godot_area_2d.cpp 9.4 KB

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  1. /*************************************************************************/
  2. /* godot_area_2d.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "godot_area_2d.h"
  31. #include "godot_body_2d.h"
  32. #include "godot_space_2d.h"
  33. GodotArea2D::BodyKey::BodyKey(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
  34. rid = p_body->get_self();
  35. instance_id = p_body->get_instance_id();
  36. body_shape = p_body_shape;
  37. area_shape = p_area_shape;
  38. }
  39. GodotArea2D::BodyKey::BodyKey(GodotArea2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
  40. rid = p_body->get_self();
  41. instance_id = p_body->get_instance_id();
  42. body_shape = p_body_shape;
  43. area_shape = p_area_shape;
  44. }
  45. void GodotArea2D::_shapes_changed() {
  46. if (!moved_list.in_list() && get_space()) {
  47. get_space()->area_add_to_moved_list(&moved_list);
  48. }
  49. }
  50. void GodotArea2D::set_transform(const Transform2D &p_transform) {
  51. if (!moved_list.in_list() && get_space()) {
  52. get_space()->area_add_to_moved_list(&moved_list);
  53. }
  54. _set_transform(p_transform);
  55. _set_inv_transform(p_transform.affine_inverse());
  56. }
  57. void GodotArea2D::set_space(GodotSpace2D *p_space) {
  58. if (get_space()) {
  59. if (monitor_query_list.in_list()) {
  60. get_space()->area_remove_from_monitor_query_list(&monitor_query_list);
  61. }
  62. if (moved_list.in_list()) {
  63. get_space()->area_remove_from_moved_list(&moved_list);
  64. }
  65. }
  66. monitored_bodies.clear();
  67. monitored_areas.clear();
  68. _set_space(p_space);
  69. }
  70. void GodotArea2D::set_monitor_callback(const Callable &p_callback) {
  71. ObjectID id = p_callback.get_object_id();
  72. if (id == monitor_callback.get_object_id()) {
  73. monitor_callback = p_callback;
  74. return;
  75. }
  76. _unregister_shapes();
  77. monitor_callback = p_callback;
  78. monitored_bodies.clear();
  79. monitored_areas.clear();
  80. _shape_changed();
  81. if (!moved_list.in_list() && get_space()) {
  82. get_space()->area_add_to_moved_list(&moved_list);
  83. }
  84. }
  85. void GodotArea2D::set_area_monitor_callback(const Callable &p_callback) {
  86. ObjectID id = p_callback.get_object_id();
  87. if (id == area_monitor_callback.get_object_id()) {
  88. area_monitor_callback = p_callback;
  89. return;
  90. }
  91. _unregister_shapes();
  92. area_monitor_callback = p_callback;
  93. monitored_bodies.clear();
  94. monitored_areas.clear();
  95. _shape_changed();
  96. if (!moved_list.in_list() && get_space()) {
  97. get_space()->area_add_to_moved_list(&moved_list);
  98. }
  99. }
  100. void GodotArea2D::set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode p_mode) {
  101. bool do_override = p_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED;
  102. if (do_override == (space_override_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED)) {
  103. return;
  104. }
  105. _unregister_shapes();
  106. space_override_mode = p_mode;
  107. _shape_changed();
  108. }
  109. void GodotArea2D::set_param(PhysicsServer2D::AreaParameter p_param, const Variant &p_value) {
  110. switch (p_param) {
  111. case PhysicsServer2D::AREA_PARAM_GRAVITY:
  112. gravity = p_value;
  113. break;
  114. case PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR:
  115. gravity_vector = p_value;
  116. break;
  117. case PhysicsServer2D::AREA_PARAM_GRAVITY_IS_POINT:
  118. gravity_is_point = p_value;
  119. break;
  120. case PhysicsServer2D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
  121. gravity_distance_scale = p_value;
  122. break;
  123. case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
  124. point_attenuation = p_value;
  125. break;
  126. case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP:
  127. linear_damp = p_value;
  128. break;
  129. case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP:
  130. angular_damp = p_value;
  131. break;
  132. case PhysicsServer2D::AREA_PARAM_PRIORITY:
  133. priority = p_value;
  134. break;
  135. }
  136. }
  137. Variant GodotArea2D::get_param(PhysicsServer2D::AreaParameter p_param) const {
  138. switch (p_param) {
  139. case PhysicsServer2D::AREA_PARAM_GRAVITY:
  140. return gravity;
