/**************************************************************************/
/* physics_body_3d.h */
/**************************************************************************/
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/* GODOT ENGINE */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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#ifndef PHYSICS_BODY_3D_H
#define PHYSICS_BODY_3D_H
#include "core/templates/vset.h"
#include "scene/3d/physics/collision_object_3d.h"
#include "scene/3d/physics/kinematic_collision_3d.h"
#include "scene/resources/physics_material.h"
#include "servers/physics_server_3d.h"
class PhysicsBody3D : public CollisionObject3D {
GDCLASS(PhysicsBody3D, CollisionObject3D);
protected:
static void _bind_methods();
PhysicsBody3D(PhysicsServer3D::BodyMode p_mode);<--- Class 'PhysicsBody3D' has a constructor with 1 argument that is not explicit. [+]Class 'PhysicsBody3D' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
Ref<KinematicCollision3D> motion_cache;
uint16_t locked_axis = 0;
Ref<KinematicCollision3D> _move(const Vector3 &p_motion, bool p_test_only = false, real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1);
public:
bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
bool test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1);
Vector3 get_gravity() const;
void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;
virtual Vector3 get_linear_velocity() const;
virtual Vector3 get_angular_velocity() const;
virtual real_t get_inverse_mass() const;
TypedArray<PhysicsBody3D> get_collision_exceptions();
void add_collision_exception_with(Node *p_node); //must be physicsbody
void remove_collision_exception_with(Node *p_node);
};
#endif // PHYSICS_BODY_3D_H