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. */ |
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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 | |