godot/scene/3d/area.cpp

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/*************************************************************************/
/* area.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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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. */
/*************************************************************************/
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#include "area.h"
#include "scene/scene_string_names.h"
#include "servers/audio_server.h"
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#include "servers/physics_server.h"
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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));
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}
Area::SpaceOverride Area::get_space_override_mode() const {
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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);
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}
bool Area::is_gravity_a_point() const {
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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;
}
void Area::set_gravity_vector(const Vector3 &p_vec) {
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gravity_vec = p_vec;
PhysicsServer::get_singleton()->area_set_param(get_rid(), PhysicsServer::AREA_PARAM_GRAVITY_VECTOR, p_vec);
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}
Vector3 Area::get_gravity_vector() const {
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return gravity_vec;
}
void Area::set_gravity(real_t p_gravity) {
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gravity = p_gravity;
PhysicsServer::get_singleton()->area_set_param(get_rid(), PhysicsServer::AREA_PARAM_GRAVITY, p_gravity);
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}
real_t Area::get_gravity() const {
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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) {
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priority = p_priority;
PhysicsServer::get_singleton()->area_set_param(get_rid(), PhysicsServer::AREA_PARAM_PRIORITY, p_priority);
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}
real_t Area::get_priority() const {
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return priority;
}
void Area::_body_enter_tree(ObjectID p_id) {
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Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
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ERR_FAIL_COND(!node);
Map<ObjectID, BodyState>::Element *E = body_map.find(p_id);
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ERR_FAIL_COND(!E);
ERR_FAIL_COND(E->get().in_tree);
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E->get().in_tree = true;
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
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emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].area_shape);
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}
}
void Area::_body_exit_tree(ObjectID p_id) {
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Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
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ERR_FAIL_COND(!node);
Map<ObjectID, BodyState>::Element *E = body_map.find(p_id);
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ERR_FAIL_COND(!E);
ERR_FAIL_COND(!E->get().in_tree);
E->get().in_tree = false;
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
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emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].area_shape);
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}
}
void Area::_body_inout(int p_status, const RID &p_body, int p_instance, int p_body_shape, int p_area_shape) {
bool body_in = p_status == PhysicsServer::AREA_BODY_ADDED;
ObjectID objid = p_instance;
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Object *obj = ObjectDB::get_instance(objid);
Node *node = Object::cast_to<Node>(obj);
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Map<ObjectID, BodyState>::Element *E = body_map.find(objid);
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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()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree, make_binds(objid));
node->connect(SceneStringNames::get_singleton()->tree_exited, this, SceneStringNames::get_singleton()->_body_exit_tree, make_binds(objid));
if (E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
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}
}
}
E->get().rc++;
if (node)
E->get().shapes.insert(ShapePair(p_body_shape, p_area_shape));
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if (E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_shape_entered, objid, node, p_body_shape, p_area_shape);
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}
} else {
E->get().rc--;
if (node)
E->get().shapes.erase(ShapePair(p_body_shape, p_area_shape));
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bool eraseit = false;
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if (E->get().rc == 0) {
