1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
|
/*************************************************************************/
/* physics_server_3d.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_SERVER_3D_H
#define PHYSICS_SERVER_3D_H
#include "core/io/resource.h"
#include "core/object/class_db.h"
class PhysicsDirectSpaceState3D;
class PhysicsDirectBodyState3D : public Object {
GDCLASS(PhysicsDirectBodyState3D, Object);
protected:
static void _bind_methods();
public:
virtual Vector3 get_total_gravity() const = 0;
virtual real_t get_total_angular_damp() const = 0;
virtual real_t get_total_linear_damp() const = 0;
virtual Vector3 get_center_of_mass() const = 0;
virtual Vector3 get_center_of_mass_local() const = 0;
virtual Basis get_principal_inertia_axes() const = 0;
virtual real_t get_inverse_mass() const = 0; // get the mass
virtual Vector3 get_inverse_inertia() const = 0; // get density of this body space
virtual Basis get_inverse_inertia_tensor() const = 0; // get density of this body space
virtual void set_linear_velocity(const Vector3 &p_velocity) = 0;
virtual Vector3 get_linear_velocity() const = 0;
virtual void set_angular_velocity(const Vector3 &p_velocity) = 0;
virtual Vector3 get_angular_velocity() const = 0;
virtual void set_transform(const Transform3D &p_transform) = 0;
virtual Transform3D get_transform() const = 0;
virtual Vector3 get_velocity_at_local_position(const Vector3 &p_position) const = 0;
virtual void add_central_force(const Vector3 &p_force) = 0;
virtual void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0;
virtual void add_torque(const Vector3 &p_torque) = 0;
virtual void apply_central_impulse(const Vector3 &p_impulse) = 0;
virtual void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) = 0;
virtual void apply_torque_impulse(const Vector3 &p_impulse) = 0;
virtual void set_sleep_state(bool p_sleep) = 0;
virtual bool is_sleeping() const = 0;
virtual int get_contact_count() const = 0;
virtual Vector3 get_contact_local_position(int p_contact_idx) const = 0;
virtual Vector3 get_contact_local_normal(int p_contact_idx) const = 0;
virtual real_t get_contact_impulse(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 Vector3 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 Vector3 get_contact_collider_velocity_at_position(int p_contact_idx) const = 0;
virtual real_t get_step() const = 0;
virtual void integrate_forces();
virtual PhysicsDirectSpaceState3D *get_space_state() = 0;
PhysicsDirectBodyState3D();
};
class PhysicsRayQueryParameters3D;
class PhysicsPointQueryParameters3D;
class PhysicsShapeQueryParameters3D;
class PhysicsDirectSpaceState3D : public Object {
GDCLASS(PhysicsDirectSpaceState3D, Object);
private:
Dictionary _intersect_ray(const Ref<PhysicsRayQueryParameters3D> &p_ray_query);
Array _intersect_point(const Ref<PhysicsPointQueryParameters3D> &p_point_query, int p_max_results = 32);
Array _intersect_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results = 32);
Array _cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query);
Array _collide_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results = 32);
Dictionary _get_rest_info(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query);
protected:
static void _bind_methods();
public:
struct RayParameters {
Vector3 from;
Vector3 to;
Set<RID> exclude;
uint32_t collision_mask = UINT32_MAX;
bool collide_with_bodies = true;
bool collide_with_areas = false;
bool hit_from_inside = false;
bool hit_back_faces = true;
bool pick_ray = false;
};
struct RayResult {
Vector3 position;
Vector3 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 {
Vector3 position;
Set<RID> exclude;
uint32_t collision_mask = UINT32_MAX;
bool collide_with_bodies = true;
bool collide_with_areas = false;
};
virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) = 0;
struct ShapeParameters {
RID shape_rid;
Transform3D transform;
Vector3 motion;
real_t margin = 0.0;
Set<RID> exclude;
uint32_t collision_mask = UINT32_MAX;
