/**************************************************************************/ /* godot_body_direct_state_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 GODOT_BODY_DIRECT_STATE_3D_H #define GODOT_BODY_DIRECT_STATE_3D_H #include "servers/physics_server_3d.h" class GodotBody3D; class GodotPhysicsDirectBodyState3D : public PhysicsDirectBodyState3D { GDCLASS(GodotPhysicsDirectBodyState3D, PhysicsDirectBodyState3D); public: GodotBody3D *body = nullptr; virtual Vector3 get_total_gravity() const override; virtual real_t get_total_angular_damp() const override; virtual real_t get_total_linear_damp() const override; virtual Vector3 get_center_of_mass() const override; virtual Vector3 get_center_of_mass_local() const override; virtual Basis get_principal_inertia_axes() const override; virtual real_t get_inverse_mass() const override; virtual Vector3 get_inverse_inertia() const override; virtual Basis get_inverse_inertia_tensor() const override; virtual void set_linear_velocity(const Vector3 &p_velocity) override; virtual Vector3 get_linear_velocity() const override; virtual void set_angular_velocity(const Vector3 &p_velocity) override; virtual Vector3 get_angular_velocity() const override; virtual void set_transform(const Transform3D &p_transform) override; virtual Transform3D get_transform() const override; virtual Vector3 get_velocity_at_local_position(const Vector3 &p_position) const override; virtual void apply_central_impulse(const Vector3 &p_impulse) override; virtual void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override; virtual void apply_torque_impulse(const Vector3 &p_impulse) override; virtual void apply_central_force(const Vector3 &p_force) override; virtual void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override; virtual void apply_torque(const Vector3 &p_torque) override; virtual void add_constant_central_force(const Vector3 &p_force) override; virtual void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override; virtual void add_constant_torque(const Vector3 &p_torque) override; virtual void set_constant_force(const Vector3 &p_force) override; virtual Vector3 get_constant_force() const override; virtual void set_constant_torque(const Vector3 &p_torque) override; virtual Vector3 get_constant_torque() const override; virtual void set_sleep_state(bool p_sleep) override; virtual bool is_sleeping() const override; virtual int get_contact_count() const override; virtual Vector3 get_contact_local_position(int p_contact_idx) const override; virtual Vector3 get_contact_local_normal(int p_contact_idx) const override; virtual Vector3 get_contact_impulse(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 Vector3 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 Vector3 get_contact_collider_velocity_at_position(int p_contact_idx) const override; virtual PhysicsDirectSpaceState3D *get_space_state() override; virtual real_t get_step() const override; }; #endif // GODOT_BODY_DIRECT_STATE_3D_H