1 | /**************************************************************************/ |
2 | /* godot_body_direct_state_3d.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_3D_H |
32 | #define GODOT_BODY_DIRECT_STATE_3D_H |
33 | |
34 | #include "servers/physics_server_3d.h" |
35 | |
36 | class GodotBody3D; |
37 | |
38 | class GodotPhysicsDirectBodyState3D : public PhysicsDirectBodyState3D { |
39 | GDCLASS(GodotPhysicsDirectBodyState3D, PhysicsDirectBodyState3D); |
40 | |
41 | public: |
42 | GodotBody3D *body = nullptr; |
43 | |
44 | virtual Vector3 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 Vector3 get_center_of_mass() const override; |
49 | virtual Vector3 get_center_of_mass_local() const override; |
50 | virtual Basis get_principal_inertia_axes() const override; |
51 | |
52 | virtual real_t get_inverse_mass() const override; |
53 | virtual Vector3 get_inverse_inertia() const override; |
54 | virtual Basis get_inverse_inertia_tensor() const override; |
55 | |
56 | virtual void set_linear_velocity(const Vector3 &p_velocity) override; |
57 | virtual Vector3 get_linear_velocity() const override; |
58 | |
59 | virtual void set_angular_velocity(const Vector3 &p_velocity) override; |
60 | virtual Vector3 get_angular_velocity() const override; |
61 | |
62 | virtual void set_transform(const Transform3D &p_transform) override; |
63 | virtual Transform3D get_transform() const override; |
64 | |
65 | virtual Vector3 get_velocity_at_local_position(const Vector3 &p_position) const override; |
66 | |
67 | virtual void apply_central_impulse(const Vector3 &p_impulse) override; |
68 | virtual void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override; |
69 | virtual void apply_torque_impulse(const Vector3 &p_impulse) override; |
70 | |
71 | virtual void apply_central_force(const Vector3 &p_force) override; |
72 | virtual void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override; |
73 | virtual void apply_torque(const Vector3 &p_torque) override; |
74 | |
75 | virtual void add_constant_central_force(const Vector3 &p_force) override; |
76 | virtual void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override; |
77 | virtual void add_constant_torque(const Vector3 &p_torque) override; |
78 | |
79 | virtual void set_constant_force(const Vector3 &p_force) override; |
80 | virtual Vector3 get_constant_force() const override; |
81 | |
82 | virtual void set_constant_torque(const Vector3 &p_torque) override; |
83 | virtual Vector3 get_constant_torque() const override; |
84 | |
85 | virtual void set_sleep_state(bool p_sleep) override; |
86 | virtual bool is_sleeping() const override; |
87 | |
88 | virtual int get_contact_count() const override; |
89 | |
90 | virtual Vector3 get_contact_local_position(int p_contact_idx) const override; |
91 | virtual Vector3 get_contact_local_normal(int p_contact_idx) const override; |
92 | virtual Vector3 get_contact_impulse(int p_contact_idx) const override; |
93 | virtual int get_contact_local_shape(int p_contact_idx) const override; |
94 | virtual Vector3 get_contact_local_velocity_at_position(int p_contact_idx) const override; |
95 | |
96 | virtual RID get_contact_collider(int p_contact_idx) const override; |
97 | virtual Vector3 get_contact_collider_position(int p_contact_idx) const override; |
98 | virtual ObjectID get_contact_collider_id(int p_contact_idx) const override; |
99 | virtual int get_contact_collider_shape(int p_contact_idx) const override; |
100 | virtual Vector3 get_contact_collider_velocity_at_position(int p_contact_idx) const override; |
101 | |
102 | virtual PhysicsDirectSpaceState3D *get_space_state() override; |
103 | |
104 | virtual real_t get_step() const override; |
105 | }; |
106 | |
107 | #endif // GODOT_BODY_DIRECT_STATE_3D_H |
108 | |