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Diffstat (limited to 'modules/bullet/collision_object_bullet.h')
-rw-r--r-- | modules/bullet/collision_object_bullet.h | 234 |
1 files changed, 234 insertions, 0 deletions
diff --git a/modules/bullet/collision_object_bullet.h b/modules/bullet/collision_object_bullet.h new file mode 100644 index 0000000000..153b8ea5bc --- /dev/null +++ b/modules/bullet/collision_object_bullet.h @@ -0,0 +1,234 @@ +/*************************************************************************/ +/* 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 |