/*************************************************************************/ /* physics_2d_server_sw.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef PHYSICS_2D_SERVER_SW #define PHYSICS_2D_SERVER_SW #include "joints_2d_sw.h" #include "servers/physics_2d_server.h" #include "shape_2d_sw.h" #include "space_2d_sw.h" #include "step_2d_sw.h" class Physics2DServerSW : public Physics2DServer { GDCLASS(Physics2DServerSW, Physics2DServer); friend class Physics2DDirectSpaceStateSW; friend class Physics2DDirectBodyStateSW; bool active; int iterations; bool doing_sync; int island_count; int active_objects; int collision_pairs; bool using_threads; bool flushing_queries; Step2DSW *stepper; Set active_spaces; mutable RID_Owner shape_owner; mutable RID_Owner space_owner; mutable RID_Owner area_owner; mutable RID_Owner body_owner; mutable RID_Owner joint_owner; static Physics2DServerSW *singletonsw; //void _clear_query(Query2DSW *p_query); friend class CollisionObject2DSW; SelfList::List pending_shape_update_list; void _update_shapes(); RID _shape_create(ShapeType p_shape); public: struct CollCbkData { Vector2 valid_dir; real_t valid_depth; int max; int amount; int passed; int invalid_by_dir; Vector2 *ptr; }; virtual RID line_shape_create(); virtual RID ray_shape_create(); virtual RID segment_shape_create(); virtual RID circle_shape_create(); virtual RID rectangle_shape_create(); virtual RID capsule_shape_create(); virtual RID convex_polygon_shape_create(); virtual RID concave_polygon_shape_create(); static void _shape_col_cbk(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata); virtual void shape_set_data(RID p_shape, const Variant &p_data); virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias); virtual ShapeType shape_get_type(RID p_shape) const; virtual Variant shape_get_data(RID p_shape) const; virtual real_t shape_get_custom_solver_bias(RID p_shape) const; 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); /* SPACE API */ virtual RID space_create(); virtual void space_set_active(RID p_space, bool p_active); virtual bool space_is_active(RID p_space) const; virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value); virtual real_t space_get_param(RID p_space, SpaceParameter p_param) const; virtual void space_set_debug_contacts(RID p_space, int p_max_contacts); virtual Vector space_get_contacts(RID p_space) const; virtual int space_get_contact_count(RID p_space) const; // this function only works on physics process, errors and returns null otherwise virtual Physics2DDirectSpaceState *space_get_direct_state(RID p_space); /* AREA API */ virtual RID area_create(); virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode); virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const; virtual void area_set_space(RID p_area, RID p_space); virtual RID area_get_space(RID p_area) const; virtual void area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false); virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape); virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform); virtual int area_get_shape_count(RID p_area) const; virtual RID area_get_shape(RID p_area, int p_shape_idx) const; virtual Transform2D area_get_shape_transform(RID p_area, int p_shape_idx) const; virtual void area_set_shape_disabled(RID p_area, int p_shape, bool p_disabled); virtual void area_remove_shape(RID p_area, int p_shape_idx); virtual void area_clear_shapes(RID p_area); virtual void area_attach_object_instance_id(RID p_area, ObjectID p_id); virtual ObjectID area_get_object_instance_id(RID p_area) const; virtual void area_attach_canvas_instance_id(RID p_area, ObjectID p_id); virtual ObjectID area_get_canvas_instance_id(RID p_area) const; virtual void area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value); virtual void area_set_transform(RID p_area, const Transform2D &p_transform); virtual Variant area_get_param(RID p_area, AreaParameter p_param) const; virtual Transform2D area_get_transform(RID p_area) const; virtual void area_set_monitorable(RID p_area, bool p_monitorable); virtual void area_set_collision_mask(RID p_area, uint32_t p_mask); virtual void area_set_collision_layer(RID p_area, uint32_t p_layer); virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method); virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method); virtual void area_set_pickable(RID p_area, bool p_pickable); /* BODY API */ // create a body of a given type virtual RID body_create(); virtual void body_set_space(RID p_body, RID p_space); virtual RID body_get_space(RID p_body) const; virtual void body_set_mode(RID p_body, BodyMode p_mode); virtual BodyMode body_get_mode(RID p_body) const; virtual void body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false); virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape); virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform); virtual void body_set_shape_metadata(RID p_body, int p_shape_idx, const Variant &p_metadata); virtual int body_get_shape_count(RID p_body) const; virtual RID body_get_shape(RID p_body, int p_shape_idx) const; virtual Transform2D body_get_shape_transform(RID p_body, int p_shape_idx) const; virtual Variant body_get_shape_metadata(RID p_body, int p_shape_idx) const; virtual void body_remove_shape(RID p_body, int p_shape_idx); virtual void body_clear_shapes(RID p_body); virtual void body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled); virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, float p_margin); virtual void body_attach_object_instance_id(RID p_body, uint32_t p_id); virtual uint32_t body_get_object_instance_id(RID p_body) const; virtual void body_attach_canvas_instance_id(RID p_body, uint32_t p_id); virtual uint32_t body_get_canvas_instance_id(RID p_body) const; virtual void body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode); virtual CCDMode body_get_continuous_collision_detection_mode(RID p_body) const; virtual void body_set_collision_layer(RID p_body, uint32_t p_layer); virtual uint32_t body_get_collision_layer(RID p_body) const; virtual void body_set_collision_mask(RID p_body, uint32_t p_mask); virtual uint32_t body_get_collision_mask(RID p_body) const; virtual void body_set_param(RID p_body, BodyParameter p_param, real_t p_value); virtual real_t body_get_param(RID p_body, BodyParameter p_param) const; virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant); virtual Variant body_get_state(RID p_body, BodyState p_state) const; virtual void body_set_applied_force(RID p_body, const Vector2 &p_force); virtual Vector2 body_get_applied_force(RID p_body) const; virtual void body_set_applied_torque(RID p_body, real_t p_torque); virtual real_t body_get_applied_torque(RID p_body) const; virtual void body_add_central_force(RID p_body, const Vector2 &p_force); virtual void body_add_force(RID p_body, const Vector2 &p_offset, const Vector2 &p_force); virtual void body_add_torque(RID p_body, real_t p_torque); virtual void body_apply_central_impulse(RID p_body, const Vector2 &p_impulse); virtual void body_apply_torque_impulse(RID p_body, real_t p_torque); virtual void body_apply_impulse(RID p_body, const Vector2 &p_pos, const Vector2 &p_impulse); virtual void body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity); virtual void body_add_collision_exception(RID p_body, RID p_body_b); virtual void body_remove_collision_exception(RID p_body, RID p_body_b); virtual void body_get_collision_exceptions(RID p_body, List *p_exceptions); virtual void body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold); virtual real_t body_get_contacts_reported_depth_threshold(RID p_body) const; virtual void body_set_omit_force_integration(RID p_body, bool p_omit); virtual bool body_is_omitting_force_integration(RID p_body) const; virtual void body_set_max_contacts_reported(RID p_body, int p_contacts); virtual int body_get_max_contacts_reported(RID p_body) const; virtual void body_set_force_integration_callback(RID p_body, Object *p_receiver, const StringName &p_method, const Variant &p_udata = Variant()); 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); virtual void body_set_pickable(RID p_body, bool p_pickable); 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, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true, const Set &p_exclude = Set()); 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, float p_margin = 0.08); // this function only works on physics process, errors and returns null otherwise virtual Physics2DDirectBodyState *body_get_direct_state(RID p_body); /* JOINT API */ virtual void joint_set_param(RID p_joint, JointParam p_param, real_t p_value); virtual real_t joint_get_param(RID p_joint, JointParam p_param) const; virtual void joint_disable_collisions_between_bodies(RID p_joint, const bool p_disabled); virtual bool joint_is_disabled_collisions_between_bodies(RID p_joint) const; virtual RID pin_joint_create(const Vector2 &p_pos, RID p_body_a, RID p_body_b = RID()); 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); 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()); virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value); virtual real_t pin_joint_get_param(RID p_joint, PinJointParam p_param) const; virtual void damped_string_joint_set_param(RID p_joint, DampedStringParam p_param, real_t p_value); virtual real_t damped_string_joint_get_param(RID p_joint, DampedStringParam p_param) const; virtual JointType joint_get_type(RID p_joint) const; /* MISC */ virtual void free(RID p_rid); virtual void set_active(bool p_active); virtual void init(); virtual void step(real_t p_step); virtual void sync(); virtual void flush_queries(); virtual void end_sync(); virtual void finish(); virtual void set_collision_iterations(int p_iterations); virtual bool is_flushing_queries() const { return flushing_queries; } int get_process_info(ProcessInfo p_info); Physics2DServerSW(); ~Physics2DServerSW(); }; #endif