/*************************************************************************/ /* collision_object_sw.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://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. */ /*************************************************************************/ #include "collision_object_sw.h" #include "servers/physics/physics_server_sw.h" #include "space_sw.h" void CollisionObjectSW::add_shape(ShapeSW *p_shape, const Transform &p_transform) { Shape s; s.shape = p_shape; s.xform = p_transform; s.xform_inv = s.xform.affine_inverse(); s.bpid = 0; //needs update shapes.push_back(s); p_shape->add_owner(this); if (!pending_shape_update_list.in_list()) { PhysicsServerSW::singleton->pending_shape_update_list.add(&pending_shape_update_list); } //_update_shapes(); //_shapes_changed(); } void CollisionObjectSW::set_shape(int p_index, ShapeSW *p_shape) { ERR_FAIL_INDEX(p_index, shapes.size()); shapes[p_index].shape->remove_owner(this); shapes[p_index].shape = p_shape; p_shape->add_owner(this); if (!pending_shape_update_list.in_list()) { PhysicsServerSW::singleton->pending_shape_update_list.add(&pending_shape_update_list); } //_update_shapes(); //_shapes_changed(); } void CollisionObjectSW::set_shape_transform(int p_index, const Transform &p_transform) { ERR_FAIL_INDEX(p_index, shapes.size()); shapes[p_index].xform = p_transform; shapes[p_index].xform_inv = p_transform.affine_inverse(); if (!pending_shape_update_list.in_list()) { PhysicsServerSW::singleton->pending_shape_update_list.add(&pending_shape_update_list); } //_update_shapes(); //_shapes_changed(); } void CollisionObjectSW::remove_shape(ShapeSW *p_shape) { //remove a shape, all the times it appears for (int i = 0; i < shapes.size(); i++) { if (shapes[i].shape == p_shape) { remove_shape(i); i--; } } } void CollisionObjectSW::remove_shape(int p_index) { //remove anything from shape to be erased to end, so subindices don't change ERR_FAIL_INDEX(p_index, shapes.size()); for (int i = p_index; i < shapes.size(); i++) { if (shapes[i].bpid == 0) continue; //should never get here with a null owner space->get_broadphase()->remove(shapes[i].bpid); shapes[i].bpid = 0; } shapes[p_index].shape->remove_owner(this); shapes.remove(p_index); if (!pending_shape_update_list.in_list()) { PhysicsServerSW::singleton->pending_shape_update_list.add(&pending_shape_update_list); } //_update_shapes(); //_shapes_changed(); } void CollisionObjectSW::_set_static(bool p_static) { if (_static == p_static) return; _static = p_static; if (!space) return; for (int i = 0; i < get_shape_count(); i++) { Shape &s = shapes[i]; if (s.bpid > 0) { space->get_broadphase()->set_static(s.bpid, _static); } } } void CollisionObjectSW::_unregister_shapes() { for (int i = 0; i < shapes.size(); i++) { Shape &s = shapes[i]; if (s.bpid > 0) { space->get_broadphase()->remove(s.bpid); s.bpid = 0; } } } void CollisionObjectSW::_update_shapes() { if (!space) return; for (int i = 0; i < shapes.size(); i++) { Shape &s = shapes[i]; if (s.bpid == 0) { s.bpid = space->get_broadphase()->create(this, i); space->get_broadphase()->set_static(s.bpid, _static); } //not quite correct, should compute the next matrix.. AABB shape_aabb = s.shape->get_aabb(); Transform xform = transform * s.xform; shape_aabb = xform.xform(shape_aabb); s.aabb_cache = shape_aabb; s.aabb_cache = s.aabb_cache.grow((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05); Vector3 scale = xform.get_basis().get_scale(); s.area_cache = s.shape->get_area() * scale.x * scale.y * scale.z; space->get_broadphase()->move(s.bpid, s.aabb_cache); } } void CollisionObjectSW::_update_shapes_with_motion(const Vector3 &p_motion) { if (!space) return; for (int i = 0; i < shapes.size(); i++) { Shape &s = shapes[i]; if (s.bpid == 0) { s.bpid = space->get_broadphase()->create(this, i); space->get_broadphase()->set_static(s.bpid, _static); } //not quite correct, should compute the next matrix.. AABB shape_aabb = s.shape->get_aabb(); Transform xform = transform * s.xform; shape_aabb = xform.xform(shape_aabb); shape_aabb = shape_aabb.merge(AABB(shape_aabb.position + p_motion, shape_aabb.size)); //use motion s.aabb_cache = shape_aabb; space->get_broadphase()->move(s.bpid, shape_aabb); } } void CollisionObjectSW::_set_space(SpaceSW *p_space) { if (space) { space->remove_object(this); for (int i = 0; i < shapes.size(); i++) { Shape &s = shapes[i]; if (s.bpid) { space->get_broadphase()->remove(s.bpid); s.bpid = 0; } } } space = p_space; if (space) { space->add_object(this); _update_shapes(); } } void CollisionObjectSW::_shape_changed() { _update_shapes(); _shapes_changed(); } CollisionObjectSW::CollisionObjectSW(Type p_type) : pending_shape_update_list(this) { _static = true; type = p_type; space = NULL; instance_id = 0; collision_layer = 1; collision_mask = 1; ray_pickable = true; }