collision_object_sw.cpp 7.2 KB

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  1. /*************************************************************************/
  2. /* collision_object_sw.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "collision_object_sw.h"
  31. #include "servers/physics/physics_server_sw.h"
  32. #include "space_sw.h"
  33. void CollisionObjectSW::add_shape(ShapeSW *p_shape, const Transform &p_transform, bool p_disabled) {
  34. Shape s;
  35. s.shape = p_shape;
  36. s.xform = p_transform;
  37. s.xform_inv = s.xform.affine_inverse();
  38. s.bpid = 0; //needs update
  39. s.disabled = p_disabled;
  40. shapes.push_back(s);
  41. p_shape->add_owner(this);
  42. if (!pending_shape_update_list.in_list()) {
  43. PhysicsServerSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
  44. }
  45. //_update_shapes();
  46. //_shapes_changed();
  47. }
  48. void CollisionObjectSW::set_shape(int p_index, ShapeSW *p_shape) {
  49. ERR_FAIL_INDEX(p_index, shapes.size());
  50. shapes[p_index].shape->remove_owner(this);
  51. shapes.write[p_index].shape = p_shape;
  52. p_shape->add_owner(this);
  53. if (!pending_shape_update_list.in_list()) {
  54. PhysicsServerSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
  55. }
  56. //_update_shapes();
  57. //_shapes_changed();
  58. }
  59. void CollisionObjectSW::set_shape_transform(int p_index, const Transform &p_transform) {
  60. ERR_FAIL_INDEX(p_index, shapes.size());
  61. shapes.write[p_index].xform = p_transform;
  62. shapes.write[p_index].xform_inv = p_transform.affine_inverse();
  63. if (!pending_shape_update_list.in_list()) {
  64. PhysicsServerSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
  65. }
  66. //_update_shapes();
  67. //_shapes_changed();
  68. }
  69. void CollisionObjectSW::set_shape_as_disabled(int p_idx, bool p_enable) {
  70. shapes.write[p_idx].disabled = p_enable;
  71. if (!pending_shape_update_list.in_list()) {
  72. PhysicsServerSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
  73. }
  74. }
  75. void CollisionObjectSW::remove_shape(ShapeSW *p_shape) {
  76. //remove a shape, all the times it appears
  77. for (int i = 0; i < shapes.size(); i++) {
  78. if (shapes[i].shape == p_shape) {
  79. remove_shape(i);
  80. i--;
  81. }
  82. }
  83. }
  84. void CollisionObjectSW::remove_shape(int p_index) {
  85. //remove anything from shape to be erased to end, so subindices don't change
  86. ERR_FAIL_INDEX(p_index, shapes.size());
  87. for (int i = p_index; i < shapes.size(); i++) {
  88. if (shapes[i].bpid == 0)
  89. continue;
  90. //should never get here with a null owner
  91. space->get_broadphase()->remove(shapes[i].bpid);
  92. shapes.write[i].bpid = 0;
  93. }
  94. shapes[p_index].shape->remove_owner(this);
  95. shapes.remove(p_index);
  96. if (!pending_shape_update_list.in_list()) {
  97. PhysicsServerSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
  98. }
  99. //_update_shapes();
  100. //_shapes_changed();
  101. }
  102. void CollisionObjectSW::_set_static(bool p_static) {
  103. if (_static == p_static)
  104. return;
  105. _static = p_static;
  106. if (!space)
  107. return;
  108. for (int i = 0; i < get_shape_count(); i++) {
  109. const Shape &s = shapes[i];
  110. if (s.bpid > 0) {
  111. space->get_broadphase()->set_static(s.bpid, _static);
  112. }
  113. }
  114. }
  115. void CollisionObjectSW::_unregister_shapes() {
  116. for (int i = 0; i < shapes.size(); i++) {
  117. Shape &s = shapes.write[i];
  118. if (s.bpid > 0) {
  119. space->get_broadphase()->remove(s.bpid);
  120. s.bpid = 0;
  121. }
  122. }
  123. }
  124. void CollisionObjectSW::_update_shapes() {
  125. if (!space)
  126. return;
  127. for (int i = 0; i < shapes.size(); i++) {
  128. Shape &s = shapes.write[i];
  129. if (s.bpid == 0) {
  130. s.bpid = space->get_broadphase()->create(this, i);
  131. space->get_broadphase()->set_static(s.bpid, _static);
  132. }
  133. //not quite correct, should compute the next matrix..
  134. AABB shape_aabb = s.shape->get_aabb();
  135. Transform xform = transform * s.xform;
  136. shape_aabb = xform.xform(shape_aabb);
  137. s.aabb_cache = shape_aabb;
  138. s.aabb_cache = s.aabb_cache.grow((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05);
  139. Vector3 scale = xform.get_basis().get_scale();
  140. s.area_cache = s.shape->get_area() * scale.x * scale.y * scale.z;
  141. space->get_broadphase()->move(s.bpid, s.aabb_cache);
  142. }
  143. }
  144. void CollisionObjectSW::_update_shapes_with_motion(const Vector3 &p_motion) {
  145. if (!space)
  146. return;
  147. for (int i = 0; i < shapes.size(); i++) {
  148. Shape &s = shapes.write[i];
  149. if (s.bpid == 0) {
  150. s.bpid = space->get_broadphase()->create(this, i);
  151. space->get_broadphase()->set_static(s.bpid, _static);
  152. }
  153. //not quite correct, should compute the next matrix..
  154. AABB shape_aabb = s.shape->get_aabb();
  155. Transform xform = transform * s.xform;
  156. shape_aabb = xform.xform(shape_aabb);
  157. shape_aabb = shape_aabb.merge(AABB(shape_aabb.position + p_motion, shape_aabb.size)); //use motion
  158. s.aabb_cache = shape_aabb;
  159. space->get_broadphase()->move(s.bpid, shape_aabb);
  160. }
  161. }
  162. void CollisionObjectSW::_set_space(SpaceSW *p_space) {
  163. if (space) {
  164. space->remove_object(this);
  165. for (int i = 0; i < shapes.size(); i++) {
  166. Shape &s = shapes.write[i];
  167. if (s.bpid) {
  168. space->get_broadphase()->remove(s.bpid);
  169. s.bpid = 0;
  170. }
  171. }
  172. }
  173. space = p_space;
  174. if (space) {
  175. space->add_object(this);
  176. _update_shapes();
  177. }
  178. }
  179. void CollisionObjectSW::_shape_changed() {
  180. _update_shapes();
  181. _shapes_changed();
  182. }
  183. CollisionObjectSW::CollisionObjectSW(Type p_type) :
  184. pending_shape_update_list(this) {
  185. _static = true;
  186. type = p_type;
  187. space = NULL;
  188. instance_id = 0;
  189. collision_layer = 1;
  190. collision_mask = 1;
  191. ray_pickable = true;
  192. }