godot/servers/physics_3d/godot_area_3d.h

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C++

/**************************************************************************/
/* godot_area_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef GODOT_AREA_3D_H
#define GODOT_AREA_3D_H
#include "godot_collision_object_3d.h"
#include "core/templates/self_list.h"
#include "servers/physics_server_3d.h"
class GodotSpace3D;
class GodotBody3D;
class GodotSoftBody3D;
class GodotConstraint3D;
class GodotArea3D : public GodotCollisionObject3D {
PhysicsServer3D::AreaSpaceOverrideMode gravity_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
PhysicsServer3D::AreaSpaceOverrideMode linear_damping_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
PhysicsServer3D::AreaSpaceOverrideMode angular_damping_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
real_t gravity = 9.80665;
Vector3 gravity_vector = Vector3(0, -1, 0);
bool gravity_is_point = false;
real_t gravity_distance_scale = 0.0;
real_t linear_damp = 0.1;
real_t angular_damp = 0.1;
real_t wind_force_magnitude = 0.0;
real_t wind_attenuation_factor = 0.0;
Vector3 wind_source;
Vector3 wind_direction;
int priority = 0;
bool monitorable = false;
Callable monitor_callback;
Callable area_monitor_callback;
SelfList<GodotArea3D> monitor_query_list;
SelfList<GodotArea3D> moved_list;
struct BodyKey {
RID rid;
ObjectID instance_id;
uint32_t body_shape = 0;
uint32_t area_shape = 0;
static uint32_t hash(const BodyKey &p_key) {
uint32_t h = hash_one_uint64(p_key.rid.get_id());
h = hash_murmur3_one_64(p_key.instance_id, h);
h = hash_murmur3_one_32(p_key.area_shape, h);
return hash_fmix32(hash_murmur3_one_32(p_key.body_shape, h));
}
_FORCE_INLINE_ bool operator==(const BodyKey &p_key) const {
return rid == p_key.rid && instance_id == p_key.instance_id && body_shape == p_key.body_shape && area_shape == p_key.area_shape;
}
_FORCE_INLINE_ BodyKey() {}
BodyKey(GodotSoftBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
BodyKey(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
BodyKey(GodotArea3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
};
struct BodyState {
int state = 0;
_FORCE_INLINE_ void inc() { state++; }
_FORCE_INLINE_ void dec() { state--; }
};
HashMap<BodyKey, BodyState, BodyKey> monitored_soft_bodies;
HashMap<BodyKey, BodyState, BodyKey> monitored_bodies;
HashMap<BodyKey, BodyState, BodyKey> monitored_areas;
HashSet<GodotConstraint3D *> constraints;
virtual void _shapes_changed() override;
void _queue_monitor_update();
void _set_space_override_mode(PhysicsServer3D::AreaSpaceOverrideMode &r_mode, PhysicsServer3D::AreaSpaceOverrideMode p_new_mode);
public:
void set_monitor_callback(const Callable &p_callback);
_FORCE_INLINE_ bool has_monitor_callback() const { return !monitor_callback.is_null(); }
void set_area_monitor_callback(const Callable &p_callback);
_FORCE_INLINE_ bool has_area_monitor_callback() const { return !area_monitor_callback.is_null(); }
_FORCE_INLINE_ void add_body_to_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
_FORCE_INLINE_ void remove_body_from_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
_FORCE_INLINE_ void add_soft_body_to_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape);
_FORCE_INLINE_ void remove_soft_body_from_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape);
_FORCE_INLINE_ void add_area_to_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
_FORCE_INLINE_ void remove_area_from_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
void set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value);
Variant get_param(PhysicsServer3D::AreaParameter p_param) const;
_FORCE_INLINE_ void set_gravity(real_t p_gravity) { gravity = p_gravity; }
_FORCE_INLINE_ real_t get_gravity() const { return gravity; }
_FORCE_INLINE_ void set_gravity_vector(const Vector3 &p_gravity) { gravity_vector = p_gravity; }
_FORCE_INLINE_ Vector3 get_gravity_vector() const { return gravity_vector; }
