diff options
Diffstat (limited to 'servers/physics_2d/body_2d_sw.h')
-rw-r--r-- | servers/physics_2d/body_2d_sw.h | 624 |
1 files changed, 318 insertions, 306 deletions
diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/body_2d_sw.h index 55b84ce7a7..14cae3dbb0 100644 --- a/servers/physics_2d/body_2d_sw.h +++ b/servers/physics_2d/body_2d_sw.h @@ -26,309 +26,321 @@ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef BODY_2D_SW_H
-#define BODY_2D_SW_H
-
-#include "collision_object_2d_sw.h"
-#include "vset.h"
-#include "area_2d_sw.h"
-
-class Constraint2DSW;
-
-
-class Body2DSW : public CollisionObject2DSW {
-
-
- Physics2DServer::BodyMode mode;
-
- Vector2 biased_linear_velocity;
- real_t biased_angular_velocity;
-
- Vector2 linear_velocity;
- real_t angular_velocity;
-
- real_t mass;
- real_t bounce;
- real_t friction;
-
- real_t _inv_mass;
- real_t _inv_inertia;
-
- Vector2 gravity;
- real_t density;
-
- real_t still_time;
-
- Vector2 applied_force;
- real_t applied_torque;
-
- SelfList<Body2DSW> active_list;
- SelfList<Body2DSW> inertia_update_list;
- SelfList<Body2DSW> direct_state_query_list;
-
- VSet<RID> exceptions;
- bool omit_force_integration;
- bool active;
- bool simulated_motion;
- bool continuous_cd;
- bool can_sleep;
- void _update_inertia();
- virtual void _shapes_changed();
-
-
- Map<Constraint2DSW*,int> constraint_map;
-
- struct AreaCMP {
-
- Area2DSW *area;
- _FORCE_INLINE_ bool operator<(const AreaCMP& p_cmp) const { return area->get_self() < p_cmp.area->get_self() ; }
- _FORCE_INLINE_ AreaCMP() {}
- _FORCE_INLINE_ AreaCMP(Area2DSW *p_area) { area=p_area;}
- };
-
-
- VSet<AreaCMP> areas;
-
- struct Contact {
-
-
- Vector2 local_pos;
- Vector2 local_normal;
- float depth;
- int local_shape;
- Vector2 collider_pos;
- int collider_shape;
- ObjectID collider_instance_id;
- RID collider;
- Vector2 collider_velocity_at_pos;
- };
-
- Vector<Contact> contacts; //no contacts by default
- int contact_count;
-
- struct ForceIntegrationCallback {
-
- ObjectID id;
- StringName method;
- Variant callback_udata;
- };
-
- ForceIntegrationCallback *fi_callback;
-
-
- uint64_t island_step;
- Body2DSW *island_next;
- Body2DSW *island_list_next;
-
- _FORCE_INLINE_ void _compute_area_gravity(const Area2DSW *p_area);
-
-friend class Physics2DDirectBodyStateSW; // i give up, too many functions to expose
-
-public:
-
-
- void set_force_integration_callback(ObjectID p_id, const StringName& p_method, const Variant &p_udata=Variant());
-
-
- _FORCE_INLINE_ void add_area(Area2DSW *p_area) { areas.insert(AreaCMP(p_area)); }
- _FORCE_INLINE_ void remove_area(Area2DSW *p_area) { areas.erase(AreaCMP(p_area)); }
-
- _FORCE_INLINE_ void set_max_contacts_reported(int p_size) { contacts.resize(p_size); contact_count=0; }
- _FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); }
-
- _FORCE_INLINE_ bool can_report_contacts() const { return !contacts.empty(); }
- _FORCE_INLINE_ void add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, float p_depth, int p_local_shape, const Vector2& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector2& p_collider_velocity_at_pos);
-
-
- _FORCE_INLINE_ void add_exception(const RID& p_exception) { exceptions.insert(p_exception);}
- _FORCE_INLINE_ void remove_exception(const RID& p_exception) { exceptions.erase(p_exception);}
- _FORCE_INLINE_ bool has_exception(const RID& p_exception) const { return exceptions.has(p_exception);}
- _FORCE_INLINE_ const VSet<RID>& get_exceptions() const { return exceptions;}
-
- _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
- _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step=p_step; }
-
- _FORCE_INLINE_ Body2DSW* get_island_next() const { return island_next; }
- _FORCE_INLINE_ void set_island_next(Body2DSW* p_next) { island_next=p_next; }
