ab2456b740
* Renames for 2D and 3D * Class name was confusing, given both 2D and 3D have a "visible" property that is unrelated to actual on-screen visibility. * New name makes it clear that this is about visibility on screen.
95 lines
5.5 KiB
C++
95 lines
5.5 KiB
C++
/*************************************************************************/
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/* world_2d.cpp */
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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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#include "world_2d.h"
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#include "core/config/project_settings.h"
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#include "scene/2d/camera_2d.h"
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#include "scene/2d/visible_on_screen_notifier_2d.h"
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#include "scene/main/window.h"
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#include "servers/navigation_server_2d.h"
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#include "servers/physics_server_2d.h"
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#include "servers/rendering_server.h"
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RID World2D::get_canvas() const {
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return canvas;
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}
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RID World2D::get_space() const {
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return space;
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}
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RID World2D::get_navigation_map() const {
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return navigation_map;
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}
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void World2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_canvas"), &World2D::get_canvas);
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ClassDB::bind_method(D_METHOD("get_space"), &World2D::get_space);
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ClassDB::bind_method(D_METHOD("get_navigation_map"), &World2D::get_navigation_map);
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ClassDB::bind_method(D_METHOD("get_direct_space_state"), &World2D::get_direct_space_state);
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ADD_PROPERTY(PropertyInfo(Variant::RID, "canvas", PROPERTY_HINT_NONE, "", 0), "", "get_canvas");
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ADD_PROPERTY(PropertyInfo(Variant::RID, "space", PROPERTY_HINT_NONE, "", 0), "", "get_space");
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ADD_PROPERTY(PropertyInfo(Variant::RID, "navigation_map", PROPERTY_HINT_NONE, "", 0), "", "get_navigation_map");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "direct_space_state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectSpaceState2D", 0), "", "get_direct_space_state");
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}
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PhysicsDirectSpaceState2D *World2D::get_direct_space_state() {
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return PhysicsServer2D::get_singleton()->space_get_direct_state(space);
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}
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World2D::World2D() {
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canvas = RenderingServer::get_singleton()->canvas_create();
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// Create and configure space2D to be more friendly with pixels than meters
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space = PhysicsServer2D::get_singleton()->space_create();
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PhysicsServer2D::get_singleton()->space_set_active(space, true);
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PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY, GLOBAL_DEF("physics/2d/default_gravity", 980.0));
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PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF("physics/2d/default_gravity_vector", Vector2(0, 1)));
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PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF("physics/2d/default_linear_damp", 0.1));
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ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/default_linear_damp", PropertyInfo(Variant::FLOAT, "physics/2d/default_linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"));
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PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF("physics/2d/default_angular_damp", 1.0));
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ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/default_angular_damp", PropertyInfo(Variant::FLOAT, "physics/2d/default_angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"));
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// Create and configure the navigation_map to be more friendly with pixels than meters.
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navigation_map = NavigationServer2D::get_singleton()->map_create();
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NavigationServer2D::get_singleton()->map_set_active(navigation_map, true);
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NavigationServer2D::get_singleton()->map_set_cell_size(navigation_map, GLOBAL_DEF("navigation/2d/default_cell_size", 10));
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NavigationServer2D::get_singleton()->map_set_edge_connection_margin(navigation_map, GLOBAL_DEF("navigation/2d/default_edge_connection_margin", 5));
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}
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World2D::~World2D() {
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RenderingServer::get_singleton()->free(canvas);
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PhysicsServer2D::get_singleton()->free(space);
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NavigationServer2D::get_singleton()->free(navigation_map);
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}
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