/*************************************************************************/ /* godot_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 GODOT_AREA_3D_H #define GODOT_AREA_3D_H #include "godot_collision_object_3d.h" #include "core/templates/self_list.h" #include "servers/physics_server_3d.h" class GodotSpace3D; class GodotBody3D; class GodotSoftBody3D; class GodotConstraint3D; class GodotArea3D : public GodotCollisionObject3D { PhysicsServer3D::AreaSpaceOverrideMode space_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED; real_t gravity = 9.80665; Vector3 gravity_vector = Vector3(0, -1, 0); bool gravity_is_point = false; real_t gravity_distance_scale = 0.0; real_t point_attenuation = 1.0; real_t linear_damp = 0.1; real_t angular_damp = 0.1; real_t wind_force_magnitude = 0.0; real_t wind_attenuation_factor = 0.0; Vector3 wind_source; Vector3 wind_direction; int priority = 0; bool monitorable = false; Callable monitor_callback; Callable area_monitor_callback; SelfList monitor_query_list; SelfList moved_list; struct BodyKey { RID rid; ObjectID instance_id; uint32_t body_shape = 0; uint32_t area_shape = 0; _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(GodotSoftBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); BodyKey(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); BodyKey(GodotArea3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); }; struct BodyState { int state = 0; _FORCE_INLINE_ void inc() { state++; } _FORCE_INLINE_ void dec() { state--; } }; Map monitored_soft_bodies; Map monitored_bodies; Map monitored_areas; Set constraints; virtual void _shapes_changed(); void _queue_monitor_update(); public: void set_monitor_callback(const Callable &p_callback); _FORCE_INLINE_ bool has_monitor_callback() const { return !monitor_callback.is_null(); } void set_area_monitor_callback(const Callable &p_callback); _FORCE_INLINE_ bool has_area_monitor_callback() const { return !area_monitor_callback.is_null(); } _FORCE_INLINE_ void add_body_to_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); _FORCE_INLINE_ void remove_body_from_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); _FORCE_INLINE_ void add_soft_body_to_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape); _FORCE_INLINE_ void remove_soft_body_from_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape); _FORCE_INLINE_ void add_area_to_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape); _FORCE_INLINE_ void remove_area_from_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape); void set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value); Variant get_param(PhysicsServer3D::AreaParameter p_param) const; void set_space_override_mode(PhysicsServer3D::AreaSpaceOverrideMode p_mode); PhysicsServer3D::AreaSpaceOverrideMode get_space_override_mode() const { return space_override_mode; } _FORCE_INLINE_ void set_gravity(real_t p_gravity) { gravity = p_gravity; } _FORCE_INLINE_ real_t get_gravity() const { return gravity; } _FORCE_INLINE_ void set_gravity_vector(const Vector3 &p_gravity) { gravity_vector = p_gravity; } _FORCE_INLINE_ Vector3 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_gravity_distance_scale(real_t scale) { gravity_distance_scale = scale; } _FORCE_INLINE_ real_t get_gravity_distance_scale() const { return gravity_distance_scale; } _FORCE_INLINE_ void set_point_attenuation(real_t p_point_attenuation) { point_attenuation = p_point_attenuation; } _FORCE_INLINE_ real_t get_point_attenuation() const { return point_attenuation; } _FORCE_INLINE_ void set_linear_damp(real_t p_linear_damp) { linear_damp = p_linear_damp; } _FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; } _FORCE_INLINE_ void set_angular_damp(real_t p_angular_damp) { angular_damp = p_angular_damp; } _FORCE_INLINE_ real_t 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 set_wind_force_magnitude(real_t p_wind_force_magnitude) { wind_force_magnitude = p_wind_force_magnitude; } _FORCE_INLINE_ real_t get_wind_force_magnitude() const { return wind_force_magnitude; } _FORCE_INLINE_ void set_wind_attenuation_factor(real_t p_wind_attenuation_factor) { wind_attenuation_factor = p_wind_attenuation_factor; } _FORCE_INLINE_ real_t get_wind_attenuation_factor() const { return wind_attenuation_factor; } _FORCE_INLINE_ void set_wind_source(const Vector3 &p_wind_source) { wind_source = p_wind_source; } _FORCE_INLINE_ const Vector3 &get_wind_source() const { return wind_source; } _FORCE_INLINE_ void set_wind_direction(const Vector3 &p_wind_direction) { wind_direction = p_wind_direction; } _FORCE_INLINE_ const Vector3 &get_wind_direction() const { return wind_direction; } _FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint) { constraints.insert(p_constraint); } _FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraints.erase(p_constraint); } _FORCE_INLINE_ const Set &get_constraints() const { return constraints; } _FORCE_INLINE_ void clear_constraints() { constraints.clear(); } void set_monitorable(bool p_monitorable); _FORCE_INLINE_ bool is_monitorable() const { return monitorable; } void set_transform(const Transform3D &p_transform); void set_space(GodotSpace3D *p_space); void call_queries(); void compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const; GodotArea3D(); ~GodotArea3D(); }; void GodotArea3D::add_soft_body_to_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) { BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape); monitored_soft_bodies[bk].inc(); if (!monitor_query_list.in_list()) { _queue_monitor_update(); } } void GodotArea3D::remove_soft_body_from_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) { BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape); monitored_soft_bodies[bk].dec(); if (!monitor_query_list.in_list()) { _queue_monitor_update(); } } void GodotArea3D::add_body_to_query(GodotBody3D *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 GodotArea3D::remove_body_from_query(GodotBody3D *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(); } } void GodotArea3D::add_area_to_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { BodyKey bk(p_area, p_area_shape, p_self_shape); monitored_areas[bk].inc(); if (!monitor_query_list.in_list()) { _queue_monitor_update(); } } void GodotArea3D::remove_area_from_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { BodyKey bk(p_area, p_area_shape, p_self_shape); monitored_areas[bk].dec(); if (!monitor_query_list.in_list()) { _queue_monitor_update(); } } struct AreaCMP { GodotArea3D *area = nullptr; int refCount = 0; _FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); } _FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); } _FORCE_INLINE_ AreaCMP() {} _FORCE_INLINE_ AreaCMP(GodotArea3D *p_area) { area = p_area; refCount = 1; } }; #endif // GODOT_AREA_3D_H