1/**************************************************************************/
2/* godot_body_direct_state_2d.cpp */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
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8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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
37Vector2 GodotPhysicsDirectBodyState2D::get_total_gravity() const {
38 return body->gravity;
39}
40
41real_t GodotPhysicsDirectBodyState2D::get_total_angular_damp() const {
42 return body->total_angular_damp;
43}
44
45real_t GodotPhysicsDirectBodyState2D::get_total_linear_damp() const {
46 return body->total_linear_damp;
47}
48
49Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass() const {
50 return body->get_center_of_mass();
51}
52
53Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass_local() const {
54 return body->get_center_of_mass_local();
55}
56
57real_t GodotPhysicsDirectBodyState2D::get_inverse_mass() const {
58 return body->get_inv_mass();
59}
60
61real_t GodotPhysicsDirectBodyState2D::get_inverse_inertia() const {
62 return body->get_inv_inertia();
63}
64
65void GodotPhysicsDirectBodyState2D::set_linear_velocity(const Vector2 &p_velocity) {
66 body->wakeup();
67 body->set_linear_velocity(p_velocity);
68}
69
70Vector2 GodotPhysicsDirectBodyState2D::get_linear_velocity() const {
71 return body->get_linear_velocity();
72}
73
74void GodotPhysicsDirectBodyState2D::set_angular_velocity(real_t p_velocity) {
75 body->wakeup();
76 body->set_angular_velocity(p_velocity);
77}
78
79real_t GodotPhysicsDirectBodyState2D::get_angular_velocity() const {
80 return body->get_angular_velocity();
81}
82
83void GodotPhysicsDirectBodyState2D::set_transform(const Transform2D &p_transform) {
84 body->set_state(PhysicsServer2D::BODY_STATE_TRANSFORM, p_transform);
85}
86
87Transform2D GodotPhysicsDirectBodyState2D::get_transform() const {
88 return body->get_transform();
89}
90
91Vector2 GodotPhysicsDirectBodyState2D::get_velocity_at_local_position(const Vector2 &p_position) const {
92 return body->get_velocity_in_local_point(p_position);
93}
94
95void GodotPhysicsDirectBodyState2D::apply_central_impulse(const Vector2 &p_impulse) {
96 body->wakeup();
97 body->apply_central_impulse(p_impulse);
98}
99
100void GodotPhysicsDirectBodyState2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
101 body->wakeup();
102 body->apply_impulse(p_impulse, p_position);
103}
104
105void GodotPhysicsDirectBodyState2D::apply_torque_impulse(real_t p_torque) {
106 body->wakeup();
107 body->apply_torque_impulse(p_torque);
108}
109
110void GodotPhysicsDirectBodyState2D::apply_central_force(const Vector2 &p_force) {
111 body->wakeup();
112 body->apply_central_force(p_force);
113}
114
115void GodotPhysicsDirectBodyState2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) {
116 body->wakeup();
117 body->apply_force(p_force, p_position);
118}
119
120void GodotPhysicsDirectBodyState2D::apply_torque(real_t p_torque) {
121 body->wakeup();
122 body->apply_torque(p_torque);
123}
124
125void GodotPhysicsDirectBodyState2D::add_constant_central_force(const Vector2 &p_force) {
126 body->wakeup();
127 body->add_constant_central_force(p_force);
128}
129
130void 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
135void GodotPhysicsDirectBodyState2D::add_constant_torque(real_t p_torque) {
136 body->wakeup();
137 body->add_constant_torque(p_torque);
138}
139
140void 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
147Vector2 GodotPhysicsDirectBodyState2D::get_constant_force() const {
148 return body->get_constant_force();
149}
150
151void 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
158real_t GodotPhysicsDirectBodyState2D::get_constant_torque() const {
159 return body->get_constant_torque();
160}
161
162void GodotPhysicsDirectBodyState2D::set_sleep_state(bool p_enable) {
163 body->set_active(!p_enable);
164}
165
166bool GodotPhysicsDirectBodyState2D::is_sleeping() const {
167 return !body->is_active();
168}
169
170int GodotPhysicsDirectBodyState2D::get_contact_count() const {
171 return body->contact_count;
172}
173
174Vector2 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
179Vector2 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
184int 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
189Vector2 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
194RID 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}
198Vector2 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
203ObjectID 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
208int 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
213Vector2 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
218Vector2 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
223PhysicsDirectSpaceState2D *GodotPhysicsDirectBodyState2D::get_space_state() {
224 return body->get_space()->get_direct_state();
225}
226
227real_t GodotPhysicsDirectBodyState2D::get_step() const {
228 return body->get_space()->get_last_step();
229}
230