virtualx-engine/servers/physics_3d/godot_collision_object_3d.h

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/**************************************************************************/
/* godot_collision_object_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 GODOT_COLLISION_OBJECT_3D_H
#define GODOT_COLLISION_OBJECT_3D_H
#include "godot_broad_phase_3d.h"
#include "godot_shape_3d.h"
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#include "core/templates/self_list.h"
#include "servers/physics_server_3d.h"
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#ifdef DEBUG_ENABLED
#define MAX_OBJECT_DISTANCE 3.1622776601683791e+18
#define MAX_OBJECT_DISTANCE_X2 (MAX_OBJECT_DISTANCE * MAX_OBJECT_DISTANCE)
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#endif
class GodotSpace3D;
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class GodotCollisionObject3D : public GodotShapeOwner3D {
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public:
enum Type {
TYPE_AREA,
TYPE_BODY,
TYPE_SOFT_BODY,
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};
private:
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Type type;
RID self;
ObjectID instance_id;
uint32_t collision_layer = 1;
uint32_t collision_mask = 1;
real_t collision_priority = 1.0;
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struct Shape {
Transform3D xform;
Transform3D xform_inv;
GodotBroadPhase3D::ID bpid;
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AABB aabb_cache; //for rayqueries
real_t area_cache = 0.0;
GodotShape3D *shape = nullptr;
bool disabled = false;
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};
Vector<Shape> shapes;
GodotSpace3D *space = nullptr;
Transform3D transform;
Transform3D inv_transform;
bool _static = true;
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SelfList<GodotCollisionObject3D> pending_shape_update_list;
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void _update_shapes();
protected:
void _update_shapes_with_motion(const Vector3 &p_motion);
void _unregister_shapes();
_FORCE_INLINE_ void _set_transform(const Transform3D &p_transform, bool p_update_shapes = true) {
#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).");
#endif
transform = p_transform;
if (p_update_shapes) {
_update_shapes();
}
}
_FORCE_INLINE_ void _set_inv_transform(const Transform3D &p_transform) { inv_transform = p_transform; }
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void _set_static(bool p_static);
virtual void _shapes_changed() = 0;
void _set_space(GodotSpace3D *p_space);
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bool ray_pickable = true;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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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; }
_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; }
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void _shape_changed() override;
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_FORCE_INLINE_ Type get_type() const { return type; }
void add_shape(GodotShape3D *p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false);
void set_shape(int p_index, GodotShape3D *p_shape);
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(); }
_FORCE_INLINE_ GodotShape3D *get_shape(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].shape;
}
_FORCE_INLINE_ const Transform3D &get_shape_transform(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].xform;
}
_FORCE_INLINE_ const Transform3D &get_shape_inv_transform(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].xform_inv;
}
_FORCE_INLINE_ const AABB &get_shape_aabb(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].aabb_cache;
}
_FORCE_INLINE_ real_t get_shape_area(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].area_cache;
}
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_FORCE_INLINE_ const Transform3D &get_transform() const { return transform; }
_FORCE_INLINE_ const Transform3D &get_inv_transform() const { return inv_transform; }
_FORCE_INLINE_ GodotSpace3D *get_space() const { return space; }
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Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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_FORCE_INLINE_ void set_ray_pickable(bool p_enable) { ray_pickable = p_enable; }
_FORCE_INLINE_ bool is_ray_pickable() const { return ray_pickable; }
void set_shape_disabled(int p_idx, bool p_disabled);
_FORCE_INLINE_ bool is_shape_disabled(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, shapes.size(), false);
return shapes[p_idx].disabled;
}
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_FORCE_INLINE_ void set_collision_layer(uint32_t p_layer) {
collision_layer = p_layer;
_shape_changed();
}
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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) {
collision_mask = p_mask;
_shape_changed();
}
_FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; }
_FORCE_INLINE_ void set_collision_priority(real_t p_priority) {
ERR_FAIL_COND_MSG(p_priority <= 0, "Priority must be greater than 0.");
collision_priority = p_priority;
_shape_changed();
}
_FORCE_INLINE_ real_t get_collision_priority() const { return collision_priority; }
_FORCE_INLINE_ bool collides_with(GodotCollisionObject3D *p_other) const {
return p_other->collision_layer & collision_mask;
}
_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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void remove_shape(GodotShape3D *p_shape) override;
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void remove_shape(int p_index);
virtual void set_space(GodotSpace3D *p_space) = 0;
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_FORCE_INLINE_ bool is_static() const { return _static; }
virtual ~GodotCollisionObject3D() {}
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};
#endif // GODOT_COLLISION_OBJECT_3D_H