godot/servers/physics_2d/body_direct_state_2d_sw.h
PouleyKetchoupp 6a9ed72185 Clean physics direct body state usage in 2D and 3D physics
Use a C++ callback instead of Callable for synchronizing physics nodes' state with physics servers.

Remove usage of PhysicsDirectBodyState in physics nodes when not
necessary.

Store PhysicsDirectBodyState for bodies individually instead of a
singleton to avoid issues when accessing direct body state for multiple
bodies.

PhysicsDirectBodyState is initialized only when needed, so it doesn't
have to be created when using the physics server directly.

Move PhysicsDirectBodyState2D and PhysicsDirectBodyState3D to separate
cpp files.
2021-08-25 08:57:42 -07:00

92 lines
4.6 KiB
C++

/*************************************************************************/
/* body_direct_state_2d_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 */
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/*************************************************************************/
#ifndef BODY_DIRECT_STATE_2D_SW_H
#define BODY_DIRECT_STATE_2D_SW_H
#include "servers/physics_server_2d.h"
class Body2DSW;
class PhysicsDirectBodyState2DSW : public PhysicsDirectBodyState2D {
GDCLASS(PhysicsDirectBodyState2DSW, PhysicsDirectBodyState2D);
public:
Body2DSW *body = nullptr;
virtual Vector2 get_total_gravity() const override;
virtual real_t get_total_angular_damp() const override;
virtual real_t get_total_linear_damp() const override;
virtual real_t get_inverse_mass() const override;
virtual real_t get_inverse_inertia() const override;
virtual void set_linear_velocity(const Vector2 &p_velocity) override;
virtual Vector2 get_linear_velocity() const override;
virtual void set_angular_velocity(real_t p_velocity) override;
virtual real_t get_angular_velocity() const override;
virtual void set_transform(const Transform2D &p_transform) override;
virtual Transform2D get_transform() const override;
virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const override;
virtual void add_central_force(const Vector2 &p_force) override;
virtual void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
virtual void add_torque(real_t p_torque) override;
virtual void apply_central_impulse(const Vector2 &p_impulse) override;
virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override;
virtual void apply_torque_impulse(real_t p_torque) override;
virtual void set_sleep_state(bool p_enable) override;
virtual bool is_sleeping() const override;
virtual int get_contact_count() const override;
virtual Vector2 get_contact_local_position(int p_contact_idx) const override;
virtual Vector2 get_contact_local_normal(int p_contact_idx) const override;
virtual int get_contact_local_shape(int p_contact_idx) const override;
virtual RID get_contact_collider(int p_contact_idx) const override;
virtual Vector2 get_contact_collider_position(int p_contact_idx) const override;
virtual ObjectID get_contact_collider_id(int p_contact_idx) const override;
virtual int get_contact_collider_shape(int p_contact_idx) const override;
virtual Variant get_contact_collider_shape_metadata(int p_contact_idx) const override;
virtual Vector2 get_contact_collider_velocity_at_position(int p_contact_idx) const override;
virtual PhysicsDirectSpaceState2D *get_space_state() override;
virtual real_t get_step() const override;
};
#endif // BODY_2D_SW_H