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 */ |
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25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
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28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #include "godot_body_direct_state_2d.h" |
32 | |
33 | #include "godot_body_2d.h" |
34 | #include "godot_physics_server_2d.h" |
35 | #include "godot_space_2d.h" |
36 | |
37 | Vector2 GodotPhysicsDirectBodyState2D::get_total_gravity() const { |
38 | return body->gravity; |
39 | } |
40 | |
41 | real_t GodotPhysicsDirectBodyState2D::get_total_angular_damp() const { |
42 | return body->total_angular_damp; |
43 | } |
44 | |
45 | real_t GodotPhysicsDirectBodyState2D::get_total_linear_damp() const { |
46 | return body->total_linear_damp; |
47 | } |
48 | |
49 | Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass() const { |
50 | return body->get_center_of_mass(); |
51 | } |
52 | |
53 | Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass_local() const { |
54 | return body->get_center_of_mass_local(); |
55 | } |
56 | |
57 | real_t GodotPhysicsDirectBodyState2D::get_inverse_mass() const { |
58 | return body->get_inv_mass(); |
59 | } |
60 | |
61 | real_t GodotPhysicsDirectBodyState2D::get_inverse_inertia() const { |
62 | return body->get_inv_inertia(); |
63 | } |
64 | |
65 | void GodotPhysicsDirectBodyState2D::set_linear_velocity(const Vector2 &p_velocity) { |
66 | body->wakeup(); |
67 | body->set_linear_velocity(p_velocity); |
68 | } |
69 | |
70 | Vector2 GodotPhysicsDirectBodyState2D::get_linear_velocity() const { |
71 | return body->get_linear_velocity(); |
72 | } |
73 | |
74 | void GodotPhysicsDirectBodyState2D::set_angular_velocity(real_t p_velocity) { |
75 | body->wakeup(); |
76 | body->set_angular_velocity(p_velocity); |
77 | } |
78 | |
79 | real_t GodotPhysicsDirectBodyState2D::get_angular_velocity() const { |
80 | return body->get_angular_velocity(); |
81 | } |
82 | |
83 | void GodotPhysicsDirectBodyState2D::set_transform(const Transform2D &p_transform) { |
84 | body->set_state(PhysicsServer2D::BODY_STATE_TRANSFORM, p_transform); |
85 | } |
86 | |
87 | Transform2D GodotPhysicsDirectBodyState2D::get_transform() const { |
88 | return body->get_transform(); |
89 | } |
90 | |
91 | Vector2 GodotPhysicsDirectBodyState2D::get_velocity_at_local_position(const Vector2 &p_position) const { |
92 | return body->get_velocity_in_local_point(p_position); |
93 | } |
94 | |
95 | void GodotPhysicsDirectBodyState2D::apply_central_impulse(const Vector2 &p_impulse) { |
96 | body->wakeup(); |
97 | body->apply_central_impulse(p_impulse); |
98 | } |
99 | |
100 | void GodotPhysicsDirectBodyState2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) { |
101 | body->wakeup(); |
102 | body->apply_impulse(p_impulse, p_position); |
103 | } |
104 | |
105 | void GodotPhysicsDirectBodyState2D::apply_torque_impulse(real_t p_torque) { |
106 | body->wakeup(); |
107 | body->apply_torque_impulse(p_torque); |
108 | } |
109 | |
110 | void GodotPhysicsDirectBodyState2D::apply_central_force(const Vector2 &p_force) { |
111 | body->wakeup(); |
112 | body->apply_central_force(p_force); |
113 | } |
114 | |
115 | void GodotPhysicsDirectBodyState2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) { |
116 | body->wakeup(); |
117 | body->apply_force(p_force, p_position); |
118 | } |
119 | |
120 | void GodotPhysicsDirectBodyState2D::apply_torque(real_t p_torque) { |
121 | body->wakeup(); |
122 | body->apply_torque(p_torque); |
123 | } |
124 | |
125 | void GodotPhysicsDirectBodyState2D::add_constant_central_force(const Vector2 &p_force) { |
126 | body->wakeup(); |
127 | body->add_constant_central_force(p_force); |
128 | } |
129 | |
130 | void GodotPhysicsDirectBodyState2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) { |
131 | body->wakeup(); |
132 | body->add_constant_force(p_force, p_position); |
133 | } |
134 | |
