Path: blob/master/scene/2d/physics/kinematic_collision_2d.cpp
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/**************************************************************************/1/* kinematic_collision_2d.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "kinematic_collision_2d.h"3132#include "scene/2d/physics/physics_body_2d.h"3334Vector2 KinematicCollision2D::get_position() const {35return result.collision_point;36}3738Vector2 KinematicCollision2D::get_normal() const {39return result.collision_normal;40}4142Vector2 KinematicCollision2D::get_travel() const {43return result.travel;44}4546Vector2 KinematicCollision2D::get_remainder() const {47return result.remainder;48}4950real_t KinematicCollision2D::get_angle(const Vector2 &p_up_direction) const {51ERR_FAIL_COND_V(p_up_direction == Vector2(), 0);52return result.get_angle(p_up_direction);53}5455real_t KinematicCollision2D::get_depth() const {56return result.collision_depth;57}5859Object *KinematicCollision2D::get_local_shape() const {60PhysicsBody2D *owner = ObjectDB::get_instance<PhysicsBody2D>(owner_id);61if (!owner) {62return nullptr;63}64uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape);65return owner->shape_owner_get_owner(ownerid);66}6768Object *KinematicCollision2D::get_collider() const {69if (result.collider_id.is_valid()) {70return ObjectDB::get_instance(result.collider_id);71}7273return nullptr;74}7576ObjectID KinematicCollision2D::get_collider_id() const {77return result.collider_id;78}7980RID KinematicCollision2D::get_collider_rid() const {81return result.collider;82}8384Object *KinematicCollision2D::get_collider_shape() const {85Object *collider = get_collider();86if (collider) {87CollisionObject2D *obj2d = Object::cast_to<CollisionObject2D>(collider);88if (obj2d) {89uint32_t ownerid = obj2d->shape_find_owner(result.collider_shape);90return obj2d->shape_owner_get_owner(ownerid);91}92}9394return nullptr;95}9697int KinematicCollision2D::get_collider_shape_index() const {98return result.collider_shape;99}100101Vector2 KinematicCollision2D::get_collider_velocity() const {102return result.collider_velocity;103}104105void KinematicCollision2D::_bind_methods() {106ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position);107ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal);108ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel);109ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder);110ClassDB::bind_method(D_METHOD("get_angle", "up_direction"), &KinematicCollision2D::get_angle, DEFVAL(Vector2(0.0, -1.0)));111ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision2D::get_depth);112ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape);113ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider);114ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id);115ClassDB::bind_method(D_METHOD("get_collider_rid"), &KinematicCollision2D::get_collider_rid);116ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision2D::get_collider_shape);117ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index);118ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity);119}120121122