/**************************************************************************/ /* kinematic_collision_2d.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_2d.h" #include "scene/2d/physics/character_body_2d.h" #include "scene/2d/physics/physics_body_2d.h" Vector2 KinematicCollision2D::get_position() const { return result.collision_point; } Vector2 KinematicCollision2D::get_normal() const { return result.collision_normal; } Vector2 KinematicCollision2D::get_travel() const { return result.travel; } Vector2 KinematicCollision2D::get_remainder() const { return result.remainder; } real_t KinematicCollision2D::get_angle(const Vector2 &p_up_direction) const { ERR_FAIL_COND_V(p_up_direction == Vector2(), 0); return result.get_angle(p_up_direction); } real_t KinematicCollision2D::get_depth() const { return result.collision_depth; } Object *KinematicCollision2D::get_local_shape() const { PhysicsBody2D *owner = Object::cast_to(ObjectDB::get_instance(owner_id)); if (!owner) { return nullptr; } uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape); return owner->shape_owner_get_owner(ownerid); } Object *KinematicCollision2D::get_collider() const { if (result.collider_id.is_valid()) { return ObjectDB::get_instance(result.collider_id); } return nullptr; } ObjectID KinematicCollision2D::get_collider_id() const { return result.collider_id; } RID KinematicCollision2D::get_collider_rid() const { return result.collider; } Object *KinematicCollision2D::get_collider_shape() const { Object *collider = get_collider(); if (collider) { CollisionObject2D *obj2d = Object::cast_to(collider); if (obj2d) { uint32_t ownerid = obj2d->shape_find_owner(result.collider_shape); return obj2d->shape_owner_get_owner(ownerid); } } return nullptr; } int KinematicCollision2D::get_collider_shape_index() const { return result.collider_shape; } Vector2 KinematicCollision2D::get_collider_velocity() const { return result.collider_velocity; } void KinematicCollision2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position); ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal); 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); ClassDB::bind_method(D_METHOD("get_collider_rid"), &KinematicCollision2D::get_collider_rid); ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision2D::get_collider_shape); ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index); ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity); }