940f3fde5c
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.
106 lines
5.3 KiB
C++
106 lines
5.3 KiB
C++
/*************************************************************************/
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/* godot_body_direct_state_3d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GODOT_BODY_DIRECT_STATE_3D_H
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#define GODOT_BODY_DIRECT_STATE_3D_H
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#include "servers/physics_server_3d.h"
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class GodotBody3D;
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class GodotPhysicsDirectBodyState3D : public PhysicsDirectBodyState3D {
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GDCLASS(GodotPhysicsDirectBodyState3D, PhysicsDirectBodyState3D);
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public:
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GodotBody3D *body = nullptr;
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virtual Vector3 get_total_gravity() const override;
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virtual real_t get_total_angular_damp() const override;
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virtual real_t get_total_linear_damp() const override;
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virtual Vector3 get_center_of_mass() const override;
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virtual Vector3 get_center_of_mass_local() const override;
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virtual Basis get_principal_inertia_axes() const override;
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virtual real_t get_inverse_mass() const override;
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virtual Vector3 get_inverse_inertia() const override;
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virtual Basis get_inverse_inertia_tensor() const override;
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virtual void set_linear_velocity(const Vector3 &p_velocity) override;
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virtual Vector3 get_linear_velocity() const override;
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virtual void set_angular_velocity(const Vector3 &p_velocity) override;
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virtual Vector3 get_angular_velocity() const override;
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virtual void set_transform(const Transform3D &p_transform) override;
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virtual Transform3D get_transform() const override;
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virtual Vector3 get_velocity_at_local_position(const Vector3 &p_position) const override;
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virtual void apply_central_impulse(const Vector3 &p_impulse) override;
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virtual void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override;
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virtual void apply_torque_impulse(const Vector3 &p_impulse) override;
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virtual void apply_central_force(const Vector3 &p_force) override;
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virtual void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;
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virtual void apply_torque(const Vector3 &p_torque) override;
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virtual void add_constant_central_force(const Vector3 &p_force) override;
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virtual void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;
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virtual void add_constant_torque(const Vector3 &p_torque) override;
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virtual void set_constant_force(const Vector3 &p_force) override;
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virtual Vector3 get_constant_force() const override;
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virtual void set_constant_torque(const Vector3 &p_torque) override;
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virtual Vector3 get_constant_torque() const override;
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virtual void set_sleep_state(bool p_sleep) override;
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virtual bool is_sleeping() const override;
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virtual int get_contact_count() const override;
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virtual Vector3 get_contact_local_position(int p_contact_idx) const override;
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virtual Vector3 get_contact_local_normal(int p_contact_idx) const override;
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virtual real_t get_contact_impulse(int p_contact_idx) const override;
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virtual int get_contact_local_shape(int p_contact_idx) const override;
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virtual RID get_contact_collider(int p_contact_idx) const override;
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virtual Vector3 get_contact_collider_position(int p_contact_idx) const override;
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virtual ObjectID get_contact_collider_id(int p_contact_idx) const override;
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virtual int get_contact_collider_shape(int p_contact_idx) const override;
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virtual Vector3 get_contact_collider_velocity_at_position(int p_contact_idx) const override;
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virtual PhysicsDirectSpaceState3D *get_space_state() override;
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virtual real_t get_step() const override;
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};
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#endif // GODOT_BODY_DIRECT_STATE_3D_H
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