That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
158 lines
5.9 KiB
C++
158 lines
5.9 KiB
C++
/*************************************************************************/
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/* collision_object_sw.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef COLLISION_OBJECT_SW_H
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#define COLLISION_OBJECT_SW_H
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#include "shape_sw.h"
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#include "servers/physics_server.h"
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#include "self_list.h"
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#include "broad_phase_sw.h"
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#ifdef DEBUG_ENABLED
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#define MAX_OBJECT_DISTANCE 10000000.0
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#define MAX_OBJECT_DISTANCE_X2 (MAX_OBJECT_DISTANCE*MAX_OBJECT_DISTANCE)
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#endif
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class SpaceSW;
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class CollisionObjectSW : public ShapeOwnerSW {
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public:
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enum Type {
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TYPE_AREA,
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TYPE_BODY
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};
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private:
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Type type;
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RID self;
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ObjectID instance_id;
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uint32_t layer_mask;
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uint32_t collision_mask;
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struct Shape {
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Transform xform;
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Transform xform_inv;
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BroadPhaseSW::ID bpid;
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AABB aabb_cache; //for rayqueries
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ShapeSW *shape;
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bool trigger;
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Shape() { trigger=false; }
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};
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Vector<Shape> shapes;
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SpaceSW *space;
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Transform transform;
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Transform inv_transform;
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bool _static;
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void _update_shapes();
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protected:
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void _update_shapes_with_motion(const Vector3& p_motion);
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void _unregister_shapes();
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_FORCE_INLINE_ void _set_transform(const Transform& p_transform,bool p_update_shapes=true) {
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#ifdef DEBUG_ENABLED
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if (p_transform.origin.length_squared() > MAX_OBJECT_DISTANCE_X2) {
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ERR_EXPLAIN("Object went too far away (more than "+itos(MAX_OBJECT_DISTANCE)+"mts from origin).");
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ERR_FAIL();
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}
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#endif
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transform=p_transform; if (p_update_shapes) _update_shapes();
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}
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_FORCE_INLINE_ void _set_inv_transform(const Transform& p_transform) { inv_transform=p_transform; }
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void _set_static(bool p_static);
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virtual void _shapes_changed()=0;
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void _set_space(SpaceSW *space);
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bool ray_pickable;
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CollisionObjectSW(Type p_type);
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public:
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_FORCE_INLINE_ void set_self(const RID& p_self) { self=p_self; }
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_FORCE_INLINE_ RID get_self() const { return self; }
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_FORCE_INLINE_ void set_instance_id(const ObjectID& p_instance_id) { instance_id=p_instance_id; }
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_FORCE_INLINE_ ObjectID get_instance_id() const { return instance_id; }
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void _shape_changed();
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_FORCE_INLINE_ Type get_type() const { return type; }
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void add_shape(ShapeSW *p_shape,const Transform& p_transform=Transform());
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void set_shape(int p_index,ShapeSW *p_shape);
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void set_shape_transform(int p_index,const Transform& p_transform);
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_FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
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_FORCE_INLINE_ ShapeSW *get_shape(int p_index) const { return shapes[p_index].shape; }
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_FORCE_INLINE_ const Transform& get_shape_transform(int p_index) const { return shapes[p_index].xform; }
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_FORCE_INLINE_ const Transform& get_shape_inv_transform(int p_index) const { return shapes[p_index].xform_inv; }
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_FORCE_INLINE_ const AABB& get_shape_aabb(int p_index) const { return shapes[p_index].aabb_cache; }
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_FORCE_INLINE_ Transform get_transform() const { return transform; }
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_FORCE_INLINE_ Transform get_inv_transform() const { return inv_transform; }
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_FORCE_INLINE_ SpaceSW* get_space() const { return space; }
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_FORCE_INLINE_ void set_ray_pickable(bool p_enable) { ray_pickable=p_enable; }
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_FORCE_INLINE_ bool is_ray_pickable() const { return ray_pickable; }
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_FORCE_INLINE_ void set_shape_as_trigger(int p_idx,bool p_enable) { shapes[p_idx].trigger=p_enable; }
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_FORCE_INLINE_ bool is_shape_set_as_trigger(int p_idx) const { return shapes[p_idx].trigger; }
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_FORCE_INLINE_ void set_layer_mask(uint32_t p_mask) { layer_mask=p_mask; }
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_FORCE_INLINE_ uint32_t get_layer_mask() const { return layer_mask; }
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_FORCE_INLINE_ void set_collision_mask(uint32_t p_mask) { collision_mask=p_mask; }
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_FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; }
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_FORCE_INLINE_ bool test_collision_mask(CollisionObjectSW* p_other) const {
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return layer_mask&p_other->collision_mask || p_other->layer_mask&collision_mask;
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}
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void remove_shape(ShapeSW *p_shape);
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void remove_shape(int p_index);
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virtual void set_space(SpaceSW *p_space)=0;
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_FORCE_INLINE_ bool is_static() const { return _static; }
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virtual ~CollisionObjectSW() {}
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};
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#endif // COLLISION_OBJECT_SW_H
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