1 /**
2 Base class for all objects affected by physics in 3D space.
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.physicsbody;
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.collisionobject;
24 import godot.spatial;
25 import godot.node;
26 /**
27 Base class for all objects affected by physics in 3D space.
28 
29 PhysicsBody is an abstract base class for implementing a physics body. All *Body types inherit from it.
30 */
31 @GodotBaseClass struct PhysicsBody
32 {
33 	package(godot) enum string _GODOT_internal_name = "PhysicsBody";
34 public:
35 @nogc nothrow:
36 	union { /** */ godot_object _godot_object; /** */ CollisionObject _GODOT_base; }
37 	alias _GODOT_base this;
38 	alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses);
39 	package(godot) __gshared bool _classBindingInitialized = false;
40 	package(godot) static struct GDNativeClassBinding
41 	{
42 		__gshared:
43 		@GodotName("_get_layers") GodotMethod!(long) _getLayers;
44 		@GodotName("_set_layers") GodotMethod!(void, long) _setLayers;
45 		@GodotName("add_collision_exception_with") GodotMethod!(void, Node) addCollisionExceptionWith;
46 		@GodotName("get_collision_exceptions") GodotMethod!(Array) getCollisionExceptions;
47 		@GodotName("get_collision_layer") GodotMethod!(long) getCollisionLayer;
48 		@GodotName("get_collision_layer_bit") GodotMethod!(bool, long) getCollisionLayerBit;
49 		@GodotName("get_collision_mask") GodotMethod!(long) getCollisionMask;
50 		@GodotName("get_collision_mask_bit") GodotMethod!(bool, long) getCollisionMaskBit;
51 		@GodotName("remove_collision_exception_with") GodotMethod!(void, Node) removeCollisionExceptionWith;
52 		@GodotName("set_collision_layer") GodotMethod!(void, long) setCollisionLayer;
53 		@GodotName("set_collision_layer_bit") GodotMethod!(void, long, bool) setCollisionLayerBit;
54 		@GodotName("set_collision_mask") GodotMethod!(void, long) setCollisionMask;
55 		@GodotName("set_collision_mask_bit") GodotMethod!(void, long, bool) setCollisionMaskBit;
56 	}
57 	/// 
58 	pragma(inline, true) bool opEquals(in PhysicsBody other) const
59 	{ return _godot_object.ptr is other._godot_object.ptr; }
60 	/// 
61 	pragma(inline, true) typeof(null) opAssign(typeof(null) n)
62 	{ _godot_object.ptr = n; return null; }
63 	/// 
64 	pragma(inline, true) bool opEquals(typeof(null) n) const
65 	{ return _godot_object.ptr is n; }
66 	/// 
67 	size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; }
68 	mixin baseCasts;
69 	/// Construct a new instance of PhysicsBody.
70 	/// Note: use `memnew!PhysicsBody` instead.
71 	static PhysicsBody _new()
72 	{
73 		static godot_class_constructor constructor;
74 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("PhysicsBody");
75 		if(constructor is null) return typeof(this).init;
76 		return cast(PhysicsBody)(constructor());
77 	}
78 	@disable new(size_t s);
79 	/**
80 	
81 	*/
82 	long _getLayers() const
83 	{
84 		Array _GODOT_args = Array.make();
85 		String _GODOT_method_name = String("_get_layers");
86 		return this.callv(_GODOT_method_name, _GODOT_args).as!(RefOrT!long);
87 	}
88 	/**
89 	
90 	*/
91 	void _setLayers(in long mask)
92 	{
93 		Array _GODOT_args = Array.make();
94 		_GODOT_args.append(mask);
95 		String _GODOT_method_name = String("_set_layers");
96 		this.callv(_GODOT_method_name, _GODOT_args);
97 	}
98 	/**
99 	Adds a body to the list of bodies that this body can't collide with.
100 	*/
101 	void addCollisionExceptionWith(Node _body)
102 	{
103 		checkClassBinding!(typeof(this))();
104 		ptrcall!(void)(GDNativeClassBinding.addCollisionExceptionWith, _godot_object, _body);
