godot/servers/physics_2d/godot_area_2d.cpp

306 lines
9.4 KiB
C++

/*************************************************************************/
/* godot_area_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "godot_area_2d.h"
#include "godot_body_2d.h"
#include "godot_space_2d.h"
GodotArea2D::BodyKey::BodyKey(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
rid = p_body->get_self();
instance_id = p_body->get_instance_id();
body_shape = p_body_shape;
area_shape = p_area_shape;
}
GodotArea2D::BodyKey::BodyKey(GodotArea2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
rid = p_body->get_self();
instance_id = p_body->get_instance_id();
body_shape = p_body_shape;
area_shape = p_area_shape;
}
void GodotArea2D::_shapes_changed() {
if (!moved_list.in_list() && get_space()) {
get_space()->area_add_to_moved_list(&moved_list);
}
}
void GodotArea2D::set_transform(const Transform2D &p_transform) {
if (!moved_list.in_list() && get_space()) {
get_space()->area_add_to_moved_list(&moved_list);
}
_set_transform(p_transform);
_set_inv_transform(p_transform.affine_inverse());
}
void GodotArea2D::set_space(GodotSpace2D *p_space) {
if (get_space()) {
if (monitor_query_list.in_list()) {
get_space()->area_remove_from_monitor_query_list(&monitor_query_list);
}
if (moved_list.in_list()) {
get_space()->area_remove_from_moved_list(&moved_list);
}
}
monitored_bodies.clear();
monitored_areas.clear();
_set_space(p_space);
}
void GodotArea2D::set_monitor_callback(const Callable &p_callback) {
ObjectID id = p_callback.get_object_id();
if (id == monitor_callback.get_object_id()) {
monitor_callback = p_callback;
return;
}
_unregister_shapes();
monitor_callback = p_callback;
monitored_bodies.clear();
monitored_areas.clear();
_shape_changed();
if (!moved_list.in_list() && get_space()) {
get_space()->area_add_to_moved_list(&moved_list);
}
}
void GodotArea2D::set_area_monitor_callback(const Callable &p_callback) {
ObjectID id = p_callback.get_object_id();
if (id == area_monitor_callback.get_object_id()) {
area_monitor_callback = p_callback;
return;
}
_unregister_shapes();
area_monitor_callback = p_callback;
monitored_bodies.clear();
monitored_areas.clear();
_shape_changed();
if (!moved_list.in_list() && get_space()) {
get_space()->area_add_to_moved_list(&moved_list);
}
}
void GodotArea2D::set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode p_mode) {
bool do_override = p_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED;
if (do_override == (space_override_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED)) {
return;
}
_unregister_shapes();
space_override_mode = p_mode;
_shape_changed();
}
void GodotArea2D::set_param(PhysicsServer2D::AreaParameter p_param, const Variant &p_value) {
switch (p_param) {
case PhysicsServer2D::AREA_PARAM_GRAVITY:
gravity = p_value;
break;
case PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR:
gravity_vector = p_value;
break;
case PhysicsServer2D::AREA_PARAM_GRAVITY_IS_POINT:
gravity_is_point = p_value;
break;
case PhysicsServer2D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
gravity_distance_scale = p_value;
break;
case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
point_attenuation = p_value;
break;
case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP:
linear_damp = p_value;
break;
case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP:
angular_damp = p_value;
break;
case PhysicsServer2D::AREA_PARAM_PRIORITY:
priority = p_value;
break;
}
}
Variant GodotArea2D::get_param(PhysicsServer2D::AreaParameter p_param) const {
switch (p_param) {
case PhysicsServer2D::AREA_PARAM_GRAVITY:
return gravity;
case PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR:
return gravity_vector;
case PhysicsServer2D::AREA_PARAM_GRAVITY_IS_POINT:
return gravity_is_point;
case PhysicsServer2D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
return gravity_distance_scale;
case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
return point_attenuation;
case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP:
return linear_damp;
case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP:
return angular_damp;
case PhysicsServer2D::AREA_PARAM_PRIORITY:
return priority;
}
return Variant();
}
void GodotArea2D::_queue_monitor_update() {
ERR_FAIL_COND(!get_space());
if (!monitor_query_list.in_list()) {
get_space()->area_add_to_monitor_query_list(&monitor_query_list);
}
}
void GodotArea2D::set_monitorable(bool p_monitorable) {
if (monitorable == p_monitorable) {
return;
}
monitorable = p_monitorable;
_set_static(!monitorable);
}
void GodotArea2D::call_queries() {
if (!monitor_callback.is_null() && !monitored_bodies.is_empty()) {
if (monitor_callback.is_valid()) {
Variant res[5];
Variant *resptr[5];
for (int i = 0; i < 5; i++) {
resptr[i] = &res[i];
}
for (Map<BodyKey, BodyState>::Element *E = monitored_bodies.front(); E;) {
if (E->get().state == 0) { // Nothing happened
Map<BodyKey, BodyState>::Element *next = E->next();
monitored_bodies.erase(E);
E = next;
continue;
}
res[0] = E->get().state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED;
res[1] = E->key().rid;
res[2] = E->key().instance_id;
res[3] = E->key().body_shape;
res[4] = E->key().area_shape;
Map<BodyKey, BodyState>::Element *next = E->next();
monitored_bodies.erase(E);
E = next;
Callable::CallError ce;
Variant ret;
monitor_callback.call((const Variant **)resptr, 5, ret, ce);
}
} else {
monitored_bodies.clear();
monitor_callback = Callable();
}
}
if (!area_monitor_callback.is_null() && !monitored_areas.is_empty()) {
if (area_monitor_callback.is_valid()) {
Variant res[5];
Variant *resptr[5];
for (int i = 0; i < 5; i++) {
resptr[i] = &res[i];
}
for (Map<BodyKey, BodyState>::Element *E = monitored_areas.front(); E;) {
if (E->get().state == 0) { // Nothing happened
Map<BodyKey, BodyState>::Element *next = E->next();
monitored_areas.erase(E);
E = next;
continue;
}
res[0] = E->get().state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED;
res[1] = E->key().rid;
res[2] = E->key().instance_id;
res[3] = E->key().body_shape;
res[4] = E->key().area_shape;
Map<BodyKey, BodyState>::Element *next = E->next();
monitored_areas.erase(E);
E = next;
Callable::CallError ce;
Variant ret;
area_monitor_callback.call((const Variant **)resptr, 5, ret, ce);
}
} else {
monitored_areas.clear();
area_monitor_callback = Callable();
}
}
}
void GodotArea2D::compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const {
if (is_gravity_point()) {
const real_t gravity_distance_scale = get_gravity_distance_scale();
Vector2 v = get_transform().xform(get_gravity_vector()) - p_position;
if (gravity_distance_scale > 0) {
const real_t v_length = v.length();
if (v_length > 0) {
const real_t v_scaled = v_length * gravity_distance_scale;
r_gravity = (v.normalized() * (get_gravity() / (v_scaled * v_scaled)));
} else {
r_gravity = Vector2();
}
} else {
r_gravity = v.normalized() * get_gravity();
}
} else {
r_gravity = get_gravity_vector() * get_gravity();
}
}
GodotArea2D::GodotArea2D() :
GodotCollisionObject2D(TYPE_AREA),
monitor_query_list(this),
moved_list(this) {
_set_static(true); //areas are not active by default
}
GodotArea2D::~GodotArea2D() {
}