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https://github.com/godotengine/godot.git
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0e29f7974b
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
290 lines
9.7 KiB
C++
290 lines
9.7 KiB
C++
/*************************************************************************/
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/* area_bullet.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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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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#include "area_bullet.h"
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#include "bullet_types_converter.h"
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#include "bullet_utilities.h"
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#include "collision_object_bullet.h"
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#include "space_bullet.h"
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#include <BulletCollision/CollisionDispatch/btGhostObject.h>
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#include <btBulletCollisionCommon.h>
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/**
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@author AndreaCatania
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*/
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AreaBullet::AreaBullet() :
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RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_AREA),
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monitorable(true),
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isScratched(false),
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spOv_mode(PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED),
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spOv_gravityPoint(false),
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spOv_gravityPointDistanceScale(0),
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spOv_gravityPointAttenuation(1),
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spOv_gravityVec(0, -1, 0),
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spOv_gravityMag(10),
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spOv_linearDump(0.1),
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spOv_angularDump(1),
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spOv_priority(0) {
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btGhost = bulletnew(btGhostObject);
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btGhost->setCollisionShape(compoundShape);
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setupBulletCollisionObject(btGhost);
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/// Collision objects with a callback still have collision response with dynamic rigid bodies.
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/// In order to use collision objects as trigger, you have to disable the collision response.
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set_collision_enabled(false);
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for (int i = 0; i < 5; ++i)
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call_event_res_ptr[i] = &call_event_res[i];
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}
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AreaBullet::~AreaBullet() {
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// signal are handled by godot, so just clear without notify
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for (int i = overlappingObjects.size() - 1; 0 <= i; --i)
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overlappingObjects[i].object->on_exit_area(this);
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}
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void AreaBullet::dispatch_callbacks() {
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if (!isScratched)
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return;
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isScratched = false;
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// Reverse order because I've to remove EXIT objects
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for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
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OverlappingObjectData &otherObj = overlappingObjects.write[i];
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switch (otherObj.state) {
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case OVERLAP_STATE_ENTER:
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otherObj.state = OVERLAP_STATE_INSIDE;
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call_event(otherObj.object, PhysicsServer::AREA_BODY_ADDED);
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otherObj.object->on_enter_area(this);
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break;
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case OVERLAP_STATE_EXIT:
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call_event(otherObj.object, PhysicsServer::AREA_BODY_REMOVED);
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otherObj.object->on_exit_area(this);
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overlappingObjects.remove(i); // Remove after callback
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break;
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}
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}
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}
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void AreaBullet::call_event(CollisionObjectBullet *p_otherObject, PhysicsServer::AreaBodyStatus p_status) {
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InOutEventCallback &event = eventsCallbacks[static_cast<int>(p_otherObject->getType())];
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Object *areaGodoObject = ObjectDB::get_instance(event.event_callback_id);
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if (!areaGodoObject) {
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event.event_callback_id = 0;
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return;
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}
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call_event_res[0] = p_status;
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call_event_res[1] = p_otherObject->get_self(); // Other body
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call_event_res[2] = p_otherObject->get_instance_id(); // instance ID
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call_event_res[3] = 0; // other_body_shape ID
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call_event_res[4] = 0; // self_shape ID
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Variant::CallError outResp;
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areaGodoObject->call(event.event_callback_method, (const Variant **)call_event_res_ptr, 5, outResp);
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}
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void AreaBullet::scratch() {
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if (isScratched)
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return;
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isScratched = true;
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}
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void AreaBullet::clear_overlaps(bool p_notify) {
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for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
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if (p_notify)
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call_event(overlappingObjects[i].object, PhysicsServer::AREA_BODY_REMOVED);
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overlappingObjects[i].object->on_exit_area(this);
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}
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overlappingObjects.clear();
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}
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void AreaBullet::remove_overlap(CollisionObjectBullet *p_object, bool p_notify) {
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for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
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if (overlappingObjects[i].object == p_object) {
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if (p_notify)
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call_event(overlappingObjects[i].object, PhysicsServer::AREA_BODY_REMOVED);
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overlappingObjects[i].object->on_exit_area(this);
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overlappingObjects.remove(i);
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break;
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}
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}
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}
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int AreaBullet::find_overlapping_object(CollisionObjectBullet *p_colObj) {
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const int size = overlappingObjects.size();
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for (int i = 0; i < size; ++i) {
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if (overlappingObjects[i].object == p_colObj) {
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return i;
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}
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}
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return -1;
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}
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void AreaBullet::set_monitorable(bool p_monitorable) {
