godot/scene/3d/physics/collision_object_3d.h
smix8 35dafc9fa8 Split monolithic physics class files
Splits monolithic physics class files.
2024-02-27 11:18:16 +01:00

185 lines
6.4 KiB
C++

/**************************************************************************/
/* collision_object_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#ifndef COLLISION_OBJECT_3D_H
#define COLLISION_OBJECT_3D_H
#include "scene/3d/camera_3d.h"
#include "scene/3d/node_3d.h"
class CollisionObject3D : public Node3D {
GDCLASS(CollisionObject3D, Node3D);
public:
enum DisableMode {
DISABLE_MODE_REMOVE,
DISABLE_MODE_MAKE_STATIC,
DISABLE_MODE_KEEP_ACTIVE,
};
private:
uint32_t collision_layer = 1;
uint32_t collision_mask = 1;
real_t collision_priority = 1.0;
bool area = false;
RID rid;
uint32_t callback_lock = 0;
DisableMode disable_mode = DISABLE_MODE_REMOVE;
PhysicsServer3D::BodyMode body_mode = PhysicsServer3D::BODY_MODE_STATIC;
struct ShapeData {
ObjectID owner_id;
Transform3D xform;
struct ShapeBase {
RID debug_shape;
Ref<Shape3D> shape;
int index = 0;
};
Vector<ShapeBase> shapes;
bool disabled = false;
};
int total_subshapes = 0;
RBMap<uint32_t, ShapeData> shapes;
bool only_update_transform_changes = false; // This is used for sync to physics.
bool capture_input_on_drag = false;
bool ray_pickable = true;
HashSet<uint32_t> debug_shapes_to_update;
int debug_shapes_count = 0;
Transform3D debug_shape_old_transform;
void _update_pickable();
bool _are_collision_shapes_visible();
void _update_shape_data(uint32_t p_owner);
void _shape_changed(const Ref<Shape3D> &p_shape);
void _update_debug_shapes();
void _clear_debug_shapes();
void _apply_disabled();
void _apply_enabled();
protected:
CollisionObject3D(RID p_rid, bool p_area);
_FORCE_INLINE_ void lock_callback() { callback_lock++; }
_FORCE_INLINE_ void unlock_callback() {
ERR_FAIL_COND(callback_lock == 0);
callback_lock--;
}
void _notification(int p_what);
static void _bind_methods();
void _on_transform_changed();
friend class Viewport;
virtual void _input_event_call(Camera3D *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape);
virtual void _mouse_enter();
virtual void _mouse_exit();
void set_body_mode(PhysicsServer3D::BodyMode p_mode);
virtual void _space_changed(const RID &p_new_space);
void set_only_update_transform_changes(bool p_enable);
bool is_only_update_transform_changes_enabled() const;
GDVIRTUAL5(_input_event, Camera3D *, Ref<InputEvent>, Vector3, Vector3, int)
GDVIRTUAL0(_mouse_enter)
GDVIRTUAL0(_mouse_exit)
public:
void set_collision_layer(uint32_t p_layer);
uint32_t get_collision_layer() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
void set_collision_layer_value(int p_layer_number, bool p_value);
bool get_collision_layer_value(int p_layer_number) const;
void set_collision_mask_value(int p_layer_number, bool p_value);
bool get_collision_mask_value(int p_layer_number) const;
void set_collision_priority(real_t p_priority);
real_t get_collision_priority() const;
void set_disable_mode(DisableMode p_mode);
DisableMode get_disable_mode() const;
uint32_t create_shape_owner(Object *p_owner);
void remove_shape_owner(uint32_t owner);
void get_shape_owners(List<uint32_t> *r_owners);
PackedInt32Array _get_shape_owners();
void shape_owner_set_transform(uint32_t p_owner, const Transform3D &p_transform);
Transform3D shape_owner_get_transform(uint32_t p_owner) const;
Object *shape_owner_get_owner(uint32_t p_owner) const;
void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled);
bool is_shape_owner_disabled(uint32_t p_owner) const;
void shape_owner_add_shape(uint32_t p_owner, const Ref<Shape3D> &p_shape);
int shape_owner_get_shape_count(uint32_t p_owner) const;
Ref<Shape3D> shape_owner_get_shape(uint32_t p_owner, int p_shape) const;
int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const;
void shape_owner_remove_shape(uint32_t p_owner, int p_shape);
void shape_owner_clear_shapes(uint32_t p_owner);
uint32_t shape_find_owner(int p_shape_index) const;
void set_ray_pickable(bool p_ray_pickable);
bool is_ray_pickable() const;
void set_capture_input_on_drag(bool p_capture);
bool get_capture_input_on_drag() const;
_FORCE_INLINE_ RID get_rid() const { return rid; }
PackedStringArray get_configuration_warnings() const override;
CollisionObject3D();
~CollisionObject3D();
};
VARIANT_ENUM_CAST(CollisionObject3D::DisableMode);
#endif // COLLISION_OBJECT_3D_H