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Diffstat (limited to 'scene/2d/physics_body_2d.h')
| -rw-r--r-- | scene/2d/physics_body_2d.h | 232 |
1 files changed, 232 insertions, 0 deletions
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h new file mode 100644 index 000000000..9eff59d8a --- /dev/null +++ b/scene/2d/physics_body_2d.h @@ -0,0 +1,232 @@ +/*************************************************************************/ +/* physics_body_2d.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef PHYSICS_BODY_2D_H +#define PHYSICS_BODY_2D_H + +#include "scene/2d/collision_object_2d.h" +#include "servers/physics_2d_server.h" +#include "vset.h" + + +class PhysicsBody2D : public CollisionObject2D { + + OBJ_TYPE(PhysicsBody2D,CollisionObject2D); + +protected: + + void _notification(int p_what); + PhysicsBody2D(Physics2DServer::BodyMode p_mode); +public: + + PhysicsBody2D(); + +}; + +class StaticBody2D : public PhysicsBody2D { + + OBJ_TYPE(StaticBody2D,PhysicsBody2D); + + Matrix32 *pre_xform; + //RID query; + bool setting; + bool pending; + bool simulating_motion; + Vector2 constant_linear_velocity; + real_t constant_angular_velocity; + void _update_xform(); + void _state_notify(Object *p_object); + + real_t bounce; + real_t friction; + + +protected: + + void _notification(int p_what); + static void _bind_methods(); + +public: + + void set_friction(real_t p_friction); + real_t get_friction() const; + + void set_bounce(real_t p_bounce); + real_t get_bounce() const; + + void set_simulate_motion(bool p_enable); + bool is_simulating_motion() const; + + void set_constant_linear_velocity(const Vector2& p_vel); + void set_constant_angular_velocity(real_t p_vel); + + Vector2 get_constant_linear_velocity() const; + real_t get_constant_angular_velocity() const; + + StaticBody2D(); + ~StaticBody2D(); + +}; + +class RigidBody2D : public PhysicsBody2D { + + OBJ_TYPE(RigidBody2D,PhysicsBody2D); +public: + + enum Mode { + MODE_RIGID, + MODE_STATIC, + MODE_CHARACTER, + MODE_STATIC_ACTIVE, + }; +private: + + bool can_sleep; + Physics2DDirectBodyState *state; + Mode mode; + + real_t bounce; + real_t mass; + real_t friction; + + Vector2 linear_velocity; + real_t angular_velocity; + bool active; + bool ccd; + + + int max_contacts_reported; + + bool custom_integrator; + + + struct ShapePair { + + int body_shape; + int local_shape; + bool tagged; + bool operator<(const ShapePair& p_sp) const { + if (body_shape==p_sp.body_shape) + return local_shape < p_sp.local_shape; + else + return body_shape < p_sp.body_shape; + } + + ShapePair() {} + ShapePair(int p_bs, int p_ls) { body_shape=p_bs; local_shape=p_ls; } + }; + struct RigidBody2D_RemoveAction { + + + ObjectID body_id; + ShapePair pair; + + }; + struct BodyState { + + int rc; + bool in_scene; + VSet<ShapePair> shapes; + }; + + struct ContactMonitor { + + + Map<ObjectID,BodyState> body_map; + + }; + + + ContactMonitor *contact_monitor; + void _body_enter_scene(ObjectID p_id); + void _body_exit_scene(ObjectID p_id); + + + void _body_inout(int p_status, ObjectID p_instance, int p_body_shape,int p_local_shape); + void _direct_state_changed(Object *p_state); + + +protected: + + void _notification(int p_what); + static void _bind_methods(); +public: + + void set_mode(Mode p_mode); + Mode get_mode() const; + + void set_mass(real_t p_mass); + real_t get_mass() const; + + void set_weight(real_t p_weight); + real_t get_weight() const; + + void set_friction(real_t p_friction); + real_t get_friction() const; + + void set_bounce(real_t p_bounce); + real_t get_bounce() const; + + void set_linear_velocity(const Vector2& p_velocity); + Vector2 get_linear_velocity() const; + + void set_axis_velocity(const Vector2& p_axis); + + void set_angular_velocity(real_t p_velocity); + real_t get_angular_velocity() const; + + void set_use_custom_integrator(bool p_enable); + bool is_using_custom_integrator(); + + void set_active(bool p_active); + bool is_active() const; + + void set_can_sleep(bool p_active); + bool is_able_to_sleep() const; + + void set_contact_monitor(bool p_enabled); + bool is_contact_monitor_enabled() const; + + void set_max_contacts_reported(int p_amount); + int get_max_contacts_reported() const; + + void set_use_continuous_collision_detection(bool p_enable); + bool is_using_continuous_collision_detection() const; + + void apply_impulse(const Vector2& p_pos, const Vector2& p_impulse); + + void set_applied_force(const Vector2& p_force); + Vector2 get_applied_force() const; + + RigidBody2D(); + ~RigidBody2D(); + +}; + +VARIANT_ENUM_CAST(RigidBody2D::Mode); +#endif // PHYSICS_BODY_2D_H |
