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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
176 lines
6.1 KiB
C++
176 lines
6.1 KiB
C++
/**************************************************************************/
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/* 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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#ifndef COLLISION_OBJECT_3D_H
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#define COLLISION_OBJECT_3D_H
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#include "scene/3d/camera_3d.h"
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#include "scene/3d/node_3d.h"
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class CollisionObject3D : public Node3D {
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GDCLASS(CollisionObject3D, Node3D);
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public:
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enum DisableMode {
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DISABLE_MODE_REMOVE,
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DISABLE_MODE_MAKE_STATIC,
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DISABLE_MODE_KEEP_ACTIVE,
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};
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private:
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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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bool area = false;
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RID rid;
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DisableMode disable_mode = DISABLE_MODE_REMOVE;
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PhysicsServer3D::BodyMode body_mode = PhysicsServer3D::BODY_MODE_STATIC;
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struct ShapeData {
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ObjectID owner_id;
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Transform3D xform;
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struct ShapeBase {
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RID debug_shape;
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Ref<Shape3D> shape;
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int index = 0;
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};
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Vector<ShapeBase> shapes;
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bool disabled = false;
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};
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int total_subshapes = 0;
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RBMap<uint32_t, ShapeData> shapes;
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bool only_update_transform_changes = false; // This is used for sync to physics.
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bool capture_input_on_drag = false;
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bool ray_pickable = true;
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HashSet<uint32_t> debug_shapes_to_update;
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int debug_shapes_count = 0;
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Transform3D debug_shape_old_transform;
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void _update_pickable();
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bool _are_collision_shapes_visible();
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void _update_shape_data(uint32_t p_owner);
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void _shape_changed(const Ref<Shape3D> &p_shape);
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void _update_debug_shapes();
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void _clear_debug_shapes();
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void _apply_disabled();
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void _apply_enabled();
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protected:
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CollisionObject3D(RID p_rid, bool p_area);
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void _notification(int p_what);
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static void _bind_methods();
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void _on_transform_changed();
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friend class Viewport;
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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);
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virtual void _mouse_enter();
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virtual void _mouse_exit();
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void set_body_mode(PhysicsServer3D::BodyMode p_mode);
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void set_only_update_transform_changes(bool p_enable);
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bool is_only_update_transform_changes_enabled() const;
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GDVIRTUAL5(_input_event, Camera3D *, Ref<InputEvent>, Vector3, Vector3, int)
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GDVIRTUAL0(_mouse_enter)
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GDVIRTUAL0(_mouse_exit)
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public:
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void set_collision_layer(uint32_t p_layer);
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uint32_t get_collision_layer() const;
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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void set_collision_layer_value(int p_layer_number, bool p_value);
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bool get_collision_layer_value(int p_layer_number) const;
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void set_collision_mask_value(int p_layer_number, bool p_value);
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bool get_collision_mask_value(int p_layer_number) const;
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void set_collision_priority(real_t p_priority);
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real_t get_collision_priority() const;
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void set_disable_mode(DisableMode p_mode);
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DisableMode get_disable_mode() const;
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uint32_t create_shape_owner(Object *p_owner);
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void remove_shape_owner(uint32_t owner);
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void get_shape_owners(List<uint32_t> *r_owners);
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PackedInt32Array _get_shape_owners();
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void shape_owner_set_transform(uint32_t p_owner, const Transform3D &p_transform);
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Transform3D shape_owner_get_transform(uint32_t p_owner) const;
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Object *shape_owner_get_owner(uint32_t p_owner) const;
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void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled);
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bool is_shape_owner_disabled(uint32_t p_owner) const;
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void shape_owner_add_shape(uint32_t p_owner, const Ref<Shape3D> &p_shape);
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int shape_owner_get_shape_count(uint32_t p_owner) const;
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Ref<Shape3D> shape_owner_get_shape(uint32_t p_owner, int p_shape) const;
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int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const;
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void shape_owner_remove_shape(uint32_t p_owner, int p_shape);
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void shape_owner_clear_shapes(uint32_t p_owner);
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uint32_t shape_find_owner(int p_shape_index) const;
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void set_ray_pickable(bool p_ray_pickable);
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bool is_ray_pickable() const;
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void set_capture_input_on_drag(bool p_capture);
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bool get_capture_input_on_drag() const;
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_FORCE_INLINE_ RID get_rid() const { return rid; }
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PackedStringArray get_configuration_warnings() const override;
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CollisionObject3D();
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~CollisionObject3D();
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};
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VARIANT_ENUM_CAST(CollisionObject3D::DisableMode);
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#endif // COLLISION_OBJECT_3D_H
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