d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
198 lines
7.5 KiB
C++
198 lines
7.5 KiB
C++
/**************************************************************************/
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/* godot_collision_object_2d.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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#ifndef GODOT_COLLISION_OBJECT_2D_H
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#define GODOT_COLLISION_OBJECT_2D_H
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#include "godot_broad_phase_2d.h"
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#include "godot_shape_2d.h"
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#include "core/templates/self_list.h"
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#include "servers/physics_server_2d.h"
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class GodotSpace2D;
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class GodotCollisionObject2D : public GodotShapeOwner2D {
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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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};
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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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ObjectID canvas_instance_id;
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bool pickable = true;
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struct Shape {
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Transform2D xform;
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Transform2D xform_inv;
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GodotBroadPhase2D::ID bpid = 0;
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Rect2 aabb_cache; //for rayqueries
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GodotShape2D *shape = nullptr;
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bool disabled = false;
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bool one_way_collision = false;
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real_t one_way_collision_margin = 0.0;
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};
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Vector<Shape> shapes;
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GodotSpace2D *space = nullptr;
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Transform2D transform;
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Transform2D inv_transform;
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uint32_t collision_mask = 1;
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uint32_t collision_layer = 1;
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real_t collision_priority = 1.0;
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bool _static = true;
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SelfList<GodotCollisionObject2D> 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 Vector2 &p_motion);
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void _unregister_shapes();
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_FORCE_INLINE_ void _set_transform(const Transform2D &p_transform, bool p_update_shapes = true) {
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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 Transform2D &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(GodotSpace2D *p_space);
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GodotCollisionObject2D(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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_FORCE_INLINE_ void set_canvas_instance_id(const ObjectID &p_canvas_instance_id) { canvas_instance_id = p_canvas_instance_id; }
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_FORCE_INLINE_ ObjectID get_canvas_instance_id() const { return canvas_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(GodotShape2D *p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false);
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void set_shape(int p_index, GodotShape2D *p_shape);
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void set_shape_transform(int p_index, const Transform2D &p_transform);
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_FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
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_FORCE_INLINE_ GodotShape2D *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 Transform2D &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 Transform2D &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 Rect2 &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_ const Transform2D &get_transform() const { return transform; }
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_FORCE_INLINE_ const Transform2D &get_inv_transform() const { return inv_transform; }
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_FORCE_INLINE_ GodotSpace2D *get_space() const { return space; }
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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_shape_as_one_way_collision(int p_idx, bool p_one_way_collision, real_t p_margin) {
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CRASH_BAD_INDEX(p_idx, shapes.size());
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shapes.write[p_idx].one_way_collision = p_one_way_collision;
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shapes.write[p_idx].one_way_collision_margin = p_margin;
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}
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_FORCE_INLINE_ bool is_shape_set_as_one_way_collision(int p_idx) const {
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CRASH_BAD_INDEX(p_idx, shapes.size());
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return shapes[p_idx].one_way_collision;
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}
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_FORCE_INLINE_ real_t get_shape_one_way_collision_margin(int p_idx) const {
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CRASH_BAD_INDEX(p_idx, shapes.size());
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return shapes[p_idx].one_way_collision_margin;
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}
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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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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_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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void remove_shape(GodotShape2D *p_shape) override;
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void remove_shape(int p_index);
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virtual void set_space(GodotSpace2D *p_space) = 0;
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_FORCE_INLINE_ bool is_static() const { return _static; }
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void set_pickable(bool p_pickable) { pickable = p_pickable; }
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_FORCE_INLINE_ bool is_pickable() const { return pickable; }
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_FORCE_INLINE_ bool collides_with(GodotCollisionObject2D *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 GodotCollisionObject2D *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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virtual ~GodotCollisionObject2D() {}
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};
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#endif // GODOT_COLLISION_OBJECT_2D_H
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