godot/servers/physics/collision_object_sw.cpp

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/*************************************************************************/
/* collision_object_sw.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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_sw.h"
#include "space_sw.h"
void CollisionObjectSW::add_shape(ShapeSW *p_shape, const Transform &p_transform) {
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Shape s;
s.shape = p_shape;
s.xform = p_transform;
s.xform_inv = s.xform.affine_inverse();
s.bpid = 0; //needs update
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shapes.push_back(s);
p_shape->add_owner(this);
_update_shapes();
_shapes_changed();
}
void CollisionObjectSW::set_shape(int p_index, ShapeSW *p_shape) {
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ERR_FAIL_INDEX(p_index, shapes.size());
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shapes[p_index].shape->remove_owner(this);
shapes[p_index].shape = p_shape;
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p_shape->add_owner(this);
_update_shapes();
_shapes_changed();
}
void CollisionObjectSW::set_shape_transform(int p_index, const Transform &p_transform) {
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ERR_FAIL_INDEX(p_index, shapes.size());
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shapes[p_index].xform = p_transform;
shapes[p_index].xform_inv = p_transform.affine_inverse();
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_update_shapes();
_shapes_changed();
}
void CollisionObjectSW::remove_shape(ShapeSW *p_shape) {
//remove a shape, all the times it appears
for (int i = 0; i < shapes.size(); i++) {
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if (shapes[i].shape == p_shape) {
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remove_shape(i);
i--;
}
}
}
void CollisionObjectSW::remove_shape(int p_index) {
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//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++) {
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if (shapes[i].bpid == 0)
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continue;
//should never get here with a null owner
space->get_broadphase()->remove(shapes[i].bpid);
shapes[i].bpid = 0;
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}
_shape_index_removed(p_index);
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shapes[p_index].shape->remove_owner(this);
shapes.remove(p_index);
_shapes_changed();
}
void CollisionObjectSW::_set_static(bool p_static) {
if (_static == p_static)
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return;
_static = p_static;
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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);
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}
}
}
void CollisionObjectSW::_unregister_shapes() {
for (int i = 0; i < shapes.size(); i++) {
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Shape &s = shapes[i];
if (s.bpid > 0) {
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space->get_broadphase()->remove(s.bpid);
s.bpid = 0;
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}
}
}
void CollisionObjectSW::_update_shapes() {
if (!space)
return;
for (int i = 0; i < shapes.size(); i++) {
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Shape &s = shapes[i];
if (s.bpid == 0) {
s.bpid = space->get_broadphase()->create(this, i);
space->get_broadphase()->set_static(s.bpid, _static);
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}
//not quite correct, should compute the next matrix..
AABB shape_aabb = s.shape->get_aabb();
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Transform 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);
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space->get_broadphase()->move(s.bpid, s.aabb_cache);
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}
}
void CollisionObjectSW::_update_shapes_with_motion(const Vector3 &p_motion) {
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if (!space)
return;
for (int i = 0; i < shapes.size(); i++) {
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Shape &s = shapes[i];
if (s.bpid == 0) {
s.bpid = space->get_broadphase()->create(this, i);
space->get_broadphase()->set_static(s.bpid, _static);
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}
//not quite correct, should compute the next matrix..
AABB shape_aabb = s.shape->get_aabb();
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Transform xform = transform * s.xform;
shape_aabb = xform.xform(shape_aabb);
shape_aabb = shape_aabb.merge(AABB(shape_aabb.pos + p_motion, shape_aabb.size)); //use motion
s.aabb_cache = shape_aabb;
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space->get_broadphase()->move(s.bpid, shape_aabb);
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}
}
void CollisionObjectSW::_set_space(SpaceSW *p_space) {
if (space) {
space->remove_object(this);
for (int i = 0; i < shapes.size(); i++) {
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Shape &s = shapes[i];
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if (s.bpid) {
space->get_broadphase()->remove(s.bpid);
s.bpid = 0;
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}
}
}
space = p_space;
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if (space) {
space->add_object(this);
_update_shapes();
}
}
void CollisionObjectSW::_shape_changed() {
_update_shapes();
_shapes_changed();
}
CollisionObjectSW::CollisionObjectSW(Type p_type) {
_static = true;
type = p_type;
space = NULL;
instance_id = 0;
layer_mask = 1;
collision_mask = 1;
ray_pickable = true;
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}