physics_body_3d.h 3.8 KB

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  1. /**************************************************************************/
  2. /* physics_body_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. #ifndef PHYSICS_BODY_3D_H
  31. #define PHYSICS_BODY_3D_H
  32. #include "core/templates/vset.h"
  33. #include "scene/3d/physics/collision_object_3d.h"
  34. #include "scene/3d/physics/kinematic_collision_3d.h"
  35. #include "scene/resources/physics_material.h"
  36. #include "servers/physics_server_3d.h"
  37. class PhysicsBody3D : public CollisionObject3D {
  38. GDCLASS(PhysicsBody3D, CollisionObject3D);
  39. protected:
  40. static void _bind_methods();
  41. PhysicsBody3D(PhysicsServer3D::BodyMode p_mode);
  42. Ref<KinematicCollision3D> motion_cache;
  43. uint16_t locked_axis = 0;
  44. Ref<KinematicCollision3D> _move(const Vector3 &p_motion, bool p_test_only = false, real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1);
  45. public:
  46. bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
  47. bool test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1);
  48. Vector3 get_gravity() const;
  49. void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
  50. bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;
  51. virtual Vector3 get_linear_velocity() const;
  52. virtual Vector3 get_angular_velocity() const;
  53. virtual real_t get_inverse_mass() const;
  54. TypedArray<PhysicsBody3D> get_collision_exceptions();
  55. void add_collision_exception_with(Node *p_node); //must be physicsbody
  56. void remove_collision_exception_with(Node *p_node);
  57. };
  58. #endif // PHYSICS_BODY_3D_H