  141. case PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR:
  142. return gravity_vector;
  143. case PhysicsServer2D::AREA_PARAM_GRAVITY_IS_POINT:
  144. return gravity_is_point;
  145. case PhysicsServer2D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
  146. return gravity_distance_scale;
  147. case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
  148. return point_attenuation;
  149. case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP:
  150. return linear_damp;
  151. case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP:
  152. return angular_damp;
  153. case PhysicsServer2D::AREA_PARAM_PRIORITY:
  154. return priority;
  155. }
  156. return Variant();
  157. }
  158. void GodotArea2D::_queue_monitor_update() {
  159. ERR_FAIL_COND(!get_space());
  160. if (!monitor_query_list.in_list()) {
  161. get_space()->area_add_to_monitor_query_list(&monitor_query_list);
  162. }
  163. }
  164. void GodotArea2D::set_monitorable(bool p_monitorable) {
  165. if (monitorable == p_monitorable) {
  166. return;
  167. }
  168. monitorable = p_monitorable;
  169. _set_static(!monitorable);
  170. }
  171. void GodotArea2D::call_queries() {
  172. if (!monitor_callback.is_null() && !monitored_bodies.is_empty()) {
  173. if (monitor_callback.is_valid()) {
  174. Variant res[5];
  175. Variant *resptr[5];
  176. for (int i = 0; i < 5; i++) {
  177. resptr[i] = &res[i];
  178. }
  179. for (Map<BodyKey, BodyState>::Element *E = monitored_bodies.front(); E;) {
  180. if (E->get().state == 0) { // Nothing happened
  181. Map<BodyKey, BodyState>::Element *next = E->next();
  182. monitored_bodies.erase(E);
  183. E = next;
  184. continue;
  185. }
  186. res[0] = E->get().state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED;
  187. res[1] = E->key().rid;
  188. res[2] = E->key().instance_id;
  189. res[3] = E->key().body_shape;
  190. res[4] = E->key().area_shape;
  191. Map<BodyKey, BodyState>::Element *next = E->next();
  192. monitored_bodies.erase(E);
  193. E = next;
  194. Callable::CallError ce;
  195. Variant ret;
  196. monitor_callback.call((const Variant **)resptr, 5, ret, ce);
  197. }
  198. } else {
  199. monitored_bodies.clear();
  200. monitor_callback = Callable();
  201. }
  202. }
  203. if (!area_monitor_callback.is_null() && !monitored_areas.is_empty()) {
  204. if (area_monitor_callback.is_valid()) {
  205. Variant res[5];
  206. Variant *resptr[5];
  207. for (int i = 0; i < 5; i++) {
  208. resptr[i] = &res[i];
  209. }
  210. for (Map<BodyKey, BodyState>::Element *E = monitored_areas.front(); E;) {
  211. if (E->get().state == 0) { // Nothing happened
  212. Map<BodyKey, BodyState>::Element *next = E->next();
  213. monitored_areas.erase(E);
  214. E = next;
  215. continue;
  216. }
  217. res[0] = E->get().state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED;
  218. res[1] = E->key().rid;
  219. res[2] = E->key().instance_id;
  220. res[3] = E->key().body_shape;
  221. res[4] = E->key().area_shape;
  222. Map<BodyKey, BodyState>::Element *next = E->next();
  223. monitored_areas.erase(E);
  224. E = next;
  225. Callable::CallError ce;
  226. Variant ret;
  227. area_monitor_callback.call((const Variant **)resptr, 5, ret, ce);
  228. }
  229. } else {
  230. monitored_areas.clear();
  231. area_monitor_callback = Callable();
  232. }
  233. }
  234. }
  235. void GodotArea2D::compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const {
  236. if (is_gravity_point()) {
  237. const real_t gravity_distance_scale = get_gravity_distance_scale();
  238. Vector2 v = get_transform().xform(get_gravity_vector()) - p_position;
  239. if (gravity_distance_scale > 0) {
  240. const real_t v_length = v.length();
  241. if (v_length > 0) {
  242. const real_t v_scaled = v_length * gravity_distance_scale;
  243. r_gravity = (v.normalized() * (get_gravity() / (v_scaled * v_scaled)));
  244. } else {
  245. r_gravity = Vector2();
  246. }
  247. } else {
  248. r_gravity = v.normalized() * get_gravity();
  249. }
  250. } else {
  251. r_gravity = get_gravity_vector() * get_gravity();
  252. }
  253. }
  254. GodotArea2D::GodotArea2D() :
  255. GodotCollisionObject2D(TYPE_AREA),
  256. monitor_query_list(this),
  257. moved_list(this) {
  258. _set_static(true); //areas are not active by default
  259. }
  260. GodotArea2D::~GodotArea2D() {
  261. }