godot-module-template/engine/modules/jolt_physics/objects/jolt_object_3d.cpp

150 lines
4.8 KiB
C++

/**************************************************************************/
/* jolt_object_3d.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "jolt_object_3d.h"
#include "../jolt_physics_server_3d.h"
#include "../jolt_project_settings.h"
#include "../spaces/jolt_layers.h"
#include "../spaces/jolt_space_3d.h"
#include "jolt_group_filter.h"
void JoltObject3D::_remove_from_space() {
if (unlikely(jolt_id.IsInvalid())) {
return;
}
space->remove_body(jolt_id);
jolt_id = JPH::BodyID();
}
void JoltObject3D::_reset_space() {
ERR_FAIL_NULL(space);
_space_changing();
_remove_from_space();
_add_to_space();
_space_changed();
}
void JoltObject3D::_update_object_layer() {
if (!in_space()) {
return;
}
space->get_body_iface().SetObjectLayer(jolt_id, _get_object_layer());
}
void JoltObject3D::_collision_layer_changed() {
_update_object_layer();
}
void JoltObject3D::_collision_mask_changed() {
_update_object_layer();
}
JoltObject3D::JoltObject3D(ObjectType p_object_type) :
object_type(p_object_type) {
}
JoltObject3D::~JoltObject3D() = default;
Object *JoltObject3D::get_instance() const {
return ObjectDB::get_instance(instance_id);
}
void JoltObject3D::set_space(JoltSpace3D *p_space) {
if (space == p_space) {
return;
}
_space_changing();
if (space != nullptr) {
_remove_from_space();
}
space = p_space;
if (space != nullptr) {
_add_to_space();
}
_space_changed();
}
void JoltObject3D::set_collision_layer(uint32_t p_layer) {
if (p_layer == collision_layer) {
return;
}
collision_layer = p_layer;
_collision_layer_changed();
}
void JoltObject3D::set_collision_mask(uint32_t p_mask) {
if (p_mask == collision_mask) {
return;
}
collision_mask = p_mask;
_collision_mask_changed();
}
bool JoltObject3D::can_collide_with(const JoltObject3D &p_other) const {
return (collision_mask & p_other.get_collision_layer()) != 0;
}
bool JoltObject3D::can_interact_with(const JoltObject3D &p_other) const {
if (const JoltBody3D *other_body = p_other.as_body()) {
return can_interact_with(*other_body);
} else if (const JoltArea3D *other_area = p_other.as_area()) {
return can_interact_with(*other_area);
} else if (const JoltSoftBody3D *other_soft_body = p_other.as_soft_body()) {
return can_interact_with(*other_soft_body);
} else {
ERR_FAIL_V_MSG(false, vformat("Unhandled object type: '%d'. This should not happen. Please report this.", p_other.get_type()));
}
}
String JoltObject3D::to_string() const {
static const String fallback_name = "<unknown>";
if (JoltPhysicsServer3D::get_singleton()->is_on_separate_thread()) {
return fallback_name; // Calling `Object::to_string` is not thread-safe.
}
Object *instance = get_instance();
return instance != nullptr ? instance->to_string() : fallback_name;
}