1d1ceca6b4
and only remove area from query when deleting pair if it was monitorable.
96 lines
3.9 KiB
C++
96 lines
3.9 KiB
C++
/*************************************************************************/
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/* godot_area_pair_3d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifndef GODOT_AREA_PAIR_3D_H
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#define GODOT_AREA_PAIR_3D_H
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#include "godot_area_3d.h"
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#include "godot_body_3d.h"
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#include "godot_constraint_3d.h"
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#include "godot_soft_body_3d.h"
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class GodotAreaPair3D : public GodotConstraint3D {
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GodotBody3D *body;
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GodotArea3D *area;
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int body_shape;
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int area_shape;
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bool colliding = false;
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bool process_collision = false;
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bool has_space_override = false;
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public:
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virtual bool setup(real_t p_step) override;
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virtual bool pre_solve(real_t p_step) override;
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virtual void solve(real_t p_step) override;
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GodotAreaPair3D(GodotBody3D *p_body, int p_body_shape, GodotArea3D *p_area, int p_area_shape);
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~GodotAreaPair3D();
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};
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class GodotArea2Pair3D : public GodotConstraint3D {
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GodotArea3D *area_a;
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GodotArea3D *area_b;
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int shape_a;
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int shape_b;
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bool colliding_a = false;
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bool colliding_b = false;
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bool process_collision_a = false;
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bool process_collision_b = false;
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bool area_a_monitorable;
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bool area_b_monitorable;
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public:
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virtual bool setup(real_t p_step) override;
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virtual bool pre_solve(real_t p_step) override;
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virtual void solve(real_t p_step) override;
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GodotArea2Pair3D(GodotArea3D *p_area_a, int p_shape_a, GodotArea3D *p_area_b, int p_shape_b);
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~GodotArea2Pair3D();
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};
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class GodotAreaSoftBodyPair3D : public GodotConstraint3D {
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GodotSoftBody3D *soft_body;
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GodotArea3D *area;
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int soft_body_shape;
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int area_shape;
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bool colliding = false;
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bool process_collision = false;
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bool has_space_override = false;
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public:
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virtual bool setup(real_t p_step) override;
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virtual bool pre_solve(real_t p_step) override;
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virtual void solve(real_t p_step) override;
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GodotAreaSoftBodyPair3D(GodotSoftBody3D *p_sof_body, int p_soft_body_shape, GodotArea3D *p_area, int p_area_shape);
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~GodotAreaSoftBodyPair3D();
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};
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#endif // GODOT_AREA_PAIR_3D_H
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