kinematic_collision_3d.cpp 6.8 KB

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  1. /**************************************************************************/
  2. /* kinematic_collision_3d.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "kinematic_collision_3d.h"
  31. #include "scene/3d/physics/physics_body_3d.h"
  32. Vector3 KinematicCollision3D::get_travel() const {
  33. return result.travel;
  34. }
  35. Vector3 KinematicCollision3D::get_remainder() const {
  36. return result.remainder;
  37. }
  38. int KinematicCollision3D::get_collision_count() const {
  39. return result.collision_count;
  40. }
  41. real_t KinematicCollision3D::get_depth() const {
  42. return result.collision_depth;
  43. }
  44. Vector3 KinematicCollision3D::get_position(int p_collision_index) const {
  45. ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
  46. return result.collisions[p_collision_index].position;
  47. }
  48. Vector3 KinematicCollision3D::get_normal(int p_collision_index) const {
  49. ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
  50. return result.collisions[p_collision_index].normal;
  51. }
  52. real_t KinematicCollision3D::get_angle(int p_collision_index, const Vector3 &p_up_direction) const {
  53. ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0.0);
  54. ERR_FAIL_COND_V(p_up_direction == Vector3(), 0);
  55. return result.collisions[p_collision_index].get_angle(p_up_direction);
  56. }
  57. Object *KinematicCollision3D::get_local_shape(int p_collision_index) const {
  58. ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr);
  59. PhysicsBody3D *owner = ObjectDB::get_instance<PhysicsBody3D>(owner_id);
  60. if (!owner) {
  61. return nullptr;
  62. }
  63. uint32_t ownerid = owner->shape_find_owner(result.collisions[p_collision_index].local_shape);
  64. return owner->shape_owner_get_owner(ownerid);
  65. }
  66. Object *KinematicCollision3D::get_collider(int p_collision_index) const {
  67. ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr);
  68. if (result.collisions[p_collision_index].collider_id.is_valid()) {
  69. return ObjectDB::get_instance(result.collisions[p_collision_index].collider_id);
  70. }
  71. return nullptr;
  72. }
  73. ObjectID KinematicCollision3D::get_collider_id(int p_collision_index) const {
  74. ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, ObjectID());
  75. return result.collisions[p_collision_index].collider_id;
  76. }
  77. RID KinematicCollision3D::get_collider_rid(int p_collision_index) const {
  78. ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, RID());
  79. return result.collisions[p_collision_index].collider;
  80. }
  81. Object *KinematicCollision3D::get_collider_shape(int p_collision_index) const {
  82. Object *collider = get_collider(p_collision_index);
  83. if (collider) {
  84. CollisionObject3D *obj2d = Object::cast_to<CollisionObject3D>(collider);
  85. if (obj2d) {
  86. uint32_t ownerid = obj2d->shape_find_owner(result.collisions[p_collision_index].collider_shape);
  87. return obj2d->shape_owner_get_owner(ownerid);
  88. }
  89. }
  90. return nullptr;
  91. }
  92. int KinematicCollision3D::get_collider_shape_index(int p_collision_index) const {
  93. ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0);
  94. return result.collisions[p_collision_index].collider_shape;
  95. }
  96. Vector3 KinematicCollision3D::get_collider_velocity(int p_collision_index) const {
  97. ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
  98. return result.collisions[p_collision_index].collider_velocity;
  99. }
  100. void KinematicCollision3D::_bind_methods() {
  101. ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision3D::get_travel);
  102. ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision3D::get_remainder);
  103. ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision3D::get_depth);
  104. ClassDB::bind_method(D_METHOD("get_collision_count"), &KinematicCollision3D::get_collision_count);
  105. ClassDB::bind_method(D_METHOD("get_position", "collision_index"), &KinematicCollision3D::get_position, DEFVAL(0));
  106. ClassDB::bind_method(D_METHOD("get_normal", "collision_index"), &KinematicCollision3D::get_normal, DEFVAL(0));
  107. ClassDB::bind_method(D_METHOD("get_angle", "collision_index", "up_direction"), &KinematicCollision3D::get_angle, DEFVAL(0), DEFVAL(Vector3(0.0, 1.0, 0.0)));
  108. ClassDB::bind_method(D_METHOD("get_local_shape", "collision_index"), &KinematicCollision3D::get_local_shape, DEFVAL(0));
  109. ClassDB::bind_method(D_METHOD("get_collider", "collision_index"), &KinematicCollision3D::get_collider, DEFVAL(0));
  110. ClassDB::bind_method(D_METHOD("get_collider_id", "collision_index"), &KinematicCollision3D::get_collider_id, DEFVAL(0));
  111. ClassDB::bind_method(D_METHOD("get_collider_rid", "collision_index"), &KinematicCollision3D::get_collider_rid, DEFVAL(0));
  112. ClassDB::bind_method(D_METHOD("get_collider_shape", "collision_index"), &KinematicCollision3D::get_collider_shape, DEFVAL(0));
  113. ClassDB::bind_method(D_METHOD("get_collider_shape_index", "collision_index"), &KinematicCollision3D::get_collider_shape_index, DEFVAL(0));
  114. ClassDB::bind_method(D_METHOD("get_collider_velocity", "collision_index"), &KinematicCollision3D::get_collider_velocity, DEFVAL(0));
  115. }