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/**************************************************************************/
/* godot_physics_server_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 */
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/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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# include "godot_physics_server_2d.h"
# include "godot_body_direct_state_2d.h"
# include "godot_broad_phase_2d_bvh.h"
# include "godot_collision_solver_2d.h"
# include "core/config/project_settings.h"
# include "core/debugger/engine_debugger.h"
# include "core/os/os.h"
# define FLUSH_QUERY_CHECK(m_object) \
ERR_FAIL_COND_MSG ( m_object - > get_space ( ) & & flushing_queries , " Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead. " ) ;
RID GodotPhysicsServer2D : : _shape_create ( ShapeType p_shape ) {
GodotShape2D * shape = nullptr ;
switch ( p_shape ) {
case SHAPE_WORLD_BOUNDARY : {
shape = memnew ( GodotWorldBoundaryShape2D ) ;
} break ;
case SHAPE_SEPARATION_RAY : {
shape = memnew ( GodotSeparationRayShape2D ) ;
} break ;
case SHAPE_SEGMENT : {
shape = memnew ( GodotSegmentShape2D ) ;
} break ;
case SHAPE_CIRCLE : {
shape = memnew ( GodotCircleShape2D ) ;
} break ;
case SHAPE_RECTANGLE : {
shape = memnew ( GodotRectangleShape2D ) ;
} break ;
case SHAPE_CAPSULE : {
shape = memnew ( GodotCapsuleShape2D ) ;
} break ;
case SHAPE_CONVEX_POLYGON : {
shape = memnew ( GodotConvexPolygonShape2D ) ;
} break ;
case SHAPE_CONCAVE_POLYGON : {
shape = memnew ( GodotConcavePolygonShape2D ) ;
} break ;
case SHAPE_CUSTOM : {
ERR_FAIL_V ( RID ( ) ) ;
} break ;
}
RID id = shape_owner . make_rid ( shape ) ;
shape - > set_self ( id ) ;
return id ;
}
RID GodotPhysicsServer2D : : world_boundary_shape_create ( ) {
return _shape_create ( SHAPE_WORLD_BOUNDARY ) ;
}
RID GodotPhysicsServer2D : : separation_ray_shape_create ( ) {
return _shape_create ( SHAPE_SEPARATION_RAY ) ;
}
RID GodotPhysicsServer2D : : segment_shape_create ( ) {
return _shape_create ( SHAPE_SEGMENT ) ;
}
RID GodotPhysicsServer2D : : circle_shape_create ( ) {
return _shape_create ( SHAPE_CIRCLE ) ;
}
RID GodotPhysicsServer2D : : rectangle_shape_create ( ) {
return _shape_create ( SHAPE_RECTANGLE ) ;
}
RID GodotPhysicsServer2D : : capsule_shape_create ( ) {
return _shape_create ( SHAPE_CAPSULE ) ;
}
RID GodotPhysicsServer2D : : convex_polygon_shape_create ( ) {
return _shape_create ( SHAPE_CONVEX_POLYGON ) ;
}
RID GodotPhysicsServer2D : : concave_polygon_shape_create ( ) {
return _shape_create ( SHAPE_CONCAVE_POLYGON ) ;
}
void GodotPhysicsServer2D : : shape_set_data ( RID p_shape , const Variant & p_data ) {
GodotShape2D * shape = shape_owner . get_or_null ( p_shape ) ;
ERR_FAIL_COND ( ! shape ) ;
shape - > set_data ( p_data ) ;
} ;
void GodotPhysicsServer2D : : shape_set_custom_solver_bias ( RID p_shape , real_t p_bias ) {
GodotShape2D * shape = shape_owner . get_or_null ( p_shape ) ;
ERR_FAIL_COND ( ! shape ) ;
shape - > set_custom_bias ( p_bias ) ;
}
PhysicsServer2D : : ShapeType GodotPhysicsServer2D : : shape_get_type ( RID p_shape ) const {
const GodotShape2D * shape = shape_owner . get_or_null ( p_shape ) ;
ERR_FAIL_COND_V ( ! shape , SHAPE_CUSTOM ) ;
return shape - > get_type ( ) ;
} ;
Variant GodotPhysicsServer2D : : shape_get_data ( RID p_shape ) const {
const GodotShape2D * shape = shape_owner . get_or_null ( p_shape ) ;
ERR_FAIL_COND_V ( ! shape , Variant ( ) ) ;
ERR_FAIL_COND_V ( ! shape - > is_configured ( ) , Variant ( ) ) ;
return shape - > get_data ( ) ;
} ;
real_t GodotPhysicsServer2D : : shape_get_custom_solver_bias ( RID p_shape ) const {
const GodotShape2D * shape = shape_owner . get_or_null ( p_shape ) ;
ERR_FAIL_COND_V ( ! shape , 0 ) ;
return shape - > get_custom_bias ( ) ;
}
void GodotPhysicsServer2D : : _shape_col_cbk ( const Vector2 & p_point_A , const Vector2 & p_point_B , void * p_userdata ) {
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CollCbkData * cbk = static_cast < CollCbkData * > ( p_userdata ) ;
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if ( cbk - > max = = 0 ) {
return ;
}
Vector2 rel_dir = ( p_point_A - p_point_B ) ;
real_t rel_length2 = rel_dir . length_squared ( ) ;
if ( cbk - > valid_dir ! = Vector2 ( ) ) {
if ( cbk - > valid_depth < 10e20 ) {
if ( rel_length2 > cbk - > valid_depth * cbk - > valid_depth | |
( rel_length2 > CMP_EPSILON & & cbk - > valid_dir . dot ( rel_dir . normalized ( ) ) < CMP_EPSILON ) ) {
cbk - > invalid_by_dir + + ;
return ;
}
} else {
if ( rel_length2 > 0 & & cbk - > valid_dir . dot ( rel_dir . normalized ( ) ) < CMP_EPSILON ) {
return ;
}
}
}
if ( cbk - > amount = = cbk - > max ) {
//find least deep
real_t min_depth = 1e20 ;
int min_depth_idx = 0 ;
for ( int i = 0 ; i < cbk - > amount ; i + + ) {
real_t d = cbk - > ptr [ i * 2 + 0 ] . distance_squared_to ( cbk - > ptr [ i * 2 + 1 ] ) ;
if ( d < min_depth ) {
min_depth = d ;
min_depth_idx = i ;
}
}
if ( rel_length2 < min_depth ) {
return ;
}
cbk - > ptr [ min_depth_idx * 2 + 0 ] = p_point_A ;
cbk - > ptr [ min_depth_idx * 2 + 1 ] = p_point_B ;
cbk - > passed + + ;
} else {
cbk - > ptr [ cbk - > amount * 2 + 0 ] = p_point_A ;
cbk - > ptr [ cbk - > amount * 2 + 1 ] = p_point_B ;
cbk - > amount + + ;
cbk - > passed + + ;
}
}
bool GodotPhysicsServer2D : : 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 ) {
GodotShape2D * shape_A = shape_owner . get_or_null ( p_shape_A ) ;
ERR_FAIL_COND_V ( ! shape_A , false ) ;
GodotShape2D * shape_B = shape_owner . get_or_null ( p_shape_B ) ;
ERR_FAIL_COND_V ( ! shape_B , false ) ;
if ( p_result_max = = 0 ) {
return GodotCollisionSolver2D : : solve ( shape_A , p_xform_A , p_motion_A , shape_B , p_xform_B , p_motion_B , nullptr , nullptr ) ;
}
CollCbkData cbk ;
cbk . max = p_result_max ;
cbk . amount = 0 ;
cbk . passed = 0 ;
cbk . ptr = r_results ;
bool res = GodotCollisionSolver2D : : solve ( shape_A , p_xform_A , p_motion_A , shape_B , p_xform_B , p_motion_B , _shape_col_cbk , & cbk ) ;
r_result_count = cbk . amount ;
return res ;
}
RID GodotPhysicsServer2D : : space_create ( ) {
