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Center of mass in body's local space is more useful than the transformed one in some cases, like drawing its position for debug. It's especially useful to get the generated local center of mass when in auto mode (by default). Physics Server BODY_PARAM_CENTER_OF_MASS: Now always returns the local center of mass, instead of setting a local center of mass and getting a transformed one. This causes compatibility breaking, but it makes more sense for the parameter to be consistent between getter and setter. Direct Body State: There are now two properties, because both of them can be useful in different situations. center_of_mass: relative position in global coordinates (same as before) center_of_mass_local: position in local coordinates
93 lines
4.6 KiB
C++
93 lines
4.6 KiB
C++
/*************************************************************************/
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/* godot_body_direct_state_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GODOT_BODY_DIRECT_STATE_2D_H
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#define GODOT_BODY_DIRECT_STATE_2D_H
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#include "servers/physics_server_2d.h"
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class GodotBody2D;
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class GodotPhysicsDirectBodyState2D : public PhysicsDirectBodyState2D {
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GDCLASS(GodotPhysicsDirectBodyState2D, PhysicsDirectBodyState2D);
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public:
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GodotBody2D *body = nullptr;
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virtual Vector2 get_total_gravity() const override;
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virtual real_t get_total_angular_damp() const override;
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virtual real_t get_total_linear_damp() const override;
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virtual Vector2 get_center_of_mass() const override;
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virtual Vector2 get_center_of_mass_local() const override;
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virtual real_t get_inverse_mass() const override;
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virtual real_t get_inverse_inertia() const override;
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virtual void set_linear_velocity(const Vector2 &p_velocity) override;
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virtual Vector2 get_linear_velocity() const override;
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virtual void set_angular_velocity(real_t p_velocity) override;
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virtual real_t get_angular_velocity() const override;
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virtual void set_transform(const Transform2D &p_transform) override;
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virtual Transform2D get_transform() const override;
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virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const override;
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virtual void add_central_force(const Vector2 &p_force) override;
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virtual void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
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virtual void add_torque(real_t p_torque) override;
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virtual void apply_central_impulse(const Vector2 &p_impulse) override;
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virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override;
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virtual void apply_torque_impulse(real_t p_torque) override;
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virtual void set_sleep_state(bool p_enable) override;
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virtual bool is_sleeping() const override;
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virtual int get_contact_count() const override;
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virtual Vector2 get_contact_local_position(int p_contact_idx) const override;
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virtual Vector2 get_contact_local_normal(int p_contact_idx) const override;
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virtual int get_contact_local_shape(int p_contact_idx) const override;
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virtual RID get_contact_collider(int p_contact_idx) const override;
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virtual Vector2 get_contact_collider_position(int p_contact_idx) const override;
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virtual ObjectID get_contact_collider_id(int p_contact_idx) const override;
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virtual int get_contact_collider_shape(int p_contact_idx) const override;
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virtual Vector2 get_contact_collider_velocity_at_position(int p_contact_idx) const override;
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virtual PhysicsDirectSpaceState2D *get_space_state() override;
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virtual real_t get_step() const override;
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};
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#endif // GODOT_BODY_DIRECT_STATE_2D_H
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