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-rw-r--r--scene/3d/physics_body.h93
1 files changed, 83 insertions, 10 deletions
diff --git a/scene/3d/physics_body.h b/scene/3d/physics_body.h
index 616288e1f6..0b7a389449 100644
--- a/scene/3d/physics_body.h
+++ b/scene/3d/physics_body.h
@@ -38,8 +38,10 @@ class PhysicsBody : public CollisionObject {
OBJ_TYPE(PhysicsBody,CollisionObject);
+ uint32_t layer_mask;
protected:
+ static void _bind_methods();
void _notification(int p_what);
PhysicsBody(PhysicsServer::BodyMode p_mode);
public:
@@ -48,6 +50,10 @@ public:
virtual Vector3 get_angular_velocity() const;
virtual float get_inverse_mass() const;
+ void set_layer_mask(uint32_t p_mask);
+ uint32_t get_layer_mask() const;
+
+
PhysicsBody();
};
@@ -56,25 +62,26 @@ class StaticBody : public PhysicsBody {
OBJ_TYPE(StaticBody,PhysicsBody);
- Transform *pre_xform;
- //RID query;
- bool setting;
- bool pending;
- bool simulating_motion;
Vector3 constant_linear_velocity;
Vector3 constant_angular_velocity;
- void _update_xform();
- void _state_notify(Object *p_object);
+
+ real_t bounce;
+ real_t friction;
+
protected:
- void _notification(int p_what);
static void _bind_methods();
public:
- void set_simulate_motion(bool p_enable);
- bool is_simulating_motion() const;
+
+ void set_friction(real_t p_friction);
+ real_t get_friction() const;
+
+ void set_bounce(real_t p_bounce);
+ real_t get_bounce() const;
+
void set_constant_linear_velocity(const Vector3& p_vel);
void set_constant_angular_velocity(const Vector3& p_vel);
@@ -237,4 +244,70 @@ public:
VARIANT_ENUM_CAST(RigidBody::Mode);
VARIANT_ENUM_CAST(RigidBody::AxisLock);
+
+
+
+
+
+class KinematicBody : public PhysicsBody {
+
+ OBJ_TYPE(KinematicBody,PhysicsBody);
+
+ float margin;
+ bool collide_static;
+ bool collide_rigid;
+ bool collide_kinematic;
+ bool collide_character;
+
+ bool colliding;
+ Vector3 collision;
+ Vector3 normal;
+ Vector3 collider_vel;
+ ObjectID collider;
+
+
+ Variant _get_collider() const;
+
+ _FORCE_INLINE_ bool _ignores_mode(PhysicsServer::BodyMode) const;
+protected:
+
+ static void _bind_methods();
+public:
+
+ enum {
+ SLIDE_FLAG_FLOOR,
+ SLIDE_FLAG_WALL,
+ SLIDE_FLAG_ROOF
+ };
+
+ Vector3 move(const Vector3& p_motion);
+ Vector3 move_to(const Vector3& p_position);
+
+ bool can_move_to(const Vector3& p_position,bool p_discrete=false);
+ bool is_colliding() const;
+ Vector3 get_collision_pos() const;
+ Vector3 get_collision_normal() const;
+ Vector3 get_collider_velocity() const;
+ ObjectID get_collider() const;
+
+ void set_collide_with_static_bodies(bool p_enable);
+ bool can_collide_with_static_bodies() const;
+
+ void set_collide_with_rigid_bodies(bool p_enable);
+ bool can_collide_with_rigid_bodies() const;
+
+ void set_collide_with_kinematic_bodies(bool p_enable);
+ bool can_collide_with_kinematic_bodies() const;
+
+ void set_collide_with_character_bodies(bool p_enable);
+ bool can_collide_with_character_bodies() const;
+
+ void set_collision_margin(float p_margin);
+ float get_collision_margin() const;
+
+ KinematicBody();
+ ~KinematicBody();
+
+};
+
#endif // PHYSICS_BODY__H