godot/scene/3d/area.cpp
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

766 lines
27 KiB
C++

/*************************************************************************/
/* area.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "area.h"
#include "scene/scene_string_names.h"
#include "servers/audio_server.h"
#include "servers/physics_server.h"
void Area::set_space_override_mode(SpaceOverride p_mode) {
space_override = p_mode;
PhysicsServer::get_singleton()->area_set_space_override_mode(get_rid(), PhysicsServer::AreaSpaceOverrideMode(p_mode));
}
Area::SpaceOverride Area::get_space_override_mode() const {
return space_override;
}
void Area::set_gravity_is_point(bool p_enabled) {
gravity_is_point = p_enabled;
PhysicsServer::get_singleton()->area_set_param(get_rid(), PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT, p_enabled);
}
bool Area::is_gravity_a_point() const {
return gravity_is_point;
}
void Area::set_gravity_distance_scale(real_t p_scale) {
gravity_distance_scale = p_scale;
PhysicsServer::get_singleton()->area_set_param(get_rid(), PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE, p_scale);
}
real_t Area::get_gravity_distance_scale() const {
return gravity_distance_scale;
}
void Area::set_gravity_vector(const Vector3 &p_vec) {
gravity_vec = p_vec;
PhysicsServer::get_singleton()->area_set_param(get_rid(), PhysicsServer::AREA_PARAM_GRAVITY_VECTOR, p_vec);
}
Vector3 Area::get_gravity_vector() const {
return gravity_vec;
}
void Area::set_gravity(real_t p_gravity) {
gravity = p_gravity;
PhysicsServer::get_singleton()->area_set_param(get_rid(), PhysicsServer::AREA_PARAM_GRAVITY, p_gravity);
}
real_t Area::get_gravity() const {
return gravity;
}
void Area::set_linear_damp(real_t p_linear_damp) {
linear_damp = p_linear_damp;
PhysicsServer::get_singleton()->area_set_param(get_rid(), PhysicsServer::AREA_PARAM_LINEAR_DAMP, p_linear_damp);
}
real_t Area::get_linear_damp() const {
return linear_damp;
}
void Area::set_angular_damp(real_t p_angular_damp) {
angular_damp = p_angular_damp;
PhysicsServer::get_singleton()->area_set_param(get_rid(), PhysicsServer::AREA_PARAM_ANGULAR_DAMP, p_angular_damp);
}
real_t Area::get_angular_damp() const {
return angular_damp;
}
void Area::set_priority(real_t p_priority) {
priority = p_priority;
PhysicsServer::get_singleton()->area_set_param(get_rid(), PhysicsServer::AREA_PARAM_PRIORITY, p_priority);
}
real_t Area::get_priority() const {
return priority;
}
void Area::_body_enter_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!node);
Map<ObjectID, BodyState>::Element *E = body_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(E->get().in_tree);
E->get().in_tree = true;
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].area_shape);
}
}
void Area::_body_exit_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!node);
Map<ObjectID, BodyState>::Element *E = body_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(!E->get().in_tree);
E->get().in_tree = false;
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].area_shape);
}
}
void Area::_body_inout(int p_status, const RID &p_body, int p_instance, int p_body_shape, int p_area_shape) {
bool body_in = p_status == PhysicsServer::AREA_BODY_ADDED;
ObjectID objid = p_instance;
Object *obj = ObjectDB::get_instance(objid);
Node *node = Object::cast_to<Node>(obj);
Map<ObjectID, BodyState>::Element *E = body_map.find(objid);
if (!body_in && !E) {
return; //likely removed from the tree
}
locked = true;
if (body_in) {
if (!E) {
E = body_map.insert(objid, BodyState());
E->get().rc = 0;
E->get().in_tree = node && node->is_inside_tree();
if (node) {
node->connect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree, make_binds(objid));
node->connect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree, make_binds(objid));
if (E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
}
}
}
E->get().rc++;
if (node)
E->get().shapes.insert(ShapePair(p_body_shape, p_area_shape));
if (E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_shape_entered, objid, node, p_body_shape, p_area_shape);
}
} else {
E->get().rc--;
if (node)
E->get().shapes.erase(ShapePair(p_body_shape, p_area_shape));
bool eraseit = false;
if (E->get().rc == 0) {
if (node) {
node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree);
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree);
if (E->get().in_tree)
