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.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.classdb; 24 import godot.physicsbody2d; 25 import godot.collisionobject2d; 26 import godot.node2d; 27 import godot.canvasitem; 28 import godot.node; 29 import godot.physicsmaterial; 30 /** 31 Static body for 2D physics. 32 33 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. 34 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). 35 */ 36 @GodotBaseClass struct StaticBody2D 37 { 38 package(godot) enum string _GODOT_internal_name = "StaticBody2D"; 39 public: 40 @nogc nothrow: 41 union { /** */ godot_object _godot_object; /** */ PhysicsBody2D _GODOT_base; } 42 alias _GODOT_base this; 43 alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses); 44 package(godot) __gshared bool _classBindingInitialized = false; 45 package(godot) static struct GDNativeClassBinding 46 { 47 __gshared: 48 @GodotName("_reload_physics_characteristics") GodotMethod!(void) _reloadPhysicsCharacteristics; 49 @GodotName("get_bounce") GodotMethod!(double) getBounce; 50 @GodotName("get_constant_angular_velocity") GodotMethod!(double) getConstantAngularVelocity; 51 @GodotName("get_constant_linear_velocity") GodotMethod!(Vector2) getConstantLinearVelocity; 52 @GodotName("get_friction") GodotMethod!(double) getFriction; 53 @GodotName("get_physics_material_override") GodotMethod!(PhysicsMaterial) getPhysicsMaterialOverride; 54 @GodotName("set_bounce") GodotMethod!(void, double) setBounce; 55 @GodotName("set_constant_angular_velocity") GodotMethod!(void, double) setConstantAngularVelocity; 56 @GodotName("set_constant_linear_velocity") GodotMethod!(void, Vector2) setConstantLinearVelocity; 57 @GodotName("set_friction") GodotMethod!(void, double) setFriction; 58 @GodotName("set_physics_material_override") GodotMethod!(void, PhysicsMaterial) setPhysicsMaterialOverride; 59 } 60 /// 61 pragma(inline, true) bool opEquals(in StaticBody2D other) const 62 { return _godot_object.ptr is other._godot_object.ptr; } 63 /// 64 pragma(inline, true) typeof(null) opAssign(typeof(null) n) 65 { _godot_object.ptr = n; return null; } 66 /// 67 pragma(inline, true) bool opEquals(typeof(null) n) const 68 { return _godot_object.ptr is n; } 69 /// 70 size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; } 71 mixin baseCasts; 72 /// Construct a new instance of StaticBody2D. 73 /// Note: use `memnew!StaticBody2D` instead. 74 static StaticBody2D _new() 75 { 76 static godot_class_constructor constructor; 77 if(constructor is null) constructor = _godot_api.godot_get_class_constructor("StaticBody2D"); 78 if(constructor is null) return typeof(this).init; 79 return cast(StaticBody2D)(constructor()); 80 } 81 @disable new(size_t s); 82 /** 83 84 */ 85 void _reloadPhysicsCharacteristics() 86 { 87 Array _GODOT_args = Array.make(); 88 String _GODOT_method_name = String("_reload_physics_characteristics"); 89 this.callv(_GODOT_method_name, _GODOT_args); 90 } 91 /** 92 93 */ 94 double getBounce() const 95 { 96 checkClassBinding!(typeof(this))(); 97 return ptrcall!(double)(GDNativeClassBinding.getBounce, _godot_object); 98 } 99 /** 100 101 */ 102 double getConstantAngularVelocity() const 103 { 104 checkClassBinding!(typeof(this))(); 105 return ptrcall!(double)(GDNativeClassBinding.getConstantAngularVelocity, _godot_object); 106 } 107 /** 108 109 */ 110 Vector2 getConstantLinearVelocity() const 111 { 112 checkClassBinding!(typeof(this))(); 113 return ptrcall!(Vector2)(GDNativeClassBinding.getConstantLinearVelocity, _godot_object); 114 } 115 /** 116 117 */ 118 double getFriction() const 119 { 120 checkClassBinding!(typeof(this))(); 121 return ptrcall!(double)(GDNativeClassBinding.getFriction, _godot_object); 122 } 123 /** 124 125 */ 126 Ref!PhysicsMaterial getPhysicsMaterialOverride() const 127 { 128 checkClassBinding!(typeof(this))(); 129 return ptrcall!(PhysicsMaterial)(GDNativeClassBinding.getPhysicsMaterialOverride, _godot_object); 130 } 131 /** 132 133 */ 134 void setBounce(in double bounce) 135 { 136 checkClassBinding!(typeof(this))(); 137 ptrcall!(void)(GDNativeClassBinding.setBounce, _godot_object, bounce); 138 } 139 /** 140 141 */ 142 void setConstantAngularVelocity(in double vel) 143 { 144 checkClassBinding!(typeof(this))(); 145 ptrcall!(void)(GDNativeClassBinding.setConstantAngularVelocity, _godot_object, vel); 146 } 147 /** 148 149 */ 150 void setConstantLinearVelocity(in Vector2 vel) 151 { 152 checkClassBinding!(typeof(this))(); 153 ptrcall!(void)(GDNativeClassBinding.setConstantLinearVelocity, _godot_object, vel); 154 } 155 /** 156 157 */ 158 void setFriction(in double friction) 159 { 160 checkClassBinding!(typeof(this))(); 161 ptrcall!(void)(GDNativeClassBinding.setFriction, _godot_object, friction); 162 } 163 /** 164 165 */ 166 void setPhysicsMaterialOverride(PhysicsMaterial physics_material_override) 167 { 168 checkClassBinding!(typeof(this))(); 169 ptrcall!(void)(GDNativeClassBinding.setPhysicsMaterialOverride, _godot_object, physics_material_override); 170 } 171 /** 172 The body's bounciness. Values range from `0` (no bounce) to `1` (full bounciness). 173 Deprecated, use $(D PhysicsMaterial.bounce) instead via $(D physicsMaterialOverride). 174 */ 175 @property double bounce() 176 { 177 return getBounce(); 178 } 179 /// ditto 180 @property void bounce(double v) 181 { 182 setBounce(v); 183 } 184 /** 185 The body's constant angular velocity. This does not rotate the body, but affects colliding bodies, as if it were rotating. 186 */ 187 @property double constantAngularVelocity() 188 { 189 return getConstantAngularVelocity(); 190 } 191 /// ditto 192 @property void constantAngularVelocity(double v) 193 { 194 setConstantAngularVelocity(v); 195 } 196 /** 197 The body's constant linear velocity. This does not move the body, but affects colliding bodies, as if it were moving. 198 */ 199 @property Vector2 constantLinearVelocity() 200 { 201 return getConstantLinearVelocity(); 202 } 203 /// ditto 204 @property void constantLinearVelocity(Vector2 v) 205 { 206 setConstantLinearVelocity(v); 207 } 208 /** 209 The body's friction. Values range from `0` (no friction) to `1` (full friction). 210 Deprecated, use $(D PhysicsMaterial.friction) instead via $(D physicsMaterialOverride). 211 */ 212 @property double friction() 213 { 214 return getFriction(); 215 } 216 /// ditto 217 @property void friction(double v) 218 { 219 setFriction(v); 220 } 221 /** 222 The physics material override for the body. 223 If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. 224 */ 225 @property PhysicsMaterial physicsMaterialOverride() 226 { 227 return getPhysicsMaterialOverride(); 228 } 229 /// ditto 230 @property void physicsMaterialOverride(PhysicsMaterial v) 231 { 232 setPhysicsMaterialOverride(v); 233 } 234 }