virtualx-engine/servers/physics_2d/collision_object_2d_sw.h
Juan Linietsky bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00

145 lines
5.8 KiB
C++

/*************************************************************************/
/* collision_object_2d_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_2D_SW_H
#define COLLISION_OBJECT_2D_SW_H
#include "shape_2d_sw.h"
#include "servers/physics_2d_server.h"
#include "self_list.h"
#include "broad_phase_2d_sw.h"
class Space2DSW;
class CollisionObject2DSW : public ShapeOwner2DSW {
public:
enum Type {
TYPE_AREA,
TYPE_BODY
};
private:
Type type;
RID self;
ObjectID instance_id;
bool pickable;
struct Shape {
Transform2D xform;
Transform2D xform_inv;
BroadPhase2DSW::ID bpid;
Rect2 aabb_cache; //for rayqueries
Shape2DSW *shape;
Variant metadata;
bool trigger;
Shape() { trigger=false; }
};
Vector<Shape> shapes;
Space2DSW *space;
Transform2D transform;
Transform2D inv_transform;
uint32_t collision_mask;
uint32_t layer_mask;
bool _static;
void _update_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 *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; }
void _shape_changed();
_FORCE_INLINE_ Type get_type() const { return type; }
void add_shape(Shape2DSW *p_shape,const Transform2D& p_transform=Transform2D());
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 { return shapes[p_index].shape; }
_FORCE_INLINE_ const Transform2D& get_shape_transform(int p_index) const { return shapes[p_index].xform; }
_FORCE_INLINE_ const Transform2D& get_shape_inv_transform(int p_index) const { return shapes[p_index].xform_inv; }
_FORCE_INLINE_ const Rect2& get_shape_aabb(int p_index) const { return shapes[p_index].aabb_cache; }
_FORCE_INLINE_ const Variant& get_shape_metadata(int p_index) const { 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; }
_FORCE_INLINE_ void set_shape_as_trigger(int p_idx,bool p_enable) { shapes[p_idx].trigger=p_enable; }
_FORCE_INLINE_ bool is_shape_set_as_trigger(int p_idx) const { return shapes[p_idx].trigger; }
void set_collision_mask(uint32_t p_mask) {collision_mask=p_mask;}
_FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; }
void set_layer_mask(uint32_t p_mask) {layer_mask=p_mask;}
_FORCE_INLINE_ uint32_t get_layer_mask() const { return layer_mask; }
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 layer_mask&p_other->collision_mask || p_other->layer_mask&collision_mask;
}
virtual ~CollisionObject2DSW() {}
};
#endif // COLLISION_OBJECT_2D_SW_H