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Diffstat (limited to 'scene/2d/physics/physics_body_2d.h')
-rw-r--r-- | scene/2d/physics/physics_body_2d.h | 63 |
1 files changed, 63 insertions, 0 deletions
diff --git a/scene/2d/physics/physics_body_2d.h b/scene/2d/physics/physics_body_2d.h new file mode 100644 index 0000000000..43bc479881 --- /dev/null +++ b/scene/2d/physics/physics_body_2d.h @@ -0,0 +1,63 @@ +/**************************************************************************/ +/* physics_body_2d.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_2D_H +#define PHYSICS_BODY_2D_H + +#include "core/templates/vset.h" +#include "scene/2d/physics/collision_object_2d.h" +#include "scene/2d/physics/kinematic_collision_2d.h" +#include "scene/resources/physics_material.h" +#include "servers/physics_server_2d.h" + +class PhysicsBody2D : public CollisionObject2D { + GDCLASS(PhysicsBody2D, CollisionObject2D); + +protected: + static void _bind_methods(); + PhysicsBody2D(PhysicsServer2D::BodyMode p_mode); + + Ref<KinematicCollision2D> motion_cache; + + Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_test_only = false, real_t p_margin = 0.08, bool p_recovery_as_collision = false); + +public: + bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true); + bool test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08, bool p_recovery_as_collision = false); + Vector2 get_gravity() const; + + TypedArray<PhysicsBody2D> get_collision_exceptions(); + void add_collision_exception_with(Node *p_node); //must be physicsbody + void remove_collision_exception_with(Node *p_node); + + virtual ~PhysicsBody2D(); +}; + +#endif // PHYSICS_BODY_2D_H |