/**************************************************************************/ /* godot_body_direct_state_3d.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "godot_body_direct_state_3d.h" #include "godot_body_3d.h" #include "godot_space_3d.h" Vector3 GodotPhysicsDirectBodyState3D::get_total_gravity() const { return body->gravity; } real_t GodotPhysicsDirectBodyState3D::get_total_angular_damp() const { return body->total_angular_damp; } real_t GodotPhysicsDirectBodyState3D::get_total_linear_damp() const { return body->total_linear_damp; } Vector3 GodotPhysicsDirectBodyState3D::get_center_of_mass() const { return body->get_center_of_mass(); } Vector3 GodotPhysicsDirectBodyState3D::get_center_of_mass_local() const { return body->get_center_of_mass_local(); } Basis GodotPhysicsDirectBodyState3D::get_principal_inertia_axes() const { return body->get_principal_inertia_axes(); } real_t GodotPhysicsDirectBodyState3D::get_inverse_mass() const { return body->get_inv_mass(); } Vector3 GodotPhysicsDirectBodyState3D::get_inverse_inertia() const { return body->get_inv_inertia(); } Basis GodotPhysicsDirectBodyState3D::get_inverse_inertia_tensor() const { return body->get_inv_inertia_tensor(); } void GodotPhysicsDirectBodyState3D::set_linear_velocity(const Vector3 &p_velocity) { body->wakeup(); body->set_linear_velocity(p_velocity); } Vector3 GodotPhysicsDirectBodyState3D::get_linear_velocity() const { return body->get_linear_velocity(); } void GodotPhysicsDirectBodyState3D::set_angular_velocity(const Vector3 &p_velocity) { body->wakeup(); body->set_angular_velocity(p_velocity); } Vector3 GodotPhysicsDirectBodyState3D::get_angular_velocity() const { return body->get_angular_velocity(); } void GodotPhysicsDirectBodyState3D::set_transform(const Transform3D &p_transform) { body->set_state(PhysicsServer3D::BODY_STATE_TRANSFORM, p_transform); } Transform3D GodotPhysicsDirectBodyState3D::get_transform() const { return body->get_transform(); } Vector3 GodotPhysicsDirectBodyState3D::get_velocity_at_local_position(const Vector3 &p_position) const { return body->get_velocity_in_local_point(p_position); } void GodotPhysicsDirectBodyState3D::apply_central_impulse(const Vector3 &p_impulse) { body->wakeup(); body->apply_central_impulse(p_impulse); } void GodotPhysicsDirectBodyState3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { body->wakeup(); body->apply_impulse(p_impulse, p_position); } void GodotPhysicsDirectBodyState3D::apply_torque_impulse(const Vector3 &p_impulse) { body->wakeup(); body->apply_torque_impulse(p_impulse); } void GodotPhysicsDirectBodyState3D::apply_central_force(const Vector3 &p_force) { body->wakeup(); body->apply_central_force(p_force); } void GodotPhysicsDirectBodyState3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) { body->wakeup(); body->apply_force(p_force, p_position); } void GodotPhysicsDirectBodyState3D::apply_torque(const Vector3 &p_torque) { body->wakeup(); body->apply_torque(p_torque); } void GodotPhysicsDirectBodyState3D::add_constant_central_force(const Vector3 &p_force) { body->wakeup(); body->add_constant_central_force(p_force); } void GodotPhysicsDirectBodyState3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) { body->wakeup(); body->add_constant_force(p_force, p_position); } void GodotPhysicsDirectBodyState3D::add_constant_torque(const Vector3 &p_torque) { body->wakeup(); body->add_constant_torque(p_torque); } void GodotPhysicsDirectBodyState3D::set_constant_force(const Vector3 &p_force) { if (!p_force.is_zero_approx()) { body->wakeup(); } body->set_constant_force(p_force); } Vector3 GodotPhysicsDirectBodyState3D::get_constant_force() const { return body->get_constant_force(); } void GodotPhysicsDirectBodyState3D::set_constant_torque(const Vector3 &p_torque) { if (!p_torque.is_zero_approx()) { body->wakeup(); } body->set_constant_torque(p_torque); } Vector3 GodotPhysicsDirectBodyState3D::get_constant_torque() const { return body->get_constant_torque(); } void GodotPhysicsDirectBodyState3D::set_sleep_state(bool p_sleep) { body->set_active(!p_sleep); } bool GodotPhysicsDirectBodyState3D::is_sleeping() const { return !body->is_active(); } int GodotPhysicsDirectBodyState3D::get_contact_count() const { return body->contact_count; } Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_position(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3()); return body->contacts[p_contact_idx].local_pos; } Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_normal(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3()); return body->contacts[p_contact_idx].local_normal; } Vector3 GodotPhysicsDirectBodyState3D::get_contact_impulse(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3()); return body->contacts[p_contact_idx].impulse; } int GodotPhysicsDirectBodyState3D::get_contact_local_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1); return body->contacts[p_contact_idx].local_shape; } RID GodotPhysicsDirectBodyState3D::get_contact_collider(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID()); return body->contacts[p_contact_idx].collider; } Vector3 GodotPhysicsDirectBodyState3D::get_contact_collider_position(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3()); return body->contacts[p_contact_idx].collider_pos; } ObjectID GodotPhysicsDirectBodyState3D::get_contact_collider_id(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID()); return body->contacts[p_contact_idx].collider_instance_id; } int GodotPhysicsDirectBodyState3D::get_contact_collider_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0); return body->contacts[p_contact_idx].collider_shape; } Vector3 GodotPhysicsDirectBodyState3D::get_contact_collider_velocity_at_position(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3()); return body->contacts[p_contact_idx].collider_velocity_at_pos; } PhysicsDirectSpaceState3D *GodotPhysicsDirectBodyState3D::get_space_state() { return body->get_space()->get_direct_state(); } real_t GodotPhysicsDirectBodyState3D::get_step() const { return body->get_space()->get_last_step(); }