godot/scene/3d/area.cpp

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/*************************************************************************/
/* area.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
2016-01-01 13:50:53 +00:00
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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.h"
#include "scene/scene_string_names.h"
#include "servers/physics_server.h"
void Area::set_space_override_mode(SpaceOverride p_mode) {
space_override=p_mode;
PhysicsServer::get_singleton()->area_set_space_override_mode(get_rid(),PhysicsServer::AreaSpaceOverrideMode(p_mode));
}
Area::SpaceOverride Area::get_space_override_mode() const{
return space_override;
}
void Area::set_gravity_is_point(bool p_enabled){
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gravity_is_point=p_enabled;
PhysicsServer::get_singleton()->area_set_param(get_rid(),PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT,p_enabled);
}
bool Area::is_gravity_a_point() const{
return gravity_is_point;
}
void Area::set_gravity_distance_scale(real_t p_scale){
gravity_distance_scale=p_scale;
PhysicsServer::get_singleton()->area_set_param(get_rid(),PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE,p_scale);
}
real_t Area::get_gravity_distance_scale() const{
return gravity_distance_scale;
}
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void Area::set_gravity_vector(const Vector3& p_vec){
gravity_vec=p_vec;
PhysicsServer::get_singleton()->area_set_param(get_rid(),PhysicsServer::AREA_PARAM_GRAVITY_VECTOR,p_vec);
}
Vector3 Area::get_gravity_vector() const{
return gravity_vec;
}
void Area::set_gravity(real_t p_gravity){
gravity=p_gravity;
PhysicsServer::get_singleton()->area_set_param(get_rid(),PhysicsServer::AREA_PARAM_GRAVITY,p_gravity);
}
real_t Area::get_gravity() const{
return gravity;
}
void Area::set_linear_damp(real_t p_linear_damp){
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linear_damp=p_linear_damp;
PhysicsServer::get_singleton()->area_set_param(get_rid(),PhysicsServer::AREA_PARAM_LINEAR_DAMP,p_linear_damp);
}
real_t Area::get_linear_damp() const{
return linear_damp;
}
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void Area::set_angular_damp(real_t p_angular_damp){
angular_damp=p_angular_damp;
PhysicsServer::get_singleton()->area_set_param(get_rid(),PhysicsServer::AREA_PARAM_ANGULAR_DAMP,p_angular_damp);
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}
real_t Area::get_angular_damp() const{
return angular_damp;
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}
void Area::set_priority(real_t p_priority){
priority=p_priority;
PhysicsServer::get_singleton()->area_set_param(get_rid(),PhysicsServer::AREA_PARAM_PRIORITY,p_priority);
}
real_t Area::get_priority() const{
return priority;
}
void Area::_body_enter_tree(ObjectID p_id) {
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Object *obj = ObjectDB::get_instance(p_id);
Node *node = obj ? obj->cast_to<Node>() : NULL;
ERR_FAIL_COND(!node);
Map<ObjectID,BodyState>::Element *E=body_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(E->get().in_tree);
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E->get().in_tree=true;
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emit_signal(SceneStringNames::get_singleton()->body_enter,node);
for(int i=0;i<E->get().shapes.size();i++) {
emit_signal(SceneStringNames::get_singleton()->body_enter_shape,p_id,node,E->get().shapes[i].body_shape,E->get().shapes[i].area_shape);
}
}
void Area::_body_exit_tree(ObjectID p_id) {
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Object *obj = ObjectDB::get_instance(p_id);
Node *node = obj ? obj->cast_to<Node>() : NULL;
