122 lines
5.3 KiB
C++
122 lines
5.3 KiB
C++
/**************************************************************************/
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/* kinematic_collision_2d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "kinematic_collision_2d.h"
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#include "scene/2d/physics/character_body_2d.h"
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#include "scene/2d/physics/physics_body_2d.h"
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Vector2 KinematicCollision2D::get_position() const {
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return result.collision_point;
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}
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Vector2 KinematicCollision2D::get_normal() const {
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return result.collision_normal;
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}
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Vector2 KinematicCollision2D::get_travel() const {
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return result.travel;
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}
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Vector2 KinematicCollision2D::get_remainder() const {
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return result.remainder;
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}
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real_t KinematicCollision2D::get_angle(const Vector2 &p_up_direction) const {
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ERR_FAIL_COND_V(p_up_direction == Vector2(), 0);
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return result.get_angle(p_up_direction);
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}
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real_t KinematicCollision2D::get_depth() const {
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return result.collision_depth;
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}
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Object *KinematicCollision2D::get_local_shape() const {
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PhysicsBody2D *owner = Object::cast_to<PhysicsBody2D>(ObjectDB::get_instance(owner_id));
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if (!owner) {
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return nullptr;
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}
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uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape);
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return owner->shape_owner_get_owner(ownerid);
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}
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Object *KinematicCollision2D::get_collider() const {
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if (result.collider_id.is_valid()) {
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return ObjectDB::get_instance(result.collider_id);
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}
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return nullptr;
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}
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ObjectID KinematicCollision2D::get_collider_id() const {
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return result.collider_id;
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}
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RID KinematicCollision2D::get_collider_rid() const {
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return result.collider;
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}
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Object *KinematicCollision2D::get_collider_shape() const {
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Object *collider = get_collider();
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if (collider) {
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CollisionObject2D *obj2d = Object::cast_to<CollisionObject2D>(collider);
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if (obj2d) {
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uint32_t ownerid = obj2d->shape_find_owner(result.collider_shape);
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return obj2d->shape_owner_get_owner(ownerid);
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}
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}
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return nullptr;
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}
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int KinematicCollision2D::get_collider_shape_index() const {
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return result.collider_shape;
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}
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Vector2 KinematicCollision2D::get_collider_velocity() const {
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return result.collider_velocity;
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}
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void KinematicCollision2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position);
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ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal);
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ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel);
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ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder);
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ClassDB::bind_method(D_METHOD("get_angle", "up_direction"), &KinematicCollision2D::get_angle, DEFVAL(Vector2(0.0, -1.0)));
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ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision2D::get_depth);
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ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape);
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ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider);
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ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id);
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ClassDB::bind_method(D_METHOD("get_collider_rid"), &KinematicCollision2D::get_collider_rid);
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ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision2D::get_collider_shape);
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ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index);
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ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity);
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}
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