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Diffstat (limited to 'servers/physics_2d/godot_collision_object_2d.h')
-rw-r--r-- | servers/physics_2d/godot_collision_object_2d.h | 190 |
1 files changed, 190 insertions, 0 deletions
diff --git a/servers/physics_2d/godot_collision_object_2d.h b/servers/physics_2d/godot_collision_object_2d.h new file mode 100644 index 0000000000..7233857808 --- /dev/null +++ b/servers/physics_2d/godot_collision_object_2d.h @@ -0,0 +1,190 @@ +/*************************************************************************/ +/* godot_collision_object_2d.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 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 GODOT_COLLISION_OBJECT_2D_H +#define GODOT_COLLISION_OBJECT_2D_H + +#include "godot_broad_phase_2d.h" +#include "godot_shape_2d.h" + +#include "core/templates/self_list.h" +#include "servers/physics_server_2d.h" + +class GodotSpace2D; + +class GodotCollisionObject2D : public GodotShapeOwner2D { +public: + enum Type { + TYPE_AREA, + TYPE_BODY + }; + +private: + Type type; + RID self; + ObjectID instance_id; + ObjectID canvas_instance_id; + bool pickable = true; + + struct Shape { + Transform2D xform; + Transform2D xform_inv; + GodotBroadPhase2D::ID bpid = 0; + Rect2 aabb_cache; //for rayqueries + GodotShape2D *shape = nullptr; + bool disabled = false; + bool one_way_collision = false; + real_t one_way_collision_margin = 0.0; + }; + + Vector<Shape> shapes; + GodotSpace2D *space = nullptr; + Transform2D transform; + Transform2D inv_transform; + uint32_t collision_mask = 1; + uint32_t collision_layer = 1; + bool _static = true; + + SelfList<GodotCollisionObject2D> pending_shape_update_list; + + 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(GodotSpace2D *p_space); + + GodotCollisionObject2D(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; } + + _FORCE_INLINE_ void set_canvas_instance_id(const ObjectID &p_canvas_instance_id) { canvas_instance_id = p_canvas_instance_id; } + _FORCE_INLINE_ ObjectID get_canvas_instance_id() const { return canvas_instance_id; } + + void _shape_changed(); + + _FORCE_INLINE_ Type get_type() const { return type; } + void add_shape(GodotShape2D *p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false); + void set_shape(int p_index, GodotShape2D *p_shape); + void set_shape_transform(int p_index, const Transform2D &p_transform); + + _FORCE_INLINE_ int get_shape_count() const { return shapes.size(); } + _FORCE_INLINE_ GodotShape2D *get_shape(int p_index) const { + CRASH_BAD_INDEX(p_index, shapes.size()); + return shapes[p_index].shape; + } + _FORCE_INLINE_ const Transform2D &get_shape_transform(int p_index) const { + CRASH_BAD_INDEX(p_index, shapes.size()); + return shapes[p_index].xform; + } + _FORCE_INLINE_ const Transform2D &get_shape_inv_transform(int p_index) const { + CRASH_BAD_INDEX(p_index, shapes.size()); + return shapes[p_index].xform_inv; + } + _FORCE_INLINE_ const Rect2 &get_shape_aabb(int p_index) const { + CRASH_BAD_INDEX(p_index, shapes.size()); + return shapes[p_index].aabb_cache; + } + + _FORCE_INLINE_ const Transform2D &get_transform() const { return transform; } + _FORCE_INLINE_ const Transform2D &get_inv_transform() const { return inv_transform; } + _FORCE_INLINE_ GodotSpace2D *get_space() const { return space; } + + 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_shape_as_one_way_collision(int p_idx, bool p_one_way_collision, real_t p_margin) { + CRASH_BAD_INDEX(p_idx, shapes.size()); + shapes.write[p_idx].one_way_collision = p_one_way_collision; + shapes.write[p_idx].one_way_collision_margin = p_margin; + } + _FORCE_INLINE_ bool is_shape_set_as_one_way_collision(int p_idx) const { + CRASH_BAD_INDEX(p_idx, shapes.size()); + return shapes[p_idx].one_way_collision; + } + + _FORCE_INLINE_ real_t get_shape_one_way_collision_margin(int p_idx) const { + CRASH_BAD_INDEX(p_idx, shapes.size()); + return shapes[p_idx].one_way_collision_margin; + } + + 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; } + + 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; } + + void remove_shape(GodotShape2D *p_shape); + void remove_shape(int p_index); + + virtual void set_space(GodotSpace2D *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 collides_with(GodotCollisionObject2D *p_other) const { + return p_other->collision_layer & collision_mask; + } + + _FORCE_INLINE_ bool interacts_with(GodotCollisionObject2D *p_other) const { + return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask; + } + + virtual ~GodotCollisionObject2D() {} +}; + +#endif // GODOT_COLLISION_OBJECT_2D_H |