/*************************************************************************/ /* area_bullet.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 AREABULLET_H #define AREABULLET_H #include "collision_object_bullet.h" #include "core/templates/vector.h" #include "servers/physics_server_3d.h" #include "space_bullet.h" /** @author AndreaCatania */ class btGhostObject; class AreaBullet : public RigidCollisionObjectBullet { friend void SpaceBullet::check_ghost_overlaps(); public: struct InOutEventCallback { ObjectID event_callback_id; StringName event_callback_method; InOutEventCallback() {} }; enum OverlapState { OVERLAP_STATE_DIRTY = 0, // Mark processed overlaps OVERLAP_STATE_INSIDE, // Mark old overlap OVERLAP_STATE_ENTER, // Mark just enter overlap OVERLAP_STATE_EXIT // Mark ended overlaps }; struct OverlappingObjectData { CollisionObjectBullet *object = nullptr; OverlapState state = OVERLAP_STATE_ENTER; OverlappingObjectData() {} OverlappingObjectData(CollisionObjectBullet *p_object, OverlapState p_state) : object(p_object), state(p_state) {} OverlappingObjectData(const OverlappingObjectData &other) { operator=(other); } void operator=(const OverlappingObjectData &other) { object = other.object; state = other.state; } }; private: // These are used by function callEvent. Instead to create this each call I create if one time. Variant call_event_res[5]; Variant *call_event_res_ptr[5] = {}; btGhostObject *btGhost = nullptr; Vector overlappingObjects; bool monitorable = true; PhysicsServer3D::AreaSpaceOverrideMode spOv_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED; bool spOv_gravityPoint = false; real_t spOv_gravityPointDistanceScale = 0.0; real_t spOv_gravityPointAttenuation = 1.0; Vector3 spOv_gravityVec = Vector3(0, -1, 0); real_t spOv_gravityMag = 10.0; real_t spOv_linearDump = 0.1; real_t spOv_angularDump = 0.1; int spOv_priority = 0; bool isScratched = false; InOutEventCallback eventsCallbacks[2]; public: AreaBullet(); ~AreaBullet(); _FORCE_INLINE_ btGhostObject *get_bt_ghost() const { return btGhost; } int find_overlapping_object(CollisionObjectBullet *p_colObj); void set_monitorable(bool p_monitorable); _FORCE_INLINE_ bool is_monitorable() const { return monitorable; } bool is_monitoring() const; _FORCE_INLINE_ void set_spOv_mode(PhysicsServer3D::AreaSpaceOverrideMode p_mode) { spOv_mode = p_mode; } _FORCE_INLINE_ PhysicsServer3D::AreaSpaceOverrideMode get_spOv_mode() { return spOv_mode; } _FORCE_INLINE_ void set_spOv_gravityPoint(bool p_isGP) { spOv_gravityPoint = p_isGP; } _FORCE_INLINE_ bool is_spOv_gravityPoint() { return spOv_gravityPoint; } _FORCE_INLINE_ void set_spOv_gravityPointDistanceScale(real_t p_GPDS) { spOv_gravityPointDistanceScale = p_GPDS; } _FORCE_INLINE_ real_t get_spOv_gravityPointDistanceScale() { return spOv_gravityPointDistanceScale; } _FORCE_INLINE_ void set_spOv_gravityPointAttenuation(real_t p_GPA) { spOv_gravityPointAttenuation = p_GPA; } _FORCE_INLINE_ real_t get_spOv_gravityPointAttenuation() { return spOv_gravityPointAttenuation; } _FORCE_INLINE_ void set_spOv_gravityVec(Vector3 p_vec) { spOv_gravityVec = p_vec; } _FORCE_INLINE_ const Vector3 &get_spOv_gravityVec() const { return spOv_gravityVec; } _FORCE_INLINE_ void set_spOv_gravityMag(real_t p_gravityMag) { spOv_gravityMag = p_gravityMag; } _FORCE_INLINE_ real_t get_spOv_gravityMag() { return spOv_gravityMag; } _FORCE_INLINE_ void set_spOv_linearDump(real_t p_linearDump) { spOv_linearDump = p_linearDump; } _FORCE_INLINE_ real_t get_spOv_linearDamp() { return spOv_linearDump; } _FORCE_INLINE_ void set_spOv_angularDump(real_t p_angularDump) { spOv_angularDump = p_angularDump; } _FORCE_INLINE_ real_t get_spOv_angularDamp() { return spOv_angularDump; } _FORCE_INLINE_ void set_spOv_priority(int p_priority) { spOv_priority = p_priority; } _FORCE_INLINE_ int get_spOv_priority() { return spOv_priority; } virtual void main_shape_changed(); virtual void reload_body(); virtual void set_space(SpaceBullet *p_space); virtual void dispatch_callbacks(); void call_event(CollisionObjectBullet *p_otherObject, PhysicsServer3D::AreaBodyStatus p_status); void set_on_state_change(ObjectID p_id, const StringName &p_method, const Variant &p_udata = Variant()); void scratch(); void clear_overlaps(bool p_notify); // Dispatch the callbacks and removes from overlapping list void remove_overlap(CollisionObjectBullet *p_object, bool p_notify); virtual void on_collision_filters_change(); virtual void on_collision_checker_start() {} virtual void on_collision_checker_end() { isTransformChanged = false; } void add_overlap(CollisionObjectBullet *p_otherObject); void put_overlap_as_exit(int p_index); void put_overlap_as_inside(int p_index); void set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value); Variant get_param(PhysicsServer3D::AreaParameter p_param) const; void set_event_callback(Type p_callbackObjectType, ObjectID p_id, const StringName &p_method); bool has_event_callback(Type p_callbackObjectType); virtual void on_enter_area(AreaBullet *p_area); virtual void on_exit_area(AreaBullet *p_area); }; #endif