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

157 lines
6.2 KiB
C++

/**************************************************************************/
/* jolt_object_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_OBJECT_3D_H
#define JOLT_OBJECT_3D_H
#include "../shapes/jolt_shape_instance_3d.h"
#include "core/math/vector3.h"
#include "core/object/object.h"
#include "core/string/ustring.h"
#include "core/templates/local_vector.h"
#include "core/templates/rid.h"
#include "Jolt/Jolt.h"
#include "Jolt/Physics/Body/Body.h"
#include "Jolt/Physics/Collision/BroadPhase/BroadPhaseLayer.h"
#include "Jolt/Physics/Collision/ObjectLayer.h"
class JoltArea3D;
class JoltBody3D;
class JoltShapedObject3D;
class JoltShape3D;
class JoltSoftBody3D;
class JoltSpace3D;
class JoltObject3D {
public:
enum ObjectType : char {
OBJECT_TYPE_INVALID,
OBJECT_TYPE_BODY,
OBJECT_TYPE_SOFT_BODY,
OBJECT_TYPE_AREA,
};
protected:
LocalVector<JoltShapeInstance3D> shapes;
RID rid;
ObjectID instance_id;
JoltSpace3D *space = nullptr;
JPH::BodyID jolt_id;
uint32_t collision_layer = 1;
uint32_t collision_mask = 1;
ObjectType object_type = OBJECT_TYPE_INVALID;
bool pickable = false;
virtual JPH::BroadPhaseLayer _get_broad_phase_layer() const = 0;
virtual JPH::ObjectLayer _get_object_layer() const = 0;
virtual void _add_to_space() = 0;
virtual void _remove_from_space();
void _reset_space();
void _update_object_layer();
virtual void _collision_layer_changed();
virtual void _collision_mask_changed();
virtual void _space_changing() {}
virtual void _space_changed() {}
public:
explicit JoltObject3D(ObjectType p_object_type);
virtual ~JoltObject3D() = 0;
ObjectType get_type() const { return object_type; }
bool is_body() const { return object_type == OBJECT_TYPE_BODY; }
bool is_soft_body() const { return object_type == OBJECT_TYPE_SOFT_BODY; }
bool is_area() const { return object_type == OBJECT_TYPE_AREA; }
bool is_shaped() const { return object_type != OBJECT_TYPE_SOFT_BODY; }
JoltShapedObject3D *as_shaped() { return is_shaped() ? reinterpret_cast<JoltShapedObject3D *>(this) : nullptr; }
const JoltShapedObject3D *as_shaped() const { return is_shaped() ? reinterpret_cast<const JoltShapedObject3D *>(this) : nullptr; }
JoltBody3D *as_body() { return is_body() ? reinterpret_cast<JoltBody3D *>(this) : nullptr; }
const JoltBody3D *as_body() const { return is_body() ? reinterpret_cast<const JoltBody3D *>(this) : nullptr; }
JoltSoftBody3D *as_soft_body() { return is_soft_body() ? reinterpret_cast<JoltSoftBody3D *>(this) : nullptr; }
const JoltSoftBody3D *as_soft_body() const { return is_soft_body() ? reinterpret_cast<const JoltSoftBody3D *>(this) : nullptr; }
JoltArea3D *as_area() { return is_area() ? reinterpret_cast<JoltArea3D *>(this) : nullptr; }
const JoltArea3D *as_area() const { return is_area() ? reinterpret_cast<const JoltArea3D *>(this) : nullptr; }
RID get_rid() const { return rid; }
void set_rid(const RID &p_rid) { rid = p_rid; }
ObjectID get_instance_id() const { return instance_id; }
void set_instance_id(ObjectID p_id) { instance_id = p_id; }
Object *get_instance() const;
JPH::BodyID get_jolt_id() const { return jolt_id; }
JoltSpace3D *get_space() const { return space; }
void set_space(JoltSpace3D *p_space);
bool in_space() const { return space != nullptr && !jolt_id.IsInvalid(); }
uint32_t get_collision_layer() const { return collision_layer; }
void set_collision_layer(uint32_t p_layer);
uint32_t get_collision_mask() const { return collision_mask; }
void set_collision_mask(uint32_t p_mask);
virtual Vector3 get_velocity_at_position(const Vector3 &p_position) const = 0;
bool is_pickable() const { return pickable; }
void set_pickable(bool p_enabled) { pickable = p_enabled; }
bool can_collide_with(const JoltObject3D &p_other) const;
bool can_interact_with(const JoltObject3D &p_other) const;
virtual bool can_interact_with(const JoltBody3D &p_other) const = 0;
virtual bool can_interact_with(const JoltSoftBody3D &p_other) const = 0;
virtual bool can_interact_with(const JoltArea3D &p_other) const = 0;
virtual bool reports_contacts() const = 0;
virtual void pre_step(float p_step, JPH::Body &p_jolt_body) {}
String to_string() const;
};
#endif // JOLT_OBJECT_3D_H