/*************************************************************************/ /* area_2d_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_2D_SW_H #define AREA_2D_SW_H #include "servers/physics_2d_server.h" #include "collision_object_2d_sw.h" #include "self_list.h" //#include "servers/physics/query_sw.h" class Space2DSW; class Body2DSW; class Constraint2DSW; class Area2DSW : public CollisionObject2DSW{ Physics2DServer::AreaSpaceOverrideMode space_override_mode; float gravity; Vector2 gravity_vector; bool gravity_is_point; float point_attenuation; float linear_damp; float angular_damp; int priority; ObjectID monitor_callback_id; StringName monitor_callback_method; SelfList monitor_query_list; SelfList 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(Body2DSW *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 monitored_bodies; //virtual void shape_changed_notify(Shape2DSW *p_shape); //virtual void shape_deleted_notify(Shape2DSW *p_shape); Set constraints; virtual void _shapes_changed(); void _queue_monitor_update(); public: //_FORCE_INLINE_ const Matrix32& 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(Body2DSW *p_body, uint32_t p_body_shape,uint32_t p_area_shape); _FORCE_INLINE_ void remove_body_from_query(Body2DSW *p_body, uint32_t p_body_shape,uint32_t p_area_shape); void set_param(Physics2DServer::AreaParameter p_param, const Variant& p_value); Variant get_param(Physics2DServer::AreaParameter p_param) const; void set_space_override_mode(Physics2DServer::AreaSpaceOverrideMode p_mode); Physics2DServer::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 Vector2& p_gravity) { gravity_vector=p_gravity; } _FORCE_INLINE_ Vector2 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_linear_damp(float p_linear_damp) { linear_damp=p_linear_damp; } _FORCE_INLINE_ float get_linear_damp() const { return linear_damp; } _FORCE_INLINE_ void set_angular_damp(float p_angular_damp) { angular_damp=p_angular_damp; } _FORCE_INLINE_ float get_angular_damp() const { return angular_damp; } _FORCE_INLINE_ void set_priority(int p_priority) { priority=p_priority; } _FORCE_INLINE_ int get_priority() const { return priority; } _FORCE_INLINE_ void add_constraint( Constraint2DSW* p_constraint) { constraints.insert(p_constraint); } _FORCE_INLINE_ void remove_constraint( Constraint2DSW* p_constraint) { constraints.erase(p_constraint); } _FORCE_INLINE_ const Set& get_constraints() const { return constraints; } void set_transform(const Matrix32& p_transform); void set_space(Space2DSW *p_space); void call_queries(); Area2DSW(); ~Area2DSW(); }; void Area2DSW::add_body_to_query(Body2DSW *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 Area2DSW::remove_body_from_query(Body2DSW *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_2D_SW_H