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746dddc067
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
356 lines
12 KiB
C++
356 lines
12 KiB
C++
/*************************************************************************/
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/* godot_area_3d.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 "godot_area_3d.h"
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#include "godot_body_3d.h"
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#include "godot_soft_body_3d.h"
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#include "godot_space_3d.h"
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GodotArea3D::BodyKey::BodyKey(GodotSoftBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
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rid = p_body->get_self();
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instance_id = p_body->get_instance_id();
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body_shape = p_body_shape;
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area_shape = p_area_shape;
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}
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GodotArea3D::BodyKey::BodyKey(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
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rid = p_body->get_self();
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instance_id = p_body->get_instance_id();
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body_shape = p_body_shape;
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area_shape = p_area_shape;
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}
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GodotArea3D::BodyKey::BodyKey(GodotArea3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
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rid = p_body->get_self();
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instance_id = p_body->get_instance_id();
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body_shape = p_body_shape;
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area_shape = p_area_shape;
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}
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void GodotArea3D::_shapes_changed() {
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if (!moved_list.in_list() && get_space()) {
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get_space()->area_add_to_moved_list(&moved_list);
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}
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}
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void GodotArea3D::set_transform(const Transform3D &p_transform) {
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if (!moved_list.in_list() && get_space()) {
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get_space()->area_add_to_moved_list(&moved_list);
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}
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_set_transform(p_transform);
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_set_inv_transform(p_transform.affine_inverse());
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}
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void GodotArea3D::set_space(GodotSpace3D *p_space) {
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if (get_space()) {
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if (monitor_query_list.in_list()) {
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get_space()->area_remove_from_monitor_query_list(&monitor_query_list);
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}
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if (moved_list.in_list()) {
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get_space()->area_remove_from_moved_list(&moved_list);
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}
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}
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monitored_bodies.clear();
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monitored_areas.clear();
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_set_space(p_space);
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}
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void GodotArea3D::set_monitor_callback(const Callable &p_callback) {
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ObjectID id = p_callback.get_object_id();
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if (id == monitor_callback.get_object_id()) {
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monitor_callback = p_callback;
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return;
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}
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_unregister_shapes();
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monitor_callback = p_callback;
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monitored_bodies.clear();
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monitored_areas.clear();
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_shape_changed();
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if (!moved_list.in_list() && get_space()) {
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get_space()->area_add_to_moved_list(&moved_list);
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}
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}
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void GodotArea3D::set_area_monitor_callback(const Callable &p_callback) {
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ObjectID id = p_callback.get_object_id();
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if (id == area_monitor_callback.get_object_id()) {
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area_monitor_callback = p_callback;
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return;
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}
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_unregister_shapes();
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area_monitor_callback = p_callback;
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monitored_bodies.clear();
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monitored_areas.clear();
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_shape_changed();
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if (!moved_list.in_list() && get_space()) {
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get_space()->area_add_to_moved_list(&moved_list);
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}
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}
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void GodotArea3D::_set_space_override_mode(PhysicsServer3D::AreaSpaceOverrideMode &r_mode, PhysicsServer3D::AreaSpaceOverrideMode p_new_mode) {
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bool do_override = p_new_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
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if (do_override == (r_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED)) {
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return;
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}
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_unregister_shapes();
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r_mode = p_new_mode;
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_shape_changed();
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}
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void GodotArea3D::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value) {
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switch (p_param) {
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case PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE:
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_set_space_override_mode(gravity_override_mode, (PhysicsServer3D::AreaSpaceOverrideMode)(int)p_value);
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break;
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case PhysicsServer3D::AREA_PARAM_GRAVITY:
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gravity = p_value;
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break;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
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gravity_vector = p_value;
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break;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:
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gravity_is_point = p_value;
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break;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
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gravity_distance_scale = p_value;
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break;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
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point_attenuation = p_value;
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break;
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case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE:
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_set_space_override_mode(linear_damping_override_mode, (PhysicsServer3D::AreaSpaceOverrideMode)(int)p_value);
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break;
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case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
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linear_damp = p_value;
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break;
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case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE:
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_set_space_override_mode(angular_damping_override_mode, (PhysicsServer3D::AreaSpaceOverrideMode)(int)p_value);
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break;
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case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
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angular_damp = p_value;
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break;
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case PhysicsServer3D::AREA_PARAM_PRIORITY:
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priority = p_value;
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break;
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case PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE:
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ERR_FAIL_COND_MSG(wind_force_magnitude < 0, "Wind force magnitude must be a non-negative real number, but a negative number was specified.");
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wind_force_magnitude = p_value;
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break;
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case PhysicsServer3D::AREA_PARAM_WIND_SOURCE:
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wind_source = p_value;
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break;
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case PhysicsServer3D::AREA_PARAM_WIND_DIRECTION:
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wind_direction = p_value;
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break;
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case PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR:
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ERR_FAIL_COND_MSG(wind_attenuation_factor < 0, "Wind attenuation factor must be a non-negative real number, but a negative number was specified.");
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wind_attenuation_factor = p_value;
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break;
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}
