That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
217 lines
7.8 KiB
C++
217 lines
7.8 KiB
C++
/*************************************************************************/
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/* area_sw.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef AREA_SW_H
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#define AREA_SW_H
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#include "servers/physics_server.h"
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#include "collision_object_sw.h"
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#include "self_list.h"
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//#include "servers/physics/query_sw.h"
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class SpaceSW;
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class BodySW;
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class ConstraintSW;
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class AreaSW : public CollisionObjectSW{
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PhysicsServer::AreaSpaceOverrideMode space_override_mode;
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float gravity;
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Vector3 gravity_vector;
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bool gravity_is_point;
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float gravity_distance_scale;
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float point_attenuation;
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float linear_damp;
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float angular_damp;
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int priority;
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bool monitorable;
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ObjectID monitor_callback_id;
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StringName monitor_callback_method;
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ObjectID area_monitor_callback_id;
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StringName area_monitor_callback_method;
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SelfList<AreaSW> monitor_query_list;
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SelfList<AreaSW> moved_list;
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struct BodyKey {
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RID rid;
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ObjectID instance_id;
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uint32_t body_shape;
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uint32_t area_shape;
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_FORCE_INLINE_ bool operator<( const BodyKey& p_key) const {
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if (rid==p_key.rid) {
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if (body_shape==p_key.body_shape) {
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return area_shape < p_key.area_shape;
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} else
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return body_shape < p_key.body_shape;
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} else
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return rid < p_key.rid;
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}
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_FORCE_INLINE_ BodyKey() {}
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BodyKey(BodySW *p_body, uint32_t p_body_shape,uint32_t p_area_shape);
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BodyKey(AreaSW *p_body, uint32_t p_body_shape,uint32_t p_area_shape);
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};
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struct BodyState {
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int state;
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_FORCE_INLINE_ void inc() { state++; }
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_FORCE_INLINE_ void dec() { state--; }
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_FORCE_INLINE_ BodyState() { state=0; }
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};
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Map<BodyKey,BodyState> monitored_bodies;
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Map<BodyKey,BodyState> monitored_areas;
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//virtual void shape_changed_notify(ShapeSW *p_shape);
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//virtual void shape_deleted_notify(ShapeSW *p_shape);
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Set<ConstraintSW*> constraints;
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virtual void _shapes_changed();
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void _queue_monitor_update();
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public:
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//_FORCE_INLINE_ const Transform& get_inverse_transform() const { return inverse_transform; }
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//_FORCE_INLINE_ SpaceSW* get_owner() { return owner; }
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void set_monitor_callback(ObjectID p_id, const StringName& p_method);
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_FORCE_INLINE_ bool has_monitor_callback() const { return monitor_callback_id; }
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void set_area_monitor_callback(ObjectID p_id, const StringName& p_method);
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_FORCE_INLINE_ bool has_area_monitor_callback() const { return area_monitor_callback_id; }
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_FORCE_INLINE_ void add_body_to_query(BodySW *p_body, uint32_t p_body_shape,uint32_t p_area_shape);
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_FORCE_INLINE_ void remove_body_from_query(BodySW *p_body, uint32_t p_body_shape,uint32_t p_area_shape);
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_FORCE_INLINE_ void add_area_to_query(AreaSW *p_area, uint32_t p_area_shape,uint32_t p_self_shape);
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_FORCE_INLINE_ void remove_area_from_query(AreaSW *p_area, uint32_t p_area_shape,uint32_t p_self_shape);
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void set_param(PhysicsServer::AreaParameter p_param, const Variant& p_value);
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Variant get_param(PhysicsServer::AreaParameter p_param) const;
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void set_space_override_mode(PhysicsServer::AreaSpaceOverrideMode p_mode);
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PhysicsServer::AreaSpaceOverrideMode get_space_override_mode() const { return space_override_mode; }
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_FORCE_INLINE_ void set_gravity(float p_gravity) { gravity=p_gravity; }
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_FORCE_INLINE_ float get_gravity() const { return gravity; }
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_FORCE_INLINE_ void set_gravity_vector(const Vector3& p_gravity) { gravity_vector=p_gravity; }
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_FORCE_INLINE_ Vector3 get_gravity_vector() const { return gravity_vector; }
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_FORCE_INLINE_ void set_gravity_as_point(bool p_enable) { gravity_is_point=p_enable; }
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_FORCE_INLINE_ bool is_gravity_point() const { return gravity_is_point; }
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_FORCE_INLINE_ void set_gravity_distance_scale(float scale) { gravity_distance_scale=scale; }
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_FORCE_INLINE_ float get_gravity_distance_scale() const { return gravity_distance_scale; }
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_FORCE_INLINE_ void set_point_attenuation(float p_point_attenuation) { point_attenuation=p_point_attenuation; }
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_FORCE_INLINE_ float get_point_attenuation() const { return point_attenuation; }
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_FORCE_INLINE_ void set_linear_damp(float p_linear_damp) { linear_damp=p_linear_damp; }
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_FORCE_INLINE_ float get_linear_damp() const { return linear_damp; }
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_FORCE_INLINE_ void set_angular_damp(float p_angular_damp) { angular_damp=p_angular_damp; }
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_FORCE_INLINE_ float get_angular_damp() const { return angular_damp; }
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_FORCE_INLINE_ void set_priority(int p_priority) { priority=p_priority; }
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_FORCE_INLINE_ int get_priority() const { return priority; }
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_FORCE_INLINE_ void add_constraint( ConstraintSW* p_constraint) { constraints.insert(p_constraint); }
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_FORCE_INLINE_ void remove_constraint( ConstraintSW* p_constraint) { constraints.erase(p_constraint); }
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_FORCE_INLINE_ const Set<ConstraintSW*>& get_constraints() const { return constraints; }
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void set_monitorable(bool p_monitorable);
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_FORCE_INLINE_ bool is_monitorable() const { return monitorable; }
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void set_transform(const Transform& p_transform);
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void set_space(SpaceSW *p_space);
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void call_queries();
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AreaSW();
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~AreaSW();
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};
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void AreaSW::add_body_to_query(BodySW *p_body, uint32_t p_body_shape,uint32_t p_area_shape) {
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BodyKey bk(p_body,p_body_shape,p_area_shape);
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monitored_bodies[bk].inc();
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if (!monitor_query_list.in_list())
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_queue_monitor_update();
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}
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void AreaSW::remove_body_from_query(BodySW *p_body, uint32_t p_body_shape,uint32_t p_area_shape) {
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BodyKey bk(p_body,p_body_shape,p_area_shape);
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monitored_bodies[bk].dec();
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if (!monitor_query_list.in_list())
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_queue_monitor_update();
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}
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void AreaSW::add_area_to_query(AreaSW *p_area, uint32_t p_area_shape,uint32_t p_self_shape) {
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BodyKey bk(p_area,p_area_shape,p_self_shape);
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monitored_areas[bk].inc();
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if (!monitor_query_list.in_list())
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_queue_monitor_update();
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}
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void AreaSW::remove_area_from_query(AreaSW *p_area, uint32_t p_area_shape,uint32_t p_self_shape) {
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BodyKey bk(p_area,p_area_shape,p_self_shape);
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monitored_areas[bk].dec();
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if (!monitor_query_list.in_list())
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_queue_monitor_update();
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}
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#endif // AREA__SW_H
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