godot/servers/physics_2d/godot_body_direct_state_2d.h
PouleyKetchoupp fc8c766ef9 Expose local center of mass in physics servers
Center of mass in body's local space is more useful than the transformed
one in some cases, like drawing its position for debug.

It's especially useful to get the generated local center of mass when
in auto mode (by default).

Physics Server BODY_PARAM_CENTER_OF_MASS:
Now always returns the local center of mass, instead of setting a local
center of mass and getting a transformed one.
This causes compatibility breaking, but it makes more sense for the
parameter to be consistent between getter and setter.

Direct Body State:
There are now two properties, because both of them can be useful in
different situations.
center_of_mass: relative position in global coordinates (same as before)
center_of_mass_local: position in local coordinates
2021-11-08 16:17:57 -07:00

93 lines
4.6 KiB
C++

/*************************************************************************/
/* godot_body_direct_state_2d.h */
/*************************************************************************/
/* This file is part of: */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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#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 Vector2 get_center_of_mass_local() 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