GodotSpace2D * space = memnew ( GodotSpace2D ) ;
RID id = space_owner . make_rid ( space ) ;
space - > set_self ( id ) ;
RID area_id = area_create ( ) ;
GodotArea2D * area = area_owner . get_or_null ( area_id ) ;
ERR_FAIL_COND_V ( ! area , RID ( ) ) ;
space - > set_default_area ( area ) ;
area - > set_space ( space ) ;
area - > set_priority ( - 1 ) ;
return id ;
} ;
void GodotPhysicsServer2D : : space_set_active ( RID p_space , bool p_active ) {
GodotSpace2D * space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND ( ! space ) ;
if ( p_active ) {
active_spaces . insert ( space ) ;
} else {
active_spaces . erase ( space ) ;
}
}
bool GodotPhysicsServer2D : : space_is_active ( RID p_space ) const {
const GodotSpace2D * space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND_V ( ! space , false ) ;
return active_spaces . has ( space ) ;
}
void GodotPhysicsServer2D : : space_set_param ( RID p_space , SpaceParameter p_param , real_t p_value ) {
GodotSpace2D * space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND ( ! space ) ;
space - > set_param ( p_param , p_value ) ;
}
real_t GodotPhysicsServer2D : : space_get_param ( RID p_space , SpaceParameter p_param ) const {
const GodotSpace2D * space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND_V ( ! space , 0 ) ;
return space - > get_param ( p_param ) ;
}
void GodotPhysicsServer2D : : space_set_debug_contacts ( RID p_space , int p_max_contacts ) {
GodotSpace2D * space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND ( ! space ) ;
space - > set_debug_contacts ( p_max_contacts ) ;
}
Vector < Vector2 > GodotPhysicsServer2D : : space_get_contacts ( RID p_space ) const {
GodotSpace2D * space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND_V ( ! space , Vector < Vector2 > ( ) ) ;
return space - > get_debug_contacts ( ) ;
}
int GodotPhysicsServer2D : : space_get_contact_count ( RID p_space ) const {
GodotSpace2D * space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND_V ( ! space , 0 ) ;
return space - > get_debug_contact_count ( ) ;
}
PhysicsDirectSpaceState2D * GodotPhysicsServer2D : : space_get_direct_state ( RID p_space ) {
GodotSpace2D * space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND_V ( ! space , nullptr ) ;
ERR_FAIL_COND_V_MSG ( ( using_threads & & ! doing_sync ) | | space - > is_locked ( ) , nullptr , " Space state is inaccessible right now, wait for iteration or physics process notification. " ) ;
return space - > get_direct_state ( ) ;
}
RID GodotPhysicsServer2D : : area_create ( ) {
GodotArea2D * area = memnew ( GodotArea2D ) ;
RID rid = area_owner . make_rid ( area ) ;
area - > set_self ( rid ) ;
return rid ;
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}
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void GodotPhysicsServer2D : : area_set_space ( RID p_area , RID p_space ) {
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
GodotSpace2D * space = nullptr ;
if ( p_space . is_valid ( ) ) {
space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND ( ! space ) ;
}
if ( area - > get_space ( ) = = space ) {
return ; //pointless
}
area - > clear_constraints ( ) ;
area - > set_space ( space ) ;
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}
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RID GodotPhysicsServer2D : : area_get_space ( RID p_area ) const {
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND_V ( ! area , RID ( ) ) ;
GodotSpace2D * space = area - > get_space ( ) ;
if ( ! space ) {
return RID ( ) ;
}
return space - > get_self ( ) ;
}
void GodotPhysicsServer2D : : area_add_shape ( RID p_area , RID p_shape , const Transform2D & p_transform , bool p_disabled ) {
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
GodotShape2D * shape = shape_owner . get_or_null ( p_shape ) ;
ERR_FAIL_COND ( ! shape ) ;
area - > add_shape ( shape , p_transform , p_disabled ) ;
}
void GodotPhysicsServer2D : : area_set_shape ( RID p_area , int p_shape_idx , RID p_shape ) {
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
GodotShape2D * shape = shape_owner . get_or_null ( p_shape ) ;
ERR_FAIL_COND ( ! shape ) ;
ERR_FAIL_COND ( ! shape - > is_configured ( ) ) ;
area - > set_shape ( p_shape_idx , shape ) ;
}
void GodotPhysicsServer2D : : area_set_shape_transform ( RID p_area , int p_shape_idx , const Transform2D & p_transform ) {
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
area - > set_shape_transform ( p_shape_idx , p_transform ) ;
}
void GodotPhysicsServer2D : : area_set_shape_disabled ( RID p_area , int p_shape , bool p_disabled ) {
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
ERR_FAIL_INDEX ( p_shape , area - > get_shape_count ( ) ) ;
FLUSH_QUERY_CHECK ( area ) ;
area - > set_shape_disabled ( p_shape , p_disabled ) ;
}
int GodotPhysicsServer2D : : area_get_shape_count ( RID p_area ) const {
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND_V ( ! area , - 1 ) ;
return area - > get_shape_count ( ) ;
}
RID GodotPhysicsServer2D : : area_get_shape ( RID p_area , int p_shape_idx ) const {
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND_V ( ! area , RID ( ) ) ;
GodotShape2D * shape = area - > get_shape ( p_shape_idx ) ;
ERR_FAIL_COND_V ( ! shape , RID ( ) ) ;
return shape - > get_self ( ) ;
}
Transform2D GodotPhysicsServer2D : : area_get_shape_transform ( RID p_area , int p_shape_idx ) const {
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND_V ( ! area , Transform2D ( ) ) ;
return area - > get_shape_transform ( p_shape_idx ) ;
}
void GodotPhysicsServer2D : : area_remove_shape ( RID p_area , int p_shape_idx ) {
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
area - > remove_shape ( p_shape_idx ) ;
}
void GodotPhysicsServer2D : : area_clear_shapes ( RID p_area ) {
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
while ( area - > get_shape_count ( ) ) {
area - > remove_shape ( 0 ) ;
}
}
void GodotPhysicsServer2D : : area_attach_object_instance_id ( RID p_area , ObjectID p_id ) {
if ( space_owner . owns ( p_area ) ) {
GodotSpace2D * space = space_owner . get_or_null ( p_area ) ;
