godot/servers/physics_2d/collision_object_2d_sw.cpp
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00

222 lines
6.3 KiB
C++

/*************************************************************************/
/* collision_object_2d_sw.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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. */
/*************************************************************************/
#include "collision_object_2d_sw.h"
#include "space_2d_sw.h"
void CollisionObject2DSW::add_shape(Shape2DSW *p_shape, const Transform2D &p_transform) {
Shape s;
s.shape = p_shape;
s.xform = p_transform;
s.xform_inv = s.xform.affine_inverse();
s.bpid = 0; //needs update
s.disabled = false;
s.one_way_collision = false;
shapes.push_back(s);
p_shape->add_owner(this);
_update_shapes();
_shapes_changed();
}
void CollisionObject2DSW::set_shape(int p_index, Shape2DSW *p_shape) {
ERR_FAIL_INDEX(p_index, shapes.size());
shapes[p_index].shape->remove_owner(this);
shapes[p_index].shape = p_shape;
p_shape->add_owner(this);
_update_shapes();
_shapes_changed();
}
void CollisionObject2DSW::set_shape_metadata(int p_index, const Variant &p_metadata) {
ERR_FAIL_INDEX(p_index, shapes.size());
shapes[p_index].metadata = p_metadata;
}
void CollisionObject2DSW::set_shape_transform(int p_index, const Transform2D &p_transform) {
ERR_FAIL_INDEX(p_index, shapes.size());
shapes[p_index].xform = p_transform;
shapes[p_index].xform_inv = p_transform.affine_inverse();
_update_shapes();
_shapes_changed();
}
void CollisionObject2DSW::remove_shape(Shape2DSW *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 CollisionObject2DSW::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[i].bpid = 0;
}
shapes[p_index].shape->remove_owner(this);
shapes.remove(p_index);
_shapes_changed();
}
void CollisionObject2DSW::_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++) {
Shape &s = shapes[i];
if (s.bpid > 0) {
space->get_broadphase()->set_static(s.bpid, _static);
}
}
}
void CollisionObject2DSW::_unregister_shapes() {
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes[i];
if (s.bpid > 0) {
space->get_broadphase()->remove(s.bpid);
s.bpid = 0;
}
}
}
void CollisionObject2DSW::_update_shapes() {
if (!space)
return;
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes[i];
if (s.bpid == 0) {
s.bpid = space->get_broadphase()->create(this, i);
space->get_broadphase()->set_static(s.bpid, _static);
}
//not quite correct, should compute the next matrix..
Rect2 shape_aabb = s.shape->get_aabb();
Transform2D xform = transform * s.xform;
shape_aabb = xform.xform(shape_aabb);
s.aabb_cache = shape_aabb;
s.aabb_cache = s.aabb_cache.grow((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05);
space->get_broadphase()->move(s.bpid, s.aabb_cache);
}
}
void CollisionObject2DSW::_update_shapes_with_motion(const Vector2 &p_motion) {
if (!space)
return;
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes[i];
if (s.bpid == 0) {
s.bpid = space->get_broadphase()->create(this, i);
space->get_broadphase()->set_static(s.bpid, _static);
}
//not quite correct, should compute the next matrix..
Rect2 shape_aabb = s.shape->get_aabb();
Transform2D xform = transform * s.xform;
shape_aabb = xform.xform(shape_aabb);
shape_aabb = shape_aabb.merge(Rect2(shape_aabb.position + p_motion, shape_aabb.size)); //use motion
s.aabb_cache = shape_aabb;
space->get_broadphase()->move(s.bpid, shape_aabb);
}
}
void CollisionObject2DSW::_set_space(Space2DSW *p_space) {
if (space) {
space->remove_object(this);
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes[i];
if (s.bpid) {
space->get_broadphase()->remove(s.bpid);
s.bpid = 0;
}
}
}
space = p_space;
if (space) {
space->add_object(this);
_update_shapes();
}
}
void CollisionObject2DSW::_shape_changed() {
_update_shapes();
_shapes_changed();
}
CollisionObject2DSW::CollisionObject2DSW(Type p_type) {
_static = true;
type = p_type;
space = NULL;
instance_id = 0;
collision_mask = 1;
collision_layer = 1;
pickable = true;
}