virtualx-engine/servers/physics_3d/godot_area_pair_3d.cpp

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/**************************************************************************/
/* godot_area_pair_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 "godot_area_pair_3d.h"
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#include "godot_collision_solver_3d.h"
bool GodotAreaPair3D::setup(real_t p_step) {
bool result = false;
if (area->collides_with(body) && GodotCollisionSolver3D::solve_static(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), nullptr, this)) {
result = true;
}
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process_collision = false;
has_space_override = false;
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if (result != colliding) {
if ((int)area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE) != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
has_space_override = true;
} else if ((int)area->get_param(PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE) != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
has_space_override = true;
} else if ((int)area->get_param(PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE) != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
has_space_override = true;
}
process_collision = has_space_override;
if (area->has_monitor_callback()) {
process_collision = true;
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}
colliding = result;
}
return process_collision;
}
bool GodotAreaPair3D::pre_solve(real_t p_step) {
if (!process_collision) {
return false;
}
if (colliding) {
if (has_space_override) {
body->add_area(area);
}
if (area->has_monitor_callback()) {
area->add_body_to_query(body, body_shape, area_shape);
}
} else {
if (has_space_override) {
body->remove_area(area);
}
if (area->has_monitor_callback()) {
area->remove_body_from_query(body, body_shape, area_shape);
}
}
return false; // Never do any post solving.
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}
void GodotAreaPair3D::solve(real_t p_step) {
// Nothing to do.
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}
GodotAreaPair3D::GodotAreaPair3D(GodotBody3D *p_body, int p_body_shape, GodotArea3D *p_area, int p_area_shape) {
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body = p_body;
area = p_area;
body_shape = p_body_shape;
area_shape = p_area_shape;
body->add_constraint(this, 0);
area->add_constraint(this);
if (p_body->get_mode() == PhysicsServer3D::BODY_MODE_KINEMATIC) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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p_body->set_active(true);
}
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}
GodotAreaPair3D::~GodotAreaPair3D() {
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if (colliding) {
if (has_space_override) {
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body->remove_area(area);
}
if (area->has_monitor_callback()) {
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area->remove_body_from_query(body, body_shape, area_shape);
}
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}
body->remove_constraint(this);
area->remove_constraint(this);
}
////////////////////////////////////////////////////
bool GodotArea2Pair3D::setup(real_t p_step) {
bool result_a = area_a->collides_with(area_b);
bool result_b = area_b->collides_with(area_a);
if ((result_a || result_b) && !GodotCollisionSolver3D::solve_static(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), nullptr, this)) {
result_a = false;
result_b = false;
}
bool process_collision = false;
process_collision_a = false;
if (result_a != colliding_a) {
if (area_a->has_area_monitor_callback() && area_b_monitorable) {
process_collision_a = true;
process_collision = true;
}
colliding_a = result_a;
}
process_collision_b = false;
if (result_b != colliding_b) {
if (area_b->has_area_monitor_callback() && area_a_monitorable) {
process_collision_b = true;
process_collision = true;
}
colliding_b = result_b;
}
return process_collision;
}
bool GodotArea2Pair3D::pre_solve(real_t p_step) {
if (process_collision_a) {
if (colliding_a) {
area_a->add_area_to_query(area_b, shape_b, shape_a);
} else {
area_a->remove_area_from_query(area_b, shape_b, shape_a);
}
}
if (process_collision_b) {
if (colliding_b) {
area_b->add_area_to_query(area_a, shape_a, shape_b);
} else {
area_b->remove_area_from_query(area_a, shape_a, shape_b);
}
}
return false; // Never do any post solving.
}
void GodotArea2Pair3D::solve(real_t p_step) {
// Nothing to do.
}
GodotArea2Pair3D::GodotArea2Pair3D(GodotArea3D *p_area_a, int p_shape_a, GodotArea3D *p_area_b, int p_shape_b) {
area_a = p_area_a;
area_b = p_area_b;
shape_a = p_shape_a;
shape_b = p_shape_b;
area_a_monitorable = area_a->is_monitorable();
area_b_monitorable = area_b->is_monitorable();
area_a->add_constraint(this);
area_b->add_constraint(this);
}
GodotArea2Pair3D::~GodotArea2Pair3D() {
if (colliding_a) {
if (area_a->has_area_monitor_callback() && area_b_monitorable) {
area_a->remove_area_from_query(area_b, shape_b, shape_a);
}
}
if (colliding_b) {
if (area_b->has_area_monitor_callback() && area_a_monitorable) {
area_b->remove_area_from_query(area_a, shape_a, shape_b);
}
}
area_a->remove_constraint(this);
area_b->remove_constraint(this);
}
////////////////////////////////////////////////////
bool GodotAreaSoftBodyPair3D::setup(real_t p_step) {
bool result = false;
if (
area->collides_with(soft_body) &&
GodotCollisionSolver3D::solve_static(
soft_body->get_shape(soft_body_shape),
soft_body->get_transform() * soft_body->get_shape_transform(soft_body_shape),
area->get_shape(area_shape),
area->get_transform() * area->get_shape_transform(area_shape),
nullptr,
this)) {
result = true;
}
process_collision = false;
has_space_override = false;
if (result != colliding) {
if ((int)area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE) != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
has_space_override = true;
} else if (area->get_wind_force_magnitude() > CMP_EPSILON) {
has_space_override = true;
}
if (area->has_monitor_callback()) {
process_collision = true;
}
colliding = result;
}
return process_collision;
}
bool GodotAreaSoftBodyPair3D::pre_solve(real_t p_step) {
if (!process_collision) {
return false;
}
if (colliding) {
if (has_space_override) {
soft_body->add_area(area);
}
if (area->has_monitor_callback()) {
area->add_soft_body_to_query(soft_body, soft_body_shape, area_shape);
}
} else {
if (has_space_override) {
soft_body->remove_area(area);
}
if (area->has_monitor_callback()) {
area->remove_soft_body_from_query(soft_body, soft_body_shape, area_shape);
}
}
return false; // Never do any post solving.
}
void GodotAreaSoftBodyPair3D::solve(real_t p_step) {
// Nothing to do.
}
GodotAreaSoftBodyPair3D::GodotAreaSoftBodyPair3D(GodotSoftBody3D *p_soft_body, int p_soft_body_shape, GodotArea3D *p_area, int p_area_shape) {
soft_body = p_soft_body;
area = p_area;
soft_body_shape = p_soft_body_shape;
area_shape = p_area_shape;
soft_body->add_constraint(this);
area->add_constraint(this);
}
GodotAreaSoftBodyPair3D::~GodotAreaSoftBodyPair3D() {
if (colliding) {
if (has_space_override) {
soft_body->remove_area(area);
}
if (area->has_monitor_callback()) {
area->remove_soft_body_from_query(soft_body, soft_body_shape, area_shape);
}
}
soft_body->remove_constraint(this);
area->remove_constraint(this);
}