virtualx-engine/servers/physics_3d/godot_collision_object_3d.cpp

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/**************************************************************************/
/* godot_collision_object_3d.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "godot_collision_object_3d.h"
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#include "godot_physics_server_3d.h"
#include "godot_space_3d.h"
void GodotCollisionObject3D::add_shape(GodotShape3D *p_shape, const Transform3D &p_transform, bool p_disabled) {
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Shape s;
s.shape = p_shape;
s.xform = p_transform;
s.xform_inv = s.xform.affine_inverse();
s.bpid = 0; //needs update
s.disabled = p_disabled;
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shapes.push_back(s);
p_shape->add_owner(this);
if (!pending_shape_update_list.in_list()) {
GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
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}
void GodotCollisionObject3D::set_shape(int p_index, GodotShape3D *p_shape) {
ERR_FAIL_INDEX(p_index, shapes.size());
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shapes[p_index].shape->remove_owner(this);
shapes.write[p_index].shape = p_shape;
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p_shape->add_owner(this);
if (!pending_shape_update_list.in_list()) {
GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
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}
void GodotCollisionObject3D::set_shape_transform(int p_index, const Transform3D &p_transform) {
ERR_FAIL_INDEX(p_index, shapes.size());
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shapes.write[p_index].xform = p_transform;
shapes.write[p_index].xform_inv = p_transform.affine_inverse();
if (!pending_shape_update_list.in_list()) {
GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
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}
void GodotCollisionObject3D::set_shape_disabled(int p_idx, bool p_disabled) {
ERR_FAIL_INDEX(p_idx, shapes.size());
GodotCollisionObject3D::Shape &shape = shapes.write[p_idx];
if (shape.disabled == p_disabled) {
return;
}
shape.disabled = p_disabled;
if (!space) {
return;
}
if (p_disabled && shape.bpid != 0) {
space->get_broadphase()->remove(shape.bpid);
shape.bpid = 0;
if (!pending_shape_update_list.in_list()) {
GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
} else if (!p_disabled && shape.bpid == 0) {
if (!pending_shape_update_list.in_list()) {
GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
}
}
void GodotCollisionObject3D::remove_shape(GodotShape3D *p_shape) {
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//remove a shape, all the times it appears
for (int i = 0; i < shapes.size(); i++) {
if (shapes[i].shape == p_shape) {
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remove_shape(i);
i--;
}
}
}
void GodotCollisionObject3D::remove_shape(int p_index) {
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//remove anything from shape to be erased to end, so subindices don't change
ERR_FAIL_INDEX(p_index, shapes.size());
for (int i = p_index; i < shapes.size(); i++) {
if (shapes[i].bpid == 0) {
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continue;
}
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//should never get here with a null owner
space->get_broadphase()->remove(shapes[i].bpid);
shapes.write[i].bpid = 0;
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}
shapes[p_index].shape->remove_owner(this);
shapes.remove_at(p_index);
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if (!pending_shape_update_list.in_list()) {
GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
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}
void GodotCollisionObject3D::_set_static(bool p_static) {
if (_static == p_static) {
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return;
}
_static = p_static;
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if (!space) {
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return;
}
for (int i = 0; i < get_shape_count(); i++) {
const Shape &s = shapes[i];
if (s.bpid > 0) {
space->get_broadphase()->set_static(s.bpid, _static);
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}
}
}
void GodotCollisionObject3D::_unregister_shapes() {
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes.write[i];
if (s.bpid > 0) {
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space->get_broadphase()->remove(s.bpid);
s.bpid = 0;
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}
}
}
void GodotCollisionObject3D::_update_shapes() {
if (!space) {
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return;
}
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for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes.write[i];
if (s.disabled) {
continue;
}
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//not quite correct, should compute the next matrix..
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AABB shape_aabb = s.shape->get_aabb();
Transform3D xform = transform * s.xform;
shape_aabb = xform.xform(shape_aabb);
shape_aabb.grow_by((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05);
s.aabb_cache = shape_aabb;
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Vector3 scale = xform.get_basis().get_scale();
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s.area_cache = s.shape->get_volume() * scale.x * scale.y * scale.z;
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if (s.bpid == 0) {
s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static);
space->get_broadphase()->set_static(s.bpid, _static);
}
space->get_broadphase()->move(s.bpid, shape_aabb);
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}
}
void GodotCollisionObject3D::_update_shapes_with_motion(const Vector3 &p_motion) {
if (!space) {
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return;
}
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for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes.write[i];
if (s.disabled) {
continue;
}
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//not quite correct, should compute the next matrix..
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AABB shape_aabb = s.shape->get_aabb();
Transform3D xform = transform * s.xform;
shape_aabb = xform.xform(shape_aabb);
shape_aabb.merge_with(AABB(shape_aabb.position + p_motion, shape_aabb.size)); //use motion
s.aabb_cache = shape_aabb;
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if (s.bpid == 0) {
s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static);
space->get_broadphase()->set_static(s.bpid, _static);
}
space->get_broadphase()->move(s.bpid, shape_aabb);
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}
}
void GodotCollisionObject3D::_set_space(GodotSpace3D *p_space) {
GodotSpace3D *old_space = space;
space = p_space;
if (old_space) {
old_space->remove_object(this);
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for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes.write[i];
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if (s.bpid) {
old_space->get_broadphase()->remove(s.bpid);
s.bpid = 0;
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}
}
}
if (space) {
space->add_object(this);
_update_shapes();
}
}
void GodotCollisionObject3D::_shape_changed() {
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_update_shapes();
_shapes_changed();
}
GodotCollisionObject3D::GodotCollisionObject3D(Type p_type) :
pending_shape_update_list(this) {
type = p_type;
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}