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 */ |
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25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
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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 | |