/*************************************************************************/ /* collision_object_3d.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 COLLISION_OBJECT_3D_H #define COLLISION_OBJECT_3D_H #include "scene/3d/node_3d.h" #include "scene/resources/shape_3d.h" #include "servers/physics_server_3d.h" class CollisionObject3D : public Node3D { GDCLASS(CollisionObject3D, Node3D); public: enum DisableMode { DISABLE_MODE_REMOVE, DISABLE_MODE_MAKE_STATIC, DISABLE_MODE_KEEP_ACTIVE, }; private: uint32_t collision_layer = 1; uint32_t collision_mask = 1; bool area = false; RID rid; DisableMode disable_mode = DISABLE_MODE_REMOVE; PhysicsServer3D::BodyMode body_mode = PhysicsServer3D::BODY_MODE_STATIC; struct ShapeData { Object *owner = nullptr; Transform3D xform; struct ShapeBase { RID debug_shape; Ref shape; int index = 0; }; Vector shapes; bool disabled = false; }; int total_subshapes = 0; Map shapes; bool only_update_transform_changes = false; // This is used for sync to physics. bool capture_input_on_drag = false; bool ray_pickable = true; Set debug_shapes_to_update; int debug_shapes_count = 0; Transform3D debug_shape_old_transform; void _update_pickable(); bool _are_collision_shapes_visible(); void _update_shape_data(uint32_t p_owner); void _shape_changed(const Ref &p_shape); void _update_debug_shapes(); void _clear_debug_shapes(); void _apply_disabled(); void _apply_enabled(); protected: CollisionObject3D(RID p_rid, bool p_area); void _notification(int p_what); static void _bind_methods(); void _on_transform_changed(); friend class Viewport; virtual void _input_event(Node *p_camera, const Ref &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape); virtual void _mouse_enter(); virtual void _mouse_exit(); void set_body_mode(PhysicsServer3D::BodyMode p_mode); void set_only_update_transform_changes(bool p_enable); bool is_only_update_transform_changes_enabled() const; public: void set_collision_layer(uint32_t p_layer); uint32_t get_collision_layer() const; void set_collision_mask(uint32_t p_mask); uint32_t get_collision_mask() const; void set_collision_layer_value(int p_layer_number, bool p_value); bool get_collision_layer_value(int p_layer_number) const; void set_collision_mask_value(int p_layer_number, bool p_value); bool get_collision_mask_value(int p_layer_number) const; void set_disable_mode(DisableMode p_mode); DisableMode get_disable_mode() const; uint32_t create_shape_owner(Object *p_owner); void remove_shape_owner(uint32_t owner); void get_shape_owners(List *r_owners); Array _get_shape_owners(); void shape_owner_set_transform(uint32_t p_owner, const Transform3D &p_transform); Transform3D shape_owner_get_transform(uint32_t p_owner) const; Object *shape_owner_get_owner(uint32_t p_owner) const; void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled); bool is_shape_owner_disabled(uint32_t p_owner) const; void shape_owner_add_shape(uint32_t p_owner, const Ref &p_shape); int shape_owner_get_shape_count(uint32_t p_owner) const; Ref shape_owner_get_shape(uint32_t p_owner, int p_shape) const; int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const; void shape_owner_remove_shape(uint32_t p_owner, int p_shape); void shape_owner_clear_shapes(uint32_t p_owner); uint32_t shape_find_owner(int p_shape_index) const; void set_ray_pickable(bool p_ray_pickable); bool is_ray_pickable() const; void set_capture_input_on_drag(bool p_capture); bool get_capture_input_on_drag() const; _FORCE_INLINE_ RID get_rid() const { return rid; } TypedArray get_configuration_warnings() const override; CollisionObject3D(); ~CollisionObject3D(); }; VARIANT_ENUM_CAST(CollisionObject3D::DisableMode); #endif // COLLISION_OBJECT__H