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hydro_rigid_body.h
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hydro_rigid_body.h
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/*************************************************************************/
/* Copyright (c) 2019 Jon Ring */
/* */
/* 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 WATERCRAFT_BODY_H
#define WATERCRAFT_BODY_H
#include "clippable_mesh.h"
#include "scene/3d/physics_body.h"
class ImmediateGeometry;
class MeshInstance;
class WaterArea;
class WatercraftBallast;
class WatercraftPropulsion;
class WatercraftRudder;
class HydroRigidBody : public RigidBody {
GDCLASS(HydroRigidBody, RigidBody)
public:
HydroRigidBody();
protected:
NodePath m_hull_path;
MeshInstance *m_hull_mesh;
ImmediateGeometry *m_debug_mesh;
Vector3 m_thrust_origin;
Vector3 m_thrust_direction;
float m_thrust_rotation;
float m_thrust_value;
float m_density;
float m_volume;
WaterArea *m_water_area;
Vector<WatercraftBallast *> m_ballast;
Vector<WatercraftPropulsion *> m_propulsion;
Vector<WatercraftRudder *> m_rudders;
static void _bind_methods();
void _notification(int p_what);
void _direct_state_changed(Object *p_state);
private:
void update_hull();
void draw_debug_face(const Face3 &face, const Transform &transform);
void draw_debug_mesh(const ClippableMesh &mesh, const Transform &transform);
void draw_debug_vector(const Vector3 &dir, const Vector3 &origin, const Transform &transform);
friend class WaterArea;
friend class WatercraftBallast;
friend class WatercraftPropulsion;
friend class WatercraftRudder;
};
#endif