mirror of
https://github.com/godotengine/godot.git
synced 2025-12-08 06:09:55 +00:00
Rename Godot Physics classes from *SW to Godot*
Also moved MT physics server wrappers to the main servers folder, since they don't have to be implementation specific.
This commit is contained in:
parent
5bb3dbbedd
commit
cc39dca9f7
86 changed files with 5351 additions and 5390 deletions
91
servers/physics_2d/godot_body_direct_state_2d.h
Normal file
91
servers/physics_2d/godot_body_direct_state_2d.h
Normal file
|
|
@ -0,0 +1,91 @@
|
|||
/*************************************************************************/
|
||||
/* godot_body_direct_state_2d.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* 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 GODOT_BODY_DIRECT_STATE_2D_H
|
||||
#define GODOT_BODY_DIRECT_STATE_2D_H
|
||||
|
||||
#include "servers/physics_server_2d.h"
|
||||
|
||||
class GodotBody2D;
|
||||
|
||||
class GodotPhysicsDirectBodyState2D : public PhysicsDirectBodyState2D {
|
||||
GDCLASS(GodotPhysicsDirectBodyState2D, PhysicsDirectBodyState2D);
|
||||
|
||||
public:
|
||||
GodotBody2D *body = nullptr;
|
||||
|
||||
virtual Vector2 get_total_gravity() const override;
|
||||
virtual real_t get_total_angular_damp() const override;
|
||||
virtual real_t get_total_linear_damp() const override;
|
||||
|
||||
virtual Vector2 get_center_of_mass() const override;
|
||||
virtual real_t get_inverse_mass() const override;
|
||||
virtual real_t get_inverse_inertia() const override;
|
||||
|
||||
virtual void set_linear_velocity(const Vector2 &p_velocity) override;
|
||||
virtual Vector2 get_linear_velocity() const override;
|
||||
|
||||
virtual void set_angular_velocity(real_t p_velocity) override;
|
||||
virtual real_t get_angular_velocity() const override;
|
||||
|
||||
virtual void set_transform(const Transform2D &p_transform) override;
|
||||
virtual Transform2D get_transform() const override;
|
||||
|
||||
virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const override;
|
||||
|
||||
virtual void add_central_force(const Vector2 &p_force) override;
|
||||
virtual void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
|
||||
virtual void add_torque(real_t p_torque) override;
|
||||
virtual void apply_central_impulse(const Vector2 &p_impulse) override;
|
||||
virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override;
|
||||
virtual void apply_torque_impulse(real_t p_torque) override;
|
||||
|
||||
virtual void set_sleep_state(bool p_enable) override;
|
||||
virtual bool is_sleeping() const override;
|
||||
|
||||
virtual int get_contact_count() const override;
|
||||
|
||||
virtual Vector2 get_contact_local_position(int p_contact_idx) const override;
|
||||
virtual Vector2 get_contact_local_normal(int p_contact_idx) const override;
|
||||
virtual int get_contact_local_shape(int p_contact_idx) const override;
|
||||
|
||||
virtual RID get_contact_collider(int p_contact_idx) const override;
|
||||
virtual Vector2 get_contact_collider_position(int p_contact_idx) const override;
|
||||
virtual ObjectID get_contact_collider_id(int p_contact_idx) const override;
|
||||
virtual int get_contact_collider_shape(int p_contact_idx) const override;
|
||||
|
||||
virtual Vector2 get_contact_collider_velocity_at_position(int p_contact_idx) const override;
|
||||
|
||||
virtual PhysicsDirectSpaceState2D *get_space_state() override;
|
||||
|
||||
virtual real_t get_step() const override;
|
||||
};
|
||||
|
||||
#endif // GODOT_BODY_DIRECT_STATE_2D_H
|
||||
Loading…
Add table
Add a link
Reference in a new issue