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			If the module is enabled (default), 3D physics works as it did before. If the module is disabled and no other 3D physics server is registered (via a module or GDExtension), then we fall back to a dummy implementation which effectively disables 3D physics functionality (and a warning is printed). The dummy 3D physics server can also be selected explicitly, in which case no warning is printed.
		
			
				
	
	
		
			194 lines
		
	
	
	
		
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			194 lines
		
	
	
	
		
			7.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
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| /*  godot_collision_object_3d.h                                           */
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| /**************************************************************************/
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| /*                         This file is part of:                          */
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| /*                             GODOT ENGINE                               */
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| /*                        https://godotengine.org                         */
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| /**************************************************************************/
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| /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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| /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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| /*                                                                        */
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| /* Permission is hereby granted, free of charge, to any person obtaining  */
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| /* a copy of this software and associated documentation files (the        */
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| /* "Software"), to deal in the Software without restriction, including    */
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| /* without limitation the rights to use, copy, modify, merge, publish,    */
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| /* distribute, sublicense, and/or sell copies of the Software, and to     */
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| /* permit persons to whom the Software is furnished to do so, subject to  */
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| /* the following conditions:                                              */
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| /*                                                                        */
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| /* The above copyright notice and this permission notice shall be         */
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| /* included in all copies or substantial portions of the Software.        */
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| /*                                                                        */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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| /**************************************************************************/
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| 
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| #ifndef GODOT_COLLISION_OBJECT_3D_H
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| #define GODOT_COLLISION_OBJECT_3D_H
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| 
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| #include "godot_broad_phase_3d.h"
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| #include "godot_shape_3d.h"
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| 
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| #include "core/templates/self_list.h"
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| #include "servers/physics_server_3d.h"
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| 
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| #ifdef DEBUG_ENABLED
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| #define MAX_OBJECT_DISTANCE 3.1622776601683791e+18
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| 
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| #define MAX_OBJECT_DISTANCE_X2 (MAX_OBJECT_DISTANCE * MAX_OBJECT_DISTANCE)
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| #endif
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| 
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| class GodotSpace3D;
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| 
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| class GodotCollisionObject3D : public GodotShapeOwner3D {
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| public:
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| 	enum Type {
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| 		TYPE_AREA,
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| 		TYPE_BODY,
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| 		TYPE_SOFT_BODY,
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| 	};
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| 
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| private:
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| 	Type type;
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| 	RID self;
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| 	ObjectID instance_id;
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| 	uint32_t collision_layer = 1;
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| 	uint32_t collision_mask = 1;
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| 	real_t collision_priority = 1.0;
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| 
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| 	struct Shape {
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| 		Transform3D xform;
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| 		Transform3D xform_inv;
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| 		GodotBroadPhase3D::ID bpid;
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| 		AABB aabb_cache; //for rayqueries
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| 		real_t area_cache = 0.0;
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| 		GodotShape3D *shape = nullptr;
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| 		bool disabled = false;
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| 	};
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| 
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| 	Vector<Shape> shapes;
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| 	GodotSpace3D *space = nullptr;
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| 	Transform3D transform;
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| 	Transform3D inv_transform;
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| 	bool _static = true;
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| 
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| 	SelfList<GodotCollisionObject3D> pending_shape_update_list;
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| 
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| 	void _update_shapes();
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| 
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| protected:
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| 	void _update_shapes_with_motion(const Vector3 &p_motion);
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| 	void _unregister_shapes();
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| 
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| 	_FORCE_INLINE_ void _set_transform(const Transform3D &p_transform, bool p_update_shapes = true) {
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| #ifdef DEBUG_ENABLED
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| 
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| 		ERR_FAIL_COND_MSG(p_transform.origin.length_squared() > MAX_OBJECT_DISTANCE_X2, "Object went too far away (more than '" + itos(MAX_OBJECT_DISTANCE) + "' units from origin).");
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| #endif
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| 
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| 		transform = p_transform;
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| 		if (p_update_shapes) {
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| 			_update_shapes();
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| 		}
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| 	}