-
- _FORCE_INLINE_ Body2DSW* get_island_list_next() const { return island_list_next; }
- _FORCE_INLINE_ void set_island_list_next(Body2DSW* p_next) { island_list_next=p_next; }
-
- _FORCE_INLINE_ void add_constraint(Constraint2DSW* p_constraint, int p_pos) { constraint_map[p_constraint]=p_pos; }
- _FORCE_INLINE_ void remove_constraint(Constraint2DSW* p_constraint) { constraint_map.erase(p_constraint); }
- const Map<Constraint2DSW*,int>& get_constraint_map() const { return constraint_map; }
-
- _FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration=p_omit_force_integration; }
- _FORCE_INLINE_ bool get_omit_force_integration() const { return omit_force_integration; }
-
- _FORCE_INLINE_ void set_linear_velocity(const Vector2& p_velocity) {linear_velocity=p_velocity; }
- _FORCE_INLINE_ Vector2 get_linear_velocity() const { return linear_velocity; }
-
- _FORCE_INLINE_ void set_angular_velocity(real_t p_velocity) { angular_velocity=p_velocity; }
- _FORCE_INLINE_ real_t get_angular_velocity() const { return angular_velocity; }
-
- _FORCE_INLINE_ void set_biased_linear_velocity(const Vector2& p_velocity) {biased_linear_velocity=p_velocity; }
- _FORCE_INLINE_ Vector2 get_biased_linear_velocity() const { return biased_linear_velocity; }
-
- _FORCE_INLINE_ void set_biased_angular_velocity(real_t p_velocity) { biased_angular_velocity=p_velocity; }
- _FORCE_INLINE_ real_t get_biased_angular_velocity() const { return biased_angular_velocity; }
-
- _FORCE_INLINE_ void apply_impulse(const Vector2& p_pos, const Vector2& p_j) {
-
- linear_velocity += p_j * _inv_mass;
- angular_velocity += _inv_inertia * p_pos.cross(p_j);
- }
-
- _FORCE_INLINE_ void apply_bias_impulse(const Vector2& p_pos, const Vector2& p_j) {
-
- biased_linear_velocity += p_j * _inv_mass;
- biased_angular_velocity += _inv_inertia * p_pos.cross(p_j);
- }
-
- void set_active(bool p_active);
- _FORCE_INLINE_ bool is_active() const { return active; }
-
- void set_param(Physics2DServer::BodyParameter p_param, float);
- float get_param(Physics2DServer::BodyParameter p_param) const;
-
- void set_mode(Physics2DServer::BodyMode p_mode);
- Physics2DServer::BodyMode get_mode() const;
-
- void set_state(Physics2DServer::BodyState p_state, const Variant& p_variant);
- Variant get_state(Physics2DServer::BodyState p_state) const;
-
- void set_applied_force(const Vector2& p_force) { applied_force=p_force; }
- Vector2 get_applied_force() const { return applied_force; }
-
- void set_applied_torque(real_t p_torque) { applied_torque=p_torque; }
- real_t get_applied_torque() const { return applied_torque; }
-
- _FORCE_INLINE_ void set_continuous_collision_detection(bool p_enable) { continuous_cd=p_enable; }
- _FORCE_INLINE_ bool is_continuous_collision_detection_enabled() const { return continuous_cd; }
-
- void set_space(Space2DSW *p_space);
-
- void update_inertias();
-
- _FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; }
- _FORCE_INLINE_ real_t get_inv_inertia() const { return _inv_inertia; }
- _FORCE_INLINE_ real_t get_friction() const { return friction; }
- _FORCE_INLINE_ Vector2 get_gravity() const { return gravity; }
- _FORCE_INLINE_ real_t get_density() const { return density; }
-
- void integrate_forces(real_t p_step);
- void integrate_velocities(real_t p_step);
-
- void simulate_motion(const Matrix32& p_xform,real_t p_step);
- void call_queries();
- void wakeup_neighbours();
-
- bool sleep_test(real_t p_step);
-
- Body2DSW();
- ~Body2DSW();
-
-};
-
-
-//add contact inline
-
-void Body2DSW::add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, float p_depth, int p_local_shape, const Vector2& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector2& p_collider_velocity_at_pos) {
-
- int c_max=contacts.size();
-
- if (c_max==0)
- return;
