b24fe3dd20
-=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
122 lines
3.8 KiB
C++
122 lines
3.8 KiB
C++
/*************************************************************************/
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/* area.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_H
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#define AREA_H
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#include "scene/3d/collision_object.h"
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#include "vset.h"
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class Area : public CollisionObject {
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OBJ_TYPE( Area, CollisionObject );
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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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Vector3 gravity_vec;
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real_t gravity;
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bool gravity_is_point;
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real_t density;
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int priority;
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bool monitoring;
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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_scene(ObjectID p_id);
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void _body_exit_scene(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_scene;
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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 Vector3& p_vec);
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Vector3 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_density(real_t p_density);
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real_t get_density() 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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Area();
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~Area();
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};
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VARIANT_ENUM_CAST(Area::SpaceOverride);
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#endif // AREA__H
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