/*************************************************************************/ /* godot_area_pair_2d.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_pair_2d.h" #include "godot_collision_solver_2d.h" bool GodotAreaPair2D::setup(real_t p_step) { bool result = false; if (area->collides_with(body) && GodotCollisionSolver2D::solve(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), Vector2(), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), Vector2(), nullptr, this)) { result = true; } process_collision = false; has_space_override = false; if (result != colliding) { if ((int)area->get_param(PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE) != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { has_space_override = true; } else if ((int)area->get_param(PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE) != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { has_space_override = true; } else if ((int)area->get_param(PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE) != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { has_space_override = true; } process_collision = has_space_override; if (area->has_monitor_callback()) { process_collision = true; } colliding = result; } return process_collision; } bool GodotAreaPair2D::pre_solve(real_t p_step) { if (!process_collision) { return false; } if (colliding) { if (has_space_override) { body->add_area(area); } if (area->has_monitor_callback()) { area->add_body_to_query(body, body_shape, area_shape); } } else { if (has_space_override) { body->remove_area(area); } if (area->has_monitor_callback()) { area->remove_body_from_query(body, body_shape, area_shape); } } return false; // Never do any post solving. } void GodotAreaPair2D::solve(real_t p_step) { // Nothing to do. } GodotAreaPair2D::GodotAreaPair2D(GodotBody2D *p_body, int p_body_shape, GodotArea2D *p_area, int p_area_shape) { body = p_body; area = p_area; body_shape = p_body_shape; area_shape = p_area_shape; body->add_constraint(this, 0); area->add_constraint(this); if (p_body->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC) { //need to be active to process pair p_body->set_active(true); } } GodotAreaPair2D::~GodotAreaPair2D() { if (colliding) { if (has_space_override) { body->remove_area(area); } if (area->has_monitor_callback()) { area->remove_body_from_query(body, body_shape, area_shape); } } body->remove_constraint(this, 0); area->remove_constraint(this); } ////////////////////////////////// bool GodotArea2Pair2D::setup(real_t p_step) { bool result_a = area_a->collides_with(area_b); bool result_b = area_b->collides_with(area_a); if ((result_a || result_b) && !GodotCollisionSolver2D::solve(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), Vector2(), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), Vector2(), nullptr, this)) { result_a = false; result_b = false; } bool process_collision = false; process_collision_a = false; if (result_a != colliding_a) { if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) { process_collision_a = true; process_collision = true; } colliding_a = result_a; } process_collision_b = false; if (result_b != colliding_b) { if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) { process_collision_b = true; process_collision = true; } colliding_b = result_b; } return process_collision; } bool GodotArea2Pair2D::pre_solve(real_t p_step) { if (process_collision_a) { if (colliding_a) { area_a->add_area_to_query(area_b, shape_b, shape_a); } else { area_a->remove_area_from_query(area_b, shape_b, shape_a); } } if (process_collision_b) { if (colliding_b) { area_b->add_area_to_query(area_a, shape_a, shape_b); } else { area_b->remove_area_from_query(area_a, shape_a, shape_b); } } return false; // Never do any post solving. } void GodotArea2Pair2D::solve(real_t p_step) { // Nothing to do. } GodotArea2Pair2D::GodotArea2Pair2D(GodotArea2D *p_area_a, int p_shape_a, GodotArea2D *p_area_b, int p_shape_b) { area_a = p_area_a; area_b = p_area_b; shape_a = p_shape_a; shape_b = p_shape_b; area_a->add_constraint(this); area_b->add_constraint(this); } GodotArea2Pair2D::~GodotArea2Pair2D() { if (colliding_a) { if (area_a->has_area_monitor_callback()) { area_a->remove_area_from_query(area_b, shape_b, shape_a); } } if (colliding_b) { if (area_b->has_area_monitor_callback()) { area_b->remove_area_from_query(area_a, shape_a, shape_b); } } area_a->remove_constraint(this); area_b->remove_constraint(this); }