/*************************************************************************/ /* godot_area_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 gravity_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED; PhysicsServer2D::AreaSpaceOverrideMode linear_damping_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED; PhysicsServer2D::AreaSpaceOverrideMode angular_damping_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 monitor_query_list; SelfList moved_list; struct BodyKey { RID rid; ObjectID instance_id; uint32_t body_shape = 0; uint32_t area_shape = 0; static uint32_t hash(const BodyKey &p_key) { uint32_t h = hash_one_uint64(p_key.rid.get_id()); h = hash_djb2_one_64(p_key.instance_id, h); h = hash_djb2_one_32(p_key.area_shape, h); return hash_djb2_one_32(p_key.body_shape, h); } _FORCE_INLINE_ bool operator==(const BodyKey &p_key) const { return rid == p_key.rid && instance_id == p_key.instance_id && body_shape == p_key.body_shape && area_shape == p_key.area_shape; } _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--; } }; HashMap monitored_bodies; HashMap monitored_areas; RBSet constraints; virtual void _shapes_changed() override; void _queue_monitor_update(); void _set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode &r_mode, PhysicsServer2D::AreaSpaceOverrideMode p_new_mode); 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; _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 RBSet &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) override; 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