godot/servers/physics_server_2d.h
Dragos Daian 0fcfb07246 Update PinJoint2D API with angle limits and motor speed
add enabled methods for motor and angular limits
use correct name to get joint
update copyright
2023-09-26 10:29:23 +02:00

849 lines
31 KiB
C++

/**************************************************************************/
/* physics_server_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef PHYSICS_SERVER_2D_H
#define PHYSICS_SERVER_2D_H
#include "core/io/resource.h"
#include "core/object/class_db.h"
#include "core/object/ref_counted.h"
class PhysicsDirectSpaceState2D;
template <typename T>
class TypedArray;
class PhysicsDirectBodyState2D : public Object {
GDCLASS(PhysicsDirectBodyState2D, Object);
protected:
static void _bind_methods();
public:
virtual Vector2 get_total_gravity() const = 0; // get gravity vector working on this body space/area
virtual real_t get_total_linear_damp() const = 0; // get density of this body space/area
virtual real_t get_total_angular_damp() const = 0; // get density of this body space/area
virtual Vector2 get_center_of_mass() const = 0;
virtual Vector2 get_center_of_mass_local() const = 0;
virtual real_t get_inverse_mass() const = 0; // get the mass
virtual real_t get_inverse_inertia() const = 0; // get density of this body space
virtual void set_linear_velocity(const Vector2 &p_velocity) = 0;
virtual Vector2 get_linear_velocity() const = 0;
virtual void set_angular_velocity(real_t p_velocity) = 0;
virtual real_t get_angular_velocity() const = 0;
virtual void set_transform(const Transform2D &p_transform) = 0;
virtual Transform2D get_transform() const = 0;
virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const = 0;
virtual void apply_central_impulse(const Vector2 &p_impulse) = 0;
virtual void apply_torque_impulse(real_t p_torque) = 0;
virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) = 0;
virtual void apply_central_force(const Vector2 &p_force) = 0;
virtual void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0;
virtual void apply_torque(real_t p_torque) = 0;
virtual void add_constant_central_force(const Vector2 &p_force) = 0;
virtual void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0;
virtual void add_constant_torque(real_t p_torque) = 0;
virtual void set_constant_force(const Vector2 &p_force) = 0;
virtual Vector2 get_constant_force() const = 0;
virtual void set_constant_torque(real_t p_torque) = 0;
virtual real_t get_constant_torque() const = 0;
virtual void set_sleep_state(bool p_enable) = 0;
virtual bool is_sleeping() const = 0;
virtual int get_contact_count() const = 0;
virtual Vector2 get_contact_local_position(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;
virtual Vector2 get_contact_local_velocity_at_position(int p_contact_idx) const = 0;
virtual RID get_contact_collider(int p_contact_idx) const = 0;
virtual Vector2 get_contact_collider_position(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 Vector2 get_contact_collider_velocity_at_position(int p_contact_idx) const = 0;
virtual Vector2 get_contact_impulse(int p_contact_idx) const = 0;
virtual real_t get_step() const = 0;
virtual void integrate_forces();
virtual PhysicsDirectSpaceState2D *get_space_state() = 0;
PhysicsDirectBodyState2D();
};
class PhysicsRayQueryParameters2D;
class PhysicsPointQueryParameters2D;
class PhysicsShapeQueryParameters2D;
class PhysicsDirectSpaceState2D : public Object {
GDCLASS(PhysicsDirectSpaceState2D, Object);
Dictionary _intersect_ray(const Ref<PhysicsRayQueryParameters2D> &p_ray_query);
TypedArray<Dictionary> _intersect_point(const Ref<PhysicsPointQueryParameters2D> &p_point_query, int p_max_results = 32);
TypedArray<Dictionary> _intersect_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results = 32);
Vector<real_t> _cast_motion(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query);
TypedArray<Vector2> _collide_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results = 32);
Dictionary _get_rest_info(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query);
protected:
static void _bind_methods();
public:
struct RayParameters {
Vector2 from;
Vector2 to;
HashSet<RID> exclude;
uint32_t collision_mask = UINT32_MAX;
bool collide_with_bodies = true;
bool collide_with_areas = false;
bool hit_from_inside = false;
};
struct RayResult {
Vector2 position;
Vector2 normal;
RID rid;
ObjectID collider_id;
Object *collider = nullptr;
int shape = 0;
};
virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) = 0;
struct ShapeResult {
RID rid;
ObjectID collider_id;
Object *collider = nullptr;
int shape = 0;
};
struct PointParameters {
Vector2 position;
ObjectID canvas_instance_id;
HashSet<RID> exclude;
uint32_t collision_mask = UINT32_MAX;
bool collide_with_bodies = true;
bool collide_with_areas = false;
bool pick_point = false;
};
virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) = 0;
struct ShapeParameters {
RID shape_rid;
Transform2D transform;
Vector2 motion;
real_t margin = 0.0;
HashSet<RID> exclude;
uint32_t collision_mask = UINT32_MAX;
bool collide_with_bodies = true;
bool collide_with_areas = false;
};
struct ShapeRestInfo {
Vector2 point;
Vector2 normal;
RID rid;
ObjectID collider_id;
int shape = 0;
Vector2 linear_velocity; // Velocity at contact point.