emit_signal(SceneStringNames::get_singleton()->body_exited, obj);
}
eraseit = true;
}
if (node && E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_shape_exited, objid, obj, p_body_shape, p_area_shape);
}
if (eraseit)
body_map.erase(E);
}
locked = false;
}
void Area::_clear_monitoring() {
ERR_FAIL_COND_MSG(locked, "This function can't be used during the in/out signal.");
{
Map<ObjectID, BodyState> bmcopy = body_map;
body_map.clear();
//disconnect all monitored stuff
for (Map<ObjectID, BodyState>::Element *E = bmcopy.front(); E; E = E->next()) {
Object *obj = ObjectDB::get_instance(E->key());
Node *node = Object::cast_to<Node>(obj);
if (!node) //node may have been deleted in previous frame or at other legiminate point
continue;
//ERR_CONTINUE(!node);
if (!E->get().in_tree)
continue;
for (int i = 0; i < E->get().shapes.size(); i++) {
emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->key(), node, E->get().shapes[i].body_shape, E->get().shapes[i].area_shape);
}
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree);
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree);
}
}
{
Map<ObjectID, AreaState> bmcopy = area_map;
area_map.clear();
//disconnect all monitored stuff
for (Map<ObjectID, AreaState>::Element *E = bmcopy.front(); E; E = E->next()) {
Object *obj = ObjectDB::get_instance(E->key());
Node *node = Object::cast_to<Node>(obj);
if (!node) //node may have been deleted in previous frame or at other legiminate point
continue;
//ERR_CONTINUE(!node);
if (!E->get().in_tree)
continue;
for (int i = 0; i < E->get().shapes.size(); i++) {
emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E->key(), node, E->get().shapes[i].area_shape, E->get().shapes[i].self_shape);
}
emit_signal(SceneStringNames::get_singleton()->area_exited, obj);
node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_area_enter_tree);
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_area_exit_tree);
}
}
}
void Area::_notification(int p_what) {
if (p_what == NOTIFICATION_EXIT_TREE) {
_clear_monitoring();
}
}
void Area::set_monitoring(bool p_enable) {
ERR_FAIL_COND_MSG(locked, "Function blocked during in/out signal. Use set_deferred(\"monitoring\", true/false).");
if (p_enable == monitoring)
return;
monitoring = p_enable;
if (monitoring) {
PhysicsServer::get_singleton()->area_set_monitor_callback(get_rid(), this, SceneStringNames::get_singleton()->_body_inout);
PhysicsServer::get_singleton()->area_set_area_monitor_callback(get_rid(), this, SceneStringNames::get_singleton()->_area_inout);
} else {
PhysicsServer::get_singleton()->area_set_monitor_callback(get_rid(), NULL, StringName());
PhysicsServer::get_singleton()->area_set_area_monitor_callback(get_rid(), NULL, StringName());
_clear_monitoring();
}
}
void Area::_area_enter_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!node);
Map<ObjectID, AreaState>::Element *E = area_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(E->get().in_tree);
E->get().in_tree = true;
emit_signal(SceneStringNames::get_singleton()->area_entered, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_id, node, E->get().shapes[i].area_shape, E->get().shapes[i].self_shape);
}
}
void Area::_area_exit_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!node);
Map<ObjectID, AreaState>::Element *E = area_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(!E->get().in_tree);
E->get().in_tree = false;
emit_signal(SceneStringNames::get_singleton()->area_exited, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
emit_signal(SceneStringNames::get_singleton()->area_shape_exited, p_id, node, E->get().shapes[i].area_shape, E->get().shapes[i].self_shape);
}
}
void Area::_area_inout(int p_status, const RID &p_area, int p_instance, int p_area_shape, int p_self_shape) {
bool area_in = p_status == PhysicsServer::AREA_BODY_ADDED;
ObjectID objid = p_instance;
Object *obj = ObjectDB::get_instance(objid);
Node *node = Object::cast_to<Node>(obj);
Map<ObjectID, AreaState>::Element *E = area_map.find(objid);
if (!area_in && !E) {
return; //likely removed from the tree
}
locked = true;
if (area_in) {
if (!E) {
E = area_map.insert(objid, AreaState());
E->get().rc = 0;
E->get().in_tree = node && node->is_inside_tree();
if (node) {
node->connect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_area_enter_tree, make_binds(objid));
