| 1 | /**************************************************************************/ |
| 2 | /* godot_collision_object_3d.cpp */ |
| 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 | |
| 31 | #include "godot_collision_object_3d.h" |
| 32 | |
| 33 | #include "godot_physics_server_3d.h" |
| 34 | #include "godot_space_3d.h" |
| 35 | |
| 36 | void GodotCollisionObject3D::add_shape(GodotShape3D *p_shape, const Transform3D &p_transform, bool p_disabled) { |
| 37 | Shape s; |
| 38 | s.shape = p_shape; |
| 39 | s.xform = p_transform; |
| 40 | s.xform_inv = s.xform.affine_inverse(); |
| 41 | s.bpid = 0; //needs update |
| 42 | s.disabled = p_disabled; |
| 43 | shapes.push_back(s); |
| 44 | p_shape->add_owner(this); |
| 45 | |
| 46 | if (!pending_shape_update_list.in_list()) { |
| 47 | GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); |
| 48 | } |
| 49 | } |
| 50 | |
| 51 | void GodotCollisionObject3D::set_shape(int p_index, GodotShape3D *p_shape) { |
| 52 | ERR_FAIL_INDEX(p_index, shapes.size()); |
| 53 | shapes[p_index].shape->remove_owner(this); |
| 54 | shapes.write[p_index].shape = p_shape; |
| 55 | |
| 56 | p_shape->add_owner(this); |
| 57 | if (!pending_shape_update_list.in_list()) { |
| 58 | GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); |
| 59 | } |
| 60 | } |
| 61 | |
| 62 | void GodotCollisionObject3D::set_shape_transform(int p_index, const Transform3D &p_transform) { |
| 63 | ERR_FAIL_INDEX(p_index, shapes.size()); |
| 64 | |
| 65 | shapes.write[p_index].xform = p_transform; |
| 66 | shapes.write[p_index].xform_inv = p_transform.affine_inverse(); |
| 67 | if (!pending_shape_update_list.in_list()) { |
| 68 | GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); |
| 69 | } |
| 70 | } |
| 71 | |
| 72 | void GodotCollisionObject3D::set_shape_disabled(int p_idx, bool p_disabled) { |
| 73 | ERR_FAIL_INDEX(p_idx, shapes.size()); |
| 74 | |
| 75 | GodotCollisionObject3D::Shape &shape = shapes.write[p_idx]; |
| 76 | if (shape.disabled == p_disabled) { |
| 77 | return; |
| 78 | } |
| 79 | |
| 80 | shape.disabled = p_disabled; |
| 81 | |
| 82 | if (!space) { |
| 83 | return; |
| 84 | } |
| 85 | |
| 86 | if (p_disabled && shape.bpid != 0) { |
| 87 | space->get_broadphase()->remove(shape.bpid); |
| 88 | shape.bpid = 0; |
| 89 | if (!pending_shape_update_list.in_list()) { |
| 90 | GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); |
| 91 | } |
| 92 | } else if (!p_disabled && shape.bpid == 0) { |
| 93 | if (!pending_shape_update_list.in_list()) { |
| 94 | GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); |
| 95 | } |
| 96 | } |
| 97 | } |
| 98 | |
| 99 | void GodotCollisionObject3D::remove_shape(GodotShape3D *p_shape) { |
| 100 | //remove a shape, all the times it appears |
| 101 | for (int i = 0; i < shapes.size(); i++) { |
| 102 | if (shapes[i].shape == p_shape) { |
| 103 | remove_shape(i); |
| 104 | i--; |
| 105 | } |
| 106 | } |
| 107 | } |
| 108 | |
| 109 | void GodotCollisionObject3D::remove_shape(int p_index) { |
| 110 | //remove anything from shape to be erased to end, so subindices don't change |
| 111 | ERR_FAIL_INDEX(p_index, shapes.size()); |
| 112 | for (int i = p_index; i < shapes.size(); i++) { |
| 113 | if (shapes[i].bpid == 0) { |
| 114 | continue; |
| 115 | } |
| 116 | //should never get here with a null owner |
| 117 | space->get_broadphase()->remove(shapes[i].bpid); |
| 118 | shapes.write[i].bpid = 0; |
| 119 | } |
| 120 | shapes[p_index].shape->remove_owner(this); |
| 121 | shapes.remove_at(p_index); |
| 122 | |
| 123 | if (!pending_shape_update_list.in_list()) { |
| 124 | GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); |
