diff options
Diffstat (limited to 'scene/3d/physics_body.h')
-rw-r--r-- | scene/3d/physics_body.h | 25 |
1 files changed, 12 insertions, 13 deletions
diff --git a/scene/3d/physics_body.h b/scene/3d/physics_body.h index 0967cb9cd5..6a1e803eaf 100644 --- a/scene/3d/physics_body.h +++ b/scene/3d/physics_body.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -300,6 +300,7 @@ private: float margin; + Vector3 floor_normal; Vector3 floor_velocity; RID on_floor_body; bool on_floor; @@ -330,11 +331,12 @@ public: void set_safe_margin(float p_margin); float get_safe_margin() const; - Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true); - Vector3 move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_floor_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true); + Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true); + Vector3 move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true); bool is_on_floor() const; bool is_on_wall() const; bool is_on_ceiling() const; + Vector3 get_floor_normal() const; Vector3 get_floor_velocity() const; int get_slide_count() const; @@ -560,8 +562,6 @@ private: Skeleton *parent_skeleton; Transform body_offset; Transform body_offset_inverse; - bool static_body; - bool _internal_static_body; bool simulate_physics; bool _internal_simulate_physics; int bone_id; @@ -611,9 +611,6 @@ public: void set_body_offset(const Transform &p_offset); const Transform &get_body_offset() const; - void set_static_body(bool p_static); - bool is_static_body(); - void set_simulate_physics(bool p_simulate); bool get_simulate_physics(); bool is_simulating_physics(); @@ -636,16 +633,18 @@ public: void set_gravity_scale(real_t p_gravity_scale); real_t get_gravity_scale() const; + void apply_central_impulse(const Vector3 &p_impulse); + void apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse); + + void reset_physics_simulation_state(); + void reset_to_rest_position(); + PhysicalBone(); ~PhysicalBone(); private: void update_bone_id(); void update_offset(); - void reset_to_rest_position(); - - void _reset_physics_simulation_state(); - void _reset_staticness_state(); void _start_physics_simulation(); void _stop_physics_simulation(); |