/*************************************************************************/ /* physics_server_2d.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 */ /* 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_2D_SERVER_H #define PHYSICS_2D_SERVER_H #include "core/io/resource.h" #include "core/object/class_db.h" #include "core/object/ref_counted.h" class PhysicsDirectSpaceState2D; 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 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 add_central_force(const Vector2 &p_force) = 0; virtual void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0; virtual void add_torque(real_t p_torque) = 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 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 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 real_t get_step() const = 0; virtual void integrate_forces(); virtual PhysicsDirectSpaceState2D *get_space_state() = 0; PhysicsDirectBodyState2D(); }; //used for script class PhysicsShapeQueryParameters2D : public RefCounted { GDCLASS(PhysicsShapeQueryParameters2D, RefCounted); friend class PhysicsDirectSpaceState2D; RES shape_ref; RID shape; Transform2D transform; Vector2 motion; real_t margin = 0.0; Set exclude; uint32_t collision_mask = UINT32_MAX; bool collide_with_bodies = true; bool collide_with_areas = false; protected: static void _bind_methods(); public: void set_shape(const RES &p_shape_ref); RES get_shape() const; void set_shape_rid(const RID &p_shape); RID get_shape_rid() const; void set_transform(const Transform2D &p_transform); Transform2D get_transform() const; void set_motion(const Vector2 &p_motion); Vector2 get_motion() const; void set_margin(real_t p_margin); real_t get_margin() const; void set_collision_mask(uint32_t p_mask); uint32_t get_collision_mask() const; void set_collide_with_bodies(bool p_enable); bool is_collide_with_bodies_enabled() const; void set_collide_with_areas(bool p_enable); bool is_collide_with_areas_enabled() const; void set_exclude(const Vector &p_exclude); Vector get_exclude() const; }; class PhysicsDirectSpaceState2D : public Object { GDCLASS(PhysicsDirectSpaceState2D, Object); Dictionary _intersect_ray(const Vector2 &p_from, const Vector2 &p_to, const Vector &p_exclude = Vector(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false); Array _intersect_point(const Vector2 &p_point, int p_max_results = 32, const Vector &p_exclude = Vector(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false); Array _intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_intance_id, int p_max_results = 32, const Vector &p_exclude = Vector(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false); Array _intersect_point_impl(const Vector2 &p_point, int p_max_results, const Vector &p_exclud, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_filter_by_canvas = false, ObjectID p_canvas_instance_id = ObjectID()); Array _intersect_shape(const Ref &p_shape_query, int p_max_results = 32); Array _cast_motion(const Ref &p_shape_query); Array _collide_shape(const Ref &p_shape_query, int p_max_results = 32); Dictionary _get_rest_info(const Ref &p_shape_query); protected: static void _bind_methods(); public: struct RayResult { Vector2 position; Vector2 normal; RID rid; ObjectID collider_id; Object *collider = nullptr; int shape = 0; }; virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set &p_exclude = Set(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; struct ShapeResult { RID rid; ObjectID collider_id; Object *collider = nullptr; int shape = 0; }; virtual int intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set &p_exclude = Set(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0; virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set &p_exclude = Set(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0; virtual int intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set &p_exclude = Set(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; virtual bool cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set &p_exclude = Set(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set &p_exclude = Set(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; struct ShapeRestInfo { Vector2 point; Vector2 normal; RID rid; ObjectID collider_id; int shape = 0; Vector2 linear_velocity; //velocity at contact point }; virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set &p_exclude = Set(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 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 &p_parameters, const Ref &p_result = Ref()); 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_BODY_MAX_ALLOWED_PENETRATION, 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, }; 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 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, AREA_PARAM_GRAVITY_VECTOR, AREA_PARAM_GRAVITY_IS_POINT, AREA_PARAM_GRAVITY_DISTANCE_SCALE, AREA_PARAM_GRAVITY_POINT_ATTENUATION, AREA_PARAM_LINEAR_DAMP, 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_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) = 0; virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const = 0; 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_mask(RID p_area, uint32_t p_mask) = 0; virtual void area_set_collision_layer(RID p_area, uint32_t p_layer) = 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, Object *p_receiver, const StringName &p_method) = 0; virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0; /* BODY API */ //missing ccd? enum BodyMode { BODY_MODE_STATIC, BODY_MODE_KINEMATIC, BODY_MODE_DYNAMIC, BODY_MODE_DYNAMIC_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; // 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, BODY_PARAM_ANGULAR_DAMP, BODY_PARAM_MAX, }; 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; //do something about it virtual void body_set_applied_force(RID p_body, const Vector2 &p_force) = 0; virtual Vector2 body_get_applied_force(RID p_body) const = 0; virtual void body_set_applied_torque(RID p_body, real_t p_torque) = 0; virtual real_t body_get_applied_torque(RID p_body) const = 0; virtual void body_add_central_force(RID p_body, const Vector2 &p_force) = 0; virtual void body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0; virtual void body_add_torque(RID p_body, real_t p_torque) = 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_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 *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; // Callback for C++ use only. typedef void (*BodyStateCallback)(void *p_instance, PhysicsDirectBodyState2D *p_state); virtual void body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) = 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; Set exclude_bodies; 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 }; 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 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; virtual void set_collision_iterations(int p_iterations) = 0; enum ProcessInfo { INFO_ACTIVE_OBJECTS, INFO_COLLISION_PAIRS, INFO_ISLAND_COUNT }; virtual int get_process_info(ProcessInfo p_info) = 0; PhysicsServer2D(); ~PhysicsServer2D(); }; 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; } Vector get_exclude_bodies() const; void set_exclude_bodies(const Vector &p_exclude); }; 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(&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; }; typedef PhysicsServer2D *(*CreatePhysicsServer2DCallback)(); class PhysicsServer2DManager { struct ClassInfo { String name; CreatePhysicsServer2DCallback create_callback = nullptr; ClassInfo() {} ClassInfo(String p_name, CreatePhysicsServer2DCallback 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) {} ClassInfo &operator=(const ClassInfo &p_ci) { name = p_ci.name; create_callback = p_ci.create_callback; return *this; } }; static Vector physics_2d_servers; static int default_server_id; static int default_server_priority; public: static const String setting_property_name; private: static void on_servers_changed(); public: static void register_server(const String &p_name, CreatePhysicsServer2DCallback p_creat_callback); static void set_default_server(const String &p_name, int p_priority = 0); static int find_server_id(const String &p_name); static int get_servers_count(); static String get_server_name(int p_id); static PhysicsServer2D *new_default_server(); static PhysicsServer2D *new_server(const String &p_name); }; 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::BodyState); VARIANT_ENUM_CAST(PhysicsServer2D::CCDMode); VARIANT_ENUM_CAST(PhysicsServer2D::JointParam); VARIANT_ENUM_CAST(PhysicsServer2D::JointType); VARIANT_ENUM_CAST(PhysicsServer2D::DampedSpringParam); //VARIANT_ENUM_CAST( PhysicsServer2D::ObjectType ); VARIANT_ENUM_CAST(PhysicsServer2D::AreaBodyStatus); VARIANT_ENUM_CAST(PhysicsServer2D::ProcessInfo); #endif