godot/servers/physics_server_2d.h
PouleyKetchoupp bf523a2b2a Improved logic for CharacterBody collision recovery depth
Allows 2D character controller to work without applying gravity when
touching the ground (also more safely in 3D), and collision detection
is more flexible with different safe margin values.

Character body motion changes in 2D and 3D:
-Recovery only for depth > min contact depth to help with collision
detection consistency (rest info could be lost if recovery was too much)
-Adaptive min contact depth (based on margin) instead of space parameter

Extra CharacterBody changes:
-2D: apply changes made in 3D for stop on slope and floor snap that help
fixing some jittering cases
-3D: fix minor inconsistencies in stop on slope and floor snap logic
2021-09-27 15:31:41 -07:00

677 lines
27 KiB
C++

/*************************************************************************/
/* physics_server_2d.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef PHYSICS_2D_SERVER_H
#define PHYSICS_2D_SERVER_H
#include "core/io/resource.h"
#include "core/object/class_db.h"
#include "core/object/ref_counted.h"
class PhysicsDirectSpaceState2D;
class PhysicsDirectBodyState2D : public Object {
GDCLASS(PhysicsDirectBodyState2D, Object);
protected:
static void _bind_methods();
public:
virtual Vector2 get_total_gravity() const = 0; // get gravity vector working on this body space/area
virtual real_t get_total_linear_damp() const = 0; // get density of this body space/area
virtual real_t get_total_angular_damp() const = 0; // get density of this body space/area
virtual Vector2 get_center_of_mass() const = 0;
virtual real_t get_inverse_mass() const = 0; // get the mass
virtual real_t get_inverse_inertia() const = 0; // get density of this body space
virtual void set_linear_velocity(const Vector2 &p_velocity) = 0;
virtual Vector2 get_linear_velocity() const = 0;
virtual void set_angular_velocity(real_t p_velocity) = 0;
virtual real_t get_angular_velocity() const = 0;
virtual void set_transform(const Transform2D &p_transform) = 0;
virtual Transform2D get_transform() const = 0;
virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const = 0;
virtual void add_central_force(const Vector2 &p_force) = 0;
virtual void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0;
virtual void add_torque(real_t p_torque) = 0;
virtual void apply_central_impulse(const Vector2 &p_impulse) = 0;
virtual void apply_torque_impulse(real_t p_torque) = 0;
virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) = 0;
virtual void set_sleep_state(bool p_enable) = 0;
virtual bool is_sleeping() const = 0;
virtual int get_contact_count() const = 0;
virtual Vector2 get_contact_local_position(int p_contact_idx) const = 0;
virtual Vector2 get_contact_local_normal(int p_contact_idx) const = 0;
virtual int get_contact_local_shape(int p_contact_idx) const = 0;
virtual RID get_contact_collider(int p_contact_idx) const = 0;
virtual Vector2 get_contact_collider_position(int p_contact_idx) const = 0;
virtual ObjectID get_contact_collider_id(int p_contact_idx) const = 0;
virtual Object *get_contact_collider_object(int p_contact_idx) const;
virtual int get_contact_collider_shape(int p_contact_idx) const = 0;
virtual Variant get_contact_collider_shape_metadata(int p_contact_idx) const = 0;
virtual Vector2 get_contact_collider_velocity_at_position(int p_contact_idx) const = 0;
virtual real_t get_step() const = 0;
virtual void integrate_forces();
virtual PhysicsDirectSpaceState2D *get_space_state() = 0;
PhysicsDirectBodyState2D();
};
//used for script
class PhysicsShapeQueryParameters2D : public RefCounted {
GDCLASS(PhysicsShapeQueryParameters2D, RefCounted);
friend class PhysicsDirectSpaceState2D;
RES shape_ref;
RID shape;
Transform2D transform;
Vector2 motion;
real_t margin = 0.0;
Set<RID> exclude;
uint32_t collision_mask = UINT32_MAX;
bool collide_with_bodies = true;
bool collide_with_areas = false;
protected:
static void _bind_methods();
public:
void set_shape(const RES &p_shape_ref);
