godot/servers/physics/collision_object_sw.cpp

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2014-02-10 01:10:30 +00:00
/*************************************************************************/
/* collision_object_sw.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
2014-02-10 01:10:30 +00:00
/* */
/* 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) {
Shape s;
s.shape=p_shape;
s.xform=p_transform;
s.xform_inv=s.xform.affine_inverse();
s.bpid=0; //needs update
shapes.push_back(s);
p_shape->add_owner(this);
_update_shapes();
_shapes_changed();
}
void CollisionObjectSW::set_shape(int p_index,ShapeSW *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 CollisionObjectSW::set_shape_transform(int p_index,const Transform& 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 CollisionObjectSW::remove_shape(ShapeSW *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 CollisionObjectSW::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 CollisionObjectSW::_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 CollisionObjectSW::_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 CollisionObjectSW::_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..
AABB shape_aabb=s.shape->get_aabb();
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 );
space->get_broadphase()->move(s.bpid,s.aabb_cache);
}
}
void CollisionObjectSW::_update_shapes_with_motion(const Vector3& 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..
AABB shape_aabb=s.shape->get_aabb();
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;
space->get_broadphase()->move(s.bpid,shape_aabb);
}
}
void CollisionObjectSW::_set_space(SpaceSW *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 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;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
ray_pickable=true;
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}