bool collide_with_bodies = true;
bool collide_with_areas = false;
};
struct ShapeRestInfo {
Vector3 point;
Vector3 normal;
RID rid;
ObjectID collider_id;
int shape = 0;
Vector3 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, ShapeRestInfo *r_info = nullptr) = 0;
virtual bool collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) = 0;
virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) = 0;
virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const = 0;
PhysicsDirectSpaceState3D();
};
class RenderingServerHandler {
public:
virtual void set_vertex(int p_vertex_id, const void *p_vector3) = 0;
virtual void set_normal(int p_vertex_id, const void *p_vector3) = 0;
virtual void set_aabb(const AABB &p_aabb) = 0;
virtual ~RenderingServerHandler() {}
};
class PhysicsTestMotionParameters3D;
class PhysicsTestMotionResult3D;
class PhysicsServer3D : public Object {
GDCLASS(PhysicsServer3D, Object);
static PhysicsServer3D *singleton;
virtual bool _body_test_motion(RID p_body, const Ref<PhysicsTestMotionParameters3D> &p_parameters, const Ref<PhysicsTestMotionResult3D> &p_result = Ref<PhysicsTestMotionResult3D>());
protected:
static void _bind_methods();
public:
static PhysicsServer3D *get_singleton();
enum ShapeType {
SHAPE_WORLD_BOUNDARY, ///< plane:"plane"
SHAPE_SEPARATION_RAY, ///< float:"length"
SHAPE_SPHERE, ///< float:"radius"
SHAPE_BOX, ///< vec3:"extents"
SHAPE_CAPSULE, ///< dict( float:"radius", float:"height"):capsule
SHAPE_CYLINDER, ///< dict( float:"radius", float:"height"):cylinder
SHAPE_CONVEX_POLYGON, ///< array of planes:"planes"
SHAPE_CONCAVE_POLYGON, ///< vector3 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector3 array)
SHAPE_HEIGHTMAP, ///< dict( int:"width", int:"depth",float:"cell_size", float_array:"heights"
SHAPE_SOFT_BODY, ///< Used internally, can't be created from the physics server.
SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error
};
RID shape_create(ShapeType p_shape);
virtual RID world_boundary_shape_create() = 0;
virtual RID separation_ray_shape_create() = 0;
virtual RID sphere_shape_create() = 0;
virtual RID box_shape_create() = 0;
virtual RID capsule_shape_create() = 0;
virtual RID cylinder_shape_create() = 0;
virtual RID convex_polygon_shape_create() = 0;
virtual RID concave_polygon_shape_create() = 0;
virtual RID heightmap_shape_create() = 0;
virtual RID custom_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 void shape_set_margin(RID p_shape, real_t p_margin) = 0;
virtual real_t shape_get_margin(RID p_shape) const = 0;
virtual real_t shape_get_custom_solver_bias(RID p_shape) const = 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_BODY_ANGULAR_VELOCITY_DAMP_RATIO,
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 PhysicsDirectSpaceState3D *space_get_direct_state(RID p_space) = 0;
virtual void space_set_debug_contacts(RID p_space, int p_max_contacts) = 0;
virtual Vector<Vector3> 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,
AREA_PARAM_WIND_FORCE_MAGNITUDE,
AREA_PARAM_WIND_SOURCE,
AREA_PARAM_WIND_DIRECTION,
AREA_PARAM_WIND_ATTENUATION_FACTOR,
};
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,
AREA_SPACE_OVERRIDE_REPLACE,
AREA_SPACE_OVERRIDE_REPLACE_COMBINE
};
virtual void area_add_shape(RID p_area, RID p_shape, const Transform3D &p_transform = Transform3D(), 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 Transform3D &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 Transform3D 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_idx, 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_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) = 0;
virtual void area_set_transform(RID p_area, const Transform3D &p_transform) = 0;
virtual Variant area_get_param(RID p_parea, AreaParameter p_param) const = 0;
virtual Transform3D 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_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;
virtual void area_set_ray_pickable(RID p_area, bool p_enable) = 0;
/* BODY API */
//missing ccd?
