virtualx-engine/servers/physics_2d/collision_object_2d_sw.h
PouleyKetchoupp 48144ed40e Fix physics BVH broadphase update when changing collision layer/mask
The BVH implementation is not checking collision layers on existing
pairs on move like other physics broadphases do.

This is solved by adding a new call to trigger pair callbacks again so
the physics engine can check layers again (specific to the BVH version,
other broadphase implementations just trigger a move like before).
2021-10-21 16:53:41 -07:00

199 lines
7.3 KiB
C++

/*************************************************************************/
/* collision_object_2d_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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#ifndef COLLISION_OBJECT_2D_SW_H
#define COLLISION_OBJECT_2D_SW_H
#include "broad_phase_2d_sw.h"
#include "core/self_list.h"
#include "servers/physics_2d_server.h"
#include "shape_2d_sw.h"
class Space2DSW;
class CollisionObject2DSW : public ShapeOwner2DSW {
public:
enum Type {
TYPE_AREA,
TYPE_BODY
};
private:
Type type;
RID self;
ObjectID instance_id;
ObjectID canvas_instance_id;
bool pickable;
struct Shape {
Transform2D xform;
Transform2D xform_inv;
BroadPhase2DSW::ID bpid;
Rect2 aabb_cache; //for rayqueries
Shape2DSW *shape;
Variant metadata;
bool disabled;
bool one_way_collision;
float one_way_collision_margin;
Shape() {
disabled = false;
one_way_collision = false;
one_way_collision_margin = 0;
}
};
Vector<Shape> shapes;
Space2DSW *space;
Transform2D transform;
Transform2D inv_transform;
uint32_t collision_mask;
uint32_t collision_layer;
bool _static;
SelfList<CollisionObject2DSW> pending_shape_update_list;
void _update_shapes();
void _recheck_shapes();
protected:
void _update_shapes_with_motion(const Vector2 &p_motion);
void _unregister_shapes();
_FORCE_INLINE_ void _set_transform(const Transform2D &p_transform, bool p_update_shapes = true) {
transform = p_transform;
if (p_update_shapes) {
_update_shapes();
}
}
_FORCE_INLINE_ void _set_inv_transform(const Transform2D &p_transform) { inv_transform = p_transform; }
void _set_static(bool p_static);
virtual void _shapes_changed() = 0;
void _set_space(Space2DSW *p_space);
CollisionObject2DSW(Type p_type);
public:
_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; }
_FORCE_INLINE_ void set_canvas_instance_id(const ObjectID &p_canvas_instance_id) { canvas_instance_id = p_canvas_instance_id; }
_FORCE_INLINE_ ObjectID get_canvas_instance_id() const { return canvas_instance_id; }
void _shape_changed();
_FORCE_INLINE_ Type get_type() const { return type; }
void add_shape(Shape2DSW *p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false);
void set_shape(int p_index, Shape2DSW *p_shape);
void set_shape_transform(int p_index, const Transform2D &p_transform);
void set_shape_metadata(int p_index, const Variant &p_metadata);
_FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
_FORCE_INLINE_ Shape2DSW *get_shape(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].shape;
}
_FORCE_INLINE_ const Transform2D &get_shape_transform(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].xform;
}
_FORCE_INLINE_ const Transform2D &get_shape_inv_transform(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].xform_inv;
}
_FORCE_INLINE_ const Rect2 &get_shape_aabb(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].aabb_cache;
}
_FORCE_INLINE_ const Variant &get_shape_metadata(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].metadata;
}
_FORCE_INLINE_ Transform2D get_transform() const { return transform; }
_FORCE_INLINE_ Transform2D get_inv_transform() const { return inv_transform; }
_FORCE_INLINE_ Space2DSW *get_space() const { return space; }
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;
}
_FORCE_INLINE_ void set_shape_as_one_way_collision(int p_idx, bool p_one_way_collision, float p_margin) {
CRASH_BAD_INDEX(p_idx, shapes.size());
shapes.write[p_idx].one_way_collision = p_one_way_collision;
shapes.write[p_idx].one_way_collision_margin = p_margin;
}
_FORCE_INLINE_ bool is_shape_set_as_one_way_collision(int p_idx) const {
CRASH_BAD_INDEX(p_idx, shapes.size());
return shapes[p_idx].one_way_collision;
}
_FORCE_INLINE_ float get_shape_one_way_collision_margin(int p_idx) const {
CRASH_BAD_INDEX(p_idx, shapes.size());
return shapes[p_idx].one_way_collision_margin;
}
void set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
_recheck_shapes();
_shapes_changed();
}
_FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; }
void set_collision_layer(uint32_t p_layer) {
collision_layer = p_layer;
_recheck_shapes();
_shapes_changed();
}
_FORCE_INLINE_ uint32_t get_collision_layer() const { return collision_layer; }
void remove_shape(Shape2DSW *p_shape);
void remove_shape(int p_index);
virtual void set_space(Space2DSW *p_space) = 0;
_FORCE_INLINE_ bool is_static() const { return _static; }
void set_pickable(bool p_pickable) { pickable = p_pickable; }
_FORCE_INLINE_ bool is_pickable() const { return pickable; }
_FORCE_INLINE_ bool test_collision_mask(CollisionObject2DSW *p_other) const {
return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask;
}
virtual ~CollisionObject2DSW() {}
};
#endif // COLLISION_OBJECT_2D_SW_H