1a2cb755e2
-=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
122 lines
4.8 KiB
C++
122 lines
4.8 KiB
C++
/*************************************************************************/
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/* collision_object_sw.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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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 COLLISION_OBJECT_SW_H
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#define COLLISION_OBJECT_SW_H
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#include "shape_sw.h"
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#include "servers/physics_server.h"
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#include "self_list.h"
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#include "broad_phase_sw.h"
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class SpaceSW;
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class CollisionObjectSW : public ShapeOwnerSW {
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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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uint32_t layer_mask;
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struct Shape {
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Transform xform;
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Transform xform_inv;
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BroadPhaseSW::ID bpid;
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AABB aabb_cache; //for rayqueries
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ShapeSW *shape;
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};
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Vector<Shape> shapes;
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SpaceSW *space;
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Transform transform;
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Transform inv_transform;
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bool _static;
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void _update_shapes();
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protected:
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void _update_shapes_with_motion(const Vector3& p_motion);
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void _unregister_shapes();
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_FORCE_INLINE_ void _set_transform(const Transform& 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 Transform& 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(SpaceSW *space);
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CollisionObjectSW(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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void _shape_changed();
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_FORCE_INLINE_ Type get_type() const { return type; }
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void add_shape(ShapeSW *p_shape,const Transform& p_transform=Transform());
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void set_shape(int p_index,ShapeSW *p_shape);
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void set_shape_transform(int p_index,const Transform& p_transform);
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_FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
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_FORCE_INLINE_ ShapeSW *get_shape(int p_index) const { return shapes[p_index].shape; }
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_FORCE_INLINE_ const Transform& get_shape_transform(int p_index) const { return shapes[p_index].xform; }
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_FORCE_INLINE_ const Transform& get_shape_inv_transform(int p_index) const { return shapes[p_index].xform_inv; }
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_FORCE_INLINE_ const AABB& get_shape_aabb(int p_index) const { return shapes[p_index].aabb_cache; }
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_FORCE_INLINE_ Transform get_transform() const { return transform; }
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_FORCE_INLINE_ Transform get_inv_transform() const { return inv_transform; }
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_FORCE_INLINE_ SpaceSW* get_space() const { return space; }
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_FORCE_INLINE_ void set_layer_mask(uint32_t p_mask) { layer_mask=p_mask; }
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_FORCE_INLINE_ uint32_t get_layer_mask() const { return layer_mask; }
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void remove_shape(ShapeSW *p_shape);
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void remove_shape(int p_index);
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virtual void set_space(SpaceSW *p_space)=0;
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_FORCE_INLINE_ bool is_static() const { return _static; }
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virtual ~CollisionObjectSW() {}
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};
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#endif // COLLISION_OBJECT_SW_H
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