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746dddc067
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
232 lines
7.1 KiB
C++
232 lines
7.1 KiB
C++
/*************************************************************************/
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/* area_3d.h */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#ifndef AREA_3D_H
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#define AREA_3D_H
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#include "core/templates/vset.h"
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#include "scene/3d/collision_object_3d.h"
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class Area3D : public CollisionObject3D {
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GDCLASS(Area3D, CollisionObject3D);
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public:
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enum SpaceOverride {
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SPACE_OVERRIDE_DISABLED,
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SPACE_OVERRIDE_COMBINE,
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SPACE_OVERRIDE_COMBINE_REPLACE,
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SPACE_OVERRIDE_REPLACE,
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SPACE_OVERRIDE_REPLACE_COMBINE
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};
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private:
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SpaceOverride gravity_space_override = SPACE_OVERRIDE_DISABLED;
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Vector3 gravity_vec;
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real_t gravity = 0.0;
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bool gravity_is_point = false;
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real_t gravity_distance_scale = 0.0;
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SpaceOverride linear_damp_space_override = SPACE_OVERRIDE_DISABLED;
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SpaceOverride angular_damp_space_override = SPACE_OVERRIDE_DISABLED;
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real_t angular_damp = 0.1;
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real_t linear_damp = 0.1;
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int priority = 0;
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real_t wind_force_magnitude = 0.0;
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real_t wind_attenuation_factor = 0.0;
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NodePath wind_source_path;
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bool monitoring = false;
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bool monitorable = false;
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bool locked = false;
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void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape);
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void _body_enter_tree(ObjectID p_id);
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void _body_exit_tree(ObjectID p_id);
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struct ShapePair {
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int body_shape = 0;
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int area_shape = 0;
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bool operator<(const ShapePair &p_sp) const {
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if (body_shape == p_sp.body_shape) {
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return area_shape < p_sp.area_shape;
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} else {
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return body_shape < p_sp.body_shape;
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}
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}
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ShapePair() {}
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ShapePair(int p_bs, int p_as) {
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body_shape = p_bs;
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area_shape = p_as;
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}
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};
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struct BodyState {
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RID rid;
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int rc = 0;
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bool in_tree = false;
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VSet<ShapePair> shapes;
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};
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HashMap<ObjectID, BodyState> body_map;
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void _area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape);
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void _area_enter_tree(ObjectID p_id);
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void _area_exit_tree(ObjectID p_id);
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struct AreaShapePair {
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int area_shape = 0;
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int self_shape = 0;
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bool operator<(const AreaShapePair &p_sp) const {
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if (area_shape == p_sp.area_shape) {
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return self_shape < p_sp.self_shape;
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} else {
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return area_shape < p_sp.area_shape;
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}
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}
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AreaShapePair() {}
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AreaShapePair(int p_bs, int p_as) {
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area_shape = p_bs;
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self_shape = p_as;
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}
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};
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struct AreaState {
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RID rid;
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int rc = 0;
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bool in_tree = false;
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VSet<AreaShapePair> shapes;
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};
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HashMap<ObjectID, AreaState> area_map;
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void _clear_monitoring();
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bool audio_bus_override = false;
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StringName audio_bus = "Master";
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bool use_reverb_bus = false;
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StringName reverb_bus = "Master";
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float reverb_amount = 0.0;
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float reverb_uniformity = 0.0;
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void _validate_property(PropertyInfo &property) const override;
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void _initialize_wind();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_gravity_space_override_mode(SpaceOverride p_mode);
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SpaceOverride get_gravity_space_override_mode() const;
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void set_gravity_is_point(bool p_enabled);
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bool is_gravity_a_point() const;
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void set_gravity_point_distance_scale(real_t p_scale);
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real_t get_gravity_point_distance_scale() const;
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void set_gravity_point_center(const Vector3 &p_center);
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const Vector3 &get_gravity_point_center() const;
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void set_gravity_direction(const Vector3 &p_direction);
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const Vector3 &get_gravity_direction() const;
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void set_gravity(real_t p_gravity);
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real_t get_gravity() const;
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void set_linear_damp_space_override_mode(SpaceOverride p_mode);
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SpaceOverride get_linear_damp_space_override_mode() const;
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void set_angular_damp_space_override_mode(SpaceOverride p_mode);
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SpaceOverride get_angular_damp_space_override_mode() const;
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void set_angular_damp(real_t p_angular_damp);
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real_t get_angular_damp() const;
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void set_linear_damp(real_t p_linear_damp);
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real_t get_linear_damp() const;
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void set_priority(real_t p_priority);
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real_t get_priority() const;
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void set_wind_force_magnitude(real_t p_wind_force_magnitude);
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real_t get_wind_force_magnitude() const;
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void set_wind_attenuation_factor(real_t p_wind_attenuation_factor);
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real_t get_wind_attenuation_factor() const;
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void set_wind_source_path(const NodePath &p_wind_source_path);
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const NodePath &get_wind_source_path() const;
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void set_monitoring(bool p_enable);
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bool is_monitoring() const;
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void set_monitorable(bool p_enable);
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bool is_monitorable() const;
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TypedArray<Node3D> get_overlapping_bodies() const;
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TypedArray<Area3D> get_overlapping_areas() const; //function for script
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bool overlaps_area(Node *p_area) const;
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bool overlaps_body(Node *p_body) const;
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void set_audio_bus_override(bool p_override);
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bool is_overriding_audio_bus() const;
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void set_audio_bus_name(const StringName &p_audio_bus);
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StringName get_audio_bus_name() const;
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void set_use_reverb_bus(bool p_enable);
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bool is_using_reverb_bus() const;
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void set_reverb_bus(const StringName &p_audio_bus);
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StringName get_reverb_bus() const;
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void set_reverb_amount(float p_amount);
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float get_reverb_amount() const;
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void set_reverb_uniformity(float p_uniformity);
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float get_reverb_uniformity() const;
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Area3D();
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~Area3D();
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};
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VARIANT_ENUM_CAST(Area3D::SpaceOverride);
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#endif // AREA_3D_H
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