godot_body_direct_state_2d.cpp 8.3 KB

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  1. /**************************************************************************/
  2. /* godot_body_direct_state_2d.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "godot_body_direct_state_2d.h"
  31. #include "godot_body_2d.h"
  32. #include "godot_space_2d.h"
  33. Vector2 GodotPhysicsDirectBodyState2D::get_total_gravity() const {
  34. return body->gravity;
  35. }
  36. real_t GodotPhysicsDirectBodyState2D::get_total_angular_damp() const {
  37. return body->total_angular_damp;
  38. }
  39. real_t GodotPhysicsDirectBodyState2D::get_total_linear_damp() const {
  40. return body->total_linear_damp;
  41. }
  42. Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass() const {
  43. return body->get_center_of_mass();
  44. }
  45. Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass_local() const {
  46. return body->get_center_of_mass_local();
  47. }
  48. real_t GodotPhysicsDirectBodyState2D::get_inverse_mass() const {
  49. return body->get_inv_mass();
  50. }
  51. real_t GodotPhysicsDirectBodyState2D::get_inverse_inertia() const {
  52. return body->get_inv_inertia();
  53. }
  54. void GodotPhysicsDirectBodyState2D::set_linear_velocity(const Vector2 &p_velocity) {
  55. body->wakeup();
  56. body->set_linear_velocity(p_velocity);
  57. }
  58. Vector2 GodotPhysicsDirectBodyState2D::get_linear_velocity() const {
  59. return body->get_linear_velocity();
  60. }
  61. void GodotPhysicsDirectBodyState2D::set_angular_velocity(real_t p_velocity) {
  62. body->wakeup();
  63. body->set_angular_velocity(p_velocity);
  64. }
  65. real_t GodotPhysicsDirectBodyState2D::get_angular_velocity() const {
  66. return body->get_angular_velocity();
  67. }
  68. void GodotPhysicsDirectBodyState2D::set_transform(const Transform2D &p_transform) {
  69. body->set_state(PhysicsServer2D::BODY_STATE_TRANSFORM, p_transform);
  70. }
  71. Transform2D GodotPhysicsDirectBodyState2D::get_transform() const {
  72. return body->get_transform();
  73. }
  74. Vector2 GodotPhysicsDirectBodyState2D::get_velocity_at_local_position(const Vector2 &p_position) const {
  75. return body->get_velocity_in_local_point(p_position);
  76. }
  77. void GodotPhysicsDirectBodyState2D::apply_central_impulse(const Vector2 &p_impulse) {
  78. body->wakeup();
  79. body->apply_central_impulse(p_impulse);
  80. }
  81. void GodotPhysicsDirectBodyState2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
  82. body->wakeup();
  83. body->apply_impulse(p_impulse, p_position);
  84. }
  85. void GodotPhysicsDirectBodyState2D::apply_torque_impulse(real_t p_torque) {
  86. body->wakeup();
  87. body->apply_torque_impulse(p_torque);
  88. }
  89. void GodotPhysicsDirectBodyState2D::apply_central_force(const Vector2 &p_force) {
  90. body->wakeup();
  91. body->apply_central_force(p_force);
  92. }
  93. void GodotPhysicsDirectBodyState2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) {
  94. body->wakeup();
  95. body->apply_force(p_force, p_position);
  96. }
  97. void GodotPhysicsDirectBodyState2D::apply_torque(real_t p_torque) {
  98. body->wakeup();
  99. body->apply_torque(p_torque);
  100. }
  101. void GodotPhysicsDirectBodyState2D::add_constant_central_force(const Vector2 &p_force) {
  102. body->wakeup();
  103. body->add_constant_central_force(p_force);
  104. }
  105. void GodotPhysicsDirectBodyState2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) {
  106. body->wakeup();
  107. body->add_constant_force(p_force, p_position);
  108. }
  109. void GodotPhysicsDirectBodyState2D::add_constant_torque(real_t p_torque) {
  110. body->wakeup();
  111. body->add_constant_torque(p_torque);
  112. }
  113. void GodotPhysicsDirectBodyState2D::set_constant_force(const Vector2 &p_force) {
  114. if (!p_force.is_zero_approx()) {
  115. body->wakeup();
  116. }
  117. body->set_constant_force(p_force);
  118. }
  119. Vector2 GodotPhysicsDirectBodyState2D::get_constant_force() const {
  120. return body->get_constant_force();
  121. }
  122. void GodotPhysicsDirectBodyState2D::set_constant_torque(real_t p_torque) {
  123. if (!Math::is_zero_approx(p_torque)) {
  124. body->wakeup();
  125. }
  126. body->set_constant_torque(p_torque);
  127. }
  128. real_t GodotPhysicsDirectBodyState2D::get_constant_torque() const {
  129. return body->get_constant_torque();
  130. }
  131. void GodotPhysicsDirectBodyState2D::set_sleep_state(bool p_enable) {
  132. body->set_active(!p_enable);
  133. }
  134. bool GodotPhysicsDirectBodyState2D::is_sleeping() const {
  135. return !body->is_active();
  136. }
  137. int GodotPhysicsDirectBodyState2D::get_contact_count() const {
  138. return body->contact_count;
  139. }
  140. Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_position(int p_contact_idx) const {
  141. ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
  142. return body->contacts[p_contact_idx].local_pos;
  143. }
  144. Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_normal(int p_contact_idx) const {
  145. ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
  146. return body->contacts[p_contact_idx].local_normal;
  147. }
  148. int GodotPhysicsDirectBodyState2D::get_contact_local_shape(int p_contact_idx) const {
  149. ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1);
  150. return body->contacts[p_contact_idx].local_shape;
  151. }
  152. Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_velocity_at_position(int p_contact_idx) const {
  153. ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
  154. return body->contacts[p_contact_idx].local_velocity_at_pos;
  155. }
  156. RID GodotPhysicsDirectBodyState2D::get_contact_collider(int p_contact_idx) const {
  157. ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID());
  158. return body->contacts[p_contact_idx].collider;
  159. }
  160. Vector2 GodotPhysicsDirectBodyState2D::get_contact_collider_position(int p_contact_idx) const {
  161. ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
  162. return body->contacts[p_contact_idx].collider_pos;
  163. }
  164. ObjectID GodotPhysicsDirectBodyState2D::get_contact_collider_id(int p_contact_idx) const {
  165. ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID());
  166. return body->contacts[p_contact_idx].collider_instance_id;
  167. }
  168. int GodotPhysicsDirectBodyState2D::get_contact_collider_shape(int p_contact_idx) const {
  169. ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0);
  170. return body->contacts[p_contact_idx].collider_shape;
  171. }
  172. Vector2 GodotPhysicsDirectBodyState2D::get_contact_collider_velocity_at_position(int p_contact_idx) const {
  173. ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
  174. return body->contacts[p_contact_idx].collider_velocity_at_pos;
  175. }
  176. Vector2 GodotPhysicsDirectBodyState2D::get_contact_impulse(int p_contact_idx) const {
  177. ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
  178. return body->contacts[p_contact_idx].impulse;
  179. }
  180. PhysicsDirectSpaceState2D *GodotPhysicsDirectBodyState2D::get_space_state() {
  181. return body->get_space()->get_direct_state();
  182. }
  183. real_t GodotPhysicsDirectBodyState2D::get_step() const {
  184. return body->get_space()->get_last_step();
  185. }