/*************************************************************************/ /* collision_object_sw.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_SW_H #define COLLISION_OBJECT_SW_H #include "shape_sw.h" #include "servers/physics_server.h" #include "self_list.h" #include "broad_phase_sw.h" #define MAX_OBJECT_DISTANCE 10000000 #define MAX_OBJECT_DISTANCE_X2 (MAX_OBJECT_DISTANCE*MAX_OBJECT_DISTANCE) class SpaceSW; class CollisionObjectSW : public ShapeOwnerSW { public: enum Type { TYPE_AREA, TYPE_BODY }; private: Type type; RID self; ObjectID instance_id; uint32_t layer_mask; struct Shape { Transform xform; Transform xform_inv; BroadPhaseSW::ID bpid; AABB aabb_cache; //for rayqueries ShapeSW *shape; bool trigger; Shape() { trigger=false; } }; Vector shapes; SpaceSW *space; Transform transform; Transform inv_transform; bool _static; void _update_shapes(); protected: void _update_shapes_with_motion(const Vector3& p_motion); void _unregister_shapes(); _FORCE_INLINE_ void _set_transform(const Transform& p_transform,bool p_update_shapes=true) { #ifdef DEBUG_ENABLED if (p_transform.origin.length_squared() > MAX_OBJECT_DISTANCE_X2) { ERR_EXPLAIN("Object went too far away (more than "+itos(MAX_OBJECT_DISTANCE)+"mts from origin)."); ERR_FAIL(); } #endif transform=p_transform; if (p_update_shapes) _update_shapes(); } _FORCE_INLINE_ void _set_inv_transform(const Transform& p_transform) { inv_transform=p_transform; } void _set_static(bool p_static); virtual void _shapes_changed()=0; void _set_space(SpaceSW *space); bool ray_pickable; CollisionObjectSW(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; } void _shape_changed(); _FORCE_INLINE_ Type get_type() const { return type; } void add_shape(ShapeSW *p_shape,const Transform& p_transform=Transform()); void set_shape(int p_index,ShapeSW *p_shape); void set_shape_transform(int p_index,const Transform& p_transform); _FORCE_INLINE_ int get_shape_count() const { return shapes.size(); } _FORCE_INLINE_ ShapeSW *get_shape(int p_index) const { return shapes[p_index].shape; } _FORCE_INLINE_ const Transform& get_shape_transform(int p_index) const { return shapes[p_index].xform; } _FORCE_INLINE_ const Transform& get_shape_inv_transform(int p_index) const { return shapes[p_index].xform_inv; } _FORCE_INLINE_ const AABB& get_shape_aabb(int p_index) const { return shapes[p_index].aabb_cache; } _FORCE_INLINE_ Transform get_transform() const { return transform; } _FORCE_INLINE_ Transform get_inv_transform() const { return inv_transform; } _FORCE_INLINE_ SpaceSW* get_space() const { return space; } _FORCE_INLINE_ void set_ray_pickable(bool p_enable) { ray_pickable=p_enable; } _FORCE_INLINE_ bool is_ray_pickable() const { return ray_pickable; } _FORCE_INLINE_ void set_shape_as_trigger(int p_idx,bool p_enable) { shapes[p_idx].trigger=p_enable; } _FORCE_INLINE_ bool is_shape_set_as_trigger(int p_idx) const { return shapes[p_idx].trigger; } _FORCE_INLINE_ void set_layer_mask(uint32_t p_mask) { layer_mask=p_mask; } _FORCE_INLINE_ uint32_t get_layer_mask() const { return layer_mask; } void remove_shape(ShapeSW *p_shape); void remove_shape(int p_index); virtual void set_space(SpaceSW *p_space)=0; _FORCE_INLINE_ bool is_static() const { return _static; } virtual ~CollisionObjectSW() {} }; #endif // COLLISION_OBJECT_SW_H