1 | /**************************************************************************/ |
2 | /* godot_collision_object_2d.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, */ |
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28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #ifndef GODOT_COLLISION_OBJECT_2D_H |
32 | #define GODOT_COLLISION_OBJECT_2D_H |
33 | |
34 | #include "godot_broad_phase_2d.h" |
35 | #include "godot_shape_2d.h" |
36 | |
37 | #include "core/templates/self_list.h" |
38 | #include "servers/physics_server_2d.h" |
39 | |
40 | class GodotSpace2D; |
41 | |
42 | class GodotCollisionObject2D : public GodotShapeOwner2D { |
43 | public: |
44 | enum Type { |
45 | TYPE_AREA, |
46 | TYPE_BODY |
47 | }; |
48 | |
49 | private: |
50 | Type type; |
51 | RID self; |
52 | ObjectID instance_id; |
53 | ObjectID canvas_instance_id; |
54 | bool pickable = true; |
55 | |
56 | struct Shape { |
57 | Transform2D xform; |
58 | Transform2D xform_inv; |
59 | GodotBroadPhase2D::ID bpid = 0; |
60 | Rect2 aabb_cache; //for rayqueries |
61 | GodotShape2D *shape = nullptr; |
62 | bool disabled = false; |
63 | bool one_way_collision = false; |
64 | real_t one_way_collision_margin = 0.0; |
65 | }; |
66 | |
67 | Vector<Shape> shapes; |
68 | GodotSpace2D *space = nullptr; |
69 | Transform2D transform; |
70 | Transform2D inv_transform; |
71 | uint32_t collision_mask = 1; |
72 | uint32_t collision_layer = 1; |
73 | real_t collision_priority = 1.0; |
74 | bool _static = true; |
75 | |
76 | SelfList<GodotCollisionObject2D> pending_shape_update_list; |
77 | |
78 | void _update_shapes(); |
79 | |
80 | protected: |
81 | void _update_shapes_with_motion(const Vector2 &p_motion); |
82 | void _unregister_shapes(); |
83 | |
84 | _FORCE_INLINE_ void _set_transform(const Transform2D &p_transform, bool p_update_shapes = true) { |
85 | transform = p_transform; |
86 | if (p_update_shapes) { |
87 | _update_shapes(); |
88 | } |
89 | } |
90 | _FORCE_INLINE_ void _set_inv_transform(const Transform2D &p_transform) { inv_transform = p_transform; } |
91 | void _set_static(bool p_static); |
92 | |
93 | virtual void _shapes_changed() = 0; |
94 | void _set_space(GodotSpace2D *p_space); |
95 | |
96 | GodotCollisionObject2D(Type p_type); |
97 | |
98 | public: |
99 | _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } |
100 | _FORCE_INLINE_ RID get_self() const { return self; } |
101 | |
102 | _FORCE_INLINE_ void set_instance_id(const ObjectID &p_instance_id) { instance_id = p_instance_id; } |
103 | _FORCE_INLINE_ ObjectID get_instance_id() const { return instance_id; } |
104 | |
105 | _FORCE_INLINE_ void set_canvas_instance_id(const ObjectID &p_canvas_instance_id) { canvas_instance_id = p_canvas_instance_id; } |
106 | _FORCE_INLINE_ ObjectID get_canvas_instance_id() const { return canvas_instance_id; } |
107 | |
108 | void _shape_changed() override; |
109 | |
110 | _FORCE_INLINE_ Type get_type() const { return type; } |
111 | void add_shape(GodotShape2D *p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false); |
112 | void set_shape(int p_index, GodotShape2D *p_shape); |
113 | void set_shape_transform(int p_index, const Transform2D &p_transform); |
114 | |
115 | _FORCE_INLINE_ int get_shape_count() const { return shapes.size(); } |
116 | _FORCE_INLINE_ GodotShape2D *get_shape(int p_index) const { |
117 | CRASH_BAD_INDEX(p_index, shapes.size()); |
