#ifndef GODOT_CPP_PHYSICSDIRECTBODYSTATE_HPP #define GODOT_CPP_PHYSICSDIRECTBODYSTATE_HPP #include #include #include #include #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