/**************************************************************************/ /* area_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 AREA_3D_H #define AREA_3D_H #include "core/templates/vset.h" #include "scene/3d/physics/collision_object_3d.h" #include "scene/scene_string_names.h" class Area3D : public CollisionObject3D { GDCLASS(Area3D, CollisionObject3D); public: enum SpaceOverride { SPACE_OVERRIDE_DISABLED, SPACE_OVERRIDE_COMBINE, SPACE_OVERRIDE_COMBINE_REPLACE, SPACE_OVERRIDE_REPLACE, SPACE_OVERRIDE_REPLACE_COMBINE }; private: SpaceOverride gravity_space_override = SPACE_OVERRIDE_DISABLED; Vector3 gravity_vec; real_t gravity = 0.0; bool gravity_is_point = false; real_t gravity_point_unit_distance = 0.0; SpaceOverride linear_damp_space_override = SPACE_OVERRIDE_DISABLED; SpaceOverride angular_damp_space_override = SPACE_OVERRIDE_DISABLED; real_t angular_damp = 0.1; real_t linear_damp = 0.1; int priority = 0; real_t wind_force_magnitude = 0.0; real_t wind_attenuation_factor = 0.0; NodePath wind_source_path; bool monitoring = false; bool monitorable = false; bool locked = false; void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape); void _body_enter_tree(ObjectID p_id); void _body_exit_tree(ObjectID p_id); struct ShapePair { int body_shape = 0; int area_shape = 0; bool operator<(const ShapePair &p_sp) const { if (body_shape == p_sp.body_shape) { return area_shape < p_sp.area_shape; } else { return body_shape < p_sp.body_shape; } } ShapePair() {} ShapePair(int p_bs, int p_as) { body_shape = p_bs; area_shape = p_as; } }; struct BodyState { RID rid; int rc = 0; bool in_tree = false; VSet shapes; }; HashMap body_map; void _area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape); void _area_enter_tree(ObjectID p_id); void _area_exit_tree(ObjectID p_id); struct AreaShapePair { int area_shape = 0; int self_shape = 0; bool operator<(const AreaShapePair &p_sp) const { if (area_shape == p_sp.area_shape) { return self_shape < p_sp.self_shape; } else { return area_shape < p_sp.area_shape; } } AreaShapePair() {} AreaShapePair(int p_bs, int p_as) { area_shape = p_bs; self_shape = p_as; } }; struct AreaState { RID rid; int rc = 0; bool in_tree = false; VSet shapes; }; HashMap area_map; void _clear_monitoring(); bool audio_bus_override = false; StringName audio_bus = SceneStringNames::get_singleton()->Master; bool use_reverb_bus = false; StringName reverb_bus = SceneStringNames::get_singleton()->Master; float reverb_amount = 0.0; float reverb_uniformity = 0.0; void _initialize_wind(); protected: void _notification(int p_what); static void _bind_methods(); void _validate_property(PropertyInfo &p_property) const; virtual void _space_changed(const RID &p_new_space) override; public: void set_gravity_space_override_mode(SpaceOverride p_mode); SpaceOverride get_gravity_space_override_mode() const; void set_gravity_is_point(bool p_enabled); bool is_gravity_a_point() const; void set_gravity_point_unit_distance(real_t p_scale); real_t get_gravity_point_unit_distance() const; void set_gravity_point_center(const Vector3 &p_center); const Vector3 &get_gravity_point_center() const; void set_gravity_direction(const Vector3 &p_direction); const Vector3 &get_gravity_direction() const; void set_gravity(real_t p_gravity); real_t get_gravity() const; void set_linear_damp_space_override_mode(SpaceOverride p_mode); SpaceOverride get_linear_damp_space_override_mode() const; void set_angular_damp_space_override_mode(SpaceOverride p_mode); SpaceOverride get_angular_damp_space_override_mode() const; void set_angular_damp(real_t p_angular_damp); real_t get_angular_damp() const; void set_linear_damp(real_t p_linear_damp); real_t get_linear_damp() const; void set_priority(int p_priority); int get_priority() const; void set_wind_force_magnitude(real_t p_wind_force_magnitude); real_t get_wind_force_magnitude() const; void set_wind_attenuation_factor(real_t p_wind_attenuation_factor); real_t get_wind_attenuation_factor() const; void set_wind_source_path(const NodePath &p_wind_source_path); const NodePath &get_wind_source_path() const; void set_monitoring(bool p_enable); bool is_monitoring() const; void set_monitorable(bool p_enable); bool is_monitorable() const; TypedArray get_overlapping_bodies() const; TypedArray get_overlapping_areas() const; //function for script bool has_overlapping_bodies() const; bool has_overlapping_areas() const; bool overlaps_area(Node *p_area) const; bool overlaps_body(Node *p_body) const; void set_audio_bus_override(bool p_override); bool is_overriding_audio_bus() const; void set_audio_bus_name(const StringName &p_audio_bus); StringName get_audio_bus_name() const; void set_use_reverb_bus(bool p_enable); bool is_using_reverb_bus() const; void set_reverb_bus_name(const StringName &p_audio_bus); StringName get_reverb_bus_name() const; void set_reverb_amount(float p_amount); float get_reverb_amount() const; void set_reverb_uniformity(float p_uniformity); float get_reverb_uniformity() const; Area3D(); ~Area3D(); }; VARIANT_ENUM_CAST(Area3D::SpaceOverride); #endif // AREA_3D_H