/*************************************************************************/ /* physics_body_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* 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 */ /* 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_BODY_2D_H #define PHYSICS_BODY_2D_H #include "scene/2d/collision_object_2d.h" #include "servers/physics_2d_server.h" #include "vset.h" class PhysicsBody2D : public CollisionObject2D { OBJ_TYPE(PhysicsBody2D,CollisionObject2D); protected: void _notification(int p_what); PhysicsBody2D(Physics2DServer::BodyMode p_mode); public: PhysicsBody2D(); }; class StaticBody2D : public PhysicsBody2D { OBJ_TYPE(StaticBody2D,PhysicsBody2D); Matrix32 *pre_xform; //RID query; bool setting; bool pending; bool simulating_motion; Vector2 constant_linear_velocity; real_t constant_angular_velocity; void _update_xform(); void _state_notify(Object *p_object); real_t bounce; real_t friction; protected: void _notification(int p_what); static void _bind_methods(); public: void set_friction(real_t p_friction); real_t get_friction() const; void set_bounce(real_t p_bounce); real_t get_bounce() const; void set_simulate_motion(bool p_enable); bool is_simulating_motion() const; void set_constant_linear_velocity(const Vector2& p_vel); void set_constant_angular_velocity(real_t p_vel); Vector2 get_constant_linear_velocity() const; real_t get_constant_angular_velocity() const; StaticBody2D(); ~StaticBody2D(); }; class RigidBody2D : public PhysicsBody2D { OBJ_TYPE(RigidBody2D,PhysicsBody2D); public: enum Mode { MODE_RIGID, MODE_STATIC, MODE_CHARACTER, MODE_STATIC_ACTIVE, }; private: bool can_sleep; Physics2DDirectBodyState *state; Mode mode; real_t bounce; real_t mass; real_t friction; Vector2 linear_velocity; real_t angular_velocity; bool active; bool ccd; int max_contacts_reported; bool custom_integrator; struct ShapePair { int body_shape; int local_shape; bool tagged; bool operator<(const ShapePair& p_sp) const { if (body_shape==p_sp.body_shape) return local_shape < p_sp.local_shape; else return body_shape < p_sp.body_shape; } ShapePair() {} ShapePair(int p_bs, int p_ls) { body_shape=p_bs; local_shape=p_ls; } }; struct RigidBody2D_RemoveAction { ObjectID body_id; ShapePair pair; }; struct BodyState { int rc; bool in_scene; VSet shapes; }; struct ContactMonitor { Map body_map; }; ContactMonitor *contact_monitor; void _body_enter_scene(ObjectID p_id); void _body_exit_scene(ObjectID p_id); void _body_inout(int p_status, ObjectID p_instance, int p_body_shape,int p_local_shape); void _direct_state_changed(Object *p_state); protected: void _notification(int p_what); static void _bind_methods(); public: void set_mode(Mode p_mode); Mode get_mode() const; void set_mass(real_t p_mass); real_t get_mass() const; void set_weight(real_t p_weight); real_t get_weight() const; void set_friction(real_t p_friction); real_t get_friction() const; void set_bounce(real_t p_bounce); real_t get_bounce() const; void set_linear_velocity(const Vector2& p_velocity); Vector2 get_linear_velocity() const; void set_axis_velocity(const Vector2& p_axis); void set_angular_velocity(real_t p_velocity); real_t get_angular_velocity() const; void set_use_custom_integrator(bool p_enable); bool is_using_custom_integrator(); void set_active(bool p_active); bool is_active() const; void set_can_sleep(bool p_active); bool is_able_to_sleep() const; void set_contact_monitor(bool p_enabled); bool is_contact_monitor_enabled() const; void set_max_contacts_reported(int p_amount); int get_max_contacts_reported() const; void set_use_continuous_collision_detection(bool p_enable); bool is_using_continuous_collision_detection() const; void apply_impulse(const Vector2& p_pos, const Vector2& p_impulse); void set_applied_force(const Vector2& p_force); Vector2 get_applied_force() const; RigidBody2D(); ~RigidBody2D(); }; VARIANT_ENUM_CAST(RigidBody2D::Mode); #endif // PHYSICS_BODY_2D_H