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If the module is enabled (default), 2D physics works as it did before. If the module is disabled and no other 2D physics server is registered (via a module or GDExtension), then we fall back to a dummy implementation which effectively disables 2D physics functionality (and a warning is printed). The dummy 2D physics server can also be selected explicitly, in which case no warning is printed.
105 lines
5.3 KiB
C++
105 lines
5.3 KiB
C++
/**************************************************************************/
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/* godot_body_direct_state_2d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_BODY_DIRECT_STATE_2D_H
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#define GODOT_BODY_DIRECT_STATE_2D_H
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#include "servers/physics_server_2d.h"
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class GodotBody2D;
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class GodotPhysicsDirectBodyState2D : public PhysicsDirectBodyState2D {
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GDCLASS(GodotPhysicsDirectBodyState2D, PhysicsDirectBodyState2D);
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public:
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GodotBody2D *body = nullptr;
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virtual Vector2 get_total_gravity() const override;
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virtual real_t get_total_angular_damp() const override;
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virtual real_t get_total_linear_damp() const override;
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virtual Vector2 get_center_of_mass() const override;
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virtual Vector2 get_center_of_mass_local() const override;
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virtual real_t get_inverse_mass() const override;
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virtual real_t get_inverse_inertia() const override;
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virtual void set_linear_velocity(const Vector2 &p_velocity) override;
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virtual Vector2 get_linear_velocity() const override;
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virtual void set_angular_velocity(real_t p_velocity) override;
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virtual real_t get_angular_velocity() const override;
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virtual void set_transform(const Transform2D &p_transform) override;
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virtual Transform2D get_transform() const override;
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virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const override;
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virtual void apply_central_impulse(const Vector2 &p_impulse) override;
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virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override;
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virtual void apply_torque_impulse(real_t p_torque) override;
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virtual void apply_central_force(const Vector2 &p_force) override;
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virtual void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
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virtual void apply_torque(real_t p_torque) override;
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virtual void add_constant_central_force(const Vector2 &p_force) override;
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virtual void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
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virtual void add_constant_torque(real_t p_torque) override;
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virtual void set_constant_force(const Vector2 &p_force) override;
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virtual Vector2 get_constant_force() const override;
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virtual void set_constant_torque(real_t p_torque) override;
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virtual real_t get_constant_torque() const override;
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virtual void set_sleep_state(bool p_enable) override;
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virtual bool is_sleeping() const override;
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virtual int get_contact_count() const override;
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virtual Vector2 get_contact_local_position(int p_contact_idx) const override;
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virtual Vector2 get_contact_local_normal(int p_contact_idx) const override;
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virtual int get_contact_local_shape(int p_contact_idx) const override;
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virtual Vector2 get_contact_local_velocity_at_position(int p_contact_idx) const override;
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virtual RID get_contact_collider(int p_contact_idx) const override;
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virtual Vector2 get_contact_collider_position(int p_contact_idx) const override;
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virtual ObjectID get_contact_collider_id(int p_contact_idx) const override;
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virtual int get_contact_collider_shape(int p_contact_idx) const override;
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virtual Vector2 get_contact_collider_velocity_at_position(int p_contact_idx) const override;
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virtual Vector2 get_contact_impulse(int p_contact_idx) const override;
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virtual PhysicsDirectSpaceState2D *get_space_state() override;
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virtual real_t get_step() const override;
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};
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#endif // GODOT_BODY_DIRECT_STATE_2D_H
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