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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/modules/godot_physics_3d/godot_collision_object_3d.h
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/**************************************************************************/
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/* godot_collision_object_3d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "godot_broad_phase_3d.h"
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#include "godot_shape_3d.h"
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#include "core/templates/self_list.h"
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#include "servers/physics_server_3d.h"
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#ifdef DEBUG_ENABLED
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#define MAX_OBJECT_DISTANCE 3.1622776601683791e+18
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#define MAX_OBJECT_DISTANCE_X2 (MAX_OBJECT_DISTANCE * MAX_OBJECT_DISTANCE)
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#endif
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class GodotSpace3D;
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class GodotCollisionObject3D : public GodotShapeOwner3D {
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public:
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enum Type {
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TYPE_AREA,
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TYPE_BODY,
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TYPE_SOFT_BODY,
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};
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private:
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Type type;
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RID self;
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ObjectID instance_id;
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uint32_t collision_layer = 1;
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uint32_t collision_mask = 1;
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real_t collision_priority = 1.0;
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struct Shape {
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Transform3D xform;
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Transform3D xform_inv;
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GodotBroadPhase3D::ID bpid;
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AABB aabb_cache; //for rayqueries
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real_t area_cache = 0.0;
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GodotShape3D *shape = nullptr;
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bool disabled = false;
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};
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Vector<Shape> shapes;
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GodotSpace3D *space = nullptr;
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Transform3D transform;
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Transform3D inv_transform;
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bool _static = true;
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SelfList<GodotCollisionObject3D> pending_shape_update_list;
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void _update_shapes();
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protected:
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void _update_shapes_with_motion(const Vector3 &p_motion);
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void _unregister_shapes();
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_FORCE_INLINE_ void _set_transform(const Transform3D &p_transform, bool p_update_shapes = true) {
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#ifdef DEBUG_ENABLED
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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).");
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#endif
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transform = p_transform;
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if (p_update_shapes) {
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_update_shapes();
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}
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}
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_FORCE_INLINE_ void _set_inv_transform(const Transform3D &p_transform) { inv_transform = p_transform; }
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void _set_static(bool p_static);
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virtual void _shapes_changed() = 0;
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void _set_space(GodotSpace3D *p_space);
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bool ray_pickable = true;
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GodotCollisionObject3D(Type p_type);
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public:
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_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
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_FORCE_INLINE_ RID get_self() const { return self; }
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_FORCE_INLINE_ void set_instance_id(const ObjectID &p_instance_id) { instance_id = p_instance_id; }
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_FORCE_INLINE_ ObjectID get_instance_id() const { return instance_id; }
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void _shape_changed() override;
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_FORCE_INLINE_ Type get_type() const { return type; }
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void add_shape(GodotShape3D *p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false);
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void set_shape(int p_index, GodotShape3D *p_shape);
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void set_shape_transform(int p_index, const Transform3D &p_transform);
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_FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
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_FORCE_INLINE_ GodotShape3D *get_shape(int p_index) const {
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CRASH_BAD_INDEX(p_index, shapes.size());
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return shapes[p_index].shape;
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}
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_FORCE_INLINE_ const Transform3D &get_shape_transform(int p_index) const {
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CRASH_BAD_INDEX(p_index, shapes.size());
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return shapes[p_index].xform;
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}
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_FORCE_INLINE_ const Transform3D &get_shape_inv_transform(int p_index) const {
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CRASH_BAD_INDEX(p_index, shapes.size());
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return shapes[p_index].xform_inv;
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}
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_FORCE_INLINE_ const AABB &get_shape_aabb(int p_index) const {
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CRASH_BAD_INDEX(p_index, shapes.size());
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return shapes[p_index].aabb_cache;
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}
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_FORCE_INLINE_ real_t get_shape_area(int p_index) const {
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CRASH_BAD_INDEX(p_index, shapes.size());
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return shapes[p_index].area_cache;
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}
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_FORCE_INLINE_ const Transform3D &get_transform() const { return transform; }
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_FORCE_INLINE_ const Transform3D &get_inv_transform() const { return inv_transform; }
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_FORCE_INLINE_ GodotSpace3D *get_space() const { return space; }
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_FORCE_INLINE_ void set_ray_pickable(bool p_enable) { ray_pickable = p_enable; }
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_FORCE_INLINE_ bool is_ray_pickable() const { return ray_pickable; }
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void set_shape_disabled(int p_idx, bool p_disabled);
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_FORCE_INLINE_ bool is_shape_disabled(int p_idx) const {
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ERR_FAIL_INDEX_V(p_idx, shapes.size(), false);
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return shapes[p_idx].disabled;
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}
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_FORCE_INLINE_ void set_collision_layer(uint32_t p_layer) {
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collision_layer = p_layer;
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_shape_changed();
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}
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_FORCE_INLINE_ uint32_t get_collision_layer() const { return collision_layer; }
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_FORCE_INLINE_ void set_collision_mask(uint32_t p_mask) {
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collision_mask = p_mask;
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_shape_changed();
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}
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_FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; }
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_FORCE_INLINE_ void set_collision_priority(real_t p_priority) {
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ERR_FAIL_COND_MSG(p_priority <= 0, "Priority must be greater than 0.");
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collision_priority = p_priority;
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_shape_changed();
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}
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_FORCE_INLINE_ real_t get_collision_priority() const { return collision_priority; }
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_FORCE_INLINE_ bool collides_with(GodotCollisionObject3D *p_other) const {
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return p_other->collision_layer & collision_mask;
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}
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_FORCE_INLINE_ bool interacts_with(const GodotCollisionObject3D *p_other) const {
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return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask;
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}
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void remove_shape(GodotShape3D *p_shape) override;
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void remove_shape(int p_index);
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virtual void set_space(GodotSpace3D *p_space) = 0;
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_FORCE_INLINE_ bool is_static() const { return _static; }
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virtual ~GodotCollisionObject3D() {}
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};
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