godot/modules/bullet/area_bullet.cpp
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

299 lines
9.9 KiB
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/*************************************************************************/
/* area_bullet.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "area_bullet.h"
#include "bullet_physics_server.h"
#include "bullet_types_converter.h"
#include "bullet_utilities.h"
#include "collision_object_bullet.h"
#include "space_bullet.h"
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include <btBulletCollisionCommon.h>
/**
@author AndreaCatania
*/
AreaBullet::AreaBullet() :
RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_AREA),
monitorable(true),
spOv_mode(PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED),
spOv_gravityPoint(false),
spOv_gravityPointDistanceScale(0),
spOv_gravityPointAttenuation(1),
spOv_gravityVec(0, -1, 0),
spOv_gravityMag(10),
spOv_linearDump(0.1),
spOv_angularDump(1),
spOv_priority(0),
isScratched(false) {
btGhost = bulletnew(btGhostObject);
reload_shapes();
setupBulletCollisionObject(btGhost);
/// Collision objects with a callback still have collision response with dynamic rigid bodies.
/// In order to use collision objects as trigger, you have to disable the collision response.
set_collision_enabled(false);
for (int i = 0; i < 5; ++i)
call_event_res_ptr[i] = &call_event_res[i];
}
AreaBullet::~AreaBullet() {
// signal are handled by godot, so just clear without notify
for (int i = overlappingObjects.size() - 1; 0 <= i; --i)
overlappingObjects[i].object->on_exit_area(this);
}
void AreaBullet::dispatch_callbacks() {
if (!isScratched)
return;
isScratched = false;
// Reverse order because I've to remove EXIT objects
for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
OverlappingObjectData &otherObj = overlappingObjects.write[i];
switch (otherObj.state) {
case OVERLAP_STATE_ENTER:
otherObj.state = OVERLAP_STATE_INSIDE;
call_event(otherObj.object, PhysicsServer::AREA_BODY_ADDED);
otherObj.object->on_enter_area(this);
break;
case OVERLAP_STATE_EXIT:
call_event(otherObj.object, PhysicsServer::AREA_BODY_REMOVED);
otherObj.object->on_exit_area(this);
overlappingObjects.remove(i); // Remove after callback
break;
case OVERLAP_STATE_DIRTY:
case OVERLAP_STATE_INSIDE:
break;
}
}
}
void AreaBullet::call_event(CollisionObjectBullet *p_otherObject, PhysicsServer::AreaBodyStatus p_status) {
InOutEventCallback &event = eventsCallbacks[static_cast<int>(p_otherObject->getType())];
Object *areaGodoObject = ObjectDB::get_instance(event.event_callback_id);
if (!areaGodoObject) {
event.event_callback_id = 0;
return;
}
call_event_res[0] = p_status;
call_event_res[1] = p_otherObject->get_self(); // Other body
call_event_res[2] = p_otherObject->get_instance_id(); // instance ID
call_event_res[3] = 0; // other_body_shape ID
call_event_res[4] = 0; // self_shape ID
Variant::CallError outResp;
areaGodoObject->call(event.event_callback_method, (const Variant **)call_event_res_ptr, 5, outResp);
}
void AreaBullet::scratch() {
if (isScratched)
return;
isScratched = true;
}
void AreaBullet::clear_overlaps(bool p_notify) {
for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
if (p_notify)
call_event(overlappingObjects[i].object, PhysicsServer::AREA_BODY_REMOVED);
overlappingObjects[i].object->on_exit_area(this);
}
overlappingObjects.clear();
}
void AreaBullet::remove_overlap(CollisionObjectBullet *p_object, bool p_notify) {
for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
if (overlappingObjects[i].object == p_object) {
if (p_notify)
call_event(overlappingObjects[i].object, PhysicsServer::AREA_BODY_REMOVED);
overlappingObjects[i].object->on_exit_area(this);
overlappingObjects.remove(i);
break;
}
}
}
int AreaBullet::find_overlapping_object(CollisionObjectBullet *p_colObj) {
const int size = overlappingObjects.size();
for (int i = 0; i < size; ++i) {
if (overlappingObjects[i].object == p_colObj) {
return i;
}
}
return -1;
}
void AreaBullet::set_monitorable(bool p_monitorable) {