node->connect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_area_exit_tree, make_binds(objid));
if (E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->area_entered, node);
}
}
}
E->get().rc++;
if (node)
E->get().shapes.insert(AreaShapePair(p_area_shape, p_self_shape));
if (!node || E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->area_shape_entered, objid, node, p_area_shape, p_self_shape);
}
} else {
E->get().rc--;
if (node)
E->get().shapes.erase(AreaShapePair(p_area_shape, p_self_shape));
bool eraseit = false;
if (E->get().rc == 0) {
if (node) {
node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_area_enter_tree);
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_area_exit_tree);
if (E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->area_exited, obj);
}
}
eraseit = true;
}
if (!node || E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->area_shape_exited, objid, obj, p_area_shape, p_self_shape);
}
if (eraseit)
area_map.erase(E);
}
locked = false;
}
bool Area::is_monitoring() const {
return monitoring;
}
Array Area::get_overlapping_bodies() const {
ERR_FAIL_COND_V(!monitoring, Array());
Array ret;
ret.resize(body_map.size());
int idx = 0;
for (const Map<ObjectID, BodyState>::Element *E = body_map.front(); E; E = E->next()) {
Object *obj = ObjectDB::get_instance(E->key());
if (!obj) {
ret.resize(ret.size() - 1); //ops
} else {
ret[idx++] = obj;
}
}
return ret;
}
void Area::set_monitorable(bool p_enable) {
ERR_FAIL_COND_MSG(locked || (is_inside_tree() && PhysicsServer::get_singleton()->is_flushing_queries()), "Function blocked during in/out signal. Use set_deferred(\"monitorable\", true/false).");
if (p_enable == monitorable)
return;
monitorable = p_enable;
PhysicsServer::get_singleton()->area_set_monitorable(get_rid(), monitorable);
}
bool Area::is_monitorable() const {
return monitorable;
}
Array Area::get_overlapping_areas() const {
ERR_FAIL_COND_V(!monitoring, Array());
Array ret;
ret.resize(area_map.size());
int idx = 0;
for (const Map<ObjectID, AreaState>::Element *E = area_map.front(); E; E = E->next()) {
Object *obj = ObjectDB::get_instance(E->key());
if (!obj) {
ret.resize(ret.size() - 1); //ops
} else {
ret[idx++] = obj;
}
}
return ret;
}
bool Area::overlaps_area(Node *p_area) const {
ERR_FAIL_NULL_V(p_area, false);
const Map<ObjectID, AreaState>::Element *E = area_map.find(p_area->get_instance_id());
if (!E)
return false;
return E->get().in_tree;
}
bool Area::overlaps_body(Node *p_body) const {
ERR_FAIL_NULL_V(p_body, false);
const Map<ObjectID, BodyState>::Element *E = body_map.find(p_body->get_instance_id());
if (!E)
return false;
return E->get().in_tree;
}
void Area::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
PhysicsServer::get_singleton()->area_set_collision_mask(get_rid(), p_mask);
}
uint32_t Area::get_collision_mask() const {
return collision_mask;
}
void Area::set_collision_layer(uint32_t p_layer) {
collision_layer = p_layer;
PhysicsServer::get_singleton()->area_set_collision_layer(get_rid(), p_layer);
}
uint32_t Area::get_collision_layer() const {
return collision_layer;
}
void Area::set_collision_mask_bit(int p_bit, bool p_value) {
uint32_t mask = get_collision_mask();
if (p_value)
mask |= 1 << p_bit;
else
mask &= ~(1 << p_bit);
set_collision_mask(mask);
}
bool Area::get_collision_mask_bit(int p_bit) const {
return get_collision_mask() & (1 << p_bit);
}
void Area::set_collision_layer_bit(int p_bit, bool p_value) {
uint32_t layer = get_collision_layer();
if (p_value)
layer |= 1 << p_bit;
else
layer &= ~(1 << p_bit);
set_collision_layer(layer);
}
bool Area::get_collision_layer_bit(int p_bit) const {
return get_collision_layer() & (1 << p_bit);
}
void Area::set_audio_bus_override(bool p_override) {
audio_bus_override = p_override;
}
bool Area::is_overriding_audio_bus() const {
return audio_bus_override;
}
void Area::set_audio_bus(const StringName &p_audio_bus) {
audio_bus = p_audio_bus;
}
StringName Area::get_audio_bus() const {
for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
if (AudioServer::get_singleton()->get_bus_name(i) == audio_bus) {
return audio_bus;
}
}
return "Master";
}
void Area::set_use_reverb_bus(bool p_enable) {
use_reverb_bus = p_enable;
}
bool Area::is_using_reverb_bus() const {
return use_reverb_bus;
}
void Area::set_reverb_bus(const StringName &p_audio_bus) {
reverb_bus = p_audio_bus;
}
StringName Area::get_reverb_bus() const {
