/*************************************************************************/ /* area.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 AREA_H #define AREA_H #include "core/vset.h" #include "scene/3d/collision_object.h" class Area : public CollisionObject { GDCLASS(Area, CollisionObject); public: enum SpaceOverride { SPACE_OVERRIDE_DISABLED, SPACE_OVERRIDE_COMBINE, SPACE_OVERRIDE_COMBINE_REPLACE, SPACE_OVERRIDE_REPLACE, SPACE_OVERRIDE_REPLACE_COMBINE }; private: SpaceOverride space_override; Vector3 gravity_vec; real_t gravity; bool gravity_is_point; real_t gravity_distance_scale; real_t angular_damp; real_t linear_damp; uint32_t collision_mask; uint32_t collision_layer; int priority; bool monitoring; bool monitorable; bool locked; void _body_inout(int p_status, const RID &p_body, int p_instance, int p_body_shape, int p_area_shape); void _body_enter_tree(ObjectID p_id); void _body_exit_tree(ObjectID p_id); struct ShapePair { int body_shape; int area_shape; bool operator<(const ShapePair &p_sp) const { if (body_shape == p_sp.body_shape) return area_shape < p_sp.area_shape; else return body_shape < p_sp.body_shape; } ShapePair() {} ShapePair(int p_bs, int p_as) { body_shape = p_bs; area_shape = p_as; } }; struct BodyState { int rc; bool in_tree; VSet<ShapePair> shapes; }; Map<ObjectID, BodyState> body_map; void _area_inout(int p_status, const RID &p_area, int p_instance, int p_area_shape, int p_self_shape); void _area_enter_tree(ObjectID p_id); void _area_exit_tree(ObjectID p_id); struct AreaShapePair { int area_shape; int self_shape; bool operator<(const AreaShapePair &p_sp) const { if (area_shape == p_sp.area_shape) return self_shape < p_sp.self_shape; else return area_shape < p_sp.area_shape; } AreaShapePair() {} AreaShapePair(int p_bs, int p_as) { area_shape = p_bs; self_shape = p_as; } }; struct AreaState { int rc; bool in_tree; VSet<AreaShapePair> shapes; }; Map<ObjectID, AreaState> area_map; void _clear_monitoring(); bool audio_bus_override; StringName audio_bus; bool use_reverb_bus; StringName reverb_bus; float reverb_amount; float reverb_uniformity; void _validate_property(PropertyInfo &property) const; protected: void _notification(int p_what); static void _bind_methods(); public: void set_space_override_mode(SpaceOverride p_mode); SpaceOverride get_space_override_mode() const; void set_gravity_is_point(bool p_enabled); bool is_gravity_a_point() const; void set_gravity_distance_scale(real_t p_scale); real_t get_gravity_distance_scale() const; void set_gravity_vector(const Vector3 &p_vec); Vector3 get_gravity_vector() const; void set_gravity(real_t p_gravity); real_t get_gravity() const; void set_angular_damp(real_t p_angular_damp); real_t get_angular_damp() const; void set_linear_damp(real_t p_linear_damp); real_t get_linear_damp() const; void set_priority(real_t p_priority); real_t get_priority() const; void set_monitoring(bool p_enable); bool is_monitoring() const; void set_monitorable(bool p_enable); bool is_monitorable() const; void set_collision_mask(uint32_t p_mask); uint32_t get_collision_mask() const; void set_collision_layer(uint32_t p_layer); uint32_t get_collision_layer() const; void set_collision_mask_bit(int p_bit, bool p_value); bool get_collision_mask_bit(int p_bit) const; void set_collision_layer_bit(int p_bit, bool p_value); bool get_collision_layer_bit(int p_bit) const; Array get_overlapping_bodies() const; Array get_overlapping_areas() const; //function for script bool overlaps_area(Node *p_area) const; bool overlaps_body(Node *p_body) const; void set_audio_bus_override(bool p_override); bool is_overriding_audio_bus() const; void set_audio_bus(const StringName &p_audio_bus); StringName get_audio_bus() const; void set_use_reverb_bus(bool p_enable); bool is_using_reverb_bus() const; void set_reverb_bus(const StringName &p_audio_bus); StringName get_reverb_bus() const; void set_reverb_amount(float p_amount); float get_reverb_amount() const; void set_reverb_uniformity(float p_uniformity); float get_reverb_uniformity() const; Area(); ~Area(); }; VARIANT_ENUM_CAST(Area::SpaceOverride); #endif // AREA__H