virtualx-engine/modules/godot_physics_3d/godot_collision_object_3d.h
Ricardo Buring 0333648cea Move Godot Physics 3D into a module; add dummy 3D physics server
If the module is enabled (default), 3D physics works as it did before.

If the module is disabled and no other 3D physics server is registered
(via a module or GDExtension), then we fall back to a dummy
implementation which effectively disables 3D physics functionality (and
a warning is printed).

The dummy 3D physics server can also be selected explicitly, in which
case no warning is printed.
2024-09-21 21:19:45 +02:00

194 lines
7.2 KiB
C++

/**************************************************************************/
/* godot_collision_object_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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 GODOT_COLLISION_OBJECT_3D_H
#define GODOT_COLLISION_OBJECT_3D_H
#include "godot_broad_phase_3d.h"
#include "godot_shape_3d.h"
#include "core/templates/self_list.h"
#include "servers/physics_server_3d.h"
#ifdef DEBUG_ENABLED
#define MAX_OBJECT_DISTANCE 3.1622776601683791e+18
#define MAX_OBJECT_DISTANCE_X2 (MAX_OBJECT_DISTANCE * MAX_OBJECT_DISTANCE)
#endif
class GodotSpace3D;
class GodotCollisionObject3D : public GodotShapeOwner3D {
public:
enum Type {
TYPE_AREA,
TYPE_BODY,
TYPE_SOFT_BODY,
};
private:
Type type;
RID self;
ObjectID instance_id;
uint32_t collision_layer = 1;
uint32_t collision_mask = 1;
real_t collision_priority = 1.0;
struct Shape {
Transform3D xform;
Transform3D xform_inv;
GodotBroadPhase3D::ID bpid;
AABB aabb_cache; //for rayqueries
real_t area_cache = 0.0;
GodotShape3D *shape = nullptr;
bool disabled = false;
};
Vector<Shape> shapes;
GodotSpace3D *space = nullptr;
Transform3D transform;
Transform3D inv_transform;
bool _static = true;
SelfList<GodotCollisionObject3D> pending_shape_update_list;
void _update_shapes();
protected:
void _update_shapes_with_motion(const Vector3 &p_motion);
void _unregister_shapes();
_FORCE_INLINE_ void _set_transform(const Transform3D &p_transform, bool p_update_shapes = true) {
#ifdef DEBUG_ENABLED
ERR_FAIL_COND_MSG(p_transform.origin.length_squared() > MAX_OBJECT_DISTANCE_X2, "Object went too far away (more than '" + itos(MAX_OBJECT_DISTANCE) + "' units from origin).");
#endif
transform = p_transform;
if (p_update_shapes) {
_update_shapes();
}
}
_FORCE_INLINE_ void _set_inv_transform(const Transform3D &p_transform) { inv_transform = p_transform; }
void _set_static(bool p_static);
virtual void _shapes_changed() = 0;
void _set_space(GodotSpace3D *p_space);
bool ray_pickable = true;
GodotCollisionObject3D(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() override;
_FORCE_INLINE_ Type get_type() const { return type; }
void add_shape(GodotShape3D *p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false);
void set_shape(int p_index, GodotShape3D *p_shape);
void set_shape_transform(int p_index, const Transform3D &p_transform);
_FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
_FORCE_INLINE_ GodotShape3D *get_shape(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].shape;
}
_FORCE_INLINE_ const Transform3D &get_shape_transform(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].xform;
}
_FORCE_INLINE_ const Transform3D &get_shape_inv_transform(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].xform_inv;
}
_FORCE_INLINE_ const AABB &get_shape_aabb(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].aabb_cache;
}
_FORCE_INLINE_ real_t get_shape_area(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].area_cache;
}
_FORCE_INLINE_ const Transform3D &get_transform() const { return transform; }
_FORCE_INLINE_ const Transform3D &get_inv_transform() const { return inv_transform; }
_FORCE_INLINE_ GodotSpace3D *get_space() const { return space; }
_FORCE_INLINE_ void set_ray_pickable(bool p_enable) { ray_pickable = p_enable; }
_FORCE_INLINE_ bool is_ray_pickable() const { return ray_pickable; }
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_collision_layer(uint32_t p_layer) {
collision_layer = p_layer;
_shape_changed();
}
_FORCE_INLINE_ uint32_t get_collision_layer() const { return collision_layer; }
_FORCE_INLINE_ void set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
_shape_changed();
}
_FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; }
_FORCE_INLINE_ void set_collision_priority(real_t p_priority) {
ERR_FAIL_COND_MSG(p_priority <= 0, "Priority must be greater than 0.");
collision_priority = p_priority;
_shape_changed();
}
_FORCE_INLINE_ real_t get_collision_priority() const { return collision_priority; }
_FORCE_INLINE_ bool collides_with(GodotCollisionObject3D *p_other) const {
return p_other->collision_layer & collision_mask;
}
_FORCE_INLINE_ bool interacts_with(const GodotCollisionObject3D *p_other) const {
return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask;
}
void remove_shape(GodotShape3D *p_shape) override;
void remove_shape(int p_index);
virtual void set_space(GodotSpace3D *p_space) = 0;
_FORCE_INLINE_ bool is_static() const { return _static; }
virtual ~GodotCollisionObject3D() {}
};
#endif // GODOT_COLLISION_OBJECT_3D_H