virtualx-engine/servers/physics_2d/collision_object_2d_sw.h

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/*************************************************************************/
/* collision_object_2d_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef COLLISION_OBJECT_2D_SW_H
#define COLLISION_OBJECT_2D_SW_H
#include "shape_2d_sw.h"
#include "servers/physics_2d_server.h"
#include "self_list.h"
#include "broad_phase_2d_sw.h"
class Space2DSW;
class CollisionObject2DSW : public ShapeOwner2DSW {
public:
enum Type {
TYPE_AREA,
TYPE_BODY
};
private:
Type type;
RID self;
ObjectID instance_id;
struct Shape {
Matrix32 xform;
Matrix32 xform_inv;
BroadPhase2DSW::ID bpid;
Rect2 aabb_cache; //for rayqueries
Shape2DSW *shape;
Vector2 kinematic_advance;
float kinematic_retreat;
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bool trigger;
Shape() { trigger=false; kinematic_retreat=0; }
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};
Vector<Shape> shapes;
Space2DSW *space;
Matrix32 transform;
Matrix32 inv_transform;
uint32_t user_mask;
uint32_t layer_mask;
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bool _static;
void _update_shapes();
protected:
void _update_shapes_with_motion(const Vector2& p_motion);
void _unregister_shapes();
_FORCE_INLINE_ void _set_transform(const Matrix32& p_transform, bool p_update_shapes=true) { transform=p_transform; if (p_update_shapes) {_update_shapes();} }
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_FORCE_INLINE_ void _set_inv_transform(const Matrix32& p_transform) { inv_transform=p_transform; }
void _set_static(bool p_static);
virtual void _shapes_changed()=0;
void _set_space(Space2DSW *space);
CollisionObject2DSW(Type p_type);
public:
_FORCE_INLINE_ void set_self(const RID& p_self) { self=p_self; }
_FORCE_INLINE_ RID get_self() const { return self; }
_FORCE_INLINE_ void set_instance_id(const ObjectID& p_instance_id) { instance_id=p_instance_id; }
_FORCE_INLINE_ ObjectID get_instance_id() const { return instance_id; }
void _shape_changed();
_FORCE_INLINE_ Type get_type() const { return type; }
void add_shape(Shape2DSW *p_shape,const Matrix32& p_transform=Matrix32());
void set_shape(int p_index,Shape2DSW *p_shape);
void set_shape_transform(int p_index,const Matrix32& p_transform);
_FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
_FORCE_INLINE_ Shape2DSW *get_shape(int p_index) const { return shapes[p_index].shape; }
_FORCE_INLINE_ const Matrix32& get_shape_transform(int p_index) const { return shapes[p_index].xform; }
_FORCE_INLINE_ const Matrix32& get_shape_inv_transform(int p_index) const { return shapes[p_index].xform_inv; }
_FORCE_INLINE_ const Rect2& get_shape_aabb(int p_index) const { return shapes[p_index].aabb_cache; }
_FORCE_INLINE_ void set_shape_kinematic_advance(int p_index,const Vector2& p_advance) { shapes[p_index].kinematic_advance=p_advance; }
_FORCE_INLINE_ Vector2 get_shape_kinematic_advance(int p_index) const { return shapes[p_index].kinematic_advance; }
_FORCE_INLINE_ void set_shape_kinematic_retreat(int p_index,float p_retreat) { shapes[p_index].kinematic_retreat=p_retreat; }
_FORCE_INLINE_ float get_shape_kinematic_retreat(int p_index) const { return shapes[p_index].kinematic_retreat; }
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_FORCE_INLINE_ Matrix32 get_transform() const { return transform; }
_FORCE_INLINE_ Matrix32 get_inv_transform() const { return inv_transform; }
_FORCE_INLINE_ Space2DSW* get_space() const { return space; }
_FORCE_INLINE_ void set_shape_as_trigger(int p_idx,bool p_enable) { shapes[p_idx].trigger=p_enable; }
_FORCE_INLINE_ bool is_shape_set_as_trigger(int p_idx) const { return shapes[p_idx].trigger; }
void set_user_mask(uint32_t p_mask) {user_mask=p_mask;}
_FORCE_INLINE_ uint32_t get_user_mask() const { return user_mask; }
void set_layer_mask(uint32_t p_mask) {layer_mask=p_mask;}
_FORCE_INLINE_ uint32_t get_layer_mask() const { return layer_mask; }
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void remove_shape(Shape2DSW *p_shape);
void remove_shape(int p_index);
virtual void set_space(Space2DSW *p_space)=0;
_FORCE_INLINE_ bool is_static() const { return _static; }
virtual ~CollisionObject2DSW() {}
};
#endif // COLLISION_OBJECT_2D_SW_H