for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
if (AudioServer::get_singleton()->get_bus_name(i) == reverb_bus) {
return reverb_bus;
}
}
return "Master";
}
void Area::set_reverb_amount(float p_amount) {
reverb_amount = p_amount;
}
float Area::get_reverb_amount() const {
return reverb_amount;
}
void Area::set_reverb_uniformity(float p_uniformity) {
reverb_uniformity = p_uniformity;
}
float Area::get_reverb_uniformity() const {
return reverb_uniformity;
}
void Area::_validate_property(PropertyInfo &property) const {
if (property.name == "audio_bus_name" || property.name == "reverb_bus_name") {
String options;
for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
if (i > 0)
options += ",";
String name = AudioServer::get_singleton()->get_bus_name(i);
options += name;
}
property.hint_string = options;
}
}
void Area::_bind_methods() {
ClassDB::bind_method(D_METHOD("_body_enter_tree", "id"), &Area::_body_enter_tree);
ClassDB::bind_method(D_METHOD("_body_exit_tree", "id"), &Area::_body_exit_tree);
ClassDB::bind_method(D_METHOD("_area_enter_tree", "id"), &Area::_area_enter_tree);
ClassDB::bind_method(D_METHOD("_area_exit_tree", "id"), &Area::_area_exit_tree);
ClassDB::bind_method(D_METHOD("set_space_override_mode", "enable"), &Area::set_space_override_mode);
ClassDB::bind_method(D_METHOD("get_space_override_mode"), &Area::get_space_override_mode);
ClassDB::bind_method(D_METHOD("set_gravity_is_point", "enable"), &Area::set_gravity_is_point);
ClassDB::bind_method(D_METHOD("is_gravity_a_point"), &Area::is_gravity_a_point);
ClassDB::bind_method(D_METHOD("set_gravity_distance_scale", "distance_scale"), &Area::set_gravity_distance_scale);
ClassDB::bind_method(D_METHOD("get_gravity_distance_scale"), &Area::get_gravity_distance_scale);
ClassDB::bind_method(D_METHOD("set_gravity_vector", "vector"), &Area::set_gravity_vector);
ClassDB::bind_method(D_METHOD("get_gravity_vector"), &Area::get_gravity_vector);
ClassDB::bind_method(D_METHOD("set_gravity", "gravity"), &Area::set_gravity);
ClassDB::bind_method(D_METHOD("get_gravity"), &Area::get_gravity);
ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &Area::set_angular_damp);
ClassDB::bind_method(D_METHOD("get_angular_damp"), &Area::get_angular_damp);
ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &Area::set_linear_damp);
ClassDB::bind_method(D_METHOD("get_linear_damp"), &Area::get_linear_damp);
ClassDB::bind_method(D_METHOD("set_priority", "priority"), &Area::set_priority);
ClassDB::bind_method(D_METHOD("get_priority"), &Area::get_priority);
ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &Area::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &Area::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_collision_layer", "collision_layer"), &Area::set_collision_layer);
ClassDB::bind_method(D_METHOD("get_collision_layer"), &Area::get_collision_layer);
ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &Area::set_collision_mask_bit);
ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &Area::get_collision_mask_bit);
ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &Area::set_collision_layer_bit);
ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &Area::get_collision_layer_bit);
ClassDB::bind_method(D_METHOD("set_monitorable", "enable"), &Area::set_monitorable);
ClassDB::bind_method(D_METHOD("is_monitorable"), &Area::is_monitorable);
ClassDB::bind_method(D_METHOD("set_monitoring", "enable"), &Area::set_monitoring);
ClassDB::bind_method(D_METHOD("is_monitoring"), &Area::is_monitoring);
ClassDB::bind_method(D_METHOD("get_overlapping_bodies"), &Area::get_overlapping_bodies);
ClassDB::bind_method(D_METHOD("get_overlapping_areas"), &Area::get_overlapping_areas);
ClassDB::bind_method(D_METHOD("overlaps_body", "body"), &Area::overlaps_body);
ClassDB::bind_method(D_METHOD("overlaps_area", "area"), &Area::overlaps_area);
ClassDB::bind_method(D_METHOD("_body_inout"), &Area::_body_inout);
ClassDB::bind_method(D_METHOD("_area_inout"), &Area::_area_inout);
ClassDB::bind_method(D_METHOD("set_audio_bus_override", "enable"), &Area::set_audio_bus_override);
ClassDB::bind_method(D_METHOD("is_overriding_audio_bus"), &Area::is_overriding_audio_bus);
ClassDB::bind_method(D_METHOD("set_audio_bus", "name"), &Area::set_audio_bus);
ClassDB::bind_method(D_METHOD("get_audio_bus"), &Area::get_audio_bus);