p_area = space - > get_default_area ( ) - > get_self ( ) ;
}
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
area - > set_instance_id ( p_id ) ;
}
ObjectID GodotPhysicsServer2D : : area_get_object_instance_id ( RID p_area ) const {
if ( space_owner . owns ( p_area ) ) {
GodotSpace2D * space = space_owner . get_or_null ( p_area ) ;
p_area = space - > get_default_area ( ) - > get_self ( ) ;
}
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND_V ( ! area , ObjectID ( ) ) ;
return area - > get_instance_id ( ) ;
}
void GodotPhysicsServer2D : : area_attach_canvas_instance_id ( RID p_area , ObjectID p_id ) {
if ( space_owner . owns ( p_area ) ) {
GodotSpace2D * space = space_owner . get_or_null ( p_area ) ;
p_area = space - > get_default_area ( ) - > get_self ( ) ;
}
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
area - > set_canvas_instance_id ( p_id ) ;
}
ObjectID GodotPhysicsServer2D : : area_get_canvas_instance_id ( RID p_area ) const {
if ( space_owner . owns ( p_area ) ) {
GodotSpace2D * space = space_owner . get_or_null ( p_area ) ;
p_area = space - > get_default_area ( ) - > get_self ( ) ;
}
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND_V ( ! area , ObjectID ( ) ) ;
return area - > get_canvas_instance_id ( ) ;
}
void GodotPhysicsServer2D : : area_set_param ( RID p_area , AreaParameter p_param , const Variant & p_value ) {
if ( space_owner . owns ( p_area ) ) {
GodotSpace2D * space = space_owner . get_or_null ( p_area ) ;
p_area = space - > get_default_area ( ) - > get_self ( ) ;
}
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
area - > set_param ( p_param , p_value ) ;
} ;
void GodotPhysicsServer2D : : area_set_transform ( RID p_area , const Transform2D & p_transform ) {
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
area - > set_transform ( p_transform ) ;
} ;
Variant GodotPhysicsServer2D : : area_get_param ( RID p_area , AreaParameter p_param ) const {
if ( space_owner . owns ( p_area ) ) {
GodotSpace2D * space = space_owner . get_or_null ( p_area ) ;
p_area = space - > get_default_area ( ) - > get_self ( ) ;
}
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND_V ( ! area , Variant ( ) ) ;
return area - > get_param ( p_param ) ;
} ;
Transform2D GodotPhysicsServer2D : : area_get_transform ( RID p_area ) const {
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND_V ( ! area , Transform2D ( ) ) ;
return area - > get_transform ( ) ;
} ;
void GodotPhysicsServer2D : : area_set_pickable ( RID p_area , bool p_pickable ) {
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
area - > set_pickable ( p_pickable ) ;
}
void GodotPhysicsServer2D : : area_set_monitorable ( RID p_area , bool p_monitorable ) {
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
FLUSH_QUERY_CHECK ( area ) ;
area - > set_monitorable ( p_monitorable ) ;
}
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void GodotPhysicsServer2D : : area_set_collision_layer ( RID p_area , uint32_t p_layer ) {
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
area - > set_collision_layer ( p_layer ) ;
}
uint32_t GodotPhysicsServer2D : : area_get_collision_layer ( RID p_area ) const {
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND_V ( ! area , 0 ) ;
return area - > get_collision_layer ( ) ;
}
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void GodotPhysicsServer2D : : area_set_collision_mask ( RID p_area , uint32_t p_mask ) {
GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
area - > set_collision_mask ( p_mask ) ;
}
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uint32_t GodotPhysicsServer2D : : area_get_collision_mask ( RID p_area ) const {
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GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
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ERR_FAIL_COND_V ( ! area , 0 ) ;
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return area - > get_collision_mask ( ) ;
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}
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void GodotPhysicsServer2D : : area_set_monitor_callback ( RID p_area , const Callable & p_callback ) {
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GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
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area - > set_monitor_callback ( p_callback . is_valid ( ) ? p_callback : Callable ( ) ) ;
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}
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void GodotPhysicsServer2D : : area_set_area_monitor_callback ( RID p_area , const Callable & p_callback ) {
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GodotArea2D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
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area - > set_area_monitor_callback ( p_callback . is_valid ( ) ? p_callback : Callable ( ) ) ;
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}
/* BODY API */
RID GodotPhysicsServer2D : : body_create ( ) {
GodotBody2D * body = memnew ( GodotBody2D ) ;
RID rid = body_owner . make_rid ( body ) ;
body - > set_self ( rid ) ;
return rid ;
}
void GodotPhysicsServer2D : : body_set_space ( RID p_body , RID p_space ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
GodotSpace2D * space = nullptr ;
if ( p_space . is_valid ( ) ) {
space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND ( ! space ) ;
}
if ( body - > get_space ( ) = = space ) {
return ; //pointless
}
body - > clear_constraint_list ( ) ;
body - > set_space ( space ) ;
} ;
RID GodotPhysicsServer2D : : body_get_space ( RID p_body ) const {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , RID ( ) ) ;
GodotSpace2D * space = body - > get_space ( ) ;
if ( ! space ) {
return RID ( ) ;
}
return space - > get_self ( ) ;
} ;
void GodotPhysicsServer2D : : body_set_mode ( RID p_body , BodyMode p_mode ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
FLUSH_QUERY_CHECK ( body ) ;
body - > set_mode ( p_mode ) ;
} ;
PhysicsServer2D : : BodyMode GodotPhysicsServer2D : : body_get_mode ( RID p_body ) const {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , BODY_MODE_STATIC ) ;
