feat: modules moved and engine moved to submodule
This commit is contained in:
parent
dfb5e645cd
commit
c33d2130cc
5136 changed files with 225275 additions and 64485 deletions
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@ -1,5 +1,5 @@
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def can_build(env, platform):
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return True
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return not env["disable_physics_2d"]
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def configure(env):
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@ -28,8 +28,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_AREA_2D_H
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#define GODOT_AREA_2D_H
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#pragma once
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#include "godot_collision_object_2d.h"
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@ -187,5 +186,3 @@ void GodotArea2D::remove_area_from_query(GodotArea2D *p_area, uint32_t p_area_sh
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_queue_monitor_update();
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}
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}
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#endif // GODOT_AREA_2D_H
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@ -28,8 +28,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_AREA_PAIR_2D_H
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#define GODOT_AREA_PAIR_2D_H
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#pragma once
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#include "godot_area_2d.h"
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#include "godot_body_2d.h"
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@ -74,5 +73,3 @@ public:
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GodotArea2Pair2D(GodotArea2D *p_area_a, int p_shape_a, GodotArea2D *p_area_b, int p_shape_b);
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~GodotArea2Pair2D();
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};
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#endif // GODOT_AREA_PAIR_2D_H
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@ -563,7 +563,7 @@ void GodotBody2D::integrate_forces(real_t p_step) {
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linear_velocity = constant_linear_velocity + motion / p_step;
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real_t rot = new_transform.get_rotation() - get_transform().get_rotation();
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angular_velocity = constant_angular_velocity + remainder(rot, 2.0 * Math_PI) / p_step;
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angular_velocity = constant_angular_velocity + remainder(rot, 2.0 * Math::PI) / p_step;
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do_motion = true;
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@ -626,7 +626,7 @@ void GodotBody2D::integrate_velocities(real_t p_step) {
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if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC) {
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_set_transform(new_transform, false);
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_set_inv_transform(new_transform.affine_inverse());
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if (contacts.size() == 0 && linear_velocity == Vector2() && angular_velocity == 0) {
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if (contacts.is_empty() && linear_velocity == Vector2() && angular_velocity == 0) {
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set_active(false); //stopped moving, deactivate
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}
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return;
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@ -28,8 +28,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_BODY_2D_H
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#define GODOT_BODY_2D_H
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#pragma once
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#include "godot_area_2d.h"
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#include "godot_collision_object_2d.h"
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@ -182,6 +181,7 @@ public:
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}
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_FORCE_INLINE_ void set_max_contacts_reported(int p_size) {
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ERR_FAIL_INDEX(p_size, MAX_CONTACTS_REPORTED_2D_MAX);
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contacts.resize(p_size);
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contact_count = 0;
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if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC && p_size) {
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@ -385,5 +385,3 @@ void GodotBody2D::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local
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c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos;
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c[idx].impulse = p_impulse;
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}
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#endif // GODOT_BODY_2D_H
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@ -28,8 +28,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_BODY_DIRECT_STATE_2D_H
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#define GODOT_BODY_DIRECT_STATE_2D_H
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#pragma once
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#include "servers/physics_server_2d.h"
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@ -100,5 +99,3 @@ public:
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virtual real_t get_step() const override;
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};
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#endif // GODOT_BODY_DIRECT_STATE_2D_H
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@ -36,7 +36,7 @@
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#define ACCUMULATE_IMPULSES
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#define MIN_VELOCITY 0.001
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#define MAX_BIAS_ROTATION (Math_PI / 8)
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#define MAX_BIAS_ROTATION (Math::PI / 8)
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void GodotBodyPair2D::_add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self) {
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GodotBodyPair2D *self = static_cast<GodotBodyPair2D *>(p_self);
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@ -244,7 +244,7 @@ real_t combine_bounce(GodotBody2D *A, GodotBody2D *B) {
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}
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real_t combine_friction(GodotBody2D *A, GodotBody2D *B) {
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return ABS(MIN(A->get_friction(), B->get_friction()));
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return Math::abs(MIN(A->get_friction(), B->get_friction()));
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}
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bool GodotBodyPair2D::setup(real_t p_step) {
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@ -28,8 +28,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_BODY_PAIR_2D_H
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#define GODOT_BODY_PAIR_2D_H
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#pragma once
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#include "godot_body_2d.h"
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#include "godot_constraint_2d.h"
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@ -97,5 +96,3 @@ public:
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GodotBodyPair2D(GodotBody2D *p_A, int p_shape_A, GodotBody2D *p_B, int p_shape_B);
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~GodotBodyPair2D();
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};
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#endif // GODOT_BODY_PAIR_2D_H
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@ -28,8 +28,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_BROAD_PHASE_2D_H
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#define GODOT_BROAD_PHASE_2D_H
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#pragma once
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#include "core/math/math_funcs.h"
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#include "core/math/rect2.h"
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@ -67,5 +66,3 @@ public:
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virtual ~GodotBroadPhase2D();
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};
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#endif // GODOT_BROAD_PHASE_2D_H
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@ -28,8 +28,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_BROAD_PHASE_2D_BVH_H
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#define GODOT_BROAD_PHASE_2D_BVH_H
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#pragma once
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#include "godot_broad_phase_2d.h"
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@ -97,5 +96,3 @@ public:
