godot/servers/physics/collision_object_sw.h
Bojidar Marinov f7c3d6329c Port collision and layer masks to 3D, fixes #1759
Raycasts now have type_mask and layer_mask. Areas - collision_mask and layer_mask. PhysicsBodies needed only collision_mask.
2016-04-09 22:11:12 +03:00

159 lines
5.9 KiB
C++

/*************************************************************************/
/* collision_object_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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#ifndef COLLISION_OBJECT_SW_H
#define COLLISION_OBJECT_SW_H
#include "shape_sw.h"
#include "servers/physics_server.h"
#include "self_list.h"
#include "broad_phase_sw.h"
#ifdef DEBUG_ENABLED
#define MAX_OBJECT_DISTANCE 10000000.0
#define MAX_OBJECT_DISTANCE_X2 (MAX_OBJECT_DISTANCE*MAX_OBJECT_DISTANCE)
#endif
class SpaceSW;
class CollisionObjectSW : public ShapeOwnerSW {
public:
enum Type {
TYPE_AREA,
TYPE_BODY
};
private:
Type type;
RID self;
ObjectID instance_id;
uint32_t layer_mask;
uint32_t collision_mask;
struct Shape {
Transform xform;
Transform xform_inv;
BroadPhaseSW::ID bpid;
AABB aabb_cache; //for rayqueries
ShapeSW *shape;
bool trigger;
Shape() { trigger=false; }
};
Vector<Shape> shapes;
SpaceSW *space;
Transform transform;
Transform inv_transform;
bool _static;
void _update_shapes();
protected:
void _update_shapes_with_motion(const Vector3& p_motion);
void _unregister_shapes();
_FORCE_INLINE_ void _set_transform(const Transform& p_transform,bool p_update_shapes=true) {
#ifdef DEBUG_ENABLED
if (p_transform.origin.length_squared() > MAX_OBJECT_DISTANCE_X2) {
ERR_EXPLAIN("Object went too far away (more than "+itos(MAX_OBJECT_DISTANCE)+"mts from origin).");
ERR_FAIL();
}
#endif
transform=p_transform; if (p_update_shapes) _update_shapes();
}
_FORCE_INLINE_ void _set_inv_transform(const Transform& p_transform) { inv_transform=p_transform; }
void _set_static(bool p_static);
virtual void _shapes_changed()=0;
void _set_space(SpaceSW *space);
bool ray_pickable;
CollisionObjectSW(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(ShapeSW *p_shape,const Transform& p_transform=Transform());
void set_shape(int p_index,ShapeSW *p_shape);
void set_shape_transform(int p_index,const Transform& p_transform);
_FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
_FORCE_INLINE_ ShapeSW *get_shape(int p_index) const { return shapes[p_index].shape; }
_FORCE_INLINE_ const Transform& get_shape_transform(int p_index) const { return shapes[p_index].xform; }
_FORCE_INLINE_ const Transform& get_shape_inv_transform(int p_index) const { return shapes[p_index].xform_inv; }
_FORCE_INLINE_ const AABB& get_shape_aabb(int p_index) const { return shapes[p_index].aabb_cache; }
_FORCE_INLINE_ Transform get_transform() const { return transform; }
_FORCE_INLINE_ Transform get_inv_transform() const { return inv_transform; }
_FORCE_INLINE_ SpaceSW* get_space() const { return space; }
_FORCE_INLINE_ void set_ray_pickable(bool p_enable) { ray_pickable=p_enable; }
_FORCE_INLINE_ bool is_ray_pickable() const { return ray_pickable; }
_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; }
_FORCE_INLINE_ void set_layer_mask(uint32_t p_mask) { layer_mask=p_mask; }
_FORCE_INLINE_ uint32_t get_layer_mask() const { return layer_mask; }
_FORCE_INLINE_ void set_collision_mask(uint32_t p_mask) { collision_mask=p_mask; }
_FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; }
_FORCE_INLINE_ bool test_collision_mask(CollisionObjectSW* p_other) const {
return layer_mask&p_other->collision_mask || p_other->layer_mask&collision_mask;
}
void remove_shape(ShapeSW *p_shape);
void remove_shape(int p_index);
virtual void set_space(SpaceSW *p_space)=0;
_FORCE_INLINE_ bool is_static() const { return _static; }
virtual ~CollisionObjectSW() {}
};
#endif // COLLISION_OBJECT_SW_H