return body - > get_mode ( ) ;
} ;
void GodotPhysicsServer2D : : body_add_shape ( RID p_body , RID p_shape , const Transform2D & p_transform , bool p_disabled ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
GodotShape2D * shape = shape_owner . get_or_null ( p_shape ) ;
ERR_FAIL_COND ( ! shape ) ;
body - > add_shape ( shape , p_transform , p_disabled ) ;
}
void GodotPhysicsServer2D : : body_set_shape ( RID p_body , int p_shape_idx , RID p_shape ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
GodotShape2D * shape = shape_owner . get_or_null ( p_shape ) ;
ERR_FAIL_COND ( ! shape ) ;
ERR_FAIL_COND ( ! shape - > is_configured ( ) ) ;
body - > set_shape ( p_shape_idx , shape ) ;
}
void GodotPhysicsServer2D : : body_set_shape_transform ( RID p_body , int p_shape_idx , const Transform2D & p_transform ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_shape_transform ( p_shape_idx , p_transform ) ;
}
int GodotPhysicsServer2D : : body_get_shape_count ( RID p_body ) const {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , - 1 ) ;
return body - > get_shape_count ( ) ;
}
RID GodotPhysicsServer2D : : body_get_shape ( RID p_body , int p_shape_idx ) const {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , RID ( ) ) ;
GodotShape2D * shape = body - > get_shape ( p_shape_idx ) ;
ERR_FAIL_COND_V ( ! shape , RID ( ) ) ;
return shape - > get_self ( ) ;
}
Transform2D GodotPhysicsServer2D : : body_get_shape_transform ( RID p_body , int p_shape_idx ) const {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , Transform2D ( ) ) ;
return body - > get_shape_transform ( p_shape_idx ) ;
}
void GodotPhysicsServer2D : : body_remove_shape ( RID p_body , int p_shape_idx ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > remove_shape ( p_shape_idx ) ;
}
void GodotPhysicsServer2D : : body_clear_shapes ( RID p_body ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
while ( body - > get_shape_count ( ) ) {
body - > remove_shape ( 0 ) ;
}
}
void GodotPhysicsServer2D : : body_set_shape_disabled ( RID p_body , int p_shape_idx , bool p_disabled ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
ERR_FAIL_INDEX ( p_shape_idx , body - > get_shape_count ( ) ) ;
FLUSH_QUERY_CHECK ( body ) ;
body - > set_shape_disabled ( p_shape_idx , p_disabled ) ;
}
void GodotPhysicsServer2D : : body_set_shape_as_one_way_collision ( RID p_body , int p_shape_idx , bool p_enable , real_t p_margin ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
ERR_FAIL_INDEX ( p_shape_idx , body - > get_shape_count ( ) ) ;
FLUSH_QUERY_CHECK ( body ) ;
body - > set_shape_as_one_way_collision ( p_shape_idx , p_enable , p_margin ) ;
}
void GodotPhysicsServer2D : : body_set_continuous_collision_detection_mode ( RID p_body , CCDMode p_mode ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_continuous_collision_detection_mode ( p_mode ) ;
}
GodotPhysicsServer2D : : CCDMode GodotPhysicsServer2D : : body_get_continuous_collision_detection_mode ( RID p_body ) const {
const GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , CCD_MODE_DISABLED ) ;
return body - > get_continuous_collision_detection_mode ( ) ;
}
void GodotPhysicsServer2D : : body_attach_object_instance_id ( RID p_body , ObjectID p_id ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_instance_id ( p_id ) ;
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}
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ObjectID GodotPhysicsServer2D : : body_get_object_instance_id ( RID p_body ) const {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , ObjectID ( ) ) ;
return body - > get_instance_id ( ) ;
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}
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void GodotPhysicsServer2D : : body_attach_canvas_instance_id ( RID p_body , ObjectID p_id ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_canvas_instance_id ( p_id ) ;
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}
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ObjectID GodotPhysicsServer2D : : body_get_canvas_instance_id ( RID p_body ) const {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , ObjectID ( ) ) ;
return body - > get_canvas_instance_id ( ) ;
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}
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void GodotPhysicsServer2D : : body_set_collision_layer ( RID p_body , uint32_t p_layer ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_collision_layer ( p_layer ) ;
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}
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uint32_t GodotPhysicsServer2D : : body_get_collision_layer ( RID p_body ) const {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , 0 ) ;
return body - > get_collision_layer ( ) ;
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}
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void GodotPhysicsServer2D : : body_set_collision_mask ( RID p_body , uint32_t p_mask ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_collision_mask ( p_mask ) ;
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}
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uint32_t GodotPhysicsServer2D : : body_get_collision_mask ( RID p_body ) const {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , 0 ) ;
return body - > get_collision_mask ( ) ;
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}
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void GodotPhysicsServer2D : : body_set_collision_priority ( RID p_body , real_t p_priority ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_collision_priority ( p_priority ) ;
}
real_t GodotPhysicsServer2D : : body_get_collision_priority ( RID p_body ) const {
const GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , 0 ) ;
return body - > get_collision_priority ( ) ;
}
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void GodotPhysicsServer2D : : body_set_param ( RID p_body , BodyParameter p_param , const Variant & p_value ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_param ( p_param , p_value ) ;
