/*************************************************************************/ /* proximity_group_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 "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_method, Variant p_parameters) { 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_method, p_parameters); E = E->next(); } } void ProximityGroup3D::_proximity_group_broadcast(String p_method, Variant p_parameters) { if (dispatch_mode == MODE_PROXY) { ERR_FAIL_COND(!is_inside_tree()); get_parent()->call(p_method, p_parameters); } else { emit_signal(SNAME("broadcast"), p_method, p_parameters); } } 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", "method", "parameters"), &ProximityGroup3D::broadcast); ClassDB::bind_method(D_METHOD("_proximity_group_broadcast", "method", "parameters"), &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, "method"), PropertyInfo(Variant::ARRAY, "parameters"))); BIND_ENUM_CONSTANT(MODE_PROXY); BIND_ENUM_CONSTANT(MODE_SIGNAL); } ProximityGroup3D::ProximityGroup3D() { set_notify_transform(true); }