1 /** 2 Base class for all 3D joints. 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.joint; 14 import std.meta : AliasSeq, staticIndexOf; 15 import std.traits : Unqual; 16 import godot.d.traits; 17 import godot.core; 18 import godot.c; 19 import godot.d.bind; 20 import godot.d.reference; 21 import godot.globalenums; 22 import godot.object; 23 import godot.spatial; 24 /** 25 Base class for all 3D joints. 26 27 Joints are used to bind together two physics bodies. They have a solver priority and can define if the bodies of the two attached nodes should be able to collide with each other. 28 */ 29 @GodotBaseClass struct Joint 30 { 31 package(godot) enum string _GODOT_internal_name = "Joint"; 32 public: 33 @nogc nothrow: 34 union { /** */ godot_object _godot_object; /** */ Spatial _GODOT_base; } 35 alias _GODOT_base this; 36 alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses); 37 package(godot) __gshared bool _classBindingInitialized = false; 38 package(godot) static struct GDNativeClassBinding 39 { 40 __gshared: 41 @GodotName("_body_exit_tree") GodotMethod!(void) _bodyExitTree; 42 @GodotName("get_exclude_nodes_from_collision") GodotMethod!(bool) getExcludeNodesFromCollision; 43 @GodotName("get_node_a") GodotMethod!(NodePath) getNodeA; 44 @GodotName("get_node_b") GodotMethod!(NodePath) getNodeB; 45 @GodotName("get_solver_priority") GodotMethod!(long) getSolverPriority; 46 @GodotName("set_exclude_nodes_from_collision") GodotMethod!(void, bool) setExcludeNodesFromCollision; 47 @GodotName("set_node_a") GodotMethod!(void, NodePath) setNodeA; 48 @GodotName("set_node_b") GodotMethod!(void, NodePath) setNodeB; 49 @GodotName("set_solver_priority") GodotMethod!(void, long) setSolverPriority; 50 } 51 /// 52 pragma(inline, true) bool opEquals(in Joint other) const 53 { return _godot_object.ptr is other._godot_object.ptr; } 54 /// 55 pragma(inline, true) typeof(null) opAssign(typeof(null) n) 56 { _godot_object.ptr = n; return null; } 57 /// 58 pragma(inline, true) bool opEquals(typeof(null) n) const 59 { return _godot_object.ptr is n; } 60 /// 61 size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; } 62 mixin baseCasts; 63 /// Construct a new instance of Joint. 64 /// Note: use `memnew!Joint` instead. 65 static Joint _new() 66 { 67 static godot_class_constructor constructor; 68 if(constructor is null) constructor = _godot_api.godot_get_class_constructor("Joint"); 69 if(constructor is null) return typeof(this).init; 70 return cast(Joint)(constructor()); 71 } 72 @disable new(size_t s); 73 /** 74 75 */ 76 void _bodyExitTree() 77 { 78 Array _GODOT_args = Array.make(); 79 String _GODOT_method_name = String("_body_exit_tree"); 80 this.callv(_GODOT_method_name, _GODOT_args); 81 } 82 /** 83 84 */ 85 bool getExcludeNodesFromCollision() const 86 { 87 checkClassBinding!(typeof(this))(); 88 return ptrcall!(bool)(GDNativeClassBinding.getExcludeNodesFromCollision, _godot_object); 89 } 90 /** 91 92 */ 93 NodePath getNodeA() const 94 { 95 checkClassBinding!(typeof(this))(); 96 return ptrcall!(NodePath)(GDNativeClassBinding.getNodeA, _godot_object); 97 } 98 /** 99 100 */ 101 NodePath getNodeB() const 102 { 103 checkClassBinding!(typeof(this))(); 104 return ptrcall!(NodePath)(GDNativeClassBinding.getNodeB, _godot_object); 105 } 106 /** 107 108 */ 109 long getSolverPriority() const 110 { 111 checkClassBinding!(typeof(this))(); 112 return ptrcall!(long)(GDNativeClassBinding.getSolverPriority, _godot_object); 113 } 114 /** 115 116 */ 117 void setExcludeNodesFromCollision(in bool enable) 118 { 119 checkClassBinding!(typeof(this))(); 120 ptrcall!(void)(GDNativeClassBinding.setExcludeNodesFromCollision, _godot_object, enable); 121 } 122 /** 123 124 */ 125 void setNodeA(NodePathArg0)(in NodePathArg0 node) 126 { 127 checkClassBinding!(typeof(this))(); 128 ptrcall!(void)(GDNativeClassBinding.setNodeA, _godot_object, node); 129 } 130 /** 131 132 */ 133 void setNodeB(NodePathArg0)(in NodePathArg0 node) 134 { 135 checkClassBinding!(typeof(this))(); 136 ptrcall!(void)(GDNativeClassBinding.setNodeB, _godot_object, node); 137 } 138 /** 139 140 */ 141 void setSolverPriority(in long priority) 142 { 143 checkClassBinding!(typeof(this))(); 144 ptrcall!(void)(GDNativeClassBinding.setSolverPriority, _godot_object, priority); 145 } 146 /** 147 If `true`, the two bodies of the nodes are not able to collide with each other. 148 */ 149 @property bool collisionExcludeNodes() 150 { 151 return getExcludeNodesFromCollision(); 152 } 153 /// ditto 154 @property void collisionExcludeNodes(bool v) 155 { 156 setExcludeNodesFromCollision(v); 157 } 158 /** 159 The node attached to the first side (A) of the joint. 160 */ 161 @property NodePath nodesNodeA() 162 { 163 return getNodeA(); 164 } 165 /// ditto 166 @property void nodesNodeA(NodePath v) 167 { 168 setNodeA(v); 169 } 170 /** 171 The node attached to the second side (B) of the joint. 172 */ 173 @property NodePath nodesNodeB() 174 { 175 return getNodeB(); 176 } 177 /// ditto 178 @property void nodesNodeB(NodePath v) 179 { 180 setNodeB(v); 181 } 182 /** 183 The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority. 184 */ 185 @property long solverPriority() 186 { 187 return getSolverPriority(); 188 } 189 /// ditto 190 @property void solverPriority(long v) 191 { 192 setSolverPriority(v); 193 } 194 }