b51f645711
-=-=-=-=-=-=-=-=-=-=-=-=-=-= -Removed "density" property -Added instead more flexible "angular damp" and "linear damp" -Added ability to override angular and linear damp in rigidbody -Added gravity scale option rigidbody Test well and iron out bugs, when it works the same will be moved to 3D
129 lines
4.1 KiB
C++
129 lines
4.1 KiB
C++
/*************************************************************************/
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/* area_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 AREA_2D_H
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#define AREA_2D_H
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#include "scene/2d/collision_object_2d.h"
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#include "vset.h"
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class Area2D : public CollisionObject2D {
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OBJ_TYPE( Area2D, CollisionObject2D );
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public:
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enum SpaceOverride {
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SPACE_OVERRIDE_DISABLED,
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SPACE_OVERRIDE_COMBINE,
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SPACE_OVERRIDE_REPLACE
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};
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private:
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SpaceOverride space_override;
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Vector2 gravity_vec;
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real_t gravity;
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bool gravity_is_point;
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real_t linear_damp;
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real_t angular_damp;
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int priority;
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bool monitoring;
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bool locked;
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void _body_inout(int p_status,const RID& p_body, int p_instance, int p_body_shape,int p_area_shape);
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void _body_enter_tree(ObjectID p_id);
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void _body_exit_tree(ObjectID p_id);
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struct ShapePair {
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int body_shape;
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int area_shape;
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bool operator<(const ShapePair& p_sp) const {
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if (body_shape==p_sp.body_shape)
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return area_shape < p_sp.area_shape;
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else
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return body_shape < p_sp.body_shape;
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}
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ShapePair() {}
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ShapePair(int p_bs, int p_as) { body_shape=p_bs; area_shape=p_as; }
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};
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struct BodyState {
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int rc;
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bool in_tree;
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VSet<ShapePair> shapes;
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};
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Map<ObjectID,BodyState> body_map;
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void _clear_monitoring();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_space_override_mode(SpaceOverride p_mode);
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SpaceOverride get_space_override_mode() const;
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void set_gravity_is_point(bool p_enabled);
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bool is_gravity_a_point() const;
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void set_gravity_vector(const Vector2& p_vec);
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Vector2 get_gravity_vector() const;
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void set_gravity(real_t p_gravity);
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real_t get_gravity() const;
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void set_linear_damp(real_t p_linear_damp);
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real_t get_linear_damp() const;
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void set_angular_damp(real_t p_angular_damp);
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real_t get_angular_damp() const;
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void set_priority(real_t p_priority);
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real_t get_priority() const;
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void set_enable_monitoring(bool p_enable);
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bool is_monitoring_enabled() const;
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Array get_overlapping_bodies() const; //function for script
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Area2D();
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~Area2D();
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};
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VARIANT_ENUM_CAST(Area2D::SpaceOverride);
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#endif // AREA_2D_H
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