enum BodyMode {
BODY_MODE_STATIC,
BODY_MODE_KINEMATIC,
BODY_MODE_DYNAMIC,
BODY_MODE_DYNAMIC_LINEAR,
};
enum BodyDampMode {
BODY_DAMP_MODE_COMBINE,
BODY_DAMP_MODE_REPLACE,
};
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 Transform3D &p_transform = Transform3D(), 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 Transform3D &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 Transform3D body_get_shape_transform(RID p_body, int p_shape_idx) const = 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_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) = 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_set_enable_continuous_collision_detection(RID p_body, bool p_enable) = 0;
virtual bool body_is_continuous_collision_detection_enabled(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_user_flags(RID p_body, uint32_t p_flags) = 0;
virtual uint32_t body_get_user_flags(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,
};
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 Vector3 &p_force) = 0;
virtual Vector3 body_get_applied_force(RID p_body) const = 0;
virtual void body_set_applied_torque(RID p_body, const Vector3 &p_torque) = 0;
virtual Vector3 body_get_applied_torque(RID p_body) const = 0;
virtual void body_add_central_force(RID p_body, const Vector3 &p_force) = 0;
virtual void body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0;
virtual void body_add_torque(RID p_body, const Vector3 &p_torque) = 0;
virtual void body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) = 0;
virtual void body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) = 0;
virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) = 0;
virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) = 0;
enum BodyAxis {
BODY_AXIS_LINEAR_X = 1 << 0,
BODY_AXIS_LINEAR_Y = 1 << 1,
BODY_AXIS_LINEAR_Z = 1 << 2,
BODY_AXIS_ANGULAR_X = 1 << 3,
BODY_AXIS_ANGULAR_Y = 1 << 4,
BODY_AXIS_ANGULAR_Z = 1 << 5
};
virtual void body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) = 0;
virtual bool body_is_axis_locked(RID p_body, BodyAxis p_axis) const = 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<RID> *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, PhysicsDirectBodyState3D *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 void body_set_ray_pickable(RID p_body, bool p_enable) = 0;
// this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectBodyState3D *body_get_direct_state(RID p_body) = 0;
struct MotionParameters {
Transform3D from;
Vector3 motion;
real_t margin = 0.001;
int max_collisions = 1;
bool collide_separation_ray = false;
Set<RID> exclude_bodies;
Set<ObjectID> exclude_objects;
MotionParameters() {}
MotionParameters(const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin = 0.001) :
from(p_from),
motion(p_motion),
margin(p_margin) {}
};
struct MotionCollision {
Vector3 position;
Vector3 normal;
Vector3 collider_velocity;
real_t depth = 0.0;
int local_shape = 0;
ObjectID collider_id;
RID collider;
int collider_shape = 0;
real_t get_angle(Vector3 p_up_direction) const {
return Math::acos(normal.dot(p_up_direction));
}
};
struct MotionResult {
Vector3 travel;
Vector3 remainder;
real_t collision_safe_fraction = 0.0;
real_t collision_unsafe_fraction = 0.0;
static const int MAX_COLLISIONS = 32;
MotionCollision collisions[MAX_COLLISIONS];
int collision_count = 0;
};
virtual bool body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result = nullptr) = 0;
/* SOFT BODY */
virtual RID soft_body_create() = 0;
virtual void soft_body_update_rendering_server(RID p_body, RenderingServerHandler *p_rendering_server_handler) = 0;
virtual void soft_body_set_space(RID p_body, RID p_space) = 0;
virtual RID soft_body_get_space(RID p_body) const = 0;
virtual void soft_body_set_mesh(RID p_body, RID p_mesh) = 0;
virtual AABB soft_body_get_bounds(RID p_body) const = 0;
virtual void soft_body_set_collision_layer(RID p_body, uint32_t p_layer) = 0;
virtual uint32_t soft_body_get_collision_layer(RID p_body) const = 0;
virtual void soft_body_set_collision_mask(RID p_body, uint32_t p_mask) = 0;
virtual uint32_t soft_body_get_collision_mask(RID p_body) const = 0;
virtual void soft_body_add_collision_exception(RID p_body, RID p_body_b) = 0;
virtual void soft_body_remove_collision_exception(RID p_body, RID p_body_b) = 0;
virtual void soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) = 0;