-
- Contact *c = &contacts[0];
-
-
- int idx=-1;
-
- if (contact_count<c_max) {
- idx=contact_count++;
- } else {
-
- float least_depth=1e20;
- int least_deep=-1;
- for(int i=0;i<c_max;i++) {
-
- if (i==0 || c[i].depth<least_depth) {
- least_deep=i;
- least_depth=c[i].depth;
- }
- }
-
- if (least_deep>=0 && least_depth<p_depth) {
-
- idx=least_deep;
- }
- if (idx==-1)
- return; //none least deepe than this
- }
-
- c[idx].local_pos=p_local_pos;
- c[idx].local_normal=p_local_normal;
- c[idx].depth=p_depth;
- c[idx].local_shape=p_local_shape;
- c[idx].collider_pos=p_collider_pos;
- c[idx].collider_shape=p_collider_shape;
- c[idx].collider_instance_id=p_collider_instance_id;
- c[idx].collider=p_collider;
- c[idx].collider_velocity_at_pos=p_collider_velocity_at_pos;
-
-}
-
-
-class Physics2DDirectBodyStateSW : public Physics2DDirectBodyState {
-
- OBJ_TYPE( Physics2DDirectBodyStateSW, Physics2DDirectBodyState );
-
-public:
-
- static Physics2DDirectBodyStateSW *singleton;
- Body2DSW *body;
- real_t step;
-
- virtual Vector2 get_total_gravity() const { return body->get_gravity(); } // get gravity vector working on this body space/area
- virtual float get_total_density() const { return body->get_density(); } // get density of this body space/area
-
- virtual float get_inverse_mass() const { return body->get_inv_mass(); } // get the mass
- virtual real_t get_inverse_inertia() const { return body->get_inv_inertia(); } // get density of this body space
-
- virtual void set_linear_velocity(const Vector2& p_velocity) { body->set_linear_velocity(p_velocity); }
- virtual Vector2 get_linear_velocity() const { return body->get_linear_velocity(); }
-
- virtual void set_angular_velocity(real_t p_velocity) { body->set_angular_velocity(p_velocity); }
- virtual real_t get_angular_velocity() const { return body->get_angular_velocity(); }
-
- virtual void set_transform(const Matrix32& p_transform) { body->set_state(Physics2DServer::BODY_STATE_TRANSFORM,p_transform); }
- virtual Matrix32 get_transform() const { return body->get_transform(); }
-
- virtual void set_sleep_state(bool p_enable) { body->set_active(!p_enable); }
- virtual bool is_sleeping() const { return !body->is_active(); }
-
- virtual int get_contact_count() const { return body->contact_count; }
-
- virtual Vector2 get_contact_local_pos(int p_contact_idx) const {
- ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector2());
- return body->contacts[p_contact_idx].local_pos;
- }
- virtual Vector2 get_contact_local_normal(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector2()); return body->contacts[p_contact_idx].local_normal; }
- virtual int get_contact_local_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,-1); return body->contacts[p_contact_idx].local_shape; }
-
- virtual RID get_contact_collider(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,RID()); return body->contacts[p_contact_idx].collider; }
- virtual Vector2 get_contact_collider_pos(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector2()); return body->contacts[p_contact_idx].collider_pos; }
- virtual ObjectID get_contact_collider_id(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,0); return body->contacts[p_contact_idx].collider_instance_id; }
- virtual int get_contact_collider_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,0); return body->contacts[p_contact_idx].collider_shape; }
- virtual Vector2 get_contact_collider_velocity_at_pos(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector2()); return body->contacts[p_contact_idx].collider_velocity_at_pos; }
-
- virtual Physics2DDirectSpaceState* get_space_state();
-
-
- virtual real_t get_step() const { return step; }
- Physics2DDirectBodyStateSW() { singleton=this; body=NULL; }
-};
-
-
-#endif // BODY_2D_SW_H
