virtualx-engine/servers/physics_3d/godot_body_direct_state_3d.h

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/**************************************************************************/
/* 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 Vector3 get_contact_local_velocity_at_position(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