RES get_shape() const;
void set_shape_rid(const RID &p_shape);
RID get_shape_rid() const;
void set_transform(const Transform2D &p_transform);
Transform2D get_transform() const;
void set_motion(const Vector2 &p_motion);
Vector2 get_motion() const;
void set_margin(real_t p_margin);
real_t get_margin() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
void set_collide_with_bodies(bool p_enable);
bool is_collide_with_bodies_enabled() const;
void set_collide_with_areas(bool p_enable);
bool is_collide_with_areas_enabled() const;
void set_exclude(const Vector<RID> &p_exclude);
Vector<RID> get_exclude() const;
};
class PhysicsDirectSpaceState2D : public Object {
GDCLASS(PhysicsDirectSpaceState2D, Object);
Dictionary _intersect_ray(const Vector2 &p_from, const Vector2 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
Array _intersect_point(const Vector2 &p_point, int p_max_results = 32, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
Array _intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_intance_id, int p_max_results = 32, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
Array _intersect_point_impl(const Vector2 &p_point, int p_max_results, const Vector<RID> &p_exclud, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_filter_by_canvas = false, ObjectID p_canvas_instance_id = ObjectID());
Array _intersect_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results = 32);
Array _cast_motion(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query);
Array _collide_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results = 32);
Dictionary _get_rest_info(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query);
protected:
static void _bind_methods();
public:
struct RayResult {
Vector2 position;
Vector2 normal;
RID rid;
ObjectID collider_id;
Object *collider = nullptr;
int shape = 0;
Variant metadata;
};
virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
struct ShapeResult {
RID rid;
ObjectID collider_id;
Object *collider = nullptr;
int shape = 0;
Variant metadata;
};
virtual int intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0;
virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0;
virtual int intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
virtual bool cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
struct ShapeRestInfo {
Vector2 point;
Vector2 normal;
RID rid;
ObjectID collider_id;
int shape = 0;
Vector2 linear_velocity; //velocity at contact point
Variant metadata;
};
virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
PhysicsDirectSpaceState2D();
};
class PhysicsTestMotionResult2D;
class PhysicsServer2D : public Object {
GDCLASS(PhysicsServer2D, Object);
static PhysicsServer2D *singleton;
virtual bool _body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin = 0.08, const Ref<PhysicsTestMotionResult2D> &p_result = Ref<PhysicsTestMotionResult2D>(), bool p_collide_separation_ray = false, const Vector<RID> &p_exclude = Vector<RID>());
protected:
static void _bind_methods();
public:
static PhysicsServer2D *get_singleton();
enum ShapeType {
SHAPE_WORLD_BOUNDARY, ///< plane:"plane"
SHAPE_SEPARATION_RAY, ///< float:"length"
SHAPE_SEGMENT, ///< float:"length"
SHAPE_CIRCLE, ///< float:"radius"
SHAPE_RECTANGLE, ///< vec3:"extents"
SHAPE_CAPSULE,
SHAPE_CONVEX_POLYGON, ///< array of planes:"planes"
SHAPE_CONCAVE_POLYGON, ///< Vector2 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector2 array)
SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error
};
virtual RID world_boundary_shape_create() = 0;
virtual RID separation_ray_shape_create() = 0;
virtual RID segment_shape_create() = 0;
virtual RID circle_shape_create() = 0;
virtual RID rectangle_shape_create() = 0;
virtual RID capsule_shape_create() = 0;
virtual RID convex_polygon_shape_create() = 0;
virtual RID concave_polygon_shape_create() = 0;
virtual void shape_set_data(RID p_shape, const Variant &p_data) = 0;
virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias) = 0;
