godot/servers/register_server_types.cpp
PouleyKetchoupp acbd24ea84 Use parameter classes instead of arguments for all physics queries
Same as what is already done for shape queries, applied to point and ray
queries. Easier to document and more flexible to add more parameters.

Also expose intersect_point method to script in 3D.
Remove intersect_point_on_canvas in 2D, replaced with a parameter.
2021-11-04 11:44:39 -07:00

260 lines
11 KiB
C++

/*************************************************************************/
/* register_server_types.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.*/
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/*************************************************************************/
#include "register_server_types.h"
#include "core/config/engine.h"
#include "core/config/project_settings.h"
#include "audio/audio_effect.h"
#include "audio/audio_stream.h"
#include "audio/effects/audio_effect_amplify.h"
#include "audio/effects/audio_effect_capture.h"
#include "audio/effects/audio_effect_chorus.h"
#include "audio/effects/audio_effect_compressor.h"
#include "audio/effects/audio_effect_delay.h"
#include "audio/effects/audio_effect_distortion.h"
#include "audio/effects/audio_effect_eq.h"
#include "audio/effects/audio_effect_filter.h"
#include "audio/effects/audio_effect_limiter.h"
#include "audio/effects/audio_effect_panner.h"
#include "audio/effects/audio_effect_phaser.h"
#include "audio/effects/audio_effect_pitch_shift.h"
#include "audio/effects/audio_effect_record.h"
#include "audio/effects/audio_effect_reverb.h"
#include "audio/effects/audio_effect_spectrum_analyzer.h"
#include "audio/effects/audio_effect_stereo_enhance.h"
#include "audio/effects/audio_stream_generator.h"
#include "audio_server.h"
#include "camera/camera_feed.h"
#include "camera_server.h"
#include "core/extension/native_extension_manager.h"
#include "display_server.h"
#include "navigation_server_2d.h"
#include "navigation_server_3d.h"
#include "physics_2d/godot_physics_server_2d.h"
#include "physics_3d/godot_physics_server_3d.h"
#include "physics_server_2d.h"
#include "physics_server_2d_wrap_mt.h"
#include "physics_server_3d.h"
#include "physics_server_3d_wrap_mt.h"
#include "rendering/renderer_compositor.h"
#include "rendering/rendering_device.h"
#include "rendering/rendering_device_binds.h"
#include "rendering_server.h"
#include "servers/rendering/shader_types.h"
#include "text/text_server_extension.h"
#include "text_server.h"
#include "xr/xr_interface.h"
#include "xr/xr_interface_extension.h"
#include "xr/xr_positional_tracker.h"
#include "xr_server.h"
ShaderTypes *shader_types = nullptr;
PhysicsServer3D *_createGodotPhysics3DCallback() {
bool using_threads = GLOBAL_GET("physics/3d/run_on_thread");
PhysicsServer3D *physics_server = memnew(GodotPhysicsServer3D(using_threads));
return memnew(PhysicsServer3DWrapMT(physics_server, using_threads));
}
PhysicsServer2D *_createGodotPhysics2DCallback() {
bool using_threads = GLOBAL_GET("physics/2d/run_on_thread");
PhysicsServer2D *physics_server = memnew(GodotPhysicsServer2D(using_threads));
return memnew(PhysicsServer2DWrapMT(physics_server, using_threads));
}
static bool has_server_feature_callback(const String &p_feature) {
if (RenderingServer::get_singleton()) {
if (RenderingServer::get_singleton()->has_os_feature(p_feature)) {
return true;
}
}
return false;
}
void preregister_server_types() {
shader_types = memnew(ShaderTypes);
GDREGISTER_CLASS(TextServerManager);
GDREGISTER_VIRTUAL_CLASS(TextServer);
GDREGISTER_CLASS(TextServerExtension);
Engine::get_singleton()->add_singleton(Engine::Singleton("TextServerManager", TextServerManager::get_singleton(), "TextServerManager"));
}
void register_server_types() {
OS::get_singleton()->set_has_server_feature_callback(has_server_feature_callback);
GDREGISTER_VIRTUAL_CLASS(DisplayServer);
GDREGISTER_VIRTUAL_CLASS(RenderingServer);
GDREGISTER_CLASS(AudioServer);
GDREGISTER_VIRTUAL_CLASS(PhysicsServer2D);
GDREGISTER_VIRTUAL_CLASS(PhysicsServer3D);
GDREGISTER_VIRTUAL_CLASS(NavigationServer2D);
GDREGISTER_VIRTUAL_CLASS(NavigationServer3D);
GDREGISTER_CLASS(XRServer);
GDREGISTER_CLASS(CameraServer);
GDREGISTER_VIRTUAL_CLASS(RenderingDevice);
GDREGISTER_VIRTUAL_CLASS(XRInterface);
GDREGISTER_CLASS(XRInterfaceExtension); // can't register this as virtual because we need a creation function for our extensions.
