kinematic_collision_3d.h 3.4 KB

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  1. /**************************************************************************/
  2. /* kinematic_collision_3d.h */
  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. #ifndef KINEMATIC_COLLISION_3D_H
  31. #define KINEMATIC_COLLISION_3D_H
  32. #include "core/object/ref_counted.h"
  33. #include "servers/physics_server_3d.h"
  34. class CharacterBody3D;
  35. class PhysicsBody3D;
  36. class KinematicCollision3D : public RefCounted {
  37. GDCLASS(KinematicCollision3D, RefCounted);
  38. ObjectID owner_id;
  39. friend class PhysicsBody3D;
  40. friend class CharacterBody3D;
  41. PhysicsServer3D::MotionResult result;
  42. protected:
  43. static void _bind_methods();
  44. public:
  45. Vector3 get_travel() const;
  46. Vector3 get_remainder() const;
  47. int get_collision_count() const;
  48. real_t get_depth() const;
  49. Vector3 get_position(int p_collision_index = 0) const;
  50. Vector3 get_normal(int p_collision_index = 0) const;
  51. real_t get_angle(int p_collision_index = 0, const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const;
  52. Object *get_local_shape(int p_collision_index = 0) const;
  53. Object *get_collider(int p_collision_index = 0) const;
  54. ObjectID get_collider_id(int p_collision_index = 0) const;
  55. RID get_collider_rid(int p_collision_index = 0) const;
  56. Object *get_collider_shape(int p_collision_index = 0) const;
  57. int get_collider_shape_index(int p_collision_index = 0) const;
  58. Vector3 get_collider_velocity(int p_collision_index = 0) const;
  59. };
  60. #endif // KINEMATIC_COLLISION_3D_H