9c9e528e3e
Removing the + 1 in point gravity formula when using distance scale to make it more accurate for standard gravitation. Fixes precession in orbits for games using gravitation. Also moved gravity calculation to area to use it for both rigid bodies and soft bodies in 3D (same change in 2D for consistency). Co-authored-by: Ryan Peach <ryan.peach@keysight.com>
247 lines
10 KiB
C++
247 lines
10 KiB
C++
/*************************************************************************/
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/* area_3d_sw.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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_SW_H
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#define AREA_SW_H
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#include "collision_object_3d_sw.h"
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#include "core/templates/self_list.h"
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#include "servers/physics_server_3d.h"
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class Space3DSW;
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class Body3DSW;
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class SoftBody3DSW;
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class Constraint3DSW;
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class Area3DSW : public CollisionObject3DSW {
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PhysicsServer3D::AreaSpaceOverrideMode space_override_mode;
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real_t gravity;
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Vector3 gravity_vector;
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bool gravity_is_point;
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real_t gravity_distance_scale;
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real_t point_attenuation;
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real_t linear_damp;
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real_t angular_damp;
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real_t wind_force_magnitude = 0.0;
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real_t wind_attenuation_factor = 0.0;
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Vector3 wind_source;
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Vector3 wind_direction;
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int priority;
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bool monitorable;
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ObjectID monitor_callback_id;
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StringName monitor_callback_method;
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ObjectID area_monitor_callback_id;
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StringName area_monitor_callback_method;
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SelfList<Area3DSW> monitor_query_list;
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SelfList<Area3DSW> moved_list;
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struct BodyKey {
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RID rid;
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ObjectID instance_id;
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uint32_t body_shape;
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uint32_t area_shape;
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_FORCE_INLINE_ bool operator<(const BodyKey &p_key) const {
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if (rid == p_key.rid) {
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if (body_shape == p_key.body_shape) {
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return area_shape < p_key.area_shape;
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} else {
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return body_shape < p_key.body_shape;
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}
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} else {
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return rid < p_key.rid;
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}
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}
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_FORCE_INLINE_ BodyKey() {}
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BodyKey(SoftBody3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
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BodyKey(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
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BodyKey(Area3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
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};
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struct BodyState {
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int state;
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_FORCE_INLINE_ void inc() { state++; }
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_FORCE_INLINE_ void dec() { state--; }
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_FORCE_INLINE_ BodyState() { state = 0; }
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};
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Map<BodyKey, BodyState> monitored_soft_bodies;
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Map<BodyKey, BodyState> monitored_bodies;
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Map<BodyKey, BodyState> monitored_areas;
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Set<Constraint3DSW *> constraints;
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virtual void _shapes_changed();
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void _queue_monitor_update();
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public:
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void set_monitor_callback(ObjectID p_id, const StringName &p_method);
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_FORCE_INLINE_ bool has_monitor_callback() const { return monitor_callback_id.is_valid(); }
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void set_area_monitor_callback(ObjectID p_id, const StringName &p_method);
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_FORCE_INLINE_ bool has_area_monitor_callback() const { return area_monitor_callback_id.is_valid(); }
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_FORCE_INLINE_ void add_body_to_query(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
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_FORCE_INLINE_ void remove_body_from_query(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
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_FORCE_INLINE_ void add_soft_body_to_query(SoftBody3DSW *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape);
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_FORCE_INLINE_ void remove_soft_body_from_query(SoftBody3DSW *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape);
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_FORCE_INLINE_ void add_area_to_query(Area3DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
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_FORCE_INLINE_ void remove_area_from_query(Area3DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
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void set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value);
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Variant get_param(PhysicsServer3D::AreaParameter p_param) const;
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void set_space_override_mode(PhysicsServer3D::AreaSpaceOverrideMode p_mode);
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PhysicsServer3D::AreaSpaceOverrideMode get_space_override_mode() const { return space_override_mode; }
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_FORCE_INLINE_ void set_gravity(real_t p_gravity) { gravity = p_gravity; }
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_FORCE_INLINE_ real_t get_gravity() const { return gravity; }
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_FORCE_INLINE_ void set_gravity_vector(const Vector3 &p_gravity) { gravity_vector = p_gravity; }
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_FORCE_INLINE_ Vector3 get_gravity_vector() const { return gravity_vector; }
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_FORCE_INLINE_ void set_gravity_as_point(bool p_enable) { gravity_is_point = p_enable; }
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_FORCE_INLINE_ bool is_gravity_point() const { return gravity_is_point; }
