/**************************************************************************/ /* 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 { … } Vector3 KinematicCollision3D::get_remainder() const { … } int KinematicCollision3D::get_collision_count() const { … } real_t KinematicCollision3D::get_depth() const { … } Vector3 KinematicCollision3D::get_position(int p_collision_index) const { … } Vector3 KinematicCollision3D::get_normal(int p_collision_index) const { … } real_t KinematicCollision3D::get_angle(int p_collision_index, const Vector3 &p_up_direction) const { … } Object *KinematicCollision3D::get_local_shape(int p_collision_index) const { … } Object *KinematicCollision3D::get_collider(int p_collision_index) const { … } ObjectID KinematicCollision3D::get_collider_id(int p_collision_index) const { … } RID KinematicCollision3D::get_collider_rid(int p_collision_index) const { … } Object *KinematicCollision3D::get_collider_shape(int p_collision_index) const { … } int KinematicCollision3D::get_collider_shape_index(int p_collision_index) const { … } Vector3 KinematicCollision3D::get_collider_velocity(int p_collision_index) const { … } void KinematicCollision3D::_bind_methods() { … }