ClassDB::bind_method(D_METHOD("set_use_reverb_bus", "enable"), &Area::set_use_reverb_bus);
ClassDB::bind_method(D_METHOD("is_using_reverb_bus"), &Area::is_using_reverb_bus);
ClassDB::bind_method(D_METHOD("set_reverb_bus", "name"), &Area::set_reverb_bus);
ClassDB::bind_method(D_METHOD("get_reverb_bus"), &Area::get_reverb_bus);
ClassDB::bind_method(D_METHOD("set_reverb_amount", "amount"), &Area::set_reverb_amount);
ClassDB::bind_method(D_METHOD("get_reverb_amount"), &Area::get_reverb_amount);
ClassDB::bind_method(D_METHOD("set_reverb_uniformity", "amount"), &Area::set_reverb_uniformity);
ClassDB::bind_method(D_METHOD("get_reverb_uniformity"), &Area::get_reverb_uniformity);
ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "area_shape")));
ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "area_shape")));
ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("area_shape_entered", PropertyInfo(Variant::INT, "area_id"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area"), PropertyInfo(Variant::INT, "area_shape"), PropertyInfo(Variant::INT, "self_shape")));
ADD_SIGNAL(MethodInfo("area_shape_exited", PropertyInfo(Variant::INT, "area_id"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area"), PropertyInfo(Variant::INT, "area_shape"), PropertyInfo(Variant::INT, "self_shape")));
ADD_SIGNAL(MethodInfo("area_entered", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area")));
ADD_SIGNAL(MethodInfo("area_exited", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area")));
ADD_PROPERTY(PropertyInfo(Variant::INT, "space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine"), "set_space_override_mode", "get_space_override_mode");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "gravity_point"), "set_gravity_is_point", "is_gravity_a_point");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_distance_scale", PROPERTY_HINT_EXP_RANGE, "0,1024,0.001,or_greater"), "set_gravity_distance_scale", "get_gravity_distance_scale");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity_vec"), "set_gravity_vector", "get_gravity_vector");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity", PROPERTY_HINT_RANGE, "-1024,1024,0.01"), "set_gravity", "get_gravity");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,128,1"), "set_priority", "get_priority");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitoring"), "set_monitoring", "is_monitoring");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitorable"), "set_monitorable", "is_monitorable");
ADD_GROUP("Collision", "collision_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_GROUP("Audio Bus", "audio_bus_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "audio_bus_override"), "set_audio_bus_override", "is_overriding_audio_bus");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "audio_bus_name", PROPERTY_HINT_ENUM, ""), "set_audio_bus", "get_audio_bus");
ADD_GROUP("Reverb Bus", "reverb_bus_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "reverb_bus_enable"), "set_use_reverb_bus", "is_using_reverb_bus");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "reverb_bus_name", PROPERTY_HINT_ENUM, ""), "set_reverb_bus", "get_reverb_bus");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "reverb_bus_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_reverb_amount", "get_reverb_amount");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "reverb_bus_uniformity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_reverb_uniformity", "get_reverb_uniformity");
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_DISABLED);
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE);
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE_REPLACE);
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE);
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE_COMBINE);
}
Area::Area() :
CollisionObject(PhysicsServer::get_singleton()->area_create(), true) {
space_override = SPACE_OVERRIDE_DISABLED;
set_gravity(9.8);
locked = false;
set_gravity_vector(Vector3(0, -1, 0));
gravity_is_point = false;
gravity_distance_scale = 0;
linear_damp = 0.1;
angular_damp = 0.1;
priority = 0;
monitoring = false;
monitorable = false;
collision_mask = 1;
collision_layer = 1;
set_monitoring(true);
set_monitorable(true);
audio_bus_override = false;
audio_bus = "Master";
use_reverb_bus = false;
reverb_bus = "Master";
reverb_amount = 0.0;
reverb_uniformity = 0.0;
}
Area::~Area() {
}