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_FORCE_INLINE_ void set_gravity_distance_scale(real_t scale) { gravity_distance_scale = scale; }
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_FORCE_INLINE_ real_t get_gravity_distance_scale() const { return gravity_distance_scale; }
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_FORCE_INLINE_ void set_point_attenuation(real_t p_point_attenuation) { point_attenuation = p_point_attenuation; }
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_FORCE_INLINE_ real_t get_point_attenuation() const { return point_attenuation; }
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_FORCE_INLINE_ void set_linear_damp(real_t p_linear_damp) { linear_damp = p_linear_damp; }
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_FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; }
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_FORCE_INLINE_ void set_angular_damp(real_t p_angular_damp) { angular_damp = p_angular_damp; }
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_FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; }
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_FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
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_FORCE_INLINE_ int get_priority() const { return priority; }
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_FORCE_INLINE_ void set_wind_force_magnitude(real_t p_wind_force_magnitude) { wind_force_magnitude = p_wind_force_magnitude; }
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_FORCE_INLINE_ real_t get_wind_force_magnitude() const { return wind_force_magnitude; }
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_FORCE_INLINE_ void set_wind_attenuation_factor(real_t p_wind_attenuation_factor) { wind_attenuation_factor = p_wind_attenuation_factor; }
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_FORCE_INLINE_ real_t get_wind_attenuation_factor() const { return wind_attenuation_factor; }
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_FORCE_INLINE_ void set_wind_source(const Vector3 &p_wind_source) { wind_source = p_wind_source; }
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_FORCE_INLINE_ const Vector3 &get_wind_source() const { return wind_source; }
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_FORCE_INLINE_ void set_wind_direction(const Vector3 &p_wind_direction) { wind_direction = p_wind_direction; }
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_FORCE_INLINE_ const Vector3 &get_wind_direction() const { return wind_direction; }
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_FORCE_INLINE_ void add_constraint(Constraint3DSW *p_constraint) { constraints.insert(p_constraint); }
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_FORCE_INLINE_ void remove_constraint(Constraint3DSW *p_constraint) { constraints.erase(p_constraint); }
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_FORCE_INLINE_ const Set<Constraint3DSW *> &get_constraints() const { return constraints; }
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_FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
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void set_monitorable(bool p_monitorable);
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_FORCE_INLINE_ bool is_monitorable() const { return monitorable; }
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void set_transform(const Transform3D &p_transform);
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void set_space(Space3DSW *p_space);
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void call_queries();
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void compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const;
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Area3DSW();
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~Area3DSW();
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};
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void Area3DSW::add_soft_body_to_query(SoftBody3DSW *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) {
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BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape);
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monitored_soft_bodies[bk].inc();
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if (!monitor_query_list.in_list()) {
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_queue_monitor_update();
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}
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}
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void Area3DSW::remove_soft_body_from_query(SoftBody3DSW *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) {
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BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape);
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monitored_soft_bodies[bk].dec();
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if (!monitor_query_list.in_list()) {
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_queue_monitor_update();
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}
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}
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void Area3DSW::add_body_to_query(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
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BodyKey bk(p_body, p_body_shape, p_area_shape);
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monitored_bodies[bk].inc();
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if (!monitor_query_list.in_list()) {
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_queue_monitor_update();
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}
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}
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void Area3DSW::remove_body_from_query(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
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BodyKey bk(p_body, p_body_shape, p_area_shape);
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monitored_bodies[bk].dec();
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if (!monitor_query_list.in_list()) {
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_queue_monitor_update();
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}
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}
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void Area3DSW::add_area_to_query(Area3DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape) {
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BodyKey bk(p_area, p_area_shape, p_self_shape);
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monitored_areas[bk].inc();
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if (!monitor_query_list.in_list()) {
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_queue_monitor_update();
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}
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}
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void Area3DSW::remove_area_from_query(Area3DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape) {
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BodyKey bk(p_area, p_area_shape, p_self_shape);
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monitored_areas[bk].dec();
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if (!monitor_query_list.in_list()) {
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_queue_monitor_update();
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}
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}
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struct AreaCMP {
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Area3DSW *area;
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int refCount;
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_FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); }
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_FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); }
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_FORCE_INLINE_ AreaCMP() {}
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_FORCE_INLINE_ AreaCMP(Area3DSW *p_area) {
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area = p_area;
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refCount = 1;
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}
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};
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#endif // AREA__SW_H
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