/**************************************************************************/ /* 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 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(this) : nullptr; } const JoltShapedObject3D *as_shaped() const { return is_shaped() ? reinterpret_cast(this) : nullptr; } JoltBody3D *as_body() { return is_body() ? reinterpret_cast(this) : nullptr; } const JoltBody3D *as_body() const { return is_body() ? reinterpret_cast(this) : nullptr; } JoltSoftBody3D *as_soft_body() { return is_soft_body() ? reinterpret_cast(this) : nullptr; } const JoltSoftBody3D *as_soft_body() const { return is_soft_body() ? reinterpret_cast(this) : nullptr; } JoltArea3D *as_area() { return is_area() ? reinterpret_cast(this) : nullptr; } const JoltArea3D *as_area() const { return is_area() ? reinterpret_cast(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