//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // 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 "console/engineAPI.h" #include "T3D/components/collision/collisioncomponent.h" #include "materials/baseMatInstance.h" DefineConsoleMethod(CollisionComponent, getNumberOfContacts, S32, (), , "Gets the number of contacts this collider has hit.\n" "@return The number of static fields defined on the object.") { return object->getCollisionList()->getCount(); } DefineConsoleMethod(CollisionComponent, getBestContact, S32, (), , "Gets the number of contacts this collider has hit.\n" "@return The number of static fields defined on the object.") { return 0; } DefineConsoleMethod(CollisionComponent, getContactNormal, Point3F, (), , "Gets the number of contacts this collider has hit.\n" "@return The number of static fields defined on the object.") { if (object->getContactInfo()) { if (object->getContactInfo()->contactObject) { return object->getContactInfo()->contactNormal; } } return Point3F::Zero; } DefineConsoleMethod(CollisionComponent, getContactMaterial, S32, (), , "Gets the number of contacts this collider has hit.\n" "@return The number of static fields defined on the object.") { if (object->getContactInfo()) { if (object->getContactInfo()->contactObject) { if (object->getContactInfo()->contactMaterial != NULL) return object->getContactInfo()->contactMaterial->getMaterial()->getId(); } } return 0; } DefineConsoleMethod(CollisionComponent, getContactObject, S32, (), , "Gets the number of contacts this collider has hit.\n" "@return The number of static fields defined on the object.") { if (object->getContactInfo()) { return object->getContactInfo()->contactObject != NULL ? object->getContactInfo()->contactObject->getId() : 0; } return 0; } DefineConsoleMethod(CollisionComponent, getContactPoint, Point3F, (), , "Gets the number of contacts this collider has hit.\n" "@return The number of static fields defined on the object.") { if (object->getContactInfo()) { if (object->getContactInfo()->contactObject) { return object->getContactInfo()->contactPoint; } } return Point3F::Zero; } DefineConsoleMethod(CollisionComponent, getContactTime, S32, (), , "Gets the number of contacts this collider has hit.\n" "@return The number of static fields defined on the object.") { if (object->getContactInfo()) { if (object->getContactInfo()->contactObject) { return object->getContactInfo()->contactTimer; } } return 0; } DefineEngineMethod(CollisionComponent, hasContact, bool, (), , "@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n" "@param pos impulse world position\n" "@param vel impulse velocity (impulse force F = m * v)\n" "@return Always true\n" "@note Not all objects that derrive from GameBase have this defined.\n") { return object->hasContact(); } DefineEngineMethod(CollisionComponent, getCollisionCount, S32, (), , "@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n" "@param pos impulse world position\n" "@param vel impulse velocity (impulse force F = m * v)\n" "@return Always true\n" "@note Not all objects that derrive from GameBase have this defined.\n") { return object->getCollisionCount(); } DefineEngineMethod(CollisionComponent, getCollisionNormal, Point3F, (S32 collisionIndex), , "@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n" "@param pos impulse world position\n" "@param vel impulse velocity (impulse force F = m * v)\n" "@return Always true\n" "@note Not all objects that derrive from GameBase have this defined.\n") { return object->getCollisionNormal(collisionIndex); } DefineEngineMethod(CollisionComponent, getCollisionAngle, F32, (S32 collisionIndex, VectorF upVector), , "@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n" "@param pos impulse world position\n" "@param vel impulse velocity (impulse force F = m * v)\n" "@return Always true\n" "@note Not all objects that derrive from GameBase have this defined.\n") { return object->getCollisionAngle(collisionIndex, upVector); } DefineEngineMethod(CollisionComponent, getBestCollisionAngle, F32, (VectorF upVector), , "@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n" "@param pos impulse world position\n" "@param vel impulse velocity (impulse force F = m * v)\n" "@return Always true\n" "@note Not all objects that derrive from GameBase have this defined.\n") { return object->getBestCollisionAngle(upVector); }