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if (node) {
node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree);
node->disconnect(SceneStringNames::get_singleton()->tree_exited, this, SceneStringNames::get_singleton()->_body_exit_tree);
if (E->get().in_tree)
emit_signal(SceneStringNames::get_singleton()->body_exited, obj);
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}
eraseit = true;
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}
if (node && E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_shape_exited, objid, obj, p_body_shape, p_area_shape);
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}
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 = Object::cast_to<Node>(obj);
if (!node) //node may have been deleted in previous frame or at other legiminate point
continue;
//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_shape_exited, 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_exited, obj);
node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree);
node->disconnect(SceneStringNames::get_singleton()->tree_exited, 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 = Object::cast_to<Node>(obj);
if (!node) //node may have been deleted in previous frame or at other legiminate point
continue;
//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_shape_exited, E->key(), node, E->get().shapes[i].area_shape, E->get().shapes[i].self_shape);
}
emit_signal(SceneStringNames::get_singleton()->area_exited, obj);
node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_area_enter_tree);
node->disconnect(SceneStringNames::get_singleton()->tree_exited, 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();
}
}
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void Area::set_monitoring(bool p_enable) {
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if (locked) {
ERR_EXPLAIN("This function can't be used during the in/out signal.");
}
ERR_FAIL_COND(locked);
if (p_enable == monitoring)
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return;
monitoring = p_enable;
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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 = Object::cast_to<Node>(obj);
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_entered, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
emit_signal(SceneStringNames::get_singleton()->area_shape_entered, 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 = Object::cast_to<Node>(obj);
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_exited, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
emit_signal(SceneStringNames::get_singleton()->area_shape_exited, 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 = Object::cast_to<Node>(obj);
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()->tree_entered, this, SceneStringNames::get_singleton()->_area_enter_tree, make_binds(objid));
node->connect(SceneStringNames::get_singleton()->tree_exited, this, SceneStringNames::get_singleton()->_area_exit_tree, make_binds(objid));
if (E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->area_entered, 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_shape_entered, 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()->tree_entered, this, SceneStringNames::get_singleton()->_area_enter_tree);
node->disconnect(SceneStringNames::get_singleton()->tree_exited, this, SceneStringNames::get_singleton()->_area_exit_tree);
if (E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->area_exited, obj);
}
}
eraseit = true;
}
if (!node || E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->area_shape_exited, objid, obj, p_area_shape, p_self_shape);
}
if (eraseit)
area_map.erase(E);
}
locked = false;
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}
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bool Area::is_monitoring() const {
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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;
}
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void Area::set_collision_layer(uint32_t p_layer) {
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collision_layer = p_layer;
PhysicsServer::get_singleton()->area_set_collision_layer(get_rid(), p_layer);
}
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uint32_t Area::get_collision_layer() const {
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return collision_layer;
}
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);
}
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void Area::set_collision_layer_bit(int p_bit, bool p_value) {
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uint32_t layer = get_collision_layer();
if (p_value)
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layer |= 1 << p_bit;
else
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layer &= ~(1 << p_bit);
set_collision_layer(layer);
}
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bool Area::get_collision_layer_bit(int p_bit) const {
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return get_collision_layer() & (1 << p_bit);
}
void Area::set_audio_bus_override(bool p_override) {
audio_bus_override = p_override;