ERR_FAIL_COND(!node);
Map<ObjectID,BodyState>::Element *E=body_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(!E->get().in_tree);
E->get().in_tree=false;
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emit_signal(SceneStringNames::get_singleton()->body_exit,node);
for(int i=0;i<E->get().shapes.size();i++) {
emit_signal(SceneStringNames::get_singleton()->body_exit_shape,p_id,node,E->get().shapes[i].body_shape,E->get().shapes[i].area_shape);
}
}
void Area::_body_inout(int p_status,const RID& p_body, int p_instance, int p_body_shape,int p_area_shape) {
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bool body_in = p_status==PhysicsServer::AREA_BODY_ADDED;
ObjectID objid=p_instance;
Object *obj = ObjectDB::get_instance(objid);
Node *node = obj ? obj->cast_to<Node>() : NULL;
Map<ObjectID,BodyState>::Element *E=body_map.find(objid);
ERR_FAIL_COND(!body_in && !E);
locked=true;
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if (body_in) {
if (!E) {
E = body_map.insert(objid,BodyState());
E->get().rc=0;
E->get().in_tree=node && node->is_inside_tree();
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if (node) {
node->connect(SceneStringNames::get_singleton()->enter_tree,this,SceneStringNames::get_singleton()->_body_enter_tree,make_binds(objid));
node->connect(SceneStringNames::get_singleton()->exit_tree,this,SceneStringNames::get_singleton()->_body_exit_tree,make_binds(objid));
if (E->get().in_tree) {
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emit_signal(SceneStringNames::get_singleton()->body_enter,node);
}
}
}
E->get().rc++;
if (node)
E->get().shapes.insert(ShapePair(p_body_shape,p_area_shape));
if (E->get().in_tree) {
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emit_signal(SceneStringNames::get_singleton()->body_enter_shape,objid,node,p_body_shape,p_area_shape);
}
} else {
E->get().rc--;
if (node)
E->get().shapes.erase(ShapePair(p_body_shape,p_area_shape));
bool eraseit=false;
if (E->get().rc==0) {
if (node) {
node->disconnect(SceneStringNames::get_singleton()->enter_tree,this,SceneStringNames::get_singleton()->_body_enter_tree);
node->disconnect(SceneStringNames::get_singleton()->exit_tree,this,SceneStringNames::get_singleton()->_body_exit_tree);
if (E->get().in_tree)
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emit_signal(SceneStringNames::get_singleton()->body_exit,obj);
}
eraseit=true;
}
if (node && E->get().in_tree) {
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emit_signal(SceneStringNames::get_singleton()->body_exit_shape,objid,obj,p_body_shape,p_area_shape);
}
if (eraseit)
body_map.erase(E);
}
locked=false;
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}
void Area::_clear_monitoring() {
if (locked) {
ERR_EXPLAIN("This function can't be used during the in/out signal.");
}
ERR_FAIL_COND(locked);
{
Map<ObjectID,BodyState> bmcopy = body_map;
body_map.clear();
//disconnect all monitored stuff
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for (Map<ObjectID,BodyState>::Element *E=bmcopy.front();E;E=E->next()) {
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Object *obj = ObjectDB::get_instance(E->key());
Node *node = obj ? obj->cast_to<Node>() : NULL;
ERR_CONTINUE(!node);
if (!E->get().in_tree)
continue;
for(int i=0;i<E->get().shapes.size();i++) {
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emit_signal(SceneStringNames::get_singleton()->body_exit_shape,E->key(),node,E->get().shapes[i].body_shape,E->get().shapes[i].area_shape);
}
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emit_signal(SceneStringNames::get_singleton()->body_exit,obj);
node->disconnect(SceneStringNames::get_singleton()->enter_tree,this,SceneStringNames::get_singleton()->_body_enter_tree);