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}
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Variant GodotArea3D::get_param(PhysicsServer3D::AreaParameter p_param) const {
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switch (p_param) {
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case PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE:
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return gravity_override_mode;
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case PhysicsServer3D::AREA_PARAM_GRAVITY:
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return gravity;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
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return gravity_vector;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:
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return gravity_is_point;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
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return gravity_distance_scale;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
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return point_attenuation;
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case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE:
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return linear_damping_override_mode;
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case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
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return linear_damp;
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case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE:
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return angular_damping_override_mode;
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case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
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return angular_damp;
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case PhysicsServer3D::AREA_PARAM_PRIORITY:
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return priority;
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case PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE:
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return wind_force_magnitude;
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case PhysicsServer3D::AREA_PARAM_WIND_SOURCE:
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return wind_source;
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case PhysicsServer3D::AREA_PARAM_WIND_DIRECTION:
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return wind_direction;
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case PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR:
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return wind_attenuation_factor;
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}
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return Variant();
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}
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void GodotArea3D::_queue_monitor_update() {
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ERR_FAIL_COND(!get_space());
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if (!monitor_query_list.in_list()) {
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get_space()->area_add_to_monitor_query_list(&monitor_query_list);
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}
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}
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void GodotArea3D::set_monitorable(bool p_monitorable) {
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if (monitorable == p_monitorable) {
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return;
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}
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monitorable = p_monitorable;
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_set_static(!monitorable);
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_shapes_changed();
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}
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void GodotArea3D::call_queries() {
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if (!monitor_callback.is_null() && !monitored_bodies.is_empty()) {
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if (monitor_callback.is_valid()) {
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Variant res[5];
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Variant *resptr[5];
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for (int i = 0; i < 5; i++) {
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resptr[i] = &res[i];
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}
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for (HashMap<BodyKey, BodyState, BodyKey>::Iterator E = monitored_bodies.begin(); E;) {
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if (E->value.state == 0) { // Nothing happened
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HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
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++next;
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monitored_bodies.remove(E);
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E = next;
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continue;
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}
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res[0] = E->value.state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED;
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res[1] = E->key.rid;
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res[2] = E->key.instance_id;
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res[3] = E->key.body_shape;
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res[4] = E->key.area_shape;
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HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
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++next;
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monitored_bodies.remove(E);
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E = next;
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Callable::CallError ce;
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Variant ret;
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monitor_callback.call((const Variant **)resptr, 5, ret, ce);
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}
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} else {
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monitored_bodies.clear();
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monitor_callback = Callable();
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}
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}
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if (!area_monitor_callback.is_null() && !monitored_areas.is_empty()) {
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if (area_monitor_callback.is_valid()) {
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Variant res[5];
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Variant *resptr[5];
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for (int i = 0; i < 5; i++) {
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resptr[i] = &res[i];
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}
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for (HashMap<BodyKey, BodyState, BodyKey>::Iterator E = monitored_areas.begin(); E;) {
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if (E->value.state == 0) { // Nothing happened
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HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
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++next;
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monitored_areas.remove(E);
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E = next;
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continue;
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}
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res[0] = E->value.state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED;
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res[1] = E->key.rid;
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res[2] = E->key.instance_id;
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res[3] = E->key.body_shape;
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res[4] = E->key.area_shape;
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HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
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++next;
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monitored_areas.remove(E);
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E = next;
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Callable::CallError ce;
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Variant ret;
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area_monitor_callback.call((const Variant **)resptr, 5, ret, ce);
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}
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} else {
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monitored_areas.clear();
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area_monitor_callback = Callable();
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}
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}
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}
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void GodotArea3D::compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const {
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if (is_gravity_point()) {
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const real_t gravity_distance_scale = get_gravity_distance_scale();
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Vector3 v = get_transform().xform(get_gravity_vector()) - p_position;
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if (gravity_distance_scale > 0) {
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const real_t v_length = v.length();
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if (v_length > 0) {
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const real_t v_scaled = v_length * gravity_distance_scale;
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r_gravity = (v.normalized() * (get_gravity() / (v_scaled * v_scaled)));
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} else {
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r_gravity = Vector3();
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}
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} else {
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r_gravity = v.normalized() * get_gravity();
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}
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} else {
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r_gravity = get_gravity_vector() * get_gravity();
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}
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}
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GodotArea3D::GodotArea3D() :
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GodotCollisionObject3D(TYPE_AREA),
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monitor_query_list(this),
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moved_list(this) {
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_set_static(true); //areas are never active
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set_ray_pickable(false);
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}
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GodotArea3D::~GodotArea3D() {
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}
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