godot/scene/2d/physics/kinematic_collision_2d.cpp
smix8 35dafc9fa8 Split monolithic physics class files
Splits monolithic physics class files.
2024-02-27 11:18:16 +01:00

121 lines
5.2 KiB
C++

/**************************************************************************/
/* 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 {
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<CollisionObject2D>(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);
}