node->disconnect(SceneStringNames::get_singleton()->exit_tree,this,SceneStringNames::get_singleton()->_body_exit_tree);
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}
}
{
Map<ObjectID,AreaState> bmcopy = area_map;
area_map.clear();
//disconnect all monitored stuff
for (Map<ObjectID,AreaState>::Element *E=bmcopy.front();E;E=E->next()) {
Object *obj = ObjectDB::get_instance(E->key());
Node *node = obj ? obj->cast_to<Node>() : NULL;
ERR_CONTINUE(!node);
if (!E->get().in_tree)
continue;
for(int i=0;i<E->get().shapes.size();i++) {
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emit_signal(SceneStringNames::get_singleton()->area_exit_shape,E->key(),node,E->get().shapes[i].area_shape,E->get().shapes[i].self_shape);
}
emit_signal(SceneStringNames::get_singleton()->area_exit,obj);
node->disconnect(SceneStringNames::get_singleton()->enter_tree,this,SceneStringNames::get_singleton()->_area_enter_tree);
node->disconnect(SceneStringNames::get_singleton()->exit_tree,this,SceneStringNames::get_singleton()->_area_exit_tree);
}
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}
}
void Area::_notification(int p_what) {
if (p_what==NOTIFICATION_EXIT_TREE) {
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_clear_monitoring();
}
}
void Area::set_enable_monitoring(bool p_enable) {
if (locked) {
ERR_EXPLAIN("This function can't be used during the in/out signal.");
}
ERR_FAIL_COND(locked);
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if (p_enable==monitoring)
return;
monitoring=p_enable;
if (monitoring) {
PhysicsServer::get_singleton()->area_set_monitor_callback(get_rid(),this,SceneStringNames::get_singleton()->_body_inout);
PhysicsServer::get_singleton()->area_set_area_monitor_callback(get_rid(),this,SceneStringNames::get_singleton()->_area_inout);
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} else {
PhysicsServer::get_singleton()->area_set_monitor_callback(get_rid(),NULL,StringName());
PhysicsServer::get_singleton()->area_set_area_monitor_callback(get_rid(),NULL,StringName());
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_clear_monitoring();
}
}
void Area::_area_enter_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = obj ? obj->cast_to<Node>() : NULL;
ERR_FAIL_COND(!node);
Map<ObjectID,AreaState>::Element *E=area_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(E->get().in_tree);
E->get().in_tree=true;
emit_signal(SceneStringNames::get_singleton()->area_enter,node);
for(int i=0;i<E->get().shapes.size();i++) {
emit_signal(SceneStringNames::get_singleton()->area_enter_shape,p_id,node,E->get().shapes[i].area_shape,E->get().shapes[i].self_shape);
}
}
void Area::_area_exit_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = obj ? obj->cast_to<Node>() : NULL;
ERR_FAIL_COND(!node);
Map<ObjectID,AreaState>::Element *E=area_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(!E->get().in_tree);
E->get().in_tree=false;
emit_signal(SceneStringNames::get_singleton()->area_exit,node);
for(int i=0;i<E->get().shapes.size();i++) {
emit_signal(SceneStringNames::get_singleton()->area_exit_shape,p_id,node,E->get().shapes[i].area_shape,E->get().shapes[i].self_shape);
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}
}
void Area::_area_inout(int p_status,const RID& p_area, int p_instance, int p_area_shape,int p_self_shape) {
bool area_in = p_status==PhysicsServer::AREA_BODY_ADDED;
ObjectID objid=p_instance;
Object *obj = ObjectDB::get_instance(objid);
Node *node = obj ? obj->cast_to<Node>() : NULL;
Map<ObjectID,AreaState>::Element *E=area_map.find(objid);
ERR_FAIL_COND(!area_in && !E);
locked=true;
if (area_in) {
if (!E) {
E = area_map.insert(objid,AreaState());
E->get().rc=0;
