virtualx-engine/scene/3d/proximity_group_3d.cpp
Rémi Verschelde 79ba70f7ee
ProximityGroup: Fix access modifiers, rename private methods for clarity
See #36285 which mistakenly added documentation for the whole C++ API, while
some of it is meant to be and stay private as it's not exposed to scripts.
The access modifiers and method prefix were not used properly.

Cleanup code, and rename wrong `group_name` parameters to `method`, as it's a
method name which is being broadcast.

This is a very old class from pre-open source days, chances are that it was
just forgotten and not meant to be kept as is and undocumented.
2020-12-11 14:32:05 +01:00

185 lines
6.4 KiB
C++

/*************************************************************************/
/* proximity_group_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "proximity_group_3d.h"
#include "core/math/math_funcs.h"
void ProximityGroup3D::_clear_groups() {
Map<StringName, uint32_t>::Element *E;
{
const int size = 16;
StringName remove_list[size];
E = groups.front();
int num = 0;
while (E && num < size) {
if (E->get() != group_version) {
remove_list[num++] = E->key();
}
E = E->next();
}
for (int i = 0; i < num; i++) {
groups.erase(remove_list[i]);
}
}
if (E) {
_clear_groups(); // call until we go through the whole list
}
}
void ProximityGroup3D::_update_groups() {
if (grid_radius == Vector3(0, 0, 0)) {
return;
}
++group_version;
Vector3 pos = get_global_transform().get_origin();
Vector3 vcell = pos / cell_size;
int cell[3] = { Math::fast_ftoi(vcell.x), Math::fast_ftoi(vcell.y), Math::fast_ftoi(vcell.z) };
_add_groups(cell, group_name, 0);
_clear_groups();
}
void ProximityGroup3D::_add_groups(int *p_cell, String p_base, int p_depth) {
p_base = p_base + "|";
if (grid_radius[p_depth] == 0) {
if (p_depth == 2) {
_new_group(p_base);
} else {
_add_groups(p_cell, p_base, p_depth + 1);
}
}
int start = p_cell[p_depth] - grid_radius[p_depth];
int end = p_cell[p_depth] + grid_radius[p_depth];
for (int i = start; i <= end; i++) {
String gname = p_base + itos(i);
if (p_depth == 2) {
_new_group(gname);
} else {
_add_groups(p_cell, gname, p_depth + 1);
}
}
}
void ProximityGroup3D::_new_group(StringName p_name) {
const Map<StringName, uint32_t>::Element *E = groups.find(p_name);
if (!E) {
add_to_group(p_name);
}
groups[p_name] = group_version;
}
void ProximityGroup3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_EXIT_TREE:
++group_version;
_clear_groups();
break;
case NOTIFICATION_TRANSFORM_CHANGED:
_update_groups();
break;
}
}
void ProximityGroup3D::broadcast(String p_method, Variant p_parameters) {
Map<StringName, uint32_t>::Element *E;
E = groups.front();
while (E) {
get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFAULT, E->key(), "_proximity_group_broadcast", p_method, p_parameters);
E = E->next();
}
}
void ProximityGroup3D::_proximity_group_broadcast(String p_method, Variant p_parameters) {
if (dispatch_mode == MODE_PROXY) {
get_parent()->call(p_method, p_parameters);
} else {
emit_signal("broadcast", p_method, p_parameters);
}
}
void ProximityGroup3D::set_group_name(const String &p_group_name) {
group_name = p_group_name;
}
String ProximityGroup3D::get_group_name() const {
return group_name;
}
void ProximityGroup3D::set_dispatch_mode(DispatchMode p_mode) {
dispatch_mode = p_mode;
}
ProximityGroup3D::DispatchMode ProximityGroup3D::get_dispatch_mode() const {
return dispatch_mode;
}
void ProximityGroup3D::set_grid_radius(const Vector3 &p_radius) {
grid_radius = p_radius;
}
Vector3 ProximityGroup3D::get_grid_radius() const {
return grid_radius;
}
void ProximityGroup3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_group_name", "name"), &ProximityGroup3D::set_group_name);
ClassDB::bind_method(D_METHOD("get_group_name"), &ProximityGroup3D::get_group_name);
ClassDB::bind_method(D_METHOD("set_dispatch_mode", "mode"), &ProximityGroup3D::set_dispatch_mode);
ClassDB::bind_method(D_METHOD("get_dispatch_mode"), &ProximityGroup3D::get_dispatch_mode);
ClassDB::bind_method(D_METHOD("set_grid_radius", "radius"), &ProximityGroup3D::set_grid_radius);
ClassDB::bind_method(D_METHOD("get_grid_radius"), &ProximityGroup3D::get_grid_radius);
ClassDB::bind_method(D_METHOD("broadcast", "method", "parameters"), &ProximityGroup3D::broadcast);
ClassDB::bind_method(D_METHOD("_proximity_group_broadcast", "method", "parameters"), &ProximityGroup3D::_proximity_group_broadcast);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "group_name"), "set_group_name", "get_group_name");
ADD_PROPERTY(PropertyInfo(Variant::INT, "dispatch_mode", PROPERTY_HINT_ENUM, "Proxy,Signal"), "set_dispatch_mode", "get_dispatch_mode");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "grid_radius"), "set_grid_radius", "get_grid_radius");
ADD_SIGNAL(MethodInfo("broadcast", PropertyInfo(Variant::STRING, "method"), PropertyInfo(Variant::ARRAY, "parameters")));
BIND_ENUM_CONSTANT(MODE_PROXY);
BIND_ENUM_CONSTANT(MODE_SIGNAL);
}
ProximityGroup3D::ProximityGroup3D() {
set_notify_transform(true);
}