}
bool Area::is_overriding_audio_bus() const {
return audio_bus_override;
}
void Area::set_audio_bus(const StringName &p_audio_bus) {
audio_bus = p_audio_bus;
}
StringName Area::get_audio_bus() const {
for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
if (AudioServer::get_singleton()->get_bus_name(i) == audio_bus) {
return audio_bus;
}
}
return "Master";
}
void Area::set_use_reverb_bus(bool p_enable) {
use_reverb_bus = p_enable;
}
bool Area::is_using_reverb_bus() const {
return use_reverb_bus;
}
void Area::set_reverb_bus(const StringName &p_audio_bus) {
reverb_bus = p_audio_bus;
}
StringName Area::get_reverb_bus() const {
for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
if (AudioServer::get_singleton()->get_bus_name(i) == reverb_bus) {
return reverb_bus;
}
}
return "Master";
}
void Area::set_reverb_amount(float p_amount) {
reverb_amount = p_amount;
}
float Area::get_reverb_amount() const {
return reverb_amount;
}
void Area::set_reverb_uniformity(float p_uniformity) {
reverb_uniformity = p_uniformity;
}
float Area::get_reverb_uniformity() const {
return reverb_uniformity;
}
void Area::_validate_property(PropertyInfo &property) const {
if (property.name == "audio_bus_name" || property.name == "reverb_bus_name") {
String options;
for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
if (i > 0)
options += ",";
String name = AudioServer::get_singleton()->get_bus_name(i);
options += name;
}
property.hint_string = options;
}
}
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void Area::_bind_methods() {
ClassDB::bind_method(D_METHOD("_body_enter_tree", "id"), &Area::_body_enter_tree);
ClassDB::bind_method(D_METHOD("_body_exit_tree", "id"), &Area::_body_exit_tree);
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ClassDB::bind_method(D_METHOD("_area_enter_tree", "id"), &Area::_area_enter_tree);
ClassDB::bind_method(D_METHOD("_area_exit_tree", "id"), &Area::_area_exit_tree);
ClassDB::bind_method(D_METHOD("set_space_override_mode", "enable"), &Area::set_space_override_mode);
ClassDB::bind_method(D_METHOD("get_space_override_mode"), &Area::get_space_override_mode);
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ClassDB::bind_method(D_METHOD("set_gravity_is_point", "enable"), &Area::set_gravity_is_point);
ClassDB::bind_method(D_METHOD("is_gravity_a_point"), &Area::is_gravity_a_point);
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ClassDB::bind_method(D_METHOD("set_gravity_distance_scale", "distance_scale"), &Area::set_gravity_distance_scale);
ClassDB::bind_method(D_METHOD("get_gravity_distance_scale"), &Area::get_gravity_distance_scale);
ClassDB::bind_method(D_METHOD("set_gravity_vector", "vector"), &Area::set_gravity_vector);
ClassDB::bind_method(D_METHOD("get_gravity_vector"), &Area::get_gravity_vector);
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ClassDB::bind_method(D_METHOD("set_gravity", "gravity"), &Area::set_gravity);
ClassDB::bind_method(D_METHOD("get_gravity"), &Area::get_gravity);
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ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &Area::set_angular_damp);
ClassDB::bind_method(D_METHOD("get_angular_damp"), &Area::get_angular_damp);
ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &Area::set_linear_damp);
ClassDB::bind_method(D_METHOD("get_linear_damp"), &Area::get_linear_damp);
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ClassDB::bind_method(D_METHOD("set_priority", "priority"), &Area::set_priority);
ClassDB::bind_method(D_METHOD("get_priority"), &Area::get_priority);
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ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &Area::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &Area::get_collision_mask);
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ClassDB::bind_method(D_METHOD("set_collision_layer", "collision_layer"), &Area::set_collision_layer);
ClassDB::bind_method(D_METHOD("get_collision_layer"), &Area::get_collision_layer);
ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &Area::set_collision_mask_bit);
ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &Area::get_collision_mask_bit);
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ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &Area::set_collision_layer_bit);
ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &Area::get_collision_layer_bit);
ClassDB::bind_method(D_METHOD("set_monitorable", "enable"), &Area::set_monitorable);
ClassDB::bind_method(D_METHOD("is_monitorable"), &Area::is_monitorable);
ClassDB::bind_method(D_METHOD("set_monitoring", "enable"), &Area::set_monitoring);
ClassDB::bind_method(D_METHOD("is_monitoring"), &Area::is_monitoring);
ClassDB::bind_method(D_METHOD("get_overlapping_bodies"), &Area::get_overlapping_bodies);
ClassDB::bind_method(D_METHOD("get_overlapping_areas"), &Area::get_overlapping_areas);
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ClassDB::bind_method(D_METHOD("overlaps_body", "body"), &Area::overlaps_body);
ClassDB::bind_method(D_METHOD("overlaps_area", "area"), &Area::overlaps_area);
ClassDB::bind_method(D_METHOD("_body_inout"), &Area::_body_inout);
