virtualx-engine/scene/3d/physics/area_3d.h
smix8 35dafc9fa8 Split monolithic physics class files
Splits monolithic physics class files.
2024-02-27 11:18:16 +01:00

236 lines
7.4 KiB
C++

/**************************************************************************/
/* 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<ShapePair> shapes;
};
HashMap<ObjectID, BodyState> 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<AreaShapePair> shapes;
};
HashMap<ObjectID, AreaState> 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<Node3D> get_overlapping_bodies() const;
TypedArray<Area3D> 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