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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
186 lines
6.4 KiB
C++
186 lines
6.4 KiB
C++
/*************************************************************************/
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/* proximity_group_3d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "proximity_group_3d.h"
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#include "core/math/math_funcs.h"
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void ProximityGroup3D::_clear_groups() {
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Map<StringName, uint32_t>::Element *E;
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{
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const int size = 16;
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StringName remove_list[size];
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E = groups.front();
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int num = 0;
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while (E && num < size) {
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if (E->get() != group_version) {
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remove_list[num++] = E->key();
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}
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E = E->next();
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}
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for (int i = 0; i < num; i++) {
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groups.erase(remove_list[i]);
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}
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}
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if (E) {
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_clear_groups(); // call until we go through the whole list
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}
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}
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void ProximityGroup3D::_update_groups() {
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if (grid_radius == Vector3(0, 0, 0)) {
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return;
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}
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++group_version;
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Vector3 pos = get_global_transform().get_origin();
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Vector3 vcell = pos / cell_size;
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int cell[3] = { Math::fast_ftoi(vcell.x), Math::fast_ftoi(vcell.y), Math::fast_ftoi(vcell.z) };
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_add_groups(cell, group_name, 0);
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_clear_groups();
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}
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void ProximityGroup3D::_add_groups(int *p_cell, String p_base, int p_depth) {
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p_base = p_base + "|";
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if (grid_radius[p_depth] == 0) {
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if (p_depth == 2) {
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_new_group(p_base);
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} else {
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_add_groups(p_cell, p_base, p_depth + 1);
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}
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}
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int start = p_cell[p_depth] - grid_radius[p_depth];
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int end = p_cell[p_depth] + grid_radius[p_depth];
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for (int i = start; i <= end; i++) {
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String gname = p_base + itos(i);
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if (p_depth == 2) {
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_new_group(gname);
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} else {
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_add_groups(p_cell, gname, p_depth + 1);
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}
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}
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}
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void ProximityGroup3D::_new_group(StringName p_name) {
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const Map<StringName, uint32_t>::Element *E = groups.find(p_name);
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if (!E) {
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add_to_group(p_name);
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}
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groups[p_name] = group_version;
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}
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void ProximityGroup3D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_EXIT_TREE:
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++group_version;
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_clear_groups();
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break;
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case NOTIFICATION_TRANSFORM_CHANGED:
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_update_groups();
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break;
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}
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}
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void ProximityGroup3D::broadcast(String p_method, Variant p_parameters) {
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Map<StringName, uint32_t>::Element *E;
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E = groups.front();
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while (E) {
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get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFAULT, E->key(), "_proximity_group_broadcast", p_method, p_parameters);
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E = E->next();
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}
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}
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void ProximityGroup3D::_proximity_group_broadcast(String p_method, Variant p_parameters) {
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if (dispatch_mode == MODE_PROXY) {
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get_parent()->call(p_method, p_parameters);
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} else {
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emit_signal("broadcast", p_method, p_parameters);
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}
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}
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void ProximityGroup3D::set_group_name(const String &p_group_name) {
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group_name = p_group_name;
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}
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String ProximityGroup3D::get_group_name() const {
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return group_name;
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}
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void ProximityGroup3D::set_dispatch_mode(DispatchMode p_mode) {
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dispatch_mode = p_mode;
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}
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ProximityGroup3D::DispatchMode ProximityGroup3D::get_dispatch_mode() const {
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return dispatch_mode;
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}
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void ProximityGroup3D::set_grid_radius(const Vector3 &p_radius) {
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grid_radius = p_radius;
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}
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Vector3 ProximityGroup3D::get_grid_radius() const {
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return grid_radius;
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}
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void ProximityGroup3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_group_name", "name"), &ProximityGroup3D::set_group_name);
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ClassDB::bind_method(D_METHOD("get_group_name"), &ProximityGroup3D::get_group_name);
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ClassDB::bind_method(D_METHOD("set_dispatch_mode", "mode"), &ProximityGroup3D::set_dispatch_mode);
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ClassDB::bind_method(D_METHOD("get_dispatch_mode"), &ProximityGroup3D::get_dispatch_mode);
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ClassDB::bind_method(D_METHOD("set_grid_radius", "radius"), &ProximityGroup3D::set_grid_radius);
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ClassDB::bind_method(D_METHOD("get_grid_radius"), &ProximityGroup3D::get_grid_radius);
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ClassDB::bind_method(D_METHOD("broadcast", "method", "parameters"), &ProximityGroup3D::broadcast);
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ClassDB::bind_method(D_METHOD("_proximity_group_broadcast", "method", "parameters"), &ProximityGroup3D::_proximity_group_broadcast);
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "group_name"), "set_group_name", "get_group_name");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "dispatch_mode", PROPERTY_HINT_ENUM, "Proxy,Signal"), "set_dispatch_mode", "get_dispatch_mode");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "grid_radius"), "set_grid_radius", "get_grid_radius");
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ADD_SIGNAL(MethodInfo("broadcast", PropertyInfo(Variant::STRING, "method"), PropertyInfo(Variant::ARRAY, "parameters")));
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BIND_ENUM_CONSTANT(MODE_PROXY);
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BIND_ENUM_CONSTANT(MODE_SIGNAL);
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}
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ProximityGroup3D::ProximityGroup3D() {
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set_notify_transform(true);
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}
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