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Diffstat (limited to 'servers/physics_2d/godot_area_2d.cpp')
-rw-r--r-- | servers/physics_2d/godot_area_2d.cpp | 320 |
1 files changed, 320 insertions, 0 deletions
diff --git a/servers/physics_2d/godot_area_2d.cpp b/servers/physics_2d/godot_area_2d.cpp new file mode 100644 index 0000000000..fb9d38e7ea --- /dev/null +++ b/servers/physics_2d/godot_area_2d.cpp @@ -0,0 +1,320 @@ +/*************************************************************************/ +/* godot_area_2d.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 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 "godot_area_2d.h" +#include "godot_body_2d.h" +#include "godot_space_2d.h" + +GodotArea2D::BodyKey::BodyKey(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { + rid = p_body->get_self(); + instance_id = p_body->get_instance_id(); + body_shape = p_body_shape; + area_shape = p_area_shape; +} + +GodotArea2D::BodyKey::BodyKey(GodotArea2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { + rid = p_body->get_self(); + instance_id = p_body->get_instance_id(); + body_shape = p_body_shape; + area_shape = p_area_shape; +} + +void GodotArea2D::_shapes_changed() { + if (!moved_list.in_list() && get_space()) { + get_space()->area_add_to_moved_list(&moved_list); + } +} + +void GodotArea2D::set_transform(const Transform2D &p_transform) { + if (!moved_list.in_list() && get_space()) { + get_space()->area_add_to_moved_list(&moved_list); + } + + _set_transform(p_transform); + _set_inv_transform(p_transform.affine_inverse()); +} + +void GodotArea2D::set_space(GodotSpace2D *p_space) { + if (get_space()) { + if (monitor_query_list.in_list()) { + get_space()->area_remove_from_monitor_query_list(&monitor_query_list); + } + if (moved_list.in_list()) { + get_space()->area_remove_from_moved_list(&moved_list); + } + } + + monitored_bodies.clear(); + monitored_areas.clear(); + + _set_space(p_space); +} + +void GodotArea2D::set_monitor_callback(const Callable &p_callback) { + ObjectID id = p_callback.get_object_id(); + + if (id == monitor_callback.get_object_id()) { + monitor_callback = p_callback; + return; + } + + _unregister_shapes(); + + monitor_callback = p_callback; + + monitored_bodies.clear(); + monitored_areas.clear(); + + _shape_changed(); + + if (!moved_list.in_list() && get_space()) { + get_space()->area_add_to_moved_list(&moved_list); + } +} + +void GodotArea2D::set_area_monitor_callback(const Callable &p_callback) { + ObjectID id = p_callback.get_object_id(); + + if (id == area_monitor_callback.get_object_id()) { + area_monitor_callback = p_callback; + return; + } + + _unregister_shapes(); + + area_monitor_callback = p_callback; + + monitored_bodies.clear(); + monitored_areas.clear(); + + _shape_changed(); + + if (!moved_list.in_list() && get_space()) { + get_space()->area_add_to_moved_list(&moved_list); + } +} + +void GodotArea2D::_set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode &r_mode, PhysicsServer2D::AreaSpaceOverrideMode p_new_mode) { + bool do_override = p_new_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED; + if (do_override == (r_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED)) { + return; + } + _unregister_shapes(); + r_mode = p_new_mode; + _shape_changed(); +} + +void GodotArea2D::set_param(PhysicsServer2D::AreaParameter p_param, const Variant &p_value) { + switch (p_param) { + case PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE: + _set_space_override_mode(gravity_override_mode, (PhysicsServer2D::AreaSpaceOverrideMode)(int)p_value); + break; + case PhysicsServer2D::AREA_PARAM_GRAVITY: + gravity = p_value; + break; + case PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR: + gravity_vector = p_value; + break; + case PhysicsServer2D::AREA_PARAM_GRAVITY_IS_POINT: + gravity_is_point = p_value; + break; + case PhysicsServer2D::AREA_PARAM_GRAVITY_DISTANCE_SCALE: + gravity_distance_scale = p_value; + break; + case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_ATTENUATION: + point_attenuation = p_value; + break; + case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE: + _set_space_override_mode(linear_damping_override_mode, (PhysicsServer2D::AreaSpaceOverrideMode)(int)p_value); + break; + case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP: + linear_damp = p_value; + break; + case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE: + _set_space_override_mode(angular_damping_override_mode, (PhysicsServer2D::AreaSpaceOverrideMode)(int)p_value); + break; + case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP: + angular_damp = p_value; + break; + case PhysicsServer2D::AREA_PARAM_PRIORITY: + priority = p_value; + break; + } +} + +Variant GodotArea2D::get_param(PhysicsServer2D::AreaParameter p_param) const { + switch (p_param) { + case PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE: + return gravity_override_mode; + case PhysicsServer2D::AREA_PARAM_GRAVITY: + return gravity; + case PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR: + return gravity_vector; + case PhysicsServer2D::AREA_PARAM_GRAVITY_IS_POINT: + return gravity_is_point; + case PhysicsServer2D::AREA_PARAM_GRAVITY_DISTANCE_SCALE: + return gravity_distance_scale; + case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_ATTENUATION: + return point_attenuation; + case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE: + return linear_damping_override_mode; + case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP: + return linear_damp; + case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE: + return angular_damping_override_mode; + case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP: + return angular_damp; + case PhysicsServer2D::AREA_PARAM_PRIORITY: + return priority; + } + + return Variant(); +} + +void GodotArea2D::_queue_monitor_update() { + ERR_FAIL_COND(!get_space()); + + if (!monitor_query_list.in_list()) { + get_space()->area_add_to_monitor_query_list(&monitor_query_list); + } +} + +void GodotArea2D::set_monitorable(bool p_monitorable) { + if (monitorable == p_monitorable) { + return; + } + + monitorable = p_monitorable; + _set_static(!monitorable); +} + +void GodotArea2D::call_queries() { + if (!monitor_callback.is_null() && !monitored_bodies.is_empty()) { + if (monitor_callback.is_valid()) { + Variant res[5]; + Variant *resptr[5]; + for (int i = 0; i < 5; i++) { + resptr[i] = &res[i]; + } + + for (Map<BodyKey, BodyState>::Element *E = monitored_bodies.front(); E;) { + if (E->get().state == 0) { // Nothing happened + Map<BodyKey, BodyState>::Element *next = E->next(); + monitored_bodies.erase(E); + E = next; + continue; + } + + res[0] = E->get().state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED; + res[1] = E->key().rid; + res[2] = E->key().instance_id; + res[3] = E->key().body_shape; + res[4] = E->key().area_shape; + + Map<BodyKey, BodyState>::Element *next = E->next(); + monitored_bodies.erase(E); + E = next; + + Callable::CallError ce; + Variant ret; + monitor_callback.call((const Variant **)resptr, 5, ret, ce); + } + } else { + monitored_bodies.clear(); + monitor_callback = Callable(); + } + } + + if (!area_monitor_callback.is_null() && !monitored_areas.is_empty()) { + if (area_monitor_callback.is_valid()) { + Variant res[5]; + Variant *resptr[5]; + for (int i = 0; i < 5; i++) { + resptr[i] = &res[i]; + } + + for (Map<BodyKey, BodyState>::Element *E = monitored_areas.front(); E;) { + if (E->get().state == 0) { // Nothing happened + Map<BodyKey, BodyState>::Element *next = E->next(); + monitored_areas.erase(E); + E = next; + continue; + } + + res[0] = E->get().state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED; + res[1] = E->key().rid; + res[2] = E->key().instance_id; + res[3] = E->key().body_shape; + res[4] = E->key().area_shape; + + Map<BodyKey, BodyState>::Element *next = E->next(); + monitored_areas.erase(E); + E = next; + + Callable::CallError ce; + Variant ret; + area_monitor_callback.call((const Variant **)resptr, 5, ret, ce); + } + } else { + monitored_areas.clear(); + area_monitor_callback = Callable(); + } + } +} + +void GodotArea2D::compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const { + if (is_gravity_point()) { + const real_t gravity_distance_scale = get_gravity_distance_scale(); + Vector2 v = get_transform().xform(get_gravity_vector()) - p_position; + if (gravity_distance_scale > 0) { + const real_t v_length = v.length(); + if (v_length > 0) { + const real_t v_scaled = v_length * gravity_distance_scale; + r_gravity = (v.normalized() * (get_gravity() / (v_scaled * v_scaled))); + } else { + r_gravity = Vector2(); + } + } else { + r_gravity = v.normalized() * get_gravity(); + } + } else { + r_gravity = get_gravity_vector() * get_gravity(); + } +} + +GodotArea2D::GodotArea2D() : + GodotCollisionObject2D(TYPE_AREA), + monitor_query_list(this), + moved_list(this) { + _set_static(true); //areas are not active by default +} + +GodotArea2D::~GodotArea2D() { +} |