E->get().in_tree=node && node->is_inside_tree();
if (node) {
node->connect(SceneStringNames::get_singleton()->enter_tree,this,SceneStringNames::get_singleton()->_area_enter_tree,make_binds(objid));
node->connect(SceneStringNames::get_singleton()->exit_tree,this,SceneStringNames::get_singleton()->_area_exit_tree,make_binds(objid));
if (E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->area_enter,node);
}
}
}
E->get().rc++;
if (node)
E->get().shapes.insert(AreaShapePair(p_area_shape,p_self_shape));
if (!node || E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->area_enter_shape,objid,node,p_area_shape,p_self_shape);
}
} else {
E->get().rc--;
if (node)
E->get().shapes.erase(AreaShapePair(p_area_shape,p_self_shape));
bool eraseit=false;
if (E->get().rc==0) {
if (node) {
node->disconnect(SceneStringNames::get_singleton()->enter_tree,this,SceneStringNames::get_singleton()->_area_enter_tree);
node->disconnect(SceneStringNames::get_singleton()->exit_tree,this,SceneStringNames::get_singleton()->_area_exit_tree);
if (E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->area_exit,obj);
}
}
eraseit=true;
}
if (!node || E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->area_exit_shape,objid,obj,p_area_shape,p_self_shape);
}
if (eraseit)
area_map.erase(E);
}
locked=false;
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}
bool Area::is_monitoring_enabled() const {
return monitoring;
}
Array Area::get_overlapping_bodies() const {
ERR_FAIL_COND_V(!monitoring,Array());
Array ret;
ret.resize(body_map.size());
int idx=0;
for (const Map<ObjectID,BodyState>::Element *E=body_map.front();E;E=E->next()) {
Object *obj = ObjectDB::get_instance(E->key());
if (!obj) {
ret.resize( ret.size() -1 ); //ops
} else {
ret[idx++]=obj;
}
}
return ret;
}
void Area::set_monitorable(bool p_enable) {
if (locked) {
ERR_EXPLAIN("This function can't be used during the in/out signal.");
}
ERR_FAIL_COND(locked);
if (p_enable==monitorable)
return;
monitorable=p_enable;
PhysicsServer::get_singleton()->area_set_monitorable(get_rid(),monitorable);
}
bool Area::is_monitorable() const {
return monitorable;
}
Array Area::get_overlapping_areas() const {
ERR_FAIL_COND_V(!monitoring,Array());
Array ret;
ret.resize(area_map.size());
int idx=0;
for (const Map<ObjectID,AreaState>::Element *E=area_map.front();E;E=E->next()) {
Object *obj = ObjectDB::get_instance(E->key());
if (!obj) {
ret.resize( ret.size() -1 ); //ops
} else {
ret[idx++]=obj;
}
}
return ret;
}
bool Area::overlaps_area(Node* p_area) const {
ERR_FAIL_NULL_V(p_area,false);
const Map<ObjectID,AreaState>::Element *E=area_map.find(p_area->get_instance_ID());
if (!E)
return false;
return E->get().in_tree;
}
bool Area::overlaps_body(Node* p_body) const{
ERR_FAIL_NULL_V(p_body,false);
const Map<ObjectID,BodyState>::Element *E=body_map.find(p_body->get_instance_ID());
if (!E)
return false;
return E->get().in_tree;
}
void Area::set_collision_mask(uint32_t p_mask) {
collision_mask=p_mask;
PhysicsServer::get_singleton()->area_set_collision_mask(get_rid(),p_mask);
}
uint32_t Area::get_collision_mask() const {
return collision_mask;
}
void Area::set_layer_mask(uint32_t p_mask) {
layer_mask=p_mask;
PhysicsServer::get_singleton()->area_set_layer_mask(get_rid(),p_mask);
}
uint32_t Area::get_layer_mask() const {
return layer_mask;
}
void Area::set_collision_mask_bit(int p_bit, bool p_value) {
uint32_t mask = get_collision_mask();
if (p_value)
mask|=1<<p_bit;
else
mask&=~(1<<p_bit);
set_collision_mask(mask);
}
bool Area::get_collision_mask_bit(int p_bit) const{
return get_collision_mask()&(1<<p_bit);
}
void Area::set_layer_mask_bit(int p_bit, bool p_value) {
uint32_t mask = get_layer_mask();
if (p_value)
mask|=1<<p_bit;
