/*************************************************************************/ /* physics_server_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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_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 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 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(); }; class PhysicsRayQueryParameters2D; class PhysicsPointQueryParameters2D; class PhysicsShapeQueryParameters2D; class PhysicsDirectSpaceState2D : public Object { GDCLASS(PhysicsDirectSpaceState2D, Object); Dictionary _intersect_ray(const Ref &p_ray_query); TypedArray _intersect_point(const Ref &p_point_query, int p_max_results = 32); TypedArray _intersect_shape(const Ref &p_shape_query, int p_max_results = 32); Vector _cast_motion(const Ref &p_shape_query); TypedArray _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 RayParameters { Vector2 from; Vector2 to; HashSet 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 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 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 &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_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 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_DISTANCE_SCALE, AREA_PARAM_GRAVITY_POINT_ATTENUATION, 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_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, 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 *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 exclude_bodies; HashSet exclude_objects; bool recovery_as_collision = false; // Don't report margin recovery as collision by default, only used for floor snapping. 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; 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 create(Vector2 p_from, Vector2 p_to, uint32_t p_mask, const TypedArray &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 &p_exclude); TypedArray 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 &p_exclude); TypedArray get_exclude() const; }; class PhysicsShapeQueryParameters2D : public RefCounted { GDCLASS(PhysicsShapeQueryParameters2D, RefCounted); PhysicsDirectSpaceState2D::ShapeParameters parameters; Ref shape_ref; protected: static void _bind_methods(); public: const PhysicsDirectSpaceState2D::ShapeParameters &get_parameters() const { return parameters; } void set_shape(const Ref &p_shape_ref); Ref 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 &p_exclude); TypedArray 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 get_exclude_bodies() const; void set_exclude_bodies(const TypedArray &p_exclude); Array get_exclude_objects() const; void set_exclude_objects(const Array &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(&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 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::DampedSpringParam); VARIANT_ENUM_CAST(PhysicsServer2D::AreaBodyStatus); VARIANT_ENUM_CAST(PhysicsServer2D::ProcessInfo); #endif // PHYSICS_SERVER_2D_H