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- /*************************************************************************/
- /* area_bullet.h */
- /*************************************************************************/
- /* 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. */
- /*************************************************************************/
- #ifndef AREABULLET_H
- #define AREABULLET_H
- #include "collision_object_bullet.h"
- #include "core/templates/vector.h"
- #include "servers/physics_server_3d.h"
- #include "space_bullet.h"
- /**
- @author AndreaCatania
- */
- class btGhostObject;
- class AreaBullet : public RigidCollisionObjectBullet {
- friend void SpaceBullet::check_ghost_overlaps();
- public:
- struct InOutEventCallback {
- Callable event_callback;
- InOutEventCallback() {}
- };
- 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 = nullptr;
- OverlapState state = OVERLAP_STATE_ENTER;
- OverlappingObjectData() {}
- 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 = nullptr;
- Vector<OverlappingObjectData> overlappingObjects;
- bool monitorable = true;
- PhysicsServer3D::AreaSpaceOverrideMode spOv_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
- bool spOv_gravityPoint = false;
- real_t spOv_gravityPointDistanceScale = 0.0;
- real_t spOv_gravityPointAttenuation = 1.0;
- Vector3 spOv_gravityVec = Vector3(0, -1, 0);
- real_t spOv_gravityMag = 10.0;
- real_t spOv_linearDump = 0.1;
- real_t spOv_angularDump = 0.1;
- int spOv_priority = 0;
- bool isScratched = false;
- 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(PhysicsServer3D::AreaSpaceOverrideMode p_mode) { spOv_mode = p_mode; }
- _FORCE_INLINE_ PhysicsServer3D::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, PhysicsServer3D::AreaBodyStatus p_status);
- 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(PhysicsServer3D::AreaParameter p_param, const Variant &p_value);
- Variant get_param(PhysicsServer3D::AreaParameter p_param) const;
- void set_event_callback(Type p_callbackObjectType, const Callable &p_callback);
- 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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