d7353c5d41
MeshInstance added as child nodes for CollisionObject debug shapes can be invalidated while deleting the collision object (child nodes are deleted first), which caused accesses to invalid memory in shape_owner_remove_shape that lead to random crashes. Also optimized accesses to shapes to avoid copy-on-write on each iteration.
121 lines
4.5 KiB
C++
121 lines
4.5 KiB
C++
/*************************************************************************/
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/* collision_object_3d.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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_3D_H
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#define COLLISION_OBJECT_3D_H
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#include "scene/3d/node_3d.h"
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#include "scene/resources/shape_3d.h"
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class CollisionObject3D : public Node3D {
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GDCLASS(CollisionObject3D, Node3D);
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bool area = false;
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RID rid;
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struct ShapeData {
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Object *owner = nullptr;
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Transform xform;
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struct ShapeBase {
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Node *debug_shape = nullptr;
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Ref<Shape3D> shape;
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int index = 0;
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};
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Vector<ShapeBase> shapes;
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bool disabled = false;
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};
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int total_subshapes = 0;
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Map<uint32_t, ShapeData> shapes;
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bool capture_input_on_drag = false;
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bool ray_pickable = true;
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Set<uint32_t> debug_shapes_to_update;
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int debug_shape_count = 0;
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void _update_pickable();
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void _update_shape_data(uint32_t p_owner);
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protected:
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CollisionObject3D(RID p_rid, bool p_area);
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void _notification(int p_what);
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static void _bind_methods();
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friend class Viewport;
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virtual void _input_event(Node *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape);
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virtual void _mouse_enter();
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virtual void _mouse_exit();
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void _update_debug_shapes();
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void _clear_debug_shapes();
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public:
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uint32_t create_shape_owner(Object *p_owner);
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void remove_shape_owner(uint32_t owner);
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void get_shape_owners(List<uint32_t> *r_owners);
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Array _get_shape_owners();
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void shape_owner_set_transform(uint32_t p_owner, const Transform &p_transform);
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Transform shape_owner_get_transform(uint32_t p_owner) const;
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Object *shape_owner_get_owner(uint32_t p_owner) const;
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void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled);
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bool is_shape_owner_disabled(uint32_t p_owner) const;
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void shape_owner_add_shape(uint32_t p_owner, const Ref<Shape3D> &p_shape);
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int shape_owner_get_shape_count(uint32_t p_owner) const;
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Ref<Shape3D> shape_owner_get_shape(uint32_t p_owner, int p_shape) const;
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int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const;
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void shape_owner_remove_shape(uint32_t p_owner, int p_shape);
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void shape_owner_clear_shapes(uint32_t p_owner);
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uint32_t shape_find_owner(int p_shape_index) const;
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void set_ray_pickable(bool p_ray_pickable);
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bool is_ray_pickable() const;
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void set_capture_input_on_drag(bool p_capture);
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bool get_capture_input_on_drag() const;
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_FORCE_INLINE_ RID get_rid() const { return rid; }
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TypedArray<String> get_configuration_warnings() const override;
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CollisionObject3D();
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~CollisionObject3D();
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};
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#endif // COLLISION_OBJECT__H
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