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+/**************************************************************************/
+/* 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