| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176 | /*************************************************************************//*  area_bullet.h                                                        *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2019 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 AREABULLET_H#define AREABULLET_H#include "collision_object_bullet.h"#include "core/vector.h"#include "servers/physics_server.h"#include "space_bullet.h"/**	@author AndreaCatania*/class btGhostObject;class AreaBullet : public RigidCollisionObjectBullet {	friend void SpaceBullet::check_ghost_overlaps();public:	struct InOutEventCallback {		ObjectID event_callback_id;		StringName event_callback_method;		InOutEventCallback() :				event_callback_id(0) {}	};	enum OverlapState {		OVERLAP_STATE_DIRTY = 0, // Mark processed overlaps		OVERLAP_STATE_INSIDE, // Mark old overlap		OVERLAP_STATE_ENTER, // Mark just enter overlap		OVERLAP_STATE_EXIT // Mark ended overlaps	};	struct OverlappingObjectData {		CollisionObjectBullet *object;		OverlapState state;		OverlappingObjectData() :				object(NULL),				state(OVERLAP_STATE_ENTER) {}		OverlappingObjectData(CollisionObjectBullet *p_object, OverlapState p_state) :				object(p_object),				state(p_state) {}		OverlappingObjectData(const OverlappingObjectData &other) {			operator=(other);		}		void operator=(const OverlappingObjectData &other) {			object = other.object;			state = other.state;		}	};private:	// These are used by function callEvent. Instead to create this each call I create if one time.	Variant call_event_res[5];	Variant *call_event_res_ptr[5];	btGhostObject *btGhost;	Vector<OverlappingObjectData> overlappingObjects;	bool monitorable;	PhysicsServer::AreaSpaceOverrideMode spOv_mode;	bool spOv_gravityPoint;	real_t spOv_gravityPointDistanceScale;	real_t spOv_gravityPointAttenuation;	Vector3 spOv_gravityVec;	real_t spOv_gravityMag;	real_t spOv_linearDump;	real_t spOv_angularDump;	int spOv_priority;	bool isScratched;	InOutEventCallback eventsCallbacks[2];public:	AreaBullet();	~AreaBullet();	_FORCE_INLINE_ btGhostObject *get_bt_ghost() const { return btGhost; }	int find_overlapping_object(CollisionObjectBullet *p_colObj);	void set_monitorable(bool p_monitorable);	_FORCE_INLINE_ bool is_monitorable() const { return monitorable; }	bool is_monitoring() const;	_FORCE_INLINE_ void set_spOv_mode(PhysicsServer::AreaSpaceOverrideMode p_mode) { spOv_mode = p_mode; }	_FORCE_INLINE_ PhysicsServer::AreaSpaceOverrideMode get_spOv_mode() { return spOv_mode; }	_FORCE_INLINE_ void set_spOv_gravityPoint(bool p_isGP) { spOv_gravityPoint = p_isGP; }	_FORCE_INLINE_ bool is_spOv_gravityPoint() { return spOv_gravityPoint; }	_FORCE_INLINE_ void set_spOv_gravityPointDistanceScale(real_t p_GPDS) { spOv_gravityPointDistanceScale = p_GPDS; }	_FORCE_INLINE_ real_t get_spOv_gravityPointDistanceScale() { return spOv_gravityPointDistanceScale; }	_FORCE_INLINE_ void set_spOv_gravityPointAttenuation(real_t p_GPA) { spOv_gravityPointAttenuation = p_GPA; }	_FORCE_INLINE_ real_t get_spOv_gravityPointAttenuation() { return spOv_gravityPointAttenuation; }	_FORCE_INLINE_ void set_spOv_gravityVec(Vector3 p_vec) { spOv_gravityVec = p_vec; }	_FORCE_INLINE_ const Vector3 &get_spOv_gravityVec() const { return spOv_gravityVec; }	_FORCE_INLINE_ void set_spOv_gravityMag(real_t p_gravityMag) { spOv_gravityMag = p_gravityMag; }	_FORCE_INLINE_ real_t get_spOv_gravityMag() { return spOv_gravityMag; }	_FORCE_INLINE_ void set_spOv_linearDump(real_t p_linearDump) { spOv_linearDump = p_linearDump; }	_FORCE_INLINE_ real_t get_spOv_linearDamp() { return spOv_linearDump; }	_FORCE_INLINE_ void set_spOv_angularDump(real_t p_angularDump) { spOv_angularDump = p_angularDump; }	_FORCE_INLINE_ real_t get_spOv_angularDamp() { return spOv_angularDump; }	_FORCE_INLINE_ void set_spOv_priority(int p_priority) { spOv_priority = p_priority; }	_FORCE_INLINE_ int get_spOv_priority() { return spOv_priority; }	virtual void main_shape_changed();	virtual void reload_body();	virtual void set_space(SpaceBullet *p_space);	virtual void dispatch_callbacks();	void call_event(CollisionObjectBullet *p_otherObject, PhysicsServer::AreaBodyStatus p_status);	void set_on_state_change(ObjectID p_id, const StringName &p_method, const Variant &p_udata = Variant());	void scratch();	void clear_overlaps(bool p_notify);	// Dispatch the callbacks and removes from overlapping list	void remove_overlap(CollisionObjectBullet *p_object, bool p_notify);	virtual void on_collision_filters_change();	virtual void on_collision_checker_start() {}	virtual void on_collision_checker_end() { isTransformChanged = false; }	void add_overlap(CollisionObjectBullet *p_otherObject);	void put_overlap_as_exit(int p_index);	void put_overlap_as_inside(int p_index);	void set_param(PhysicsServer::AreaParameter p_param, const Variant &p_value);	Variant get_param(PhysicsServer::AreaParameter p_param) const;	void set_event_callback(Type p_callbackObjectType, ObjectID p_id, const StringName &p_method);	bool has_event_callback(Type p_callbackObjectType);	virtual void on_enter_area(AreaBullet *p_area);	virtual void on_exit_area(AreaBullet *p_area);};#endif
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