else
mask&=~(1<<p_bit);
set_layer_mask(mask);
}
bool Area::get_layer_mask_bit(int p_bit) const{
return get_layer_mask()&(1<<p_bit);
}
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void Area::_bind_methods() {
ObjectTypeDB::bind_method(_MD("_body_enter_tree","id"),&Area::_body_enter_tree);
ObjectTypeDB::bind_method(_MD("_body_exit_tree","id"),&Area::_body_exit_tree);
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ObjectTypeDB::bind_method(_MD("_area_enter_tree","id"),&Area::_area_enter_tree);
ObjectTypeDB::bind_method(_MD("_area_exit_tree","id"),&Area::_area_exit_tree);
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ObjectTypeDB::bind_method(_MD("set_space_override_mode","enable"),&Area::set_space_override_mode);
ObjectTypeDB::bind_method(_MD("get_space_override_mode"),&Area::get_space_override_mode);
ObjectTypeDB::bind_method(_MD("set_gravity_is_point","enable"),&Area::set_gravity_is_point);
ObjectTypeDB::bind_method(_MD("is_gravity_a_point"),&Area::is_gravity_a_point);
ObjectTypeDB::bind_method(_MD("set_gravity_distance_scale","distance_scale"),&Area::set_gravity_distance_scale);
ObjectTypeDB::bind_method(_MD("get_gravity_distance_scale"),&Area::get_gravity_distance_scale);
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ObjectTypeDB::bind_method(_MD("set_gravity_vector","vector"),&Area::set_gravity_vector);
ObjectTypeDB::bind_method(_MD("get_gravity_vector"),&Area::get_gravity_vector);
ObjectTypeDB::bind_method(_MD("set_gravity","gravity"),&Area::set_gravity);
ObjectTypeDB::bind_method(_MD("get_gravity"),&Area::get_gravity);
ObjectTypeDB::bind_method(_MD("set_angular_damp","angular_damp"),&Area::set_angular_damp);
ObjectTypeDB::bind_method(_MD("get_angular_damp"),&Area::get_angular_damp);
ObjectTypeDB::bind_method(_MD("set_linear_damp","linear_damp"),&Area::set_linear_damp);
ObjectTypeDB::bind_method(_MD("get_linear_damp"),&Area::get_linear_damp);
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ObjectTypeDB::bind_method(_MD("set_priority","priority"),&Area::set_priority);
ObjectTypeDB::bind_method(_MD("get_priority"),&Area::get_priority);
ObjectTypeDB::bind_method(_MD("set_collision_mask","collision_mask"),&Area::set_collision_mask);
ObjectTypeDB::bind_method(_MD("get_collision_mask"),&Area::get_collision_mask);
ObjectTypeDB::bind_method(_MD("set_layer_mask","layer_mask"),&Area::set_layer_mask);
ObjectTypeDB::bind_method(_MD("get_layer_mask"),&Area::get_layer_mask);
ObjectTypeDB::bind_method(_MD("set_collision_mask_bit","bit","value"),&Area::set_collision_mask_bit);
ObjectTypeDB::bind_method(_MD("get_collision_mask_bit","bit"),&Area::get_collision_mask_bit);
ObjectTypeDB::bind_method(_MD("set_layer_mask_bit","bit","value"),&Area::set_layer_mask_bit);
ObjectTypeDB::bind_method(_MD("get_layer_mask_bit","bit"),&Area::get_layer_mask_bit);
ObjectTypeDB::bind_method(_MD("set_monitorable","enable"),&Area::set_monitorable);
ObjectTypeDB::bind_method(_MD("is_monitorable"),&Area::is_monitorable);
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ObjectTypeDB::bind_method(_MD("set_enable_monitoring","enable"),&Area::set_enable_monitoring);
ObjectTypeDB::bind_method(_MD("is_monitoring_enabled"),&Area::is_monitoring_enabled);
ObjectTypeDB::bind_method(_MD("get_overlapping_bodies"),&Area::get_overlapping_bodies);
ObjectTypeDB::bind_method(_MD("get_overlapping_areas"),&Area::get_overlapping_areas);
ObjectTypeDB::bind_method(_MD("overlaps_body","body"),&Area::overlaps_body);
ObjectTypeDB::bind_method(_MD("overlaps_area","area"),&Area::overlaps_area);
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ObjectTypeDB::bind_method(_MD("_body_inout"),&Area::_body_inout);
ObjectTypeDB::bind_method(_MD("_area_inout"),&Area::_area_inout);
