godot-cpp/include/gen/PhysicsDirectBodyState.hpp

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#ifndef GODOT_CPP_PHYSICSDIRECTBODYSTATE_HPP
#define GODOT_CPP_PHYSICSDIRECTBODYSTATE_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include <Object.hpp>
namespace godot {
class Object;
class PhysicsDirectSpaceState;
class PhysicsDirectBodyState : public Object {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "PhysicsDirectBodyState"; }
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); }
// enums
// constants
// methods
Vector3 get_total_gravity() const;
double get_total_linear_damp() const;
double get_total_angular_damp() const;
Vector3 get_center_of_mass() const;
Basis get_principal_inertia_axes() const;
double get_inverse_mass() const;
Vector3 get_inverse_inertia() const;
void set_linear_velocity(const Vector3 velocity);
Vector3 get_linear_velocity() const;
void set_angular_velocity(const Vector3 velocity);
Vector3 get_angular_velocity() const;
void set_transform(const Transform transform);
Transform get_transform() const;
void add_central_force(const Vector3 force);
void add_force(const Vector3 force, const Vector3 position);
void add_torque(const Vector3 torque);
void apply_impulse(const Vector3 position, const Vector3 j);
void apply_torque_impulse(const Vector3 j);
void set_sleep_state(const bool enabled);
bool is_sleeping() const;
int64_t get_contact_count() const;
Vector3 get_contact_local_position(const int64_t contact_idx) const;
Vector3 get_contact_local_normal(const int64_t contact_idx) const;
int64_t get_contact_local_shape(const int64_t contact_idx) const;
RID get_contact_collider(const int64_t contact_idx) const;
Vector3 get_contact_collider_position(const int64_t contact_idx) const;
int64_t get_contact_collider_id(const int64_t contact_idx) const;
Object *get_contact_collider_object(const int64_t contact_idx) const;
int64_t get_contact_collider_shape(const int64_t contact_idx) const;
Vector3 get_contact_collider_velocity_at_position(const int64_t contact_idx) const;
double get_step() const;
void integrate_forces();
PhysicsDirectSpaceState *get_space_state();
};
}
#endif