/**************************************************************************/ /* jolt_shape_instance_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 JOLT_SHAPE_INSTANCE_3D_H #define JOLT_SHAPE_INSTANCE_3D_H #include "core/math/transform_3d.h" #include "Jolt/Jolt.h" #include "Jolt/Physics/Collision/Shape/Shape.h" class JoltShapedObject3D; class JoltShape3D; class JoltShapeInstance3D { // This RAII helper exists solely to avoid needing to maintain copy construction/assignment in the shape instance. // Ideally this would be move-only instead, but Godot's containers don't support that at the moment. struct ShapeReference { JoltShapedObject3D *parent = nullptr; JoltShape3D *shape = nullptr; ShapeReference() = default; ShapeReference(JoltShapedObject3D *p_parent, JoltShape3D *p_shape); ShapeReference(const ShapeReference &p_other); ShapeReference(ShapeReference &&p_other) = delete; ~ShapeReference(); ShapeReference &operator=(const ShapeReference &p_other); ShapeReference &operator=(ShapeReference &&p_other) = delete; JoltShape3D *operator*() const { return shape; } JoltShape3D *operator->() const { return shape; } operator JoltShape3D *() const { return shape; } }; inline static uint32_t next_id = 1; Transform3D transform; Vector3 scale; ShapeReference shape; JPH::ShapeRefC jolt_ref; uint32_t id = next_id++; bool disabled = false; public: JoltShapeInstance3D() = default; JoltShapeInstance3D(JoltShapedObject3D *p_parent, JoltShape3D *p_shape, const Transform3D &p_transform = Transform3D(), const Vector3 &p_scale = Vector3(1.0f, 1.0f, 1.0f), bool p_disabled = false); uint32_t get_id() const { return id; } JoltShape3D *get_shape() const { return shape; } const JPH::Shape *get_jolt_ref() const { return jolt_ref; } const Transform3D &get_transform_unscaled() const { return transform; } Transform3D get_transform_scaled() const { return transform.scaled_local(scale); } void set_transform(const Transform3D &p_transform) { transform = p_transform; } const Vector3 &get_scale() const { return scale; } void set_scale(const Vector3 &p_scale) { scale = p_scale; } AABB get_aabb() const; bool is_built() const { return jolt_ref != nullptr; } bool is_enabled() const { return !disabled; } bool is_disabled() const { return disabled; } void enable() { disabled = false; } void disable() { disabled = true; } bool try_build(); }; #endif // JOLT_SHAPE_INSTANCE_3D_H