};
virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) = 0;
virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) = 0;
virtual bool collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) = 0;
virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) = 0;
PhysicsDirectSpaceState2D();
};
class PhysicsTestMotionParameters2D;
class PhysicsTestMotionResult2D;
class PhysicsServer2D : public Object {
GDCLASS(PhysicsServer2D, Object);
static PhysicsServer2D *singleton;
virtual bool _body_test_motion(RID p_body, const Ref<PhysicsTestMotionParameters2D> &p_parameters, const Ref<PhysicsTestMotionResult2D> &p_result = Ref<PhysicsTestMotionResult2D>());
protected:
static void _bind_methods();
public:
static PhysicsServer2D *get_singleton();
enum ShapeType {
SHAPE_WORLD_BOUNDARY, ///< plane:"plane"
SHAPE_SEPARATION_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 world_boundary_shape_create() = 0;
virtual RID separation_ray_shape_create() = 0;
virtual RID segment_shape_create() = 0;
virtual RID circle_shape_create() = 0;
virtual RID rectangle_shape_create() = 0;
virtual RID capsule_shape_create() = 0;
virtual RID convex_polygon_shape_create() = 0;
virtual RID concave_polygon_shape_create() = 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;
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;
//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;
/* 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;
enum SpaceParameter {
SPACE_PARAM_CONTACT_RECYCLE_RADIUS,
SPACE_PARAM_CONTACT_MAX_SEPARATION,
SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION,
SPACE_PARAM_CONTACT_DEFAULT_BIAS,
SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD,
SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD,
SPACE_PARAM_BODY_TIME_TO_SLEEP,
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
SPACE_PARAM_SOLVER_ITERATIONS,
};
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;
// this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectSpaceState2D *space_get_direct_state(RID p_space) = 0;
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;
//missing space parameters
/* AREA API */
//missing attenuation? missing better override?
