virtualx-engine/servers/physics_2d/area_2d_sw.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

214 lines
7.9 KiB
C++

/*************************************************************************/
/* area_2d_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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_2D_SW_H
#define AREA_2D_SW_H
#include "servers/physics_2d_server.h"
#include "collision_object_2d_sw.h"
#include "self_list.h"
//#include "servers/physics/query_sw.h"
class Space2DSW;
class Body2DSW;
class Constraint2DSW;
class Area2DSW : public CollisionObject2DSW{
Physics2DServer::AreaSpaceOverrideMode space_override_mode;
float gravity;
Vector2 gravity_vector;
bool gravity_is_point;
float gravity_distance_scale;
float point_attenuation;
float linear_damp;
float angular_damp;
int priority;
bool monitorable;
ObjectID monitor_callback_id;
StringName monitor_callback_method;
ObjectID area_monitor_callback_id;
StringName area_monitor_callback_method;
SelfList<Area2DSW> monitor_query_list;
SelfList<Area2DSW> moved_list;
struct BodyKey {
RID rid;
ObjectID instance_id;
uint32_t body_shape;
uint32_t area_shape;
_FORCE_INLINE_ bool operator<( const BodyKey& p_key) const {
if (rid==p_key.rid) {
if (body_shape==p_key.body_shape) {
return area_shape < p_key.area_shape;
} else
return body_shape < p_key.body_shape;
} else
return rid < p_key.rid;
}
_FORCE_INLINE_ BodyKey() {}
BodyKey(Body2DSW *p_body, uint32_t p_body_shape,uint32_t p_area_shape);
BodyKey(Area2DSW *p_body, uint32_t p_body_shape,uint32_t p_area_shape);
};
struct BodyState {
int state;
_FORCE_INLINE_ void inc() { state++; }
_FORCE_INLINE_ void dec() { state--; }
_FORCE_INLINE_ BodyState() { state=0; }
};
Map<BodyKey,BodyState> monitored_bodies;
Map<BodyKey,BodyState> monitored_areas;
//virtual void shape_changed_notify(Shape2DSW *p_shape);
//virtual void shape_deleted_notify(Shape2DSW *p_shape);
Set<Constraint2DSW*> constraints;
virtual void _shapes_changed();
void _queue_monitor_update();
public:
//_FORCE_INLINE_ const Matrix32& get_inverse_transform() const { return inverse_transform; }
//_FORCE_INLINE_ SpaceSW* get_owner() { return owner; }
void set_monitor_callback(ObjectID p_id, const StringName& p_method);
_FORCE_INLINE_ bool has_monitor_callback() const { return monitor_callback_id; }
void set_area_monitor_callback(ObjectID p_id, const StringName& p_method);
_FORCE_INLINE_ bool has_area_monitor_callback() const { return area_monitor_callback_id; }
_FORCE_INLINE_ void add_body_to_query(Body2DSW *p_body, uint32_t p_body_shape,uint32_t p_area_shape);
_FORCE_INLINE_ void remove_body_from_query(Body2DSW *p_body, uint32_t p_body_shape,uint32_t p_area_shape);
_FORCE_INLINE_ void add_area_to_query(Area2DSW *p_area, uint32_t p_area_shape,uint32_t p_self_shape);
_FORCE_INLINE_ void remove_area_from_query(Area2DSW *p_area, uint32_t p_area_shape,uint32_t p_self_shape);
void set_param(Physics2DServer::AreaParameter p_param, const Variant& p_value);
Variant get_param(Physics2DServer::AreaParameter p_param) const;
void set_space_override_mode(Physics2DServer::AreaSpaceOverrideMode p_mode);
Physics2DServer::AreaSpaceOverrideMode get_space_override_mode() const { return space_override_mode; }
_FORCE_INLINE_ void set_gravity(float p_gravity) { gravity=p_gravity; }
_FORCE_INLINE_ float get_gravity() const { return gravity; }
_FORCE_INLINE_ void set_gravity_vector(const Vector2& p_gravity) { gravity_vector=p_gravity; }
_FORCE_INLINE_ Vector2 get_gravity_vector() const { return gravity_vector; }
_FORCE_INLINE_ void set_gravity_as_point(bool p_enable) { gravity_is_point=p_enable; }
_FORCE_INLINE_ bool is_gravity_point() const { return gravity_is_point; }
_FORCE_INLINE_ void set_gravity_distance_scale(float scale) { gravity_distance_scale=scale; }
_FORCE_INLINE_ float get_gravity_distance_scale() const { return gravity_distance_scale; }
_FORCE_INLINE_ void set_point_attenuation(float p_point_attenuation) { point_attenuation=p_point_attenuation; }
_FORCE_INLINE_ float get_point_attenuation() const { return point_attenuation; }
_FORCE_INLINE_ void set_linear_damp(float p_linear_damp) { linear_damp=p_linear_damp; }
_FORCE_INLINE_ float get_linear_damp() const { return linear_damp; }
_FORCE_INLINE_ void set_angular_damp(float p_angular_damp) { angular_damp=p_angular_damp; }
_FORCE_INLINE_ float get_angular_damp() const { return angular_damp; }
_FORCE_INLINE_ void set_priority(int p_priority) { priority=p_priority; }
_FORCE_INLINE_ int get_priority() const { return priority; }
_FORCE_INLINE_ void add_constraint( Constraint2DSW* p_constraint) { constraints.insert(p_constraint); }
_FORCE_INLINE_ void remove_constraint( Constraint2DSW* p_constraint) { constraints.erase(p_constraint); }
_FORCE_INLINE_ const Set<Constraint2DSW*>& get_constraints() const { return constraints; }
void set_monitorable(bool p_monitorable);
_FORCE_INLINE_ bool is_monitorable() const { return monitorable; }
void set_transform(const Matrix32& p_transform);
void set_space(Space2DSW *p_space);
void call_queries();
Area2DSW();
~Area2DSW();
};
void Area2DSW::add_body_to_query(Body2DSW *p_body, uint32_t p_body_shape,uint32_t p_area_shape) {
BodyKey bk(p_body,p_body_shape,p_area_shape);
monitored_bodies[bk].inc();
if (!monitor_query_list.in_list())
_queue_monitor_update();
}
void Area2DSW::remove_body_from_query(Body2DSW *p_body, uint32_t p_body_shape,uint32_t p_area_shape) {
BodyKey bk(p_body,p_body_shape,p_area_shape);
monitored_bodies[bk].dec();
if (!monitor_query_list.in_list())
_queue_monitor_update();
}
void Area2DSW::add_area_to_query(Area2DSW *p_area, uint32_t p_area_shape,uint32_t p_self_shape) {
BodyKey bk(p_area,p_area_shape,p_self_shape);
monitored_areas[bk].inc();
if (!monitor_query_list.in_list())
_queue_monitor_update();
}
void Area2DSW::remove_area_from_query(Area2DSW *p_area, uint32_t p_area_shape,uint32_t p_self_shape) {
BodyKey bk(p_area,p_area_shape,p_self_shape);
monitored_areas[bk].dec();
if (!monitor_query_list.in_list())
_queue_monitor_update();
}
#endif // AREA_2D_SW_H