/**************************************************************************/ /* kinematic_collision_3d.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef KINEMATIC_COLLISION_3D_H #define KINEMATIC_COLLISION_3D_H #include "core/object/ref_counted.h" #include "servers/physics_server_3d.h" class CharacterBody3D; class PhysicsBody3D; class KinematicCollision3D : public RefCounted { GDCLASS(KinematicCollision3D, RefCounted); PhysicsBody3D *owner = nullptr; friend class PhysicsBody3D; friend class CharacterBody3D; PhysicsServer3D::MotionResult result; protected: static void _bind_methods(); 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; Object *get_local_shape(int p_collision_index = 0) const; Object *get_collider(int p_collision_index = 0) const; ObjectID get_collider_id(int p_collision_index = 0) const; RID get_collider_rid(int p_collision_index = 0) const; Object *get_collider_shape(int p_collision_index = 0) const; int get_collider_shape_index(int p_collision_index = 0) const; Vector3 get_collider_velocity(int p_collision_index = 0) const; }; #endif // KINEMATIC_COLLISION_3D_H