pandemonium_engine/modules/props/props/prop_data_static_body.h

68 lines
3.2 KiB
C++

#ifndef PROP_DATA_STATIC_BODY_H
#define PROP_DATA_STATIC_BODY_H
/*************************************************************************/
/* prop_data_static_body.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 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. */
/*************************************************************************/
#include "prop_data_collision_object.h"
class PhysicsMaterial;
class PropDataStaticBody : public PropDataCollisionObject {
GDCLASS(PropDataStaticBody, PropDataCollisionObject);
public:
Ref<PhysicsMaterial> get_physics_material_override() const;
void set_physics_material_override(const Ref<PhysicsMaterial> &p_material);
Vector3 get_constant_linear_velocity() const;
void set_constant_linear_velocity(const Vector3 &p_value);
Vector3 get_constant_angular_velocity() const;
void set_constant_angular_velocity(const Vector3 &p_value);
bool _processor_handles(Node *node);
void _processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform);
Node *_processor_get_node_for(const Transform &transform);
PropDataStaticBody();
~PropDataStaticBody();
protected:
static void _bind_methods();
Ref<PhysicsMaterial> _physics_material_override;
Vector3 _constant_linear_velocity;
Vector3 _constant_angular_velocity;
};
#endif