2018-02-11 14:50:01 +00:00
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#ifndef GODOT_CPP_RIGIDBODY_HPP
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#define GODOT_CPP_RIGIDBODY_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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2018-05-13 12:39:32 +00:00
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#include "RigidBody.hpp"
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2018-02-11 14:50:01 +00:00
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2018-05-13 12:39:32 +00:00
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#include "PhysicsBody.hpp"
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2018-02-11 14:50:01 +00:00
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namespace godot {
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class PhysicsDirectBodyState;
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class Object;
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class RigidBody : public PhysicsBody {
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public:
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static void *___get_type_tag();
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static void *___get_base_type_tag();
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static inline const char *___get_class_name() { return (const char *) "RigidBody"; }
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static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); }
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// enums
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enum Mode {
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MODE_KINEMATIC = 3,
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MODE_CHARACTER = 2,
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MODE_STATIC = 1,
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MODE_RIGID = 0,
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};
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// constants
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static RigidBody *_new();
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// methods
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void _integrate_forces(const PhysicsDirectBodyState *state);
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void set_mode(const int64_t mode);
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RigidBody::Mode get_mode() const;
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void set_mass(const double mass);
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double get_mass() const;
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void set_weight(const double weight);
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double get_weight() const;
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void set_friction(const double friction);
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double get_friction() const;
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void set_bounce(const double bounce);
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double get_bounce() const;
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void set_linear_velocity(const Vector3 linear_velocity);
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Vector3 get_linear_velocity() const;
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void set_angular_velocity(const Vector3 angular_velocity);
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Vector3 get_angular_velocity() const;
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void set_gravity_scale(const double gravity_scale);
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double get_gravity_scale() const;
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void set_linear_damp(const double linear_damp);
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double get_linear_damp() const;
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void set_angular_damp(const double angular_damp);
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double get_angular_damp() const;
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void set_max_contacts_reported(const int64_t amount);
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int64_t get_max_contacts_reported() const;
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void set_use_custom_integrator(const bool enable);
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bool is_using_custom_integrator();
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void set_contact_monitor(const bool enabled);
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bool is_contact_monitor_enabled() const;
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void set_use_continuous_collision_detection(const bool enable);
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bool is_using_continuous_collision_detection() const;
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void set_axis_velocity(const Vector3 axis_velocity);
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void apply_impulse(const Vector3 position, const Vector3 impulse);
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void apply_torque_impulse(const Vector3 impulse);
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void set_sleeping(const bool sleeping);
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bool is_sleeping() const;
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void set_can_sleep(const bool able_to_sleep);
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bool is_able_to_sleep() const;
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void _direct_state_changed(const Object *arg0);
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void _body_enter_tree(const int64_t arg0);
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void _body_exit_tree(const int64_t arg0);
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void set_axis_lock(const int64_t axis, const bool lock);
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bool get_axis_lock(const int64_t axis) const;
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Array get_colliding_bodies() const;
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};
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}
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#endif
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