135 lines
6.9 KiB
C++
135 lines
6.9 KiB
C++
/**************************************************************************/
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/* kinematic_collision_3d.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_3d.h"
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#include "scene/3d/physics/character_body_3d.h"
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#include "scene/3d/physics/physics_body_3d.h"
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Vector3 KinematicCollision3D::get_travel() const {
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return result.travel;
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}
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Vector3 KinematicCollision3D::get_remainder() const {
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return result.remainder;
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}
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int KinematicCollision3D::get_collision_count() const {
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return result.collision_count;
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}
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real_t KinematicCollision3D::get_depth() const {
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return result.collision_depth;
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}
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Vector3 KinematicCollision3D::get_position(int p_collision_index) const {
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ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
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return result.collisions[p_collision_index].position;
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}
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Vector3 KinematicCollision3D::get_normal(int p_collision_index) const {
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ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
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return result.collisions[p_collision_index].normal;
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}
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real_t KinematicCollision3D::get_angle(int p_collision_index, const Vector3 &p_up_direction) const {
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ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0.0);
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ERR_FAIL_COND_V(p_up_direction == Vector3(), 0);
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return result.collisions[p_collision_index].get_angle(p_up_direction);
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}
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Object *KinematicCollision3D::get_local_shape(int p_collision_index) const {
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ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr);
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PhysicsBody3D *owner = Object::cast_to<PhysicsBody3D>(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.collisions[p_collision_index].local_shape);
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return owner->shape_owner_get_owner(ownerid);
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}
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Object *KinematicCollision3D::get_collider(int p_collision_index) const {
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ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr);
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if (result.collisions[p_collision_index].collider_id.is_valid()) {
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return ObjectDB::get_instance(result.collisions[p_collision_index].collider_id);
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}
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return nullptr;
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}
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ObjectID KinematicCollision3D::get_collider_id(int p_collision_index) const {
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ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, ObjectID());
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return result.collisions[p_collision_index].collider_id;
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}
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RID KinematicCollision3D::get_collider_rid(int p_collision_index) const {
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ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, RID());
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return result.collisions[p_collision_index].collider;
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}
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Object *KinematicCollision3D::get_collider_shape(int p_collision_index) const {
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Object *collider = get_collider(p_collision_index);
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if (collider) {
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CollisionObject3D *obj2d = Object::cast_to<CollisionObject3D>(collider);
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if (obj2d) {
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uint32_t ownerid = obj2d->shape_find_owner(result.collisions[p_collision_index].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 KinematicCollision3D::get_collider_shape_index(int p_collision_index) const {
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ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0);
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return result.collisions[p_collision_index].collider_shape;
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}
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Vector3 KinematicCollision3D::get_collider_velocity(int p_collision_index) const {
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ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
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return result.collisions[p_collision_index].collider_velocity;
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}
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void KinematicCollision3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision3D::get_travel);
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ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision3D::get_remainder);
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ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision3D::get_depth);
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ClassDB::bind_method(D_METHOD("get_collision_count"), &KinematicCollision3D::get_collision_count);
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ClassDB::bind_method(D_METHOD("get_position", "collision_index"), &KinematicCollision3D::get_position, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("get_normal", "collision_index"), &KinematicCollision3D::get_normal, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("get_angle", "collision_index", "up_direction"), &KinematicCollision3D::get_angle, DEFVAL(0), DEFVAL(Vector3(0.0, 1.0, 0.0)));
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ClassDB::bind_method(D_METHOD("get_local_shape", "collision_index"), &KinematicCollision3D::get_local_shape, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("get_collider", "collision_index"), &KinematicCollision3D::get_collider, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("get_collider_id", "collision_index"), &KinematicCollision3D::get_collider_id, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("get_collider_rid", "collision_index"), &KinematicCollision3D::get_collider_rid, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("get_collider_shape", "collision_index"), &KinematicCollision3D::get_collider_shape, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("get_collider_shape_index", "collision_index"), &KinematicCollision3D::get_collider_shape_index, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("get_collider_velocity", "collision_index"), &KinematicCollision3D::get_collider_velocity, DEFVAL(0));
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}
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