virtual ShapeType shape_get_type(RID p_shape) const = 0;
virtual Variant shape_get_data(RID p_shape) const = 0;
virtual real_t shape_get_custom_solver_bias(RID p_shape) const = 0;
//these work well, but should be used from the main thread only
virtual bool shape_collide(RID p_shape_A, const Transform2D &p_xform_A, const Vector2 &p_motion_A, RID p_shape_B, const Transform2D &p_xform_B, const Vector2 &p_motion_B, Vector2 *r_results, int p_result_max, int &r_result_count) = 0;
/* SPACE API */
virtual RID space_create() = 0;
virtual void space_set_active(RID p_space, bool p_active) = 0;
virtual bool space_is_active(RID p_space) const = 0;
enum SpaceParameter {
SPACE_PARAM_CONTACT_RECYCLE_RADIUS,
SPACE_PARAM_CONTACT_MAX_SEPARATION,
SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION,
SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD,
SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD,
SPACE_PARAM_BODY_TIME_TO_SLEEP,
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
};
virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0;
virtual real_t space_get_param(RID p_space, SpaceParameter p_param) const = 0;
// this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectSpaceState2D *space_get_direct_state(RID p_space) = 0;
virtual void space_set_debug_contacts(RID p_space, int p_max_contacts) = 0;
virtual Vector<Vector2> space_get_contacts(RID p_space) const = 0;
virtual int space_get_contact_count(RID p_space) const = 0;
//missing space parameters
/* AREA API */
//missing attenuation? missing better override?
enum AreaParameter {
AREA_PARAM_GRAVITY,
AREA_PARAM_GRAVITY_VECTOR,
AREA_PARAM_GRAVITY_IS_POINT,
AREA_PARAM_GRAVITY_DISTANCE_SCALE,
AREA_PARAM_GRAVITY_POINT_ATTENUATION,
AREA_PARAM_LINEAR_DAMP,
AREA_PARAM_ANGULAR_DAMP,
AREA_PARAM_PRIORITY
};
virtual RID area_create() = 0;
virtual void area_set_space(RID p_area, RID p_space) = 0;
virtual RID area_get_space(RID p_area) const = 0;
enum AreaSpaceOverrideMode {
AREA_SPACE_OVERRIDE_DISABLED,
AREA_SPACE_OVERRIDE_COMBINE,
AREA_SPACE_OVERRIDE_COMBINE_REPLACE, // Combines, then discards all subsequent calculations
AREA_SPACE_OVERRIDE_REPLACE,
AREA_SPACE_OVERRIDE_REPLACE_COMBINE // Discards all previous calculations, then keeps combining
};
virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) = 0;
virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const = 0;
virtual void area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false) = 0;
virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape) = 0;
virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform) = 0;
virtual int area_get_shape_count(RID p_area) const = 0;
virtual RID area_get_shape(RID p_area, int p_shape_idx) const = 0;
virtual Transform2D area_get_shape_transform(RID p_area, int p_shape_idx) const = 0;
virtual void area_remove_shape(RID p_area, int p_shape_idx) = 0;
virtual void area_clear_shapes(RID p_area) = 0;
virtual void area_set_shape_disabled(RID p_area, int p_shape, bool p_disabled) = 0;
virtual void area_attach_object_instance_id(RID p_area, ObjectID p_id) = 0;
virtual ObjectID area_get_object_instance_id(RID p_area) const = 0;
virtual void area_attach_canvas_instance_id(RID p_area, ObjectID p_id) = 0;
virtual ObjectID area_get_canvas_instance_id(RID p_area) const = 0;
virtual void area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) = 0;
virtual void area_set_transform(RID p_area, const Transform2D &p_transform) = 0;
virtual Variant area_get_param(RID p_parea, AreaParameter p_param) const = 0;
virtual Transform2D area_get_transform(RID p_area) const = 0;
virtual void area_set_collision_mask(RID p_area, uint32_t p_mask) = 0;
virtual void area_set_collision_layer(RID p_area, uint32_t p_layer) = 0;
virtual void area_set_monitorable(RID p_area, bool p_monitorable) = 0;
virtual void area_set_pickable(RID p_area, bool p_pickable) = 0;
virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0;
virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0;
/* BODY API */
//missing ccd?
