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/*************************************************************************/
/* collision_object_bullet.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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_BULLET_H
#define COLLISION_OBJECT_BULLET_H
#include "core/vset.h"
#include "object.h"
#include "shape_owner_bullet.h"
#include "transform.h"
#include "vector3.h"
#include <LinearMath/btTransform.h>
/**
@author AndreaCatania
*/
class AreaBullet;
class ShapeBullet;
class btCollisionObject;
class btCompoundShape;
class btCollisionShape;
class SpaceBullet;
class CollisionObjectBullet : public RIDBullet {
public:
enum GodotObjectFlags {
GOF_IS_MONITORING_AREA = 1 << 0
// FLAG2 = 1 << 1,
// FLAG3 = 1 << 2,
// FLAG4 = 1 << 3,
// FLAG5 = 1 << 4,
// FLAG6 = 1 << 5
// etc..
};
enum Type {
TYPE_AREA = 0,
TYPE_RIGID_BODY,
TYPE_SOFT_BODY,
TYPE_KINEMATIC_GHOST_BODY
};
struct ShapeWrapper {
ShapeBullet *shape;
btCollisionShape *bt_shape;
btTransform transform;
bool active;
ShapeWrapper() :
shape(NULL),
bt_shape(NULL),
active(true) {}
ShapeWrapper(ShapeBullet *p_shape, const btTransform &p_transform, bool p_active) :
shape(p_shape),
bt_shape(NULL),
active(p_active) {
set_transform(p_transform);
}
ShapeWrapper(ShapeBullet *p_shape, const Transform &p_transform, bool p_active) :
shape(p_shape),
bt_shape(NULL),
active(p_active) {
set_transform(p_transform);
}
~ShapeWrapper();
ShapeWrapper(const ShapeWrapper &otherShape) {
operator=(otherShape);
}
void operator=(const ShapeWrapper &otherShape) {
shape = otherShape.shape;
bt_shape = otherShape.bt_shape;
transform = otherShape.transform;
active = otherShape.active;
}
void set_transform(const Transform &p_transform);
void set_transform(const btTransform &p_transform);
};
protected:
Type type;
ObjectID instance_id;
uint32_t collisionLayer;
uint32_t collisionMask;
bool collisionsEnabled;
bool m_isStatic;
bool ray_pickable;
btCollisionObject *bt_collision_object;
Vector3 body_scale;
bool force_shape_reset;
SpaceBullet *space;
VSet<RID> exceptions;
/// This array is used to know all areas where this Object is overlapped in
/// New area is added when overlap with new area (AreaBullet::addOverlap), then is removed when it exit (CollisionObjectBullet::onExitArea)
/// This array is used mainly to know which area hold the pointer of this object
Vector<AreaBullet *> areasOverlapped;
public:
CollisionObjectBullet(Type p_type);
virtual ~CollisionObjectBullet();
Type getType() { return type; }
protected:
void destroyBulletCollisionObject();
void setupBulletCollisionObject(btCollisionObject *p_collisionObject);
public:
_FORCE_INLINE_ btCollisionObject *get_bt_collision_object() { return bt_collision_object; }
_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_ bool is_static() const { return m_isStatic; }
_FORCE_INLINE_ void set_ray_pickable(bool p_enable) { ray_pickable = p_enable; }
_FORCE_INLINE_ bool is_ray_pickable() const { return ray_pickable; }
void set_body_scale(const Vector3 &p_new_scale);
const Vector3 &get_body_scale() const { return body_scale; }
btVector3 get_bt_body_scale() const;
virtual void on_body_scale_changed();
void add_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject);
void remove_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject);
bool has_collision_exception(const CollisionObjectBullet *p_otherCollisionObject) const;
_FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; }
_FORCE_INLINE_ void set_collision_layer(uint32_t p_layer) {
collisionLayer = p_layer;
on_collision_filters_change();
}
_FORCE_INLINE_ uint32_t get_collision_layer() const { return collisionLayer; }
_FORCE_INLINE_ void set_collision_mask(uint32_t p_mask) {
collisionMask = p_mask;
on_collision_filters_change();
}
_FORCE_INLINE_ uint32_t get_collision_mask() const { return collisionMask; }
virtual void on_collision_filters_change() = 0;
_FORCE_INLINE_ bool test_collision_mask(CollisionObjectBullet *p_other) const {
return collisionLayer & p_other->collisionMask || p_other->collisionLayer & collisionMask;
}
virtual void reload_body() = 0;
virtual void set_space(SpaceBullet *p_space) = 0;
_FORCE_INLINE_ SpaceBullet *get_space() const { return space; }
/// This is an event that is called when a collision checker starts
virtual void on_collision_checker_start() = 0;
virtual void dispatch_callbacks() = 0;
void set_collision_enabled(bool p_enabled);
bool is_collisions_response_enabled();
void notify_new_overlap(AreaBullet *p_area);
virtual void on_enter_area(AreaBullet *p_area) = 0;
virtual void on_exit_area(AreaBullet *p_area);
/// GodotObjectFlags
void set_godot_object_flags(int flags);
int get_godot_object_flags() const;
void set_transform(const Transform &p_global_transform);
Transform get_transform() const;
virtual void set_transform__bullet(const btTransform &p_global_transform);
virtual const btTransform &get_transform__bullet() const;
};
class RigidCollisionObjectBullet : public CollisionObjectBullet, public ShapeOwnerBullet {
protected:
/// This is required to combine some shapes together.
/// Since Godot allow to have multiple shapes for each body with custom relative location,
/// each body will attach the shapes using this class even if there is only one shape.
btCompoundShape *compoundShape;
Vector<ShapeWrapper> shapes;
public:
RigidCollisionObjectBullet(Type p_type);
~RigidCollisionObjectBullet();
_FORCE_INLINE_ const Vector<ShapeWrapper> &get_shapes_wrappers() const { return shapes; }
/// This is used to set new shape or replace existing
//virtual void _internal_replaceShape(btCollisionShape *p_old_shape, btCollisionShape *p_new_shape) = 0;
void add_shape(ShapeBullet *p_shape, const Transform &p_transform = Transform());
void set_shape(int p_index, ShapeBullet *p_shape);
void set_shape_transform(int p_index, const Transform &p_transform);
virtual void remove_shape(ShapeBullet *p_shape);
void remove_shape(int p_index);
void remove_all_shapes(bool p_permanentlyFromThisBody = false);
virtual void on_shape_changed(const ShapeBullet *const p_shape);
virtual void on_shapes_changed();
_FORCE_INLINE_ btCompoundShape *get_compound_shape() const { return compoundShape; }
int get_shape_count() const;
ShapeBullet *get_shape(int p_index) const;
btCollisionShape *get_bt_shape(int p_index) const;
Transform get_shape_transform(int p_index) const;
void set_shape_disabled(int p_index, bool p_disabled);
bool is_shape_disabled(int p_index);
virtual void on_body_scale_changed();
private:
void internal_shape_destroy(int p_index, bool p_permanentlyFromThisBody = false);
};
#endif
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