godot/scene/3d/proximity_group_3d.cpp

183 lines
6.4 KiB
C++

/*************************************************************************/
/* proximity_group_3d.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "proximity_group_3d.h"
#include "core/math/math_funcs.h"
void ProximityGroup3D::_clear_groups() {
Map<StringName, uint32_t>::Element *E;
const int size = 16;
do {
StringName remove_list[size];
E = groups.front();
int num = 0;
while (E && num < size) {
if (E->get() != group_version) {
remove_list[num++] = E->key();
}
E = E->next();
}
for (int i = 0; i < num; i++) {
groups.erase(remove_list[i]);
}
} while (E);
}
void ProximityGroup3D::_update_groups() {
if (grid_radius == Vector3(0, 0, 0)) {
return;
}
++group_version;
Vector3 pos = get_global_transform().get_origin();
Vector3 vcell = pos / cell_size;
int cell[3] = { Math::fast_ftoi(vcell.x), Math::fast_ftoi(vcell.y), Math::fast_ftoi(vcell.z) };
_add_groups(cell, group_name, 0);
_clear_groups();
}
void ProximityGroup3D::_add_groups(int *p_cell, String p_base, int p_depth) {
p_base = p_base + "|";
if (grid_radius[p_depth] == 0) {
if (p_depth == 2) {
_new_group(p_base);
} else {
_add_groups(p_cell, p_base, p_depth + 1);
}
}
int start = p_cell[p_depth] - grid_radius[p_depth];
int end = p_cell[p_depth] + grid_radius[p_depth];
for (int i = start; i <= end; i++) {
String gname = p_base + itos(i);
if (p_depth == 2) {
_new_group(gname);
} else {
_add_groups(p_cell, gname, p_depth + 1);
}
}
}
void ProximityGroup3D::_new_group(StringName p_name) {
const Map<StringName, uint32_t>::Element *E = groups.find(p_name);
if (!E) {
add_to_group(p_name);
}
groups[p_name] = group_version;
}
void ProximityGroup3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_EXIT_TREE:
++group_version;
_clear_groups();
break;
case NOTIFICATION_TRANSFORM_CHANGED:
_update_groups();
break;
}
}
void ProximityGroup3D::broadcast(String p_method, Variant p_parameters) {
Map<StringName, uint32_t>::Element *E;
E = groups.front();
while (E) {
get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFAULT, E->key(), "_proximity_group_broadcast", p_method, p_parameters);
E = E->next();
}
}
void ProximityGroup3D::_proximity_group_broadcast(String p_method, Variant p_parameters) {
if (dispatch_mode == MODE_PROXY) {
ERR_FAIL_COND(!is_inside_tree());
get_parent()->call(p_method, p_parameters);
} else {
emit_signal(SNAME("broadcast"), p_method, p_parameters);
}
}
void ProximityGroup3D::set_group_name(const String &p_group_name) {
group_name = p_group_name;
}
String ProximityGroup3D::get_group_name() const {
return group_name;
}
void ProximityGroup3D::set_dispatch_mode(DispatchMode p_mode) {
dispatch_mode = p_mode;
}
ProximityGroup3D::DispatchMode ProximityGroup3D::get_dispatch_mode() const {
return dispatch_mode;
}
void ProximityGroup3D::set_grid_radius(const Vector3 &p_radius) {
grid_radius = p_radius;
}
Vector3 ProximityGroup3D::get_grid_radius() const {
return grid_radius;
}
void ProximityGroup3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_group_name", "name"), &ProximityGroup3D::set_group_name);
ClassDB::bind_method(D_METHOD("get_group_name"), &ProximityGroup3D::get_group_name);
ClassDB::bind_method(D_METHOD("set_dispatch_mode", "mode"), &ProximityGroup3D::set_dispatch_mode);
ClassDB::bind_method(D_METHOD("get_dispatch_mode"), &ProximityGroup3D::get_dispatch_mode);
ClassDB::bind_method(D_METHOD("set_grid_radius", "radius"), &ProximityGroup3D::set_grid_radius);
ClassDB::bind_method(D_METHOD("get_grid_radius"), &ProximityGroup3D::get_grid_radius);
ClassDB::bind_method(D_METHOD("broadcast", "method", "parameters"), &ProximityGroup3D::broadcast);
ClassDB::bind_method(D_METHOD("_proximity_group_broadcast", "method", "parameters"), &ProximityGroup3D::_proximity_group_broadcast);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "group_name"), "set_group_name", "get_group_name");
ADD_PROPERTY(PropertyInfo(Variant::INT, "dispatch_mode", PROPERTY_HINT_ENUM, "Proxy,Signal"), "set_dispatch_mode", "get_dispatch_mode");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "grid_radius"), "set_grid_radius", "get_grid_radius");
ADD_SIGNAL(MethodInfo("broadcast", PropertyInfo(Variant::STRING, "method"), PropertyInfo(Variant::ARRAY, "parameters")));
BIND_ENUM_CONSTANT(MODE_PROXY);
BIND_ENUM_CONSTANT(MODE_SIGNAL);
}
ProximityGroup3D::ProximityGroup3D() {
set_notify_transform(true);
}