enum BodyMode {
BODY_MODE_STATIC,
BODY_MODE_KINEMATIC,
BODY_MODE_DYNAMIC,
BODY_MODE_DYNAMIC_LOCKED,
};
virtual RID body_create() = 0;
virtual void body_set_space(RID p_body, RID p_space) = 0;
virtual RID body_get_space(RID p_body) const = 0;
virtual void body_set_mode(RID p_body, BodyMode p_mode) = 0;
virtual BodyMode body_get_mode(RID p_body) const = 0;
virtual void body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false) = 0;
virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape) = 0;
virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform) = 0;
virtual void body_set_shape_metadata(RID p_body, int p_shape_idx, const Variant &p_metadata) = 0;
virtual int body_get_shape_count(RID p_body) const = 0;
virtual RID body_get_shape(RID p_body, int p_shape_idx) const = 0;
virtual Transform2D body_get_shape_transform(RID p_body, int p_shape_idx) const = 0;
virtual Variant body_get_shape_metadata(RID p_body, int p_shape_idx) const = 0;
virtual void body_set_shape_disabled(RID p_body, int p_shape, bool p_disabled) = 0;
virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape, bool p_enabled, real_t p_margin = 0) = 0;
virtual void body_remove_shape(RID p_body, int p_shape_idx) = 0;
virtual void body_clear_shapes(RID p_body) = 0;
virtual void body_attach_object_instance_id(RID p_body, ObjectID p_id) = 0;
virtual ObjectID body_get_object_instance_id(RID p_body) const = 0;
virtual void body_attach_canvas_instance_id(RID p_body, ObjectID p_id) = 0;
virtual ObjectID body_get_canvas_instance_id(RID p_body) const = 0;
enum CCDMode {
CCD_MODE_DISABLED,
CCD_MODE_CAST_RAY,
CCD_MODE_CAST_SHAPE,
};
virtual void body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) = 0;
virtual CCDMode body_get_continuous_collision_detection_mode(RID p_body) const = 0;
virtual void body_set_collision_layer(RID p_body, uint32_t p_layer) = 0;
virtual uint32_t body_get_collision_layer(RID p_body) const = 0;
virtual void body_set_collision_mask(RID p_body, uint32_t p_mask) = 0;
virtual uint32_t body_get_collision_mask(RID p_body) const = 0;
// common body variables
enum BodyParameter {
BODY_PARAM_BOUNCE,
BODY_PARAM_FRICTION,
BODY_PARAM_MASS, ///< unused for static, always infinite
BODY_PARAM_INERTIA,
BODY_PARAM_CENTER_OF_MASS,
BODY_PARAM_GRAVITY_SCALE,
BODY_PARAM_LINEAR_DAMP,
BODY_PARAM_ANGULAR_DAMP,
BODY_PARAM_MAX,
};
virtual void body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) = 0;
virtual Variant body_get_param(RID p_body, BodyParameter p_param) const = 0;
virtual void body_reset_mass_properties(RID p_body) = 0;
//state
enum BodyState {
BODY_STATE_TRANSFORM,
BODY_STATE_LINEAR_VELOCITY,
BODY_STATE_ANGULAR_VELOCITY,
BODY_STATE_SLEEPING,
BODY_STATE_CAN_SLEEP,
};
virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) = 0;
virtual Variant body_get_state(RID p_body, BodyState p_state) const = 0;
//do something about it
virtual void body_set_applied_force(RID p_body, const Vector2 &p_force) = 0;
virtual Vector2 body_get_applied_force(RID p_body) const = 0;
virtual void body_set_applied_torque(RID p_body, real_t p_torque) = 0;
virtual real_t body_get_applied_torque(RID p_body) const = 0;
virtual void body_add_central_force(RID p_body, const Vector2 &p_force) = 0;
virtual void body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0;
virtual void body_add_torque(RID p_body, real_t p_torque) = 0;
virtual void body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) = 0;
virtual void body_apply_torque_impulse(RID p_body, real_t p_torque) = 0;
virtual void body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) = 0;
virtual void body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) = 0;
//fix
virtual void body_add_collision_exception(RID p_body, RID p_body_b) = 0;
virtual void body_remove_collision_exception(RID p_body, RID p_body_b) = 0;
virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) = 0;
virtual void body_set_max_contacts_reported(RID p_body, int p_contacts) = 0;
virtual int body_get_max_contacts_reported(RID p_body) const = 0;
//missing remove
virtual void body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) = 0;
virtual real_t body_get_contacts_reported_depth_threshold(RID p_body) const = 0;
virtual void body_set_omit_force_integration(RID p_body, bool p_omit) = 0;
virtual bool body_is_omitting_force_integration(RID p_body) const = 0;
// Callback for C++ use only.
