/*************************************************************************/ /* godot_collision_object_2d.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "godot_collision_object_2d.h" #include "godot_physics_server_2d.h" #include "godot_space_2d.h" void GodotCollisionObject2D::add_shape(GodotShape2D *p_shape, const Transform2D &p_transform, bool p_disabled) { Shape s; s.shape = p_shape; s.xform = p_transform; s.xform_inv = s.xform.affine_inverse(); s.bpid = 0; //needs update s.disabled = p_disabled; s.one_way_collision = false; s.one_way_collision_margin = 0; shapes.push_back(s); p_shape->add_owner(this); if (!pending_shape_update_list.in_list()) { GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } void GodotCollisionObject2D::set_shape(int p_index, GodotShape2D *p_shape) { ERR_FAIL_INDEX(p_index, shapes.size()); shapes[p_index].shape->remove_owner(this); shapes.write[p_index].shape = p_shape; p_shape->add_owner(this); if (!pending_shape_update_list.in_list()) { GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } void GodotCollisionObject2D::set_shape_transform(int p_index, const Transform2D &p_transform) { ERR_FAIL_INDEX(p_index, shapes.size()); shapes.write[p_index].xform = p_transform; shapes.write[p_index].xform_inv = p_transform.affine_inverse(); if (!pending_shape_update_list.in_list()) { GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } void GodotCollisionObject2D::set_shape_disabled(int p_idx, bool p_disabled) { ERR_FAIL_INDEX(p_idx, shapes.size()); GodotCollisionObject2D::Shape &shape = shapes.write[p_idx]; if (shape.disabled == p_disabled) { return; } shape.disabled = p_disabled; if (!space) { return; } if (p_disabled && shape.bpid != 0) { space->get_broadphase()->remove(shape.bpid); shape.bpid = 0; if (!pending_shape_update_list.in_list()) { GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } else if (!p_disabled && shape.bpid == 0) { if (!pending_shape_update_list.in_list()) { GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } } void GodotCollisionObject2D::remove_shape(GodotShape2D *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 GodotCollisionObject2D::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.write[i].bpid = 0; } shapes[p_index].shape->remove_owner(this); shapes.remove_at(p_index); if (!pending_shape_update_list.in_list()) { GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } // _update_shapes(); // _shapes_changed(); } void GodotCollisionObject2D::_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++) { const Shape &s = shapes[i]; if (s.bpid > 0) { space->get_broadphase()->set_static(s.bpid, _static); } } } void GodotCollisionObject2D::_unregister_shapes() { for (int i = 0; i < shapes.size(); i++) { Shape &s = shapes.write[i]; if (s.bpid > 0) { space->get_broadphase()->remove(s.bpid); s.bpid = 0; } } } void GodotCollisionObject2D::_update_shapes() { if (!space) { return; } for (int i = 0; i < shapes.size(); i++) { Shape &s = shapes.write[i]; if (s.disabled) { continue; } //not quite correct, should compute the next matrix.. Rect2 shape_aabb = s.shape->get_aabb(); Transform2D xform = transform * s.xform; shape_aabb = xform.xform(shape_aabb); shape_aabb.grow_by((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05); s.aabb_cache = shape_aabb; if (s.bpid == 0) { s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static); space->get_broadphase()->set_static(s.bpid, _static); } space->get_broadphase()->move(s.bpid, shape_aabb); } } void GodotCollisionObject2D::_update_shapes_with_motion(const Vector2 &p_motion) { if (!space) { return; } for (int i = 0; i < shapes.size(); i++) { Shape &s = shapes.write[i]; if (s.disabled) { continue; } //not quite correct, should compute the next matrix.. Rect2 shape_aabb = s.shape->get_aabb(); Transform2D xform = transform * s.xform; shape_aabb = xform.xform(shape_aabb); shape_aabb = shape_aabb.merge(Rect2(shape_aabb.position + p_motion, shape_aabb.size)); //use motion s.aabb_cache = shape_aabb; if (s.bpid == 0) { s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static); space->get_broadphase()->set_static(s.bpid, _static); } space->get_broadphase()->move(s.bpid, shape_aabb); } } void GodotCollisionObject2D::_set_space(GodotSpace2D *p_space) { if (space) { space->remove_object(this); for (int i = 0; i < shapes.size(); i++) { Shape &s = shapes.write[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 GodotCollisionObject2D::_shape_changed() { _update_shapes(); _shapes_changed(); } GodotCollisionObject2D::GodotCollisionObject2D(Type p_type) : pending_shape_update_list(this) { type = p_type; }