1 /** 2 Static body for 2D Physics. 3 4 Copyright: 5 Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. 6 Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) 7 Copyright (c) 2017-2018 Godot-D contributors 8 9 License: $(LINK2 https://opensource.org/licenses/MIT, MIT License) 10 11 12 */ 13 module godot.staticbody2d; 14 import std.meta : AliasSeq, staticIndexOf; 15 import std.traits : Unqual; 16 import godot.d.meta; 17 import godot.core; 18 import godot.c; 19 import godot.d.bind; 20 import godot.d.reference; 21 import godot.object; 22 import godot.classdb; 23 import godot.physicsbody2d; 24 import godot.physicsmaterial; 25 import godot.collisionobject2d; 26 import godot.node2d; 27 import godot.canvasitem; 28 import godot.node; 29 /** 30 Static body for 2D Physics. 31 32 A StaticBody2D is a body that is not intended to move. It is ideal for implementing objects in the environment, such as walls or platforms. 33 Additionally, a constant linear or angular velocity can be set for the static body, which will affect colliding bodies as if it were moving (for example, a conveyor belt). 34 */ 35 @GodotBaseClass struct StaticBody2D 36 { 37 enum string _GODOT_internal_name = "StaticBody2D"; 38 public: 39 @nogc nothrow: 40 union { godot_object _godot_object; PhysicsBody2D _GODOT_base; } 41 alias _GODOT_base this; 42 alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses); 43 package(godot) __gshared bool _classBindingInitialized = false; 44 package(godot) static struct _classBinding 45 { 46 __gshared: 47 @GodotName("set_constant_linear_velocity") GodotMethod!(void, Vector2) setConstantLinearVelocity; 48 @GodotName("set_constant_angular_velocity") GodotMethod!(void, double) setConstantAngularVelocity; 49 @GodotName("get_constant_linear_velocity") GodotMethod!(Vector2) getConstantLinearVelocity; 50 @GodotName("get_constant_angular_velocity") GodotMethod!(double) getConstantAngularVelocity; 51 @GodotName("set_friction") GodotMethod!(void, double) setFriction; 52 @GodotName("get_friction") GodotMethod!(double) getFriction; 53 @GodotName("set_bounce") GodotMethod!(void, double) setBounce; 54 @GodotName("get_bounce") GodotMethod!(double) getBounce; 55 @GodotName("set_physics_material_override") GodotMethod!(void, PhysicsMaterial) setPhysicsMaterialOverride; 56 @GodotName("get_physics_material_override") GodotMethod!(PhysicsMaterial) getPhysicsMaterialOverride; 57 @GodotName("_reload_physics_characteristics") GodotMethod!(void) _reloadPhysicsCharacteristics; 58 } 59 bool opEquals(in StaticBody2D other) const { return _godot_object.ptr is other._godot_object.ptr; } 60 StaticBody2D opAssign(T : typeof(null))(T n) { _godot_object.ptr = null; } 61 bool opEquals(typeof(null) n) const { return _godot_object.ptr is null; } 62 mixin baseCasts; 63 static StaticBody2D _new() 64 { 65 static godot_class_constructor constructor; 66 if(constructor is null) constructor = _godot_api.godot_get_class_constructor("StaticBody2D"); 67 if(constructor is null) return typeof(this).init; 68 return cast(StaticBody2D)(constructor()); 69 } 70 @disable new(size_t s); 71 /** 72 73 */ 74 void setConstantLinearVelocity(in Vector2 vel) 75 { 76 checkClassBinding!(typeof(this))(); 77 ptrcall!(void)(_classBinding.setConstantLinearVelocity, _godot_object, vel); 78 } 79 /** 80 81 */ 82 void setConstantAngularVelocity(in double vel) 83 { 84 checkClassBinding!