virtual void soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) = 0;
virtual Variant soft_body_get_state(RID p_body, BodyState p_state) const = 0;
virtual void soft_body_set_transform(RID p_body, const Transform3D &p_transform) = 0;
virtual void soft_body_set_ray_pickable(RID p_body, bool p_enable) = 0;
virtual void soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) = 0;
virtual int soft_body_get_simulation_precision(RID p_body) const = 0;
virtual void soft_body_set_total_mass(RID p_body, real_t p_total_mass) = 0;
virtual real_t soft_body_get_total_mass(RID p_body) const = 0;
virtual void soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) = 0;
virtual real_t soft_body_get_linear_stiffness(RID p_body) const = 0;
virtual void soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) = 0;
virtual real_t soft_body_get_pressure_coefficient(RID p_body) const = 0;
virtual void soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) = 0;
virtual real_t soft_body_get_damping_coefficient(RID p_body) const = 0;
virtual void soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) = 0;
virtual real_t soft_body_get_drag_coefficient(RID p_body) const = 0;
virtual void soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) = 0;
virtual Vector3 soft_body_get_point_global_position(RID p_body, int p_point_index) const = 0;
virtual void soft_body_remove_all_pinned_points(RID p_body) = 0;
virtual void soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) = 0;
virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index) const = 0;
/* JOINT API */
enum JointType {
JOINT_TYPE_PIN,
JOINT_TYPE_HINGE,
JOINT_TYPE_SLIDER,
JOINT_TYPE_CONE_TWIST,
JOINT_TYPE_6DOF,
JOINT_TYPE_MAX,
};
virtual RID joint_create() = 0;
virtual void joint_clear(RID p_joint) = 0;
virtual JointType joint_get_type(RID p_joint) const = 0;
virtual void joint_set_solver_priority(RID p_joint, int p_priority) = 0;
virtual int joint_get_solver_priority(RID p_joint) 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, RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) = 0;
enum PinJointParam {
PIN_JOINT_BIAS,
PIN_JOINT_DAMPING,
PIN_JOINT_IMPULSE_CLAMP
};
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;
virtual void pin_joint_set_local_a(RID p_joint, const Vector3 &p_A) = 0;
virtual Vector3 pin_joint_get_local_a(RID p_joint) const = 0;
virtual void pin_joint_set_local_b(RID p_joint, const Vector3 &p_B) = 0;
virtual Vector3 pin_joint_get_local_b(RID p_joint) const = 0;
enum HingeJointParam {
HINGE_JOINT_BIAS,
HINGE_JOINT_LIMIT_UPPER,
HINGE_JOINT_LIMIT_LOWER,
HINGE_JOINT_LIMIT_BIAS,
HINGE_JOINT_LIMIT_SOFTNESS,
HINGE_JOINT_LIMIT_RELAXATION,
HINGE_JOINT_MOTOR_TARGET_VELOCITY,
HINGE_JOINT_MOTOR_MAX_IMPULSE,
HINGE_JOINT_MAX
};
enum HingeJointFlag {
HINGE_JOINT_FLAG_USE_LIMIT,
HINGE_JOINT_FLAG_ENABLE_MOTOR,
HINGE_JOINT_FLAG_MAX
};
virtual void joint_make_hinge(RID p_joint, RID p_body_A, const Transform3D &p_hinge_A, RID p_body_B, const Transform3D &p_hinge_B) = 0;
virtual void joint_make_hinge_simple(RID p_joint, RID p_body_A, const Vector3 &p_pivot_A, const Vector3 &p_axis_A, RID p_body_B, const Vector3 &p_pivot_B, const Vector3 &p_axis_B) = 0;
virtual void hinge_joint_set_param(RID p_joint, HingeJointParam p_param, real_t p_value) = 0;
virtual real_t hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const = 0;
virtual void hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value) = 0;
virtual bool hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const = 0;
enum SliderJointParam {
SLIDER_JOINT_LINEAR_LIMIT_UPPER,
SLIDER_JOINT_LINEAR_LIMIT_LOWER,
SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS,
SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION,
SLIDER_JOINT_LINEAR_LIMIT_DAMPING,
SLIDER_JOINT_LINEAR_MOTION_SOFTNESS,
SLIDER_JOINT_LINEAR_MOTION_RESTITUTION,
SLIDER_JOINT_LINEAR_MOTION_DAMPING,
SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS,
SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION,
SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING,
SLIDER_JOINT_ANGULAR_LIMIT_UPPER,
SLIDER_JOINT_ANGULAR_LIMIT_LOWER,
SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS,
SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION,
SLIDER_JOINT_ANGULAR_LIMIT_DAMPING,
SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS,
SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION,
