1 | /**************************************************************************/ |
2 | /* godot_area_2d.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #ifndef GODOT_AREA_2D_H |
32 | #define GODOT_AREA_2D_H |
33 | |
34 | #include "godot_collision_object_2d.h" |
35 | |
36 | #include "core/templates/self_list.h" |
37 | #include "servers/physics_server_2d.h" |
38 | |
39 | class GodotSpace2D; |
40 | class GodotBody2D; |
41 | class GodotConstraint2D; |
42 | |
43 | class GodotArea2D : public GodotCollisionObject2D { |
44 | PhysicsServer2D::AreaSpaceOverrideMode gravity_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED; |
45 | PhysicsServer2D::AreaSpaceOverrideMode linear_damping_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED; |
46 | PhysicsServer2D::AreaSpaceOverrideMode angular_damping_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED; |
47 | |
48 | real_t gravity = 9.80665; |
49 | Vector2 gravity_vector = Vector2(0, -1); |
50 | bool gravity_is_point = false; |
51 | real_t gravity_point_unit_distance = 0.0; |
52 | real_t linear_damp = 0.1; |
53 | real_t angular_damp = 1.0; |
54 | int priority = 0; |
55 | bool monitorable = false; |
56 | |
57 | Callable monitor_callback; |
58 | |
59 | Callable area_monitor_callback; |
60 | |
61 | SelfList<GodotArea2D> monitor_query_list; |
62 | SelfList<GodotArea2D> moved_list; |
63 | |
64 | struct BodyKey { |
65 | RID rid; |
66 | ObjectID instance_id; |
67 | uint32_t body_shape = 0; |
68 | uint32_t area_shape = 0; |
69 | |
70 | static uint32_t hash(const BodyKey &p_key) { |
71 | uint32_t h = hash_one_uint64(p_key.rid.get_id()); |
72 | h = hash_murmur3_one_64(p_key.instance_id, h); |
73 | h = hash_murmur3_one_32(p_key.area_shape, h); |
74 | return hash_fmix32(hash_murmur3_one_32(p_key.body_shape, h)); |
75 | } |
76 | |
77 | _FORCE_INLINE_ bool operator==(const BodyKey &p_key) const { |
78 | return rid == p_key.rid && instance_id == p_key.instance_id && body_shape == p_key.body_shape && area_shape == p_key.area_shape; |
79 | } |
80 | |
81 | _FORCE_INLINE_ BodyKey() {} |
82 | BodyKey(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); |
83 | BodyKey(GodotArea2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); |
84 | }; |
85 | |
86 | struct BodyState { |
87 | int state = 0; |
88 | _FORCE_INLINE_ void inc() { state++; } |
89 | _FORCE_INLINE_ void dec() { state--; } |
90 | }; |
91 | |
92 | HashMap<BodyKey, BodyState, BodyKey> monitored_bodies; |
93 | HashMap<BodyKey, BodyState, BodyKey> monitored_areas; |
94 | |
95 | HashSet<GodotConstraint2D *> constraints; |
96 | |
97 | virtual void _shapes_changed() override; |
98 | void _queue_monitor_update(); |
99 | |
100 | void _set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode &r_mode, PhysicsServer2D::AreaSpaceOverrideMode p_new_mode); |
101 | |
102 | public: |
103 | void set_monitor_callback(const Callable &p_callback); |
104 | _FORCE_INLINE_ bool has_monitor_callback() const { return !monitor_callback.is_null(); } |
105 | |
106 | void set_area_monitor_callback(const Callable &p_callback); |
107 | _FORCE_INLINE_ bool has_area_monitor_callback() const { return !area_monitor_callback.is_null(); } |
108 | |
109 | _FORCE_INLINE_ void add_body_to_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); |
110 | _FORCE_INLINE_ void remove_body_from_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); |
111 | |
112 | _FORCE_INLINE_ void add_area_to_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape); |
113 | _FORCE_INLINE_ void remove_area_from_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape); |
