| 1 | /**************************************************************************/ |
| 2 | /* godot_body_direct_state_2d.h */ |
| 3 | /**************************************************************************/ |
| 4 | /* This file is part of: */ |
| 5 | /* GODOT ENGINE */ |
| 6 | /* https://godotengine.org */ |
| 7 | /**************************************************************************/ |
| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
| 10 | /* */ |
| 11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | /* a copy of this software and associated documentation files (the */ |
| 13 | /* "Software"), to deal in the Software without restriction, including */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 20 | /* included in all copies or substantial portions of the Software. */ |
| 21 | /* */ |
| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | /**************************************************************************/ |
| 30 | |
| 31 | #ifndef GODOT_BODY_DIRECT_STATE_2D_H |
| 32 | #define GODOT_BODY_DIRECT_STATE_2D_H |
| 33 | |
| 34 | #include "servers/physics_server_2d.h" |
| 35 | |
| 36 | class GodotBody2D; |
| 37 | |
| 38 | class GodotPhysicsDirectBodyState2D : public PhysicsDirectBodyState2D { |
| 39 | GDCLASS(GodotPhysicsDirectBodyState2D, PhysicsDirectBodyState2D); |
| 40 | |
| 41 | public: |
| 42 | GodotBody2D *body = nullptr; |
| 43 | |
| 44 | virtual Vector2 get_total_gravity() const override; |
| 45 | virtual real_t get_total_angular_damp() const override; |
| 46 | virtual real_t get_total_linear_damp() const override; |
| 47 | |
| 48 | virtual Vector2 get_center_of_mass() const override; |
| 49 | virtual Vector2 get_center_of_mass_local() const override; |
| 50 | virtual real_t get_inverse_mass() const override; |
| 51 | virtual real_t get_inverse_inertia() const override; |
| 52 | |
| 53 | virtual void set_linear_velocity(const Vector2 &p_velocity) override; |
| 54 | virtual Vector2 get_linear_velocity() const override; |
| 55 | |
| 56 | virtual void set_angular_velocity(real_t p_velocity) override; |
| 57 | virtual real_t get_angular_velocity() const override; |
| 58 | |
| 59 | virtual void set_transform(const Transform2D &p_transform) override; |
| 60 | virtual Transform2D get_transform() const override; |
| 61 | |
| 62 | virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const override; |
| 63 | |
| 64 | virtual void apply_central_impulse(const Vector2 &p_impulse) override; |
| 65 | virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override; |
| 66 | virtual void apply_torque_impulse(real_t p_torque) override; |
| 67 | |
| 68 | virtual void apply_central_force(const Vector2 &p_force) override; |
| 69 | virtual void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override; |
| 70 | virtual void apply_torque(real_t p_torque) override; |
| 71 | |
| 72 | virtual void add_constant_central_force(const Vector2 &p_force) override; |
| 73 | virtual void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override; |
| 74 | virtual void add_constant_torque(real_t p_torque) override; |
| 75 | |
| 76 | virtual void set_constant_force(const Vector2 &p_force) override; |
| 77 | virtual Vector2 get_constant_force() const override; |
| 78 | |
| 79 | virtual void set_constant_torque(real_t p_torque) override; |
| 80 | virtual real_t get_constant_torque() const override; |
| 81 | |
| 82 | virtual void set_sleep_state(bool p_enable) override; |
| 83 | virtual bool is_sleeping() const override; |
| 84 | |
| 85 | virtual int get_contact_count() const override; |
| 86 | |
| 87 | virtual Vector2 get_contact_local_position(int p_contact_idx) const override; |
| 88 | virtual Vector2 get_contact_local_normal(int p_contact_idx) const override; |
| 89 | virtual int get_contact_local_shape(int p_contact_idx) const override; |
| 90 | virtual Vector2 get_contact_local_velocity_at_position(int p_contact_idx) const override; |
| 91 | |
| 92 | virtual RID get_contact_collider(int p_contact_idx) const override; |
| 93 | virtual Vector2 get_contact_collider_position(int p_contact_idx) const override; |
| 94 | virtual ObjectID get_contact_collider_id(int p_contact_idx) const override; |
| 95 | virtual int get_contact_collider_shape(int p_contact_idx) const override; |
| 96 | virtual Vector2 get_contact_collider_velocity_at_position(int p_contact_idx) const override; |
| 97 | virtual Vector2 get_contact_impulse(int p_contact_idx) const override; |
| 98 | |
| 99 | virtual PhysicsDirectSpaceState2D *get_space_state() override; |
| 100 | |
| 101 | virtual real_t get_step() const override; |
| 102 | }; |
| 103 | |
| 104 | #endif // GODOT_BODY_DIRECT_STATE_2D_H |
| 105 | |