fe52458154
Happy new year to the wonderful Godot community!
245 lines
10 KiB
C++
245 lines
10 KiB
C++
/*************************************************************************/
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/* godot_area_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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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_3D_H
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#define GODOT_AREA_3D_H
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#include "godot_collision_object_3d.h"
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#include "core/templates/self_list.h"
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#include "servers/physics_server_3d.h"
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class GodotSpace3D;
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class GodotBody3D;
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class GodotSoftBody3D;
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class GodotConstraint3D;
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class GodotArea3D : public GodotCollisionObject3D {
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PhysicsServer3D::AreaSpaceOverrideMode gravity_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
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PhysicsServer3D::AreaSpaceOverrideMode linear_damping_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
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PhysicsServer3D::AreaSpaceOverrideMode angular_damping_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
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real_t gravity = 9.80665;
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Vector3 gravity_vector = Vector3(0, -1, 0);
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bool gravity_is_point = false;
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real_t gravity_distance_scale = 0.0;
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real_t point_attenuation = 1.0;
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real_t linear_damp = 0.1;
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real_t angular_damp = 0.1;
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real_t wind_force_magnitude = 0.0;
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real_t wind_attenuation_factor = 0.0;
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Vector3 wind_source;
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Vector3 wind_direction;
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int priority = 0;
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bool monitorable = false;
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Callable monitor_callback;
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Callable area_monitor_callback;
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SelfList<GodotArea3D> monitor_query_list;
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SelfList<GodotArea3D> moved_list;
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struct BodyKey {
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RID rid;
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ObjectID instance_id;
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uint32_t body_shape = 0;
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uint32_t area_shape = 0;
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_FORCE_INLINE_ bool operator<(const BodyKey &p_key) const {
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if (rid == p_key.rid) {
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if (body_shape == p_key.body_shape) {
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return area_shape < p_key.area_shape;
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} else {
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return body_shape < p_key.body_shape;
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}
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} else {
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return rid < p_key.rid;
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}
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}
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_FORCE_INLINE_ BodyKey() {}
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BodyKey(GodotSoftBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
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BodyKey(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
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BodyKey(GodotArea3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
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};
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struct BodyState {
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int state = 0;
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_FORCE_INLINE_ void inc() { state++; }
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_FORCE_INLINE_ void dec() { state--; }
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};
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Map<BodyKey, BodyState> monitored_soft_bodies;
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Map<BodyKey, BodyState> monitored_bodies;
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Map<BodyKey, BodyState> monitored_areas;
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Set<GodotConstraint3D *> constraints;
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virtual void _shapes_changed();
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void _queue_monitor_update();
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void _set_space_override_mode(PhysicsServer3D::AreaSpaceOverrideMode &r_mode, PhysicsServer3D::AreaSpaceOverrideMode p_new_mode);
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public:
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void set_monitor_callback(const Callable &p_callback);
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_FORCE_INLINE_ bool has_monitor_callback() const { return !monitor_callback.is_null(); }
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void set_area_monitor_callback(const Callable &p_callback);
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_FORCE_INLINE_ bool has_area_monitor_callback() const { return !area_monitor_callback.is_null(); }
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_FORCE_INLINE_ void add_body_to_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
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_FORCE_INLINE_ void remove_body_from_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
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_FORCE_INLINE_ void add_soft_body_to_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape);
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_FORCE_INLINE_ void remove_soft_body_from_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape);
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_FORCE_INLINE_ void add_area_to_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
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_FORCE_INLINE_ void remove_area_from_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
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void set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value);
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Variant get_param(PhysicsServer3D::AreaParameter p_param) const;
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_FORCE_INLINE_ void set_gravity(real_t p_gravity) { gravity = p_gravity; }
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_FORCE_INLINE_ real_t get_gravity() const { return gravity; }
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_FORCE_INLINE_ void set_gravity_vector(const Vector3 &p_gravity) { gravity_vector = p_gravity; }
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_FORCE_INLINE_ Vector3 get_gravity_vector() const { return gravity_vector; }
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_FORCE_INLINE_ void set_gravity_as_point(bool p_enable) { gravity_is_point = p_enable; }
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_FORCE_INLINE_ bool is_gravity_point() const { return gravity_is_point; }
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_FORCE_INLINE_ void set_gravity_distance_scale(real_t scale) { gravity_distance_scale = scale; }
