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336 lines
11 KiB
C++
336 lines
11 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 p_mode) {
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bool do_override = p_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
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if (do_override == (space_override_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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space_override_mode = p_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:
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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:
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linear_damp = 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:
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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:
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return linear_damp;
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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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}
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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 (Map<BodyKey, BodyState>::Element *E = monitored_bodies.front(); E;) {
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if (E->get().state == 0) { // Nothing happened
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Map<BodyKey, BodyState>::Element *next = E->next();
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monitored_bodies.erase(E);
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E = next;
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continue;
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}
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res[0] = E->get().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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Map<BodyKey, BodyState>::Element *next = E->next();
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monitored_bodies.erase(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 (Map<BodyKey, BodyState>::Element *E = monitored_areas.front(); E;) {
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if (E->get().state == 0) { // Nothing happened
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Map<BodyKey, BodyState>::Element *next = E->next();
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monitored_areas.erase(E);
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E = next;
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continue;
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}
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res[0] = E->get().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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Map<BodyKey, BodyState>::Element *next = E->next();
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monitored_areas.erase(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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