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

67 lines
3.1 KiB
C++

/**************************************************************************/
/* kinematic_collision_2d.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef KINEMATIC_COLLISION_2D_H
#define KINEMATIC_COLLISION_2D_H
#include "core/object/ref_counted.h"
#include "servers/physics_server_2d.h"
class CharacterBody2D;
class PhysicsBody2D;
class KinematicCollision2D : public RefCounted {
GDCLASS(KinematicCollision2D, RefCounted);
PhysicsBody2D *owner = nullptr;
friend class PhysicsBody2D;
friend class CharacterBody2D;
PhysicsServer2D::MotionResult result;
protected:
static void _bind_methods();
public:
Vector2 get_position() const;
Vector2 get_normal() const;
Vector2 get_travel() const;
Vector2 get_remainder() const;
real_t get_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
real_t get_depth() const;
Object *get_local_shape() const;
Object *get_collider() const;
ObjectID get_collider_id() const;
RID get_collider_rid() const;
Object *get_collider_shape() const;
int get_collider_shape_index() const;
Vector2 get_collider_velocity() const;
};
#endif // KINEMATIC_COLLISION_2D_H