d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
188 lines
5.4 KiB
C++
188 lines
5.4 KiB
C++
/*************************************************************************/
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/* area.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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_H
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#define AREA_H
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#include "scene/3d/collision_object.h"
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#include "vset.h"
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class Area : public CollisionObject {
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OBJ_TYPE( Area, CollisionObject );
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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 space_override;
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Vector3 gravity_vec;
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real_t gravity;
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bool gravity_is_point;
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real_t gravity_distance_scale;
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real_t angular_damp;
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real_t linear_damp;
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uint32_t collision_mask;
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uint32_t layer_mask;
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int priority;
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bool monitoring;
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bool monitorable;
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bool locked;
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void _body_inout(int p_status,const RID& p_body, int 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;
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int area_shape;
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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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ShapePair() {}
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ShapePair(int p_bs, int p_as) { body_shape=p_bs; area_shape=p_as; }
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};
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struct BodyState {
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int rc;
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bool in_tree;
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VSet<ShapePair> shapes;
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};
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Map<ObjectID,BodyState> body_map;
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void _area_inout(int p_status,const RID& p_area, int 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;
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int self_shape;
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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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AreaShapePair() {}
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AreaShapePair(int p_bs, int p_as) { area_shape=p_bs; self_shape=p_as; }
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};
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struct AreaState {
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int rc;
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bool in_tree;
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VSet<AreaShapePair> shapes;
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};
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Map<ObjectID,AreaState> area_map;
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void _clear_monitoring();
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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_space_override_mode(SpaceOverride p_mode);
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SpaceOverride get_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_distance_scale(real_t p_scale);
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real_t get_gravity_distance_scale() const;
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void set_gravity_vector(const Vector3& p_vec);
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Vector3 get_gravity_vector() 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_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_enable_monitoring(bool p_enable);
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bool is_monitoring_enabled() const;
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void set_monitorable(bool p_enable);
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bool is_monitorable() const;
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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void set_layer_mask(uint32_t p_mask);
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uint32_t get_layer_mask() const;
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void set_collision_mask_bit(int p_bit, bool p_value);
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bool get_collision_mask_bit(int p_bit) const;
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void set_layer_mask_bit(int p_bit, bool p_value);
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bool get_layer_mask_bit(int p_bit) const;
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Array get_overlapping_bodies() const;
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Array 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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Area();
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~Area();
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};
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VARIANT_ENUM_CAST(Area::SpaceOverride);
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#endif // AREA__H
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