virtualx-engine/servers/physics/area_sw.h
Juan Linietsky b24fe3dd20 Huge Amount of BugFix
-=-=-=-=-=-=-=-=-=-=-

-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)
2014-10-03 00:10:51 -03:00

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/*************************************************************************/
/* area_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* 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_SW_H
#define AREA_SW_H
#include "servers/physics_server.h"
#include "collision_object_sw.h"
#include "self_list.h"
//#include "servers/physics/query_sw.h"
class SpaceSW;
class BodySW;
class ConstraintSW;
class AreaSW : public CollisionObjectSW{
PhysicsServer::AreaSpaceOverrideMode space_override_mode;
float gravity;
Vector3 gravity_vector;
bool gravity_is_point;
float point_attenuation;
float density;
int priority;
ObjectID monitor_callback_id;
StringName monitor_callback_method;
SelfList<AreaSW> monitor_query_list;
SelfList<AreaSW> moved_list;
struct BodyKey {
RID rid;
ObjectID instance_id;
uint32_t body_shape;
uint32_t area_shape;
_FORCE_INLINE_ bool operator<( const BodyKey& p_key) const {
if (rid==p_key.rid) {
if (body_shape==p_key.body_shape) {
return area_shape < p_key.area_shape;
} else
return body_shape < p_key.body_shape;
} else
return rid < p_key.rid;
}
_FORCE_INLINE_ BodyKey() {}
BodyKey(BodySW *p_body, uint32_t p_body_shape,uint32_t p_area_shape);
};
struct BodyState {
int state;
_FORCE_INLINE_ void inc() { state++; }
_FORCE_INLINE_ void dec() { state--; }
_FORCE_INLINE_ BodyState() { state=0; }
};
Map<BodyKey,BodyState> monitored_bodies;
//virtual void shape_changed_notify(ShapeSW *p_shape);
//virtual void shape_deleted_notify(ShapeSW *p_shape);
Set<ConstraintSW*> constraints;
virtual void _shapes_changed();
void _queue_monitor_update();
public:
//_FORCE_INLINE_ const Transform& get_inverse_transform() const { return inverse_transform; }
//_FORCE_INLINE_ SpaceSW* get_owner() { return owner; }
void set_monitor_callback(ObjectID p_id, const StringName& p_method);
_FORCE_INLINE_ bool has_monitor_callback() const { return monitor_callback_id; }
_FORCE_INLINE_ void add_body_to_query(BodySW *p_body, uint32_t p_body_shape,uint32_t p_area_shape);
_FORCE_INLINE_ void remove_body_from_query(BodySW *p_body, uint32_t p_body_shape,uint32_t p_area_shape);
void set_param(PhysicsServer::AreaParameter p_param, const Variant& p_value);
Variant get_param(PhysicsServer::AreaParameter p_param) const;
void set_space_override_mode(PhysicsServer::AreaSpaceOverrideMode p_mode);
PhysicsServer::AreaSpaceOverrideMode get_space_override_mode() const { return space_override_mode; }
_FORCE_INLINE_ void set_gravity(float p_gravity) { gravity=p_gravity; }
_FORCE_INLINE_ float get_gravity() const { return gravity; }
_FORCE_INLINE_ void set_gravity_vector(const Vector3& p_gravity) { gravity_vector=p_gravity; }
_FORCE_INLINE_ Vector3 get_gravity_vector() const { return gravity_vector; }
_FORCE_INLINE_ void set_gravity_as_point(bool p_enable) { gravity_is_point=p_enable; }
_FORCE_INLINE_ bool is_gravity_point() const { return gravity_is_point; }
_FORCE_INLINE_ void set_point_attenuation(float p_point_attenuation) { point_attenuation=p_point_attenuation; }
_FORCE_INLINE_ float get_point_attenuation() const { return point_attenuation; }
_FORCE_INLINE_ void set_density(float p_density) { density=p_density; }
_FORCE_INLINE_ float get_density() const { return density; }
_FORCE_INLINE_ void set_priority(int p_priority) { priority=p_priority; }
_FORCE_INLINE_ int get_priority() const { return priority; }
_FORCE_INLINE_ void add_constraint( ConstraintSW* p_constraint) { constraints.insert(p_constraint); }
_FORCE_INLINE_ void remove_constraint( ConstraintSW* p_constraint) { constraints.erase(p_constraint); }
_FORCE_INLINE_ const Set<ConstraintSW*>& get_constraints() const { return constraints; }
void set_transform(const Transform& p_transform);
void set_space(SpaceSW *p_space);
void call_queries();
AreaSW();
~AreaSW();
};
void AreaSW::add_body_to_query(BodySW *p_body, uint32_t p_body_shape,uint32_t p_area_shape) {
BodyKey bk(p_body,p_body_shape,p_area_shape);
monitored_bodies[bk].inc();
if (!monitor_query_list.in_list())
_queue_monitor_update();
}
void AreaSW::remove_body_from_query(BodySW *p_body, uint32_t p_body_shape,uint32_t p_area_shape) {
BodyKey bk(p_body,p_body_shape,p_area_shape);
monitored_bodies[bk].dec();
if (!monitor_query_list.in_list())
_queue_monitor_update();
}
#endif // AREA__SW_H