/*************************************************************************/ /* collision_object_2d_sw.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* 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_2D_SW_H #define COLLISION_OBJECT_2D_SW_H #include "shape_2d_sw.h" #include "servers/physics_2d_server.h" #include "self_list.h" #include "broad_phase_2d_sw.h" class Space2DSW; class CollisionObject2DSW : public ShapeOwner2DSW { public: enum Type { TYPE_AREA, TYPE_BODY }; private: Type type; RID self; ObjectID instance_id; struct Shape { Matrix32 xform; Matrix32 xform_inv; BroadPhase2DSW::ID bpid; Rect2 aabb_cache; //for rayqueries Shape2DSW *shape; Vector2 kinematic_advance; float kinematic_retreat; bool trigger; Shape() { trigger=false; kinematic_retreat=0; } }; Vector shapes; Space2DSW *space; Matrix32 transform; Matrix32 inv_transform; uint32_t user_mask; uint32_t layer_mask; bool _static; void _update_shapes(); protected: void _update_shapes_with_motion(const Vector2& p_motion); void _unregister_shapes(); _FORCE_INLINE_ void _set_transform(const Matrix32& p_transform, bool p_update_shapes=true) { transform=p_transform; if (p_update_shapes) {_update_shapes();} } _FORCE_INLINE_ void _set_inv_transform(const Matrix32& p_transform) { inv_transform=p_transform; } void _set_static(bool p_static); virtual void _shapes_changed()=0; void _set_space(Space2DSW *space); CollisionObject2DSW(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(Shape2DSW *p_shape,const Matrix32& p_transform=Matrix32()); void set_shape(int p_index,Shape2DSW *p_shape); void set_shape_transform(int p_index,const Matrix32& p_transform); _FORCE_INLINE_ int get_shape_count() const { return shapes.size(); } _FORCE_INLINE_ Shape2DSW *get_shape(int p_index) const { return shapes[p_index].shape; } _FORCE_INLINE_ const Matrix32& get_shape_transform(int p_index) const { return shapes[p_index].xform; } _FORCE_INLINE_ const Matrix32& get_shape_inv_transform(int p_index) const { return shapes[p_index].xform_inv; } _FORCE_INLINE_ const Rect2& get_shape_aabb(int p_index) const { return shapes[p_index].aabb_cache; } _FORCE_INLINE_ void set_shape_kinematic_advance(int p_index,const Vector2& p_advance) { shapes[p_index].kinematic_advance=p_advance; } _FORCE_INLINE_ Vector2 get_shape_kinematic_advance(int p_index) const { return shapes[p_index].kinematic_advance; } _FORCE_INLINE_ void set_shape_kinematic_retreat(int p_index,float p_retreat) { shapes[p_index].kinematic_retreat=p_retreat; } _FORCE_INLINE_ float get_shape_kinematic_retreat(int p_index) const { return shapes[p_index].kinematic_retreat; } _FORCE_INLINE_ Matrix32 get_transform() const { return transform; } _FORCE_INLINE_ Matrix32 get_inv_transform() const { return inv_transform; } _FORCE_INLINE_ Space2DSW* get_space() const { return space; } _FORCE_INLINE_ void set_shape_as_trigger(int p_idx,bool p_enable) { shapes[p_idx].trigger=p_enable; } _FORCE_INLINE_ bool is_shape_set_as_trigger(int p_idx) const { return shapes[p_idx].trigger; } void set_user_mask(uint32_t p_mask) {user_mask=p_mask;} _FORCE_INLINE_ uint32_t get_user_mask() const { return user_mask; } void set_layer_mask(uint32_t p_mask) {layer_mask=p_mask;} _FORCE_INLINE_ uint32_t get_layer_mask() const { return layer_mask; } void remove_shape(Shape2DSW *p_shape); void remove_shape(int p_index); virtual void set_space(Space2DSW *p_space)=0; _FORCE_INLINE_ bool is_static() const { return _static; } virtual ~CollisionObject2DSW() {} }; #endif // COLLISION_OBJECT_2D_SW_H