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authorRémi Verschelde <rverschelde@gmail.com>2023-09-26 13:45:31 +0200
committerRémi Verschelde <rverschelde@gmail.com>2023-09-26 13:45:31 +0200
commit2c8c7b95aa93d0e777c2a28ddb759546819e4470 (patch)
tree30b5999a727b4ef63959a9156c5b4c5122bc5f7a /servers/physics_2d/godot_physics_server_2d.cpp
parenta4bca123363063551676f2b35578a45391845a3a (diff)
parentfdd3d36c6d09923f4e458d4526a7b968e7e026d8 (diff)
downloadredot-engine-2c8c7b95aa93d0e777c2a28ddb759546819e4470.tar.gz
Merge pull request #82313 from AThousandShips/null_check_servers
[Servers] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
Diffstat (limited to 'servers/physics_2d/godot_physics_server_2d.cpp')
-rw-r--r--servers/physics_2d/godot_physics_server_2d.cpp250
1 files changed, 125 insertions, 125 deletions
diff --git a/servers/physics_2d/godot_physics_server_2d.cpp b/servers/physics_2d/godot_physics_server_2d.cpp
index 5e01abd555..112ba240b6 100644
--- a/servers/physics_2d/godot_physics_server_2d.cpp
+++ b/servers/physics_2d/godot_physics_server_2d.cpp
@@ -114,32 +114,32 @@ RID GodotPhysicsServer2D::concave_polygon_shape_create() {
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);
+ ERR_FAIL_NULL(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);
+ ERR_FAIL_NULL(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);
+ ERR_FAIL_NULL_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_NULL_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);
+ ERR_FAIL_NULL_V(shape, 0);
return shape->get_custom_bias();
}
@@ -195,9 +195,9 @@ void GodotPhysicsServer2D::_shape_col_cbk(const Vector2 &p_point_A, const Vector
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);
+ ERR_FAIL_NULL_V(shape_A, false);
GodotShape2D *shape_B = shape_owner.get_or_null(p_shape_B);
- ERR_FAIL_COND_V(!shape_B, false);
+ ERR_FAIL_NULL_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);
@@ -220,7 +220,7 @@ RID GodotPhysicsServer2D::space_create() {
space->set_self(id);
RID area_id = area_create();
GodotArea2D *area = area_owner.get_or_null(area_id);
- ERR_FAIL_COND_V(!area, RID());
+ ERR_FAIL_NULL_V(area, RID());
space->set_default_area(area);
area->set_space(space);
area->set_priority(-1);
@@ -230,7 +230,7 @@ RID GodotPhysicsServer2D::space_create() {
void GodotPhysicsServer2D::space_set_active(RID p_space, bool p_active) {
GodotSpace2D *space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND(!space);
+ ERR_FAIL_NULL(space);
if (p_active) {
active_spaces.insert(space);
} else {
@@ -240,45 +240,45 @@ void GodotPhysicsServer2D::space_set_active(RID p_space, bool p_active) {
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);
+ ERR_FAIL_NULL_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);
+ ERR_FAIL_NULL(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);
+ ERR_FAIL_NULL_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);
+ ERR_FAIL_NULL(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>());
+ ERR_FAIL_NULL_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);
+ ERR_FAIL_NULL_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_NULL_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();
@@ -293,12 +293,12 @@ RID GodotPhysicsServer2D::area_create() {
void GodotPhysicsServer2D::area_set_space(RID p_area, RID p_space) {
GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
+ ERR_FAIL_NULL(area);
GodotSpace2D *space = nullptr;
if (p_space.is_valid()) {
space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND(!space);
+ ERR_FAIL_NULL(space);
}
if (area->get_space() == space) {
@@ -311,7 +311,7 @@ void GodotPhysicsServer2D::area_set_space(RID p_area, RID p_space) {
RID GodotPhysicsServer2D::area_get_space(RID p_area) const {
GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, RID());
+ ERR_FAIL_NULL_V(area, RID());
GodotSpace2D *space = area->get_space();
if (!space) {
@@ -322,20 +322,20 @@ RID GodotPhysicsServer2D::area_get_space(RID p_area) const {
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);
+ ERR_FAIL_NULL(area);
GodotShape2D *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND(!shape);
+ ERR_FAIL_NULL(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);
+ ERR_FAIL_NULL(area);
GodotShape2D *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND(!shape);
+ ERR_FAIL_NULL(shape);
ERR_FAIL_COND(!shape->is_configured());
