godot/scene/3d/area.h

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/*************************************************************************/
/* area.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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_H
#define AREA_H
#include "scene/3d/collision_object.h"
#include "vset.h"
class Area : public CollisionObject {
GDCLASS( Area, CollisionObject );
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public:
enum SpaceOverride {
SPACE_OVERRIDE_DISABLED,
SPACE_OVERRIDE_COMBINE,
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SPACE_OVERRIDE_COMBINE_REPLACE,
SPACE_OVERRIDE_REPLACE,
SPACE_OVERRIDE_REPLACE_COMBINE
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};
private:
SpaceOverride space_override;
Vector3 gravity_vec;
real_t gravity;
bool gravity_is_point;
real_t gravity_distance_scale;
real_t angular_damp;
real_t linear_damp;
uint32_t collision_mask;
uint32_t layer_mask;
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int priority;
bool monitoring;
bool monitorable;
bool locked;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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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);
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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;
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VSet<ShapePair> shapes;
};
Map<ObjectID,BodyState> body_map;
void _area_inout(int p_status,const RID& p_area, int p_instance, int p_area_shape,int p_self_shape);
void _area_enter_tree(ObjectID p_id);
void _area_exit_tree(ObjectID p_id);
struct AreaShapePair {
int area_shape;
int self_shape;
bool operator<(const AreaShapePair& p_sp) const {
if (area_shape==p_sp.area_shape)
return self_shape < p_sp.self_shape;
else
return area_shape < p_sp.area_shape;
}
AreaShapePair() {}
AreaShapePair(int p_bs, int p_as) { area_shape=p_bs; self_shape=p_as; }
};
struct AreaState {
int rc;
bool in_tree;
VSet<AreaShapePair> shapes;
};
Map<ObjectID,AreaState> area_map;
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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_distance_scale(real_t p_scale);
real_t get_gravity_distance_scale() const;
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void set_gravity_vector(const Vector3& p_vec);
Vector3 get_gravity_vector() const;
void set_gravity(real_t p_gravity);
real_t get_gravity() const;
void set_angular_damp(real_t p_angular_damp);
real_t get_angular_damp() const;
void set_linear_damp(real_t p_linear_damp);
real_t get_linear_damp() const;
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void set_priority(real_t p_priority);
real_t get_priority() const;
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void set_monitoring(bool p_enable);
bool is_monitoring() const;
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void set_monitorable(bool p_enable);
bool is_monitorable() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
void set_layer_mask(uint32_t p_mask);
uint32_t get_layer_mask() const;
void set_collision_mask_bit(int p_bit, bool p_value);
bool get_collision_mask_bit(int p_bit) const;
void set_layer_mask_bit(int p_bit, bool p_value);
bool get_layer_mask_bit(int p_bit) const;
Array get_overlapping_bodies() const;
Array get_overlapping_areas() const; //function for script
bool overlaps_area(Node* p_area) const;
bool overlaps_body(Node* p_body) const;
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Area();
~Area();
};
VARIANT_ENUM_CAST(Area::SpaceOverride);
#endif // AREA__H