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)
175 lines
6.2 KiB
C++
175 lines
6.2 KiB
C++
/*************************************************************************/
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/* area_sw.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_SW_H
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#define AREA_SW_H
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#include "servers/physics_server.h"
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#include "collision_object_sw.h"
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#include "self_list.h"
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//#include "servers/physics/query_sw.h"
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class SpaceSW;
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class BodySW;
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class ConstraintSW;
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class AreaSW : public CollisionObjectSW{
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PhysicsServer::AreaSpaceOverrideMode space_override_mode;
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float gravity;
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Vector3 gravity_vector;
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bool gravity_is_point;
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float point_attenuation;
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float density;
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int priority;
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ObjectID monitor_callback_id;
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StringName monitor_callback_method;
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SelfList<AreaSW> monitor_query_list;
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SelfList<AreaSW> 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;
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uint32_t area_shape;
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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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} else
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return rid < p_key.rid;
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}
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_FORCE_INLINE_ BodyKey() {}
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BodyKey(BodySW *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;
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_FORCE_INLINE_ void inc() { state++; }
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_FORCE_INLINE_ void dec() { state--; }
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_FORCE_INLINE_ BodyState() { state=0; }
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};
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Map<BodyKey,BodyState> monitored_bodies;
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//virtual void shape_changed_notify(ShapeSW *p_shape);
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//virtual void shape_deleted_notify(ShapeSW *p_shape);
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Set<ConstraintSW*> constraints;
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virtual void _shapes_changed();
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void _queue_monitor_update();
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public:
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//_FORCE_INLINE_ const Transform& get_inverse_transform() const { return inverse_transform; }
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//_FORCE_INLINE_ SpaceSW* get_owner() { return owner; }
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void set_monitor_callback(ObjectID p_id, const StringName& p_method);
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_FORCE_INLINE_ bool has_monitor_callback() const { return monitor_callback_id; }
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_FORCE_INLINE_ void add_body_to_query(BodySW *p_body, uint32_t p_body_shape,uint32_t p_area_shape);
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_FORCE_INLINE_ void remove_body_from_query(BodySW *p_body, uint32_t p_body_shape,uint32_t p_area_shape);
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void set_param(PhysicsServer::AreaParameter p_param, const Variant& p_value);
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Variant get_param(PhysicsServer::AreaParameter p_param) const;
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void set_space_override_mode(PhysicsServer::AreaSpaceOverrideMode p_mode);
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PhysicsServer::AreaSpaceOverrideMode get_space_override_mode() const { return space_override_mode; }
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_FORCE_INLINE_ void set_gravity(float p_gravity) { gravity=p_gravity; }
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_FORCE_INLINE_ float 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_point_attenuation(float p_point_attenuation) { point_attenuation=p_point_attenuation; }
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_FORCE_INLINE_ float get_point_attenuation() const { return point_attenuation; }
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_FORCE_INLINE_ void set_density(float p_density) { density=p_density; }
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_FORCE_INLINE_ float get_density() const { return density; }
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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 add_constraint( ConstraintSW* p_constraint) { constraints.insert(p_constraint); }
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_FORCE_INLINE_ void remove_constraint( ConstraintSW* p_constraint) { constraints.erase(p_constraint); }
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_FORCE_INLINE_ const Set<ConstraintSW*>& get_constraints() const { return constraints; }
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void set_transform(const Transform& p_transform);
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void set_space(SpaceSW *p_space);
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void call_queries();
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AreaSW();
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~AreaSW();
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};
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void AreaSW::add_body_to_query(BodySW *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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void AreaSW::remove_body_from_query(BodySW *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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#endif // AREA__SW_H
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