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Diffstat (limited to 'servers/physics_3d/godot_area_3d.cpp')
-rw-r--r-- | servers/physics_3d/godot_area_3d.cpp | 337 |
1 files changed, 337 insertions, 0 deletions
diff --git a/servers/physics_3d/godot_area_3d.cpp b/servers/physics_3d/godot_area_3d.cpp new file mode 100644 index 0000000000..e115e17061 --- /dev/null +++ b/servers/physics_3d/godot_area_3d.cpp @@ -0,0 +1,337 @@ +/*************************************************************************/ +/* godot_area_3d.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_3d.h" + +#include "godot_body_3d.h" +#include "godot_soft_body_3d.h" +#include "godot_space_3d.h" + +GodotArea3D::BodyKey::BodyKey(GodotSoftBody3D *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; +} + +GodotArea3D::BodyKey::BodyKey(GodotBody3D *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; +} + +GodotArea3D::BodyKey::BodyKey(GodotArea3D *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 GodotArea3D::_shapes_changed() { + if (!moved_list.in_list() && get_space()) { + get_space()->area_add_to_moved_list(&moved_list); + } +} + +void GodotArea3D::set_transform(const Transform3D &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 GodotArea3D::set_space(GodotSpace3D *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 GodotArea3D::set_monitor_callback(ObjectID p_id, const StringName &p_method) { + if (p_id == monitor_callback_id) { + monitor_callback_method = p_method; + return; + } + + _unregister_shapes(); + + monitor_callback_id = p_id; + monitor_callback_method = p_method; + + 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 GodotArea3D::set_area_monitor_callback(ObjectID p_id, const StringName &p_method) { + if (p_id == area_monitor_callback_id) { + area_monitor_callback_method = p_method; + return; + } + + _unregister_shapes(); + + area_monitor_callback_id = p_id; + area_monitor_callback_method = p_method; + + 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 GodotArea3D::set_space_override_mode(PhysicsServer3D::AreaSpaceOverrideMode p_mode) { + bool do_override = p_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED; + if (do_override == (space_override_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED)) { + return; + } + _unregister_shapes(); + space_override_mode = p_mode; + _shape_changed(); +} + +void GodotArea3D::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value) { + switch (p_param) { + case PhysicsServer3D::AREA_PARAM_GRAVITY: + gravity = p_value; + break; + case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR: + gravity_vector = p_value; + break; + case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT: + gravity_is_point = p_value; + break; + case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE: + gravity_distance_scale = p_value; + break; + case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION: + point_attenuation = p_value; + break; + case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP: + linear_damp = p_value; + break; + case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP: + angular_damp = p_value; + break; + case PhysicsServer3D::AREA_PARAM_PRIORITY: + priority = p_value; + break; + case PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE: + ERR_FAIL_COND_MSG(wind_force_magnitude < 0, "Wind force magnitude must be a non-negative real number, but a negative number was specified."); + wind_force_magnitude = p_value; + break; + case PhysicsServer3D::AREA_PARAM_WIND_SOURCE: + wind_source = p_value; + break; + case PhysicsServer3D::AREA_PARAM_WIND_DIRECTION: + wind_direction = p_value; + break; + case PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR: + ERR_FAIL_COND_MSG(wind_attenuation_factor < 0, "Wind attenuation factor must be a non-negative real number, but a negative number was specified."); + wind_attenuation_factor = p_value; + break; + } +} + +Variant GodotArea3D::get_param(PhysicsServer3D::AreaParameter p_param) const { + switch (p_param) { + case PhysicsServer3D::AREA_PARAM_GRAVITY: + return gravity; + case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR: + return gravity_vector; + case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT: + return gravity_is_point; + case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE: + return gravity_distance_scale; + case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION: + return point_attenuation; + case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP: + return linear_damp; + case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP: + return angular_damp; + case PhysicsServer3D::AREA_PARAM_PRIORITY: + return priority; + case PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE: + return wind_force_magnitude; + case PhysicsServer3D::AREA_PARAM_WIND_SOURCE: + return wind_source; + case PhysicsServer3D::AREA_PARAM_WIND_DIRECTION: + return wind_direction; + case PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR: + return wind_attenuation_factor; + } + + return Variant(); +} + +void GodotArea3D::_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 GodotArea3D::set_monitorable(bool p_monitorable) { + if (monitorable == p_monitorable) { + return; + } + + monitorable = p_monitorable; + _set_static(!monitorable); +} + +void GodotArea3D::call_queries() { + if (monitor_callback_id.is_valid() && !monitored_bodies.is_empty()) { + Variant res[5]; + Variant *resptr[5]; + for (int i = 0; i < 5; i++) { + resptr[i] = &res[i]; + } + + Object *obj = ObjectDB::get_instance(monitor_callback_id); + if (!obj) { + monitored_bodies.clear(); + monitor_callback_id = ObjectID(); + return; + } + + 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 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::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; + obj->call(monitor_callback_method, (const Variant **)resptr, 5, ce); + } + } + + if (area_monitor_callback_id.is_valid() && !monitored_areas.is_empty()) { + Variant res[5]; + Variant *resptr[5]; + for (int i = 0; i < 5; i++) { + resptr[i] = &res[i]; + } + + Object *obj = ObjectDB::get_instance(area_monitor_callback_id); + if (!obj) { + monitored_areas.clear(); + area_monitor_callback_id = ObjectID(); + return; + } + + 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 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::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; + obj->call(area_monitor_callback_method, (const Variant **)resptr, 5, ce); + } + } +} + +void GodotArea3D::compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const { + if (is_gravity_point()) { + const real_t gravity_distance_scale = get_gravity_distance_scale(); + Vector3 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 = Vector3(); + } + } else { + r_gravity = v.normalized() * get_gravity(); + } + } else { + r_gravity = get_gravity_vector() * get_gravity(); + } +} + +GodotArea3D::GodotArea3D() : + GodotCollisionObject3D(TYPE_AREA), + monitor_query_list(this), + moved_list(this) { + _set_static(true); //areas are never active + set_ray_pickable(false); +} + +GodotArea3D::~GodotArea3D() { +} |