SLIDER_JOINT_ANGULAR_MOTION_DAMPING,
SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS,
SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION,
SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING,
SLIDER_JOINT_MAX
};
virtual void joint_make_slider(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) = 0; //reference frame is A
virtual void slider_joint_set_param(RID p_joint, SliderJointParam p_param, real_t p_value) = 0;
virtual real_t slider_joint_get_param(RID p_joint, SliderJointParam p_param) const = 0;
enum ConeTwistJointParam {
CONE_TWIST_JOINT_SWING_SPAN,
CONE_TWIST_JOINT_TWIST_SPAN,
CONE_TWIST_JOINT_BIAS,
CONE_TWIST_JOINT_SOFTNESS,
CONE_TWIST_JOINT_RELAXATION,
CONE_TWIST_MAX
};
virtual void joint_make_cone_twist(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) = 0; //reference frame is A
virtual void cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, real_t p_value) = 0;
virtual real_t cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const = 0;
enum G6DOFJointAxisParam {
G6DOF_JOINT_LINEAR_LOWER_LIMIT,
G6DOF_JOINT_LINEAR_UPPER_LIMIT,
G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS,
G6DOF_JOINT_LINEAR_RESTITUTION,
G6DOF_JOINT_LINEAR_DAMPING,
G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY,
G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT,
G6DOF_JOINT_LINEAR_SPRING_STIFFNESS,
G6DOF_JOINT_LINEAR_SPRING_DAMPING,
G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT,
G6DOF_JOINT_ANGULAR_LOWER_LIMIT,
G6DOF_JOINT_ANGULAR_UPPER_LIMIT,
G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS,
G6DOF_JOINT_ANGULAR_DAMPING,
G6DOF_JOINT_ANGULAR_RESTITUTION,
G6DOF_JOINT_ANGULAR_FORCE_LIMIT,
G6DOF_JOINT_ANGULAR_ERP,
G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY,
G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT,
G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS,
G6DOF_JOINT_ANGULAR_SPRING_DAMPING,
G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT,
G6DOF_JOINT_MAX
};
enum G6DOFJointAxisFlag {
G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT,
G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT,
G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING,
G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING,
G6DOF_JOINT_FLAG_ENABLE_MOTOR,
G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR,
G6DOF_JOINT_FLAG_MAX
};
virtual void joint_make_generic_6dof(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) = 0; //reference frame is A
virtual void generic_6dof_joint_set_param(RID p_joint, Vector3::Axis, G6DOFJointAxisParam p_param, real_t p_value) = 0;
virtual real_t generic_6dof_joint_get_param(RID p_joint, Vector3::Axis, G6DOFJointAxisParam p_param) const = 0;
virtual void generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis, G6DOFJointAxisFlag p_flag, bool p_enable) = 0;
virtual bool generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis, G6DOFJointAxisFlag p_flag) 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;
PhysicsServer3D();
~PhysicsServer3D();
};
class PhysicsRayQueryParameters3D : public RefCounted {
GDCLASS(PhysicsRayQueryParameters3D, RefCounted);
PhysicsDirectSpaceState3D::RayParameters parameters;
protected:
static void _bind_methods();
public:
const PhysicsDirectSpaceState3D::RayParameters &get_parameters() const { return parameters; }
void set_from(const Vector3 &p_from) { parameters.from = p_from; }
const Vector3 &get_from() const { return parameters.from; }
void set_to(const Vector3 &p_to) { parameters.to = p_to; }
const Vector3 &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_hit_back_faces(bool p_enable) { parameters.hit_back_faces = p_enable; }
bool is_hit_back_faces_enabled() const { return parameters.hit_back_faces; }
void set_exclude(const Vector<RID> &p_exclude);
Vector<RID> get_exclude() const;
};
class PhysicsPointQueryParameters3D : public RefCounted {
GDCLASS(PhysicsPointQueryParameters3D, RefCounted);
PhysicsDirectSpaceState3D::PointParameters parameters;
protected:
static void _bind_methods();
public:
const PhysicsDirectSpaceState3D::PointParameters &get_parameters() const { return parameters; }
void set_position(const Vector3 &p_position) { parameters.position = p_position; }
const Vector3 &get_position() const { return parameters.position; }
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 Vector<RID> &p_exclude);
Vector<RID> get_exclude() const;
