Path: blob/master/modules/godot_physics_3d/godot_body_direct_state_3d.h
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/**************************************************************************/1/* godot_body_direct_state_3d.h */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#pragma once3132#include "servers/physics_server_3d.h"3334class GodotBody3D;3536class GodotPhysicsDirectBodyState3D : public PhysicsDirectBodyState3D {37GDCLASS(GodotPhysicsDirectBodyState3D, PhysicsDirectBodyState3D);3839public:40GodotBody3D *body = nullptr;4142virtual Vector3 get_total_gravity() const override;43virtual real_t get_total_angular_damp() const override;44virtual real_t get_total_linear_damp() const override;4546virtual Vector3 get_center_of_mass() const override;47virtual Vector3 get_center_of_mass_local() const override;48virtual Basis get_principal_inertia_axes() const override;4950virtual real_t get_inverse_mass() const override;51virtual Vector3 get_inverse_inertia() const override;52virtual Basis get_inverse_inertia_tensor() const override;5354virtual void set_linear_velocity(const Vector3 &p_velocity) override;55virtual Vector3 get_linear_velocity() const override;5657virtual void set_angular_velocity(const Vector3 &p_velocity) override;58virtual Vector3 get_angular_velocity() const override;5960virtual void set_transform(const Transform3D &p_transform) override;61virtual Transform3D get_transform() const override;6263virtual Vector3 get_velocity_at_local_position(const Vector3 &p_position) const override;6465virtual void apply_central_impulse(const Vector3 &p_impulse) override;66virtual void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override;67virtual void apply_torque_impulse(const Vector3 &p_impulse) override;6869virtual void apply_central_force(const Vector3 &p_force) override;70virtual void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;71virtual void apply_torque(const Vector3 &p_torque) override;7273virtual void add_constant_central_force(const Vector3 &p_force) override;74virtual void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;75virtual void add_constant_torque(const Vector3 &p_torque) override;7677virtual void set_constant_force(const Vector3 &p_force) override;78virtual Vector3 get_constant_force() const override;7980virtual void set_constant_torque(const Vector3 &p_torque) override;81virtual Vector3 get_constant_torque() const override;8283virtual void set_sleep_state(bool p_sleep) override;84virtual bool is_sleeping() const override;8586virtual void set_collision_layer(uint32_t p_layer) override;87virtual uint32_t get_collision_layer() const override;8889virtual void set_collision_mask(uint32_t p_mask) override;90virtual uint32_t get_collision_mask() const override;9192virtual int get_contact_count() const override;9394virtual Vector3 get_contact_local_position(int p_contact_idx) const override;95virtual Vector3 get_contact_local_normal(int p_contact_idx) const override;96virtual Vector3 get_contact_impulse(int p_contact_idx) const override;97virtual int get_contact_local_shape(int p_contact_idx) const override;98virtual Vector3 get_contact_local_velocity_at_position(int p_contact_idx) const override;99100virtual RID get_contact_collider(int p_contact_idx) const override;101virtual Vector3 get_contact_collider_position(int p_contact_idx) const override;102virtual ObjectID get_contact_collider_id(int p_contact_idx) const override;103virtual int get_contact_collider_shape(int p_contact_idx) const override;104virtual Vector3 get_contact_collider_velocity_at_position(int p_contact_idx) const override;105106virtual PhysicsDirectSpaceState3D *get_space_state() override;107108virtual real_t get_step() const override;109};110111112