| 1 | /**************************************************************************/ |
| 2 | /* godot_area_3d.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_3D_H |
| 32 | #define GODOT_AREA_3D_H |
| 33 | |
| 34 | #include "godot_collision_object_3d.h" |
| 35 | |
| 36 | #include "core/templates/self_list.h" |
| 37 | #include "servers/physics_server_3d.h" |
| 38 | |
| 39 | class GodotSpace3D; |
| 40 | class GodotBody3D; |
| 41 | class GodotSoftBody3D; |
| 42 | class GodotConstraint3D; |
| 43 | |
| 44 | class GodotArea3D : public GodotCollisionObject3D { |
| 45 | PhysicsServer3D::AreaSpaceOverrideMode gravity_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED; |
| 46 | PhysicsServer3D::AreaSpaceOverrideMode linear_damping_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED; |
| 47 | PhysicsServer3D::AreaSpaceOverrideMode angular_damping_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED; |
| 48 | |
| 49 | real_t gravity = 9.80665; |
| 50 | Vector3 gravity_vector = Vector3(0, -1, 0); |
| 51 | bool gravity_is_point = false; |
| 52 | real_t gravity_point_unit_distance = 0.0; |
| 53 | real_t linear_damp = 0.1; |
| 54 | real_t angular_damp = 0.1; |
| 55 | real_t wind_force_magnitude = 0.0; |
| 56 | real_t wind_attenuation_factor = 0.0; |
| 57 | Vector3 wind_source; |
| 58 | Vector3 wind_direction; |
| 59 | int priority = 0; |
| 60 | bool monitorable = false; |
| 61 | |
| 62 | Callable monitor_callback; |
| 63 | Callable area_monitor_callback; |
| 64 | |
| 65 | SelfList<GodotArea3D> monitor_query_list; |
| 66 | SelfList<GodotArea3D> moved_list; |
| 67 | |
| 68 | struct BodyKey { |
| 69 | RID rid; |
| 70 | ObjectID instance_id; |
| 71 | uint32_t body_shape = 0; |
| 72 | uint32_t area_shape = 0; |
| 73 | |
| 74 | static uint32_t hash(const BodyKey &p_key) { |
| 75 | uint32_t h = hash_one_uint64(p_key.rid.get_id()); |
| 76 | h = hash_murmur3_one_64(p_key.instance_id, h); |
| 77 | h = hash_murmur3_one_32(p_key.area_shape, h); |
| 78 | return hash_fmix32(hash_murmur3_one_32(p_key.body_shape, h)); |
| 79 | } |
| 80 | |
| 81 | _FORCE_INLINE_ bool operator==(const BodyKey &p_key) const { |
| 82 | return rid == p_key.rid && instance_id == p_key.instance_id && body_shape == p_key.body_shape && area_shape == p_key.area_shape; |
| 83 | } |
| 84 | |
| 85 | _FORCE_INLINE_ BodyKey() {} |
| 86 | BodyKey(GodotSoftBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); |
| 87 | BodyKey(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); |
| 88 | BodyKey(GodotArea3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); |
| 89 | }; |
| 90 | |
| 91 | struct BodyState { |
| 92 | int state = 0; |
| 93 | _FORCE_INLINE_ void inc() { state++; } |
| 94 | _FORCE_INLINE_ void dec() { state--; } |
| 95 | }; |
| 96 | |
| 97 | HashMap<BodyKey, BodyState, BodyKey> monitored_soft_bodies; |
| 98 | HashMap<BodyKey, BodyState, BodyKey> monitored_bodies; |
| 99 | HashMap<BodyKey, BodyState, BodyKey> monitored_areas; |
| 100 | |
| 101 | HashSet<GodotConstraint3D *> constraints; |
| 102 | |
| 103 | virtual void _shapes_changed() override; |
| 104 | void _queue_monitor_update(); |
| 105 | |
| 106 | void _set_space_override_mode(PhysicsServer3D::AreaSpaceOverrideMode &r_mode, PhysicsServer3D::AreaSpaceOverrideMode p_new_mode); |
| 107 | |
| 108 | public: |
| 109 | void set_monitor_callback(const Callable &p_callback); |
| 110 | _FORCE_INLINE_ bool has_monitor_callback() const { return !monitor_callback.is_null(); } |
| 111 | |
| 112 | void set_area_monitor_callback(const Callable &p_callback); |
| 113 | _FORCE_INLINE_ bool has_area_monitor_callback() const { return !area_monitor_callback.is_null(); } |
| 114 | |
| 115 | _FORCE_INLINE_ void add_body_to_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); |
| 116 | _FORCE_INLINE_ void remove_body_from_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); |
| 117 | |
| 118 | _FORCE_INLINE_ void add_soft_body_to_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape); |
| 119 | _FORCE_INLINE_ void remove_soft_body_from_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape); |
| 120 | |
| 121 | _FORCE_INLINE_ void add_area_to_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape); |
| 122 | _FORCE_INLINE_ void remove_area_from_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape); |
| 123 | |
| 124 | void set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value); |
| 125 | Variant get_param(PhysicsServer3D::AreaParameter p_param) const; |
| 126 | |
| 127 | _FORCE_INLINE_ void set_gravity(real_t p_gravity) { gravity = p_gravity; } |
| 128 | _FORCE_INLINE_ real_t get_gravity() const { return gravity; } |
| 129 | |
| 130 | _FORCE_INLINE_ void set_gravity_vector(const Vector3 &p_gravity) { gravity_vector = p_gravity; } |
| 131 | _FORCE_INLINE_ Vector3 get_gravity_vector() const { return gravity_vector; } |
| 132 | |
| 133 | _FORCE_INLINE_ void set_gravity_as_point(bool p_enable) { gravity_is_point = p_enable; } |
| 134 | _FORCE_INLINE_ bool is_gravity_point() const { return gravity_is_point; } |