area->set_shape(p_shape_idx, shape);
@@ -343,14 +343,14 @@ void GodotPhysicsServer2D::area_set_shape(RID p_area, int p_shape_idx, RID p_sha
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);
+ ERR_FAIL_NULL(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_NULL(area);
ERR_FAIL_INDEX(p_shape, area->get_shape_count());
FLUSH_QUERY_CHECK(area);
@@ -359,38 +359,38 @@ void GodotPhysicsServer2D::area_set_shape_disabled(RID p_area, int p_shape, bool
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);
+ ERR_FAIL_NULL_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());
+ ERR_FAIL_NULL_V(area, RID());
GodotShape2D *shape = area->get_shape(p_shape_idx);
- ERR_FAIL_COND_V(!shape, RID());
+ ERR_FAIL_NULL_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());
+ ERR_FAIL_NULL_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);
+ ERR_FAIL_NULL(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);
+ ERR_FAIL_NULL(area);
while (area->get_shape_count()) {
area->remove_shape(0);
@@ -403,7 +403,7 @@ void GodotPhysicsServer2D::area_attach_object_instance_id(RID p_area, ObjectID p
p_area = space->get_default_area()->get_self();
}
GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
+ ERR_FAIL_NULL(area);
area->set_instance_id(p_id);
}
@@ -413,7 +413,7 @@ ObjectID GodotPhysicsServer2D::area_get_object_instance_id(RID p_area) const {
p_area = space->get_default_area()->get_self();
}
GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, ObjectID());
+ ERR_FAIL_NULL_V(area, ObjectID());
return area->get_instance_id();
}
@@ -423,7 +423,7 @@ void GodotPhysicsServer2D::area_attach_canvas_instance_id(RID p_area, ObjectID p
p_area = space->get_default_area()->get_self();
}
GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
+ ERR_FAIL_NULL(area);
area->set_canvas_instance_id(p_id);
}
@@ -433,7 +433,7 @@ ObjectID GodotPhysicsServer2D::area_get_canvas_instance_id(RID p_area) const {
p_area = space->get_default_area()->get_self();
}
GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, ObjectID());
+ ERR_FAIL_NULL_V(area, ObjectID());
return area->get_canvas_instance_id();
}
@@ -443,13 +443,13 @@ void GodotPhysicsServer2D::area_set_param(RID p_area, AreaParameter p_param, con
p_area = space->get_default_area()->get_self();
}
GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
+ ERR_FAIL_NULL(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);
+ ERR_FAIL_NULL(area);
area->set_transform(p_transform);
};
@@ -459,27 +459,27 @@ Variant GodotPhysicsServer2D::area_get_param(RID p_area, AreaParameter p_param)
p_area = space->get_default_area()->get_self();
}
GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, Variant());
+ ERR_FAIL_NULL_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());
+ ERR_FAIL_NULL_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);
+ ERR_FAIL_NULL(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);
+ ERR_FAIL_NULL(area);
FLUSH_QUERY_CHECK(area);
area->set_monitorable(p_monitorable);
@@ -487,42 +487,42 @@ void GodotPhysicsServer2D::area_set_monitorable(RID p_area, bool p_monitorable)
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);
+ ERR_FAIL_NULL(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);
+ ERR_FAIL_NULL_V(area, 0);
return area->get_collision_layer();
}
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);
+ ERR_FAIL_NULL(area);
area->set_collision_mask(p_mask);
}
uint32_t GodotPhysicsServer2D::area_get_collision_mask(RID p_area) const {
GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, 0);
+ ERR_FAIL_NULL_V(area, 0);
return area->get_collision_mask();
}
void GodotPhysicsServer2D::area_set_monitor_callback(RID p_area, const Callable &p_callback) {
GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
+ ERR_FAIL_NULL(area);
area->set_monitor_callback(p_callback.is_valid() ? p_callback : Callable());
}
void GodotPhysicsServer2D::area_set_area_monitor_callback(RID p_area, const Callable &p_callback) {
GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
+ ERR_FAIL_NULL(area);
area->set_area_monitor_callback(p_callback.is_valid() ? p_callback : Callable());
}
@@ -538,11 +538,11 @@ RID GodotPhysicsServer2D::body_create() {
void GodotPhysicsServer2D::body_set_space(RID p_body, RID p_space) {
GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
+ ERR_FAIL_NULL(body);
GodotSpace2D *space = nullptr;
