godot/servers/physics_2d/physics_2d_server_sw.h
Juan Linietsky 83d9a692be Ability to visually debug geometry visually:
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -03:00

272 lines
11 KiB
C++

/*************************************************************************/
/* physics_2d_server_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2015 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_2D_SERVER_SW
#define PHYSICS_2D_SERVER_SW
#include "servers/physics_2d_server.h"
#include "shape_2d_sw.h"
#include "space_2d_sw.h"
#include "step_2d_sw.h"
#include "joints_2d_sw.h"
class Physics2DServerSW : public Physics2DServer {
OBJ_TYPE( Physics2DServerSW, Physics2DServer );
friend class Physics2DDirectSpaceStateSW;
bool active;
int iterations;
bool doing_sync;
real_t last_step;
int island_count;
int active_objects;
int collision_pairs;
bool using_threads;
Step2DSW *stepper;
Set<const Space2DSW*> active_spaces;
Physics2DDirectBodyStateSW *direct_state;
mutable RID_Owner<Shape2DSW> shape_owner;
mutable RID_Owner<Space2DSW> space_owner;
mutable RID_Owner<Area2DSW> area_owner;
mutable RID_Owner<Body2DSW> body_owner;
mutable RID_Owner<Joint2DSW> joint_owner;
// void _clear_query(Query2DSW *p_query);
public:
struct CollCbkData {
Vector2 valid_dir;
float valid_depth;
int max;
int amount;
Vector2 *ptr;
};
static void _shape_col_cbk(const Vector2& p_point_A,const Vector2& p_point_B,void *p_userdata);
virtual RID shape_create(ShapeType p_shape);
virtual void shape_set_data(RID p_shape, const Variant& p_data);
virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias);
virtual ShapeType shape_get_type(RID p_shape) const;
virtual Variant shape_get_data(RID p_shape) const;
virtual real_t shape_get_custom_solver_bias(RID p_shape) const;
virtual bool shape_collide(RID p_shape_A, const Matrix32& p_xform_A,const Vector2& p_motion_A,RID p_shape_B, const Matrix32& p_xform_B, const Vector2& p_motion_B,Vector2 *r_results,int p_result_max,int &r_result_count);
/* SPACE API */
virtual RID space_create();
virtual void space_set_active(RID p_space,bool p_active);
virtual bool space_is_active(RID p_space) const;
virtual void space_set_param(RID p_space,SpaceParameter p_param, real_t p_value);
virtual real_t space_get_param(RID p_space,SpaceParameter p_param) const;
virtual void space_set_debug_contacts(RID p_space,int p_max_contacts);
virtual Vector<Vector2> space_get_contacts(RID p_space) const;
virtual int space_get_contact_count(RID p_space) const;
// this function only works on fixed process, errors and returns null otherwise
virtual Physics2DDirectSpaceState* space_get_direct_state(RID p_space);
/* AREA API */
virtual RID area_create();
virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode);
virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const;
virtual void area_set_space(RID p_area, RID p_space);
virtual RID area_get_space(RID p_area) const;
virtual void area_add_shape(RID p_area, RID p_shape, const Matrix32& p_transform=Matrix32());
virtual void area_set_shape(RID p_area, int p_shape_idx,RID p_shape);
virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Matrix32& p_transform);
virtual int area_get_shape_count(RID p_area) const;
virtual RID area_get_shape(RID p_area, int p_shape_idx) const;
virtual Matrix32 area_get_shape_transform(RID p_area, int p_shape_idx) const;
virtual void area_remove_shape(RID p_area, int p_shape_idx);
virtual void area_clear_shapes(RID p_area);
virtual void area_attach_object_instance_ID(RID p_area,ObjectID p_ID);
virtual ObjectID area_get_object_instance_ID(RID p_area) const;
virtual void area_set_param(RID p_area,AreaParameter p_param,const Variant& p_value);
virtual void area_set_transform(RID p_area, const Matrix32& p_transform);
virtual Variant area_get_param(RID p_parea,AreaParameter p_param) const;
virtual Matrix32 area_get_transform(RID p_area) const;
virtual void area_set_monitorable(RID p_area,bool p_monitorable);
virtual void area_set_collision_mask(RID p_area,uint32_t p_mask);
virtual void area_set_layer_mask(RID p_area,uint32_t p_mask);
virtual void area_set_monitor_callback(RID p_area,Object *p_receiver,const StringName& p_method);
virtual void area_set_area_monitor_callback(RID p_area,Object *p_receiver,const StringName& p_method);
virtual void area_set_pickable(RID p_area,bool p_pickable);
/* BODY API */
// create a body of a given type
virtual RID body_create(BodyMode p_mode=BODY_MODE_RIGID,bool p_init_sleeping=false);
virtual void body_set_space(RID p_body, RID p_space);
virtual RID body_get_space(RID p_body) const;
virtual void body_set_mode(RID p_body, BodyMode p_mode);
virtual BodyMode body_get_mode(RID p_body) const;
