/*************************************************************************/ /* godot_collision_object_2d.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 GODOT_COLLISION_OBJECT_2D_H #define GODOT_COLLISION_OBJECT_2D_H #include "godot_broad_phase_2d.h" #include "godot_shape_2d.h" #include "core/templates/self_list.h" #include "servers/physics_server_2d.h" class GodotSpace2D; class GodotCollisionObject2D : public GodotShapeOwner2D { public: enum Type { TYPE_AREA, TYPE_BODY }; private: Type type; RID self; ObjectID instance_id; ObjectID canvas_instance_id; bool pickable = true; struct Shape { Transform2D xform; Transform2D xform_inv; GodotBroadPhase2D::ID bpid = 0; Rect2 aabb_cache; //for rayqueries GodotShape2D *shape = nullptr; bool disabled = false; bool one_way_collision = false; real_t one_way_collision_margin = 0.0; }; Vector shapes; GodotSpace2D *space = nullptr; Transform2D transform; Transform2D inv_transform; uint32_t collision_mask = 1; uint32_t collision_layer = 1; bool _static = true; SelfList pending_shape_update_list; void _update_shapes(); protected: void _update_shapes_with_motion(const Vector2 &p_motion); void _unregister_shapes(); _FORCE_INLINE_ void _set_transform(const Transform2D &p_transform, bool p_update_shapes = true) { transform = p_transform; if (p_update_shapes) { _update_shapes(); } } _FORCE_INLINE_ void _set_inv_transform(const Transform2D &p_transform) { inv_transform = p_transform; } void _set_static(bool p_static); virtual void _shapes_changed() = 0; void _set_space(GodotSpace2D *p_space); GodotCollisionObject2D(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; } _FORCE_INLINE_ void set_canvas_instance_id(const ObjectID &p_canvas_instance_id) { canvas_instance_id = p_canvas_instance_id; } _FORCE_INLINE_ ObjectID get_canvas_instance_id() const { return canvas_instance_id; } void _shape_changed(); _FORCE_INLINE_ Type get_type() const { return type; } void add_shape(GodotShape2D *p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false); void set_shape(int p_index, GodotShape2D *p_shape); void set_shape_transform(int p_index, const Transform2D &p_transform); _FORCE_INLINE_ int get_shape_count() const { return shapes.size(); } _FORCE_INLINE_ GodotShape2D *get_shape(int p_index) const { CRASH_BAD_INDEX(p_index, shapes.size()); return shapes[p_index].shape; } _FORCE_INLINE_ const Transform2D &get_shape_transform(int p_index) const { CRASH_BAD_INDEX(p_index, shapes.size()); return shapes[p_index].xform; } _FORCE_INLINE_ const Transform2D &get_shape_inv_transform(int p_index) const { CRASH_BAD_INDEX(p_index, shapes.size()); return shapes[p_index].xform_inv; } _FORCE_INLINE_ const Rect2 &get_shape_aabb(int p_index) const { CRASH_BAD_INDEX(p_index, shapes.size()); return shapes[p_index].aabb_cache; } _FORCE_INLINE_ const Transform2D &get_transform() const { return transform; } _FORCE_INLINE_ const Transform2D &get_inv_transform() const { return inv_transform; } _FORCE_INLINE_ GodotSpace2D *get_space() const { return space; } void set_shape_disabled(int p_idx, bool p_disabled); _FORCE_INLINE_ bool is_shape_disabled(int p_idx) const { ERR_FAIL_INDEX_V(p_idx, shapes.size(), false); return shapes[p_idx].disabled; } _FORCE_INLINE_ void set_shape_as_one_way_collision(int p_idx, bool p_one_way_collision, real_t p_margin) { CRASH_BAD_INDEX(p_idx, shapes.size()); shapes.write[p_idx].one_way_collision = p_one_way_collision; shapes.write[p_idx].one_way_collision_margin = p_margin; } _FORCE_INLINE_ bool is_shape_set_as_one_way_collision(int p_idx) const { CRASH_BAD_INDEX(p_idx, shapes.size()); return shapes[p_idx].one_way_collision; } _FORCE_INLINE_ real_t get_shape_one_way_collision_margin(int p_idx) const { CRASH_BAD_INDEX(p_idx, shapes.size()); return shapes[p_idx].one_way_collision_margin; } 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; } 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; } void remove_shape(GodotShape2D *p_shape); void remove_shape(int p_index); virtual void set_space(GodotSpace2D *p_space) = 0; _FORCE_INLINE_ bool is_static() const { return _static; } void set_pickable(bool p_pickable) { pickable = p_pickable; } _FORCE_INLINE_ bool is_pickable() const { return pickable; } _FORCE_INLINE_ bool collides_with(GodotCollisionObject2D *p_other) const { return p_other->collision_layer & collision_mask; } _FORCE_INLINE_ bool interacts_with(GodotCollisionObject2D *p_other) const { return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask; } virtual ~GodotCollisionObject2D() {} }; #endif // GODOT_COLLISION_OBJECT_2D_H