virtualx-engine/servers/physics_2d/godot_body_direct_state_2d.cpp
Ricardo Buring 3efa105548 Add get_contact_impulse method to PhysicsDirectBodyState2D
This makes it consistent with 3D.
2023-01-10 23:28:02 +01:00

224 lines
8.2 KiB
C++

/**************************************************************************/
/* godot_body_direct_state_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 */
/* 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, */
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/**************************************************************************/
#include "godot_body_direct_state_2d.h"
#include "godot_body_2d.h"
#include "godot_physics_server_2d.h"
#include "godot_space_2d.h"
Vector2 GodotPhysicsDirectBodyState2D::get_total_gravity() const {
return body->gravity;
}
real_t GodotPhysicsDirectBodyState2D::get_total_angular_damp() const {
return body->total_angular_damp;
}
real_t GodotPhysicsDirectBodyState2D::get_total_linear_damp() const {
return body->total_linear_damp;
}
Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass() const {
return body->get_center_of_mass();
}
Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass_local() const {
return body->get_center_of_mass_local();
}
real_t GodotPhysicsDirectBodyState2D::get_inverse_mass() const {
return body->get_inv_mass();
}
real_t GodotPhysicsDirectBodyState2D::get_inverse_inertia() const {
return body->get_inv_inertia();
}
void GodotPhysicsDirectBodyState2D::set_linear_velocity(const Vector2 &p_velocity) {
body->wakeup();
body->set_linear_velocity(p_velocity);
}
Vector2 GodotPhysicsDirectBodyState2D::get_linear_velocity() const {
return body->get_linear_velocity();
}
void GodotPhysicsDirectBodyState2D::set_angular_velocity(real_t p_velocity) {
body->wakeup();
body->set_angular_velocity(p_velocity);
}
real_t GodotPhysicsDirectBodyState2D::get_angular_velocity() const {
return body->get_angular_velocity();
}
void GodotPhysicsDirectBodyState2D::set_transform(const Transform2D &p_transform) {
body->set_state(PhysicsServer2D::BODY_STATE_TRANSFORM, p_transform);
}
Transform2D GodotPhysicsDirectBodyState2D::get_transform() const {
return body->get_transform();
}
Vector2 GodotPhysicsDirectBodyState2D::get_velocity_at_local_position(const Vector2 &p_position) const {
return body->get_velocity_in_local_point(p_position);
}
void GodotPhysicsDirectBodyState2D::apply_central_impulse(const Vector2 &p_impulse) {
body->wakeup();
body->apply_central_impulse(p_impulse);
}
void GodotPhysicsDirectBodyState2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
body->wakeup();
body->apply_impulse(p_impulse, p_position);
}
void GodotPhysicsDirectBodyState2D::apply_torque_impulse(real_t p_torque) {
body->wakeup();
body->apply_torque_impulse(p_torque);
}
void GodotPhysicsDirectBodyState2D::apply_central_force(const Vector2 &p_force) {
body->wakeup();
body->apply_central_force(p_force);
}
void GodotPhysicsDirectBodyState2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) {
body->wakeup();
body->apply_force(p_force, p_position);
}
void GodotPhysicsDirectBodyState2D::apply_torque(real_t p_torque) {
body->wakeup();
body->apply_torque(p_torque);
}
void GodotPhysicsDirectBodyState2D::add_constant_central_force(const Vector2 &p_force) {
body->wakeup();
body->add_constant_central_force(p_force);
}
void GodotPhysicsDirectBodyState2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) {
body->wakeup();
body->add_constant_force(p_force, p_position);
}
void GodotPhysicsDirectBodyState2D::add_constant_torque(real_t p_torque) {
body->wakeup();
body->add_constant_torque(p_torque);
}
void GodotPhysicsDirectBodyState2D::set_constant_force(const Vector2 &p_force) {
if (!p_force.is_zero_approx()) {
body->wakeup();
}
body->set_constant_force(p_force);
}
Vector2 GodotPhysicsDirectBodyState2D::get_constant_force() const {
return body->get_constant_force();
}
void GodotPhysicsDirectBodyState2D::set_constant_torque(real_t p_torque) {
if (!Math::is_zero_approx(p_torque)) {
body->wakeup();
}
body->set_constant_torque(p_torque);
}
real_t GodotPhysicsDirectBodyState2D::get_constant_torque() const {
return body->get_constant_torque();
}
void GodotPhysicsDirectBodyState2D::set_sleep_state(bool p_enable) {
body->set_active(!p_enable);
}
bool GodotPhysicsDirectBodyState2D::is_sleeping() const {
return !body->is_active();
}
int GodotPhysicsDirectBodyState2D::get_contact_count() const {
return body->contact_count;
}
Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_position(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
return body->contacts[p_contact_idx].local_pos;
}
Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_normal(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
return body->contacts[p_contact_idx].local_normal;
}
int GodotPhysicsDirectBodyState2D::get_contact_local_shape(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1);
return body->contacts[p_contact_idx].local_shape;
}
RID GodotPhysicsDirectBodyState2D::get_contact_collider(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID());
return body->contacts[p_contact_idx].collider;
}
Vector2 GodotPhysicsDirectBodyState2D::get_contact_collider_position(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
return body->contacts[p_contact_idx].collider_pos;
}
ObjectID GodotPhysicsDirectBodyState2D::get_contact_collider_id(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID());
return body->contacts[p_contact_idx].collider_instance_id;
}
int GodotPhysicsDirectBodyState2D::get_contact_collider_shape(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0);
return body->contacts[p_contact_idx].collider_shape;
}
Vector2 GodotPhysicsDirectBodyState2D::get_contact_collider_velocity_at_position(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
return body->contacts[p_contact_idx].collider_velocity_at_pos;
}
Vector2 GodotPhysicsDirectBodyState2D::get_contact_impulse(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
return body->contacts[p_contact_idx].impulse;
}
PhysicsDirectSpaceState2D *GodotPhysicsDirectBodyState2D::get_space_state() {
return body->get_space()->get_direct_state();
}
real_t GodotPhysicsDirectBodyState2D::get_step() const {
return body->get_space()->get_last_step();
}