diff options
Diffstat (limited to 'servers/physics_2d/godot_body_2d.h')
-rw-r--r-- | servers/physics_2d/godot_body_2d.h | 11 |
1 files changed, 5 insertions, 6 deletions
diff --git a/servers/physics_2d/godot_body_2d.h b/servers/physics_2d/godot_body_2d.h index 1335a19126..86d42ae7f8 100644 --- a/servers/physics_2d/godot_body_2d.h +++ b/servers/physics_2d/godot_body_2d.h @@ -42,7 +42,7 @@ class GodotConstraint2D; class GodotPhysicsDirectBodyState2D; class GodotBody2D : public GodotCollisionObject2D { - PhysicsServer2D::BodyMode mode = PhysicsServer2D::BODY_MODE_DYNAMIC; + PhysicsServer2D::BodyMode mode = PhysicsServer2D::BODY_MODE_RIGID; Vector2 biased_linear_velocity; real_t biased_angular_velocity = 0.0; @@ -103,7 +103,7 @@ class GodotBody2D : public GodotCollisionObject2D { bool can_sleep = true; bool first_time_kinematic = false; void _mass_properties_changed(); - virtual void _shapes_changed(); + virtual void _shapes_changed() override; Transform2D new_transform; List<Pair<GodotConstraint2D *, int>> constraint_list; @@ -137,8 +137,7 @@ class GodotBody2D : public GodotCollisionObject2D { Vector<Contact> contacts; //no contacts by default int contact_count = 0; - void *body_state_callback_instance = nullptr; - PhysicsServer2D::BodyStateCallback body_state_callback = nullptr; + Callable body_state_callback; struct ForceIntegrationCallbackData { Callable callable; @@ -156,7 +155,7 @@ class GodotBody2D : public GodotCollisionObject2D { friend class GodotPhysicsDirectBodyState2D; // i give up, too many functions to expose public: - void set_state_sync_callback(void *p_instance, PhysicsServer2D::BodyStateCallback p_callback); + void set_state_sync_callback(const Callable &p_callable); void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant()); GodotPhysicsDirectBodyState2D *get_direct_state(); @@ -302,7 +301,7 @@ public: _FORCE_INLINE_ void set_continuous_collision_detection_mode(PhysicsServer2D::CCDMode p_mode) { continuous_cd_mode = p_mode; } _FORCE_INLINE_ PhysicsServer2D::CCDMode get_continuous_collision_detection_mode() const { return continuous_cd_mode; } - void set_space(GodotSpace2D *p_space); + void set_space(GodotSpace2D *p_space) override; void update_mass_properties(); void reset_mass_properties(); |