Merge pull request #64195 from TokageItLab/add-get-depth-3d
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commit
0e60a4ab02
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@ -53,6 +53,12 @@
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Returns the colliding body's velocity.
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</description>
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</method>
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<method name="get_depth" qualifiers="const">
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<return type="float" />
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<description>
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Returns the colliding body's length of overlap along the collision normal.
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</description>
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</method>
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<method name="get_local_shape" qualifiers="const">
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<return type="Object" />
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<description>
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@ -66,6 +66,12 @@
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Returns the number of detected collisions.
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</description>
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</method>
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<method name="get_depth" qualifiers="const">
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<return type="float" />
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<description>
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Returns the colliding body's length of overlap along the collision normal.
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</description>
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</method>
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<method name="get_local_shape" qualifiers="const">
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<return type="Object" />
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<param index="0" name="collision_index" type="int" default="0" />
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@ -1823,6 +1823,10 @@ real_t KinematicCollision2D::get_angle(const Vector2 &p_up_direction) const {
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return result.get_angle(p_up_direction);
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}
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real_t KinematicCollision2D::get_depth() const {
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return result.collision_depth;
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}
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Object *KinematicCollision2D::get_local_shape() const {
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if (!owner) {
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return nullptr;
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@ -1874,6 +1878,7 @@ void KinematicCollision2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel);
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ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder);
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ClassDB::bind_method(D_METHOD("get_angle", "up_direction"), &KinematicCollision2D::get_angle, DEFVAL(Vector2(0.0, -1.0)));
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ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision2D::get_depth);
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ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape);
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ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider);
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ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id);
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@ -473,6 +473,7 @@ public:
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Vector2 get_travel() const;
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Vector2 get_remainder() const;
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real_t get_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
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real_t get_depth() const;
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Object *get_local_shape() const;
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Object *get_collider() const;
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ObjectID get_collider_id() const;
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@ -2057,6 +2057,10 @@ int KinematicCollision3D::get_collision_count() const {
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return result.collision_count;
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}
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real_t KinematicCollision3D::get_depth() const {
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return result.collision_depth;
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}
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Vector3 KinematicCollision3D::get_position(int p_collision_index) const {
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ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
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return result.collisions[p_collision_index].position;
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@ -2127,6 +2131,7 @@ Vector3 KinematicCollision3D::get_collider_velocity(int p_collision_index) const
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void KinematicCollision3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision3D::get_travel);
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ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision3D::get_remainder);
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ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision3D::get_depth);
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ClassDB::bind_method(D_METHOD("get_collision_count"), &KinematicCollision3D::get_collision_count);
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ClassDB::bind_method(D_METHOD("get_position", "collision_index"), &KinematicCollision3D::get_position, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("get_normal", "collision_index"), &KinematicCollision3D::get_normal, DEFVAL(0));
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@ -504,6 +504,7 @@ public:
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Vector3 get_travel() const;
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Vector3 get_remainder() const;
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int get_collision_count() const;
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real_t get_depth() const;
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Vector3 get_position(int p_collision_index = 0) const;
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Vector3 get_normal(int p_collision_index = 0) const;
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real_t get_angle(int p_collision_index = 0, const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const;
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@ -989,6 +989,7 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::
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r_result->collision_unsafe_fraction = unsafe;
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r_result->collision_count = rcd.result_count;
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r_result->collision_depth = rcd.best_result.len;
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}
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collided = true;
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@ -1002,6 +1003,7 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::
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r_result->collision_safe_fraction = 1.0;
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r_result->collision_unsafe_fraction = 1.0;
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r_result->collision_depth = 0.0;
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}
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return collided;
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@ -550,6 +550,7 @@ public:
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struct MotionResult {
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Vector3 travel;
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Vector3 remainder;
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real_t collision_depth = 0.0;
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real_t collision_safe_fraction = 0.0;
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real_t collision_unsafe_fraction = 0.0;
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