You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-11 13:10:58 +00:00
Expose body_test_motion in 3D physics server
Results are exposed through PhysicsTestMotionResult3D, the same way it's done for 2D. Also cleaned a few things in the 2D version.
This commit is contained in:
@@ -396,8 +396,94 @@ void PhysicsShapeQueryResult3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("get_result_object_shape", "idx"), &PhysicsShapeQueryResult3D::get_result_object_shape);
|
||||
}
|
||||
|
||||
///////////////////////////////
|
||||
|
||||
Vector3 PhysicsTestMotionResult3D::get_motion() const {
|
||||
return result.motion;
|
||||
}
|
||||
|
||||
Vector3 PhysicsTestMotionResult3D::get_motion_remainder() const {
|
||||
return result.remainder;
|
||||
}
|
||||
|
||||
Vector3 PhysicsTestMotionResult3D::get_collision_point() const {
|
||||
return result.collision_point;
|
||||
}
|
||||
|
||||
Vector3 PhysicsTestMotionResult3D::get_collision_normal() const {
|
||||
return result.collision_normal;
|
||||
}
|
||||
|
||||
Vector3 PhysicsTestMotionResult3D::get_collider_velocity() const {
|
||||
return result.collider_velocity;
|
||||
}
|
||||
|
||||
ObjectID PhysicsTestMotionResult3D::get_collider_id() const {
|
||||
return result.collider_id;
|
||||
}
|
||||
|
||||
RID PhysicsTestMotionResult3D::get_collider_rid() const {
|
||||
return result.collider;
|
||||
}
|
||||
|
||||
Object *PhysicsTestMotionResult3D::get_collider() const {
|
||||
return ObjectDB::get_instance(result.collider_id);
|
||||
}
|
||||
|
||||
int PhysicsTestMotionResult3D::get_collider_shape() const {
|
||||
return result.collider_shape;
|
||||
}
|
||||
|
||||
real_t PhysicsTestMotionResult3D::get_collision_depth() const {
|
||||
return result.collision_depth;
|
||||
}
|
||||
|
||||
real_t PhysicsTestMotionResult3D::get_collision_safe_fraction() const {
|
||||
return result.collision_safe_fraction;
|
||||
}
|
||||
|
||||
real_t PhysicsTestMotionResult3D::get_collision_unsafe_fraction() const {
|
||||
return result.collision_unsafe_fraction;
|
||||
}
|
||||
|
||||
void PhysicsTestMotionResult3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("get_motion"), &PhysicsTestMotionResult3D::get_motion);
|
||||
ClassDB::bind_method(D_METHOD("get_motion_remainder"), &PhysicsTestMotionResult3D::get_motion_remainder);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_point"), &PhysicsTestMotionResult3D::get_collision_point);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_normal"), &PhysicsTestMotionResult3D::get_collision_normal);
|
||||
ClassDB::bind_method(D_METHOD("get_collider_velocity"), &PhysicsTestMotionResult3D::get_collider_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_collider_id"), &PhysicsTestMotionResult3D::get_collider_id);
|
||||
ClassDB::bind_method(D_METHOD("get_collider_rid"), &PhysicsTestMotionResult3D::get_collider_rid);
|
||||
ClassDB::bind_method(D_METHOD("get_collider"), &PhysicsTestMotionResult3D::get_collider);
|
||||
ClassDB::bind_method(D_METHOD("get_collider_shape"), &PhysicsTestMotionResult3D::get_collider_shape);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_depth"), &PhysicsTestMotionResult3D::get_collision_depth);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_safe_fraction"), &PhysicsTestMotionResult3D::get_collision_safe_fraction);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_unsafe_fraction"), &PhysicsTestMotionResult3D::get_collision_unsafe_fraction);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "motion"), "", "get_motion");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "motion_remainder"), "", "get_motion_remainder");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "collision_point"), "", "get_collision_point");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "collision_normal"), "", "get_collision_normal");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "collider_velocity"), "", "get_collider_velocity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id", PROPERTY_HINT_OBJECT_ID), "", "get_collider_id");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::RID, "collider_rid"), "", "get_collider_rid");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape"), "", "get_collider_shape");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_depth"), "", "get_collision_depth");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_safe_fraction"), "", "get_collision_safe_fraction");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_unsafe_fraction"), "", "get_collision_unsafe_fraction");
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
bool PhysicsServer3D::_body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, const Ref<PhysicsTestMotionResult3D> &p_result) {
|
||||
MotionResult *r = nullptr;
|
||||
if (p_result.is_valid()) {
|
||||
r = p_result->get_result_ptr();
|
||||
}
|
||||
return body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r);
|
||||
}
|
||||
|
||||
RID PhysicsServer3D::shape_create(ShapeType p_shape) {
|
||||
switch (p_shape) {
|
||||
case SHAPE_PLANE:
|
||||
@@ -551,6 +637,8 @@ void PhysicsServer3D::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(D_METHOD("body_set_ray_pickable", "body", "enable"), &PhysicsServer3D::body_set_ray_pickable);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("body_test_motion", "body", "from", "motion", "infinite_inertia", "margin", "result"), &PhysicsServer3D::_body_test_motion, DEFVAL(0.001), DEFVAL(Variant()));
|
||||
|
||||
ClassDB::bind_method(D_METHOD("body_get_direct_state", "body"), &PhysicsServer3D::body_get_direct_state);
|
||||
|
||||
/* SOFT BODY API */
|
||||
|
||||
Reference in New Issue
Block a user