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}
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Variant GodotPhysicsServer2D : : body_get_param ( RID p_body , BodyParameter p_param ) const {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , 0 ) ;
return body - > get_param ( p_param ) ;
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}
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void GodotPhysicsServer2D : : body_reset_mass_properties ( RID p_body ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
return body - > reset_mass_properties ( ) ;
}
void GodotPhysicsServer2D : : body_set_state ( RID p_body , BodyState p_state , const Variant & p_variant ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_state ( p_state , p_variant ) ;
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}
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Variant GodotPhysicsServer2D : : body_get_state ( RID p_body , BodyState p_state ) const {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , Variant ( ) ) ;
return body - > get_state ( p_state ) ;
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}
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void GodotPhysicsServer2D : : body_apply_central_impulse ( RID p_body , const Vector2 & p_impulse ) {
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GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
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body - > apply_central_impulse ( p_impulse ) ;
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body - > wakeup ( ) ;
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}
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void GodotPhysicsServer2D : : body_apply_torque_impulse ( RID p_body , real_t p_torque ) {
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GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
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ERR_FAIL_COND ( ! body ) ;
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_update_shapes ( ) ;
body - > apply_torque_impulse ( p_torque ) ;
body - > wakeup ( ) ;
}
void GodotPhysicsServer2D : : body_apply_impulse ( RID p_body , const Vector2 & p_impulse , const Vector2 & p_position ) {
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GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
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_update_shapes ( ) ;
body - > apply_impulse ( p_impulse , p_position ) ;
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body - > wakeup ( ) ;
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}
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void GodotPhysicsServer2D : : body_apply_central_force ( RID p_body , const Vector2 & p_force ) {
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GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
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ERR_FAIL_COND ( ! body ) ;
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body - > apply_central_force ( p_force ) ;
body - > wakeup ( ) ;
}
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void GodotPhysicsServer2D : : body_apply_force ( RID p_body , const Vector2 & p_force , const Vector2 & p_position ) {
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GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
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body - > apply_force ( p_force , p_position ) ;
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body - > wakeup ( ) ;
}
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void GodotPhysicsServer2D : : body_apply_torque ( RID p_body , real_t p_torque ) {
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GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
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body - > apply_torque ( p_torque ) ;
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body - > wakeup ( ) ;
}
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void GodotPhysicsServer2D : : body_add_constant_central_force ( RID p_body , const Vector2 & p_force ) {
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GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
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body - > add_constant_central_force ( p_force ) ;
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body - > wakeup ( ) ;
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}
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void GodotPhysicsServer2D : : body_add_constant_force ( RID p_body , const Vector2 & p_force , const Vector2 & p_position ) {
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GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
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body - > add_constant_force ( p_force , p_position ) ;
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body - > wakeup ( ) ;
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}
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void GodotPhysicsServer2D : : body_add_constant_torque ( RID p_body , real_t p_torque ) {
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GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
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body - > add_constant_torque ( p_torque ) ;
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body - > wakeup ( ) ;
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}
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void GodotPhysicsServer2D : : body_set_constant_force ( RID p_body , const Vector2 & p_force ) {
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GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
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body - > set_constant_force ( p_force ) ;
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if ( ! p_force . is_zero_approx ( ) ) {
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body - > wakeup ( ) ;
}
}
Vector2 GodotPhysicsServer2D : : body_get_constant_force ( RID p_body ) const {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , Vector2 ( ) ) ;
