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Diffstat (limited to 'scene/3d/physics/collision_object_3d.h')
| -rw-r--r-- | scene/3d/physics/collision_object_3d.h | 184 |
1 files changed, 184 insertions, 0 deletions
diff --git a/scene/3d/physics/collision_object_3d.h b/scene/3d/physics/collision_object_3d.h new file mode 100644 index 0000000000..b51423f021 --- /dev/null +++ b/scene/3d/physics/collision_object_3d.h @@ -0,0 +1,184 @@ +/**************************************************************************/ +/* collision_object_3d.h */ +/**************************************************************************/ +/* 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. */ +/**************************************************************************/ + +#ifndef COLLISION_OBJECT_3D_H +#define COLLISION_OBJECT_3D_H + +#include "scene/3d/camera_3d.h" +#include "scene/3d/node_3d.h" + +class CollisionObject3D : public Node3D { + GDCLASS(CollisionObject3D, Node3D); + +public: + enum DisableMode { + DISABLE_MODE_REMOVE, + DISABLE_MODE_MAKE_STATIC, + DISABLE_MODE_KEEP_ACTIVE, + }; + +private: + uint32_t collision_layer = 1; + uint32_t collision_mask = 1; + real_t collision_priority = 1.0; + + bool area = false; + + RID rid; + uint32_t callback_lock = 0; + + DisableMode disable_mode = DISABLE_MODE_REMOVE; + + PhysicsServer3D::BodyMode body_mode = PhysicsServer3D::BODY_MODE_STATIC; + + struct ShapeData { + ObjectID owner_id; + Transform3D xform; + struct ShapeBase { + RID debug_shape; + Ref<Shape3D> shape; + int index = 0; + }; + + Vector<ShapeBase> shapes; + bool disabled = false; + }; + + int total_subshapes = 0; + + RBMap<uint32_t, ShapeData> shapes; + + bool only_update_transform_changes = false; // This is used for sync to physics. + + bool capture_input_on_drag = false; + bool ray_pickable = true; + + HashSet<uint32_t> debug_shapes_to_update; + int debug_shapes_count = 0; + Transform3D debug_shape_old_transform; + + void _update_pickable(); + + bool _are_collision_shapes_visible(); + void _update_shape_data(uint32_t p_owner); + void _shape_changed(const Ref<Shape3D> &p_shape); + void _update_debug_shapes(); + void _clear_debug_shapes(); + + void _apply_disabled(); + void _apply_enabled(); + +protected: + CollisionObject3D(RID p_rid, bool p_area); + + _FORCE_INLINE_ void lock_callback() { callback_lock++; } + _FORCE_INLINE_ void unlock_callback() { + ERR_FAIL_COND(callback_lock == 0); + callback_lock--; + } + + void _notification(int p_what); + static void _bind_methods(); + + void _on_transform_changed(); + + friend class Viewport; + 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); + virtual void _mouse_enter(); + virtual void _mouse_exit(); + + void set_body_mode(PhysicsServer3D::BodyMode p_mode); + + virtual void _space_changed(const RID &p_new_space); + + void set_only_update_transform_changes(bool p_enable); + bool is_only_update_transform_changes_enabled() const; + + GDVIRTUAL5(_input_event, Camera3D *, Ref<InputEvent>, Vector3, Vector3, int) + GDVIRTUAL0(_mouse_enter) + GDVIRTUAL0(_mouse_exit) +public: + void set_collision_layer(uint32_t p_layer); + uint32_t get_collision_layer() const; + + void set_collision_mask(uint32_t p_mask); + uint32_t get_collision_mask() const; + + void set_collision_layer_value(int p_layer_number, bool p_value); + bool get_collision_layer_value(int p_layer_number) const; + + void set_collision_mask_value(int p_layer_number, bool p_value); + bool get_collision_mask_value(int p_layer_number) const; + + void set_collision_priority(real_t p_priority); + real_t get_collision_priority() const; + + void set_disable_mode(DisableMode p_mode); + DisableMode get_disable_mode() const; + + uint32_t create_shape_owner(Object *p_owner); + void remove_shape_owner(uint32_t owner); + void get_shape_owners(List<uint32_t> *r_owners); + PackedInt32Array _get_shape_owners(); + + void shape_owner_set_transform(uint32_t p_owner, const Transform3D &p_transform); + Transform3D shape_owner_get_transform(uint32_t p_owner) const; + Object *shape_owner_get_owner(uint32_t p_owner) const; + + void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled); + bool is_shape_owner_disabled(uint32_t p_owner) const; + + void shape_owner_add_shape(uint32_t p_owner, const Ref<Shape3D> &p_shape); + int shape_owner_get_shape_count(uint32_t p_owner) const; + Ref<Shape3D> shape_owner_get_shape(uint32_t p_owner, int p_shape) const; + int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const; + + void shape_owner_remove_shape(uint32_t p_owner, int p_shape); + void shape_owner_clear_shapes(uint32_t p_owner); + + uint32_t shape_find_owner(int p_shape_index) const; + + void set_ray_pickable(bool p_ray_pickable); + bool is_ray_pickable() const; + + void set_capture_input_on_drag(bool p_capture); + bool get_capture_input_on_drag() const; + + _FORCE_INLINE_ RID get_rid() const { return rid; } + + PackedStringArray get_configuration_warnings() const override; + + CollisionObject3D(); + ~CollisionObject3D(); +}; + +VARIANT_ENUM_CAST(CollisionObject3D::DisableMode); + +#endif // COLLISION_OBJECT_3D_H |
