Path: blob/master/modules/godot_physics_3d/godot_body_direct_state_3d.cpp
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/**************************************************************************/1/* godot_body_direct_state_3d.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "godot_body_direct_state_3d.h"3132#include "godot_body_3d.h"33#include "godot_space_3d.h"3435Vector3 GodotPhysicsDirectBodyState3D::get_total_gravity() const {36return body->gravity;37}3839real_t GodotPhysicsDirectBodyState3D::get_total_angular_damp() const {40return body->total_angular_damp;41}4243real_t GodotPhysicsDirectBodyState3D::get_total_linear_damp() const {44return body->total_linear_damp;45}4647Vector3 GodotPhysicsDirectBodyState3D::get_center_of_mass() const {48return body->get_center_of_mass();49}5051Vector3 GodotPhysicsDirectBodyState3D::get_center_of_mass_local() const {52return body->get_center_of_mass_local();53}5455Basis GodotPhysicsDirectBodyState3D::get_principal_inertia_axes() const {56return body->get_principal_inertia_axes();57}5859real_t GodotPhysicsDirectBodyState3D::get_inverse_mass() const {60return body->get_inv_mass();61}6263Vector3 GodotPhysicsDirectBodyState3D::get_inverse_inertia() const {64return body->get_inv_inertia();65}6667Basis GodotPhysicsDirectBodyState3D::get_inverse_inertia_tensor() const {68return body->get_inv_inertia_tensor();69}7071void GodotPhysicsDirectBodyState3D::set_linear_velocity(const Vector3 &p_velocity) {72body->wakeup();73body->set_linear_velocity(p_velocity);74}7576Vector3 GodotPhysicsDirectBodyState3D::get_linear_velocity() const {77return body->get_linear_velocity();78}7980void GodotPhysicsDirectBodyState3D::set_angular_velocity(const Vector3 &p_velocity) {81body->wakeup();82body->set_angular_velocity(p_velocity);83}8485Vector3 GodotPhysicsDirectBodyState3D::get_angular_velocity() const {86return body->get_angular_velocity();87}8889void GodotPhysicsDirectBodyState3D::set_transform(const Transform3D &p_transform) {90body->set_state(PhysicsServer3D::BODY_STATE_TRANSFORM, p_transform);91}9293Transform3D GodotPhysicsDirectBodyState3D::get_transform() const {94return body->get_transform();95}9697Vector3 GodotPhysicsDirectBodyState3D::get_velocity_at_local_position(const Vector3 &p_position) const {98return body->get_velocity_in_local_point(p_position);99}100101void GodotPhysicsDirectBodyState3D::apply_central_impulse(const Vector3 &p_impulse) {102body->wakeup();103body->apply_central_impulse(p_impulse);104}105106void GodotPhysicsDirectBodyState3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {107body->wakeup();108body->apply_impulse(p_impulse, p_position);109}110111void GodotPhysicsDirectBodyState3D::apply_torque_impulse(const Vector3 &p_impulse) {112body->wakeup();113body->apply_torque_impulse(p_impulse);114}115116void GodotPhysicsDirectBodyState3D::apply_central_force(const Vector3 &p_force) {117body->wakeup();118body->apply_central_force(p_force);119}120121void GodotPhysicsDirectBodyState3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {122body->wakeup();123body->apply_force(p_force, p_position);124}125126void GodotPhysicsDirectBodyState3D::apply_torque(const Vector3 &p_torque) {127body->wakeup();128body->apply_torque(p_torque);129}130131void GodotPhysicsDirectBodyState3D::add_constant_central_force(const Vector3 &p_force) {132body->wakeup();133body->add_constant_central_force(p_force);134}135136void GodotPhysicsDirectBodyState3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {137body->wakeup();138body->add_constant_force(p_force, p_position);139}140141void GodotPhysicsDirectBodyState3D::add_constant_torque(const Vector3 &p_torque) {142body->wakeup();143body->add_constant_torque(p_torque);144}145146void GodotPhysicsDirectBodyState3D::set_constant_force(const Vector3 &p_force) {147if (!p_force.is_zero_approx()) {148body->wakeup();149}150body->set_constant_force(p_force);151}152153Vector3 GodotPhysicsDirectBodyState3D::get_constant_force() const {154return body->get_constant_force();155}156157void GodotPhysicsDirectBodyState3D::set_constant_torque(const Vector3 &p_torque) {158if (!p_torque.is_zero_approx()) {159body->wakeup();160}161body->set_constant_torque(p_torque);162}163164Vector3 GodotPhysicsDirectBodyState3D::get_constant_torque() const {165return body->get_constant_torque();166}167168void GodotPhysicsDirectBodyState3D::set_sleep_state(bool p_sleep) {169body->set_active(!p_sleep);170}171172bool GodotPhysicsDirectBodyState3D::is_sleeping() const {173return !body->is_active();174}175176void GodotPhysicsDirectBodyState3D::set_collision_layer(uint32_t p_layer) {177body->set_collision_layer(p_layer);178}179180uint32_t GodotPhysicsDirectBodyState3D::get_collision_layer() const {181return body->get_collision_layer();182}183184void GodotPhysicsDirectBodyState3D::set_collision_mask(uint32_t p_mask) {185body->set_collision_mask(p_mask);186}187188uint32_t GodotPhysicsDirectBodyState3D::get_collision_mask() const {189return body->get_collision_mask();190}191192int GodotPhysicsDirectBodyState3D::get_contact_count() const {193return body->contact_count;194}195196Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_position(int p_contact_idx) const {197ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());198return body->contacts[p_contact_idx].local_pos;199}200201Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_normal(int p_contact_idx) const {202ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());203return body->contacts[p_contact_idx].local_normal;204}205206Vector3 GodotPhysicsDirectBodyState3D::get_contact_impulse(int p_contact_idx) const {207ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());208return body->contacts[p_contact_idx].impulse;209}210211Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_velocity_at_position(int p_contact_idx) const {212ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());213return body->contacts[p_contact_idx].local_velocity_at_pos;214}215216int GodotPhysicsDirectBodyState3D::get_contact_local_shape(int p_contact_idx) const {217ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1);218return body->contacts[p_contact_idx].local_shape;219}220221RID GodotPhysicsDirectBodyState3D::get_contact_collider(int p_contact_idx) const {222ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID());223return body->contacts[p_contact_idx].collider;224}225226Vector3 GodotPhysicsDirectBodyState3D::get_contact_collider_position(int p_contact_idx) const {227ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());228return body->contacts[p_contact_idx].collider_pos;229}230231ObjectID GodotPhysicsDirectBodyState3D::get_contact_collider_id(int p_contact_idx) const {232ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID());233return body->contacts[p_contact_idx].collider_instance_id;234}235236int GodotPhysicsDirectBodyState3D::get_contact_collider_shape(int p_contact_idx) const {237ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0);238return body->contacts[p_contact_idx].collider_shape;239}240241Vector3 GodotPhysicsDirectBodyState3D::get_contact_collider_velocity_at_position(int p_contact_idx) const {242ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());243return body->contacts[p_contact_idx].collider_velocity_at_pos;244}245246PhysicsDirectSpaceState3D *GodotPhysicsDirectBodyState3D::get_space_state() {247return body->get_space()->get_direct_state();248}249250real_t GodotPhysicsDirectBodyState3D::get_step() const {251return body->get_space()->get_last_step();252}253254255