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, */ |
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28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #ifndef GODOT_COLLISION_OBJECT_3D_H |
32 | #define GODOT_COLLISION_OBJECT_3D_H |
33 | |
34 | #include "godot_broad_phase_3d.h" |
35 | #include "godot_shape_3d.h" |
36 | |
37 | #include "core/templates/self_list.h" |
38 | #include "servers/physics_server_3d.h" |
39 | |
40 | #ifdef DEBUG_ENABLED |
41 | #define MAX_OBJECT_DISTANCE 3.1622776601683791e+18 |
42 | |
43 | #define MAX_OBJECT_DISTANCE_X2 (MAX_OBJECT_DISTANCE * MAX_OBJECT_DISTANCE) |
44 | #endif |
45 | |
46 | class GodotSpace3D; |
47 | |
48 | class GodotCollisionObject3D : public GodotShapeOwner3D { |
49 | public: |
50 | enum Type { |
51 | TYPE_AREA, |
52 | TYPE_BODY, |
53 | TYPE_SOFT_BODY, |
54 | }; |
55 | |
56 | private: |
57 | Type type; |
58 | RID self; |
59 | ObjectID instance_id; |
60 | uint32_t collision_layer = 1; |
61 | uint32_t collision_mask = 1; |
62 | real_t collision_priority = 1.0; |
63 | |
64 | struct Shape { |
65 | Transform3D xform; |
66 | Transform3D xform_inv; |
67 | GodotBroadPhase3D::ID bpid; |
68 | AABB aabb_cache; //for rayqueries |
69 | real_t area_cache = 0.0; |
70 | GodotShape3D *shape = nullptr; |
71 | bool disabled = false; |
72 | }; |
73 | |
74 | Vector<Shape> shapes; |
75 | GodotSpace3D *space = nullptr; |
76 | Transform3D transform; |
77 | Transform3D inv_transform; |
78 | bool _static = true; |
79 | |
80 | SelfList<GodotCollisionObject3D> pending_shape_update_list; |
81 | |
82 | void _update_shapes(); |
83 | |
84 | protected: |
85 | void _update_shapes_with_motion(const Vector3 &p_motion); |
86 | void _unregister_shapes(); |
87 | |
88 | _FORCE_INLINE_ void _set_transform(const Transform3D &p_transform, bool p_update_shapes = true) { |
89 | #ifdef DEBUG_ENABLED |
90 | |
91 | 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)." ); |
92 | #endif |
93 | |
94 | transform = p_transform; |
95 | if (p_update_shapes) { |
96 | _update_shapes(); |
97 | } |
98 | } |
99 | _FORCE_INLINE_ void _set_inv_transform(const Transform3D &p_transform) { inv_transform = p_transform; } |
100 | void _set_static(bool p_static); |
101 | |
102 | virtual void _shapes_changed() = 0; |
103 | void _set_space(GodotSpace3D *p_space); |
104 | |
105 | bool ray_pickable = true; |
106 | |
107 | GodotCollisionObject3D(Type p_type); |
108 | |
109 | public: |
110 | _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } |
111 | _FORCE_INLINE_ RID get_self() const { return self; } |
112 | |
113 | _FORCE_INLINE_ void set_instance_id(const ObjectID &p_instance_id) { instance_id = p_instance_id; } |
114 | _FORCE_INLINE_ ObjectID get_instance_id() const { return instance_id; } |
115 | |
116 | void _shape_changed() override; |
117 | |
118 | _FORCE_INLINE_ Type get_type() const { return type; } |
119 | void add_shape(GodotShape3D *p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false); |
120 | void set_shape(int p_index, GodotShape3D *p_shape); |
121 | void set_shape_transform(int p_index, const Transform3D &p_transform); |
122 | _FORCE_INLINE_ int get_shape_count() const { return shapes.size(); } |
123 | _FORCE_INLINE_ GodotShape3D *get_shape(int p_index) const { |
124 | CRASH_BAD_INDEX(p_index, shapes.size()); |
125 | return shapes[p_index].shape; |
126 | } |
127 | _FORCE_INLINE_ const Transform3D &get_shape_transform(int p_index) const { |
128 | CRASH_BAD_INDEX(p_index, shapes.size()); |
129 | return shapes[p_index].xform; |
130 | } |
131 | _FORCE_INLINE_ const Transform3D &get_shape_inv_transform(int p_index) const { |
132 | CRASH_BAD_INDEX(p_index, shapes.size()); |
133 | return shapes[p_index].xform_inv; |
134 | } |
135 | _FORCE_INLINE_ const AABB &get_shape_aabb(int p_index) const { |
136 | CRASH_BAD_INDEX(p_index, shapes.size()); |
137 | return shapes[p_index].aabb_cache; |
138 | } |
139 | _FORCE_INLINE_ real_t get_shape_area(int p_index) const { |
140 | CRASH_BAD_INDEX(p_index, shapes.size()); |
141 | return shapes[p_index].area_cache; |
142 | } |
143 | |
144 | _FORCE_INLINE_ const Transform3D &get_transform() const { return transform; } |
145 | _FORCE_INLINE_ const Transform3D &get_inv_transform() const { return inv_transform; } |
146 | _FORCE_INLINE_ GodotSpace3D *get_space() const { return space; } |
147 | |
148 | _FORCE_INLINE_ void set_ray_pickable(bool p_enable) { ray_pickable = p_enable; } |
149 | _FORCE_INLINE_ bool is_ray_pickable() const { return ray_pickable; } |
150 | |
151 | void set_shape_disabled(int p_idx, bool p_disabled); |
152 | _FORCE_INLINE_ bool is_shape_disabled(int p_idx) const { |
153 | ERR_FAIL_INDEX_V(p_idx, shapes.size(), false); |
154 | return shapes[p_idx].disabled; |
155 | } |
156 | |
157 | _FORCE_INLINE_ void set_collision_layer(uint32_t p_layer) { |
158 | collision_layer = p_layer; |
159 | _shape_changed(); |
160 | } |
161 | _FORCE_INLINE_ uint32_t get_collision_layer() const { return collision_layer; } |
162 | |
163 | _FORCE_INLINE_ void set_collision_mask(uint32_t p_mask) { |
164 | collision_mask = p_mask; |
165 | _shape_changed(); |
166 | } |
167 | _FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; } |
168 | |
169 | _FORCE_INLINE_ void set_collision_priority(real_t p_priority) { |
170 | ERR_FAIL_COND_MSG(p_priority <= 0, "Priority must be greater than 0." ); |
171 | collision_priority = p_priority; |
172 | _shape_changed(); |
173 | } |
174 | _FORCE_INLINE_ real_t get_collision_priority() const { return collision_priority; } |
175 | |
176 | _FORCE_INLINE_ bool collides_with(GodotCollisionObject3D *p_other) const { |
177 | return p_other->collision_layer & collision_mask; |
178 | } |
179 | |
180 | _FORCE_INLINE_ bool interacts_with(const GodotCollisionObject3D *p_other) const { |
181 | return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask; |
182 | } |
183 | |
184 | void remove_shape(GodotShape3D *p_shape) override; |
185 | void remove_shape(int p_index); |
186 | |
187 | virtual void set_space(GodotSpace3D *p_space) = 0; |
188 | |
189 | _FORCE_INLINE_ bool is_static() const { return _static; } |
190 | |
191 | virtual ~GodotCollisionObject3D() {} |
192 | }; |
193 | |
194 | #endif // GODOT_COLLISION_OBJECT_3D_H |
195 | |