typedef void (*BodyStateCallback)(void *p_instance, PhysicsDirectBodyState2D *p_state);
virtual void body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) = 0;
virtual void body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata = Variant()) = 0;
virtual bool body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) = 0;
virtual void body_set_pickable(RID p_body, bool p_pickable) = 0;
// this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectBodyState2D *body_get_direct_state(RID p_body) = 0;
struct MotionResult {
Vector2 travel;
Vector2 remainder;
Vector2 collision_point;
Vector2 collision_normal;
Vector2 collider_velocity;
real_t collision_depth = 0.0;
real_t collision_safe_fraction = 0.0;
real_t collision_unsafe_fraction = 0.0;
int collision_local_shape = 0;
ObjectID collider_id;
RID collider;
int collider_shape = 0;
Variant collider_metadata;
real_t get_angle(Vector2 p_up_direction) const {
return Math::acos(collision_normal.dot(p_up_direction));
}
};
virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin = 0.08, MotionResult *r_result = nullptr, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>()) = 0;
struct SeparationResult {
real_t collision_depth;
Vector2 collision_point;
Vector2 collision_normal;
Vector2 collider_velocity;
int collision_local_shape;
ObjectID collider_id;
RID collider;
int collider_shape;
Variant collider_metadata;
};
/* JOINT API */
virtual RID joint_create() = 0;
virtual void joint_clear(RID p_joint) = 0;
enum JointType {
JOINT_TYPE_PIN,
JOINT_TYPE_GROOVE,
JOINT_TYPE_DAMPED_SPRING,
JOINT_TYPE_MAX
};
enum JointParam {
JOINT_PARAM_BIAS,
JOINT_PARAM_MAX_BIAS,
JOINT_PARAM_MAX_FORCE,
};
virtual void joint_set_param(RID p_joint, JointParam p_param, real_t p_value) = 0;
virtual real_t joint_get_param(RID p_joint, JointParam p_param) const = 0;
virtual void joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) = 0;
virtual bool joint_is_disabled_collisions_between_bodies(RID p_joint) const = 0;
virtual void joint_make_pin(RID p_joint, const Vector2 &p_anchor, RID p_body_a, RID p_body_b = RID()) = 0;
virtual void joint_make_groove(RID p_joint, const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) = 0;
virtual void joint_make_damped_spring(RID p_joint, const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b = RID()) = 0;
enum PinJointParam {
PIN_JOINT_SOFTNESS
};
virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) = 0;
virtual real_t pin_joint_get_param(RID p_joint, PinJointParam p_param) const = 0;
enum DampedSpringParam {
DAMPED_SPRING_REST_LENGTH,
DAMPED_SPRING_STIFFNESS,
DAMPED_SPRING_DAMPING
};
virtual void damped_spring_joint_set_param(RID p_joint, DampedSpringParam p_param, real_t p_value) = 0;
virtual real_t damped_spring_joint_get_param(RID p_joint, DampedSpringParam p_param) const = 0;
virtual JointType joint_get_type(RID p_joint) const = 0;
/* QUERY API */
enum AreaBodyStatus {
AREA_BODY_ADDED,
AREA_BODY_REMOVED
};
/* MISC */
virtual void free(RID p_rid) = 0;
virtual void set_active(bool p_active) = 0;
virtual void init() = 0;
