godot/servers/physics_2d/area_2d_sw.cpp

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/*************************************************************************/
/* area_2d_sw.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "area_2d_sw.h"
#include "space_2d_sw.h"
#include "body_2d_sw.h"
Area2DSW::BodyKey::BodyKey(Body2DSW *p_body, uint32_t p_body_shape,uint32_t p_area_shape) { rid=p_body->get_self(); instance_id=p_body->get_instance_id(); body_shape=p_body_shape; area_shape=p_area_shape; }
void Area2DSW::_shapes_changed() {
}
void Area2DSW::set_transform(const Matrix32& p_transform) {
if (!moved_list.in_list() && get_space())
get_space()->area_add_to_moved_list(&moved_list);
_set_transform(p_transform);
_set_inv_transform(p_transform.affine_inverse());
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}
void Area2DSW::set_space(Space2DSW *p_space) {
if (get_space()) {
if (monitor_query_list.in_list())
get_space()->area_remove_from_monitor_query_list(&monitor_query_list);
if (moved_list.in_list())
get_space()->area_remove_from_moved_list(&moved_list);
}
monitored_bodies.clear();
_set_space(p_space);
}
void Area2DSW::set_monitor_callback(ObjectID p_id, const StringName& p_method) {
if (p_id==monitor_callback_id) {
monitor_callback_method=p_method;
return;
}
_unregister_shapes();
monitor_callback_id=p_id;
monitor_callback_method=p_method;
monitored_bodies.clear();
_shape_changed();
}
void Area2DSW::set_space_override_mode(Physics2DServer::AreaSpaceOverrideMode p_mode) {
bool do_override=p_mode!=Physics2DServer::AREA_SPACE_OVERRIDE_DISABLED;
if (do_override==(space_override_mode!=Physics2DServer::AREA_SPACE_OVERRIDE_DISABLED))
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return;
_unregister_shapes();
space_override_mode=p_mode;
_shape_changed();
}
void Area2DSW::set_param(Physics2DServer::AreaParameter p_param, const Variant& p_value) {
switch(p_param) {
case Physics2DServer::AREA_PARAM_GRAVITY: gravity=p_value; ; break;
case Physics2DServer::AREA_PARAM_GRAVITY_VECTOR: gravity_vector=p_value; ; break;
case Physics2DServer::AREA_PARAM_GRAVITY_IS_POINT: gravity_is_point=p_value; ; break;
case Physics2DServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION: point_attenuation=p_value; ; break;
case Physics2DServer::AREA_PARAM_LINEAR_DAMP: linear_damp=p_value; ; break;
case Physics2DServer::AREA_PARAM_ANGULAR_DAMP: angular_damp=p_value; ; break;
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case Physics2DServer::AREA_PARAM_PRIORITY: priority=p_value; ; break;
}
}
Variant Area2DSW::get_param(Physics2DServer::AreaParameter p_param) const {
switch(p_param) {
case Physics2DServer::AREA_PARAM_GRAVITY: return gravity;
case Physics2DServer::AREA_PARAM_GRAVITY_VECTOR: return gravity_vector;
case Physics2DServer::AREA_PARAM_GRAVITY_IS_POINT: return gravity_is_point;
case Physics2DServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION: return point_attenuation;
case Physics2DServer::AREA_PARAM_LINEAR_DAMP: return linear_damp;
case Physics2DServer::AREA_PARAM_ANGULAR_DAMP: return angular_damp;
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case Physics2DServer::AREA_PARAM_PRIORITY: return priority;
}
return Variant();
}
void Area2DSW::_queue_monitor_update() {
ERR_FAIL_COND(!get_space());
if (!monitor_query_list.in_list())
get_space()->area_add_to_monitor_query_list(&monitor_query_list);
}
void Area2DSW::call_queries() {
if (monitor_callback_id && !monitored_bodies.empty()) {
Variant res[5];
Variant *resptr[5];
for(int i=0;i<5;i++)
resptr[i]=&res[i];
Object *obj = ObjectDB::get_instance(monitor_callback_id);
if (!obj) {
monitored_bodies.clear();
monitor_callback_id=0;
return;
}
for (Map<BodyKey,BodyState>::Element *E=monitored_bodies.front();E;E=E->next()) {
if (E->get().state==0)
continue; //nothing happened
res[0]=E->get().state>0 ? Physics2DServer::AREA_BODY_ADDED : Physics2DServer::AREA_BODY_REMOVED;
res[1]=E->key().rid;
res[2]=E->key().instance_id;
res[3]=E->key().body_shape;
res[4]=E->key().area_shape;
Variant::CallError ce;
obj->call(monitor_callback_method,(const Variant**)resptr,5,ce);
}
}
monitored_bodies.clear();
//get_space()->area_remove_from_monitor_query_list(&monitor_query_list);
}
Area2DSW::Area2DSW() : CollisionObject2DSW(TYPE_AREA), monitor_query_list(this), moved_list(this) {
_set_static(true); //areas are never active
space_override_mode=Physics2DServer::AREA_SPACE_OVERRIDE_DISABLED;
gravity=9.80665;
gravity_vector=Vector2(0,-1);
gravity_is_point=false;
point_attenuation=1;
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 05:10:51 +02:00
angular_damp=1.0;
linear_damp=0.1;
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priority=0;
monitor_callback_id=0;
}
Area2DSW::~Area2DSW() {
}