godot/modules/bullet/area_bullet.cpp

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/*************************************************************************/
/* area_bullet.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 "area_bullet.h"
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#include "bullet_physics_server.h"
#include "bullet_types_converter.h"
#include "bullet_utilities.h"
#include "collision_object_bullet.h"
#include "space_bullet.h"
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include <btBulletCollisionCommon.h>
/**
@author AndreaCatania
*/
AreaBullet::AreaBullet() :
RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_AREA) {
btGhost = bulletnew(btGhostObject);
reload_shapes();
setupBulletCollisionObject(btGhost);
/// Collision objects with a callback still have collision response with dynamic rigid bodies.
/// In order to use collision objects as trigger, you have to disable the collision response.
set_collision_enabled(false);
for (int i = 0; i < 5; ++i) {
call_event_res_ptr[i] = &call_event_res[i];
}
}
AreaBullet::~AreaBullet() {
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// signal are handled by godot, so just clear without notify
for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
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overlappingObjects[i].object->on_exit_area(this);
}
}
void AreaBullet::dispatch_callbacks() {
if (!isScratched) {
return;
}
isScratched = false;
// Reverse order because I've to remove EXIT objects
for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
OverlappingObjectData &otherObj = overlappingObjects.write[i];
switch (otherObj.state) {
case OVERLAP_STATE_ENTER:
otherObj.state = OVERLAP_STATE_INSIDE;
call_event(otherObj.object, PhysicsServer3D::AREA_BODY_ADDED);
otherObj.object->on_enter_area(this);
break;
case OVERLAP_STATE_EXIT:
call_event(otherObj.object, PhysicsServer3D::AREA_BODY_REMOVED);
otherObj.object->on_exit_area(this);
overlappingObjects.remove(i); // Remove after callback
break;
case OVERLAP_STATE_DIRTY:
case OVERLAP_STATE_INSIDE:
break;
}
}
}
void AreaBullet::call_event(CollisionObjectBullet *p_otherObject, PhysicsServer3D::AreaBodyStatus p_status) {
InOutEventCallback &event = eventsCallbacks[static_cast<int>(p_otherObject->getType())];
if (!event.event_callback.is_valid()) {
event.event_callback = Callable();
return;
}
call_event_res[0] = p_status;
call_event_res[1] = p_otherObject->get_self(); // Other body
call_event_res[2] = p_otherObject->get_instance_id(); // instance ID
call_event_res[3] = 0; // other_body_shape ID
call_event_res[4] = 0; // self_shape ID
Callable::CallError outResp;
Variant ret;
event.event_callback.call((const Variant **)call_event_res, 5, ret, outResp);
}
void AreaBullet::scratch() {
if (isScratched) {
return;
}
isScratched = true;
}
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void AreaBullet::clear_overlaps(bool p_notify) {
for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
if (p_notify) {
call_event(overlappingObjects[i].object, PhysicsServer3D::AREA_BODY_REMOVED);
}
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overlappingObjects[i].object->on_exit_area(this);
}
overlappingObjects.clear();
}
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void AreaBullet::remove_overlap(CollisionObjectBullet *p_object, bool p_notify) {
for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
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if (overlappingObjects[i].object == p_object) {
if (p_notify) {
call_event(overlappingObjects[i].object, PhysicsServer3D::AREA_BODY_REMOVED);
}
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overlappingObjects[i].object->on_exit_area(this);
overlappingObjects.remove(i);
break;
}
}
}
int AreaBullet::find_overlapping_object(CollisionObjectBullet *p_colObj) {
const int size = overlappingObjects.size();
for (int i = 0; i < size; ++i) {
if (overlappingObjects[i].object == p_colObj) {
return i;
}
}
return -1;
}
void AreaBullet::set_monitorable(bool p_monitorable) {
monitorable = p_monitorable;