135 | void GodotPhysicsDirectBodyState2D::add_constant_torque(real_t p_torque) { |
136 | body->wakeup(); |
137 | body->add_constant_torque(p_torque); |
138 | } |
139 | |
140 | void GodotPhysicsDirectBodyState2D::set_constant_force(const Vector2 &p_force) { |
141 | if (!p_force.is_zero_approx()) { |
142 | body->wakeup(); |
143 | } |
144 | body->set_constant_force(p_force); |
145 | } |
146 | |
147 | Vector2 GodotPhysicsDirectBodyState2D::get_constant_force() const { |
148 | return body->get_constant_force(); |
149 | } |
150 | |
151 | void GodotPhysicsDirectBodyState2D::set_constant_torque(real_t p_torque) { |
152 | if (!Math::is_zero_approx(p_torque)) { |
153 | body->wakeup(); |
154 | } |
155 | body->set_constant_torque(p_torque); |
156 | } |
157 | |
158 | real_t GodotPhysicsDirectBodyState2D::get_constant_torque() const { |
159 | return body->get_constant_torque(); |
160 | } |
161 | |
162 | void GodotPhysicsDirectBodyState2D::set_sleep_state(bool p_enable) { |
163 | body->set_active(!p_enable); |
164 | } |
165 | |
166 | bool GodotPhysicsDirectBodyState2D::is_sleeping() const { |
167 | return !body->is_active(); |
168 | } |
169 | |
170 | int GodotPhysicsDirectBodyState2D::get_contact_count() const { |
171 | return body->contact_count; |
172 | } |
173 | |
174 | Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_position(int p_contact_idx) const { |
175 | ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); |
176 | return body->contacts[p_contact_idx].local_pos; |
177 | } |
178 | |
179 | Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_normal(int p_contact_idx) const { |
180 | ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); |
181 | return body->contacts[p_contact_idx].local_normal; |
182 | } |
183 | |
184 | int GodotPhysicsDirectBodyState2D::get_contact_local_shape(int p_contact_idx) const { |
185 | ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1); |
186 | return body->contacts[p_contact_idx].local_shape; |
187 | } |
188 | |
189 | Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_velocity_at_position(int p_contact_idx) const { |
190 | ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); |
191 | return body->contacts[p_contact_idx].local_velocity_at_pos; |
192 | } |
193 | |
194 | RID GodotPhysicsDirectBodyState2D::get_contact_collider(int p_contact_idx) const { |
195 | ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID()); |
196 | return body->contacts[p_contact_idx].collider; |
197 | } |
198 | Vector2 GodotPhysicsDirectBodyState2D::get_contact_collider_position(int p_contact_idx) const { |
199 | ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); |
200 | return body->contacts[p_contact_idx].collider_pos; |
201 | } |
202 | |
203 | ObjectID GodotPhysicsDirectBodyState2D::get_contact_collider_id(int p_contact_idx) const { |
204 | ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID()); |
205 | return body->contacts[p_contact_idx].collider_instance_id; |
206 | } |
207 | |
208 | int GodotPhysicsDirectBodyState2D::get_contact_collider_shape(int p_contact_idx) const { |
209 | ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0); |
210 | return body->contacts[p_contact_idx].collider_shape; |
211 | } |
212 | |
213 | Vector2 GodotPhysicsDirectBodyState2D::get_contact_collider_velocity_at_position(int p_contact_idx) const { |
214 | ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); |
215 | return body->contacts[p_contact_idx].collider_velocity_at_pos; |
216 | } |
217 | |
218 | Vector2 GodotPhysicsDirectBodyState2D::get_contact_impulse(int p_contact_idx) const { |
219 | ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); |
220 | return body->contacts[p_contact_idx].impulse; |
221 | } |
222 | |
223 | PhysicsDirectSpaceState2D *GodotPhysicsDirectBodyState2D::get_space_state() { |
224 | return body->get_space()->get_direct_state(); |
225 | } |
226 | |
227 | real_t GodotPhysicsDirectBodyState2D::get_step() const { |
228 | return body->get_space()->get_last_step(); |
229 | } |
230 | |