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- /**************************************************************************/
- /* physics_body_3d.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef PHYSICS_BODY_3D_H
- #define PHYSICS_BODY_3D_H
- #include "core/templates/vset.h"
- #include "scene/3d/physics/collision_object_3d.h"
- #include "scene/3d/physics/kinematic_collision_3d.h"
- #include "scene/resources/physics_material.h"
- #include "servers/physics_server_3d.h"
- class PhysicsBody3D : public CollisionObject3D {
- GDCLASS(PhysicsBody3D, CollisionObject3D);
- protected:
- static void _bind_methods();
- PhysicsBody3D(PhysicsServer3D::BodyMode p_mode);
- Ref<KinematicCollision3D> motion_cache;
- uint16_t locked_axis = 0;
- 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);
- public:
- bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
- 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);
- Vector3 get_gravity() const;
- void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
- bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;
- virtual Vector3 get_linear_velocity() const;
- virtual Vector3 get_angular_velocity() const;
- virtual real_t get_inverse_mass() const;
- TypedArray<PhysicsBody3D> get_collision_exceptions();
- void add_collision_exception_with(Node *p_node); //must be physicsbody
- void remove_collision_exception_with(Node *p_node);
- };
- #endif // PHYSICS_BODY_3D_H
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