| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291 | /*************************************************************************//*  area_bullet.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 "area_bullet.h"#include "bullet_physics_server.h"#include "bullet_types_converter.h"#include "bullet_utilities.h"#include "collision_object_bullet.h"#include "space_bullet.h"#include <BulletCollision/CollisionDispatch/btGhostObject.h>#include <btBulletCollisionCommon.h>/**	@author AndreaCatania*/AreaBullet::AreaBullet() :		RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_AREA) {	btGhost = bulletnew(btGhostObject);	reload_shapes();	setupBulletCollisionObject(btGhost);	/// Collision objects with a callback still have collision response with dynamic rigid bodies.	/// In order to use collision objects as trigger, you have to disable the collision response.	set_collision_enabled(false);	for (int i = 0; i < 5; ++i) {		call_event_res_ptr[i] = &call_event_res[i];	}}AreaBullet::~AreaBullet() {	// signal are handled by godot, so just clear without notify	for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {		overlappingObjects[i].object->on_exit_area(this);	}}void AreaBullet::dispatch_callbacks() {	if (!isScratched) {		return;	}	isScratched = false;	// Reverse order because I've to remove EXIT objects	for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {		OverlappingObjectData &otherObj = overlappingObjects.write[i];		switch (otherObj.state) {			case OVERLAP_STATE_ENTER:				otherObj.state = OVERLAP_STATE_INSIDE;				call_event(otherObj.object, PhysicsServer3D::AREA_BODY_ADDED);				otherObj.object->on_enter_area(this);				break;			case OVERLAP_STATE_EXIT:				call_event(otherObj.object, PhysicsServer3D::AREA_BODY_REMOVED);				otherObj.object->on_exit_area(this);				overlappingObjects.remove(i); // Remove after callback				break;			case OVERLAP_STATE_DIRTY:			case OVERLAP_STATE_INSIDE:				break;		}	}}void AreaBullet::call_event(CollisionObjectBullet *p_otherObject, PhysicsServer3D::AreaBodyStatus p_status) {	InOutEventCallback &event = eventsCallbacks[static_cast<int>(p_otherObject->getType())];	if (!event.event_callback.is_valid()) {		event.event_callback = Callable();		return;	}	call_event_res[0] = p_status;	call_event_res[1] = p_otherObject->get_self(); // Other body	call_event_res[2] = p_otherObject->get_instance_id(); // instance ID	call_event_res[3] = 0; // other_body_shape ID	call_event_res[4] = 0; // self_shape ID	Callable::CallError outResp;	Variant ret;	event.event_callback.call((const Variant **)call_event_res, 5, ret, outResp);}void AreaBullet::scratch() {	if (isScratched) {		return;	}	isScratched = true;}void AreaBullet::clear_overlaps(bool p_notify) {	for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {		if (p_notify) {			call_event(overlappingObjects[i].object, PhysicsServer3D::AREA_BODY_REMOVED);		}		overlappingObjects[i].object->on_exit_area(this);	}	overlappingObjects.clear();}void AreaBullet::remove_overlap(CollisionObjectBullet *p_object, bool p_notify) {	for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {		if (overlappingObjects[i].object == p_object) {			if (p_notify) {				call_event(overlappingObjects[i].object, PhysicsServer3D::AREA_BODY_REMOVED);			}			overlappingObjects[i].object->on_exit_area(this);			overlappingObjects.remove(i);			break;		}	}}int AreaBullet::find_overlapping_object(CollisionObjectBullet *p_colObj) {	const int size = overlappingObjects.size();	for (int i = 0; i < size; ++i) {		if (overlappingObjects[i].object == p_colObj) {			return i;		}	}	return -1;}void AreaBullet::set_monitorable(bool p_monitorable) {	monitorable = p_monitorable;}bool AreaBullet::is_monitoring() const {	return get_godot_object_flags() & GOF_IS_MONITORING_AREA;}void AreaBullet::main_shape_changed() {	CRASH_COND(!get_main_shape());	btGhost->setCollisionShape(get_main_shape());}void AreaBullet::reload_body() {	if (space) {		space->remove_area(this);		space->add_area(this);	}}void AreaBullet::set_space(SpaceBullet *p_space) {	// Clear the old space if there is one	if (space) {		clear_overlaps(false);		isScratched = false;		// Remove this object form the physics world		space->remove_area(this);	}	space = p_space;	if (space) {		space->add_area(this);	}}void AreaBullet::on_collision_filters_change() {	if (space) {		space->reload_collision_filters(this);	}}void AreaBullet::add_overlap(CollisionObjectBullet *p_otherObject) {	scratch();	overlappingObjects.push_back(OverlappingObjectData(p_otherObject, OVERLAP_STATE_ENTER));	p_otherObject->notify_new_overlap(this);}void AreaBullet::put_overlap_as_exit(int p_index) {	scratch();	overlappingObjects.write[p_index].state = OVERLAP_STATE_EXIT;}void AreaBullet::put_overlap_as_inside(int p_index) {	// This check is required to be sure this body was inside	if (OVERLAP_STATE_DIRTY == overlappingObjects[p_index].state) {		overlappingObjects.write[p_index].state = OVERLAP_STATE_INSIDE;	}}void AreaBullet::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value) {	switch (p_param) {		case PhysicsServer3D::AREA_PARAM_GRAVITY:			set_spOv_gravityMag(p_value);			break;		case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:			set_spOv_gravityVec(p_value);			break;		case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:			set_spOv_linearDump(p_value);			break;		case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:			set_spOv_angularDump(p_value);			break;		case PhysicsServer3D::AREA_PARAM_PRIORITY:			set_spOv_priority(p_value);			break;		case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:			set_spOv_gravityPoint(p_value);			break;		case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:			set_spOv_gravityPointDistanceScale(p_value);			break;		case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:			set_spOv_gravityPointAttenuation(p_value);			break;		default:			WARN_PRINT("Area doesn't support this parameter in the Bullet backend: " + itos(p_param));	}}Variant AreaBullet::get_param(PhysicsServer3D::AreaParameter p_param) const {	switch (p_param) {		case PhysicsServer3D::AREA_PARAM_GRAVITY:			return spOv_gravityMag;		case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:			return spOv_gravityVec;		case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:			return spOv_linearDump;		case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:			return spOv_angularDump;		case PhysicsServer3D::AREA_PARAM_PRIORITY:			return spOv_priority;		case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:			return spOv_gravityPoint;		case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:			return spOv_gravityPointDistanceScale;		case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:			return spOv_gravityPointAttenuation;		default:			WARN_PRINT("Area doesn't support this parameter in the Bullet backend: " + itos(p_param));			return Variant();	}}void AreaBullet::set_event_callback(Type p_callbackObjectType, const Callable &p_callback) {	InOutEventCallback &ev = eventsCallbacks[static_cast<int>(p_callbackObjectType)];	ev.event_callback = p_callback;	/// Set if monitoring	if (!eventsCallbacks[0].event_callback.is_null() || !eventsCallbacks[1].event_callback.is_null()) {		set_godot_object_flags(get_godot_object_flags() | GOF_IS_MONITORING_AREA);	} else {		set_godot_object_flags(get_godot_object_flags() & (~GOF_IS_MONITORING_AREA));	}}bool AreaBullet::has_event_callback(Type p_callbackObjectType) {	return !eventsCallbacks[static_cast<int>(p_callbackObjectType)].event_callback.is_null();}void AreaBullet::on_enter_area(AreaBullet *p_area) {}void AreaBullet::on_exit_area(AreaBullet *p_area) {	CollisionObjectBullet::on_exit_area(p_area);}
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