godot_collision_object_3d.h 7.2 KB

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  1. /**************************************************************************/
  2. /* godot_collision_object_3d.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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. #ifndef GODOT_COLLISION_OBJECT_3D_H
  31. #define GODOT_COLLISION_OBJECT_3D_H
  32. #include "godot_broad_phase_3d.h"
  33. #include "godot_shape_3d.h"
  34. #include "core/templates/self_list.h"
  35. #include "servers/physics_server_3d.h"
  36. #ifdef DEBUG_ENABLED
  37. #define MAX_OBJECT_DISTANCE 3.1622776601683791e+18
  38. #define MAX_OBJECT_DISTANCE_X2 (MAX_OBJECT_DISTANCE * MAX_OBJECT_DISTANCE)
  39. #endif
  40. class GodotSpace3D;
  41. class GodotCollisionObject3D : public GodotShapeOwner3D {
  42. public:
  43. enum Type {
  44. TYPE_AREA,
  45. TYPE_BODY,
  46. TYPE_SOFT_BODY,
  47. };
  48. private:
  49. Type type;
  50. RID self;
  51. ObjectID instance_id;
  52. uint32_t collision_layer = 1;
  53. uint32_t collision_mask = 1;
  54. real_t collision_priority = 1.0;
  55. struct Shape {
  56. Transform3D xform;
  57. Transform3D xform_inv;
  58. GodotBroadPhase3D::ID bpid;
  59. AABB aabb_cache; //for rayqueries
  60. real_t area_cache = 0.0;
  61. GodotShape3D *shape = nullptr;
  62. bool disabled = false;
  63. };
  64. Vector<Shape> shapes;
  65. GodotSpace3D *space = nullptr;
  66. Transform3D transform;
  67. Transform3D inv_transform;
  68. bool _static = true;
  69. SelfList<GodotCollisionObject3D> pending_shape_update_list;
  70. void _update_shapes();
  71. protected:
  72. void _update_shapes_with_motion(const Vector3 &p_motion);
  73. void _unregister_shapes();
  74. _FORCE_INLINE_ void _set_transform(const Transform3D &p_transform, bool p_update_shapes = true) {
  75. #ifdef DEBUG_ENABLED
  76. ERR_FAIL_COND_MSG(p_transform.origin.length_squared() > MAX_OBJECT_DISTANCE_X2, "Object went too far away (more than '" + itos(MAX_OBJECT_DISTANCE) + "' units from origin).");
  77. #endif
  78. transform = p_transform;
  79. if (p_update_shapes) {
  80. _update_shapes();
  81. }
  82. }
  83. _FORCE_INLINE_ void _set_inv_transform(const Transform3D &p_transform) { inv_transform = p_transform; }
  84. void _set_static(bool p_static);
  85. virtual void _shapes_changed() = 0;
  86. void _set_space(GodotSpace3D *p_space);
  87. bool ray_pickable = true;
  88. GodotCollisionObject3D(Type p_type);
  89. public:
  90. _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
  91. _FORCE_INLINE_ RID get_self() const { return self; }
  92. _FORCE_INLINE_ void set_instance_id(const ObjectID &p_instance_id) { instance_id = p_instance_id; }
  93. _FORCE_INLINE_ ObjectID get_instance_id() const { return instance_id; }
  94. void _shape_changed() override;
  95. _FORCE_INLINE_ Type get_type() const { return type; }
  96. void add_shape(GodotShape3D *p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false);
  97. void set_shape(int p_index, GodotShape3D *p_shape);
  98. void set_shape_transform(int p_index, const Transform3D &p_transform);
  99. _FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
  100. _FORCE_INLINE_ GodotShape3D *get_shape(int p_index) const {
  101. CRASH_BAD_INDEX(p_index, shapes.size());
  102. return shapes[p_index].shape;
  103. }
  104. _FORCE_INLINE_ const Transform3D &get_shape_transform(int p_index) const {
  105. CRASH_BAD_INDEX(p_index, shapes.size());
  106. return shapes[p_index].xform;
  107. }
  108. _FORCE_INLINE_ const Transform3D &get_shape_inv_transform(int p_index) const {
  109. CRASH_BAD_INDEX(p_index, shapes.size());
  110. return shapes[p_index].xform_inv;
  111. }
  112. _FORCE_INLINE_ const AABB &get_shape_aabb(int p_index) const {
  113. CRASH_BAD_INDEX(p_index, shapes.size());
  114. return shapes[p_index].aabb_cache;
  115. }
  116. _FORCE_INLINE_ real_t get_shape_area(int p_index) const {
  117. CRASH_BAD_INDEX(p_index, shapes.size());
  118. return shapes[p_index].area_cache;
  119. }
  120. _FORCE_INLINE_ const Transform3D &get_transform() const { return transform; }
  121. _FORCE_INLINE_ const Transform3D &get_inv_transform() const { return inv_transform; }
  122. _FORCE_INLINE_ GodotSpace3D *get_space() const { return space; }
  123. _FORCE_INLINE_ void set_ray_pickable(bool p_enable) { ray_pickable = p_enable; }
  124. _FORCE_INLINE_ bool is_ray_pickable() const { return ray_pickable; }
  125. void set_shape_disabled(int p_idx, bool p_disabled);
  126. _FORCE_INLINE_ bool is_shape_disabled(int p_idx) const {
  127. ERR_FAIL_INDEX_V(p_idx, shapes.size(), false);
  128. return shapes[p_idx].disabled;
  129. }
  130. _FORCE_INLINE_ void set_collision_layer(uint32_t p_layer) {
  131. collision_layer = p_layer;
  132. _shape_changed();
  133. }
  134. _FORCE_INLINE_ uint32_t get_collision_layer() const { return collision_layer; }
  135. _FORCE_INLINE_ void set_collision_mask(uint32_t p_mask) {
  136. collision_mask = p_mask;
  137. _shape_changed();
  138. }
  139. _FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; }
  140. _FORCE_INLINE_ void set_collision_priority(real_t p_priority) {
  141. ERR_FAIL_COND_MSG(p_priority <= 0, "Priority must be greater than 0.");
  142. collision_priority = p_priority;
  143. _shape_changed();
  144. }
  145. _FORCE_INLINE_ real_t get_collision_priority() const { return collision_priority; }
  146. _FORCE_INLINE_ bool collides_with(GodotCollisionObject3D *p_other) const {
  147. return p_other->collision_layer & collision_mask;
  148. }
  149. _FORCE_INLINE_ bool interacts_with(const GodotCollisionObject3D *p_other) const {
  150. return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask;
  151. }
  152. void remove_shape(GodotShape3D *p_shape) override;
  153. void remove_shape(int p_index);
  154. virtual void set_space(GodotSpace3D *p_space) = 0;
  155. _FORCE_INLINE_ bool is_static() const { return _static; }
  156. virtual ~GodotCollisionObject3D() {}
  157. };
  158. #endif // GODOT_COLLISION_OBJECT_3D_H