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diff --git a/modules/godot_physics_3d/godot_collision_object_3d.cpp b/modules/godot_physics_3d/godot_collision_object_3d.cpp
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+/**************************************************************************/
+/* godot_collision_object_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_3d.h"
+
+#include "godot_physics_server_3d.h"
+#include "godot_space_3d.h"
+
+void GodotCollisionObject3D::add_shape(GodotShape3D *p_shape, const Transform3D &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;
+ shapes.push_back(s);
+ p_shape->add_owner(this);
+
+ if (!pending_shape_update_list.in_list()) {
+ GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
+ }
+}
+
+void GodotCollisionObject3D::set_shape(int p_index, GodotShape3D *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()) {
+ GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
+ }
+}
+
+void GodotCollisionObject3D::set_shape_transform(int p_index, const Transform3D &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()) {
+ GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
+ }
+}
+
+void GodotCollisionObject3D::set_shape_disabled(int p_idx, bool p_disabled) {
+ ERR_FAIL_INDEX(p_idx, shapes.size());
+
+ GodotCollisionObject3D::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()) {
+ GodotPhysicsServer3D::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()) {
+ GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
+ }
+ }
+}
+
+void GodotCollisionObject3D::remove_shape(GodotShape3D *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 GodotCollisionObject3D::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()) {
+ GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
+ }
+}
+
+void GodotCollisionObject3D::_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 GodotCollisionObject3D::_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 GodotCollisionObject3D::_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..
+ AABB shape_aabb = s.shape->get_aabb();
+ Transform3D 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;
+
+ Vector3 scale = xform.get_basis().get_scale();
+ s.area_cache = s.shape->get_volume() * scale.x * scale.y * scale.z;
+
+ 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 GodotCollisionObject3D::_update_shapes_with_motion(const Vector3 &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..
+ AABB shape_aabb = s.shape->get_aabb();
+ Transform3D xform = transform * s.xform;
+ shape_aabb = xform.xform(shape_aabb);
+ shape_aabb.merge_with(AABB(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 GodotCollisionObject3D::_set_space(GodotSpace3D *p_space) {
+ GodotSpace3D *old_space = space;
+ space = p_space;
+
+ if (old_space) {
+ old_space->remove_object(this);
+
+ for (int i = 0; i < shapes.size(); i++) {
+ Shape &s = shapes.write[i];
+ if (s.bpid) {
+ old_space->get_broadphase()->remove(s.bpid);
+ s.bpid = 0;
+ }
+ }
+ }
+
+ if (space) {
+ space->add_object(this);
+ _update_shapes();
+ }
+}
+
+void GodotCollisionObject3D::_shape_changed() {
+ _update_shapes();
+ _shapes_changed();
+}
+
+GodotCollisionObject3D::GodotCollisionObject3D(Type p_type) :
+ pending_shape_update_list(this) {
+ type = p_type;
+}