godot_body_direct_state_2d.h 5.3 KB

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  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. #ifndef GODOT_BODY_DIRECT_STATE_2D_H
  31. #define GODOT_BODY_DIRECT_STATE_2D_H
  32. #include "servers/physics_server_2d.h"
  33. class GodotBody2D;
  34. class GodotPhysicsDirectBodyState2D : public PhysicsDirectBodyState2D {
  35. GDCLASS(GodotPhysicsDirectBodyState2D, PhysicsDirectBodyState2D);
  36. public:
  37. GodotBody2D *body = nullptr;
  38. virtual Vector2 get_total_gravity() const override;
  39. virtual real_t get_total_angular_damp() const override;
  40. virtual real_t get_total_linear_damp() const override;
  41. virtual Vector2 get_center_of_mass() const override;
  42. virtual Vector2 get_center_of_mass_local() const override;
  43. virtual real_t get_inverse_mass() const override;
  44. virtual real_t get_inverse_inertia() const override;
  45. virtual void set_linear_velocity(const Vector2 &p_velocity) override;
  46. virtual Vector2 get_linear_velocity() const override;
  47. virtual void set_angular_velocity(real_t p_velocity) override;
  48. virtual real_t get_angular_velocity() const override;
  49. virtual void set_transform(const Transform2D &p_transform) override;
  50. virtual Transform2D get_transform() const override;
  51. virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const override;
  52. virtual void apply_central_impulse(const Vector2 &p_impulse) override;
  53. virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override;
  54. virtual void apply_torque_impulse(real_t p_torque) override;
  55. virtual void apply_central_force(const Vector2 &p_force) override;
  56. virtual void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
  57. virtual void apply_torque(real_t p_torque) override;
  58. virtual void add_constant_central_force(const Vector2 &p_force) override;
  59. virtual void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
  60. virtual void add_constant_torque(real_t p_torque) override;
  61. virtual void set_constant_force(const Vector2 &p_force) override;
  62. virtual Vector2 get_constant_force() const override;
  63. virtual void set_constant_torque(real_t p_torque) override;
  64. virtual real_t get_constant_torque() const override;
  65. virtual void set_sleep_state(bool p_enable) override;
  66. virtual bool is_sleeping() const override;
  67. virtual int get_contact_count() const override;
  68. virtual Vector2 get_contact_local_position(int p_contact_idx) const override;
  69. virtual Vector2 get_contact_local_normal(int p_contact_idx) const override;
  70. virtual int get_contact_local_shape(int p_contact_idx) const override;
  71. virtual Vector2 get_contact_local_velocity_at_position(int p_contact_idx) const override;
  72. virtual RID get_contact_collider(int p_contact_idx) const override;
  73. virtual Vector2 get_contact_collider_position(int p_contact_idx) const override;
  74. virtual ObjectID get_contact_collider_id(int p_contact_idx) const override;
  75. virtual int get_contact_collider_shape(int p_contact_idx) const override;
  76. virtual Vector2 get_contact_collider_velocity_at_position(int p_contact_idx) const override;
  77. virtual Vector2 get_contact_impulse(int p_contact_idx) const override;
  78. virtual PhysicsDirectSpaceState2D *get_space_state() override;
  79. virtual real_t get_step() const override;
  80. };
  81. #endif // GODOT_BODY_DIRECT_STATE_2D_H