+#ifndef BODY_2D_SW_H +#define BODY_2D_SW_H + +#include "collision_object_2d_sw.h" +#include "vset.h" +#include "area_2d_sw.h" + +class Constraint2DSW; + + +class Body2DSW : public CollisionObject2DSW { + + + Physics2DServer::BodyMode mode; + + Vector2 biased_linear_velocity; + real_t biased_angular_velocity; + + Vector2 linear_velocity; + real_t angular_velocity; + + real_t mass; + real_t bounce; + real_t friction; + + real_t _inv_mass; + real_t _inv_inertia; + + Vector2 gravity; + real_t density; + + real_t still_time; + + Vector2 applied_force; + real_t applied_torque; + + SelfList<Body2DSW> active_list; + SelfList<Body2DSW> inertia_update_list; + SelfList<Body2DSW> direct_state_query_list; + + VSet<RID> exceptions; + Physics2DServer::CCDMode continuous_cd_mode; + bool omit_force_integration; + bool active; + bool can_sleep; + void _update_inertia(); + virtual void _shapes_changed(); + Matrix32 new_transform; + + + Map<Constraint2DSW*,int> constraint_map; + + struct AreaCMP { + + Area2DSW *area; + _FORCE_INLINE_ bool operator<(const AreaCMP& p_cmp) const { return area->get_self() < p_cmp.area->get_self() ; } + _FORCE_INLINE_ AreaCMP() {} + _FORCE_INLINE_ AreaCMP(Area2DSW *p_area) { area=p_area;} + }; + + + VSet<AreaCMP> areas; + + struct Contact { + + + Vector2 local_pos; + Vector2 local_normal; + float depth; + int local_shape; + Vector2 collider_pos; + int collider_shape; + ObjectID collider_instance_id; + RID collider; + Vector2 collider_velocity_at_pos; + }; + + Vector<Contact> contacts; //no contacts by default + int contact_count; + + struct ForceIntegrationCallback { + + ObjectID id; + StringName method; + Variant callback_udata; + }; + + ForceIntegrationCallback *fi_callback; + + + uint64_t island_step; + Body2DSW *island_next; + Body2DSW *island_list_next; + + _FORCE_INLINE_ void _compute_area_gravity(const Area2DSW *p_area); + +friend class Physics2DDirectBodyStateSW; // i give up, too many functions to expose + +public: + + + void set_force_integration_callback(ObjectID p_id, const StringName& p_method, const Variant &p_udata=Variant()); + + + _FORCE_INLINE_ void add_area(Area2DSW *p_area) { areas.insert(AreaCMP(p_area)); } + _FORCE_INLINE_ void remove_area(Area2DSW *p_area) { areas.erase(AreaCMP(p_area)); } + + _FORCE_INLINE_ void set_max_contacts_reported(int p_size) { contacts.resize(p_size); contact_count=0; } + _FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); } + + _FORCE_INLINE_ bool can_report_contacts() const { return !contacts.empty(); } + _FORCE_INLINE_ void add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, float p_depth, int p_local_shape, const Vector2& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector2& p_collider_velocity_at_pos); + + + _FORCE_INLINE_ void add_exception(const RID& p_exception) { exceptions.insert(p_exception);} + _FORCE_INLINE_ void remove_exception(const RID& p_exception) { exceptions.erase(p_exception);} + _FORCE_INLINE_ bool has_exception(const RID& p_exception) const { return exceptions.has(p_exception);} + _FORCE_INLINE_ const VSet<RID>& get_exceptions() const { return exceptions;} + + _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; } + _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step=p_step; } + + _FORCE_INLINE_ Body2DSW* get_island_next() const { return island_next; } + _FORCE_INLINE_ void set_island_next(Body2DSW* p_next) { island_next=p_next; } + + _FORCE_INLINE_ Body2DSW* get_island_list_next() const { return island_list_next; } + _FORCE_INLINE_ void set_island_list_next(Body2DSW* p_next) { island_list_next=p_next; } + + _FORCE_INLINE_ void add_constraint(Constraint2DSW* p_constraint, int p_pos) { constraint_map[p_constraint]=p_pos; } + _FORCE_INLINE_ void remove_constraint(Constraint2DSW* p_constraint) { constraint_map.erase(p_constraint); } + const