godot/scene/2d/area_2d.h
Juan Linietsky b51f645711 Changes to 2D physics engine
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-Removed "density" property
-Added instead more flexible "angular damp" and "linear damp"
-Added ability to override angular and linear damp in rigidbody
-Added gravity scale option rigidbody

Test well and iron out bugs, when it works the same will be moved to 3D
2015-01-05 18:37:12 -03:00

130 lines
4.1 KiB
C++

/*************************************************************************/
/* area_2d.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_H
#define AREA_2D_H
#include "scene/2d/collision_object_2d.h"
#include "vset.h"
class Area2D : public CollisionObject2D {
OBJ_TYPE( Area2D, CollisionObject2D );
public:
enum SpaceOverride {
SPACE_OVERRIDE_DISABLED,
SPACE_OVERRIDE_COMBINE,
SPACE_OVERRIDE_REPLACE
};
private:
SpaceOverride space_override;
Vector2 gravity_vec;
real_t gravity;
bool gravity_is_point;
real_t linear_damp;
real_t angular_damp;
int priority;
bool monitoring;
bool locked;
void _body_inout(int p_status,const RID& p_body, int p_instance, int p_body_shape,int p_area_shape);
void _body_enter_tree(ObjectID p_id);
void _body_exit_tree(ObjectID p_id);
struct ShapePair {
int body_shape;
int area_shape;
bool operator<(const ShapePair& p_sp) const {
if (body_shape==p_sp.body_shape)
return area_shape < p_sp.area_shape;
else
return body_shape < p_sp.body_shape;
}
ShapePair() {}
ShapePair(int p_bs, int p_as) { body_shape=p_bs; area_shape=p_as; }
};
struct BodyState {
int rc;
bool in_tree;
VSet<ShapePair> shapes;
};
Map<ObjectID,BodyState> body_map;
void _clear_monitoring();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_space_override_mode(SpaceOverride p_mode);
SpaceOverride get_space_override_mode() const;
void set_gravity_is_point(bool p_enabled);
bool is_gravity_a_point() const;
void set_gravity_vector(const Vector2& p_vec);
Vector2 get_gravity_vector() const;
void set_gravity(real_t p_gravity);
real_t get_gravity() const;
void set_linear_damp(real_t p_linear_damp);
real_t get_linear_damp() const;
void set_angular_damp(real_t p_angular_damp);
real_t get_angular_damp() const;
void set_priority(real_t p_priority);
real_t get_priority() const;
void set_enable_monitoring(bool p_enable);
bool is_monitoring_enabled() const;
Array get_overlapping_bodies() const; //function for script
Area2D();
~Area2D();
};
VARIANT_ENUM_CAST(Area2D::SpaceOverride);
#endif // AREA_2D_H