return body - > get_constant_force ( ) ;
}
void GodotPhysicsServer2D : : body_set_constant_torque ( RID p_body , real_t p_torque ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_constant_torque ( p_torque ) ;
if ( ! Math : : is_zero_approx ( p_torque ) ) {
body - > wakeup ( ) ;
}
}
real_t GodotPhysicsServer2D : : body_get_constant_torque ( RID p_body ) const {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , 0 ) ;
return body - > get_constant_torque ( ) ;
}
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void GodotPhysicsServer2D : : body_set_axis_velocity ( RID p_body , const Vector2 & p_axis_velocity ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
_update_shapes ( ) ;
Vector2 v = body - > get_linear_velocity ( ) ;
Vector2 axis = p_axis_velocity . normalized ( ) ;
v - = axis * axis . dot ( v ) ;
v + = p_axis_velocity ;
body - > set_linear_velocity ( v ) ;
body - > wakeup ( ) ;
} ;
void GodotPhysicsServer2D : : body_add_collision_exception ( RID p_body , RID p_body_b ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > add_exception ( p_body_b ) ;
body - > wakeup ( ) ;
} ;
void GodotPhysicsServer2D : : body_remove_collision_exception ( RID p_body , RID p_body_b ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > remove_exception ( p_body_b ) ;
body - > wakeup ( ) ;
} ;
void GodotPhysicsServer2D : : body_get_collision_exceptions ( RID p_body , List < RID > * p_exceptions ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
for ( int i = 0 ; i < body - > get_exceptions ( ) . size ( ) ; i + + ) {
p_exceptions - > push_back ( body - > get_exceptions ( ) [ i ] ) ;
}
} ;
void GodotPhysicsServer2D : : body_set_contacts_reported_depth_threshold ( RID p_body , real_t p_threshold ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
} ;
real_t GodotPhysicsServer2D : : body_get_contacts_reported_depth_threshold ( RID p_body ) const {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , 0 ) ;
return 0 ;
} ;
void GodotPhysicsServer2D : : body_set_omit_force_integration ( RID p_body , bool p_omit ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_omit_force_integration ( p_omit ) ;
} ;
bool GodotPhysicsServer2D : : body_is_omitting_force_integration ( RID p_body ) const {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , false ) ;
return body - > get_omit_force_integration ( ) ;
} ;
void GodotPhysicsServer2D : : body_set_max_contacts_reported ( RID p_body , int p_contacts ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_max_contacts_reported ( p_contacts ) ;
}
int GodotPhysicsServer2D : : body_get_max_contacts_reported ( RID p_body ) const {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , - 1 ) ;
return body - > get_max_contacts_reported ( ) ;
}
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void GodotPhysicsServer2D : : body_set_state_sync_callback ( RID p_body , const Callable & p_callable ) {
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GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
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body - > set_state_sync_callback ( p_callable ) ;
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}
void GodotPhysicsServer2D : : body_set_force_integration_callback ( RID p_body , const Callable & p_callable , const Variant & p_udata ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_force_integration_callback ( p_callable , p_udata ) ;
}
bool GodotPhysicsServer2D : : 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 ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , false ) ;
ERR_FAIL_INDEX_V ( p_body_shape , body - > get_shape_count ( ) , false ) ;
return shape_collide ( body - > get_shape ( p_body_shape ) - > get_self ( ) , body - > get_transform ( ) * body - > get_shape_transform ( p_body_shape ) , Vector2 ( ) , p_shape , p_shape_xform , p_motion , r_results , p_result_max , r_result_count ) ;
}
void GodotPhysicsServer2D : : body_set_pickable ( RID p_body , bool p_pickable ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_pickable ( p_pickable ) ;
}
bool GodotPhysicsServer2D : : body_test_motion ( RID p_body , const MotionParameters & p_parameters , MotionResult * r_result ) {
GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , false ) ;
ERR_FAIL_COND_V ( ! body - > get_space ( ) , false ) ;
ERR_FAIL_COND_V ( body - > get_space ( ) - > is_locked ( ) , false ) ;
_update_shapes ( ) ;
return body - > get_space ( ) - > test_body_motion ( body , p_parameters , r_result ) ;
}
PhysicsDirectBodyState2D * GodotPhysicsServer2D : : body_get_direct_state ( RID p_body ) {
ERR_FAIL_COND_V_MSG ( ( using_threads & & ! doing_sync ) , nullptr , " Body state is inaccessible right now, wait for iteration or physics process notification. " ) ;
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if ( ! body_owner . owns ( p_body ) ) {
return nullptr ;
}
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GodotBody2D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , nullptr ) ;
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if ( ! body - > get_space ( ) ) {
return nullptr ;
}
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ERR_FAIL_COND_V_MSG ( body - > get_space ( ) - > is_locked ( ) , nullptr , " Body state is inaccessible right now, wait for iteration or physics process notification. " ) ;
return body - > get_direct_state ( ) ;
}
/* JOINT API */
RID GodotPhysicsServer2D : : joint_create ( ) {
GodotJoint2D * joint = memnew ( GodotJoint2D ) ;
RID joint_rid = joint_owner . make_rid ( joint ) ;
joint - > set_self ( joint_rid ) ;
return joint_rid ;
}
void GodotPhysicsServer2D : : joint_clear ( RID p_joint ) {
GodotJoint2D * joint = joint_owner . get_or_null ( p_joint ) ;
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ERR_FAIL_NULL ( joint ) ;
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if ( joint - > get_type ( ) ! = JOINT_TYPE_MAX ) {
GodotJoint2D * empty_joint = memnew ( GodotJoint2D ) ;
empty_joint - > copy_settings_from ( joint ) ;
joint_owner . replace ( p_joint , empty_joint ) ;
