virtualx-engine/scene/3d/area_3d.h
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00

214 lines
6.4 KiB
C++

/*************************************************************************/
/* area_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/collision_object_3d.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 space_override;
Vector3 gravity_vec;
real_t gravity;
bool gravity_is_point;
real_t gravity_distance_scale;
real_t angular_damp;
real_t linear_damp;
uint32_t collision_mask;
uint32_t collision_layer;
int priority;
bool monitoring;
bool monitorable;
bool locked;
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;
int area_shape;
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 {
int rc;
bool in_tree;
VSet<ShapePair> shapes;
};
Map<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;
int self_shape;
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 {
int rc;
bool in_tree;
VSet<AreaShapePair> shapes;
};
Map<ObjectID, AreaState> area_map;
void _clear_monitoring();
bool audio_bus_override;
StringName audio_bus;
bool use_reverb_bus;
StringName reverb_bus;
float reverb_amount;
float reverb_uniformity;
void _validate_property(PropertyInfo &property) const override;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_space_override_mode(SpaceOverride p_mode);
SpaceOverride get_space_override_mode() const;
void set_gravity_is_point(bool p_enabled);
bool is_gravity_a_point() const;
void set_gravity_distance_scale(real_t p_scale);
real_t get_gravity_distance_scale() const;
void set_gravity_vector(const Vector3 &p_vec);
Vector3 get_gravity_vector() const;
void set_gravity(real_t p_gravity);
real_t get_gravity() 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(real_t p_priority);
real_t get_priority() const;
void set_monitoring(bool p_enable);
bool is_monitoring() const;
void set_monitorable(bool p_enable);
bool is_monitorable() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
void set_collision_layer(uint32_t p_layer);
uint32_t get_collision_layer() const;
void set_collision_mask_bit(int p_bit, bool p_value);
bool get_collision_mask_bit(int p_bit) const;
void set_collision_layer_bit(int p_bit, bool p_value);
bool get_collision_layer_bit(int p_bit) const;
TypedArray<Node3D> get_overlapping_bodies() const;
TypedArray<Area3D> get_overlapping_areas() const; //function for script
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(const StringName &p_audio_bus);
StringName get_reverb_bus() 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__H