if (p_space.is_valid()) {
space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND(!space);
+ ERR_FAIL_NULL(space);
}
if (body->get_space() == space) {
@@ -555,7 +555,7 @@ void GodotPhysicsServer2D::body_set_space(RID p_body, RID p_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());
+ ERR_FAIL_NULL_V(body, RID());
GodotSpace2D *space = body->get_space();
if (!space) {
@@ -566,7 +566,7 @@ RID GodotPhysicsServer2D::body_get_space(RID p_body) const {
void GodotPhysicsServer2D::body_set_mode(RID p_body, BodyMode p_mode) {
GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
+ ERR_FAIL_NULL(body);
FLUSH_QUERY_CHECK(body);
body->set_mode(p_mode);
@@ -574,27 +574,27 @@ void GodotPhysicsServer2D::body_set_mode(RID p_body, BodyMode 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);
+ ERR_FAIL_NULL_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);
+ ERR_FAIL_NULL(body);
GodotShape2D *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND(!shape);
+ ERR_FAIL_NULL(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);
+ ERR_FAIL_NULL(body);
GodotShape2D *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND(!shape);
+ ERR_FAIL_NULL(shape);
ERR_FAIL_COND(!shape->is_configured());
body->set_shape(p_shape_idx, shape);
@@ -602,45 +602,45 @@ void GodotPhysicsServer2D::body_set_shape(RID p_body, int p_shape_idx, RID p_sha
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);
+ ERR_FAIL_NULL(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);
+ ERR_FAIL_NULL_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());
+ ERR_FAIL_NULL_V(body, RID());
GodotShape2D *shape = body->get_shape(p_shape_idx);
- ERR_FAIL_COND_V(!shape, RID());
+ ERR_FAIL_NULL_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());
+ ERR_FAIL_NULL_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);
+ ERR_FAIL_NULL(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);
+ ERR_FAIL_NULL(body);
while (body->get_shape_count()) {
body->remove_shape(0);
@@ -649,7 +649,7 @@ void GodotPhysicsServer2D::body_clear_shapes(RID p_body) {
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_NULL(body);
ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count());
FLUSH_QUERY_CHECK(body);
@@ -658,7 +658,7 @@ void GodotPhysicsServer2D::body_set_shape_disabled(RID p_body, int p_shape_idx,
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_NULL(body);
ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count());
FLUSH_QUERY_CHECK(body);
@@ -667,123 +667,123 @@ void GodotPhysicsServer2D::body_set_shape_as_one_way_collision(RID p_body, int p
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);
+ ERR_FAIL_NULL(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);
+ ERR_FAIL_NULL_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);
+ ERR_FAIL_NULL(body);
body->set_instance_id(p_id);
}
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());
+ ERR_FAIL_NULL_V(body, ObjectID());
return body->get_instance_id();
}
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);
+ ERR_FAIL_NULL(body);
body->set_canvas_instance_id(p_id);
}
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());
+ ERR_FAIL_NULL_V(body, ObjectID());
return body->get_canvas_instance_id();
}
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);
+ ERR_FAIL_NULL(body);
body->set_collision_layer(p_layer);
}
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);
+ ERR_FAIL_NULL_V(body, 0);
return body->get_collision_layer();
}
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);
+ ERR_FAIL_NULL(body);
body->set_collision_mask(p_mask);
}
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);
+ ERR_FAIL_NULL_V(body, 0);
return body->get_collision_mask();
}
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);
+ ERR_FAIL_NULL(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);
+ ERR_FAIL_NULL_V(body, 0);
return body->get_collision_priority();
}
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);
+ ERR_FAIL_NULL(body);
body->set_param(p_param, p_value);
}
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);
+ ERR_FAIL_NULL_V(body, 0);
return body->get_param(p_param);
}
void GodotPhysicsServer2D::body_reset_mass_properties(RID p_body) {
GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
+ ERR_FAIL_NULL(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);
+ ERR_FAIL_NULL(body);
