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90019676b0
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
170 lines
5.9 KiB
C++
170 lines
5.9 KiB
C++
/*************************************************************************/
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/* collision_object_3d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef COLLISION_OBJECT_3D_H
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#define COLLISION_OBJECT_3D_H
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#include "scene/3d/camera_3d.h"
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#include "scene/3d/node_3d.h"
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class CollisionObject3D : public Node3D {
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GDCLASS(CollisionObject3D, Node3D);
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public:
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enum DisableMode {
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DISABLE_MODE_REMOVE,
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DISABLE_MODE_MAKE_STATIC,
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DISABLE_MODE_KEEP_ACTIVE,
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};
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private:
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uint32_t collision_layer = 1;
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uint32_t collision_mask = 1;
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bool area = false;
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RID rid;
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DisableMode disable_mode = DISABLE_MODE_REMOVE;
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PhysicsServer3D::BodyMode body_mode = PhysicsServer3D::BODY_MODE_STATIC;
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struct ShapeData {
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ObjectID owner_id;
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Transform3D xform;
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struct ShapeBase {
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RID debug_shape;
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Ref<Shape3D> shape;
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int index = 0;
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};
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Vector<ShapeBase> shapes;
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bool disabled = false;
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};
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int total_subshapes = 0;
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RBMap<uint32_t, ShapeData> shapes;
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bool only_update_transform_changes = false; // This is used for sync to physics.
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bool capture_input_on_drag = false;
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bool ray_pickable = true;
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HashSet<uint32_t> debug_shapes_to_update;
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int debug_shapes_count = 0;
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Transform3D debug_shape_old_transform;
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void _update_pickable();
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bool _are_collision_shapes_visible();
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void _update_shape_data(uint32_t p_owner);
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void _shape_changed(const Ref<Shape3D> &p_shape);
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void _update_debug_shapes();
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void _clear_debug_shapes();
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void _apply_disabled();
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void _apply_enabled();
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protected:
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CollisionObject3D(RID p_rid, bool p_area);
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void _notification(int p_what);
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static void _bind_methods();
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void _on_transform_changed();
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friend class Viewport;
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virtual void _input_event_call(Camera3D *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape);
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virtual void _mouse_enter();
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virtual void _mouse_exit();
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void set_body_mode(PhysicsServer3D::BodyMode p_mode);
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void set_only_update_transform_changes(bool p_enable);
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bool is_only_update_transform_changes_enabled() const;
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GDVIRTUAL5(_input_event, Camera3D *, Ref<InputEvent>, Vector3, Vector3, int)
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public:
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void set_collision_layer(uint32_t p_layer);
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uint32_t get_collision_layer() const;
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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void set_collision_layer_value(int p_layer_number, bool p_value);
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bool get_collision_layer_value(int p_layer_number) const;
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void set_collision_mask_value(int p_layer_number, bool p_value);
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bool get_collision_mask_value(int p_layer_number) const;
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void set_disable_mode(DisableMode p_mode);
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DisableMode get_disable_mode() const;
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uint32_t create_shape_owner(Object *p_owner);
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void remove_shape_owner(uint32_t owner);
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void get_shape_owners(List<uint32_t> *r_owners);
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Array _get_shape_owners();
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void shape_owner_set_transform(uint32_t p_owner, const Transform3D &p_transform);
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Transform3D shape_owner_get_transform(uint32_t p_owner) const;
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Object *shape_owner_get_owner(uint32_t p_owner) const;
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void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled);
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bool is_shape_owner_disabled(uint32_t p_owner) const;
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void shape_owner_add_shape(uint32_t p_owner, const Ref<Shape3D> &p_shape);
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int shape_owner_get_shape_count(uint32_t p_owner) const;
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Ref<Shape3D> shape_owner_get_shape(uint32_t p_owner, int p_shape) const;
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int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const;
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void shape_owner_remove_shape(uint32_t p_owner, int p_shape);
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void shape_owner_clear_shapes(uint32_t p_owner);
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uint32_t shape_find_owner(int p_shape_index) const;
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void set_ray_pickable(bool p_ray_pickable);
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bool is_ray_pickable() const;
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void set_capture_input_on_drag(bool p_capture);
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bool get_capture_input_on_drag() const;
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_FORCE_INLINE_ RID get_rid() const { return rid; }
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TypedArray<String> get_configuration_warnings() const override;
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CollisionObject3D();
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~CollisionObject3D();
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};
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VARIANT_ENUM_CAST(CollisionObject3D::DisableMode);
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#endif // COLLISION_OBJECT_3D_H
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