Map<Constraint2DSW*,int>& get_constraint_map() const { return constraint_map; } + + _FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration=p_omit_force_integration; } + _FORCE_INLINE_ bool get_omit_force_integration() const { return omit_force_integration; } + + _FORCE_INLINE_ void set_linear_velocity(const Vector2& p_velocity) {linear_velocity=p_velocity; } + _FORCE_INLINE_ Vector2 get_linear_velocity() const { return linear_velocity; } + + _FORCE_INLINE_ void set_angular_velocity(real_t p_velocity) { angular_velocity=p_velocity; } + _FORCE_INLINE_ real_t get_angular_velocity() const { return angular_velocity; } + + _FORCE_INLINE_ void set_biased_linear_velocity(const Vector2& p_velocity) {biased_linear_velocity=p_velocity; } + _FORCE_INLINE_ Vector2 get_biased_linear_velocity() const { return biased_linear_velocity; } + + _FORCE_INLINE_ void set_biased_angular_velocity(real_t p_velocity) { biased_angular_velocity=p_velocity; } + _FORCE_INLINE_ real_t get_biased_angular_velocity() const { return biased_angular_velocity; } + + + _FORCE_INLINE_ void apply_impulse(const Vector2& p_pos, const Vector2& p_j) { + + linear_velocity += p_j * _inv_mass; + angular_velocity += _inv_inertia * p_pos.cross(p_j); + } + + _FORCE_INLINE_ void apply_bias_impulse(const Vector2& p_pos, const Vector2& p_j) { + + biased_linear_velocity += p_j * _inv_mass; + biased_angular_velocity += _inv_inertia * p_pos.cross(p_j); + } + + void set_active(bool p_active); + _FORCE_INLINE_ bool is_active() const { return active; } + + void set_param(Physics2DServer::BodyParameter p_param, float); + float get_param(Physics2DServer::BodyParameter p_param) const; + + void set_mode(Physics2DServer::BodyMode p_mode); + Physics2DServer::BodyMode get_mode() const; + + void set_state(Physics2DServer::BodyState p_state, const Variant& p_variant); + Variant get_state(Physics2DServer::BodyState p_state) const; + + void set_applied_force(const Vector2& p_force) { applied_force=p_force; } + Vector2 get_applied_force() const { return applied_force; } + + void set_applied_torque(real_t p_torque) { applied_torque=p_torque; } + real_t get_applied_torque() const { return applied_torque; } + + + _FORCE_INLINE_ void set_continuous_collision_detection_mode(Physics2DServer::CCDMode p_mode) { continuous_cd_mode=p_mode; } + _FORCE_INLINE_ Physics2DServer::CCDMode get_continuous_collision_detection_mode() const { return continuous_cd_mode; } + + void set_space(Space2DSW *p_space); + + void update_inertias(); + + _FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; } + _FORCE_INLINE_ real_t get_inv_inertia() const { return _inv_inertia; } + _FORCE_INLINE_ real_t get_friction() const { return friction; } + _FORCE_INLINE_ Vector2 get_gravity() const { return gravity; } + _FORCE_INLINE_ real_t get_density() const { return density; } + _FORCE_INLINE_ real_t get_bounce() const { return bounce; } + + void integrate_forces(real_t p_step); + void integrate_velocities(real_t p_step); + + _FORCE_INLINE_ Vector2 get_motion() const { + + if (mode>Physics2DServer::BODY_MODE_KINEMATIC) { + return new_transform.get_origin() - get_transform().get_origin(); + } else if (mode==Physics2DServer::BODY_MODE_KINEMATIC) { + return get_transform().get_origin() -new_transform.get_origin(); //kinematic simulates forward + } + return Vector2(); + } + + void call_queries(); + void wakeup_neighbours(); + + bool sleep_test(real_t p_step); + + Body2DSW(); + ~Body2DSW(); + +}; + + +//add contact inline + +void Body2DSW::add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, float p_depth, int p_local_shape, const Vector2& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector2& p_collider_velocity_at_pos) { + + int c_max=contacts.size(); + + if (c_max==0) + return; + + Contact *c = &contacts[0]; + + + int idx=-1; + + if (contact_count<c_max) { + idx=contact_count++; + } else { + + float least_depth=1e20; + int least_deep=-1; + for(int i=0;i<c_max;i++) { + + if (i==0 || c[i].depth<least_depth) { + least_deep=i; + least_depth=c[i].depth; + } + } + + if (least_deep>=0 && least_depth<p_depth) { + + idx=least_deep; + } + if (idx==-1) + return; //none least deepe than this + } + + c[idx].local_pos=p_local_pos; + c[idx].local_normal=p_local_normal; + c[idx].depth=p_depth; + c[idx].local_shape=p_local_shape; + c[idx].collider_pos=p_collider_pos; + c[idx].collider_shape=p_collider_shape; + c[idx].collider_instance_id=p_collider_instance_id; + c[idx].collider=p_collider; + c[idx].collider_velocity_at_pos=p_collider_velocity_at_pos; + +} + + +class Physics2DDirectBodyStateSW : public Physics2DDirectBodyState { + + OBJ_TYPE( Physics2DDirectBodyStateSW, Physics2DDirectBodyState ); + +public: + + static Physics2DDirectBodyStateSW *singleton; + Body2DSW *body; + real_t step; + + virtual Vector2 get_total_gravity() const { return body->get_gravity(); } // get gravity vector working on this body space/area + virtual float get_total_density() const { return body->get_density(); } // get density of this body space/area + + virtual float get_inverse_mass() const { return body->get_inv_mass(); } // get the mass + virtual real_t get_inverse_inertia() const { return body->get_inv_inertia(); } // get density of this body space + + virtual void set_linear_velocity(const Vector2& p_velocity) { body->set_linear_velocity(p_velocity); } + virtual Vector2 get_linear_velocity() const { return body->get_linear_velocity(); } + + virtual void set_angular_velocity(real_t p_velocity) { body->set_angular_velocity(p_velocity); } + virtual real_t get_angular_velocity() const { return body->get_angular_velocity(); } + + virtual void set_transform(const Matrix32& p_transform) { body->set_state(Physics2DServer::BODY_STATE_TRANSFORM,p_transform); } + virtual Matrix32 get_transform() const { return body->get_transform(); } + + virtual void set_sleep_state(bool p_enable) { body->set_active(!p_enable); } + virtual bool is_sleeping() const { return !body->is_active(); } + + virtual int get_contact_count() const { return body->contact_count; } + + virtual Vector2 get_contact_local_pos(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector2()); + return body->contacts[p_contact_idx].local_pos; + } + virtual Vector2 get_contact_local_normal(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector2()); return body->contacts[p_contact_idx].local_normal; } + virtual int get_contact_local_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,-1); return body->contacts[p_contact_idx].local_shape; } + + virtual RID get_contact_collider(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,RID()); return body->contacts[p_contact_idx].collider; } + virtual Vector2 get_contact_collider_pos(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector2()); return body->contacts[p_contact_idx].collider_pos; } + virtual ObjectID get_contact_collider_id(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,0); return body->contacts[p_contact_idx].collider_instance_id; } + virtual int get_contact_collider_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,0); return body->contacts[p_contact_idx].collider_shape; } + virtual Vector2 get_contact_collider_velocity_at_pos(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector2()); return body->contacts[p_contact_idx].collider_velocity_at_pos; } + + virtual Physics2DDirectSpaceState* get_space_state(); + + + virtual real_t get_step() const { return step; } + Physics2DDirectBodyStateSW() { singleton=this; body=NULL; } +}; + + +#endif // BODY_2D_SW_H |