monitorable = p_monitorable;
}
bool AreaBullet::is_monitoring() const {
return get_godot_object_flags() & GOF_IS_MONITORING_AREA;
}
void AreaBullet::main_shape_changed() {
CRASH_COND(!get_main_shape())
btGhost->setCollisionShape(get_main_shape());
}
void AreaBullet::reload_body() {
if (space) {
space->remove_area(this);
space->add_area(this);
}
}
void AreaBullet::set_space(SpaceBullet *p_space) {
// Clear the old space if there is one
if (space) {
isScratched = false;
// Remove this object form the physics world
space->remove_area(this);
}
space = p_space;
if (space) {
space->add_area(this);
}
}
void AreaBullet::on_collision_filters_change() {
if (space) {
space->reload_collision_filters(this);
}
}
void AreaBullet::add_overlap(CollisionObjectBullet *p_otherObject) {
scratch();
overlappingObjects.push_back(OverlappingObjectData(p_otherObject, OVERLAP_STATE_ENTER));
p_otherObject->notify_new_overlap(this);
}
void AreaBullet::put_overlap_as_exit(int p_index) {
scratch();
overlappingObjects.write[p_index].state = OVERLAP_STATE_EXIT;
}
void AreaBullet::put_overlap_as_inside(int p_index) {
// This check is required to be sure this body was inside
if (OVERLAP_STATE_DIRTY == overlappingObjects[p_index].state) {
overlappingObjects.write[p_index].state = OVERLAP_STATE_INSIDE;
}
}
void AreaBullet::set_param(PhysicsServer::AreaParameter p_param, const Variant &p_value) {
switch (p_param) {
case PhysicsServer::AREA_PARAM_GRAVITY:
set_spOv_gravityMag(p_value);
break;
case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR:
set_spOv_gravityVec(p_value);
break;
case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
set_spOv_linearDump(p_value);
break;
case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
set_spOv_angularDump(p_value);
break;
case PhysicsServer::AREA_PARAM_PRIORITY:
set_spOv_priority(p_value);
break;
case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT:
set_spOv_gravityPoint(p_value);
break;
case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
set_spOv_gravityPointDistanceScale(p_value);
break;
case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
set_spOv_gravityPointAttenuation(p_value);
break;
default:
WARN_PRINTS("Area doesn't support this parameter in the Bullet backend: " + itos(p_param));
}
}
Variant AreaBullet::get_param(PhysicsServer::AreaParameter p_param) const {
switch (p_param) {
case PhysicsServer::AREA_PARAM_GRAVITY:
return spOv_gravityMag;
case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR:
return spOv_gravityVec;
case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
return spOv_linearDump;
case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
return spOv_angularDump;
case PhysicsServer::AREA_PARAM_PRIORITY:
return spOv_priority;
case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT:
return spOv_gravityPoint;
case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
return spOv_gravityPointDistanceScale;
case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
return spOv_gravityPointAttenuation;
default:
WARN_PRINTS("Area doesn't support this parameter in the Bullet backend: " + itos(p_param));
return Variant();
}
}
void AreaBullet::set_event_callback(Type p_callbackObjectType, ObjectID p_id, const StringName &p_method) {
InOutEventCallback &ev = eventsCallbacks[static_cast<int>(p_callbackObjectType)];
ev.event_callback_id = p_id;
ev.event_callback_method = p_method;
/// Set if monitoring
if (eventsCallbacks[0].event_callback_id || eventsCallbacks[1].event_callback_id) {
set_godot_object_flags(get_godot_object_flags() | GOF_IS_MONITORING_AREA);
} else {
set_godot_object_flags(get_godot_object_flags() & (~GOF_IS_MONITORING_AREA));
}
}
bool AreaBullet::has_event_callback(Type p_callbackObjectType) {
return eventsCallbacks[static_cast<int>(p_callbackObjectType)].event_callback_id;
}
void AreaBullet::on_enter_area(AreaBullet *p_area) {
}
void AreaBullet::on_exit_area(AreaBullet *p_area) {
CollisionObjectBullet::on_exit_area(p_area);
}