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: */
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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
39class GodotSpace2D;
40class GodotBody2D;
41class GodotConstraint2D;
42
43class 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
102public:
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
159void 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
167void 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
175void 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
183void 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