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+/*************************************************************************/
+/* collision_object_bullet.h */
+/* Author: AndreaCatania */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* 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_BULLET_H
+#define COLLISION_OBJECT_BULLET_H
+
+#include "LinearMath/btTransform.h"
+#include "core/vset.h"
+#include "object.h"
+#include "shape_owner_bullet.h"
+#include "transform.h"
+#include "vector3.h"
+
+class AreaBullet;
+class ShapeBullet;
+class btCollisionObject;
+class btCompoundShape;
+class btCollisionShape;
+class SpaceBullet;
+
+class CollisionObjectBullet : public RIDBullet {
+public:
+ enum GodotObjectFlags {
+ GOF_IS_MONITORING_AREA = 1 << 0
+ // FLAG2 = 1 << 1,
+ // FLAG3 = 1 << 2,
+ // FLAG4 = 1 << 3,
+ // FLAG5 = 1 << 4,
+ // FLAG6 = 1 << 5
+ // etc..
+ };
+ enum Type {
+ TYPE_AREA = 0,
+ TYPE_RIGID_BODY,
+ TYPE_SOFT_BODY,
+ TYPE_KINEMATIC_GHOST_BODY
+ };
+
+ struct ShapeWrapper {
+ ShapeBullet *shape;
+ btCollisionShape *bt_shape;
+ btTransform transform;
+ bool active;
+
+ ShapeWrapper()
+ : shape(NULL), bt_shape(NULL), active(true) {}
+
+ ShapeWrapper(ShapeBullet *p_shape, const btTransform &p_transform, bool p_active)
+ : shape(p_shape), bt_shape(NULL), active(p_active) {
+ set_transform(p_transform);
+ }
+
+ ShapeWrapper(ShapeBullet *p_shape, const Transform &p_transform, bool p_active)
+ : shape(p_shape), bt_shape(NULL), active(p_active) {
+ set_transform(p_transform);
+ }
+ ~ShapeWrapper();
+
+ ShapeWrapper(const ShapeWrapper &otherShape) {
+ operator=(otherShape);
+ }
+
+ void operator=(const ShapeWrapper &otherShape) {
+ shape = otherShape.shape;
+ bt_shape = otherShape.bt_shape;
+ transform = otherShape.transform;
+ active = otherShape.active;
+ }
+
+ void set_transform(const Transform &p_transform);
+ void set_transform(const btTransform &p_transform);
+ };
+
+protected:
+ Type type;
+ ObjectID instance_id;
+ uint32_t collisionLayer;
+ uint32_t collisionMask;
+ bool collisionsEnabled;
+ bool m_isStatic;
+ bool ray_pickable;
+ btCollisionObject *bt_collision_object;
+ btVector3 body_scale;
+ SpaceBullet *space;
+
+ VSet<RID> exceptions;
+
+ /// This array is used to know all areas where this Object is overlapped in
+ /// New area is added when overlap with new area (AreaBullet::addOverlap), then is removed when it exit (CollisionObjectBullet::onExitArea)
+ /// This array is used mainly to know which area hold the pointer of this object
+ Vector<AreaBullet *> areasOverlapped;
+
+public:
+ CollisionObjectBullet(Type p_type);
+ virtual ~CollisionObjectBullet();
+
+ Type getType() { return type; }
+
+protected:
+ void destroyBulletCollisionObject();
+ void setupBulletCollisionObject(btCollisionObject *p_collisionObject);
+
+public:
+ _FORCE_INLINE_ btCollisionObject *get_bt_collision_object() { return bt_collision_object; }
+
+ _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_ bool is_static() const { return m_isStatic; }
+
+ _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_body_scale(const Vector3 &p_new_scale);
+ virtual void on_body_scale_changed();
+
+ void add_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject);
+ void remove_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject);
+ bool has_collision_exception(const CollisionObjectBullet *p_otherCollisionObject) const;
+ _FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; }
+
+ _FORCE_INLINE_ void set_collision_layer(uint32_t p_layer) {
+ collisionLayer = p_layer;
+ on_collision_filters_change();
+ }
+ _FORCE_INLINE_ uint32_t get_collision_layer() const { return collisionLayer; }
+
+ _FORCE_INLINE_ void set_collision_mask(uint32_t p_mask) {
+ collisionMask = p_mask;
+ on_collision_filters_change();
+ }
+ _FORCE_INLINE_ uint32_t get_collision_mask() const { return collisionMask; }
+
+ virtual void on_collision_filters_change() = 0;
+
+ _FORCE_INLINE_ bool test_collision_mask(CollisionObjectBullet *p_other) const {
+ return collisionLayer & p_other->collisionMask || p_other->collisionLayer & collisionMask;
+ }
+
+ virtual void reload_body() = 0;
+ virtual void set_space(SpaceBullet *p_space) = 0;
+ _FORCE_INLINE_ SpaceBullet *get_space() const { return space; }
+ /// This is an event that is called when a collision checker starts
+ virtual void on_collision_checker_start() = 0;
+
+ virtual void dispatch_callbacks() = 0;
+
+ void set_collision_enabled(bool p_enabled);
+ bool is_collisions_response_enabled();
+
+ void notify_new_overlap(AreaBullet *p_area);
+ virtual void on_enter_area(AreaBullet *p_area) = 0;
+ virtual void on_exit_area(AreaBullet *p_area);
+
+ /// GodotObjectFlags
+ void set_godot_object_flags(int flags);
+ int get_godot_object_flags() const;
+
+ void set_transform(const Transform &p_global_transform);
+ Transform get_transform() const;
+ virtual void set_transform__bullet(const btTransform &p_global_transform);
+ virtual const btTransform &get_transform__bullet() const;
+};
+
+class RigidCollisionObjectBullet : public CollisionObjectBullet, public ShapeOwnerBullet {
+protected:
+ /// This is required to combine some shapes together.
+ /// Since Godot allow to have multiple shapes for each body with custom relative location,
+ /// each body will attach the shapes using this class even if there is only one shape.
+ btCompoundShape *compoundShape;
+ Vector<ShapeWrapper> shapes;
+
+public:
+ RigidCollisionObjectBullet(Type p_type);
+ ~RigidCollisionObjectBullet();
+
+ _FORCE_INLINE_ const Vector<ShapeWrapper> &get_shapes_wrappers() const { return shapes; }
+
+ /// This is used to set new shape or replace existing
+ //virtual void _internal_replaceShape(btCollisionShape *p_old_shape, btCollisionShape *p_new_shape) = 0;
+ void add_shape(ShapeBullet *p_shape, const Transform &p_transform = Transform());
+ void set_shape(int p_index, ShapeBullet *p_shape);
+ void set_shape_transform(int p_index, const Transform &p_transform);
+ virtual void remove_shape(ShapeBullet *p_shape);
+ void remove_shape(int p_index);
+ void remove_all_shapes(bool p_permanentlyFromThisBody = false);
+
+ virtual void on_shape_changed(const ShapeBullet *const p_shape);
+ virtual void on_shapes_changed();
+
+ _FORCE_INLINE_ btCompoundShape *get_compound_shape() const { return compoundShape; }
+ int get_shape_count() const;
+ ShapeBullet *get_shape(int p_index) const;
+ btCollisionShape *get_bt_shape(int p_index) const;
+ Transform get_shape_transform(int p_index) const;
+
+ void set_shape_disabled(int p_index, bool p_disabled);
+ bool is_shape_disabled(int p_index);
+
+ virtual void on_body_scale_changed();
+
+private:
+ void internal_shape_destroy(int p_index, bool p_permanentlyFromThisBody = false);
+};
+
+#endif