godot/modules/bullet/shape_bullet.h
2021-09-14 11:16:31 -07:00

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8.9 KiB
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/*************************************************************************/
/* shape_bullet.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 */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SHAPE_BULLET_H
#define SHAPE_BULLET_H
#include "core/math/geometry_3d.h"
#include "core/variant/variant.h"
#include "rid_bullet.h"
#include "servers/physics_server_3d.h"
#include <LinearMath/btAlignedObjectArray.h>
#include <LinearMath/btScalar.h>
#include <LinearMath/btVector3.h>
/**
@author AndreaCatania
*/
class ShapeBullet;
class btCollisionShape;
class ShapeOwnerBullet;
class btBvhTriangleMeshShape;
class ShapeBullet : public RIDBullet {
Map<ShapeOwnerBullet *, int> owners;
real_t margin = 0.04;
protected:
/// return self
btCollisionShape *prepare(btCollisionShape *p_btShape) const;
void notifyShapeChanged();
public:
ShapeBullet();
virtual ~ShapeBullet();
btCollisionShape *create_bt_shape(const Vector3 &p_implicit_scale, real_t p_extra_edge = 0);
virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge = 0) = 0;
void add_owner(ShapeOwnerBullet *p_owner);
void remove_owner(ShapeOwnerBullet *p_owner, bool p_permanentlyFromThisBody = false);
bool is_owner(ShapeOwnerBullet *p_owner) const;
const Map<ShapeOwnerBullet *, int> &get_owners() const;
void set_margin(real_t p_margin);
real_t get_margin() const;
/// Setup the shape
virtual void set_data(const Variant &p_data) = 0;
virtual Variant get_data() const = 0;
virtual PhysicsServer3D::ShapeType get_type() const = 0;
public:
static class btEmptyShape *create_shape_empty();
static class btStaticPlaneShape *create_shape_world_boundary(const btVector3 &planeNormal, btScalar planeConstant);
static class btSphereShape *create_shape_sphere(btScalar radius);
static class btBoxShape *create_shape_box(const btVector3 &boxHalfExtents);
static class btCapsuleShape *create_shape_capsule(btScalar radius, btScalar height);
static class btCylinderShape *create_shape_cylinder(btScalar radius, btScalar height);
/// IMPORTANT: Remember to delete the shape interface by calling: delete my_shape->getMeshInterface();
static class btConvexPointCloudShape *create_shape_convex(btAlignedObjectArray<btVector3> &p_vertices, const btVector3 &p_local_scaling = btVector3(1, 1, 1));
static class btScaledBvhTriangleMeshShape *create_shape_concave(btBvhTriangleMeshShape *p_mesh_shape, const btVector3 &p_local_scaling = btVector3(1, 1, 1));
static class btHeightfieldTerrainShape *create_shape_height_field(Vector<float> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height);
static class btRayShape *create_shape_ray(real_t p_length, bool p_slips_on_slope);
};
class WorldBoundaryShapeBullet : public ShapeBullet {
Plane plane;
public:
WorldBoundaryShapeBullet();
virtual void set_data(const Variant &p_data);
virtual Variant get_data() const;
virtual PhysicsServer3D::ShapeType get_type() const;
virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge = 0);
private:
void setup(const Plane &p_plane);
};
class SphereShapeBullet : public ShapeBullet {
real_t radius;
public:
SphereShapeBullet();
_FORCE_INLINE_ real_t get_radius() { return radius; }
virtual void set_data(const Variant &p_data);
virtual Variant get_data() const;
virtual PhysicsServer3D::ShapeType get_type() const;
virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge = 0);
private:
void setup(real_t p_radius);
};
class BoxShapeBullet : public ShapeBullet {
btVector3 half_extents;
public:
BoxShapeBullet();
_FORCE_INLINE_ const btVector3 &get_half_extents() { return half_extents; }
virtual void set_data(const Variant &p_data);
virtual Variant get_data() const;
virtual PhysicsServer3D::ShapeType get_type() const;
virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge = 0);
private:
void setup(const Vector3 &p_half_extents);
};
class CapsuleShapeBullet : public ShapeBullet {
real_t height;
real_t radius;
public:
CapsuleShapeBullet();
_FORCE_INLINE_ real_t get_height() { return height; }
_FORCE_INLINE_ real_t get_radius() { return radius; }
virtual void set_data(const Variant &p_data);
virtual Variant get_data() const;
virtual PhysicsServer3D::ShapeType get_type() const;
virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge = 0);
private:
void setup(real_t p_height, real_t p_radius);
};
class CylinderShapeBullet : public ShapeBullet {
real_t height;
real_t radius;
public:
CylinderShapeBullet();
_FORCE_INLINE_ real_t get_height() { return height; }
_FORCE_INLINE_ real_t get_radius() { return radius; }
virtual void set_data(const Variant &p_data);
virtual Variant get_data() const;
virtual PhysicsServer3D::ShapeType get_type() const;
virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_margin = 0);
private:
void setup(real_t p_height, real_t p_radius);
};
class ConvexPolygonShapeBullet : public ShapeBullet {
public:
btAlignedObjectArray<btVector3> vertices;
ConvexPolygonShapeBullet();
virtual void set_data(const Variant &p_data);
void get_vertices(Vector<Vector3> &out_vertices);
virtual Variant get_data() const;
virtual PhysicsServer3D::ShapeType get_type() const;
virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge = 0);
private:
void setup(const Vector<Vector3> &p_vertices);
};
class ConcavePolygonShapeBullet : public ShapeBullet {
class btBvhTriangleMeshShape *meshShape = nullptr;
public:
Vector<Vector3> faces;
ConcavePolygonShapeBullet();
virtual ~ConcavePolygonShapeBullet();
virtual void set_data(const Variant &p_data);
virtual Variant get_data() const;
virtual PhysicsServer3D::ShapeType get_type() const;
virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge = 0);
private:
void setup(Vector<Vector3> p_faces);
};
class HeightMapShapeBullet : public ShapeBullet {
public:
Vector<float> heights;
int width = 0;
int depth = 0;
real_t min_height = 0.0;
real_t max_height = 0.0;
HeightMapShapeBullet();
virtual void set_data(const Variant &p_data);
virtual Variant get_data() const;
virtual PhysicsServer3D::ShapeType get_type() const;
virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge = 0);
private:
void setup(Vector<float> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height);
};
class RayShapeBullet : public ShapeBullet {
public:
real_t length = 1.0;
bool slips_on_slope = false;
RayShapeBullet();
virtual void set_data(const Variant &p_data);
virtual Variant get_data() const;
virtual PhysicsServer3D::ShapeType get_type() const;
virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge = 0);
private:
void setup(real_t p_length, bool p_slips_on_slope);
};
#endif