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