35dafc9fa8
Splits monolithic physics class files.
68 lines
3.4 KiB
C++
68 lines
3.4 KiB
C++
/**************************************************************************/
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/* kinematic_collision_3d.h */
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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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#ifndef KINEMATIC_COLLISION_3D_H
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#define KINEMATIC_COLLISION_3D_H
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#include "core/object/ref_counted.h"
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#include "servers/physics_server_3d.h"
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class CharacterBody3D;
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class PhysicsBody3D;
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class KinematicCollision3D : public RefCounted {
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GDCLASS(KinematicCollision3D, RefCounted);
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PhysicsBody3D *owner = nullptr;
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friend class PhysicsBody3D;
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friend class CharacterBody3D;
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PhysicsServer3D::MotionResult result;
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protected:
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static void _bind_methods();
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public:
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Vector3 get_travel() const;
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Vector3 get_remainder() const;
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int get_collision_count() const;
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real_t get_depth() const;
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Vector3 get_position(int p_collision_index = 0) const;
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Vector3 get_normal(int p_collision_index = 0) const;
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real_t get_angle(int p_collision_index = 0, const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const;
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Object *get_local_shape(int p_collision_index = 0) const;
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Object *get_collider(int p_collision_index = 0) const;
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ObjectID get_collider_id(int p_collision_index = 0) const;
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RID get_collider_rid(int p_collision_index = 0) const;
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Object *get_collider_shape(int p_collision_index = 0) const;
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int get_collider_shape_index(int p_collision_index = 0) const;
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Vector3 get_collider_velocity(int p_collision_index = 0) const;
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};
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#endif // KINEMATIC_COLLISION_3D_H
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