114 | |
115 | void set_param(PhysicsServer2D::AreaParameter p_param, const Variant &p_value); |
116 | Variant get_param(PhysicsServer2D::AreaParameter p_param) const; |
117 | |
118 | _FORCE_INLINE_ void set_gravity(real_t p_gravity) { gravity = p_gravity; } |
119 | _FORCE_INLINE_ real_t get_gravity() const { return gravity; } |
120 | |
121 | _FORCE_INLINE_ void set_gravity_vector(const Vector2 &p_gravity) { gravity_vector = p_gravity; } |
122 | _FORCE_INLINE_ Vector2 get_gravity_vector() const { return gravity_vector; } |
123 | |
124 | _FORCE_INLINE_ void set_gravity_as_point(bool p_enable) { gravity_is_point = p_enable; } |
125 | _FORCE_INLINE_ bool is_gravity_point() const { return gravity_is_point; } |
126 | |
127 | _FORCE_INLINE_ void set_gravity_point_unit_distance(real_t scale) { gravity_point_unit_distance = scale; } |
128 | _FORCE_INLINE_ real_t get_gravity_point_unit_distance() const { return gravity_point_unit_distance; } |
129 | |
130 | _FORCE_INLINE_ void set_linear_damp(real_t p_linear_damp) { linear_damp = p_linear_damp; } |
131 | _FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; } |
132 | |
133 | _FORCE_INLINE_ void set_angular_damp(real_t p_angular_damp) { angular_damp = p_angular_damp; } |
134 | _FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; } |
135 | |
136 | _FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; } |
137 | _FORCE_INLINE_ int get_priority() const { return priority; } |
138 | |
139 | _FORCE_INLINE_ void add_constraint(GodotConstraint2D *p_constraint) { constraints.insert(p_constraint); } |
140 | _FORCE_INLINE_ void remove_constraint(GodotConstraint2D *p_constraint) { constraints.erase(p_constraint); } |
141 | _FORCE_INLINE_ const HashSet<GodotConstraint2D *> &get_constraints() const { return constraints; } |
142 | _FORCE_INLINE_ void clear_constraints() { constraints.clear(); } |
143 | |
144 | void set_monitorable(bool p_monitorable); |
145 | _FORCE_INLINE_ bool is_monitorable() const { return monitorable; } |
146 | |
147 | void set_transform(const Transform2D &p_transform); |
148 | |
149 | void set_space(GodotSpace2D *p_space) override; |
150 | |
151 | void call_queries(); |
152 | |
153 | void compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const; |
154 | |
155 | GodotArea2D(); |
156 | ~GodotArea2D(); |
157 | }; |
158 | |
159 | void GodotArea2D::add_body_to_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { |
160 | BodyKey bk(p_body, p_body_shape, p_area_shape); |
161 | monitored_bodies[bk].inc(); |
162 | if (!monitor_query_list.in_list()) { |
163 | _queue_monitor_update(); |
164 | } |
165 | } |
166 | |
167 | void GodotArea2D::remove_body_from_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { |
168 | BodyKey bk(p_body, p_body_shape, p_area_shape); |
169 | monitored_bodies[bk].dec(); |
170 | if (!monitor_query_list.in_list()) { |
171 | _queue_monitor_update(); |
172 | } |
173 | } |
174 | |
175 | void GodotArea2D::add_area_to_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { |
176 | BodyKey bk(p_area, p_area_shape, p_self_shape); |
177 | monitored_areas[bk].inc(); |
178 | if (!monitor_query_list.in_list()) { |
179 | _queue_monitor_update(); |
180 | } |
181 | } |
182 | |
183 | void GodotArea2D::remove_area_from_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { |
184 | BodyKey bk(p_area, p_area_shape, p_self_shape); |
185 | monitored_areas[bk].dec(); |
186 | if (!monitor_query_list.in_list()) { |
187 | _queue_monitor_update(); |
188 | } |
189 | } |
190 | |
191 | #endif // GODOT_AREA_2D_H |
192 | |