus {
AREA_BODY_ADDED,
AREA_BODY_REMOVED
};
/* MISC */
virtual void free(RID p_rid) = 0;
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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;
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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;
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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);
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//VARIANT_ENUM_CAST( Physics2DServer::ObjectType );
VARIANT_ENUM_CAST(Physics2DServer::AreaBodyStatus);
VARIANT_ENUM_CAST(Physics2DServer::ProcessInfo);
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#endif