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		73d85f46c9
		
	
	
	
	
		
			
			Co-authored-by: Thaddeus Crews <repiteo@outlook.com> Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
		
			
				
	
	
		
			134 lines
		
	
	
	
		
			6.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			134 lines
		
	
	
	
		
			6.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
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| /*  kinematic_collision_3d.cpp                                            */
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| /**************************************************************************/
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| /*                         This file is part of:                          */
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| /*                             GODOT ENGINE                               */
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| /*                        https://godotengine.org                         */
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| /**************************************************************************/
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| /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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| /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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| /*                                                                        */
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| /* Permission is hereby granted, free of charge, to any person obtaining  */
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| /* a copy of this software and associated documentation files (the        */
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| /* "Software"), to deal in the Software without restriction, including    */
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| /* without limitation the rights to use, copy, modify, merge, publish,    */
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| /* distribute, sublicense, and/or sell copies of the Software, and to     */
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| /* permit persons to whom the Software is furnished to do so, subject to  */
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| /* the following conditions:                                              */
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| /*                                                                        */
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| /* The above copyright notice and this permission notice shall be         */
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| /* included in all copies or substantial portions of the Software.        */
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| /*                                                                        */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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| /**************************************************************************/
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| 
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| #include "kinematic_collision_3d.h"
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| 
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| #include "scene/3d/physics/physics_body_3d.h"
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| 
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| Vector3 KinematicCollision3D::get_travel() const {
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| 	return result.travel;
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| }
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| 
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| Vector3 KinematicCollision3D::get_remainder() const {
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| 	return result.remainder;
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| }
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| 
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| int KinematicCollision3D::get_collision_count() const {
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| 	return result.collision_count;
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| }
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| 
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| real_t KinematicCollision3D::get_depth() const {
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| 	return result.collision_depth;
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| }
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| 
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| Vector3 KinematicCollision3D::get_position(int p_collision_index) const {
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| 	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
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| 	return result.collisions[p_collision_index].position;
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| }
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| 
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| Vector3 KinematicCollision3D::get_normal(int p_collision_index) const {
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| 	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
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| 	return result.collisions[p_collision_index].normal;
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| }
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| 
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| real_t KinematicCollision3D::get_angle(int p_collision_index, const Vector3 &p_up_direction) const {
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| 	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0.0);
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| 	ERR_FAIL_COND_V(p_up_direction == Vector3(), 0);
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| 	return result.collisions[p_collision_index].get_angle(p_up_direction);
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| }
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| 
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| Object *KinematicCollision3D::get_local_shape(int p_collision_index) const {
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| 	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr);
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| 	PhysicsBody3D *owner = Object::cast_to<PhysicsBody3D>(ObjectDB::get_instance(owner_id));
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| 	if (!owner) {
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| 		return nullptr;
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| 	}
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| 	uint32_t ownerid = owner->shape_find_owner(result.collisions[p_collision_index].local_shape);
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| 	return owner->shape_owner_get_owner(ownerid);
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| }
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| 
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| Object *KinematicCollision3D::get_collider(int p_collision_index) const {
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| 	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr);
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| 	if (result.collisions[p_collision_index].collider_id.is_valid()) {
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| 		return ObjectDB::get_instance(result.collisions[p_collision_index].collider_id);
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| 	}
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| 
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| 	return nullptr;
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| }
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| 
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| ObjectID KinematicCollision3D::get_collider_id(int p_collision_index) const {
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| 	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, ObjectID());
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| 	return result.collisions[p_collision_index].collider_id;
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| }
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| 
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| RID KinematicCollision3D::get_collider_rid(int p_collision_index) const {
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| 	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, RID());
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| 	return result.collisions[p_collision_index].collider;
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| }
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| 
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| Object *KinematicCollision3D::get_collider_shape(int p_collision_index) const {
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| 	Object *collider = get_collider(p_collision_index);
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| 	if (collider) {
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| 		CollisionObject3D *obj2d = Object::cast_to<CollisionObject3D>(collider);
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| 		if (obj2d) {
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| 			uint32_t ownerid = obj2d->shape_find_owner(result.collisions[p_collision_index].collider_shape);
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| 			return obj2d->shape_owner_get_owner(ownerid);
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| 		}
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| 	}
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| 
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| 	return nullptr;
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| }
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| 
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| int KinematicCollision3D::get_collider_shape_index(int p_collision_index) const {
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| 	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0);
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| 	return result.collisions[p_collision_index].collider_shape;
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| }
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| 
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| Vector3 KinematicCollision3D::get_collider_velocity(int p_collision_index) const {
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| 	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
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| 	return result.collisions[p_collision_index].collider_velocity;
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| }
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| 
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| void KinematicCollision3D::_bind_methods() {
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| 	ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision3D::get_travel);
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| 	ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision3D::get_remainder);
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| 	ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision3D::get_depth);
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| 	ClassDB::bind_method(D_METHOD("get_collision_count"), &KinematicCollision3D::get_collision_count);
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| 	ClassDB::bind_method(D_METHOD("get_position", "collision_index"), &KinematicCollision3D::get_position, DEFVAL(0));
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| 	ClassDB::bind_method(D_METHOD("get_normal", "collision_index"), &KinematicCollision3D::get_normal, DEFVAL(0));
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| 	ClassDB::bind_method(D_METHOD("get_angle", "collision_index", "up_direction"), &KinematicCollision3D::get_angle, DEFVAL(0), DEFVAL(Vector3(0.0, 1.0, 0.0)));
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| 	ClassDB::bind_method(D_METHOD("get_local_shape", "collision_index"), &KinematicCollision3D::get_local_shape, DEFVAL(0));
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| 	ClassDB::bind_method(D_METHOD("get_collider", "collision_index"), &KinematicCollision3D::get_collider, DEFVAL(0));
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| 	ClassDB::bind_method(D_METHOD("get_collider_id", "collision_index"), &KinematicCollision3D::get_collider_id, DEFVAL(0));
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| 	ClassDB::bind_method(D_METHOD("get_collider_rid", "collision_index"), &KinematicCollision3D::get_collider_rid, DEFVAL(0));
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| 	ClassDB::bind_method(D_METHOD("get_collider_shape", "collision_index"), &KinematicCollision3D::get_collider_shape, DEFVAL(0));
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| 	ClassDB::bind_method(D_METHOD("get_collider_shape_index", "collision_index"), &KinematicCollision3D::get_collider_shape_index, DEFVAL(0));
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| 	ClassDB::bind_method(D_METHOD("get_collider_velocity", "collision_index"), &KinematicCollision3D::get_collider_velocity, DEFVAL(0));
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| }
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