godot/servers/physics_2d/godot_area_2d.h
PouleyKetchoupp cc39dca9f7 Rename Godot Physics classes from *SW to Godot*
Also moved MT physics server wrappers to the main servers folder, since
they don't have to be implementation specific.
2021-10-18 17:01:10 -07:00

197 lines
8.1 KiB
C++

/*************************************************************************/
/* godot_area_2d.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_2D_H
#define GODOT_AREA_2D_H
#include "godot_collision_object_2d.h"
#include "core/templates/self_list.h"
#include "servers/physics_server_2d.h"
class GodotSpace2D;
class GodotBody2D;
class GodotConstraint2D;
class GodotArea2D : public GodotCollisionObject2D {
PhysicsServer2D::AreaSpaceOverrideMode space_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED;
real_t gravity = 9.80665;
Vector2 gravity_vector = Vector2(0, -1);
bool gravity_is_point = false;
real_t gravity_distance_scale = 0.0;
real_t point_attenuation = 1.0;
real_t linear_damp = 0.1;
real_t angular_damp = 1.0;
int priority = 0;
bool monitorable = false;
ObjectID monitor_callback_id;
StringName monitor_callback_method;
ObjectID area_monitor_callback_id;
StringName area_monitor_callback_method;
SelfList<GodotArea2D> monitor_query_list;
SelfList<GodotArea2D> moved_list;
struct BodyKey {
RID rid;
ObjectID instance_id;
uint32_t body_shape = 0;
uint32_t area_shape = 0;
_FORCE_INLINE_ bool operator<(const BodyKey &p_key) const {
if (rid == p_key.rid) {
if (body_shape == p_key.body_shape) {
return area_shape < p_key.area_shape;
} else {
return body_shape < p_key.body_shape;
}
} else {
return rid < p_key.rid;
}
}
_FORCE_INLINE_ BodyKey() {}
BodyKey(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
BodyKey(GodotArea2D *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--; }
};
Map<BodyKey, BodyState> monitored_bodies;
Map<BodyKey, BodyState> monitored_areas;
Set<GodotConstraint2D *> constraints;
virtual void _shapes_changed();
void _queue_monitor_update();
public:
void set_monitor_callback(ObjectID p_id, const StringName &p_method);
_FORCE_INLINE_ bool has_monitor_callback() const { return monitor_callback_id.is_valid(); }
void set_area_monitor_callback(ObjectID p_id, const StringName &p_method);
_FORCE_INLINE_ bool has_area_monitor_callback() const { return area_monitor_callback_id.is_valid(); }
_FORCE_INLINE_ void add_body_to_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
_FORCE_INLINE_ void remove_body_from_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
_FORCE_INLINE_ void add_area_to_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
_FORCE_INLINE_ void remove_area_from_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
void set_param(PhysicsServer2D::AreaParameter p_param, const Variant &p_value);
Variant get_param(PhysicsServer2D::AreaParameter p_param) const;
void set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode p_mode);
PhysicsServer2D::AreaSpaceOverrideMode get_space_override_mode() const { return space_override_mode; }
_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 Vector2 &p_gravity) { gravity_vector = p_gravity; }
_FORCE_INLINE_ Vector2 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_point_attenuation(real_t p_point_attenuation) { point_attenuation = p_point_attenuation; }
_FORCE_INLINE_ real_t get_point_attenuation() const { return point_attenuation; }
_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 add_constraint(GodotConstraint2D *p_constraint) { constraints.insert(p_constraint); }
_FORCE_INLINE_ void remove_constraint(GodotConstraint2D *p_constraint) { constraints.erase(p_constraint); }
_FORCE_INLINE_ const Set<GodotConstraint2D *> &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 Transform2D &p_transform);
void set_space(GodotSpace2D *p_space);
void call_queries();
void compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const;
GodotArea2D();
~GodotArea2D();
};
void GodotArea2D::add_body_to_query(GodotBody2D *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 GodotArea2D::remove_body_from_query(GodotBody2D *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 GodotArea2D::add_area_to_query(GodotArea2D *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 GodotArea2D::remove_area_from_query(GodotArea2D *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();
}
}
#endif // GODOT_AREA_2D_H