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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);
+
+ 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