_FORCE_INLINE_ void set_gravity_as_point(bool p_enable) { gravity_is_point = p_enable; }
_FORCE_INLINE_ bool is_gravity_point() const { return gravity_is_point; }
_FORCE_INLINE_ void set_gravity_distance_scale(real_t scale) { gravity_distance_scale = scale; }
_FORCE_INLINE_ real_t get_gravity_distance_scale() const { return gravity_distance_scale; }
_FORCE_INLINE_ void set_linear_damp(real_t p_linear_damp) { linear_damp = p_linear_damp; }
_FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; }
_FORCE_INLINE_ void set_angular_damp(real_t p_angular_damp) { angular_damp = p_angular_damp; }
_FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; }
_FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
_FORCE_INLINE_ int get_priority() const { return priority; }
_FORCE_INLINE_ void set_wind_force_magnitude(real_t p_wind_force_magnitude) { wind_force_magnitude = p_wind_force_magnitude; }
_FORCE_INLINE_ real_t get_wind_force_magnitude() const { return wind_force_magnitude; }
_FORCE_INLINE_ void set_wind_attenuation_factor(real_t p_wind_attenuation_factor) { wind_attenuation_factor = p_wind_attenuation_factor; }
_FORCE_INLINE_ real_t get_wind_attenuation_factor() const { return wind_attenuation_factor; }
_FORCE_INLINE_ void set_wind_source(const Vector3 &p_wind_source) { wind_source = p_wind_source; }
_FORCE_INLINE_ const Vector3 &get_wind_source() const { return wind_source; }
_FORCE_INLINE_ void set_wind_direction(const Vector3 &p_wind_direction) { wind_direction = p_wind_direction; }
_FORCE_INLINE_ const Vector3 &get_wind_direction() const { return wind_direction; }
_FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint) { constraints.insert(p_constraint); }
_FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraints.erase(p_constraint); }
_FORCE_INLINE_ const HashSet<GodotConstraint3D *> &get_constraints() const { return constraints; }
_FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
void set_monitorable(bool p_monitorable);
_FORCE_INLINE_ bool is_monitorable() const { return monitorable; }
void set_transform(const Transform3D &p_transform);
void set_space(GodotSpace3D *p_space) override;
void call_queries();
void compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const;
GodotArea3D();
~GodotArea3D();
};
void GodotArea3D::add_soft_body_to_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) {
BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape);
monitored_soft_bodies[bk].inc();
if (!monitor_query_list.in_list()) {
_queue_monitor_update();
}
}
void GodotArea3D::remove_soft_body_from_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) {
BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape);
monitored_soft_bodies[bk].dec();
if (!monitor_query_list.in_list()) {
_queue_monitor_update();
}
}
void GodotArea3D::add_body_to_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
BodyKey bk(p_body, p_body_shape, p_area_shape);
monitored_bodies[bk].inc();
if (!monitor_query_list.in_list()) {
_queue_monitor_update();
}
}
void GodotArea3D::remove_body_from_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
BodyKey bk(p_body, p_body_shape, p_area_shape);
monitored_bodies[bk].dec();
if (!monitor_query_list.in_list()) {
_queue_monitor_update();
}
}
void GodotArea3D::add_area_to_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) {
BodyKey bk(p_area, p_area_shape, p_self_shape);
monitored_areas[bk].inc();
if (!monitor_query_list.in_list()) {
_queue_monitor_update();
}
}
void GodotArea3D::remove_area_from_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) {
BodyKey bk(p_area, p_area_shape, p_self_shape);
monitored_areas[bk].dec();
if (!monitor_query_list.in_list()) {
_queue_monitor_update();
}
}
struct AreaCMP {
GodotArea3D *area = nullptr;
int refCount = 0;
_FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); }
_FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); }
_FORCE_INLINE_ AreaCMP() {}
_FORCE_INLINE_ AreaCMP(GodotArea3D *p_area) {
area = p_area;
refCount = 1;
}
};
#endif // GODOT_AREA_3D_H