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/*************************************************************************/
/*  godot_body_direct_state_3d.h                                         */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 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 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 real_t 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