virtualx-engine/servers/physics_2d/godot_body_direct_state_2d.h
PouleyKetchoupp 940f3fde5c Improve RigidDynamicBody force and torque API
Makes the API for forces and impulses more flexible, easier to
understand and harmonized between 2D and 3D.

Rigid bodies now have 3 sets of methods for forces and impulses:
-apply_impulse() for impulses (one-shot and time independent)
-apply_force() for forces (time dependent) applied for the current step
-add_constant_force() for forces that keeps being applied each step

Also updated the documentation to clarify the different methods and
parameters in rigid body nodes, body direct state and physics servers.
2021-12-10 15:55:40 -07:00

103 lines
5.1 KiB
C++

/*************************************************************************/
/* godot_body_direct_state_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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#ifndef GODOT_BODY_DIRECT_STATE_2D_H
#define GODOT_BODY_DIRECT_STATE_2D_H
#include "servers/physics_server_2d.h"
class GodotBody2D;
class GodotPhysicsDirectBodyState2D : public PhysicsDirectBodyState2D {
GDCLASS(GodotPhysicsDirectBodyState2D, PhysicsDirectBodyState2D);
public:
GodotBody2D *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 Vector2 get_center_of_mass_local() 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 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 apply_central_force(const Vector2 &p_force) override;
virtual void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
virtual void apply_torque(real_t p_torque) override;
virtual void add_constant_central_force(const Vector2 &p_force) override;
virtual void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
virtual void add_constant_torque(real_t p_torque) override;
virtual void set_constant_force(const Vector2 &p_force) override;
virtual Vector2 get_constant_force() const override;
virtual void set_constant_torque(real_t p_torque) override;
virtual real_t get_constant_torque() const 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 // GODOT_BODY_DIRECT_STATE_2D_H