godot/scene/3d/physics/joints/joint_3d.h

86 lines
3.3 KiB
C++

/**************************************************************************/
/* joint_3d.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 JOINT_3D_H
#define JOINT_3D_H
#include "scene/3d/node_3d.h"
#include "scene/3d/physics/physics_body_3d.h"
class Joint3D : public Node3D {
GDCLASS(Joint3D, Node3D);
RID ba, bb;
RID joint;
NodePath a;
NodePath b;
int solver_priority = 1;
bool exclude_from_collision = true;
String warning;
bool configured = false;
protected:
void _disconnect_signals();
void _body_exit_tree();
void _update_joint(bool p_only_free = false);
void _notification(int p_what);
virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) = 0;
static void _bind_methods();
_FORCE_INLINE_ bool is_configured() const { return configured; }
public:
virtual PackedStringArray get_configuration_warnings() const override;
void set_node_a(const NodePath &p_node_a);
NodePath get_node_a() const;
void set_node_b(const NodePath &p_node_b);
NodePath get_node_b() const;
void set_solver_priority(int p_priority);
int get_solver_priority() const;
void set_exclude_nodes_from_collision(bool p_enable);
bool get_exclude_nodes_from_collision() const;
RID get_rid() const { return joint; }
Joint3D();
~Joint3D();
};
#endif // JOINT_3D_H