(typeof(this))(); 85 ptrcall!(void)(_classBinding.setConstantAngularVelocity, _godot_object, vel); 86 } 87 /** 88 89 */ 90 Vector2 getConstantLinearVelocity() const 91 { 92 checkClassBinding!(typeof(this))(); 93 return ptrcall!(Vector2)(_classBinding.getConstantLinearVelocity, _godot_object); 94 } 95 /** 96 97 */ 98 double getConstantAngularVelocity() const 99 { 100 checkClassBinding!(typeof(this))(); 101 return ptrcall!(double)(_classBinding.getConstantAngularVelocity, _godot_object); 102 } 103 /** 104 105 */ 106 void setFriction(in double friction) 107 { 108 checkClassBinding!(typeof(this))(); 109 ptrcall!(void)(_classBinding.setFriction, _godot_object, friction); 110 } 111 /** 112 113 */ 114 double getFriction() const 115 { 116 checkClassBinding!(typeof(this))(); 117 return ptrcall!(double)(_classBinding.getFriction, _godot_object); 118 } 119 /** 120 121 */ 122 void setBounce(in double bounce) 123 { 124 checkClassBinding!(typeof(this))(); 125 ptrcall!(void)(_classBinding.setBounce, _godot_object, bounce); 126 } 127 /** 128 129 */ 130 double getBounce() const 131 { 132 checkClassBinding!(typeof(this))(); 133 return ptrcall!(double)(_classBinding.getBounce, _godot_object); 134 } 135 /** 136 137 */ 138 void setPhysicsMaterialOverride(PhysicsMaterial physics_material_override) 139 { 140 checkClassBinding!(typeof(this))(); 141 ptrcall!(void)(_classBinding.setPhysicsMaterialOverride, _godot_object, physics_material_override); 142 } 143 /** 144 145 */ 146 Ref!PhysicsMaterial getPhysicsMaterialOverride() const 147 { 148 checkClassBinding!(typeof(this))(); 149 return ptrcall!(PhysicsMaterial)(_classBinding.getPhysicsMaterialOverride, _godot_object); 150 } 151 /** 152 153 */ 154 void _reloadPhysicsCharacteristics() 155 { 156 Array _GODOT_args = Array.empty_array; 157 String _GODOT_method_name = String("_reload_physics_characteristics"); 158 this.callv(_GODOT_method_name, _GODOT_args); 159 } 160 /** 161 Constant linear velocity for the body. This does not move the body, but affects colliding bodies, as if it were moving. 162 */ 163 @property Vector2 constantLinearVelocity() 164 { 165 return getConstantLinearVelocity(); 166 } 167 /// ditto 168 @property void constantLinearVelocity(Vector2 v) 169 { 170 setConstantLinearVelocity(v); 171 } 172 /** 173 Constant angular velocity for the body. This does not rotate the body, but affects colliding bodies, as if it were rotating. 174 */ 175 @property double constantAngularVelocity() 176 { 177 return getConstantAngularVelocity(); 178 } 179 /// ditto 180 @property void constantAngularVelocity(double v) 181 { 182 setConstantAngularVelocity(v); 183 } 184 /** 185 The body's friction. Values range from `0` (no friction) to `1` (full friction). 186 */ 187 @property double friction() 188 { 189 return getFriction(); 190 } 191 /// ditto 192 @property void friction(double v) 193 { 194 setFriction(v); 195 } 196 /** 197 The body's bounciness. Values range from `0` (no bounce) to `1` (full bounciness). 198 */ 199 @property double bounce() 200 { 201 return getBounce(); 202 } 203 /// ditto 204 @property void bounce(double v) 205 { 206 setBounce(v); 207 } 208 /** 209 210 */ 211 @property PhysicsMaterial physicsMaterialOverride() 212 { 213 return getPhysicsMaterialOverride(); 214 } 215 /// ditto 216 @property void physicsMaterialOverride(PhysicsMaterial v) 217 { 218 setPhysicsMaterialOverride(v); 219 } 220 }