118 | return shapes[p_index].shape; |
119 | } |
120 | _FORCE_INLINE_ const Transform2D &get_shape_transform(int p_index) const { |
121 | CRASH_BAD_INDEX(p_index, shapes.size()); |
122 | return shapes[p_index].xform; |
123 | } |
124 | _FORCE_INLINE_ const Transform2D &get_shape_inv_transform(int p_index) const { |
125 | CRASH_BAD_INDEX(p_index, shapes.size()); |
126 | return shapes[p_index].xform_inv; |
127 | } |
128 | _FORCE_INLINE_ const Rect2 &get_shape_aabb(int p_index) const { |
129 | CRASH_BAD_INDEX(p_index, shapes.size()); |
130 | return shapes[p_index].aabb_cache; |
131 | } |
132 | |
133 | _FORCE_INLINE_ const Transform2D &get_transform() const { return transform; } |
134 | _FORCE_INLINE_ const Transform2D &get_inv_transform() const { return inv_transform; } |
135 | _FORCE_INLINE_ GodotSpace2D *get_space() const { return space; } |
136 | |
137 | void set_shape_disabled(int p_idx, bool p_disabled); |
138 | _FORCE_INLINE_ bool is_shape_disabled(int p_idx) const { |
139 | ERR_FAIL_INDEX_V(p_idx, shapes.size(), false); |
140 | return shapes[p_idx].disabled; |
141 | } |
142 | |
143 | _FORCE_INLINE_ void set_shape_as_one_way_collision(int p_idx, bool p_one_way_collision, real_t p_margin) { |
144 | CRASH_BAD_INDEX(p_idx, shapes.size()); |
145 | shapes.write[p_idx].one_way_collision = p_one_way_collision; |
146 | shapes.write[p_idx].one_way_collision_margin = p_margin; |
147 | } |
148 | _FORCE_INLINE_ bool is_shape_set_as_one_way_collision(int p_idx) const { |
149 | CRASH_BAD_INDEX(p_idx, shapes.size()); |
150 | return shapes[p_idx].one_way_collision; |
151 | } |
152 | |
153 | _FORCE_INLINE_ real_t get_shape_one_way_collision_margin(int p_idx) const { |
154 | CRASH_BAD_INDEX(p_idx, shapes.size()); |
155 | return shapes[p_idx].one_way_collision_margin; |
156 | } |
157 | |
158 | void set_collision_mask(uint32_t p_mask) { |
159 | collision_mask = p_mask; |
160 | _shape_changed(); |
161 | } |
162 | _FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; } |
163 | |
164 | void set_collision_layer(uint32_t p_layer) { |
165 | collision_layer = p_layer; |
166 | _shape_changed(); |
167 | } |
168 | _FORCE_INLINE_ uint32_t get_collision_layer() const { return collision_layer; } |
169 | |
170 | _FORCE_INLINE_ void set_collision_priority(real_t p_priority) { |
171 | ERR_FAIL_COND_MSG(p_priority <= 0, "Priority must be greater than 0." ); |
172 | collision_priority = p_priority; |
173 | _shape_changed(); |
174 | } |
175 | _FORCE_INLINE_ real_t get_collision_priority() const { return collision_priority; } |
176 | |
177 | void remove_shape(GodotShape2D *p_shape) override; |
178 | void remove_shape(int p_index); |
179 | |
180 | virtual void set_space(GodotSpace2D *p_space) = 0; |
181 | |
182 | _FORCE_INLINE_ bool is_static() const { return _static; } |
183 | |
184 | void set_pickable(bool p_pickable) { pickable = p_pickable; } |
185 | _FORCE_INLINE_ bool is_pickable() const { return pickable; } |
186 | |
187 | _FORCE_INLINE_ bool collides_with(GodotCollisionObject2D *p_other) const { |
188 | return p_other->collision_layer & collision_mask; |
189 | } |
190 | |
191 | _FORCE_INLINE_ bool interacts_with(const GodotCollisionObject2D *p_other) const { |
192 | return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask; |
193 | } |
194 | |
195 | virtual ~GodotCollisionObject2D() {} |
196 | }; |
197 | |
198 | #endif // GODOT_COLLISION_OBJECT_2D_H |
199 | |