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static GodotBroadPhase2D *_create();
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GodotBroadPhase2DBVH();
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};
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#endif // GODOT_BROAD_PHASE_2D_BVH_H
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@ -28,8 +28,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_COLLISION_OBJECT_2D_H
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#define GODOT_COLLISION_OBJECT_2D_H
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#pragma once
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#include "godot_broad_phase_2d.h"
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#include "godot_shape_2d.h"
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@ -194,5 +193,3 @@ public:
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virtual ~GodotCollisionObject2D() {}
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};
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#endif // GODOT_COLLISION_OBJECT_2D_H
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@ -28,8 +28,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_COLLISION_SOLVER_2D_H
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#define GODOT_COLLISION_SOLVER_2D_H
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#pragma once
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#include "godot_shape_2d.h"
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@ -46,5 +45,3 @@ private:
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public:
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static bool solve(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
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};
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#endif // GODOT_COLLISION_SOLVER_2D_H
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@ -66,7 +66,7 @@ _FORCE_INLINE_ static void _generate_contacts_point_edge(const Vector2 *p_points
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ERR_FAIL_COND(p_point_count_B != 2);
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#endif
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Vector2 closest_B = Geometry2D::get_closest_point_to_segment_uncapped(*p_points_A, p_points_B);
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Vector2 closest_B = Geometry2D::get_closest_point_to_segment_uncapped(*p_points_A, p_points_B[0], p_points_B[1]);
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p_collector->call(*p_points_A, closest_B);
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}
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@ -28,11 +28,8 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_COLLISION_SOLVER_2D_SAT_H
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#define GODOT_COLLISION_SOLVER_2D_SAT_H
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#pragma once
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#include "godot_collision_solver_2d.h"
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bool sat_2d_calculate_penetration(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, GodotCollisionSolver2D::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, Vector2 *sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
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#endif // GODOT_COLLISION_SOLVER_2D_SAT_H
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_CONSTRAINT_2D_H
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#define GODOT_CONSTRAINT_2D_H
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#pragma once
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#include "godot_body_2d.h"
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virtual ~GodotConstraint2D() {}
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};
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#endif // GODOT_CONSTRAINT_2D_H
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@ -28,8 +28,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_JOINTS_2D_H
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#define GODOT_JOINTS_2D_H
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#pragma once
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#include "godot_body_2d.h"
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#include "godot_constraint_2d.h"
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@ -188,5 +187,3 @@ public:
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GodotDampedSpringJoint2D(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, GodotBody2D *p_body_a, GodotBody2D *p_body_b);
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};
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#endif // GODOT_JOINTS_2D_H
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@ -28,8 +28,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_PHYSICS_SERVER_2D_H
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#define GODOT_PHYSICS_SERVER_2D_H
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#pragma once
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#include "godot_joints_2d.h"
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#include "godot_shape_2d.h"
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@ -303,5 +302,3 @@ public:
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GodotPhysicsServer2D(bool p_using_threads = false);
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~GodotPhysicsServer2D() {}
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};
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#endif // GODOT_PHYSICS_SERVER_2D_H
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@ -665,7 +665,7 @@ bool GodotConcavePolygonShape2D::contains_point(const Vector2 &p_point) const {
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}
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bool GodotConcavePolygonShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
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if (segments.size() == 0 || points.size() == 0) {
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if (segments.is_empty() || points.is_empty()) {
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return false;
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}
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@ -919,7 +919,7 @@ void GodotConcavePolygonShape2D::cull(const Rect2 &p_local_aabb, QueryCallback p
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stack[i]=0;
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*/
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if (segments.size() == 0 || points.size() == 0 || bvh.size() == 0) {
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if (segments.is_empty() || points.is_empty() || bvh.is_empty()) {
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return;
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}
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_SHAPE_2D_H
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#define GODOT_SHAPE_2D_H
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#pragma once
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#include "servers/physics_server_2d.h"
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@ -535,5 +534,3 @@ public:
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};
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#undef DEFAULT_PROJECT_RANGE_CAST
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#endif // GODOT_SHAPE_2D_H
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_SPACE_2D_H
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#define GODOT_SPACE_2D_H
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#pragma once
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#include "godot_area_2d.h"
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#include "godot_body_2d.h"
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GodotSpace2D();
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~GodotSpace2D();
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};
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#endif // GODOT_SPACE_2D_H
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@ -28,8 +28,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_STEP_2D_H
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#define GODOT_STEP_2D_H
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#pragma once
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#include "godot_space_2d.h"
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GodotStep2D();
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~GodotStep2D();
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};
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#endif // GODOT_STEP_2D_H
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_PHYSICS_2D_REGISTER_TYPES_H
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#define GODOT_PHYSICS_2D_REGISTER_TYPES_H
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#pragma once
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#include "modules/register_module_types.h"
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void initialize_godot_physics_2d_module(ModuleInitializationLevel p_level);
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void uninitialize_godot_physics_2d_module(ModuleInitializationLevel p_level);
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#endif // GODOT_PHYSICS_2D_REGISTER_TYPES_H
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