/**************************************************************************/ /* kinematic_collision_3d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "kinematic_collision_3d.h" #include "scene/3d/physics/character_body_3d.h" #include "scene/3d/physics/physics_body_3d.h" Vector3 KinematicCollision3D::get_travel() const { return result.travel; } Vector3 KinematicCollision3D::get_remainder() const { return result.remainder; } 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; } Vector3 KinematicCollision3D::get_normal(int p_collision_index) const { ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3()); return result.collisions[p_collision_index].normal; } real_t KinematicCollision3D::get_angle(int p_collision_index, const Vector3 &p_up_direction) const { ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0.0); ERR_FAIL_COND_V(p_up_direction == Vector3(), 0); return result.collisions[p_collision_index].get_angle(p_up_direction); } Object *KinematicCollision3D::get_local_shape(int p_collision_index) const { ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr); PhysicsBody3D *owner = Object::cast_to(ObjectDB::get_instance(owner_id)); if (!owner) { return nullptr; } uint32_t ownerid = owner->shape_find_owner(result.collisions[p_collision_index].local_shape); return owner->shape_owner_get_owner(ownerid); } Object *KinematicCollision3D::get_collider(int p_collision_index) const { ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr); if (result.collisions[p_collision_index].collider_id.is_valid()) { return ObjectDB::get_instance(result.collisions[p_collision_index].collider_id); } return nullptr; } ObjectID KinematicCollision3D::get_collider_id(int p_collision_index) const { ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, ObjectID()); return result.collisions[p_collision_index].collider_id; } RID KinematicCollision3D::get_collider_rid(int p_collision_index) const { ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, RID()); return result.collisions[p_collision_index].collider; } Object *KinematicCollision3D::get_collider_shape(int p_collision_index) const { Object *collider = get_collider(p_collision_index); if (collider) { CollisionObject3D *obj2d = Object::cast_to(collider); if (obj2d) { uint32_t ownerid = obj2d->shape_find_owner(result.collisions[p_collision_index].collider_shape); return obj2d->shape_owner_get_owner(ownerid); } } return nullptr; } int KinematicCollision3D::get_collider_shape_index(int p_collision_index) const { ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0); return result.collisions[p_collision_index].collider_shape; } Vector3 KinematicCollision3D::get_collider_velocity(int p_collision_index) const { ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3()); return result.collisions[p_collision_index].collider_velocity; } 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)); ClassDB::bind_method(D_METHOD("get_angle", "collision_index", "up_direction"), &KinematicCollision3D::get_angle, DEFVAL(0), DEFVAL(Vector3(0.0, 1.0, 0.0))); ClassDB::bind_method(D_METHOD("get_local_shape", "collision_index"), &KinematicCollision3D::get_local_shape, DEFVAL(0)); ClassDB::bind_method(D_METHOD("get_collider", "collision_index"), &KinematicCollision3D::get_collider, DEFVAL(0)); ClassDB::bind_method(D_METHOD("get_collider_id", "collision_index"), &KinematicCollision3D::get_collider_id, DEFVAL(0)); ClassDB::bind_method(D_METHOD("get_collider_rid", "collision_index"), &KinematicCollision3D::get_collider_rid, DEFVAL(0)); ClassDB::bind_method(D_METHOD("get_collider_shape", "collision_index"), &KinematicCollision3D::get_collider_shape, DEFVAL(0)); ClassDB::bind_method(D_METHOD("get_collider_shape_index", "collision_index"), &KinematicCollision3D::get_collider_shape_index, DEFVAL(0)); ClassDB::bind_method(D_METHOD("get_collider_velocity", "collision_index"), &KinematicCollision3D::get_collider_velocity, DEFVAL(0)); }