enum AreaParameter {
AREA_PARAM_GRAVITY_OVERRIDE_MODE,
AREA_PARAM_GRAVITY,
AREA_PARAM_GRAVITY_VECTOR,
AREA_PARAM_GRAVITY_IS_POINT,
AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE,
AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE,
AREA_PARAM_LINEAR_DAMP,
AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE,
AREA_PARAM_ANGULAR_DAMP,
AREA_PARAM_PRIORITY
};
virtual RID area_create() = 0;
virtual void area_set_space(RID p_area, RID p_space) = 0;
virtual RID area_get_space(RID p_area) const = 0;
enum AreaSpaceOverrideMode {
AREA_SPACE_OVERRIDE_DISABLED,
AREA_SPACE_OVERRIDE_COMBINE,
AREA_SPACE_OVERRIDE_COMBINE_REPLACE, // Combines, then discards all subsequent calculations
AREA_SPACE_OVERRIDE_REPLACE,
AREA_SPACE_OVERRIDE_REPLACE_COMBINE // Discards all previous calculations, then keeps combining
};
virtual void area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false) = 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;
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;
virtual void area_remove_shape(RID p_area, int p_shape_idx) = 0;
virtual void area_clear_shapes(RID p_area) = 0;
virtual void area_set_shape_disabled(RID p_area, int p_shape, bool p_disabled) = 0;
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;
virtual void area_attach_canvas_instance_id(RID p_area, ObjectID p_id) = 0;
virtual ObjectID area_get_canvas_instance_id(RID p_area) const = 0;
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;
virtual Variant area_get_param(RID p_parea, AreaParameter p_param) const = 0;
virtual Transform2D area_get_transform(RID p_area) const = 0;
virtual void area_set_collision_layer(RID p_area, uint32_t p_layer) = 0;
virtual uint32_t area_get_collision_layer(RID p_area) const = 0;
virtual void area_set_collision_mask(RID p_area, uint32_t p_mask) = 0;
virtual uint32_t area_get_collision_mask(RID p_area) const = 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, const Callable &p_callback) = 0;
virtual void area_set_area_monitor_callback(RID p_area, const Callable &p_callback) = 0;
/* BODY API */
//missing ccd?
enum BodyMode {
BODY_MODE_STATIC,
BODY_MODE_KINEMATIC,
BODY_MODE_RIGID,
BODY_MODE_RIGID_LINEAR,
};
virtual RID body_create() = 0;
virtual void body_set_space(RID p_body, RID p_space) = 0;
virtual RID body_get_space(RID p_body) const = 0;
virtual void body_set_mode(RID p_body, BodyMode p_mode) = 0;
virtual BodyMode body_get_mode(RID p_body) const = 0;
virtual void body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false) = 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 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 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;
virtual void body_set_collision_priority(RID p_body, real_t p_priority) = 0;
virtual real_t body_get_collision_priority(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,
BODY_PARAM_CENTER_OF_MASS,
BODY_PARAM_GRAVITY_SCALE,
BODY_PARAM_LINEAR_DAMP_MODE,
BODY_PARAM_ANGULAR_DAMP_MODE,
BODY_PARAM_LINEAR_DAMP,
BODY_PARAM_ANGULAR_DAMP,
BODY_PARAM_MAX,
};
enum BodyDampMode {
BODY_DAMP_MODE_COMBINE,
BODY_DAMP_MODE_REPLACE,
};
virtual void body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) = 0;
virtual Variant body_get_param(RID p_body, BodyParameter p_param) const = 0;
virtual void body_reset_mass_properties(RID p_body) = 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;
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_apply_central_force(RID p_body, const Vector2 &p_force) = 0;
virtual void body_apply_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0;
virtual void body_apply_torque(RID p_body, real_t p_torque) = 0;
virtual void body_add_constant_central_force(RID p_body, const Vector2 &p_force) = 0;
virtual void body_add_constant_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0;
virtual void body_add_constant_torque(RID p_body, real_t p_torque) = 0;
virtual void body_set_constant_force(RID p_body, const Vector2 &p_force) = 0;
virtual Vector2 body_get_constant_force(RID p_body) const = 0;
virtual void body_set_constant_torque(RID p_body, real_t p_torque) = 0;
virtual real_t body_get_constant_torque(RID p_body) const = 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_state_sync_callback(RID p_body, const Callable &p_callable) = 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 MotionParameters {
