/*************************************************************************/ /* 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(const Callable &p_callback) { ObjectID id = p_callback.get_object_id(); if (id == monitor_callback.get_object_id()) { monitor_callback = p_callback; return; } _unregister_shapes(); monitor_callback = p_callback; 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(const Callable &p_callback) { ObjectID id = p_callback.get_object_id(); if (id == area_monitor_callback.get_object_id()) { area_monitor_callback = p_callback; return; } _unregister_shapes(); area_monitor_callback = p_callback; 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 &r_mode, PhysicsServer3D::AreaSpaceOverrideMode p_new_mode) { bool do_override = p_new_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED; if (do_override == (r_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED)) { return; } _unregister_shapes(); r_mode = p_new_mode; _shape_changed(); } void GodotArea3D::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value) { switch (p_param) { case PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE: _set_space_override_mode(gravity_override_mode, (PhysicsServer3D::AreaSpaceOverrideMode)(int)p_value); break; 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_OVERRIDE_MODE: _set_space_override_mode(linear_damping_override_mode, (PhysicsServer3D::AreaSpaceOverrideMode)(int)p_value); break; case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP: linear_damp = p_value; break; case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE: _set_space_override_mode(angular_damping_override_mode, (PhysicsServer3D::AreaSpaceOverrideMode)(int)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_OVERRIDE_MODE: return gravity_override_mode; 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_OVERRIDE_MODE: return linear_damping_override_mode; case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP: return linear_damp; case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE: return angular_damping_override_mode; 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); _shapes_changed(); } void GodotArea3D::call_queries() { if (!monitor_callback.is_null() && !monitored_bodies.is_empty()) { if (monitor_callback.is_valid()) { Variant res[5]; Variant *resptr[5]; for (int i = 0; i < 5; i++) { resptr[i] = &res[i]; } 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; Variant ret; monitor_callback.call((const Variant **)resptr, 5, ret, ce); } } else { monitored_bodies.clear(); monitor_callback = Callable(); } } if (!area_monitor_callback.is_null() && !monitored_areas.is_empty()) { if (area_monitor_callback.is_valid()) { Variant res[5]; Variant *resptr[5]; for (int i = 0; i < 5; i++) { resptr[i] = &res[i]; } 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; Variant ret; area_monitor_callback.call((const Variant **)resptr, 5, ret, ce); } } else { monitored_areas.clear(); area_monitor_callback = Callable(); } } } 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() { }