virtual void body_add_shape(RID p_body, RID p_shape, const Matrix32& p_transform=Matrix32());
virtual void body_set_shape(RID p_body, int p_shape_idx,RID p_shape);
virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Matrix32& p_transform);
virtual void body_set_shape_metadata(RID p_body, int p_shape_idx, const Variant& p_metadata);
virtual int body_get_shape_count(RID p_body) const;
virtual RID body_get_shape(RID p_body, int p_shape_idx) const;
virtual Matrix32 body_get_shape_transform(RID p_body, int p_shape_idx) const;
virtual Variant body_get_shape_metadata(RID p_body, int p_shape_idx) const;
virtual void body_remove_shape(RID p_body, int p_shape_idx);
virtual void body_clear_shapes(RID p_body);
virtual void body_set_shape_as_trigger(RID p_body, int p_shape_idx,bool p_enable);
virtual bool body_is_shape_set_as_trigger(RID p_body, int p_shape_idx) const;
virtual void body_attach_object_instance_ID(RID p_body,uint32_t p_ID);
virtual uint32_t body_get_object_instance_ID(RID p_body) const;
virtual void body_set_continuous_collision_detection_mode(RID p_body,CCDMode p_mode);
virtual CCDMode body_get_continuous_collision_detection_mode(RID p_body) const;
virtual void body_set_layer_mask(RID p_body, uint32_t p_mask);
virtual uint32_t body_get_layer_mask(RID p_body) const;
virtual void body_set_collision_mask(RID p_body, uint32_t p_mask);
virtual uint32_t body_get_collision_mask(RID p_) const;
virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value);
virtual float body_get_param(RID p_body, BodyParameter p_param) const;
virtual void body_set_state(RID p_body, BodyState p_state, const Variant& p_variant);
virtual Variant body_get_state(RID p_body, BodyState p_state) const;
virtual void body_set_applied_force(RID p_body, const Vector2& p_force);
virtual Vector2 body_get_applied_force(RID p_body) const;
virtual void body_set_applied_torque(RID p_body, float p_torque);
virtual float body_get_applied_torque(RID p_body) const;
virtual void body_apply_impulse(RID p_body, const Vector2& p_pos, const Vector2& p_impulse);
virtual void body_set_axis_velocity(RID p_body, const Vector2& p_axis_velocity);
virtual void body_add_collision_exception(RID p_body, RID p_body_b);
virtual void body_remove_collision_exception(RID p_body, RID p_body_b);
virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions);
virtual void body_set_contacts_reported_depth_treshold(RID p_body, float p_treshold);
virtual float body_get_contacts_reported_depth_treshold(RID p_body) const;
virtual void body_set_omit_force_integration(RID p_body,bool p_omit);
virtual bool body_is_omitting_force_integration(RID p_body) const;
virtual void body_set_max_contacts_reported(RID p_body, int p_contacts);
virtual int body_get_max_contacts_reported(RID p_body) const;
virtual void body_set_one_way_collision_direction(RID p_body,const Vector2& p_direction);
virtual Vector2 body_get_one_way_collision_direction(RID p_body) const;
virtual void body_set_one_way_collision_max_depth(RID p_body,float p_max_depth);
virtual float body_get_one_way_collision_max_depth(RID p_body) const;
virtual void body_set_force_integration_callback(RID p_body,Object *p_receiver,const StringName& p_method,const Variant& p_udata=Variant());
virtual bool body_collide_shape(RID p_body, int p_body_shape,RID p_shape, const Matrix32& p_shape_xform,const Vector2& p_motion,Vector2 *r_results,int p_result_max,int &r_result_count);
virtual void body_set_pickable(RID p_body,bool p_pickable);
virtual bool body_test_motion(RID p_body,const Vector2& p_motion,float p_margin=0.001,MotionResult *r_result=NULL);
/* JOINT API */
virtual void joint_set_param(RID p_joint, JointParam p_param, real_t p_value);
virtual real_t joint_get_param(RID p_joint,JointParam p_param) const;
virtual RID pin_joint_create(const Vector2& p_pos,RID p_body_a,RID p_body_b=RID());
virtual RID groove_joint_create(const Vector2& p_a_groove1,const Vector2& p_a_groove2, const Vector2& p_b_anchor, RID p_body_a,RID p_body_b);
virtual RID damped_spring_joint_create(const Vector2& p_anchor_a,const Vector2& p_anchor_b,RID p_body_a,RID p_body_b=RID());
virtual void damped_string_joint_set_param(RID p_joint, DampedStringParam p_param, real_t p_value);
virtual real_t damped_string_joint_get_param(RID p_joint, DampedStringParam p_param) const;
virtual JointType joint_get_type(RID p_joint) const;
/* MISC */
virtual void free(RID p_rid);
virtual void set_active(bool p_active);
virtual void init();
virtual void step(float p_step);
virtual void sync();
virtual void flush_queries();
virtual void end_sync();
virtual void finish();
int get_process_info(ProcessInfo p_info);
Physics2DServerSW();
~Physics2DServerSW();
};
#endif