};
class PhysicsShapeQueryParameters3D : public RefCounted {
GDCLASS(PhysicsShapeQueryParameters3D, RefCounted);
PhysicsDirectSpaceState3D::ShapeParameters parameters;
RES shape_ref;
protected:
static void _bind_methods();
public:
const PhysicsDirectSpaceState3D::ShapeParameters &get_parameters() const { return parameters; }
void set_shape(const RES &p_shape_ref);
RES 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 Transform3D &p_transform) { parameters.transform = p_transform; }
const Transform3D &get_transform() const { return parameters.transform; }
void set_motion(const Vector3 &p_motion) { parameters.motion = p_motion; }
const Vector3 &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 Vector<RID> &p_exclude);
Vector<RID> get_exclude() const;
};
class PhysicsTestMotionParameters3D : public RefCounted {
GDCLASS(PhysicsTestMotionParameters3D, RefCounted);
PhysicsServer3D::MotionParameters parameters;
protected:
static void _bind_methods();
public:
const PhysicsServer3D::MotionParameters &get_parameters() const { return parameters; }
const Transform3D &get_from() const { return parameters.from; }
void set_from(const Transform3D &p_from) { parameters.from = p_from; }
const Vector3 &get_motion() const { return parameters.motion; }
void set_motion(const Vector3 &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; }
int get_max_collisions() const { return parameters.max_collisions; }
void set_max_collisions(int p_max_collisions) { parameters.max_collisions = p_max_collisions; }
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<RID> get_exclude_bodies() const;
void set_exclude_bodies(const Vector<RID> &p_exclude);
Array get_exclude_objects() const;
void set_exclude_objects(const Array &p_exclude);
};
class PhysicsTestMotionResult3D : public RefCounted {
GDCLASS(PhysicsTestMotionResult3D, RefCounted);
PhysicsServer3D::MotionResult result;
protected:
static void _bind_methods();
public:
PhysicsServer3D::MotionResult *get_result_ptr() const { return const_cast<PhysicsServer3D::MotionResult *>(&result); }
Vector3 get_travel() const;
Vector3 get_remainder() const;
real_t get_collision_safe_fraction() const;
real_t get_collision_unsafe_fraction() const;
int get_collision_count() const;
Vector3 get_collision_point(int p_collision_index = 0) const;
Vector3 get_collision_normal(int p_collision_index = 0) const;
Vector3 get_collider_velocity(int p_collision_index = 0) const;
ObjectID get_collider_id(int p_collision_index = 0) const;
RID get_collider_rid(int p_collision_index = 0) const;
Object *get_collider(int p_collision_index = 0) const;
int get_collider_shape(int p_collision_index = 0) const;
int get_collision_local_shape(int p_collision_index = 0) const;
real_t get_collision_depth(int p_collision_index = 0) const;
};
typedef PhysicsServer3D *(*CreatePhysicsServer3DCallback)();
class PhysicsServer3DManager {
struct ClassInfo {
String name;
CreatePhysicsServer3DCallback create_callback = nullptr;
ClassInfo() {}
ClassInfo(String p_name, CreatePhysicsServer3DCallback 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;
}
};
static Vector<ClassInfo> physics_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, CreatePhysicsServer3DCallback 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 PhysicsServer3D *new_default_server();
static PhysicsServer3D *new_server(const String &p_name);
};
VARIANT_ENUM_CAST(PhysicsServer3D::ShapeType);
VARIANT_ENUM_CAST(PhysicsServer3D::SpaceParameter);
VARIANT_ENUM_CAST(PhysicsServer3D::AreaParameter);
VARIANT_ENUM_CAST(PhysicsServer3D::AreaSpaceOverrideMode);
VARIANT_ENUM_CAST(PhysicsServer3D::BodyMode);
VARIANT_ENUM_CAST(PhysicsServer3D::BodyParameter);
VARIANT_ENUM_CAST(PhysicsServer3D::BodyDampMode);
VARIANT_ENUM_CAST(PhysicsServer3D::BodyState);
VARIANT_ENUM_CAST(PhysicsServer3D::BodyAxis);
VARIANT_ENUM_CAST(PhysicsServer3D::PinJointParam);
VARIANT_ENUM_CAST(PhysicsServer3D::JointType);
VARIANT_ENUM_CAST(PhysicsServer3D::HingeJointParam);
VARIANT_ENUM_CAST(PhysicsServer3D::HingeJointFlag);
VARIANT_ENUM_CAST(PhysicsServer3D::SliderJointParam);
VARIANT_ENUM_CAST(PhysicsServer3D::ConeTwistJointParam);
VARIANT_ENUM_CAST(PhysicsServer3D::G6DOFJointAxisParam);
VARIANT_ENUM_CAST(PhysicsServer3D::G6DOFJointAxisFlag);
VARIANT_ENUM_CAST(PhysicsServer3D::AreaBodyStatus);
VARIANT_ENUM_CAST(PhysicsServer3D::ProcessInfo);
#endif // PHYSICS_SERVER_3D_H
|