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- /**************************************************************************/
- /* kinematic_collision_3d.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_3D_H
- #define KINEMATIC_COLLISION_3D_H
- #include "core/object/ref_counted.h"
- #include "servers/physics_server_3d.h"
- class CharacterBody3D;
- class PhysicsBody3D;
- class KinematicCollision3D : public RefCounted {
- GDCLASS(KinematicCollision3D, RefCounted);
- ObjectID owner_id;
- friend class PhysicsBody3D;
- friend class CharacterBody3D;
- PhysicsServer3D::MotionResult result;
- protected:
- static void _bind_methods();
- public:
- Vector3 get_travel() const;
- Vector3 get_remainder() const;
- int get_collision_count() const;
- real_t get_depth() const;
- Vector3 get_position(int p_collision_index = 0) const;
- Vector3 get_normal(int p_collision_index = 0) const;
- real_t get_angle(int p_collision_index = 0, const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const;
- Object *get_local_shape(int p_collision_index = 0) const;
- Object *get_collider(int p_collision_index = 0) const;
- ObjectID get_collider_id(int p_collision_index = 0) const;
- RID get_collider_rid(int p_collision_index = 0) const;
- Object *get_collider_shape(int p_collision_index = 0) const;
- int get_collider_shape_index(int p_collision_index = 0) const;
- Vector3 get_collider_velocity(int p_collision_index = 0) const;
- };
- #endif // KINEMATIC_COLLISION_3D_H
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