Path: blob/master/modules/godot_physics_2d/godot_body_direct_state_2d.cpp
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/**************************************************************************/1/* godot_body_direct_state_2d.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "godot_body_direct_state_2d.h"3132#include "godot_body_2d.h"33#include "godot_space_2d.h"3435Vector2 GodotPhysicsDirectBodyState2D::get_total_gravity() const {36return body->gravity;37}3839real_t GodotPhysicsDirectBodyState2D::get_total_angular_damp() const {40return body->total_angular_damp;41}4243real_t GodotPhysicsDirectBodyState2D::get_total_linear_damp() const {44return body->total_linear_damp;45}4647Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass() const {48return body->get_center_of_mass();49}5051Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass_local() const {52return body->get_center_of_mass_local();53}5455real_t GodotPhysicsDirectBodyState2D::get_inverse_mass() const {56return body->get_inv_mass();57}5859real_t GodotPhysicsDirectBodyState2D::get_inverse_inertia() const {60return body->get_inv_inertia();61}6263void GodotPhysicsDirectBodyState2D::set_linear_velocity(const Vector2 &p_velocity) {64body->wakeup();65body->set_linear_velocity(p_velocity);66}6768Vector2 GodotPhysicsDirectBodyState2D::get_linear_velocity() const {69return body->get_linear_velocity();70}7172void GodotPhysicsDirectBodyState2D::set_angular_velocity(real_t p_velocity) {73body->wakeup();74body->set_angular_velocity(p_velocity);75}7677real_t GodotPhysicsDirectBodyState2D::get_angular_velocity() const {78return body->get_angular_velocity();79}8081void GodotPhysicsDirectBodyState2D::set_transform(const Transform2D &p_transform) {82body->set_state(PhysicsServer2D::BODY_STATE_TRANSFORM, p_transform);83}8485Transform2D GodotPhysicsDirectBodyState2D::get_transform() const {86return body->get_transform();87}8889Vector2 GodotPhysicsDirectBodyState2D::get_velocity_at_local_position(const Vector2 &p_position) const {90return body->get_velocity_in_local_point(p_position);91}9293void GodotPhysicsDirectBodyState2D::apply_central_impulse(const Vector2 &p_impulse) {94body->wakeup();95body->apply_central_impulse(p_impulse);96}9798void GodotPhysicsDirectBodyState2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {99body->wakeup();100body->apply_impulse(p_impulse, p_position);101}102103void GodotPhysicsDirectBodyState2D::apply_torque_impulse(real_t p_torque) {104body->wakeup();105body->apply_torque_impulse(p_torque);106}107108void GodotPhysicsDirectBodyState2D::apply_central_force(const Vector2 &p_force) {109body->wakeup();110body->apply_central_force(p_force);111}112113void GodotPhysicsDirectBodyState2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) {114body->wakeup();115body->apply_force(p_force, p_position);116}117118void GodotPhysicsDirectBodyState2D::apply_torque(real_t p_torque) {119body->wakeup();120body->apply_torque(p_torque);121}122123void GodotPhysicsDirectBodyState2D::add_constant_central_force(const Vector2 &p_force) {124body->wakeup();125body->add_constant_central_force(p_force);126}127128void GodotPhysicsDirectBodyState2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) {129body->wakeup();130body->add_constant_force(p_force, p_position);131}132133void GodotPhysicsDirectBodyState2D::add_constant_torque(real_t p_torque) {134body->wakeup();135body->add_constant_torque(p_torque);136}137138void GodotPhysicsDirectBodyState2D::set_constant_force(const Vector2 &p_force) {139if (!p_force.is_zero_approx()) {140body->wakeup();141}142body->set_constant_force(p_force);143}144145Vector2 GodotPhysicsDirectBodyState2D::get_constant_force() const {146return body->get_constant_force();147}148149void GodotPhysicsDirectBodyState2D::set_constant_torque(real_t p_torque) {150if (!Math::is_zero_approx(p_torque)) {151body->wakeup();152}153body->set_constant_torque(p_torque);154}155156real_t GodotPhysicsDirectBodyState2D::get_constant_torque() const {157return body->get_constant_torque();158}159160void GodotPhysicsDirectBodyState2D::set_sleep_state(bool p_enable) {161body->set_active(!p_enable);162}163164bool GodotPhysicsDirectBodyState2D::is_sleeping() const {165return !body->is_active();166}167168void GodotPhysicsDirectBodyState2D::set_collision_layer(uint32_t p_layer) {169body->set_collision_layer(p_layer);170}171172uint32_t GodotPhysicsDirectBodyState2D::get_collision_layer() const {173return body->get_collision_layer();174}175176void GodotPhysicsDirectBodyState2D::set_collision_mask(uint32_t p_mask) {177body->set_collision_mask(p_mask);178}179180uint32_t GodotPhysicsDirectBodyState2D::get_collision_mask() const {181return body->get_collision_mask();182}183184int GodotPhysicsDirectBodyState2D::get_contact_count() const {185return body->contact_count;186}187188Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_position(int p_contact_idx) const {189ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());190return body->contacts[p_contact_idx].local_pos;191}192193Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_normal(int p_contact_idx) const {194ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());195return body->contacts[p_contact_idx].local_normal;196}197198int GodotPhysicsDirectBodyState2D::get_contact_local_shape(int p_contact_idx) const {199ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1);200return body->contacts[p_contact_idx].local_shape;201}202203Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_velocity_at_position(int p_contact_idx) const {204ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());205return body->contacts[p_contact_idx].local_velocity_at_pos;206}207208RID GodotPhysicsDirectBodyState2D::get_contact_collider(int p_contact_idx) const {209ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID());210return body->contacts[p_contact_idx].collider;211}212Vector2 GodotPhysicsDirectBodyState2D::get_contact_collider_position(int p_contact_idx) const {213ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());214return body->contacts[p_contact_idx].collider_pos;215}216217ObjectID GodotPhysicsDirectBodyState2D::get_contact_collider_id(int p_contact_idx) const {218ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID());219return body->contacts[p_contact_idx].collider_instance_id;220}221222int GodotPhysicsDirectBodyState2D::get_contact_collider_shape(int p_contact_idx) const {223ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0);224return body->contacts[p_contact_idx].collider_shape;225}226227Vector2 GodotPhysicsDirectBodyState2D::get_contact_collider_velocity_at_position(int p_contact_idx) const {228ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());229return body->contacts[p_contact_idx].collider_velocity_at_pos;230}231232Vector2 GodotPhysicsDirectBodyState2D::get_contact_impulse(int p_contact_idx) const {233ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());234return body->contacts[p_contact_idx].impulse;235}236237PhysicsDirectSpaceState2D *GodotPhysicsDirectBodyState2D::get_space_state() {238return body->get_space()->get_direct_state();239}240241real_t GodotPhysicsDirectBodyState2D::get_step() const {242return body->get_space()->get_last_step();243}244245246