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8d0d6d6921
- Flushing Areas before anything else. - Make sure to correctly fetch gravity when the integrate_forces function is used - Lazy reload body when layer and mask changes - Shapes are reloaded just before the physics step starts. - Improved some other parts of the code. - Added override keyword - Using LocalVector
282 lines
9.5 KiB
C++
282 lines
9.5 KiB
C++
/*************************************************************************/
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/* collision_object_bullet.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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_BULLET_H
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#define COLLISION_OBJECT_BULLET_H
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#include "core/local_vector.h"
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#include "core/math/transform.h"
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#include "core/math/vector3.h"
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#include "core/object.h"
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#include "core/vset.h"
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#include "shape_owner_bullet.h"
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#include <LinearMath/btTransform.h>
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/**
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@author AndreaCatania
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*/
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class AreaBullet;
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class ShapeBullet;
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class btCollisionObject;
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class btCompoundShape;
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class btCollisionShape;
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class SpaceBullet;
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class CollisionObjectBullet : public RIDBullet {
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public:
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enum GodotObjectFlags {
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GOF_IS_MONITORING_AREA = 1 << 0
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// FLAG2 = 1 << 1,
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// FLAG3 = 1 << 2,
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// FLAG4 = 1 << 3,
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// FLAG5 = 1 << 4,
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// FLAG6 = 1 << 5
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// etc..
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};
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enum Type {
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TYPE_AREA = 0,
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TYPE_RIGID_BODY,
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TYPE_SOFT_BODY,
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TYPE_KINEMATIC_GHOST_BODY
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};
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struct ShapeWrapper {
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ShapeBullet *shape = nullptr;
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btTransform transform;
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btVector3 scale;
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bool active = true;
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btCollisionShape *bt_shape = nullptr;
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public:
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ShapeWrapper() {}
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ShapeWrapper(ShapeBullet *p_shape, const btTransform &p_transform, bool p_active) :
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shape(p_shape),
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active(p_active) {
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set_transform(p_transform);
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}
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ShapeWrapper(ShapeBullet *p_shape, const Transform &p_transform, bool p_active) :
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shape(p_shape),
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active(p_active) {
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set_transform(p_transform);
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}
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~ShapeWrapper();
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ShapeWrapper(const ShapeWrapper &otherShape) {
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operator=(otherShape);
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}
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void operator=(const ShapeWrapper &otherShape) {
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shape = otherShape.shape;
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bt_shape = otherShape.bt_shape;
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transform = otherShape.transform;
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scale = otherShape.scale;
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active = otherShape.active;
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}
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void set_transform(const Transform &p_transform);
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void set_transform(const btTransform &p_transform);
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btTransform get_adjusted_transform() const;
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void claim_bt_shape(const btVector3 &body_scale);
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void release_bt_shape();
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};
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protected:
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Type type;
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ObjectID instance_id;
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uint32_t collisionLayer = 0;
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uint32_t collisionMask = 0;
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bool collisionsEnabled = true;
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bool m_isStatic = false;
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bool ray_pickable = false;
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btCollisionObject *bt_collision_object = nullptr;
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Vector3 body_scale = Vector3(1, 1, 1);
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bool force_shape_reset = false;
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SpaceBullet *space = nullptr;
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VSet<RID> exceptions;
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bool needs_body_reload = true;
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bool needs_collision_filters_reload = true;
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/// This array is used to know all areas where this Object is overlapped in
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/// New area is added when overlap with new area (AreaBullet::addOverlap), then is removed when it exit (CollisionObjectBullet::onExitArea)
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/// This array is used mainly to know which area hold the pointer of this object
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LocalVector<AreaBullet *> areasOverlapped;
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bool isTransformChanged = false;
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public:
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bool is_in_world = false;
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bool is_in_flush_queue = false;
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public:
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CollisionObjectBullet(Type p_type);
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virtual ~CollisionObjectBullet();
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Type getType() { return type; }
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protected:
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void destroyBulletCollisionObject();
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void setupBulletCollisionObject(btCollisionObject *p_collisionObject);
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public:
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_FORCE_INLINE_ btCollisionObject *get_bt_collision_object() { return bt_collision_object; }
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_FORCE_INLINE_ void set_instance_id(const ObjectID &p_instance_id) { instance_id = p_instance_id; }
