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-rw-r--r--scene/3d/proximity_group_3d.cpp214
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diff --git a/scene/3d/proximity_group_3d.cpp b/scene/3d/proximity_group_3d.cpp
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+/*************************************************************************/
+/* proximity_group_3d.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 "proximity_group_3d.h"
+
+#include "core/math/math_funcs.h"
+
+void ProximityGroup3D::clear_groups() {
+
+ Map<StringName, uint32_t>::Element *E;
+
+ {
+ const int size = 16;
+ StringName remove_list[size];
+ E = groups.front();
+ int num = 0;
+ while (E && num < size) {
+
+ if (E->get() != group_version) {
+ remove_list[num++] = E->key();
+ };
+
+ E = E->next();
+ };
+ for (int i = 0; i < num; i++) {
+
+ groups.erase(remove_list[i]);
+ };
+ };
+
+ if (E) {
+ clear_groups(); // call until we go through the whole list
+ };
+};
+
+void ProximityGroup3D::update_groups() {
+
+ if (grid_radius == Vector3(0, 0, 0))
+ return;
+
+ ++group_version;
+
+ Vector3 pos = get_global_transform().get_origin();
+ Vector3 vcell = pos / cell_size;
+ int cell[3] = { Math::fast_ftoi(vcell.x), Math::fast_ftoi(vcell.y), Math::fast_ftoi(vcell.z) };
+
+ add_groups(cell, group_name, 0);
+
+ clear_groups();
+};
+
+void ProximityGroup3D::add_groups(int *p_cell, String p_base, int p_depth) {
+
+ p_base = p_base + "|";
+ if (grid_radius[p_depth] == 0) {
+
+ if (p_depth == 2) {
+ _new_group(p_base);
+ } else {
+ add_groups(p_cell, p_base, p_depth + 1);
+ };
+ };
+
+ int start = p_cell[p_depth] - grid_radius[p_depth];
+ int end = p_cell[p_depth] + grid_radius[p_depth];
+
+ for (int i = start; i <= end; i++) {
+
+ String gname = p_base + itos(i);
+ if (p_depth == 2) {
+ _new_group(gname);
+ } else {
+ add_groups(p_cell, gname, p_depth + 1);
+ };
+ };
+};
+
+void ProximityGroup3D::_new_group(StringName p_name) {
+
+ const Map<StringName, uint32_t>::Element *E = groups.find(p_name);
+ if (!E) {
+ add_to_group(p_name);
+ };
+
+ groups[p_name] = group_version;
+};
+
+void ProximityGroup3D::_notification(int p_what) {
+
+ switch (p_what) {
+
+ case NOTIFICATION_EXIT_TREE:
+ ++group_version;
+ clear_groups();
+ break;
+ case NOTIFICATION_TRANSFORM_CHANGED:
+ update_groups();
+ break;
+ };
+};
+
+void ProximityGroup3D::broadcast(String p_name, Variant p_params) {
+
+ Map<StringName, uint32_t>::Element *E;
+ E = groups.front();
+ while (E) {
+
+ get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFAULT, E->key(), "_proximity_group_broadcast", p_name, p_params);
+ E = E->next();
+ };
+};
+
+void ProximityGroup3D::_proximity_group_broadcast(String p_name, Variant p_params) {
+
+ if (dispatch_mode == MODE_PROXY) {
+
+ get_parent()->call(p_name, p_params);
+ } else {
+
+ emit_signal("broadcast", p_name, p_params);
+ };
+};
+
+void ProximityGroup3D::set_group_name(const String &p_group_name) {
+
+ group_name = p_group_name;
+};
+
+String ProximityGroup3D::get_group_name() const {
+
+ return group_name;
+};
+
+void ProximityGroup3D::set_dispatch_mode(DispatchMode p_mode) {
+
+ dispatch_mode = p_mode;
+};
+
+ProximityGroup3D::DispatchMode ProximityGroup3D::get_dispatch_mode() const {
+
+ return dispatch_mode;
+};
+
+void ProximityGroup3D::set_grid_radius(const Vector3 &p_radius) {
+
+ grid_radius = p_radius;
+};
+
+Vector3 ProximityGroup3D::get_grid_radius() const {
+
+ return grid_radius;
+};
+
+void ProximityGroup3D::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_group_name", "name"), &ProximityGroup3D::set_group_name);
+ ClassDB::bind_method(D_METHOD("get_group_name"), &ProximityGroup3D::get_group_name);
+ ClassDB::bind_method(D_METHOD("set_dispatch_mode", "mode"), &ProximityGroup3D::set_dispatch_mode);
+ ClassDB::bind_method(D_METHOD("get_dispatch_mode"), &ProximityGroup3D::get_dispatch_mode);
+ ClassDB::bind_method(D_METHOD("set_grid_radius", "radius"), &ProximityGroup3D::set_grid_radius);
+ ClassDB::bind_method(D_METHOD("get_grid_radius"), &ProximityGroup3D::get_grid_radius);
+ ClassDB::bind_method(D_METHOD("broadcast", "name", "parameters"), &ProximityGroup3D::broadcast);
+ ClassDB::bind_method(D_METHOD("_proximity_group_broadcast", "name", "params"), &ProximityGroup3D::_proximity_group_broadcast);
+
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "group_name"), "set_group_name", "get_group_name");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "dispatch_mode", PROPERTY_HINT_ENUM, "Proxy,Signal"), "set_dispatch_mode", "get_dispatch_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "grid_radius"), "set_grid_radius", "get_grid_radius");
+
+ ADD_SIGNAL(MethodInfo("broadcast", PropertyInfo(Variant::STRING, "group_name"), PropertyInfo(Variant::ARRAY, "parameters")));
+
+ BIND_ENUM_CONSTANT(MODE_PROXY);
+ BIND_ENUM_CONSTANT(MODE_SIGNAL);
+};
+
+ProximityGroup3D::ProximityGroup3D() {
+
+ group_version = 0;
+ dispatch_mode = MODE_PROXY;
+
+ cell_size = 1.0;
+ grid_radius = Vector3(1, 1, 1);
+ set_notify_transform(true);
+};
+
+ProximityGroup3D::~ProximityGroup3D(){
+
+};