mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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172 lines
5.9 KiB
C
172 lines
5.9 KiB
C
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// 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, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "console/engineAPI.h"
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#include "T3D/components/collision/collisionComponent.h"
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#include "materials/baseMatInstance.h"
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DefineEngineMethod(CollisionComponent, getNumberOfContacts, S32, (), ,
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"Gets the number of contacts this collider has hit.\n"
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"@return The number of static fields defined on the object.")
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{
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return object->getCollisionList()->getCount();
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}
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DefineEngineMethod(CollisionComponent, getBestContact, S32, (), ,
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"Gets the number of contacts this collider has hit.\n"
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"@return The number of static fields defined on the object.")
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{
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return 0;
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}
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DefineEngineMethod(CollisionComponent, getContactNormal, Point3F, (), ,
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"Gets the number of contacts this collider has hit.\n"
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"@return The number of static fields defined on the object.")
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{
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if (object->getContactInfo())
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{
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if (object->getContactInfo()->contactObject)
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{
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return object->getContactInfo()->contactNormal;
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}
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}
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return Point3F::Zero;
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}
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DefineEngineMethod(CollisionComponent, getContactMaterial, S32, (), ,
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"Gets the number of contacts this collider has hit.\n"
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"@return The number of static fields defined on the object.")
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{
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if (object->getContactInfo())
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{
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if (object->getContactInfo()->contactObject)
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{
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if (object->getContactInfo()->contactMaterial != NULL)
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return object->getContactInfo()->contactMaterial->getMaterial()->getId();
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}
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}
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return 0;
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}
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DefineEngineMethod(CollisionComponent, getContactObject, S32, (), ,
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"Gets the number of contacts this collider has hit.\n"
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"@return The number of static fields defined on the object.")
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{
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if (object->getContactInfo())
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{
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return object->getContactInfo()->contactObject != NULL ? object->getContactInfo()->contactObject->getId() : 0;
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}
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return 0;
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}
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DefineEngineMethod(CollisionComponent, getContactPoint, Point3F, (), ,
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"Gets the number of contacts this collider has hit.\n"
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"@return The number of static fields defined on the object.")
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{
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if (object->getContactInfo())
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{
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if (object->getContactInfo()->contactObject)
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{
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return object->getContactInfo()->contactPoint;
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}
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}
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return Point3F::Zero;
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}
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DefineEngineMethod(CollisionComponent, getContactTime, S32, (), ,
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"Gets the number of contacts this collider has hit.\n"
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"@return The number of static fields defined on the object.")
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{
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if (object->getContactInfo())
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{
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if (object->getContactInfo()->contactObject)
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{
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return object->getContactInfo()->contactTimer;
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}
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}
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return 0;
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}
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DefineEngineMethod(CollisionComponent, hasContact, bool, (), ,
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"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
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"@param pos impulse world position\n"
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"@param vel impulse velocity (impulse force F = m * v)\n"
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"@return Always true\n"
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"@note Not all objects that derrive from GameBase have this defined.\n")
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{
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return object->hasContact();
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}
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DefineEngineMethod(CollisionComponent, getCollisionCount, S32, (), ,
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"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
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"@param pos impulse world position\n"
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"@param vel impulse velocity (impulse force F = m * v)\n"
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"@return Always true\n"
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"@note Not all objects that derrive from GameBase have this defined.\n")
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{
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return object->getCollisionCount();
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}
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DefineEngineMethod(CollisionComponent, getCollisionNormal, Point3F, (S32 collisionIndex), ,
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"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
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"@param pos impulse world position\n"
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"@param vel impulse velocity (impulse force F = m * v)\n"
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"@return Always true\n"
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"@note Not all objects that derrive from GameBase have this defined.\n")
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{
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return object->getCollisionNormal(collisionIndex);
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}
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DefineEngineMethod(CollisionComponent, getCollisionAngle, F32, (S32 collisionIndex, VectorF upVector), ,
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"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
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"@param pos impulse world position\n"
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"@param vel impulse velocity (impulse force F = m * v)\n"
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"@return Always true\n"
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"@note Not all objects that derrive from GameBase have this defined.\n")
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{
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return object->getCollisionAngle(collisionIndex, upVector);
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}
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DefineEngineMethod(CollisionComponent, getBestCollisionAngle, F32, (VectorF upVector), ,
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"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
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"@param pos impulse world position\n"
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"@param vel impulse velocity (impulse force F = m * v)\n"
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"@return Always true\n"
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"@note Not all objects that derrive from GameBase have this defined.\n")
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{
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return object->getBestCollisionAngle(upVector);
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} |