GDREGISTER_CLASS(XRPose);
GDREGISTER_CLASS(XRPositionalTracker);
GDREGISTER_CLASS(AudioStream);
GDREGISTER_CLASS(AudioStreamPlayback);
GDREGISTER_VIRTUAL_CLASS(AudioStreamPlaybackResampled);
GDREGISTER_CLASS(AudioStreamMicrophone);
GDREGISTER_CLASS(AudioStreamRandomPitch);
GDREGISTER_VIRTUAL_CLASS(AudioEffect);
GDREGISTER_VIRTUAL_CLASS(AudioEffectInstance);
GDREGISTER_CLASS(AudioEffectEQ);
GDREGISTER_CLASS(AudioEffectFilter);
GDREGISTER_CLASS(AudioBusLayout);
GDREGISTER_CLASS(AudioStreamGenerator);
GDREGISTER_VIRTUAL_CLASS(AudioStreamGeneratorPlayback);
{
//audio effects
GDREGISTER_CLASS(AudioEffectAmplify);
GDREGISTER_CLASS(AudioEffectReverb);
GDREGISTER_CLASS(AudioEffectLowPassFilter);
GDREGISTER_CLASS(AudioEffectHighPassFilter);
GDREGISTER_CLASS(AudioEffectBandPassFilter);
GDREGISTER_CLASS(AudioEffectNotchFilter);
GDREGISTER_CLASS(AudioEffectBandLimitFilter);
GDREGISTER_CLASS(AudioEffectLowShelfFilter);
GDREGISTER_CLASS(AudioEffectHighShelfFilter);
GDREGISTER_CLASS(AudioEffectEQ6);
GDREGISTER_CLASS(AudioEffectEQ10);
GDREGISTER_CLASS(AudioEffectEQ21);
GDREGISTER_CLASS(AudioEffectDistortion);
GDREGISTER_CLASS(AudioEffectStereoEnhance);
GDREGISTER_CLASS(AudioEffectPanner);
GDREGISTER_CLASS(AudioEffectChorus);
GDREGISTER_CLASS(AudioEffectDelay);
GDREGISTER_CLASS(AudioEffectCompressor);
GDREGISTER_CLASS(AudioEffectLimiter);
GDREGISTER_CLASS(AudioEffectPitchShift);
GDREGISTER_CLASS(AudioEffectPhaser);
GDREGISTER_CLASS(AudioEffectRecord);
GDREGISTER_CLASS(AudioEffectSpectrumAnalyzer);
GDREGISTER_VIRTUAL_CLASS(AudioEffectSpectrumAnalyzerInstance);
GDREGISTER_CLASS(AudioEffectCapture);
}
GDREGISTER_VIRTUAL_CLASS(RenderingDevice);
GDREGISTER_CLASS(RDTextureFormat);
GDREGISTER_CLASS(RDTextureView);
GDREGISTER_CLASS(RDAttachmentFormat);
GDREGISTER_CLASS(RDFramebufferPass);
GDREGISTER_CLASS(RDSamplerState);
GDREGISTER_CLASS(RDVertexAttribute);
GDREGISTER_CLASS(RDUniform);
GDREGISTER_CLASS(RDPipelineRasterizationState);
GDREGISTER_CLASS(RDPipelineMultisampleState);
GDREGISTER_CLASS(RDPipelineDepthStencilState);
GDREGISTER_CLASS(RDPipelineColorBlendStateAttachment);
GDREGISTER_CLASS(RDPipelineColorBlendState);
GDREGISTER_CLASS(RDShaderSource);
GDREGISTER_CLASS(RDShaderSPIRV);
GDREGISTER_CLASS(RDShaderFile);
GDREGISTER_CLASS(RDPipelineSpecializationConstant);
GDREGISTER_CLASS(CameraFeed);
GDREGISTER_VIRTUAL_CLASS(PhysicsDirectBodyState2D);
GDREGISTER_VIRTUAL_CLASS(PhysicsDirectSpaceState2D);
GDREGISTER_CLASS(PhysicsRayQueryParameters2D);
GDREGISTER_CLASS(PhysicsPointQueryParameters2D);
GDREGISTER_CLASS(PhysicsShapeQueryParameters2D);
GDREGISTER_CLASS(PhysicsTestMotionParameters2D);
