godot/servers/physics_3d/collision_object_3d_sw.h
PouleyKetchoupp d5ea4acd2d SoftBody support in GodotPhysics 3D
- Fixed SoftBody surface update with new rendering system
- Added GodotPhysics implementation for SoftBody
- Added support to get SoftBody rid to interact with the physics server
- Added support to get SoftBody bounds from the physics server
- Removed support for unused get_vertex_position and get_point_offset
from the physics server
- Removed SoftBody properties that are unused in both Bullet and
GodotPhysics (angular and volume stiffness, pose matching)
- Added RenderingServerHandler interface to PhysicsServer3D so the physics servers don't need to reference the class from SoftBody node directly
2021-03-18 09:04:17 -07:00

173 lines
6.5 KiB
C++

/*************************************************************************/
/* collision_object_3d_sw.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef COLLISION_OBJECT_SW_H
#define COLLISION_OBJECT_SW_H
#include "broad_phase_3d_sw.h"
#include "core/templates/self_list.h"
#include "servers/physics_server_3d.h"
#include "shape_3d_sw.h"
#ifdef DEBUG_ENABLED
#define MAX_OBJECT_DISTANCE 3.1622776601683791e+18
#define MAX_OBJECT_DISTANCE_X2 (MAX_OBJECT_DISTANCE * MAX_OBJECT_DISTANCE)
#endif
class Space3DSW;
class CollisionObject3DSW : public ShapeOwner3DSW {
public:
enum Type {
TYPE_AREA,
TYPE_BODY,
TYPE_SOFT_BODY,
};
private:
Type type;
RID self;
ObjectID instance_id;
uint32_t collision_layer;
uint32_t collision_mask;
struct Shape {
Transform xform;
Transform xform_inv;
BroadPhase3DSW::ID bpid;
AABB aabb_cache; //for rayqueries
real_t area_cache;
Shape3DSW *shape;
bool disabled;
Shape() { disabled = false; }
};
Vector<Shape> shapes;
Space3DSW *space;
Transform transform;
Transform inv_transform;
bool _static;
SelfList<CollisionObject3DSW> pending_shape_update_list;
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
ERR_FAIL_COND_MSG(p_transform.origin.length_squared() > MAX_OBJECT_DISTANCE_X2, "Object went too far away (more than '" + itos(MAX_OBJECT_DISTANCE) + "' units from origin).");
#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(Space3DSW *p_space);
bool ray_pickable;
CollisionObject3DSW(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(Shape3DSW *p_shape, const Transform &p_transform = Transform(), bool p_disabled = false);
void set_shape(int p_index, Shape3DSW *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_ bool is_shape_disabled(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].disabled;
}
_FORCE_INLINE_ Shape3DSW *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_ real_t get_shape_area(int p_index) const { return shapes[p_index].area_cache; }
_FORCE_INLINE_ const Transform &get_transform() const { return transform; }
_FORCE_INLINE_ const Transform &get_inv_transform() const { return inv_transform; }
_FORCE_INLINE_ Space3DSW *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; }
void set_shape_as_disabled(int p_idx, bool p_enable);
_FORCE_INLINE_ bool is_shape_set_as_disabled(int p_idx) const {
CRASH_BAD_INDEX(p_idx, shapes.size());
return shapes[p_idx].disabled;
}
_FORCE_INLINE_ void set_collision_layer(uint32_t p_layer) {
collision_layer = p_layer;
_shape_changed();
}
_FORCE_INLINE_ uint32_t get_collision_layer() const { return collision_layer; }
_FORCE_INLINE_ void set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
_shape_changed();
}
_FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; }
_FORCE_INLINE_ bool test_collision_mask(CollisionObject3DSW *p_other) const {
return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask;
}
void remove_shape(Shape3DSW *p_shape);
void remove_shape(int p_index);
virtual void set_space(Space3DSW *p_space) = 0;
_FORCE_INLINE_ bool is_static() const { return _static; }
virtual ~CollisionObject3DSW() {}
};
#endif // COLLISION_OBJECT_SW_H