Transform2D from;
Vector2 motion;
real_t margin = 0.08;
bool collide_separation_ray = false;
HashSet<RID> exclude_bodies;
HashSet<ObjectID> exclude_objects;
bool recovery_as_collision = false;
MotionParameters() {}
MotionParameters(const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin = 0.08) :
from(p_from),
motion(p_motion),
margin(p_margin) {}
};
struct MotionResult {
Vector2 travel;
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;
real_t get_angle(Vector2 p_up_direction) const {
return Math::acos(collision_normal.dot(p_up_direction));
}
};
virtual bool body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result = nullptr) = 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,
PIN_JOINT_LIMIT_UPPER,
PIN_JOINT_LIMIT_LOWER,
PIN_JOINT_MOTOR_TARGET_VELOCITY
};
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 PinJointFlag {
PIN_JOINT_FLAG_ANGULAR_LIMIT_ENABLED,
PIN_JOINT_FLAG_MOTOR_ENABLED
};
virtual void pin_joint_set_flag(RID p_joint, PinJointFlag p_flag, bool p_enabled) = 0;
virtual bool pin_joint_get_flag(RID p_joint, PinJointFlag p_flag) 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;
enum ProcessInfo {
INFO_ACTIVE_OBJECTS,
INFO_COLLISION_PAIRS,
INFO_ISLAND_COUNT
};
virtual int get_process_info(ProcessInfo p_info) = 0;
PhysicsServer2D();
~PhysicsServer2D();
};
class PhysicsRayQueryParameters2D : public RefCounted {
GDCLASS(PhysicsRayQueryParameters2D, RefCounted);
PhysicsDirectSpaceState2D::RayParameters parameters;
protected:
static void _bind_methods();
public:
static Ref<PhysicsRayQueryParameters2D> create(Vector2 p_from, Vector2 p_to, uint32_t p_mask, const TypedArray<RID> &p_exclude);
const PhysicsDirectSpaceState2D::RayParameters &get_parameters() const { return parameters; }
void set_from(const Vector2 &p_from) { parameters.from = p_from; }
const Vector2 &get_from() const { return parameters.from; }
void set_to(const Vector2 &p_to) { parameters.to = p_to; }
const Vector2 &get_to() const { return parameters.to; }
void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; }
uint32_t get_collision_mask() const { return parameters.collision_mask; }
void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; }
bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; }
void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; }
bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; }
void set_hit_from_inside(bool p_enable) { parameters.hit_from_inside = p_enable; }
bool is_hit_from_inside_enabled() const { return parameters.hit_from_inside; }
void set_exclude(const TypedArray<RID> &p_exclude);
TypedArray<RID> get_exclude() const;
};
class PhysicsPointQueryParameters2D : public RefCounted {
GDCLASS(PhysicsPointQueryParameters2D, RefCounted);
PhysicsDirectSpaceState2D::PointParameters parameters;
protected:
static void _bind_methods();
public:
const PhysicsDirectSpaceState2D::PointParameters &get_parameters() const { return parameters; }
void set_position(const Vector2 &p_position) { parameters.position = p_position; }
const Vector2 &get_position() const { return parameters.position; }
void set_canvas_instance_id(ObjectID p_canvas_instance_id) { parameters.canvas_instance_id = p_canvas_instance_id; }
ObjectID get_canvas_instance_id() const { return parameters.canvas_instance_id; }
void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; }
uint32_t get_collision_mask() const { return parameters.collision_mask; }
void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; }
bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; }
void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; }
bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; }
void set_exclude(const TypedArray<RID> &p_exclude);
TypedArray<RID> get_exclude() const;
};
class PhysicsShapeQueryParameters2D : public RefCounted {
GDCLASS(PhysicsShapeQueryParameters2D, RefCounted);
PhysicsDirectSpaceState2D::ShapeParameters parameters;
Ref<Resource> shape_ref;
protected:
static void _bind_methods();
public:
const PhysicsDirectSpaceState2D::ShapeParameters &get_parameters() const { return parameters; }
void set_shape(const Ref<Resource> &p_shape_ref);
Ref<Resource> get_shape() const { return shape_ref; }
void set_shape_rid(const RID &p_shape);
RID get_shape_rid() const { return parameters.shape_rid; }
