b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
215 lines
6.4 KiB
C++
215 lines
6.4 KiB
C++
/*************************************************************************/
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/* area_3d.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_3D_H
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#define AREA_3D_H
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#include "core/templates/vset.h"
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#include "scene/3d/collision_object_3d.h"
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class Area3D : public CollisionObject3D {
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GDCLASS(Area3D, CollisionObject3D);
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public:
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enum SpaceOverride {
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SPACE_OVERRIDE_DISABLED,
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SPACE_OVERRIDE_COMBINE,
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SPACE_OVERRIDE_COMBINE_REPLACE,
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SPACE_OVERRIDE_REPLACE,
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SPACE_OVERRIDE_REPLACE_COMBINE
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};
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private:
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SpaceOverride space_override;
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Vector3 gravity_vec;
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real_t gravity;
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bool gravity_is_point;
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real_t gravity_distance_scale;
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real_t angular_damp;
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real_t linear_damp;
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uint32_t collision_mask;
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uint32_t collision_layer;
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int priority;
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bool monitoring;
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bool monitorable;
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bool locked;
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void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape);
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void _body_enter_tree(ObjectID p_id);
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void _body_exit_tree(ObjectID p_id);
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struct ShapePair {
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int body_shape;
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int area_shape;
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bool operator<(const ShapePair &p_sp) const {
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if (body_shape == p_sp.body_shape) {
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return area_shape < p_sp.area_shape;
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} else {
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return body_shape < p_sp.body_shape;
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}
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}
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ShapePair() {}
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ShapePair(int p_bs, int p_as) {
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body_shape = p_bs;
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area_shape = p_as;
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}
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};
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struct BodyState {
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int rc;
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bool in_tree;
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VSet<ShapePair> shapes;
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};
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Map<ObjectID, BodyState> body_map;
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void _area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape);
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void _area_enter_tree(ObjectID p_id);
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void _area_exit_tree(ObjectID p_id);
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struct AreaShapePair {
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int area_shape;
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int self_shape;
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bool operator<(const AreaShapePair &p_sp) const {
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if (area_shape == p_sp.area_shape) {
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return self_shape < p_sp.self_shape;
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} else {
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return area_shape < p_sp.area_shape;
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}
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}
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AreaShapePair() {}
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AreaShapePair(int p_bs, int p_as) {
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area_shape = p_bs;
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self_shape = p_as;
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}
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};
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struct AreaState {
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int rc;
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bool in_tree;
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VSet<AreaShapePair> shapes;
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};
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Map<ObjectID, AreaState> area_map;
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void _clear_monitoring();
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bool audio_bus_override;
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StringName audio_bus;
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bool use_reverb_bus;
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StringName reverb_bus;
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float reverb_amount;
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float reverb_uniformity;
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void _validate_property(PropertyInfo &property) const override;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_space_override_mode(SpaceOverride p_mode);
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SpaceOverride get_space_override_mode() const;
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void set_gravity_is_point(bool p_enabled);
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bool is_gravity_a_point() const;
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void set_gravity_distance_scale(real_t p_scale);
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real_t get_gravity_distance_scale() const;
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void set_gravity_vector(const Vector3 &p_vec);
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Vector3 get_gravity_vector() const;
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void set_gravity(real_t p_gravity);
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real_t get_gravity() const;
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void set_angular_damp(real_t p_angular_damp);
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real_t get_angular_damp() const;
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void set_linear_damp(real_t p_linear_damp);
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real_t get_linear_damp() const;
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void set_priority(real_t p_priority);
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real_t get_priority() const;
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void set_monitoring(bool p_enable);
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bool is_monitoring() const;
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void set_monitorable(bool p_enable);
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bool is_monitorable() const;
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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void set_collision_layer(uint32_t p_layer);
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uint32_t get_collision_layer() const;
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void set_collision_mask_bit(int p_bit, bool p_value);
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bool get_collision_mask_bit(int p_bit) const;
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void set_collision_layer_bit(int p_bit, bool p_value);
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bool get_collision_layer_bit(int p_bit) const;
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TypedArray<Node3D> get_overlapping_bodies() const;
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TypedArray<Area3D> get_overlapping_areas() const; //function for script
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bool overlaps_area(Node *p_area) const;
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bool overlaps_body(Node *p_body) const;
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void set_audio_bus_override(bool p_override);
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bool is_overriding_audio_bus() const;
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void set_audio_bus_name(const StringName &p_audio_bus);
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StringName get_audio_bus_name() const;
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void set_use_reverb_bus(bool p_enable);
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bool is_using_reverb_bus() const;
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void set_reverb_bus(const StringName &p_audio_bus);
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StringName get_reverb_bus() const;
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void set_reverb_amount(float p_amount);
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float get_reverb_amount() const;
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void set_reverb_uniformity(float p_uniformity);
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float get_reverb_uniformity() const;
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Area3D();
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~Area3D();
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};
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VARIANT_ENUM_CAST(Area3D::SpaceOverride);
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#endif // AREA__H
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