mirror of
https://github.com/godotengine/godot.git
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8d0d6d6921
- Flushing Areas before anything else. - Make sure to correctly fetch gravity when the integrate_forces function is used - Lazy reload body when layer and mask changes - Shapes are reloaded just before the physics step starts. - Improved some other parts of the code. - Added override keyword - Using LocalVector
292 lines
9.8 KiB
C++
292 lines
9.8 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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_physics_server.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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btGhost = bulletnew(btGhostObject);
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reload_shapes();
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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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}
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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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}
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void AreaBullet::dispatch_callbacks() {
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RigidCollisionObjectBullet::dispatch_callbacks();
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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[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, PhysicsServer3D::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, PhysicsServer3D::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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case OVERLAP_STATE_DIRTY:
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case OVERLAP_STATE_INSIDE:
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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, PhysicsServer3D::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 = ObjectID();
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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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Callable::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 (space != nullptr) {
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space->add_to_pre_flush_queue(this);
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}
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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, PhysicsServer3D::AREA_BODY_REMOVED);
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}
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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, PhysicsServer3D::AREA_BODY_REMOVED);
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}
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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::main_shape_changed() {
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CRASH_COND(!get_main_shape());
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btGhost->setCollisionShape(get_main_shape());
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}
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void AreaBullet::do_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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clear_overlaps(false);
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// Remove this object form the physics world
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space->unregister_collision_object(this);
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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->register_collision_object(this);
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reload_body();
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scratch();
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}
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}
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void AreaBullet::do_reload_collision_filters() {
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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[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[p_index].state = OVERLAP_STATE_INSIDE;
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}
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}
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void AreaBullet::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:
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set_spOv_gravityMag(p_value);
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break;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
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set_spOv_gravityVec(p_value);
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break;
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case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
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set_spOv_linearDump(p_value);
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break;
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case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
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set_spOv_angularDump(p_value);
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break;
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case PhysicsServer3D::AREA_PARAM_PRIORITY:
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set_spOv_priority(p_value);
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break;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:
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set_spOv_gravityPoint(p_value);
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break;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
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set_spOv_gravityPointDistanceScale(p_value);
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break;
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case PhysicsServer3D::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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WARN_PRINT("Area doesn't support this parameter in the Bullet backend: " + itos(p_param));
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}
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}
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Variant AreaBullet::get_param(PhysicsServer3D::AreaParameter p_param) const {
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switch (p_param) {
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case PhysicsServer3D::AREA_PARAM_GRAVITY:
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return spOv_gravityMag;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
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return spOv_gravityVec;
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case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
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return spOv_linearDump;
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case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
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return spOv_angularDump;
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case PhysicsServer3D::AREA_PARAM_PRIORITY:
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return spOv_priority;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:
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return spOv_gravityPoint;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
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return spOv_gravityPointDistanceScale;
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case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
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return spOv_gravityPointAttenuation;
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default:
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WARN_PRINT("Area doesn't support this parameter in the Bullet backend: " + 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.is_valid() || eventsCallbacks[1].event_callback_id.is_valid()) {
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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.is_valid();
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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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