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59 lines
2.0 KiB
C++
59 lines
2.0 KiB
C++
#ifndef PROP_DATA_STATIC_BODY_H
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#define PROP_DATA_STATIC_BODY_H
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/*
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Copyright (c) 2023-present Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "prop_data_collision_object.h"
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class PhysicsMaterial;
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class PropDataStaticBody : public PropDataCollisionObject {
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GDCLASS(PropDataStaticBody, PropDataCollisionObject);
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public:
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Ref<PhysicsMaterial> get_physics_material_override() const;
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void set_physics_material_override(const Ref<PhysicsMaterial> &p_material);
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Vector3 get_constant_linear_velocity() const;
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void set_constant_linear_velocity(const Vector3 &p_value);
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Vector3 get_constant_angular_velocity() const;
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void set_constant_angular_velocity(const Vector3 &p_value);
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bool _processor_handles(Node *node);
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void _processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform);
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Node *_processor_get_node_for(const Transform &transform);
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PropDataStaticBody();
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~PropDataStaticBody();
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protected:
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static void _bind_methods();
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Ref<PhysicsMaterial> _physics_material_override;
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Vector3 _constant_linear_velocity;
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Vector3 _constant_angular_velocity;
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};
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#endif
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