void set_transform(const Transform2D &p_transform) { parameters.transform = p_transform; }
const Transform2D &get_transform() const { return parameters.transform; }
void set_motion(const Vector2 &p_motion) { parameters.motion = p_motion; }
const Vector2 &get_motion() const { return parameters.motion; }
void set_margin(real_t p_margin) { parameters.margin = p_margin; }
real_t get_margin() const { return parameters.margin; }
void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; }
uint32_t get_collision_mask() const { return parameters.collision_mask; }
void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; }
bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; }
void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; }
bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; }
void set_exclude(const TypedArray<RID> &p_exclude);
TypedArray<RID> get_exclude() const;
};
class PhysicsTestMotionParameters2D : public RefCounted {
GDCLASS(PhysicsTestMotionParameters2D, RefCounted);
PhysicsServer2D::MotionParameters parameters;
protected:
static void _bind_methods();
public:
const PhysicsServer2D::MotionParameters &get_parameters() const { return parameters; }
const Transform2D &get_from() const { return parameters.from; }
void set_from(const Transform2D &p_from) { parameters.from = p_from; }
const Vector2 &get_motion() const { return parameters.motion; }
void set_motion(const Vector2 &p_motion) { parameters.motion = p_motion; }
real_t get_margin() const { return parameters.margin; }
void set_margin(real_t p_margin) { parameters.margin = p_margin; }
bool is_collide_separation_ray_enabled() const { return parameters.collide_separation_ray; }
void set_collide_separation_ray_enabled(bool p_enabled) { parameters.collide_separation_ray = p_enabled; }
TypedArray<RID> get_exclude_bodies() const;
void set_exclude_bodies(const TypedArray<RID> &p_exclude);
TypedArray<uint64_t> get_exclude_objects() const;
void set_exclude_objects(const TypedArray<uint64_t> &p_exclude);
bool is_recovery_as_collision_enabled() const { return parameters.recovery_as_collision; }
void set_recovery_as_collision_enabled(bool p_enabled) { parameters.recovery_as_collision = p_enabled; }
};
class PhysicsTestMotionResult2D : public RefCounted {
GDCLASS(PhysicsTestMotionResult2D, RefCounted);
PhysicsServer2D::MotionResult result;
protected:
static void _bind_methods();
public:
PhysicsServer2D::MotionResult *get_result_ptr() const { return const_cast<PhysicsServer2D::MotionResult *>(&result); }
Vector2 get_travel() const;
Vector2 get_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;
int get_collision_local_shape() const;
real_t get_collision_depth() const;
real_t get_collision_safe_fraction() const;
real_t get_collision_unsafe_fraction() const;
};
class PhysicsServer2DManager : public Object {
GDCLASS(PhysicsServer2DManager, Object);
static PhysicsServer2DManager *singleton;
struct ClassInfo {
String name;
Callable create_callback;
ClassInfo() {}
ClassInfo(String p_name, Callable 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) {}
void operator=(const ClassInfo &p_ci) {
name = p_ci.name;
create_callback = p_ci.create_callback;
}
};
Vector<ClassInfo> physics_2d_servers;
int default_server_id = -1;
int default_server_priority = -1;
void on_servers_changed();
protected:
static void _bind_methods();
public:
static const String setting_property_name;
static PhysicsServer2DManager *get_singleton();
void register_server(const String &p_name, const Callable &p_create_callback);
void set_default_server(const String &p_name, int p_priority = 0);
int find_server_id(const String &p_name);
int get_servers_count();
String get_server_name(int p_id);
PhysicsServer2D *new_default_server();
PhysicsServer2D *new_server(const String &p_name);
PhysicsServer2DManager();
~PhysicsServer2DManager();
};
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::BodyDampMode);
VARIANT_ENUM_CAST(PhysicsServer2D::BodyState);
VARIANT_ENUM_CAST(PhysicsServer2D::CCDMode);
VARIANT_ENUM_CAST(PhysicsServer2D::JointParam);
VARIANT_ENUM_CAST(PhysicsServer2D::JointType);
VARIANT_ENUM_CAST(PhysicsServer2D::PinJointParam);
VARIANT_ENUM_CAST(PhysicsServer2D::PinJointFlag);
VARIANT_ENUM_CAST(PhysicsServer2D::DampedSpringParam);
VARIANT_ENUM_CAST(PhysicsServer2D::AreaBodyStatus);
VARIANT_ENUM_CAST(PhysicsServer2D::ProcessInfo);
#endif // PHYSICS_SERVER_2D_H