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ADD_SIGNAL( MethodInfo("body_enter_shape",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"area_shape")));
ADD_SIGNAL( MethodInfo("body_exit_shape",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"area_shape")));
ADD_SIGNAL( MethodInfo("body_enter",PropertyInfo(Variant::OBJECT,"body")));
ADD_SIGNAL( MethodInfo("body_exit",PropertyInfo(Variant::OBJECT,"body")));
ADD_SIGNAL( MethodInfo("area_enter_shape",PropertyInfo(Variant::INT,"area_id"),PropertyInfo(Variant::OBJECT,"area",PROPERTY_HINT_RESOURCE_TYPE,"Area"),PropertyInfo(Variant::INT,"area_shape"),PropertyInfo(Variant::INT,"self_shape")));
ADD_SIGNAL( MethodInfo("area_exit_shape",PropertyInfo(Variant::INT,"area_id"),PropertyInfo(Variant::OBJECT,"area",PROPERTY_HINT_RESOURCE_TYPE,"Area"),PropertyInfo(Variant::INT,"area_shape"),PropertyInfo(Variant::INT,"self_shape")));
ADD_SIGNAL( MethodInfo("area_enter",PropertyInfo(Variant::OBJECT,"area",PROPERTY_HINT_RESOURCE_TYPE,"Area")));
ADD_SIGNAL( MethodInfo("area_exit",PropertyInfo(Variant::OBJECT,"area",PROPERTY_HINT_RESOURCE_TYPE,"Area")));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"space_override",PROPERTY_HINT_ENUM,"Disabled,Combine,Combine-Replace,Replace,Replace-Combine"),_SCS("set_space_override_mode"),_SCS("get_space_override_mode"));
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ADD_PROPERTY( PropertyInfo(Variant::BOOL,"gravity_point"),_SCS("set_gravity_is_point"),_SCS("is_gravity_a_point"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"gravity_distance_scale", PROPERTY_HINT_RANGE,"0,1024,0.001"),_SCS("set_gravity_distance_scale"),_SCS("get_gravity_distance_scale"));
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ADD_PROPERTY( PropertyInfo(Variant::VECTOR3,"gravity_vec"),_SCS("set_gravity_vector"),_SCS("get_gravity_vector"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"gravity",PROPERTY_HINT_RANGE,"-1024,1024,0.01"),_SCS("set_gravity"),_SCS("get_gravity"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"linear_damp",PROPERTY_HINT_RANGE,"0,1024,0.001"),_SCS("set_linear_damp"),_SCS("get_linear_damp"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"angular_damp",PROPERTY_HINT_RANGE,"0,1024,0.001"),_SCS("set_angular_damp"),_SCS("get_angular_damp"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"priority",PROPERTY_HINT_RANGE,"0,128,1"),_SCS("set_priority"),_SCS("get_priority"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"monitoring"),_SCS("set_enable_monitoring"),_SCS("is_monitoring_enabled"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"monitorable"),_SCS("set_monitorable"),_SCS("is_monitorable"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"collision/layers",PROPERTY_HINT_ALL_FLAGS),_SCS("set_layer_mask"),_SCS("get_layer_mask"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"collision/mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_collision_mask"),_SCS("get_collision_mask"));
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}
Area::Area() : CollisionObject(PhysicsServer::get_singleton()->area_create(),true) {
space_override=SPACE_OVERRIDE_DISABLED;
set_gravity(9.8);;
locked=false;
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set_gravity_vector(Vector3(0,-1,0));
gravity_is_point=false;
gravity_distance_scale=0;
linear_damp=0.1;
angular_damp=1;
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priority=0;
monitoring=false;
collision_mask=1;
layer_mask=1;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
set_ray_pickable(false);
set_enable_monitoring(true);
set_monitorable(true);
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}
Area::~Area() {
}