godot/scene/3d/collision_shape.cpp
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00

209 lines
6.7 KiB
C++

/*************************************************************************/
/* collision_shape.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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_shape.h"
#include "scene/resources/box_shape.h"
#include "scene/resources/capsule_shape.h"
#include "scene/resources/concave_polygon_shape.h"
#include "scene/resources/convex_polygon_shape.h"
#include "scene/resources/plane_shape.h"
#include "scene/resources/ray_shape.h"
#include "scene/resources/sphere_shape.h"
#include "servers/visual_server.h"
//TODO: Implement CylinderShape and HeightMapShape?
#include "mesh_instance.h"
#include "physics_body.h"
#include "quick_hull.h"
void CollisionShape::make_convex_from_brothers() {
Node *p = get_parent();
if (!p)
return;
for (int i = 0; i < p->get_child_count(); i++) {
Node *n = p->get_child(i);
MeshInstance *mi = Object::cast_to<MeshInstance>(n);
if (mi) {
Ref<Mesh> m = mi->get_mesh();
if (m.is_valid()) {
Ref<Shape> s = m->create_convex_shape();
set_shape(s);
}
}
}
}
void CollisionShape::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_PARENTED: {
parent = Object::cast_to<CollisionObject>(get_parent());
if (parent) {
owner_id = parent->create_shape_owner(this);
if (shape.is_valid()) {
parent->shape_owner_add_shape(owner_id, shape);
}
parent->shape_owner_set_transform(owner_id, get_transform());
parent->shape_owner_set_disabled(owner_id, disabled);
}
} break;
case NOTIFICATION_ENTER_TREE: {
if (get_tree()->is_debugging_collisions_hint()) {
_create_debug_shape();
}
} break;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
if (parent) {
parent->shape_owner_set_transform(owner_id, get_transform());
}
} break;
case NOTIFICATION_UNPARENTED: {
if (parent) {
parent->remove_shape_owner(owner_id);
}
owner_id = 0;
parent = NULL;
} break;
}
}
void CollisionShape::resource_changed(RES res) {
update_gizmo();
}
String CollisionShape::get_configuration_warning() const {
if (!Object::cast_to<CollisionObject>(get_parent())) {
return TTR("CollisionShape only serves to provide a collision shape to a CollisionObject derived node. Please only use it as a child of Area, StaticBody, RigidBody, KinematicBody, etc. to give them a shape.");
}
if (!shape.is_valid()) {
return TTR("A shape must be provided for CollisionShape to function. Please create a shape resource for it!");
}
return String();
}
void CollisionShape::_bind_methods() {
//not sure if this should do anything
ClassDB::bind_method(D_METHOD("resource_changed", "resource"), &CollisionShape::resource_changed);
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &CollisionShape::set_shape);
ClassDB::bind_method(D_METHOD("get_shape"), &CollisionShape::get_shape);
ClassDB::bind_method(D_METHOD("set_disabled", "enable"), &CollisionShape::set_disabled);
ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionShape::is_disabled);
ClassDB::bind_method(D_METHOD("make_convex_from_brothers"), &CollisionShape::make_convex_from_brothers);
ClassDB::set_method_flags("CollisionShape", "make_convex_from_brothers", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape"), "set_shape", "get_shape");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
}
void CollisionShape::set_shape(const Ref<Shape> &p_shape) {
if (!shape.is_null())
shape->unregister_owner(this);
shape = p_shape;
if (!shape.is_null())
shape->register_owner(this);
update_gizmo();
if (parent) {
parent->shape_owner_clear_shapes(owner_id);
if (shape.is_valid()) {
parent->shape_owner_add_shape(owner_id, shape);
}
}
update_configuration_warning();
}
Ref<Shape> CollisionShape::get_shape() const {
return shape;
}
void CollisionShape::set_disabled(bool p_disabled) {
disabled = p_disabled;
update_gizmo();
if (parent) {
parent->shape_owner_set_disabled(owner_id, p_disabled);
}
}
bool CollisionShape::is_disabled() const {
return disabled;
}
CollisionShape::CollisionShape() {
//indicator = VisualServer::get_singleton()->mesh_create();
disabled = false;
debug_shape = NULL;
parent = NULL;
owner_id = 0;
set_notify_local_transform(true);
}
CollisionShape::~CollisionShape() {
if (!shape.is_null())
shape->unregister_owner(this);
//VisualServer::get_singleton()->free(indicator);
}
void CollisionShape::_create_debug_shape() {
if (debug_shape) {
debug_shape->queue_delete();
debug_shape = NULL;
}
Ref<Shape> s = get_shape();
if (s.is_null())
return;
Ref<Mesh> mesh = s->get_debug_mesh();
MeshInstance *mi = memnew(MeshInstance);
mi->set_mesh(mesh);
add_child(mi);
debug_shape = mi;
}