105 	}
106 	/**
107 	Returns an array of nodes that were added as collision exceptions for this body.
108 	*/
109 	Array getCollisionExceptions()
110 	{
111 		checkClassBinding!(typeof(this))();
112 		return ptrcall!(Array)(GDNativeClassBinding.getCollisionExceptions, _godot_object);
113 	}
114 	/**
115 	
116 	*/
117 	long getCollisionLayer() const
118 	{
119 		checkClassBinding!(typeof(this))();
120 		return ptrcall!(long)(GDNativeClassBinding.getCollisionLayer, _godot_object);
121 	}
122 	/**
123 	Returns an individual bit on the $(D collisionLayer).
124 	*/
125 	bool getCollisionLayerBit(in long bit) const
126 	{
127 		checkClassBinding!(typeof(this))();
128 		return ptrcall!(bool)(GDNativeClassBinding.getCollisionLayerBit, _godot_object, bit);
129 	}
130 	/**
131 	
132 	*/
133 	long getCollisionMask() const
134 	{
135 		checkClassBinding!(typeof(this))();
136 		return ptrcall!(long)(GDNativeClassBinding.getCollisionMask, _godot_object);
137 	}
138 	/**
139 	Returns an individual bit on the $(D collisionMask).
140 	*/
141 	bool getCollisionMaskBit(in long bit) const
142 	{
143 		checkClassBinding!(typeof(this))();
144 		return ptrcall!(bool)(GDNativeClassBinding.getCollisionMaskBit, _godot_object, bit);
145 	}
146 	/**
147 	Removes a body from the list of bodies that this body can't collide with.
148 	*/
149 	void removeCollisionExceptionWith(Node _body)
150 	{
151 		checkClassBinding!(typeof(this))();
152 		ptrcall!(void)(GDNativeClassBinding.removeCollisionExceptionWith, _godot_object, _body);
153 	}
154 	/**
155 	
156 	*/
157 	void setCollisionLayer(in long layer)
158 	{
159 		checkClassBinding!(typeof(this))();
160 		ptrcall!(void)(GDNativeClassBinding.setCollisionLayer, _godot_object, layer);
161 	}
162 	/**
163 	Sets individual bits on the $(D collisionLayer) bitmask. Use this if you only need to change one layer's value.
164 	*/
165 	void setCollisionLayerBit(in long bit, in bool value)
166 	{
167 		checkClassBinding!(typeof(this))();
168 		ptrcall!(void)(GDNativeClassBinding.setCollisionLayerBit, _godot_object, bit, value);
169 	}
170 	/**
171 	
172 	*/
173 	void setCollisionMask(in long mask)
174 	{
175 		checkClassBinding!(typeof(this))();
176 		ptrcall!(void)(GDNativeClassBinding.setCollisionMask, _godot_object, mask);
177 	}
178 	/**
179 	Sets individual bits on the $(D collisionMask) bitmask. Use this if you only need to change one layer's value.
180 	*/
181 	void setCollisionMaskBit(in long bit, in bool value)
182 	{
183 		checkClassBinding!(typeof(this))();
184 		ptrcall!(void)(GDNativeClassBinding.setCollisionMaskBit, _godot_object, bit, value);
185 	}
186 	/**
187 	The physics layers this area is in.
188 	Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the $(D collisionMask) property.
189 	A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See $(D url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks)Collision layers and masks$(D /url) in the documentation for more information.
190 	*/
191 	@property long collisionLayer()
192 	{
193 		return getCollisionLayer();
194 	}
195 	/// ditto
196 	@property void collisionLayer(long v)
197 	{
198 		setCollisionLayer(v);
199 	}
200 	/**
201 	The physics layers this area scans for collisions. See $(D url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks)Collision layers and masks$(D /url) in the documentation for more information.
202 	*/
203 	@property long collisionMask()
204 	{
205 		return getCollisionMask();
206 	}
207 	/// ditto
208 	@property void collisionMask(long v)
209 	{
210 		setCollisionMask(v);
211 	}
212 }