/**************************************************************************/ /* static_body_2d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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. */ /**************************************************************************/ #ifndef STATIC_BODY_2D_H #define STATIC_BODY_2D_H #include "scene/2d/physics/physics_body_2d.h" class StaticBody2D : public PhysicsBody2D { GDCLASS(StaticBody2D, PhysicsBody2D); private: Vector2 constant_linear_velocity; real_t constant_angular_velocity = 0.0; Ref physics_material_override; protected: static void _bind_methods(); public: void set_physics_material_override(const Ref &p_physics_material_override); Ref get_physics_material_override() const; void set_constant_linear_velocity(const Vector2 &p_vel); void set_constant_angular_velocity(real_t p_vel); Vector2 get_constant_linear_velocity() const; real_t get_constant_angular_velocity() const; StaticBody2D(PhysicsServer2D::BodyMode p_mode = PhysicsServer2D::BODY_MODE_STATIC); private: void _reload_physics_characteristics(); }; #endif // STATIC_BODY_2D_H