virtual void step(real_t p_step) = 0;
virtual void sync() = 0;
virtual void flush_queries() = 0;
virtual void end_sync() = 0;
virtual void finish() = 0;
virtual bool is_flushing_queries() const = 0;
virtual void set_collision_iterations(int p_iterations) = 0;
enum ProcessInfo {
INFO_ACTIVE_OBJECTS,
INFO_COLLISION_PAIRS,
INFO_ISLAND_COUNT
};
virtual int get_process_info(ProcessInfo p_info) = 0;
PhysicsServer2D();
~PhysicsServer2D();
};
class PhysicsTestMotionResult2D : public RefCounted {
GDCLASS(PhysicsTestMotionResult2D, RefCounted);
PhysicsServer2D::MotionResult result;
friend class PhysicsServer2D;
protected:
static void _bind_methods();
public:
PhysicsServer2D::MotionResult *get_result_ptr() const { return const_cast<PhysicsServer2D::MotionResult *>(&result); }
Vector2 get_travel() const;
Vector2 get_remainder() const;
Vector2 get_collision_point() const;
Vector2 get_collision_normal() const;
Vector2 get_collider_velocity() const;
ObjectID get_collider_id() const;
RID get_collider_rid() const;
Object *get_collider() const;
int get_collider_shape() const;
real_t get_collision_depth() const;
real_t get_collision_safe_fraction() const;
real_t get_collision_unsafe_fraction() const;
};
typedef PhysicsServer2D *(*CreatePhysicsServer2DCallback)();
class PhysicsServer2DManager {
struct ClassInfo {
String name;
CreatePhysicsServer2DCallback create_callback = nullptr;
ClassInfo() {}
ClassInfo(String p_name, CreatePhysicsServer2DCallback p_create_callback) :
name(p_name),
create_callback(p_create_callback) {}
ClassInfo(const ClassInfo &p_ci) :
name(p_ci.name),
create_callback(p_ci.create_callback) {}
ClassInfo &operator=(const ClassInfo &p_ci) {
name = p_ci.name;
create_callback = p_ci.create_callback;
return *this;
}
};
static Vector<ClassInfo> physics_2d_servers;
static int default_server_id;
static int default_server_priority;
public:
static const String setting_property_name;
private:
static void on_servers_changed();
public:
static void register_server(const String &p_name, CreatePhysicsServer2DCallback p_creat_callback);
static void set_default_server(const String &p_name, int p_priority = 0);
static int find_server_id(const String &p_name);
static int get_servers_count();
static String get_server_name(int p_id);
static PhysicsServer2D *new_default_server();
static PhysicsServer2D *new_server(const String &p_name);
};
VARIANT_ENUM_CAST(PhysicsServer2D::ShapeType);
VARIANT_ENUM_CAST(PhysicsServer2D::SpaceParameter);
VARIANT_ENUM_CAST(PhysicsServer2D::AreaParameter);
VARIANT_ENUM_CAST(PhysicsServer2D::AreaSpaceOverrideMode);
VARIANT_ENUM_CAST(PhysicsServer2D::BodyMode);
VARIANT_ENUM_CAST(PhysicsServer2D::BodyParameter);
VARIANT_ENUM_CAST(PhysicsServer2D::BodyState);
VARIANT_ENUM_CAST(PhysicsServer2D::CCDMode);
VARIANT_ENUM_CAST(PhysicsServer2D::JointParam);
VARIANT_ENUM_CAST(PhysicsServer2D::JointType);
VARIANT_ENUM_CAST(PhysicsServer2D::DampedSpringParam);
//VARIANT_ENUM_CAST( PhysicsServer2D::ObjectType );
VARIANT_ENUM_CAST(PhysicsServer2D::AreaBodyStatus);
VARIANT_ENUM_CAST(PhysicsServer2D::ProcessInfo);
#endif