| 135 | |
| 136 | _FORCE_INLINE_ void set_gravity_point_unit_distance(real_t scale) { gravity_point_unit_distance = scale; } |
| 137 | _FORCE_INLINE_ real_t get_gravity_point_unit_distance() const { return gravity_point_unit_distance; } |
| 138 | |
| 139 | _FORCE_INLINE_ void set_linear_damp(real_t p_linear_damp) { linear_damp = p_linear_damp; } |
| 140 | _FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; } |
| 141 | |
| 142 | _FORCE_INLINE_ void set_angular_damp(real_t p_angular_damp) { angular_damp = p_angular_damp; } |
| 143 | _FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; } |
| 144 | |
| 145 | _FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; } |
| 146 | _FORCE_INLINE_ int get_priority() const { return priority; } |
| 147 | |
| 148 | _FORCE_INLINE_ void set_wind_force_magnitude(real_t p_wind_force_magnitude) { wind_force_magnitude = p_wind_force_magnitude; } |
| 149 | _FORCE_INLINE_ real_t get_wind_force_magnitude() const { return wind_force_magnitude; } |
| 150 | |
| 151 | _FORCE_INLINE_ void set_wind_attenuation_factor(real_t p_wind_attenuation_factor) { wind_attenuation_factor = p_wind_attenuation_factor; } |
| 152 | _FORCE_INLINE_ real_t get_wind_attenuation_factor() const { return wind_attenuation_factor; } |
| 153 | |
| 154 | _FORCE_INLINE_ void set_wind_source(const Vector3 &p_wind_source) { wind_source = p_wind_source; } |
| 155 | _FORCE_INLINE_ const Vector3 &get_wind_source() const { return wind_source; } |
| 156 | |
| 157 | _FORCE_INLINE_ void set_wind_direction(const Vector3 &p_wind_direction) { wind_direction = p_wind_direction; } |
| 158 | _FORCE_INLINE_ const Vector3 &get_wind_direction() const { return wind_direction; } |
| 159 | |
| 160 | _FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint) { constraints.insert(p_constraint); } |
| 161 | _FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraints.erase(p_constraint); } |
| 162 | _FORCE_INLINE_ const HashSet<GodotConstraint3D *> &get_constraints() const { return constraints; } |
| 163 | _FORCE_INLINE_ void clear_constraints() { constraints.clear(); } |
| 164 | |
| 165 | void set_monitorable(bool p_monitorable); |
| 166 | _FORCE_INLINE_ bool is_monitorable() const { return monitorable; } |
| 167 | |
| 168 | void set_transform(const Transform3D &p_transform); |
| 169 | |
| 170 | void set_space(GodotSpace3D *p_space) override; |
| 171 | |
| 172 | void call_queries(); |
| 173 | |
| 174 | void compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const; |
| 175 | |
| 176 | GodotArea3D(); |
| 177 | ~GodotArea3D(); |
| 178 | }; |
| 179 | |
| 180 | void GodotArea3D::add_soft_body_to_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) { |
| 181 | BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape); |
| 182 | monitored_soft_bodies[bk].inc(); |
| 183 | if (!monitor_query_list.in_list()) { |
| 184 | _queue_monitor_update(); |
| 185 | } |
| 186 | } |
| 187 | |
| 188 | void GodotArea3D::remove_soft_body_from_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) { |
| 189 | BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape); |
| 190 | monitored_soft_bodies[bk].dec(); |
| 191 | if (!monitor_query_list.in_list()) { |
| 192 | _queue_monitor_update(); |
| 193 | } |
| 194 | } |
| 195 | |
| 196 | void GodotArea3D::add_body_to_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { |
| 197 | BodyKey bk(p_body, p_body_shape, p_area_shape); |
| 198 | monitored_bodies[bk].inc(); |
| 199 | if (!monitor_query_list.in_list()) { |
| 200 | _queue_monitor_update(); |
| 201 | } |
| 202 | } |
| 203 | |
| 204 | void GodotArea3D::remove_body_from_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { |
| 205 | BodyKey bk(p_body, p_body_shape, p_area_shape); |
| 206 | monitored_bodies[bk].dec(); |
| 207 | if (!monitor_query_list.in_list()) { |
| 208 | _queue_monitor_update(); |
| 209 | } |
| 210 | } |
| 211 | |
| 212 | void GodotArea3D::add_area_to_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { |
| 213 | BodyKey bk(p_area, p_area_shape, p_self_shape); |
| 214 | monitored_areas[bk].inc(); |
| 215 | if (!monitor_query_list.in_list()) { |
| 216 | _queue_monitor_update(); |
| 217 | } |
| 218 | } |
| 219 | |
| 220 | void GodotArea3D::remove_area_from_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { |
| 221 | BodyKey bk(p_area, p_area_shape, p_self_shape); |
| 222 | monitored_areas[bk].dec(); |
| 223 | if (!monitor_query_list.in_list()) { |
| 224 | _queue_monitor_update(); |
| 225 | } |
| 226 | } |
| 227 | |
| 228 | struct AreaCMP { |
| 229 | GodotArea3D *area = nullptr; |
| 230 | int refCount = 0; |
| 231 | _FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); } |
| 232 | _FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); } |
| 233 | _FORCE_INLINE_ AreaCMP() {} |
| 234 | _FORCE_INLINE_ AreaCMP(GodotArea3D *p_area) { |
| 235 | area = p_area; |
| 236 | refCount = 1; |
| 237 | } |
| 238 | }; |
| 239 | |
| 240 | #endif // GODOT_AREA_3D_H |
| 241 | |