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+/*************************************************************************/
+/* area_bullet.h */
+/* Author: AndreaCatania */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 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. */
+/*************************************************************************/
+
+#ifndef AREABULLET_H
+#define AREABULLET_H
+
+#include "collision_object_bullet.h"
+#include "core/vector.h"
+#include "servers/physics_server.h"
+#include "space_bullet.h"
+
+class btGhostObject;
+
+class AreaBullet : public RigidCollisionObjectBullet {
+ friend void SpaceBullet::check_ghost_overlaps();
+
+public:
+ struct InOutEventCallback {
+ ObjectID event_callback_id;
+ StringName event_callback_method;
+
+ InOutEventCallback()
+ : event_callback_id(0) {}
+ };
+
+ enum OverlapState {
+ OVERLAP_STATE_DIRTY = 0, // Mark processed overlaps
+ OVERLAP_STATE_INSIDE, // Mark old overlap
+ OVERLAP_STATE_ENTER, // Mark just enter overlap
+ OVERLAP_STATE_EXIT // Mark ended overlaps
+ };
+
+ struct OverlappingObjectData {
+ CollisionObjectBullet *object;
+ OverlapState state;
+
+ OverlappingObjectData()
+ : object(NULL), state(OVERLAP_STATE_ENTER) {}
+ OverlappingObjectData(CollisionObjectBullet *p_object, OverlapState p_state)
+ : object(p_object), state(p_state) {}
+ OverlappingObjectData(const OverlappingObjectData &other) {
+ operator=(other);
+ }
+ void operator=(const OverlappingObjectData &other) {
+ object = other.object;
+ state = other.state;
+ }
+ };
+
+private:
+ // These are used by function callEvent. Instead to create this each call I create if one time.
+ Variant call_event_res[5];
+ Variant *call_event_res_ptr[5];
+
+ btGhostObject *btGhost;
+ Vector<OverlappingObjectData> overlappingObjects;
+ bool monitorable;
+
+ PhysicsServer::AreaSpaceOverrideMode spOv_mode;
+ bool spOv_gravityPoint;
+ real_t spOv_gravityPointDistanceScale;
+ real_t spOv_gravityPointAttenuation;
+ Vector3 spOv_gravityVec;
+ real_t spOv_gravityMag;
+ real_t spOv_linearDump;
+ real_t spOv_angularDump;
+ int spOv_priority;
+
+ bool isScratched;
+
+ InOutEventCallback eventsCallbacks[2];
+
+public:
+ AreaBullet();
+ ~AreaBullet();
+
+ _FORCE_INLINE_ btGhostObject *get_bt_ghost() const { return btGhost; }
+ int find_overlapping_object(CollisionObjectBullet *p_colObj);
+
+ void set_monitorable(bool p_monitorable);
+ _FORCE_INLINE_ bool is_monitorable() const { return monitorable; }
+
+ bool is_monitoring() const;
+
+ _FORCE_INLINE_ void set_spOv_mode(PhysicsServer::AreaSpaceOverrideMode p_mode) { spOv_mode = p_mode; }
+ _FORCE_INLINE_ PhysicsServer::AreaSpaceOverrideMode get_spOv_mode() { return spOv_mode; }
+
+ _FORCE_INLINE_ void set_spOv_gravityPoint(bool p_isGP) { spOv_gravityPoint = p_isGP; }
+ _FORCE_INLINE_ bool is_spOv_gravityPoint() { return spOv_gravityPoint; }
+
+ _FORCE_INLINE_ void set_spOv_gravityPointDistanceScale(real_t p_GPDS) { spOv_gravityPointDistanceScale = p_GPDS; }
+ _FORCE_INLINE_ real_t get_spOv_gravityPointDistanceScale() { return spOv_gravityPointDistanceScale; }
+
+ _FORCE_INLINE_ void set_spOv_gravityPointAttenuation(real_t p_GPA) { spOv_gravityPointAttenuation = p_GPA; }
+ _FORCE_INLINE_ real_t get_spOv_gravityPointAttenuation() { return spOv_gravityPointAttenuation; }
+
+ _FORCE_INLINE_ void set_spOv_gravityVec(Vector3 p_vec) { spOv_gravityVec = p_vec; }
+ _FORCE_INLINE_ const Vector3 &get_spOv_gravityVec() const { return spOv_gravityVec; }
+
+ _FORCE_INLINE_ void set_spOv_gravityMag(real_t p_gravityMag) { spOv_gravityMag = p_gravityMag; }
+ _FORCE_INLINE_ real_t get_spOv_gravityMag() { return spOv_gravityMag; }
+
+ _FORCE_INLINE_ void set_spOv_linearDump(real_t p_linearDump) { spOv_linearDump = p_linearDump; }
+ _FORCE_INLINE_ real_t get_spOv_linearDamp() { return spOv_linearDump; }
+
+ _FORCE_INLINE_ void set_spOv_angularDump(real_t p_angularDump) { spOv_angularDump = p_angularDump; }
+ _FORCE_INLINE_ real_t get_spOv_angularDamp() { return spOv_angularDump; }
+
+ _FORCE_INLINE_ void set_spOv_priority(int p_priority) { spOv_priority = p_priority; }
+ _FORCE_INLINE_ int get_spOv_priority() { return spOv_priority; }
+
+ virtual void reload_body();
+ virtual void set_space(SpaceBullet *p_space);
+
+ virtual void dispatch_callbacks();
+ void call_event(CollisionObjectBullet *p_otherObject, PhysicsServer::AreaBodyStatus p_status);
+ void set_on_state_change(ObjectID p_id, const StringName &p_method, const Variant &p_udata = Variant());
+ void scratch();
+
+ void remove_all_overlapping_instantly();
+ // Dispatch the callbacks and removes from overlapping list
+ void remove_overlapping_instantly(CollisionObjectBullet *p_object);
+
+ virtual void on_collision_filters_change();
+ virtual void on_collision_checker_start() {}
+
+ void add_overlap(CollisionObjectBullet *p_otherObject);
+ void put_overlap_as_exit(int p_index);
+ void put_overlap_as_inside(int p_index);
+
+ void set_param(PhysicsServer::AreaParameter p_param, const Variant &p_value);
+ Variant get_param(PhysicsServer::AreaParameter p_param) const;
+
+ void set_event_callback(Type p_callbackObjectType, ObjectID p_id, const StringName &p_method);
+ bool has_event_callback(Type p_callbackObjectType);
+
+ virtual void on_enter_area(AreaBullet *p_area);
+ virtual void on_exit_area(AreaBullet *p_area);
+};
+
+#endif