add get_depth() to KinematicCollision3D as same of 2D

This commit is contained in:
Silc Renew 2022-08-10 10:14:36 +09:00
parent 317ced8204
commit 7331295523
8 changed files with 27 additions and 0 deletions

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@ -53,6 +53,12 @@
Returns the colliding body's velocity.
</description>
</method>
<method name="get_depth" qualifiers="const">
<return type="float" />
<description>
Returns the colliding body's length of overlap along the collision normal.
</description>
</method>
<method name="get_local_shape" qualifiers="const">
<return type="Object" />
<description>

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@ -66,6 +66,12 @@
Returns the number of detected collisions.
</description>
</method>
<method name="get_depth" qualifiers="const">
<return type="float" />
<description>
Returns the colliding body's length of overlap along the collision normal.
</description>
</method>
<method name="get_local_shape" qualifiers="const">
<return type="Object" />
<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 {
return result.get_angle(p_up_direction);
}
real_t KinematicCollision2D::get_depth() const {
return result.collision_depth;
}
Object *KinematicCollision2D::get_local_shape() const {
if (!owner) {
return nullptr;
@ -1874,6 +1878,7 @@ void KinematicCollision2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel);
ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder);
ClassDB::bind_method(D_METHOD("get_angle", "up_direction"), &KinematicCollision2D::get_angle, DEFVAL(Vector2(0.0, -1.0)));
ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision2D::get_depth);
ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape);
ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider);
ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id);

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@ -473,6 +473,7 @@ public:
Vector2 get_travel() const;
Vector2 get_remainder() const;
real_t get_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
real_t get_depth() const;
Object *get_local_shape() const;
Object *get_collider() const;
ObjectID get_collider_id() const;

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@ -2057,6 +2057,10 @@ int KinematicCollision3D::get_collision_count() const {
return result.collision_count;
}
real_t KinematicCollision3D::get_depth() const {
return result.collision_depth;
}
Vector3 KinematicCollision3D::get_position(int p_collision_index) const {
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
return result.collisions[p_collision_index].position;
@ -2127,6 +2131,7 @@ Vector3 KinematicCollision3D::get_collider_velocity(int p_collision_index) const
void KinematicCollision3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision3D::get_travel);
ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision3D::get_remainder);
ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision3D::get_depth);
ClassDB::bind_method(D_METHOD("get_collision_count"), &KinematicCollision3D::get_collision_count);
ClassDB::bind_method(D_METHOD("get_position", "collision_index"), &KinematicCollision3D::get_position, DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_normal", "collision_index"), &KinematicCollision3D::get_normal, DEFVAL(0));

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@ -504,6 +504,7 @@ public:
Vector3 get_travel() const;
Vector3 get_remainder() const;
int get_collision_count() const;
real_t get_depth() const;
Vector3 get_position(int p_collision_index = 0) const;
Vector3 get_normal(int p_collision_index = 0) const;
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::
r_result->collision_unsafe_fraction = unsafe;
r_result->collision_count = rcd.result_count;
r_result->collision_depth = rcd.best_result.len;
}
collided = true;
@ -1002,6 +1003,7 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::
r_result->collision_safe_fraction = 1.0;
r_result->collision_unsafe_fraction = 1.0;
r_result->collision_depth = 0.0;
}
return collided;

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@ -550,6 +550,7 @@ public:
struct MotionResult {
Vector3 travel;
Vector3 remainder;
real_t collision_depth = 0.0;
real_t collision_safe_fraction = 0.0;
real_t collision_unsafe_fraction = 0.0;