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+/*************************************************************************/
+/* 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