/*************************************************************************/ /* collision_object_bullet.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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_BULLET_H #define COLLISION_OBJECT_BULLET_H #include "core/vset.h" #include "object.h" #include "shape_owner_bullet.h" #include "transform.h" #include "vector3.h" #include /** @author AndreaCatania */ class AreaBullet; class ShapeBullet; class btCollisionObject; class btCompoundShape; class btCollisionShape; class SpaceBullet; class CollisionObjectBullet : public RIDBullet { public: enum GodotObjectFlags { GOF_IS_MONITORING_AREA = 1 << 0 // FLAG2 = 1 << 1, // FLAG3 = 1 << 2, // FLAG4 = 1 << 3, // FLAG5 = 1 << 4, // FLAG6 = 1 << 5 // etc.. }; enum Type { TYPE_AREA = 0, TYPE_RIGID_BODY, TYPE_SOFT_BODY, TYPE_KINEMATIC_GHOST_BODY }; struct ShapeWrapper { ShapeBullet *shape; btCollisionShape *bt_shape; btTransform transform; bool active; ShapeWrapper() : shape(NULL), bt_shape(NULL), active(true) {} ShapeWrapper(ShapeBullet *p_shape, const btTransform &p_transform, bool p_active) : shape(p_shape), bt_shape(NULL), active(p_active) { set_transform(p_transform); } ShapeWrapper(ShapeBullet *p_shape, const Transform &p_transform, bool p_active) : shape(p_shape), bt_shape(NULL), active(p_active) { set_transform(p_transform); } ~ShapeWrapper(); ShapeWrapper(const ShapeWrapper &otherShape) { operator=(otherShape); } void operator=(const ShapeWrapper &otherShape) { shape = otherShape.shape; bt_shape = otherShape.bt_shape; transform = otherShape.transform; active = otherShape.active; } void set_transform(const Transform &p_transform); void set_transform(const btTransform &p_transform); }; protected: Type type; ObjectID instance_id; uint32_t collisionLayer; uint32_t collisionMask; bool collisionsEnabled; bool m_isStatic; bool ray_pickable; btCollisionObject *bt_collision_object; Vector3 body_scale; bool force_shape_reset; SpaceBullet *space; VSet exceptions; /// This array is used to know all areas where this Object is overlapped in /// New area is added when overlap with new area (AreaBullet::addOverlap), then is removed when it exit (CollisionObjectBullet::onExitArea) /// This array is used mainly to know which area hold the pointer of this object Vector areasOverlapped; public: CollisionObjectBullet(Type p_type); virtual ~CollisionObjectBullet(); Type getType() { return type; } protected: void destroyBulletCollisionObject(); void setupBulletCollisionObject(btCollisionObject *p_collisionObject); public: _FORCE_INLINE_ btCollisionObject *get_bt_collision_object() { return bt_collision_object; } _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; } _FORCE_INLINE_ bool is_static() const { return m_isStatic; } _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_body_scale(const Vector3 &p_new_scale); const Vector3 &get_body_scale() const { return body_scale; } btVector3 get_bt_body_scale() const; virtual void on_body_scale_changed(); void add_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject); void remove_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject); bool has_collision_exception(const CollisionObjectBullet *p_otherCollisionObject) const; _FORCE_INLINE_ const VSet &get_exceptions() const { return exceptions; } _FORCE_INLINE_ void set_collision_layer(uint32_t p_layer) { collisionLayer = p_layer; on_collision_filters_change(); } _FORCE_INLINE_ uint32_t get_collision_layer() const { return collisionLayer; } _FORCE_INLINE_ void set_collision_mask(uint32_t p_mask) { collisionMask = p_mask; on_collision_filters_change(); } _FORCE_INLINE_ uint32_t get_collision_mask() const { return collisionMask; } virtual void on_collision_filters_change() = 0; _FORCE_INLINE_ bool test_collision_mask(CollisionObjectBullet *p_other) const { return collisionLayer & p_other->collisionMask || p_other->collisionLayer & collisionMask; } virtual void reload_body() = 0; virtual void set_space(SpaceBullet *p_space) = 0; _FORCE_INLINE_ SpaceBullet *get_space() const { return space; } /// This is an event that is called when a collision checker starts virtual void on_collision_checker_start() = 0; virtual void dispatch_callbacks() = 0; void set_collision_enabled(bool p_enabled); bool is_collisions_response_enabled(); void notify_new_overlap(AreaBullet *p_area); virtual void on_enter_area(AreaBullet *p_area) = 0; virtual void on_exit_area(AreaBullet *p_area); /// GodotObjectFlags void set_godot_object_flags(int flags); int get_godot_object_flags() const; void set_transform(const Transform &p_global_transform); Transform get_transform() const; virtual void set_transform__bullet(const btTransform &p_global_transform); virtual const btTransform &get_transform__bullet() const; }; class RigidCollisionObjectBullet : public CollisionObjectBullet, public ShapeOwnerBullet { protected: /// This is required to combine some shapes together. /// Since Godot allow to have multiple shapes for each body with custom relative location, /// each body will attach the shapes using this class even if there is only one shape. btCompoundShape *compoundShape; Vector shapes; public: RigidCollisionObjectBullet(Type p_type); ~RigidCollisionObjectBullet(); _FORCE_INLINE_ const Vector &get_shapes_wrappers() const { return shapes; } /// This is used to set new shape or replace existing //virtual void _internal_replaceShape(btCollisionShape *p_old_shape, btCollisionShape *p_new_shape) = 0; void add_shape(ShapeBullet *p_shape, const Transform &p_transform = Transform()); void set_shape(int p_index, ShapeBullet *p_shape); void set_shape_transform(int p_index, const Transform &p_transform); virtual void remove_shape(ShapeBullet *p_shape); void remove_shape(int p_index); void remove_all_shapes(bool p_permanentlyFromThisBody = false); virtual void on_shape_changed(const ShapeBullet *const p_shape); virtual void on_shapes_changed(); _FORCE_INLINE_ btCompoundShape *get_compound_shape() const { return compoundShape; } int get_shape_count() const; ShapeBullet *get_shape(int p_index) const; btCollisionShape *get_bt_shape(int p_index) const; Transform get_shape_transform(int p_index) const; void set_shape_disabled(int p_index, bool p_disabled); bool is_shape_disabled(int p_index); virtual void on_body_scale_changed(); private: void internal_shape_destroy(int p_index, bool p_permanentlyFromThisBody = false); }; #endif