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Diffstat (limited to 'scene/3d/physics/kinematic_collision_3d.h')
-rw-r--r-- | scene/3d/physics/kinematic_collision_3d.h | 68 |
1 files changed, 68 insertions, 0 deletions
diff --git a/scene/3d/physics/kinematic_collision_3d.h b/scene/3d/physics/kinematic_collision_3d.h new file mode 100644 index 0000000000..656531c82b --- /dev/null +++ b/scene/3d/physics/kinematic_collision_3d.h @@ -0,0 +1,68 @@ +/**************************************************************************/ +/* 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); + + PhysicsBody3D *owner = nullptr; + 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 |