memdelete ( joint ) ;
}
}
void GodotPhysicsServer2D : : joint_set_param ( RID p_joint , JointParam p_param , real_t p_value ) {
GodotJoint2D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( ! joint ) ;
switch ( p_param ) {
case JOINT_PARAM_BIAS :
joint - > set_bias ( p_value ) ;
break ;
case JOINT_PARAM_MAX_BIAS :
joint - > set_max_bias ( p_value ) ;
break ;
case JOINT_PARAM_MAX_FORCE :
joint - > set_max_force ( p_value ) ;
break ;
}
}
real_t GodotPhysicsServer2D : : joint_get_param ( RID p_joint , JointParam p_param ) const {
const GodotJoint2D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND_V ( ! joint , - 1 ) ;
switch ( p_param ) {
case JOINT_PARAM_BIAS :
return joint - > get_bias ( ) ;
break ;
case JOINT_PARAM_MAX_BIAS :
return joint - > get_max_bias ( ) ;
break ;
case JOINT_PARAM_MAX_FORCE :
return joint - > get_max_force ( ) ;
break ;
}
return 0 ;
}
void GodotPhysicsServer2D : : joint_disable_collisions_between_bodies ( RID p_joint , const bool p_disable ) {
GodotJoint2D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( ! joint ) ;
joint - > disable_collisions_between_bodies ( p_disable ) ;
if ( 2 = = joint - > get_body_count ( ) ) {
GodotBody2D * body_a = * joint - > get_body_ptr ( ) ;
GodotBody2D * body_b = * ( joint - > get_body_ptr ( ) + 1 ) ;
if ( p_disable ) {
body_add_collision_exception ( body_a - > get_self ( ) , body_b - > get_self ( ) ) ;
body_add_collision_exception ( body_b - > get_self ( ) , body_a - > get_self ( ) ) ;
} else {
body_remove_collision_exception ( body_a - > get_self ( ) , body_b - > get_self ( ) ) ;
body_remove_collision_exception ( body_b - > get_self ( ) , body_a - > get_self ( ) ) ;
}
}
}
bool GodotPhysicsServer2D : : joint_is_disabled_collisions_between_bodies ( RID p_joint ) const {
const GodotJoint2D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND_V ( ! joint , true ) ;
return joint - > is_disabled_collisions_between_bodies ( ) ;
}
void GodotPhysicsServer2D : : joint_make_pin ( RID p_joint , const Vector2 & p_pos , RID p_body_a , RID p_body_b ) {
GodotBody2D * A = body_owner . get_or_null ( p_body_a ) ;
ERR_FAIL_COND ( ! A ) ;
GodotBody2D * B = nullptr ;
if ( body_owner . owns ( p_body_b ) ) {
B = body_owner . get_or_null ( p_body_b ) ;
ERR_FAIL_COND ( ! B ) ;
}
GodotJoint2D * prev_joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( prev_joint = = nullptr ) ;
GodotJoint2D * joint = memnew ( GodotPinJoint2D ( p_pos , A , B ) ) ;
joint_owner . replace ( p_joint , joint ) ;
joint - > copy_settings_from ( prev_joint ) ;
memdelete ( prev_joint ) ;
}
void GodotPhysicsServer2D : : 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 ) {
GodotBody2D * A = body_owner . get_or_null ( p_body_a ) ;
ERR_FAIL_COND ( ! A ) ;
GodotBody2D * B = body_owner . get_or_null ( p_body_b ) ;
ERR_FAIL_COND ( ! B ) ;
GodotJoint2D * prev_joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( prev_joint = = nullptr ) ;
GodotJoint2D * joint = memnew ( GodotGrooveJoint2D ( p_a_groove1 , p_a_groove2 , p_b_anchor , A , B ) ) ;
joint_owner . replace ( p_joint , joint ) ;
joint - > copy_settings_from ( prev_joint ) ;
memdelete ( prev_joint ) ;
}
void GodotPhysicsServer2D : : 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 ) {
GodotBody2D * A = body_owner . get_or_null ( p_body_a ) ;
ERR_FAIL_COND ( ! A ) ;
GodotBody2D * B = body_owner . get_or_null ( p_body_b ) ;
ERR_FAIL_COND ( ! B ) ;
GodotJoint2D * prev_joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( prev_joint = = nullptr ) ;
GodotJoint2D * joint = memnew ( GodotDampedSpringJoint2D ( p_anchor_a , p_anchor_b , A , B ) ) ;
joint_owner . replace ( p_joint , joint ) ;
joint - > copy_settings_from ( prev_joint ) ;
memdelete ( prev_joint ) ;
}
void GodotPhysicsServer2D : : pin_joint_set_param ( RID p_joint , PinJointParam p_param , real_t p_value ) {
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GodotJoint2D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_NULL ( joint ) ;
ERR_FAIL_COND ( joint - > get_type ( ) ! = JOINT_TYPE_PIN ) ;
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GodotPinJoint2D * pin_joint = static_cast < GodotPinJoint2D * > ( joint ) ;
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pin_joint - > set_param ( p_param , p_value ) ;
}
real_t GodotPhysicsServer2D : : pin_joint_get_param ( RID p_joint , PinJointParam p_param ) const {
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GodotJoint2D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_NULL_V ( joint , 0 ) ;
ERR_FAIL_COND_V ( joint - > get_type ( ) ! = JOINT_TYPE_PIN , 0 ) ;
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GodotPinJoint2D * pin_joint = static_cast < GodotPinJoint2D * > ( joint ) ;
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return pin_joint - > get_param ( p_param ) ;
}
void GodotPhysicsServer2D : : damped_spring_joint_set_param ( RID p_joint , DampedSpringParam p_param , real_t p_value ) {
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GodotJoint2D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_NULL ( joint ) ;
ERR_FAIL_COND ( joint - > get_type ( ) ! = JOINT_TYPE_DAMPED_SPRING ) ;
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GodotDampedSpringJoint2D * dsj = static_cast < GodotDampedSpringJoint2D * > ( joint ) ;
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dsj - > set_param ( p_param , p_value ) ;
}
real_t GodotPhysicsServer2D : : damped_spring_joint_get_param ( RID p_joint , DampedSpringParam p_param ) const {
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GodotJoint2D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_NULL_V ( joint , 0 ) ;
ERR_FAIL_COND_V ( joint - > get_type ( ) ! = JOINT_TYPE_DAMPED_SPRING , 0 ) ;
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GodotDampedSpringJoint2D * dsj = static_cast < GodotDampedSpringJoint2D * > ( joint ) ;
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return dsj - > get_param ( p_param ) ;
}
PhysicsServer2D : : JointType GodotPhysicsServer2D : : joint_get_type ( RID p_joint ) const {
GodotJoint2D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND_V ( ! joint , JOINT_TYPE_PIN ) ;
