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- /**************************************************************************/
- /* godot_collision_object_3d.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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. */
- /**************************************************************************/
- #ifndef GODOT_COLLISION_OBJECT_3D_H
- #define GODOT_COLLISION_OBJECT_3D_H
- #include "godot_broad_phase_3d.h"
- #include "godot_shape_3d.h"
- #include "core/templates/self_list.h"
- #include "servers/physics_server_3d.h"
- #ifdef DEBUG_ENABLED
- #define MAX_OBJECT_DISTANCE 3.1622776601683791e+18
- #define MAX_OBJECT_DISTANCE_X2 (MAX_OBJECT_DISTANCE * MAX_OBJECT_DISTANCE)
- #endif
- class GodotSpace3D;
- class GodotCollisionObject3D : public GodotShapeOwner3D {
- public:
- enum Type {
- TYPE_AREA,
- TYPE_BODY,
- TYPE_SOFT_BODY,
- };
- private:
- Type type;
- RID self;
- ObjectID instance_id;
- uint32_t collision_layer = 1;
- uint32_t collision_mask = 1;
- real_t collision_priority = 1.0;
- struct Shape {
- Transform3D xform;
- Transform3D xform_inv;
- GodotBroadPhase3D::ID bpid;
- AABB aabb_cache; //for rayqueries
- real_t area_cache = 0.0;
- GodotShape3D *shape = nullptr;
- bool disabled = false;
- };
- Vector<Shape> shapes;
- GodotSpace3D *space = nullptr;
- Transform3D transform;
- Transform3D inv_transform;
- bool _static = true;
- SelfList<GodotCollisionObject3D> pending_shape_update_list;
- void _update_shapes();
- protected:
- void _update_shapes_with_motion(const Vector3 &p_motion);
- void _unregister_shapes();
- _FORCE_INLINE_ void _set_transform(const Transform3D &p_transform, bool p_update_shapes = true) {
- #ifdef DEBUG_ENABLED
- 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).");
- #endif
- transform = p_transform;
- if (p_update_shapes) {
- _update_shapes();
- }
- }
- _FORCE_INLINE_ void _set_inv_transform(const Transform3D &p_transform) { inv_transform = p_transform; }
- void _set_static(bool p_static);
- virtual void _shapes_changed() = 0;
- void _set_space(GodotSpace3D *p_space);
- bool ray_pickable = true;
- GodotCollisionObject3D(Type p_type);
- public:
- _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
- _FORCE_INLINE_ RID get_self() const { return self; }
- _FORCE_INLINE_ void set_instance_id(const ObjectID &p_instance_id) { instance_id = p_instance_id; }
- _FORCE_INLINE_ ObjectID get_instance_id() const { return instance_id; }
- void _shape_changed() override;
- _FORCE_INLINE_ Type get_type() const { return type; }
- void add_shape(GodotShape3D *p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false);
- void set_shape(int p_index, GodotShape3D *p_shape);
- void set_shape_transform(int p_index, const Transform3D &p_transform);
- _FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
- _FORCE_INLINE_ GodotShape3D *get_shape(int p_index) const {
- CRASH_BAD_INDEX(p_index, shapes.size());
- return shapes[p_index].shape;
- }
- _FORCE_INLINE_ const Transform3D &get_shape_transform(int p_index) const {
- CRASH_BAD_INDEX(p_index, shapes.size());
- return shapes[p_index].xform;
- }
- _FORCE_INLINE_ const Transform3D &get_shape_inv_transform(int p_index) const {
- CRASH_BAD_INDEX(p_index, shapes.size());
- return shapes[p_index].xform_inv;
- }
- _FORCE_INLINE_ const AABB &get_shape_aabb(int p_index) const {
- CRASH_BAD_INDEX(p_index, shapes.size());
- return shapes[p_index].aabb_cache;
- }
- _FORCE_INLINE_ real_t get_shape_area(int p_index) const {
- CRASH_BAD_INDEX(p_index, shapes.size());
- return shapes[p_index].area_cache;
- }
- _FORCE_INLINE_ const Transform3D &get_transform() const { return transform; }
- _FORCE_INLINE_ const Transform3D &get_inv_transform() const { return inv_transform; }
- _FORCE_INLINE_ GodotSpace3D *get_space() const { return space; }
- _FORCE_INLINE_ void set_ray_pickable(bool p_enable) { ray_pickable = p_enable; }
- _FORCE_INLINE_ bool is_ray_pickable() const { return ray_pickable; }
- void set_shape_disabled(int p_idx, bool p_disabled);
- _FORCE_INLINE_ bool is_shape_disabled(int p_idx) const {
- ERR_FAIL_INDEX_V(p_idx, shapes.size(), false);
- return shapes[p_idx].disabled;
- }
- _FORCE_INLINE_ void set_collision_layer(uint32_t p_layer) {
- collision_layer = p_layer;
- _shape_changed();
- }
- _FORCE_INLINE_ uint32_t get_collision_layer() const { return collision_layer; }
- _FORCE_INLINE_ void set_collision_mask(uint32_t p_mask) {
- collision_mask = p_mask;
- _shape_changed();
- }
- _FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; }
- _FORCE_INLINE_ void set_collision_priority(real_t p_priority) {
- ERR_FAIL_COND_MSG(p_priority <= 0, "Priority must be greater than 0.");
- collision_priority = p_priority;
- _shape_changed();
- }
- _FORCE_INLINE_ real_t get_collision_priority() const { return collision_priority; }
- _FORCE_INLINE_ bool collides_with(GodotCollisionObject3D *p_other) const {
- return p_other->collision_layer & collision_mask;
- }
- _FORCE_INLINE_ bool interacts_with(const GodotCollisionObject3D *p_other) const {
- return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask;
- }
- void remove_shape(GodotShape3D *p_shape) override;
- void remove_shape(int p_index);
- virtual void set_space(GodotSpace3D *p_space) = 0;
- _FORCE_INLINE_ bool is_static() const { return _static; }
- virtual ~GodotCollisionObject3D() {}
- };
- #endif // GODOT_COLLISION_OBJECT_3D_H
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