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author | smix8 <52464204+smix8@users.noreply.github.com> | 2024-02-26 07:15:31 +0100 |
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committer | smix8 <52464204+smix8@users.noreply.github.com> | 2024-02-27 11:18:16 +0100 |
commit | 35dafc9fa8ac26cca9ca1da606cbfe782468d05f (patch) | |
tree | 84b4b187e6e16c513497225a2127234c96823e97 /scene/3d/physics/physics_body_3d.h | |
parent | bb6b06c81343073f10cbbd2af515cf0dac1e6549 (diff) | |
download | redot-engine-35dafc9fa8ac26cca9ca1da606cbfe782468d05f.tar.gz |
Split monolithic physics class files
Splits monolithic physics class files.
Diffstat (limited to 'scene/3d/physics/physics_body_3d.h')
-rw-r--r-- | scene/3d/physics/physics_body_3d.h | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/scene/3d/physics/physics_body_3d.h b/scene/3d/physics/physics_body_3d.h new file mode 100644 index 0000000000..92b3850085 --- /dev/null +++ b/scene/3d/physics/physics_body_3d.h @@ -0,0 +1,72 @@ +/**************************************************************************/ +/* physics_body_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef PHYSICS_BODY_3D_H +#define PHYSICS_BODY_3D_H + +#include "core/templates/vset.h" +#include "scene/3d/physics/collision_object_3d.h" +#include "scene/3d/physics/kinematic_collision_3d.h" +#include "scene/resources/physics_material.h" +#include "servers/physics_server_3d.h" + +class PhysicsBody3D : public CollisionObject3D { + GDCLASS(PhysicsBody3D, CollisionObject3D); + +protected: + static void _bind_methods(); + PhysicsBody3D(PhysicsServer3D::BodyMode p_mode); + + Ref<KinematicCollision3D> motion_cache; + + uint16_t locked_axis = 0; + + Ref<KinematicCollision3D> _move(const Vector3 &p_motion, bool p_test_only = false, real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1); + +public: + bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true); + bool test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1); + Vector3 get_gravity() const; + + void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock); + bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const; + + virtual Vector3 get_linear_velocity() const; + virtual Vector3 get_angular_velocity() const; + virtual real_t get_inverse_mass() const; + + TypedArray<PhysicsBody3D> get_collision_exceptions(); + void add_collision_exception_with(Node *p_node); //must be physicsbody + void remove_collision_exception_with(Node *p_node); + + virtual ~PhysicsBody3D(); +}; + +#endif // PHYSICS_BODY_3D_H |