godot/modules/bullet/area_bullet.h
2020-05-27 11:57:48 +01:00

174 lines
7.1 KiB
C++

/*************************************************************************/
/* area_bullet.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef AREABULLET_H
#define AREABULLET_H
#include "collision_object_bullet.h"
#include "core/vector.h"
#include "servers/physics_server_3d.h"
#include "space_bullet.h"
/**
@author AndreaCatania
*/
class btGhostObject;
class AreaBullet : public RigidCollisionObjectBullet {
friend void SpaceBullet::check_ghost_overlaps();
public:
struct InOutEventCallback {
ObjectID event_callback_id;
StringName event_callback_method;
InOutEventCallback() {}
};
enum OverlapState {
OVERLAP_STATE_DIRTY = 0, // Mark processed overlaps
OVERLAP_STATE_INSIDE, // Mark old overlap
OVERLAP_STATE_ENTER, // Mark just enter overlap
OVERLAP_STATE_EXIT // Mark ended overlaps
};
struct OverlappingObjectData {
CollisionObjectBullet *object = nullptr;
OverlapState state = OVERLAP_STATE_ENTER;
OverlappingObjectData() {}
OverlappingObjectData(CollisionObjectBullet *p_object, OverlapState p_state) :
object(p_object),
state(p_state) {}
OverlappingObjectData(const OverlappingObjectData &other) {
operator=(other);
}
void operator=(const OverlappingObjectData &other) {
object = other.object;
state = other.state;
}
};
private:
// These are used by function callEvent. Instead to create this each call I create if one time.
Variant call_event_res[5];
Variant *call_event_res_ptr[5];
btGhostObject *btGhost;
Vector<OverlappingObjectData> overlappingObjects;
bool monitorable = true;
PhysicsServer3D::AreaSpaceOverrideMode spOv_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
bool spOv_gravityPoint = false;
real_t spOv_gravityPointDistanceScale = 0;
real_t spOv_gravityPointAttenuation = 1;
Vector3 spOv_gravityVec = Vector3(0, -1, 0);
real_t spOv_gravityMag = 10;
real_t spOv_linearDump = 0.1;
real_t spOv_angularDump = 0.1;
int spOv_priority = 0;
bool isScratched = false;
InOutEventCallback eventsCallbacks[2];
public:
AreaBullet();
~AreaBullet();
_FORCE_INLINE_ btGhostObject *get_bt_ghost() const { return btGhost; }
int find_overlapping_object(CollisionObjectBullet *p_colObj);
void set_monitorable(bool p_monitorable);
_FORCE_INLINE_ bool is_monitorable() const { return monitorable; }
bool is_monitoring() const;
_FORCE_INLINE_ void set_spOv_mode(PhysicsServer3D::AreaSpaceOverrideMode p_mode) { spOv_mode = p_mode; }
_FORCE_INLINE_ PhysicsServer3D::AreaSpaceOverrideMode get_spOv_mode() { return spOv_mode; }
_FORCE_INLINE_ void set_spOv_gravityPoint(bool p_isGP) { spOv_gravityPoint = p_isGP; }
_FORCE_INLINE_ bool is_spOv_gravityPoint() { return spOv_gravityPoint; }
_FORCE_INLINE_ void set_spOv_gravityPointDistanceScale(real_t p_GPDS) { spOv_gravityPointDistanceScale = p_GPDS; }
_FORCE_INLINE_ real_t get_spOv_gravityPointDistanceScale() { return spOv_gravityPointDistanceScale; }
_FORCE_INLINE_ void set_spOv_gravityPointAttenuation(real_t p_GPA) { spOv_gravityPointAttenuation = p_GPA; }
_FORCE_INLINE_ real_t get_spOv_gravityPointAttenuation() { return spOv_gravityPointAttenuation; }
_FORCE_INLINE_ void set_spOv_gravityVec(Vector3 p_vec) { spOv_gravityVec = p_vec; }
_FORCE_INLINE_ const Vector3 &get_spOv_gravityVec() const { return spOv_gravityVec; }
_FORCE_INLINE_ void set_spOv_gravityMag(real_t p_gravityMag) { spOv_gravityMag = p_gravityMag; }
_FORCE_INLINE_ real_t get_spOv_gravityMag() { return spOv_gravityMag; }
_FORCE_INLINE_ void set_spOv_linearDump(real_t p_linearDump) { spOv_linearDump = p_linearDump; }
_FORCE_INLINE_ real_t get_spOv_linearDamp() { return spOv_linearDump; }
_FORCE_INLINE_ void set_spOv_angularDump(real_t p_angularDump) { spOv_angularDump = p_angularDump; }
_FORCE_INLINE_ real_t get_spOv_angularDamp() { return spOv_angularDump; }
_FORCE_INLINE_ void set_spOv_priority(int p_priority) { spOv_priority = p_priority; }
_FORCE_INLINE_ int get_spOv_priority() { return spOv_priority; }
virtual void main_shape_changed();
virtual void reload_body();
virtual void set_space(SpaceBullet *p_space);
virtual void dispatch_callbacks();
void call_event(CollisionObjectBullet *p_otherObject, PhysicsServer3D::AreaBodyStatus p_status);
void set_on_state_change(ObjectID p_id, const StringName &p_method, const Variant &p_udata = Variant());
void scratch();
void clear_overlaps(bool p_notify);
// Dispatch the callbacks and removes from overlapping list
void remove_overlap(CollisionObjectBullet *p_object, bool p_notify);
virtual void on_collision_filters_change();
virtual void on_collision_checker_start() {}
virtual void on_collision_checker_end() { isTransformChanged = false; }
void add_overlap(CollisionObjectBullet *p_otherObject);
void put_overlap_as_exit(int p_index);
void put_overlap_as_inside(int p_index);
void set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value);
Variant get_param(PhysicsServer3D::AreaParameter p_param) const;
void set_event_callback(Type p_callbackObjectType, ObjectID p_id, const StringName &p_method);
bool has_event_callback(Type p_callbackObjectType);
virtual void on_enter_area(AreaBullet *p_area);
virtual void on_exit_area(AreaBullet *p_area);
};
#endif