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