godot_voxel/util/direct_static_body.h

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#ifndef DIRECT_STATIC_BODY_H
#define DIRECT_STATIC_BODY_H
#include "direct_mesh_instance.h"
#include <core/rid.h>
#include <scene/resources/shape.h>
class World;
// Thin wrapper around static body API
class DirectStaticBody {
public:
DirectStaticBody();
~DirectStaticBody();
void create();
void destroy();
bool is_valid() const;
void set_transform(Transform transform);
void add_shape(Ref<Shape> shape);
void remove_shape(int shape_index);
void set_world(World *world);
void set_shape_enabled(int shape_index, bool disabled);
void set_attached_object(Object *obj);
void set_debug(bool enabled, World *world);
private:
RID _body;
Ref<Shape> _shape;
DirectMeshInstance _debug_mesh_instance;
};
#endif // DIRECT_STATIC_BODY_H