godot/servers/physics_2d/body_direct_state_2d_sw.cpp
PouleyKetchoupp d0ec46be68 Remove shape metadata from 2D physics server
Shape metadata was only used to get tile information when colliding with
tilemaps. It's not needed anymore since there's an API in tilemap using
body ids instead.
2021-09-30 10:45:36 -07:00

179 lines
6.7 KiB
C++

/*************************************************************************/
/* body_direct_state_2d_sw.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "body_direct_state_2d_sw.h"
#include "body_2d_sw.h"
#include "physics_server_2d_sw.h"
#include "space_2d_sw.h"
Vector2 PhysicsDirectBodyState2DSW::get_total_gravity() const {
return body->gravity;
}
real_t PhysicsDirectBodyState2DSW::get_total_angular_damp() const {
return body->area_angular_damp;
}
real_t PhysicsDirectBodyState2DSW::get_total_linear_damp() const {
return body->area_linear_damp;
}
Vector2 PhysicsDirectBodyState2DSW::get_center_of_mass() const {
return body->get_center_of_mass();
}
real_t PhysicsDirectBodyState2DSW::get_inverse_mass() const {
return body->get_inv_mass();
}
real_t PhysicsDirectBodyState2DSW::get_inverse_inertia() const {
return body->get_inv_inertia();
}
void PhysicsDirectBodyState2DSW::set_linear_velocity(const Vector2 &p_velocity) {
body->set_active(true);
body->set_linear_velocity(p_velocity);
}
Vector2 PhysicsDirectBodyState2DSW::get_linear_velocity() const {
return body->get_linear_velocity();
}
void PhysicsDirectBodyState2DSW::set_angular_velocity(real_t p_velocity) {
body->set_active(true);
body->set_angular_velocity(p_velocity);
}
real_t PhysicsDirectBodyState2DSW::get_angular_velocity() const {
return body->get_angular_velocity();
}
void PhysicsDirectBodyState2DSW::set_transform(const Transform2D &p_transform) {
body->set_state(PhysicsServer2D::BODY_STATE_TRANSFORM, p_transform);
}
Transform2D PhysicsDirectBodyState2DSW::get_transform() const {
return body->get_transform();
}
Vector2 PhysicsDirectBodyState2DSW::get_velocity_at_local_position(const Vector2 &p_position) const {
return body->get_velocity_in_local_point(p_position);
}
void PhysicsDirectBodyState2DSW::add_central_force(const Vector2 &p_force) {
body->set_active(true);
body->add_central_force(p_force);
}
void PhysicsDirectBodyState2DSW::add_force(const Vector2 &p_force, const Vector2 &p_position) {
body->set_active(true);
body->add_force(p_force, p_position);
}
void PhysicsDirectBodyState2DSW::add_torque(real_t p_torque) {
body->set_active(true);
body->add_torque(p_torque);
}
void PhysicsDirectBodyState2DSW::apply_central_impulse(const Vector2 &p_impulse) {
body->set_active(true);
body->apply_central_impulse(p_impulse);
}
void PhysicsDirectBodyState2DSW::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
body->set_active(true);
body->apply_impulse(p_impulse, p_position);
}
void PhysicsDirectBodyState2DSW::apply_torque_impulse(real_t p_torque) {
body->set_active(true);
body->apply_torque_impulse(p_torque);
}
void PhysicsDirectBodyState2DSW::set_sleep_state(bool p_enable) {
body->set_active(!p_enable);
}
bool PhysicsDirectBodyState2DSW::is_sleeping() const {
return !body->is_active();
}
int PhysicsDirectBodyState2DSW::get_contact_count() const {
return body->contact_count;
}
Vector2 PhysicsDirectBodyState2DSW::get_contact_local_position(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
return body->contacts[p_contact_idx].local_pos;
}
Vector2 PhysicsDirectBodyState2DSW::get_contact_local_normal(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
return body->contacts[p_contact_idx].local_normal;
}
int PhysicsDirectBodyState2DSW::get_contact_local_shape(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1);
return body->contacts[p_contact_idx].local_shape;
}
RID PhysicsDirectBodyState2DSW::get_contact_collider(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID());
return body->contacts[p_contact_idx].collider;
}
Vector2 PhysicsDirectBodyState2DSW::get_contact_collider_position(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
return body->contacts[p_contact_idx].collider_pos;
}
ObjectID PhysicsDirectBodyState2DSW::get_contact_collider_id(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID());
return body->contacts[p_contact_idx].collider_instance_id;
}
int PhysicsDirectBodyState2DSW::get_contact_collider_shape(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0);
return body->contacts[p_contact_idx].collider_shape;
}
Vector2 PhysicsDirectBodyState2DSW::get_contact_collider_velocity_at_position(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
return body->contacts[p_contact_idx].collider_velocity_at_pos;
}
PhysicsDirectSpaceState2D *PhysicsDirectBodyState2DSW::get_space_state() {
return body->get_space()->get_direct_state();
}
real_t PhysicsDirectBodyState2DSW::get_step() const {
return body->get_space()->get_last_step();
}