return joint - > get_type ( ) ;
}
void GodotPhysicsServer2D : : free ( RID p_rid ) {
_update_shapes ( ) ; // just in case
if ( shape_owner . owns ( p_rid ) ) {
GodotShape2D * shape = shape_owner . get_or_null ( p_rid ) ;
while ( shape - > get_owners ( ) . size ( ) ) {
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GodotShapeOwner2D * so = shape - > get_owners ( ) . begin ( ) - > key ;
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so - > remove_shape ( shape ) ;
}
shape_owner . free ( p_rid ) ;
memdelete ( shape ) ;
} else if ( body_owner . owns ( p_rid ) ) {
GodotBody2D * body = body_owner . get_or_null ( p_rid ) ;
body_set_space ( p_rid , RID ( ) ) ;
while ( body - > get_shape_count ( ) ) {
body - > remove_shape ( 0 ) ;
}
body_owner . free ( p_rid ) ;
memdelete ( body ) ;
} else if ( area_owner . owns ( p_rid ) ) {
GodotArea2D * area = area_owner . get_or_null ( p_rid ) ;
area - > set_space ( nullptr ) ;
while ( area - > get_shape_count ( ) ) {
area - > remove_shape ( 0 ) ;
}
area_owner . free ( p_rid ) ;
memdelete ( area ) ;
} else if ( space_owner . owns ( p_rid ) ) {
GodotSpace2D * space = space_owner . get_or_null ( p_rid ) ;
while ( space - > get_objects ( ) . size ( ) ) {
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GodotCollisionObject2D * co = static_cast < GodotCollisionObject2D * > ( * space - > get_objects ( ) . begin ( ) ) ;
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co - > set_space ( nullptr ) ;
}
active_spaces . erase ( space ) ;
free ( space - > get_default_area ( ) - > get_self ( ) ) ;
space_owner . free ( p_rid ) ;
memdelete ( space ) ;
} else if ( joint_owner . owns ( p_rid ) ) {
GodotJoint2D * joint = joint_owner . get_or_null ( p_rid ) ;
joint_owner . free ( p_rid ) ;
memdelete ( joint ) ;
} else {
ERR_FAIL_MSG ( " Invalid ID. " ) ;
}
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}
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void GodotPhysicsServer2D : : set_active ( bool p_active ) {
active = p_active ;
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}
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void GodotPhysicsServer2D : : init ( ) {
doing_sync = false ;
stepper = memnew ( GodotStep2D ) ;
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}
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void GodotPhysicsServer2D : : step ( real_t p_step ) {
if ( ! active ) {
return ;
}
_update_shapes ( ) ;
island_count = 0 ;
active_objects = 0 ;
collision_pairs = 0 ;
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for ( const GodotSpace2D * E : active_spaces ) {
stepper - > step ( const_cast < GodotSpace2D * > ( E ) , p_step ) ;
island_count + = E - > get_island_count ( ) ;
active_objects + = E - > get_active_objects ( ) ;
collision_pairs + = E - > get_collision_pairs ( ) ;
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}
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}
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void GodotPhysicsServer2D : : sync ( ) {
doing_sync = true ;
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}
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void GodotPhysicsServer2D : : flush_queries ( ) {
if ( ! active ) {
return ;
}
flushing_queries = true ;
uint64_t time_beg = OS : : get_singleton ( ) - > get_ticks_usec ( ) ;
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for ( const GodotSpace2D * E : active_spaces ) {
GodotSpace2D * space = const_cast < GodotSpace2D * > ( E ) ;
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space - > call_queries ( ) ;
}
flushing_queries = false ;
if ( EngineDebugger : : is_profiling ( " servers " ) ) {
uint64_t total_time [ GodotSpace2D : : ELAPSED_TIME_MAX ] ;
static const char * time_name [ GodotSpace2D : : ELAPSED_TIME_MAX ] = {
" integrate_forces " ,
" generate_islands " ,
" setup_constraints " ,
" solve_constraints " ,
" integrate_velocities "
} ;
for ( int i = 0 ; i < GodotSpace2D : : ELAPSED_TIME_MAX ; i + + ) {
total_time [ i ] = 0 ;
}
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for ( const GodotSpace2D * E : active_spaces ) {
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for ( int i = 0 ; i < GodotSpace2D : : ELAPSED_TIME_MAX ; i + + ) {
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total_time [ i ] + = E - > get_elapsed_time ( GodotSpace2D : : ElapsedTime ( i ) ) ;
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}
}
Array values ;
values . resize ( GodotSpace2D : : ELAPSED_TIME_MAX * 2 ) ;
for ( int i = 0 ; i < GodotSpace2D : : ELAPSED_TIME_MAX ; i + + ) {
values [ i * 2 + 0 ] = time_name [ i ] ;
values [ i * 2 + 1 ] = USEC_TO_SEC ( total_time [ i ] ) ;
}
values . push_back ( " flush_queries " ) ;
values . push_back ( USEC_TO_SEC ( OS : : get_singleton ( ) - > get_ticks_usec ( ) - time_beg ) ) ;
values . push_front ( " physics_2d " ) ;
EngineDebugger : : profiler_add_frame_data ( " servers " , values ) ;
}
}
void GodotPhysicsServer2D : : end_sync ( ) {
doing_sync = false ;
}
void GodotPhysicsServer2D : : finish ( ) {
memdelete ( stepper ) ;
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}
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void GodotPhysicsServer2D : : _update_shapes ( ) {
while ( pending_shape_update_list . first ( ) ) {
pending_shape_update_list . first ( ) - > self ( ) - > _shape_changed ( ) ;
pending_shape_update_list . remove ( pending_shape_update_list . first ( ) ) ;
}
}
int GodotPhysicsServer2D : : get_process_info ( ProcessInfo p_info ) {
switch ( p_info ) {
case INFO_ACTIVE_OBJECTS : {
return active_objects ;
} break ;
case INFO_COLLISION_PAIRS : {
return collision_pairs ;
} break ;
case INFO_ISLAND_COUNT : {
return island_count ;
} break ;
}
return 0 ;
}
GodotPhysicsServer2D * GodotPhysicsServer2D : : godot_singleton = nullptr ;
GodotPhysicsServer2D : : GodotPhysicsServer2D ( bool p_using_threads ) {
godot_singleton = this ;
GodotBroadPhase2D : : create_func = GodotBroadPhase2DBVH : : _create ;
using_threads = p_using_threads ;
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}