ClassDB::bind_method(D_METHOD("_area_inout"), &Area::_area_inout);
ClassDB::bind_method(D_METHOD("set_audio_bus_override", "enable"), &Area::set_audio_bus_override);
ClassDB::bind_method(D_METHOD("is_overriding_audio_bus"), &Area::is_overriding_audio_bus);
ClassDB::bind_method(D_METHOD("set_audio_bus", "name"), &Area::set_audio_bus);
ClassDB::bind_method(D_METHOD("get_audio_bus"), &Area::get_audio_bus);
ClassDB::bind_method(D_METHOD("set_use_reverb_bus", "enable"), &Area::set_use_reverb_bus);
ClassDB::bind_method(D_METHOD("is_using_reverb_bus"), &Area::is_using_reverb_bus);
ClassDB::bind_method(D_METHOD("set_reverb_bus", "name"), &Area::set_reverb_bus);
ClassDB::bind_method(D_METHOD("get_reverb_bus"), &Area::get_reverb_bus);
ClassDB::bind_method(D_METHOD("set_reverb_amount", "amount"), &Area::set_reverb_amount);
ClassDB::bind_method(D_METHOD("get_reverb_amount"), &Area::get_reverb_amount);
ClassDB::bind_method(D_METHOD("set_reverb_uniformity", "amount"), &Area::set_reverb_uniformity);
ClassDB::bind_method(D_METHOD("get_reverb_uniformity"), &Area::get_reverb_uniformity);
ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "area_shape")));
ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "area_shape")));
ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body")));
ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body")));
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ADD_SIGNAL(MethodInfo("area_shape_entered", 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_shape_exited", 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_entered", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area")));
ADD_SIGNAL(MethodInfo("area_exited", 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"), "set_space_override_mode", "get_space_override_mode");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "gravity_point"), "set_gravity_is_point", "is_gravity_a_point");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_distance_scale", PROPERTY_HINT_RANGE, "0,1024,0.001"), "set_gravity_distance_scale", "get_gravity_distance_scale");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity_vec"), "set_gravity_vector", "get_gravity_vector");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity", PROPERTY_HINT_RANGE, "-1024,1024,0.01"), "set_gravity", "get_gravity");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "0,1024,0.001"), "set_linear_damp", "get_linear_damp");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "0,1024,0.001"), "set_angular_damp", "get_angular_damp");
ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,128,1"), "set_priority", "get_priority");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitoring"), "set_monitoring", "is_monitoring");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitorable"), "set_monitorable", "is_monitorable");
ADD_GROUP("Collision", "collision_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_GROUP("Audio Bus", "audio_bus_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "audio_bus_override"), "set_audio_bus_override", "is_overriding_audio_bus");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "audio_bus_name", PROPERTY_HINT_ENUM, ""), "set_audio_bus", "get_audio_bus");
ADD_GROUP("Reverb Bus", "reverb_bus_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "reverb_bus_enable"), "set_use_reverb_bus", "is_using_reverb_bus");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "reverb_bus_name", PROPERTY_HINT_ENUM, ""), "set_reverb_bus", "get_reverb_bus");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "reverb_bus_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_reverb_amount", "get_reverb_amount");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "reverb_bus_uniformity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_reverb_uniformity", "get_reverb_uniformity");
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_DISABLED);
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE);
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE_REPLACE);
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE);
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE_COMBINE);
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}
Area::Area() :
CollisionObject(PhysicsServer::get_singleton()->area_create(), true) {
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space_override = SPACE_OVERRIDE_DISABLED;
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set_gravity(9.8);
locked = false;
set_gravity_vector(Vector3(0, -1, 0));
gravity_is_point = false;
gravity_distance_scale = 0;
linear_damp = 0.1;
angular_damp = 1;
priority = 0;
monitoring = false;
collision_mask = 1;
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collision_layer = 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)
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set_ray_pickable(false);
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set_monitoring(true);
set_monitorable(true);
audio_bus_override = false;
audio_bus = "Master";
use_reverb_bus = false;
reverb_bus = "Master";
reverb_amount = 0.0;
reverb_uniformity = 0.0;
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}
Area::~Area() {
}