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_FORCE_INLINE_ real_t get_gravity_distance_scale() const { return gravity_distance_scale; }
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_FORCE_INLINE_ void set_point_attenuation(real_t p_point_attenuation) { point_attenuation = p_point_attenuation; }
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_FORCE_INLINE_ real_t get_point_attenuation() const { return point_attenuation; }
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_FORCE_INLINE_ void set_linear_damp(real_t p_linear_damp) { linear_damp = p_linear_damp; }
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_FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; }
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_FORCE_INLINE_ void set_angular_damp(real_t p_angular_damp) { angular_damp = p_angular_damp; }
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_FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; }
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_FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
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_FORCE_INLINE_ int get_priority() const { return priority; }
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_FORCE_INLINE_ void set_wind_force_magnitude(real_t p_wind_force_magnitude) { wind_force_magnitude = p_wind_force_magnitude; }
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_FORCE_INLINE_ real_t get_wind_force_magnitude() const { return wind_force_magnitude; }
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_FORCE_INLINE_ void set_wind_attenuation_factor(real_t p_wind_attenuation_factor) { wind_attenuation_factor = p_wind_attenuation_factor; }
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_FORCE_INLINE_ real_t get_wind_attenuation_factor() const { return wind_attenuation_factor; }
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_FORCE_INLINE_ void set_wind_source(const Vector3 &p_wind_source) { wind_source = p_wind_source; }
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_FORCE_INLINE_ const Vector3 &get_wind_source() const { return wind_source; }
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_FORCE_INLINE_ void set_wind_direction(const Vector3 &p_wind_direction) { wind_direction = p_wind_direction; }
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_FORCE_INLINE_ const Vector3 &get_wind_direction() const { return wind_direction; }
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_FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint) { constraints.insert(p_constraint); }
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_FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraints.erase(p_constraint); }
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_FORCE_INLINE_ const Set<GodotConstraint3D *> &get_constraints() const { return constraints; }
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_FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
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void set_monitorable(bool p_monitorable);
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_FORCE_INLINE_ bool is_monitorable() const { return monitorable; }
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void set_transform(const Transform3D &p_transform);
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void set_space(GodotSpace3D *p_space);
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void call_queries();
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void compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const;
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GodotArea3D();
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~GodotArea3D();
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};
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void GodotArea3D::add_soft_body_to_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) {
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BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape);
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monitored_soft_bodies[bk].inc();
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if (!monitor_query_list.in_list()) {
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_queue_monitor_update();
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}
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}
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void GodotArea3D::remove_soft_body_from_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) {
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BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape);
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monitored_soft_bodies[bk].dec();
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if (!monitor_query_list.in_list()) {
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_queue_monitor_update();
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}
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}
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void GodotArea3D::add_body_to_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
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BodyKey bk(p_body, p_body_shape, p_area_shape);
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monitored_bodies[bk].inc();
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if (!monitor_query_list.in_list()) {
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_queue_monitor_update();
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}
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}
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void GodotArea3D::remove_body_from_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
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BodyKey bk(p_body, p_body_shape, p_area_shape);
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monitored_bodies[bk].dec();
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if (!monitor_query_list.in_list()) {
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_queue_monitor_update();
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}
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}
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void GodotArea3D::add_area_to_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) {
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BodyKey bk(p_area, p_area_shape, p_self_shape);
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monitored_areas[bk].inc();
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if (!monitor_query_list.in_list()) {
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_queue_monitor_update();
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}
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}
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void GodotArea3D::remove_area_from_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) {
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BodyKey bk(p_area, p_area_shape, p_self_shape);
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monitored_areas[bk].dec();
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if (!monitor_query_list.in_list()) {
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_queue_monitor_update();
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}
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}
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struct AreaCMP {
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GodotArea3D *area = nullptr;
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int refCount = 0;
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_FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); }
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_FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); }
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_FORCE_INLINE_ AreaCMP() {}
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_FORCE_INLINE_ AreaCMP(GodotArea3D *p_area) {
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area = p_area;
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refCount = 1;
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}
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};
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#endif // GODOT_AREA_3D_H
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