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| 	_FORCE_INLINE_ void _set_inv_transform(const Transform3D &p_transform) { inv_transform = p_transform; }
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| 	void _set_static(bool p_static);
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| 
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| 	virtual void _shapes_changed() = 0;
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| 	void _set_space(GodotSpace3D *p_space);
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| 
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| 	bool ray_pickable = true;
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| 
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| 	GodotCollisionObject3D(Type p_type);
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| 
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| public:
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| 	_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
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| 	_FORCE_INLINE_ RID get_self() const { return self; }
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| 
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| 	_FORCE_INLINE_ void set_instance_id(const ObjectID &p_instance_id) { instance_id = p_instance_id; }
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| 	_FORCE_INLINE_ ObjectID get_instance_id() const { return instance_id; }
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| 
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| 	void _shape_changed() override;
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| 
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| 	_FORCE_INLINE_ Type get_type() const { return type; }
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| 	void add_shape(GodotShape3D *p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false);
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| 	void set_shape(int p_index, GodotShape3D *p_shape);
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| 	void set_shape_transform(int p_index, const Transform3D &p_transform);
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| 	_FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
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| 	_FORCE_INLINE_ GodotShape3D *get_shape(int p_index) const {
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| 		CRASH_BAD_INDEX(p_index, shapes.size());
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| 		return shapes[p_index].shape;
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| 	}
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| 	_FORCE_INLINE_ const Transform3D &get_shape_transform(int p_index) const {
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| 		CRASH_BAD_INDEX(p_index, shapes.size());
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| 		return shapes[p_index].xform;
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| 	}
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| 	_FORCE_INLINE_ const Transform3D &get_shape_inv_transform(int p_index) const {
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| 		CRASH_BAD_INDEX(p_index, shapes.size());
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| 		return shapes[p_index].xform_inv;
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| 	}
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| 	_FORCE_INLINE_ const AABB &get_shape_aabb(int p_index) const {
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| 		CRASH_BAD_INDEX(p_index, shapes.size());
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| 		return shapes[p_index].aabb_cache;
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| 	}
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| 	_FORCE_INLINE_ real_t get_shape_area(int p_index) const {
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| 		CRASH_BAD_INDEX(p_index, shapes.size());
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| 		return shapes[p_index].area_cache;
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| 	}
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| 
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| 	_FORCE_INLINE_ const Transform3D &get_transform() const { return transform; }
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| 	_FORCE_INLINE_ const Transform3D &get_inv_transform() const { return inv_transform; }
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| 	_FORCE_INLINE_ GodotSpace3D *get_space() const { return space; }
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| 
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| 	_FORCE_INLINE_ void set_ray_pickable(bool p_enable) { ray_pickable = p_enable; }
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| 	_FORCE_INLINE_ bool is_ray_pickable() const { return ray_pickable; }
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| 
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| 	void set_shape_disabled(int p_idx, bool p_disabled);
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| 	_FORCE_INLINE_ bool is_shape_disabled(int p_idx) const {
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| 		ERR_FAIL_INDEX_V(p_idx, shapes.size(), false);
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| 		return shapes[p_idx].disabled;
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| 	}
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| 
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| 	_FORCE_INLINE_ void set_collision_layer(uint32_t p_layer) {
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| 		collision_layer = p_layer;
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| 		_shape_changed();
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| 	}
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| 	_FORCE_INLINE_ uint32_t get_collision_layer() const { return collision_layer; }
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| 
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| 	_FORCE_INLINE_ void set_collision_mask(uint32_t p_mask) {
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| 		collision_mask = p_mask;
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| 		_shape_changed();
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| 	}
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| 	_FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; }
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| 
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| 	_FORCE_INLINE_ void set_collision_priority(real_t p_priority) {
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| 		ERR_FAIL_COND_MSG(p_priority <= 0, "Priority must be greater than 0.");
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| 		collision_priority = p_priority;
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| 		_shape_changed();
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| 	}
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| 	_FORCE_INLINE_ real_t get_collision_priority() const { return collision_priority; }
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| 
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| 	_FORCE_INLINE_ bool collides_with(GodotCollisionObject3D *p_other) const {
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| 		return p_other->collision_layer & collision_mask;
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| 	}
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| 
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| 	_FORCE_INLINE_ bool interacts_with(const GodotCollisionObject3D *p_other) const {
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| 		return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask;
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| 	}
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| 
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| 	void remove_shape(GodotShape3D *p_shape) override;
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| 	void remove_shape(int p_index);
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| 
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| 	virtual void set_space(GodotSpace3D *p_space) = 0;
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| 
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| 	_FORCE_INLINE_ bool is_static() const { return _static; }
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| 
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| 	virtual ~GodotCollisionObject3D() {}
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| };
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| 
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| #endif // GODOT_COLLISION_OBJECT_3D_H
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