fe52458154
Happy new year to the wonderful Godot community!
328 lines
12 KiB
C++
328 lines
12 KiB
C++
/*************************************************************************/
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/* area_bullet.cpp */
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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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#include "area_bullet.h"
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#include "bullet_physics_server.h"
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#include "bullet_types_converter.h"
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#include "bullet_utilities.h"
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#include "collision_object_bullet.h"
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#include "space_bullet.h"
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#include <BulletCollision/CollisionDispatch/btGhostObject.h>
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#include <btBulletCollisionCommon.h>
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/**
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@author AndreaCatania
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*/
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AreaBullet::AreaBullet() :
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RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_AREA) {
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btGhost = bulletnew(btGhostObject);
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reload_shapes();
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setupBulletCollisionObject(btGhost);
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/// Collision objects with a callback still have collision response with dynamic rigid bodies.
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/// In order to use collision objects as trigger, you have to disable the collision response.
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set_collision_enabled(false);
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for (int i = 0; i < 5; ++i) {
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call_event_res_ptr[i] = &call_event_res[i];
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}
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}
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AreaBullet::~AreaBullet() {
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// signal are handled by godot, so just clear without notify
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for (int i = 0; i < overlapping_shapes.size(); i++) {
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overlapping_shapes[i].other_object->on_exit_area(this);
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}
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}
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void AreaBullet::dispatch_callbacks() {
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if (!isScratched) {
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return;
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}
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isScratched = false;
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// Reverse order so items can be removed.
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for (int i = overlapping_shapes.size() - 1; i >= 0; i--) {
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OverlappingShapeData &overlapping_shape = overlapping_shapes.write[i];
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switch (overlapping_shape.state) {
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case OVERLAP_STATE_ENTER:
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overlapping_shape.state = OVERLAP_STATE_INSIDE;
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call_event(overlapping_shape, PhysicsServer3D::AREA_BODY_ADDED);
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if (_overlapping_shape_count(overlapping_shape.other_object) == 1) {
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// This object's first shape being added.
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overlapping_shape.other_object->on_enter_area(this);
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}
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break;
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case OVERLAP_STATE_EXIT:
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call_event(overlapping_shape, PhysicsServer3D::AREA_BODY_REMOVED);
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if (_overlapping_shape_count(overlapping_shape.other_object) == 1) {
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// This object's last shape being removed.
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overlapping_shape.other_object->on_exit_area(this);
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}
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overlapping_shapes.remove_at(i); // Remove after callback
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break;
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case OVERLAP_STATE_INSIDE: {
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if (overlapping_shape.other_object->getType() == TYPE_RIGID_BODY) {
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RigidBodyBullet *body = static_cast<RigidBodyBullet *>(overlapping_shape.other_object);
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body->scratch_space_override_modificator();
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}
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break;
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}
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case OVERLAP_STATE_DIRTY:
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break;
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}
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}
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}
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void AreaBullet::call_event(const OverlappingShapeData &p_overlapping_shape, PhysicsServer3D::AreaBodyStatus p_status) {
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InOutEventCallback &event = eventsCallbacks[static_cast<int>(p_overlapping_shape.other_object->getType())];
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if (!event.event_callback.is_valid()) {
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event.event_callback = Callable();
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return;
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}
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call_event_res[0] = p_status;
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call_event_res[1] = p_overlapping_shape.other_object->get_self(); // RID
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call_event_res[2] = p_overlapping_shape.other_object->get_instance_id(); // Object ID
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call_event_res[3] = p_overlapping_shape.other_shape_id; // Other object's shape ID
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call_event_res[4] = p_overlapping_shape.our_shape_id; // This area's shape ID
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Callable::CallError outResp;
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Variant ret;
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event.event_callback.call((const Variant **)call_event_res, 5, ret, outResp);
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}
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int AreaBullet::_overlapping_shape_count(CollisionObjectBullet *p_other_object) {
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int count = 0;
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for (int i = 0; i < overlapping_shapes.size(); i++) {
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if (overlapping_shapes[i].other_object == p_other_object) {
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count++;
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}
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}
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return count;
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}
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int AreaBullet::_find_overlapping_shape(CollisionObjectBullet *p_other_object, uint32_t p_other_shape_id, uint32_t p_our_shape_id) {
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for (int i = 0; i < overlapping_shapes.size(); i++) {
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const OverlappingShapeData &overlapping_shape = overlapping_shapes[i];
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if (overlapping_shape.other_object == p_other_object && overlapping_shape.other_shape_id == p_other_shape_id && overlapping_shape.our_shape_id == p_our_shape_id) {
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return i;
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}
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}
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return -1;
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}
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void AreaBullet::mark_all_overlaps_dirty() {
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OverlappingShapeData *overlapping_shapes_w = overlapping_shapes.ptrw();
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for (int i = 0; i < overlapping_shapes.size(); i++) {
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// Don't overwrite OVERLAP_STATE_ENTER state.
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if (overlapping_shapes_w[i].state != OVERLAP_STATE_ENTER) {
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overlapping_shapes_w[i].state = OVERLAP_STATE_DIRTY;
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}
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}
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}
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void AreaBullet::mark_object_overlaps_inside(CollisionObjectBullet *p_other_object) {
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OverlappingShapeData *overlapping_shapes_w = overlapping_shapes.ptrw();
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for (int i = 0; i < overlapping_shapes.size(); i++) {
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if (overlapping_shapes_w[i].other_object == p_other_object && overlapping_shapes_w[i].state == OVERLAP_STATE_DIRTY) {
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overlapping_shapes_w[i].state = OVERLAP_STATE_INSIDE;
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}
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}
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}
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void AreaBullet::set_overlap(CollisionObjectBullet *p_other_object, uint32_t p_other_shape_id, uint32_t p_our_shape_id) {
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int i = _find_overlapping_shape(p_other_object, p_other_shape_id, p_our_shape_id);
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if (i == -1) { // Not found, create new one.
