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: */
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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 */
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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
36class GodotBody3D;
37
38class GodotPhysicsDirectBodyState3D : public PhysicsDirectBodyState3D {
39 GDCLASS(GodotPhysicsDirectBodyState3D, PhysicsDirectBodyState3D);
40
41public:
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