/*************************************************************************/ /* body_direct_state_2d_sw.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 */ /* "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 BODY_DIRECT_STATE_2D_SW_H #define BODY_DIRECT_STATE_2D_SW_H #include "servers/physics_server_2d.h" class Body2DSW; class PhysicsDirectBodyState2DSW : public PhysicsDirectBodyState2D { GDCLASS(PhysicsDirectBodyState2DSW, PhysicsDirectBodyState2D); public: Body2DSW *body = nullptr; virtual Vector2 get_total_gravity() const override; virtual real_t get_total_angular_damp() const override; virtual real_t get_total_linear_damp() const override; virtual Vector2 get_center_of_mass() const override; virtual real_t get_inverse_mass() const override; virtual real_t get_inverse_inertia() const override; virtual void set_linear_velocity(const Vector2 &p_velocity) override; virtual Vector2 get_linear_velocity() const override; virtual void set_angular_velocity(real_t p_velocity) override; virtual real_t get_angular_velocity() const override; virtual void set_transform(const Transform2D &p_transform) override; virtual Transform2D get_transform() const override; virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const override; virtual void add_central_force(const Vector2 &p_force) override; virtual void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override; virtual void add_torque(real_t p_torque) override; virtual void apply_central_impulse(const Vector2 &p_impulse) override; virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override; virtual void apply_torque_impulse(real_t p_torque) override; virtual void set_sleep_state(bool p_enable) override; virtual bool is_sleeping() const override; virtual int get_contact_count() const override; virtual Vector2 get_contact_local_position(int p_contact_idx) const override; virtual Vector2 get_contact_local_normal(int p_contact_idx) const override; virtual int get_contact_local_shape(int p_contact_idx) const override; virtual RID get_contact_collider(int p_contact_idx) const override; virtual Vector2 get_contact_collider_position(int p_contact_idx) const override; virtual ObjectID get_contact_collider_id(int p_contact_idx) const override; virtual int get_contact_collider_shape(int p_contact_idx) const override; virtual Vector2 get_contact_collider_velocity_at_position(int p_contact_idx) const override; virtual PhysicsDirectSpaceState2D *get_space_state() override; virtual real_t get_step() const override; }; #endif // BODY_2D_SW_H