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monitorable = p_monitorable;
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}
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bool AreaBullet::is_monitoring() const {
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return get_godot_object_flags() & GOF_IS_MONITORING_AREA;
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}
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void AreaBullet::reload_body() {
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if (space) {
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space->remove_area(this);
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space->add_area(this);
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}
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}
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void AreaBullet::set_space(SpaceBullet *p_space) {
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// Clear the old space if there is one
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if (space) {
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isScratched = false;
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// Remove this object form the physics world
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space->remove_area(this);
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}
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space = p_space;
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if (space) {
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space->add_area(this);
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}
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}
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void AreaBullet::on_collision_filters_change() {
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if (space) {
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space->reload_collision_filters(this);
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}
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}
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void AreaBullet::add_overlap(CollisionObjectBullet *p_otherObject) {
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scratch();
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overlappingObjects.push_back(OverlappingObjectData(p_otherObject, OVERLAP_STATE_ENTER));
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p_otherObject->notify_new_overlap(this);
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}
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void AreaBullet::put_overlap_as_exit(int p_index) {
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scratch();
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overlappingObjects.write[p_index].state = OVERLAP_STATE_EXIT;
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}
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void AreaBullet::put_overlap_as_inside(int p_index) {
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// This check is required to be sure this body was inside
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if (OVERLAP_STATE_DIRTY == overlappingObjects[p_index].state) {
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overlappingObjects.write[p_index].state = OVERLAP_STATE_INSIDE;
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}
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}
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void AreaBullet::set_param(PhysicsServer::AreaParameter p_param, const Variant &p_value) {
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switch (p_param) {
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case PhysicsServer::AREA_PARAM_GRAVITY:
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set_spOv_gravityMag(p_value);
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break;
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case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR:
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set_spOv_gravityVec(p_value);
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break;
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case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
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set_spOv_linearDump(p_value);
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break;
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case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
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set_spOv_angularDump(p_value);
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break;
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case PhysicsServer::AREA_PARAM_PRIORITY:
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set_spOv_priority(p_value);
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break;
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case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT:
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set_spOv_gravityPoint(p_value);
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break;
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case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
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set_spOv_gravityPointDistanceScale(p_value);
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break;
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case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
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set_spOv_gravityPointAttenuation(p_value);
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break;
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default:
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print_line("The Bullet areas doesn't suppot this param: " + itos(p_param));
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}
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}
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Variant AreaBullet::get_param(PhysicsServer::AreaParameter p_param) const {
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switch (p_param) {
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case PhysicsServer::AREA_PARAM_GRAVITY:
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return spOv_gravityMag;
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case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR:
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return spOv_gravityVec;
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case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
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return spOv_linearDump;
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case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
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return spOv_angularDump;
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case PhysicsServer::AREA_PARAM_PRIORITY:
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return spOv_priority;
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case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT:
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return spOv_gravityPoint;
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case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
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return spOv_gravityPointDistanceScale;
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case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
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return spOv_gravityPointAttenuation;
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default:
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print_line("The Bullet areas doesn't suppot this param: " + itos(p_param));
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return Variant();
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}
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}
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void AreaBullet::set_event_callback(Type p_callbackObjectType, ObjectID p_id, const StringName &p_method) {
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InOutEventCallback &ev = eventsCallbacks[static_cast<int>(p_callbackObjectType)];
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ev.event_callback_id = p_id;
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ev.event_callback_method = p_method;
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/// Set if monitoring
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if (eventsCallbacks[0].event_callback_id || eventsCallbacks[1].event_callback_id) {
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set_godot_object_flags(get_godot_object_flags() | GOF_IS_MONITORING_AREA);
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} else {
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set_godot_object_flags(get_godot_object_flags() & (~GOF_IS_MONITORING_AREA));
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}
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}
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bool AreaBullet::has_event_callback(Type p_callbackObjectType) {
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return eventsCallbacks[static_cast<int>(p_callbackObjectType)].event_callback_id;
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}
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void AreaBullet::on_enter_area(AreaBullet *p_area) {
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}
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void AreaBullet::on_exit_area(AreaBullet *p_area) {
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CollisionObjectBullet::on_exit_area(p_area);
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}
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