body->set_state(p_state, p_variant);
}
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());
+ ERR_FAIL_NULL_V(body, Variant());
return body->get_state(p_state);
}
void GodotPhysicsServer2D::body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) {
GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
+ ERR_FAIL_NULL(body);
body->apply_central_impulse(p_impulse);
body->wakeup();
@@ -791,7 +791,7 @@ void GodotPhysicsServer2D::body_apply_central_impulse(RID p_body, const Vector2
void GodotPhysicsServer2D::body_apply_torque_impulse(RID p_body, real_t p_torque) {
GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
+ ERR_FAIL_NULL(body);
_update_shapes();
@@ -801,7 +801,7 @@ void GodotPhysicsServer2D::body_apply_torque_impulse(RID p_body, real_t p_torque
void GodotPhysicsServer2D::body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position) {
GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
+ ERR_FAIL_NULL(body);
_update_shapes();
@@ -811,7 +811,7 @@ void GodotPhysicsServer2D::body_apply_impulse(RID p_body, const Vector2 &p_impul
void GodotPhysicsServer2D::body_apply_central_force(RID p_body, const Vector2 &p_force) {
GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
+ ERR_FAIL_NULL(body);
body->apply_central_force(p_force);
body->wakeup();
@@ -819,7 +819,7 @@ void GodotPhysicsServer2D::body_apply_central_force(RID p_body, const Vector2 &p
void GodotPhysicsServer2D::body_apply_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) {
GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
+ ERR_FAIL_NULL(body);
body->apply_force(p_force, p_position);
body->wakeup();
@@ -827,7 +827,7 @@ void GodotPhysicsServer2D::body_apply_force(RID p_body, const Vector2 &p_force,
void GodotPhysicsServer2D::body_apply_torque(RID p_body, real_t p_torque) {
GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
+ ERR_FAIL_NULL(body);
body->apply_torque(p_torque);
body->wakeup();
@@ -835,7 +835,7 @@ void GodotPhysicsServer2D::body_apply_torque(RID p_body, real_t p_torque) {
void GodotPhysicsServer2D::body_add_constant_central_force(RID p_body, const Vector2 &p_force) {
GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
+ ERR_FAIL_NULL(body);
body->add_constant_central_force(p_force);
body->wakeup();
@@ -843,7 +843,7 @@ void GodotPhysicsServer2D::body_add_constant_central_force(RID p_body, const Vec
void GodotPhysicsServer2D::body_add_constant_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) {
GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
+ ERR_FAIL_NULL(body);
body->add_constant_force(p_force, p_position);
body->wakeup();
@@ -851,7 +851,7 @@ void GodotPhysicsServer2D::body_add_constant_force(RID p_body, const Vector2 &p_
void GodotPhysicsServer2D::body_add_constant_torque(RID p_body, real_t p_torque) {
GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
+ ERR_FAIL_NULL(body);
body->add_constant_torque(p_torque);
body->wakeup();
@@ -859,7 +859,7 @@ void GodotPhysicsServer2D::body_add_constant_torque(RID p_body, real_t p_torque)
void GodotPhysicsServer2D::body_set_constant_force(RID p_body, const Vector2 &p_force) {
GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
+ ERR_FAIL_NULL(body);
body->set_constant_force(p_force);
if (!p_force.is_zero_approx()) {
@@ -869,13 +869,13 @@ void GodotPhysicsServer2D::body_set_constant_force(RID p_body, const Vector2 &p_
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());
+ ERR_FAIL_NULL_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);
+ ERR_FAIL_NULL(body);
body->set_constant_torque(p_torque);
if (!Math::is_zero_approx(p_torque)) {
@@ -885,14 +885,14 @@ void GodotPhysicsServer2D::body_set_constant_torque(RID p_body, real_t p_torque)
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);
+ ERR_FAIL_NULL_V(body, 0);
return body->get_constant_torque();
}
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);
+ ERR_FAIL_NULL(body);
_update_shapes();
@@ -906,7 +906,7 @@ void GodotPhysicsServer2D::body_set_axis_velocity(RID p_body, const Vector2 &p_a
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);
+ ERR_FAIL_NULL(body);
body->add_exception(p_body_b);
body->wakeup();
@@ -914,7 +914,7 @@ void GodotPhysicsServer2D::body_add_collision_exception(RID p_body, RID p_body_b
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);
+ ERR_FAIL_NULL(body);
body->remove_exception(p_body_b);
body->wakeup();