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OverlappingShapeData overlapping_shape(p_other_object, OVERLAP_STATE_ENTER, p_other_shape_id, p_our_shape_id);
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overlapping_shapes.push_back(overlapping_shape);
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p_other_object->notify_new_overlap(this);
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isScratched = true;
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} else {
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overlapping_shapes.ptrw()[i].state = OVERLAP_STATE_INSIDE;
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}
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}
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void AreaBullet::mark_all_dirty_overlaps_as_exit() {
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OverlappingShapeData *overlapping_shapes_w = overlapping_shapes.ptrw();
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for (int i = 0; i < overlapping_shapes.size(); i++) {
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if (overlapping_shapes[i].state == OVERLAP_STATE_DIRTY) {
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overlapping_shapes_w[i].state = OVERLAP_STATE_EXIT;
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isScratched = true;
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}
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}
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}
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void AreaBullet::remove_object_overlaps(CollisionObjectBullet *p_object) {
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// Reverse order so items can be removed.
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for (int i = overlapping_shapes.size() - 1; i >= 0; i--) {
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if (overlapping_shapes[i].other_object == p_object) {
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overlapping_shapes.remove_at(i);
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}
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}
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}
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void AreaBullet::clear_overlaps() {
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for (int i = 0; i < overlapping_shapes.size(); i++) {
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call_event(overlapping_shapes[i], PhysicsServer3D::AREA_BODY_REMOVED);
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overlapping_shapes[i].other_object->on_exit_area(this);
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}
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overlapping_shapes.clear();
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}
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void AreaBullet::set_monitorable(bool p_monitorable) {
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monitorable = p_monitorable;
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updated = true;
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}
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bool AreaBullet::is_monitoring() const {
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return get_godot_object_flags() & GOF_IS_MONITORING_AREA;
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}
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void AreaBullet::main_shape_changed() {
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CRASH_COND(!get_main_shape());
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btGhost->setCollisionShape(get_main_shape());
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updated = true;
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}
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void AreaBullet::reload_body() {
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if (space) {
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space->remove_area(this);
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space->add_area(this);
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}
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}
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void AreaBullet::set_space(SpaceBullet *p_space) {
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// Clear the old space if there is one
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if (space) {
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clear_overlaps();
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isScratched = false;
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// Remove this object form the physics world
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space->remove_area(this);
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}
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space = p_space;
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if (space) {
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space->add_area(this);
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}
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}
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void AreaBullet::on_collision_filters_change() {
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if (space) {
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space->reload_collision_filters(this);
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}
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updated = true;
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}
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void AreaBullet::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value) {
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switch (p_param) {
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case PhysicsServer3D::AREA_PARAM_GRAVITY:
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set_spOv_gravityMag(p_value);
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break;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
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set_spOv_gravityVec(p_value);
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break;
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case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
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set_spOv_linearDump(p_value);
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break;
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case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
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set_spOv_angularDump(p_value);
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break;
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case PhysicsServer3D::AREA_PARAM_PRIORITY:
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set_spOv_priority(p_value);
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break;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:
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set_spOv_gravityPoint(p_value);
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break;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
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set_spOv_gravityPointDistanceScale(p_value);
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break;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
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set_spOv_gravityPointAttenuation(p_value);
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break;
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default:
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WARN_PRINT("Area doesn't support this parameter in the Bullet backend: " + itos(p_param));
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}
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isScratched = true;
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}
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Variant AreaBullet::get_param(PhysicsServer3D::AreaParameter p_param) const {
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switch (p_param) {
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case PhysicsServer3D::AREA_PARAM_GRAVITY:
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return spOv_gravityMag;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
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return spOv_gravityVec;
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case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
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return spOv_linearDump;
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case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
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return spOv_angularDump;
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case PhysicsServer3D::AREA_PARAM_PRIORITY:
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return spOv_priority;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:
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return spOv_gravityPoint;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
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return spOv_gravityPointDistanceScale;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
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return spOv_gravityPointAttenuation;
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default:
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WARN_PRINT("Area doesn't support this parameter in the Bullet backend: " + itos(p_param));
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return Variant();
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}
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}
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void AreaBullet::set_event_callback(Type p_callbackObjectType, const Callable &p_callback) {
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InOutEventCallback &ev = eventsCallbacks[static_cast<int>(p_callbackObjectType)];
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ev.event_callback = p_callback;
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/// Set if monitoring
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if (!eventsCallbacks[0].event_callback.is_null() || !eventsCallbacks[1].event_callback.is_null()) {
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set_godot_object_flags(get_godot_object_flags() | GOF_IS_MONITORING_AREA);
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} else {
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set_godot_object_flags(get_godot_object_flags() & (~GOF_IS_MONITORING_AREA));
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clear_overlaps();
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}
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}
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bool AreaBullet::has_event_callback(Type p_callbackObjectType) {
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return !eventsCallbacks[static_cast<int>(p_callbackObjectType)].event_callback.is_null();
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}
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void AreaBullet::on_enter_area(AreaBullet *p_area) {
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}
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void AreaBullet::on_exit_area(AreaBullet *p_area) {
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CollisionObjectBullet::on_exit_area(p_area);
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}
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