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_FORCE_INLINE_ ObjectID get_instance_id() const { return instance_id; }
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_FORCE_INLINE_ bool is_static() const { return m_isStatic; }
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_FORCE_INLINE_ void set_ray_pickable(bool p_enable) { ray_pickable = p_enable; }
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_FORCE_INLINE_ bool is_ray_pickable() const { return ray_pickable; }
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void set_body_scale(const Vector3 &p_new_scale);
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const Vector3 &get_body_scale() const { return body_scale; }
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btVector3 get_bt_body_scale() const;
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virtual void body_scale_changed();
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void add_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject);
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void remove_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject);
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bool has_collision_exception(const CollisionObjectBullet *p_otherCollisionObject) const;
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_FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; }
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_FORCE_INLINE_ void set_collision_layer(uint32_t p_layer) {
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if (collisionLayer != p_layer) {
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collisionLayer = p_layer;
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needs_collision_filters_reload = true;
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}
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}
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_FORCE_INLINE_ uint32_t get_collision_layer() const { return collisionLayer; }
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_FORCE_INLINE_ void set_collision_mask(uint32_t p_mask) {
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if (collisionMask != p_mask) {
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collisionMask = p_mask;
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needs_collision_filters_reload = true;
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}
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}
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_FORCE_INLINE_ uint32_t get_collision_mask() const { return collisionMask; }
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virtual void do_reload_collision_filters() = 0;
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_FORCE_INLINE_ bool test_collision_mask(CollisionObjectBullet *p_other) const {
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return collisionLayer & p_other->collisionMask || p_other->collisionLayer & collisionMask;
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}
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bool need_reload_body() const {
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return needs_body_reload;
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}
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void reload_body();
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virtual void do_reload_body() = 0;
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virtual void set_space(SpaceBullet *p_space) = 0;
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_FORCE_INLINE_ SpaceBullet *get_space() const { return space; }
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virtual void on_collision_checker_start() = 0;
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virtual void on_collision_checker_end() = 0;
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virtual void dispatch_callbacks();
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virtual void pre_process();
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void set_collision_enabled(bool p_enabled);
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bool is_collisions_response_enabled();
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void notify_new_overlap(AreaBullet *p_area);
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virtual void on_enter_area(AreaBullet *p_area) = 0;
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virtual void on_exit_area(AreaBullet *p_area);
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void set_godot_object_flags(int flags);
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int get_godot_object_flags() const;
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void set_transform(const Transform &p_global_transform);
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Transform get_transform() const;
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virtual void set_transform__bullet(const btTransform &p_global_transform);
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virtual const btTransform &get_transform__bullet() const;
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bool is_transform_changed() const { return isTransformChanged; }
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virtual void notify_transform_changed();
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};
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class RigidCollisionObjectBullet : public CollisionObjectBullet, public ShapeOwnerBullet {
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protected:
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btCollisionShape *mainShape = nullptr;
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LocalVector<ShapeWrapper> shapes;
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bool need_shape_reload = true;
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public:
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RigidCollisionObjectBullet(Type p_type) :
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CollisionObjectBullet(p_type) {}
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~RigidCollisionObjectBullet();
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_FORCE_INLINE_ const LocalVector<ShapeWrapper> &get_shapes_wrappers() const { return shapes; }
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_FORCE_INLINE_ btCollisionShape *get_main_shape() const { return mainShape; }
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void add_shape(ShapeBullet *p_shape, const Transform &p_transform = Transform(), bool p_disabled = false);
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void set_shape(int p_index, ShapeBullet *p_shape);
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int get_shape_count() const;
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ShapeBullet *get_shape(int p_index) const;
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btCollisionShape *get_bt_shape(int p_index) const;
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virtual int find_shape(ShapeBullet *p_shape) const override;
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virtual void remove_shape_full(ShapeBullet *p_shape) override;
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void remove_shape_full(int p_index);
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void remove_all_shapes(bool p_permanentlyFromThisBody = false, bool p_force_not_reload = false);
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void set_shape_transform(int p_index, const Transform &p_transform);
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const btTransform &get_bt_shape_transform(int p_index) const;
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Transform get_shape_transform(int p_index) const;
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void set_shape_disabled(int p_index, bool p_disabled);
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bool is_shape_disabled(int p_index);
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virtual void pre_process() override;
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virtual void shape_changed(int p_shape_index) override;
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virtual void reload_shapes() override;
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bool need_reload_shapes() const { return need_shape_reload; }
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virtual void do_reload_shapes();
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virtual void main_shape_changed() = 0;
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virtual void body_scale_changed() override;
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private:
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void internal_shape_destroy(int p_index, bool p_permanentlyFromThisBody = false);
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};
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#endif
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