@@ -922,7 +922,7 @@ void GodotPhysicsServer2D::body_remove_collision_exception(RID p_body, RID p_bod
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);
+ ERR_FAIL_NULL(body);
for (int i = 0; i < body->get_exceptions().size(); i++) {
p_exceptions->push_back(body->get_exceptions()[i]);
@@ -931,55 +931,55 @@ void GodotPhysicsServer2D::body_get_collision_exceptions(RID p_body, List<RID> *
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);
+ ERR_FAIL_NULL(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);
+ ERR_FAIL_NULL_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);
+ ERR_FAIL_NULL(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);
+ ERR_FAIL_NULL_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);
+ ERR_FAIL_NULL(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);
+ ERR_FAIL_NULL_V(body, -1);
return body->get_max_contacts_reported();
}
void GodotPhysicsServer2D::body_set_state_sync_callback(RID p_body, const Callable &p_callable) {
GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
+ ERR_FAIL_NULL(body);
body->set_state_sync_callback(p_callable);
}
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);
+ ERR_FAIL_NULL(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_NULL_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);
@@ -987,13 +987,13 @@ bool GodotPhysicsServer2D::body_collide_shape(RID p_body, int p_body_shape, RID
void GodotPhysicsServer2D::body_set_pickable(RID p_body, bool p_pickable) {
GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
+ ERR_FAIL_NULL(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_NULL_V(body, false);
ERR_FAIL_COND_V(!body->get_space(), false);
ERR_FAIL_COND_V(body->get_space()->is_locked(), false);
@@ -1010,7 +1010,7 @@ PhysicsDirectBodyState2D *GodotPhysicsServer2D::body_get_direct_state(RID p_body
}
GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, nullptr);
+ ERR_FAIL_NULL_V(body, nullptr);
if (!body->get_space()) {
return nullptr;
@@ -1044,7 +1044,7 @@ void GodotPhysicsServer2D::joint_clear(RID p_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);
+ ERR_FAIL_NULL(joint);
switch (p_param) {
case JOINT_PARAM_BIAS:
@@ -1061,7 +1061,7 @@ void GodotPhysicsServer2D::joint_set_param(RID p_joint, JointParam p_param, real
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);
+ ERR_FAIL_NULL_V(joint, -1);
switch (p_param) {
case JOINT_PARAM_BIAS:
@@ -1080,7 +1080,7 @@ real_t GodotPhysicsServer2D::joint_get_param(RID p_joint, JointParam p_param) co
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);
+ ERR_FAIL_NULL(joint);
joint->disable_collisions_between_bodies(p_disable);
@@ -1100,22 +1100,22 @@ void GodotPhysicsServer2D::joint_disable_collisions_between_bodies(RID p_joint,
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);
+ ERR_FAIL_NULL_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);
+ ERR_FAIL_NULL(A);
GodotBody2D *B = nullptr;
if (body_owner.owns(p_body_b)) {
B = body_owner.get_or_null(p_body_b);
- ERR_FAIL_COND(!B);
+ ERR_FAIL_NULL(B);
}
GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(prev_joint == nullptr);
+ ERR_FAIL_NULL(prev_joint);
GodotJoint2D *joint = memnew(GodotPinJoint2D(p_pos, A, B));
@@ -1126,13 +1126,13 @@ void GodotPhysicsServer2D::joint_make_pin(RID p_joint, const Vector2 &p_pos, RID
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);
+ ERR_FAIL_NULL(A);
GodotBody2D *B = body_owner.get_or_null(p_body_b);
- ERR_FAIL_COND(!B);
+ ERR_FAIL_NULL(B);
GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(prev_joint == nullptr);
+ ERR_FAIL_NULL(prev_joint);
GodotJoint2D *joint = memnew(GodotGrooveJoint2D(p_a_groove1, p_a_groove2, p_b_anchor, A, B));
@@ -1143,13 +1143,13 @@ void GodotPhysicsServer2D::joint_make_groove(RID p_joint, const Vector2 &p_a_gro
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);
+ ERR_FAIL_NULL(A);
GodotBody2D *B = body_owner.get_or_null(p_body_b);
- ERR_FAIL_COND(!B);
+ ERR_FAIL_NULL(B);
GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(prev_joint == nullptr);
+ ERR_FAIL_NULL(prev_joint);
GodotJoint2D *joint = memnew(GodotDampedSpringJoint2D(p_anchor_a, p_anchor_b, A, B));
@@ -1214,7 +1214,7 @@ real_t GodotPhysicsServer2D::damped_spring_joint_get_param(RID p_joint, DampedSp
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);
+ ERR_FAIL_NULL_V(joint, JOINT_TYPE_PIN);
return joint->get_type();
}