mirror of
https://github.com/Relintai/pandemonium_engine.git
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216 lines
8.2 KiB
C++
216 lines
8.2 KiB
C++
/*************************************************************************/
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/* prop_data_collision_object.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "prop_data_collision_object.h"
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#include "prop_data.h"
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#include "scene/3d/collision_shape.h"
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#include "scene/3d/physics_body.h"
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uint32_t PropDataCollisionObject::get_collision_layer() const {
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return _collision_layer;
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}
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void PropDataCollisionObject::set_collision_layer(const uint32_t p_layer) {
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_collision_layer = p_layer;
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}
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uint32_t PropDataCollisionObject::get_collision_mask() const {
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return _collision_mask;
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}
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void PropDataCollisionObject::set_collision_mask(const uint32_t p_mask) {
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_collision_mask = p_mask;
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}
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int PropDataCollisionObject::get_collision_shape_count() const {
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return _shapes.size();
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}
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void PropDataCollisionObject::set_collision_shape_count(const int p_count) {
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_shapes.resize(p_count);
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}
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Transform PropDataCollisionObject::get_collision_shape_transform(const int p_index) const {
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ERR_FAIL_INDEX_V(p_index, _shapes.size(), Transform());
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return _shapes[p_index].transform;
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}
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void PropDataCollisionObject::set_collision_shape_transform(const int p_index, const Transform &p_transform) {
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ERR_FAIL_INDEX(p_index, _shapes.size());
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_shapes.write[p_index].transform = p_transform;
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}
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Ref<Shape> PropDataCollisionObject::get_collision_shape(const int p_index) const {
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ERR_FAIL_INDEX_V(p_index, _shapes.size(), Ref<Shape>());
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return _shapes[p_index].shape;
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}
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void PropDataCollisionObject::set_collision_shape(const int p_index, const Ref<Shape> &p_shape) {
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ERR_FAIL_INDEX(p_index, _shapes.size());
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_shapes.write[p_index].shape = p_shape;
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}
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void PropDataCollisionObject::add_collision_shape(const Transform &p_transform, const Ref<Shape> &p_shape) {
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ShapeEntry e;
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e.transform = p_transform;
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e.shape = p_shape;
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_shapes.push_back(e);
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property_list_changed_notify();
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}
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void PropDataCollisionObject::remove_collision_shape(const int p_index) {
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ERR_FAIL_INDEX(p_index, _shapes.size());
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_shapes.remove(p_index);
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property_list_changed_notify();
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}
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bool PropDataCollisionObject::_processor_evaluate_children() {
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return false;
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}
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void PropDataCollisionObject::processor_process_collision_objects(Node *node, const Transform &transform) {
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int cc = node->get_child_count();
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for (int i = 0; i < cc; ++i) {
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Node *c = node->get_child(i);
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CollisionShape *cs = Object::cast_to<CollisionShape>(c);
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if (!cs) {
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continue;
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}
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Transform current_transform = transform * cs->get_transform();
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Ref<Shape> shape = cs->get_shape();
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if (shape.is_valid()) {
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add_collision_shape(current_transform, shape);
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}
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}
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}
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void PropDataCollisionObject::processor_create_shapes_for(Node *root) {
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for (int i = 0; i < _shapes.size(); ++i) {
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const ShapeEntry &e = _shapes[i];
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if (!e.shape.is_valid()) {
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continue;
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}
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CollisionShape *cs = memnew(CollisionShape);
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cs->set_transform(e.transform);
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cs->set_shape(e.shape);
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root->add_child(cs);
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}
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}
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PropDataCollisionObject::PropDataCollisionObject() {
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_collision_layer = 0;
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_collision_mask = 0;
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}
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PropDataCollisionObject::~PropDataCollisionObject() {
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}
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bool PropDataCollisionObject::_set(const StringName &p_name, const Variant &p_value) {
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String p = p_name;
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if (!p.begins_with("shapes/")) {
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return false;
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}
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int index = p.get_slicec('/', 1).to_int();
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String prop = p.get_slicec('/', 2);
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if (prop == "transform") {
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_shapes.write[index].transform = p_value;
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return true;
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} else if (prop == "shape") {
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_shapes.write[index].shape = p_value;
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return true;
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}
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return false;
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}
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bool PropDataCollisionObject::_get(const StringName &p_name, Variant &r_ret) const {
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String p = p_name;
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if (!p.begins_with("shapes/")) {
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return false;
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}
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int index = p.get_slicec('/', 1).to_int();
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String prop = p.get_slicec('/', 2);
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if (prop == "transform") {
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r_ret = _shapes[index].transform;
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return true;
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} else if (prop == "shape") {
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r_ret = _shapes[index].shape;
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return true;
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}
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return false;
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}
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void PropDataCollisionObject::_get_property_list(List<PropertyInfo> *p_list) const {
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for (int i = 0; i < _shapes.size(); ++i) {
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p_list->push_back(PropertyInfo(Variant::TRANSFORM, "shapes/" + itos(i) + "/transform"));
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p_list->push_back(PropertyInfo(Variant::OBJECT, "shapes/" + itos(i) + "/shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape"));
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}
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}
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void PropDataCollisionObject::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_collision_layer"), &PropDataCollisionObject::get_collision_layer);
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ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PropDataCollisionObject::set_collision_layer);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
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ClassDB::bind_method(D_METHOD("get_collision_mask"), &PropDataCollisionObject::get_collision_mask);
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ClassDB::bind_method(D_METHOD("set_collision_mask", "value"), &PropDataCollisionObject::set_collision_mask);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
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ClassDB::bind_method(D_METHOD("get_collision_shape_count"), &PropDataCollisionObject::get_collision_shape_count);
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ClassDB::bind_method(D_METHOD("set_collision_shape_count", "value"), &PropDataCollisionObject::set_collision_shape_count);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_shape_count", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_collision_shape_count", "get_collision_shape_count");
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ClassDB::bind_method(D_METHOD("get_collision_shape_transform"), &PropDataCollisionObject::get_collision_shape_transform);
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ClassDB::bind_method(D_METHOD("set_collision_shape_transform", "index", "transform"), &PropDataCollisionObject::set_collision_shape_transform);
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ClassDB::bind_method(D_METHOD("get_collision_shape"), &PropDataCollisionObject::get_collision_shape);
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ClassDB::bind_method(D_METHOD("set_collision_shape", "index", "shape"), &PropDataCollisionObject::set_collision_shape);
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ClassDB::bind_method(D_METHOD("add_collision_shape", "transform", "shape"), &PropDataCollisionObject::add_collision_shape);
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ClassDB::bind_method(D_METHOD("remove_collision_shape", "index"), &PropDataCollisionObject::remove_collision_shape);
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}
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