collision_object_2d_sw.cpp 7.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252
  1. /*************************************************************************/
  2. /* collision_object_2d_sw.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "collision_object_2d_sw.h"
  31. #include "space_2d_sw.h"
  32. void CollisionObject2DSW::add_shape(Shape2DSW *p_shape, const Transform2D &p_transform) {
  33. Shape s;
  34. s.shape = p_shape;
  35. s.xform = p_transform;
  36. s.xform_inv = s.xform.affine_inverse();
  37. s.bpid = 0; //needs update
  38. s.disabled = false;
  39. s.one_way_collision = false;
  40. shapes.push_back(s);
  41. p_shape->add_owner(this);
  42. _update_shapes();
  43. _shapes_changed();
  44. }
  45. void CollisionObject2DSW::set_shape(int p_index, Shape2DSW *p_shape) {
  46. ERR_FAIL_INDEX(p_index, shapes.size());
  47. shapes[p_index].shape->remove_owner(this);
  48. shapes.write[p_index].shape = p_shape;
  49. p_shape->add_owner(this);
  50. _update_shapes();
  51. _shapes_changed();
  52. }
  53. void CollisionObject2DSW::set_shape_metadata(int p_index, const Variant &p_metadata) {
  54. ERR_FAIL_INDEX(p_index, shapes.size());
  55. shapes.write[p_index].metadata = p_metadata;
  56. }
  57. void CollisionObject2DSW::set_shape_transform(int p_index, const Transform2D &p_transform) {
  58. ERR_FAIL_INDEX(p_index, shapes.size());
  59. shapes.write[p_index].xform = p_transform;
  60. shapes.write[p_index].xform_inv = p_transform.affine_inverse();
  61. _update_shapes();
  62. _shapes_changed();
  63. }
  64. void CollisionObject2DSW::set_shape_as_disabled(int p_idx, bool p_disabled) {
  65. ERR_FAIL_INDEX(p_idx, shapes.size());
  66. CollisionObject2DSW::Shape &shape = shapes.write[p_idx];
  67. if (shape.disabled == p_disabled)
  68. return;
  69. shape.disabled = p_disabled;
  70. if (!space)
  71. return;
  72. if (p_disabled && shape.bpid != 0) {
  73. space->get_broadphase()->remove(shape.bpid);
  74. shape.bpid = 0;
  75. _update_shapes();
  76. } else if (!p_disabled && shape.bpid == 0) {
  77. _update_shapes(); // automatically adds shape with bpid == 0
  78. }
  79. }
  80. void CollisionObject2DSW::remove_shape(Shape2DSW *p_shape) {
  81. //remove a shape, all the times it appears
  82. for (int i = 0; i < shapes.size(); i++) {
  83. if (shapes[i].shape == p_shape) {
  84. remove_shape(i);
  85. i--;
  86. }
  87. }
  88. }
  89. void CollisionObject2DSW::remove_shape(int p_index) {
  90. //remove anything from shape to be erased to end, so subindices don't change
  91. ERR_FAIL_INDEX(p_index, shapes.size());
  92. for (int i = p_index; i < shapes.size(); i++) {
  93. if (shapes[i].bpid == 0)
  94. continue;
  95. //should never get here with a null owner
  96. space->get_broadphase()->remove(shapes[i].bpid);
  97. shapes.write[i].bpid = 0;
  98. }
  99. shapes[p_index].shape->remove_owner(this);
  100. shapes.remove(p_index);
  101. _update_shapes();
  102. _shapes_changed();
  103. }
  104. void CollisionObject2DSW::_set_static(bool p_static) {
  105. if (_static == p_static)
  106. return;
  107. _static = p_static;
  108. if (!space)
  109. return;
  110. for (int i = 0; i < get_shape_count(); i++) {
  111. const Shape &s = shapes[i];
  112. if (s.bpid > 0) {
  113. space->get_broadphase()->set_static(s.bpid, _static);
  114. }
  115. }
  116. }
  117. void CollisionObject2DSW::_unregister_shapes() {
  118. for (int i = 0; i < shapes.size(); i++) {
  119. Shape &s = shapes.write[i];
  120. if (s.bpid > 0) {
  121. space->get_broadphase()->remove(s.bpid);
  122. s.bpid = 0;
  123. }
  124. }
  125. }
  126. void CollisionObject2DSW::_update_shapes() {
  127. if (!space)
  128. return;
  129. for (int i = 0; i < shapes.size(); i++) {
  130. Shape &s = shapes.write[i];
  131. if (s.disabled)
  132. continue;
  133. if (s.bpid == 0) {
  134. s.bpid = space->get_broadphase()->create(this, i);
  135. space->get_broadphase()->set_static(s.bpid, _static);
  136. }
  137. //not quite correct, should compute the next matrix..
  138. Rect2 shape_aabb = s.shape->get_aabb();
  139. Transform2D xform = transform * s.xform;
  140. shape_aabb = xform.xform(shape_aabb);
  141. s.aabb_cache = shape_aabb;
  142. s.aabb_cache = s.aabb_cache.grow((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05);
  143. space->get_broadphase()->move(s.bpid, s.aabb_cache);
  144. }
  145. }
  146. void CollisionObject2DSW::_update_shapes_with_motion(const Vector2 &p_motion) {
  147. if (!space)
  148. return;
  149. for (int i = 0; i < shapes.size(); i++) {
  150. Shape &s = shapes.write[i];
  151. if (s.disabled)
  152. continue;
  153. if (s.bpid == 0) {
  154. s.bpid = space->get_broadphase()->create(this, i);
  155. space->get_broadphase()->set_static(s.bpid, _static);
  156. }
  157. //not quite correct, should compute the next matrix..
  158. Rect2 shape_aabb = s.shape->get_aabb();
  159. Transform2D xform = transform * s.xform;
  160. shape_aabb = xform.xform(shape_aabb);
  161. shape_aabb = shape_aabb.merge(Rect2(shape_aabb.position + p_motion, shape_aabb.size)); //use motion
  162. s.aabb_cache = shape_aabb;
  163. space->get_broadphase()->move(s.bpid, shape_aabb);
  164. }
  165. }
  166. void CollisionObject2DSW::_set_space(Space2DSW *p_space) {
  167. if (space) {
  168. space->remove_object(this);
  169. for (int i = 0; i < shapes.size(); i++) {
  170. Shape &s = shapes.write[i];
  171. if (s.bpid) {
  172. space->get_broadphase()->remove(s.bpid);
  173. s.bpid = 0;
  174. }
  175. }
  176. }
  177. space = p_space;
  178. if (space) {
  179. space->add_object(this);
  180. _update_shapes();
  181. }
  182. }
  183. void CollisionObject2DSW::_shape_changed() {
  184. _update_shapes();
  185. _shapes_changed();
  186. }
  187. CollisionObject2DSW::CollisionObject2DSW(Type p_type) {
  188. _static = true;
  189. type = p_type;
  190. space = NULL;
  191. instance_id = 0;
  192. canvas_instance_id = 0;
  193. collision_mask = 1;
  194. collision_layer = 1;
  195. pickable = true;
  196. }