godot/servers/physics_3d/godot_area_pair_3d.h
Marcel Admiraal 1d1ceca6b4 Add area to moved list when changing monitorable,
and only remove area from query when deleting pair if it was monitorable.
2021-11-20 06:57:34 +00:00

97 lines
3.9 KiB
C++

/*************************************************************************/
/* godot_area_pair_3d.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef GODOT_AREA_PAIR_3D_H
#define GODOT_AREA_PAIR_3D_H
#include "godot_area_3d.h"
#include "godot_body_3d.h"
#include "godot_constraint_3d.h"
#include "godot_soft_body_3d.h"
class GodotAreaPair3D : public GodotConstraint3D {
GodotBody3D *body;
GodotArea3D *area;
int body_shape;
int area_shape;
bool colliding = false;
bool process_collision = false;
bool has_space_override = false;
public:
virtual bool setup(real_t p_step) override;
virtual bool pre_solve(real_t p_step) override;
virtual void solve(real_t p_step) override;
GodotAreaPair3D(GodotBody3D *p_body, int p_body_shape, GodotArea3D *p_area, int p_area_shape);
~GodotAreaPair3D();
};
class GodotArea2Pair3D : public GodotConstraint3D {
GodotArea3D *area_a;
GodotArea3D *area_b;
int shape_a;
int shape_b;
bool colliding_a = false;
bool colliding_b = false;
bool process_collision_a = false;
bool process_collision_b = false;
bool area_a_monitorable;
bool area_b_monitorable;
public:
virtual bool setup(real_t p_step) override;
virtual bool pre_solve(real_t p_step) override;
virtual void solve(real_t p_step) override;
GodotArea2Pair3D(GodotArea3D *p_area_a, int p_shape_a, GodotArea3D *p_area_b, int p_shape_b);
~GodotArea2Pair3D();
};
class GodotAreaSoftBodyPair3D : public GodotConstraint3D {
GodotSoftBody3D *soft_body;
GodotArea3D *area;
int soft_body_shape;
int area_shape;
bool colliding = false;
bool process_collision = false;
bool has_space_override = false;
public:
virtual bool setup(real_t p_step) override;
virtual bool pre_solve(real_t p_step) override;
virtual void solve(real_t p_step) override;
GodotAreaSoftBodyPair3D(GodotSoftBody3D *p_sof_body, int p_soft_body_shape, GodotArea3D *p_area, int p_area_shape);
~GodotAreaSoftBodyPair3D();
};
#endif // GODOT_AREA_PAIR_3D_H