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+/*************************************************************************/
+/* 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