| 125 | } |
| 126 | } |
| 127 | |
| 128 | void GodotCollisionObject3D::_set_static(bool p_static) { |
| 129 | if (_static == p_static) { |
| 130 | return; |
| 131 | } |
| 132 | _static = p_static; |
| 133 | |
| 134 | if (!space) { |
| 135 | return; |
| 136 | } |
| 137 | for (int i = 0; i < get_shape_count(); i++) { |
| 138 | const Shape &s = shapes[i]; |
| 139 | if (s.bpid > 0) { |
| 140 | space->get_broadphase()->set_static(s.bpid, _static); |
| 141 | } |
| 142 | } |
| 143 | } |
| 144 | |
| 145 | void GodotCollisionObject3D::_unregister_shapes() { |
| 146 | for (int i = 0; i < shapes.size(); i++) { |
| 147 | Shape &s = shapes.write[i]; |
| 148 | if (s.bpid > 0) { |
| 149 | space->get_broadphase()->remove(s.bpid); |
| 150 | s.bpid = 0; |
| 151 | } |
| 152 | } |
| 153 | } |
| 154 | |
| 155 | void GodotCollisionObject3D::_update_shapes() { |
| 156 | if (!space) { |
| 157 | return; |
| 158 | } |
| 159 | |
| 160 | for (int i = 0; i < shapes.size(); i++) { |
| 161 | Shape &s = shapes.write[i]; |
| 162 | if (s.disabled) { |
| 163 | continue; |
| 164 | } |
| 165 | |
| 166 | //not quite correct, should compute the next matrix.. |
| 167 | AABB shape_aabb = s.shape->get_aabb(); |
| 168 | Transform3D xform = transform * s.xform; |
| 169 | shape_aabb = xform.xform(shape_aabb); |
| 170 | shape_aabb.grow_by((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05); |
| 171 | s.aabb_cache = shape_aabb; |
| 172 | |
| 173 | Vector3 scale = xform.get_basis().get_scale(); |
| 174 | s.area_cache = s.shape->get_volume() * scale.x * scale.y * scale.z; |
| 175 | |
| 176 | if (s.bpid == 0) { |
| 177 | s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static); |
| 178 | space->get_broadphase()->set_static(s.bpid, _static); |
| 179 | } |
| 180 | |
| 181 | space->get_broadphase()->move(s.bpid, shape_aabb); |
| 182 | } |
| 183 | } |
| 184 | |
| 185 | void GodotCollisionObject3D::_update_shapes_with_motion(const Vector3 &p_motion) { |
| 186 | if (!space) { |
| 187 | return; |
| 188 | } |
| 189 | |
| 190 | for (int i = 0; i < shapes.size(); i++) { |
| 191 | Shape &s = shapes.write[i]; |
| 192 | if (s.disabled) { |
| 193 | continue; |
| 194 | } |
| 195 | |
| 196 | //not quite correct, should compute the next matrix.. |
| 197 | AABB shape_aabb = s.shape->get_aabb(); |
| 198 | Transform3D xform = transform * s.xform; |
| 199 | shape_aabb = xform.xform(shape_aabb); |
| 200 | shape_aabb.merge_with(AABB(shape_aabb.position + p_motion, shape_aabb.size)); //use motion |
| 201 | s.aabb_cache = shape_aabb; |
| 202 | |
| 203 | if (s.bpid == 0) { |
| 204 | s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static); |
| 205 | space->get_broadphase()->set_static(s.bpid, _static); |
| 206 | } |
| 207 | |
| 208 | space->get_broadphase()->move(s.bpid, shape_aabb); |
| 209 | } |
| 210 | } |
| 211 | |
| 212 | void GodotCollisionObject3D::_set_space(GodotSpace3D *p_space) { |
| 213 | if (space) { |
| 214 | space->remove_object(this); |
| 215 | |
| 216 | for (int i = 0; i < shapes.size(); i++) { |
| 217 | Shape &s = shapes.write[i]; |
| 218 | if (s.bpid) { |
| 219 | space->get_broadphase()->remove(s.bpid); |
| 220 | s.bpid = 0; |
| 221 | } |
| 222 | } |
| 223 | } |
| 224 | |
| 225 | space = p_space; |
| 226 | |
| 227 | if (space) { |
| 228 | space->add_object(this); |
| 229 | _update_shapes(); |
| 230 | } |
| 231 | } |
| 232 | |
| 233 | void GodotCollisionObject3D::_shape_changed() { |
| 234 | _update_shapes(); |
| 235 | _shapes_changed(); |
| 236 | } |
| 237 | |
| 238 | GodotCollisionObject3D::GodotCollisionObject3D(Type p_type) : |
| 239 | pending_shape_update_list(this) { |
| 240 | type = p_type; |
| 241 | } |
| 242 | |