GDREGISTER_CLASS(PhysicsTestMotionResult2D);
GDREGISTER_VIRTUAL_CLASS(PhysicsDirectBodyState3D);
GDREGISTER_VIRTUAL_CLASS(PhysicsDirectSpaceState3D);
GDREGISTER_CLASS(PhysicsRayQueryParameters3D);
GDREGISTER_CLASS(PhysicsPointQueryParameters3D);
GDREGISTER_CLASS(PhysicsShapeQueryParameters3D);
GDREGISTER_CLASS(PhysicsTestMotionParameters3D);
GDREGISTER_CLASS(PhysicsTestMotionResult3D);
// Physics 2D
GLOBAL_DEF(PhysicsServer2DManager::setting_property_name, "DEFAULT");
ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer2DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer2DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
PhysicsServer2DManager::register_server("GodotPhysics2D", &_createGodotPhysics2DCallback);
PhysicsServer2DManager::set_default_server("GodotPhysics2D");
// Physics 3D
GLOBAL_DEF(PhysicsServer3DManager::setting_property_name, "DEFAULT");
ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer3DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer3DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
PhysicsServer3DManager::register_server("GodotPhysics3D", &_createGodotPhysics3DCallback);
PhysicsServer3DManager::set_default_server("GodotPhysics3D");
NativeExtensionManager::get_singleton()->initialize_extensions(NativeExtension::INITIALIZATION_LEVEL_SERVERS);
}
void unregister_server_types() {
NativeExtensionManager::get_singleton()->deinitialize_extensions(NativeExtension::INITIALIZATION_LEVEL_SERVERS);
memdelete(shader_types);
}
void register_server_singletons() {
Engine::get_singleton()->add_singleton(Engine::Singleton("DisplayServer", DisplayServer::get_singleton(), "DisplayServer"));
Engine::get_singleton()->add_singleton(Engine::Singleton("RenderingServer", RenderingServer::get_singleton(), "RenderingServer"));
Engine::get_singleton()->add_singleton(Engine::Singleton("AudioServer", AudioServer::get_singleton(), "AudioServer"));
Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer2D", PhysicsServer2D::get_singleton(), "PhysicsServer2D"));
Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer3D", PhysicsServer3D::get_singleton(), "PhysicsServer3D"));
Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer2D", NavigationServer2D::get_singleton_mut(), "NavigationServer2D"));
Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer3D", NavigationServer3D::get_singleton_mut(), "NavigationServer3D"));
Engine::get_singleton()->add_singleton(Engine::Singleton("XRServer", XRServer::get_singleton(), "XRServer"));
Engine::get_singleton()->add_singleton(Engine::Singleton("CameraServer", CameraServer::get_singleton(), "CameraServer"));
}