summaryrefslogtreecommitdiff
path: root/servers/physics_2d/godot_area_2d.h
diff options
context:
space:
mode:
Diffstat (limited to 'servers/physics_2d/godot_area_2d.h')
-rw-r--r--servers/physics_2d/godot_area_2d.h194
1 files changed, 194 insertions, 0 deletions
diff --git a/servers/physics_2d/godot_area_2d.h b/servers/physics_2d/godot_area_2d.h
new file mode 100644
index 0000000000..13b3ce1bf2
--- /dev/null
+++ b/servers/physics_2d/godot_area_2d.h
@@ -0,0 +1,194 @@
+/*************************************************************************/
+/* godot_area_2d.h */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#ifndef GODOT_AREA_2D_H
+#define GODOT_AREA_2D_H
+
+#include "godot_collision_object_2d.h"
+
+#include "core/templates/self_list.h"
+#include "servers/physics_server_2d.h"
+
+class GodotSpace2D;
+class GodotBody2D;
+class GodotConstraint2D;
+
+class GodotArea2D : public GodotCollisionObject2D {
+ PhysicsServer2D::AreaSpaceOverrideMode space_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED;
+ real_t gravity = 9.80665;
+ Vector2 gravity_vector = Vector2(0, -1);
+ bool gravity_is_point = false;
+ real_t gravity_distance_scale = 0.0;
+ real_t point_attenuation = 1.0;
+ real_t linear_damp = 0.1;
+ real_t angular_damp = 1.0;
+ int priority = 0;
+ bool monitorable = false;
+
+ Callable monitor_callback;
+
+ Callable area_monitor_callback;
+
+ SelfList<GodotArea2D> monitor_query_list;
+ SelfList<GodotArea2D> moved_list;
+
+ struct BodyKey {
+ RID rid;
+ ObjectID instance_id;
+ uint32_t body_shape = 0;
+ uint32_t area_shape = 0;
+
+ _FORCE_INLINE_ bool operator<(const BodyKey &p_key) const {
+ if (rid == p_key.rid) {
+ if (body_shape == p_key.body_shape) {
+ return area_shape < p_key.area_shape;
+ } else {
+ return body_shape < p_key.body_shape;
+ }
+ } else {
+ return rid < p_key.rid;
+ }
+ }
+
+ _FORCE_INLINE_ BodyKey() {}
+ BodyKey(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
+ BodyKey(GodotArea2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
+ };
+
+ struct BodyState {
+ int state = 0;
+ _FORCE_INLINE_ void inc() { state++; }
+ _FORCE_INLINE_ void dec() { state--; }
+ };
+
+ Map<BodyKey, BodyState> monitored_bodies;
+ Map<BodyKey, BodyState> monitored_areas;
+
+ Set<GodotConstraint2D *> constraints;
+
+ virtual void _shapes_changed();
+ void _queue_monitor_update();
+
+public:
+ void set_monitor_callback(const Callable &p_callback);
+ _FORCE_INLINE_ bool has_monitor_callback() const { return !monitor_callback.is_null(); }
+
+ void set_area_monitor_callback(const Callable &p_callback);
+ _FORCE_INLINE_ bool has_area_monitor_callback() const { return !area_monitor_callback.is_null(); }
+
+ _FORCE_INLINE_ void add_body_to_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
+ _FORCE_INLINE_ void remove_body_from_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
+
+ _FORCE_INLINE_ void add_area_to_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
+ _FORCE_INLINE_ void remove_area_from_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
+
+ void set_param(PhysicsServer2D::AreaParameter p_param, const Variant &p_value);
+ Variant get_param(PhysicsServer2D::AreaParameter p_param) const;
+
+ void set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode p_mode);
+ PhysicsServer2D::AreaSpaceOverrideMode get_space_override_mode() const { return space_override_mode; }
+
+ _FORCE_INLINE_ void set_gravity(real_t p_gravity) { gravity = p_gravity; }
+ _FORCE_INLINE_ real_t get_gravity() const { return gravity; }
+
+ _FORCE_INLINE_ void set_gravity_vector(const Vector2 &p_gravity) { gravity_vector = p_gravity; }
+ _FORCE_INLINE_ Vector2 get_gravity_vector() const { return gravity_vector; }
+
+ _FORCE_INLINE_ void set_gravity_as_point(bool p_enable) { gravity_is_point = p_enable; }
+ _FORCE_INLINE_ bool is_gravity_point() const { return gravity_is_point; }
+
+ _FORCE_INLINE_ void set_gravity_distance_scale(real_t scale) { gravity_distance_scale = scale; }
+ _FORCE_INLINE_ real_t get_gravity_distance_scale() const { return gravity_distance_scale; }
+
+ _FORCE_INLINE_ void set_point_attenuation(real_t p_point_attenuation) { point_attenuation = p_point_attenuation; }
+ _FORCE_INLINE_ real_t get_point_attenuation() const { return point_attenuation; }
+
+ _FORCE_INLINE_ void set_linear_damp(real_t p_linear_damp) { linear_damp = p_linear_damp; }
+ _FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; }
+
+ _FORCE_INLINE_ void set_angular_damp(real_t p_angular_damp) { angular_damp = p_angular_damp; }
+ _FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; }
+
+ _FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
+ _FORCE_INLINE_ int get_priority() const { return priority; }
+
+ _FORCE_INLINE_ void add_constraint(GodotConstraint2D *p_constraint) { constraints.insert(p_constraint); }
+ _FORCE_INLINE_ void remove_constraint(GodotConstraint2D *p_constraint) { constraints.erase(p_constraint); }
+ _FORCE_INLINE_ const Set<GodotConstraint2D *> &get_constraints() const { return constraints; }
+ _FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
+
+ void set_monitorable(bool p_monitorable);
+ _FORCE_INLINE_ bool is_monitorable() const { return monitorable; }
+
+ void set_transform(const Transform2D &p_transform);
+
+ void set_space(GodotSpace2D *p_space);
+
+ void call_queries();
+
+ void compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const;
+
+ GodotArea2D();
+ ~GodotArea2D();
+};
+
+void GodotArea2D::add_body_to_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
+ BodyKey bk(p_body, p_body_shape, p_area_shape);
+ monitored_bodies[bk].inc();
+ if (!monitor_query_list.in_list()) {
+ _queue_monitor_update();
+ }
+}
+
+void GodotArea2D::remove_body_from_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
+ BodyKey bk(p_body, p_body_shape, p_area_shape);
+ monitored_bodies[bk].dec();
+ if (!monitor_query_list.in_list()) {
+ _queue_monitor_update();
+ }
+}
+
+void GodotArea2D::add_area_to_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) {
+ BodyKey bk(p_area, p_area_shape, p_self_shape);
+ monitored_areas[bk].inc();
+ if (!monitor_query_list.in_list()) {
+ _queue_monitor_update();
+ }
+}
+
+void GodotArea2D::remove_area_from_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) {
+ BodyKey bk(p_area, p_area_shape, p_self_shape);
+ monitored_areas[bk].dec();
+ if (!monitor_query_list.in_list()) {
+ _queue_monitor_update();
+ }
+}
+
+#endif // GODOT_AREA_2D_H