}
bool AreaBullet::is_monitoring() const {
return get_godot_object_flags() & GOF_IS_MONITORING_AREA;
}
void AreaBullet::main_shape_changed() {
CRASH_COND(!get_main_shape());
btGhost->setCollisionShape(get_main_shape());
}
void AreaBullet::reload_body() {
if (space) {
space->remove_area(this);
space->add_area(this);
}
}
void AreaBullet::set_space(SpaceBullet *p_space) {
// Clear the old space if there is one
if (space) {
clear_overlaps(false);
isScratched = false;
// Remove this object form the physics world
space->remove_area(this);
}
space = p_space;
if (space) {
space->add_area(this);
}
}
void AreaBullet::on_collision_filters_change() {
if (space) {
space->reload_collision_filters(this);
}
}
void AreaBullet::add_overlap(CollisionObjectBullet *p_otherObject) {
scratch();
overlappingObjects.push_back(OverlappingObjectData(p_otherObject, OVERLAP_STATE_ENTER));
p_otherObject->notify_new_overlap(this);
}
void AreaBullet::put_overlap_as_exit(int p_index) {
scratch();
overlappingObjects.write[p_index].state = OVERLAP_STATE_EXIT;
}
void AreaBullet::put_overlap_as_inside(int p_index) {
// This check is required to be sure this body was inside
if (OVERLAP_STATE_DIRTY == overlappingObjects[p_index].state) {
overlappingObjects.write[p_index].state = OVERLAP_STATE_INSIDE;
}
}
void AreaBullet::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value) {
switch (p_param) {
case PhysicsServer3D::AREA_PARAM_GRAVITY:
set_spOv_gravityMag(p_value);
break;
case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
set_spOv_gravityVec(p_value);
break;
case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
set_spOv_linearDump(p_value);
break;
case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
set_spOv_angularDump(p_value);
break;
case PhysicsServer3D::AREA_PARAM_PRIORITY:
set_spOv_priority(p_value);
break;
case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:
set_spOv_gravityPoint(p_value);
break;
case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
set_spOv_gravityPointDistanceScale(p_value);
break;
case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
set_spOv_gravityPointAttenuation(p_value);
break;
default:
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WARN_PRINT("Area doesn't support this parameter in the Bullet backend: " + itos(p_param));
}
}
Variant AreaBullet::get_param(PhysicsServer3D::AreaParameter p_param) const {
switch (p_param) {
case PhysicsServer3D::AREA_PARAM_GRAVITY:
return spOv_gravityMag;
case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
return spOv_gravityVec;
case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
return spOv_linearDump;
case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
return spOv_angularDump;
case PhysicsServer3D::AREA_PARAM_PRIORITY:
return spOv_priority;
case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:
return spOv_gravityPoint;
case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
return spOv_gravityPointDistanceScale;
case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
return spOv_gravityPointAttenuation;
default:
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WARN_PRINT("Area doesn't support this parameter in the Bullet backend: " + itos(p_param));
return Variant();
}
}
void AreaBullet::set_event_callback(Type p_callbackObjectType, const Callable &p_callback) {
InOutEventCallback &ev = eventsCallbacks[static_cast<int>(p_callbackObjectType)];
ev.event_callback = p_callback;
/// Set if monitoring
if (!eventsCallbacks[0].event_callback.is_null() || !eventsCallbacks[1].event_callback.is_null()) {
set_godot_object_flags(get_godot_object_flags() | GOF_IS_MONITORING_AREA);
} else {
set_godot_object_flags(get_godot_object_flags() & (~GOF_IS_MONITORING_AREA));
}
}
bool AreaBullet::has_event_callback(Type p_callbackObjectType) {
return !eventsCallbacks[static_cast<int>(p_callbackObjectType)].event_callback.is_null();
}
void AreaBullet::on_enter_area(AreaBullet *p_area) {
}
void AreaBullet::on_exit_area(AreaBullet *p_area) {
CollisionObjectBullet::on_exit_area(p_area);
}