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dist/ba_data/python/ba/_collision.py
vendored
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dist/ba_data/python/ba/_collision.py
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# Released under the MIT License. See LICENSE for details.
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#
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"""Collision related functionality."""
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from __future__ import annotations
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from typing import TYPE_CHECKING
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import _ba
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from ba._error import NodeNotFoundError
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if TYPE_CHECKING:
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import ba
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class Collision:
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"""A class providing info about occurring collisions.
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Category: **Gameplay Classes**
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"""
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@property
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def position(self) -> ba.Vec3:
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"""The position of the current collision."""
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return _ba.Vec3(_ba.get_collision_info('position'))
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@property
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def sourcenode(self) -> ba.Node:
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"""The node containing the material triggering the current callback.
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Throws a ba.NodeNotFoundError if the node does not exist, though
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the node should always exist (at least at the start of the collision
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callback).
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"""
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node = _ba.get_collision_info('sourcenode')
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assert isinstance(node, (_ba.Node, type(None)))
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if not node:
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raise NodeNotFoundError()
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return node
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@property
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def opposingnode(self) -> ba.Node:
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"""The node the current callback material node is hitting.
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Throws a ba.NodeNotFoundError if the node does not exist.
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This can be expected in some cases such as in 'disconnect'
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callbacks triggered by deleting a currently-colliding node.
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"""
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node = _ba.get_collision_info('opposingnode')
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assert isinstance(node, (_ba.Node, type(None)))
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if not node:
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raise NodeNotFoundError()
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return node
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@property
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def opposingbody(self) -> int:
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"""The body index on the opposing node in the current collision."""
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body = _ba.get_collision_info('opposingbody')
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assert isinstance(body, int)
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return body
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# Simply recycle one instance...
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_collision = Collision()
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def getcollision() -> Collision:
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"""Return the in-progress collision.
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Category: **Gameplay Functions**
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"""
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return _collision
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