1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
/**************************************************************************/
/*  area_bullet.h                                                         */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
/* the following conditions:                                              */
/*                                                                        */
/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
/*                                                                        */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
/**************************************************************************/

#ifndef AREA_BULLET_H
#define AREA_BULLET_H

#include "collision_object_bullet.h"
#include "core/vector.h"
#include "servers/physics_server.h"
#include "space_bullet.h"

/**
	@author AndreaCatania
*/

class btGhostObject;

class AreaBullet : public RigidCollisionObjectBullet {
public:
	struct InOutEventCallback {
		ObjectID event_callback_id;
		StringName event_callback_method;

		InOutEventCallback() :
				event_callback_id(0) {}
	};

	enum OverlapState {
		OVERLAP_STATE_DIRTY = 0, // Mark processed overlaps
		OVERLAP_STATE_INSIDE, // Mark old overlap
		OVERLAP_STATE_ENTER, // Mark just enter overlap
		OVERLAP_STATE_EXIT // Mark ended overlaps
	};

	struct OverlappingShapeData {
		CollisionObjectBullet *other_object = nullptr;
		OverlapState state = OVERLAP_STATE_DIRTY;
		uint32_t other_shape_id = 0;
		uint32_t our_shape_id = 0;

		OverlappingShapeData() {}

		OverlappingShapeData(CollisionObjectBullet *p_other_object, OverlapState p_state, uint32_t p_other_shape_id, uint32_t p_our_shape_id) :
				other_object(p_other_object),
				state(p_state),
				other_shape_id(p_other_shape_id),
				our_shape_id(p_our_shape_id) {}
	};

private:
	// These are used by function callEvent. Instead to create this each call I create if one time.
	Variant call_event_res[5];
	Variant *call_event_res_ptr[5];

	btGhostObject *btGhost;
	Vector<OverlappingShapeData> overlapping_shapes;
	int _overlapping_shape_count(CollisionObjectBullet *p_other_object);
	int _find_overlapping_shape(CollisionObjectBullet *p_other_object, uint32_t p_other_shape_id, uint32_t p_our_shape_id);
	bool monitorable;

	PhysicsServer::AreaSpaceOverrideMode spOv_mode;
	bool spOv_gravityPoint;
	real_t spOv_gravityPointDistanceScale;
	real_t spOv_gravityPointAttenuation;
	Vector3 spOv_gravityVec;
	real_t spOv_gravityMag;
	real_t spOv_linearDump;
	real_t spOv_angularDump;
	int spOv_priority;

	bool isScratched;

	InOutEventCallback eventsCallbacks[2];

public:
	AreaBullet();
	~AreaBullet();

	_FORCE_INLINE_ btGhostObject *get_bt_ghost() const { return btGhost; }

	void set_monitorable(bool p_monitorable);
	_FORCE_INLINE_ bool is_monitorable() const { return monitorable; }

	bool is_monitoring() const;

	_FORCE_INLINE_ void set_spOv_mode(PhysicsServer::AreaSpaceOverrideMode p_mode) { spOv_mode = p_mode; }
	_FORCE_INLINE_ PhysicsServer::AreaSpaceOverrideMode get_spOv_mode() { return spOv_mode; }

	_FORCE_INLINE_ void set_spOv_gravityPoint(bool p_isGP) { spOv_gravityPoint = p_isGP; }
	_FORCE_INLINE_ bool is_spOv_gravityPoint() { return spOv_gravityPoint; }

	_FORCE_INLINE_ void set_spOv_gravityPointDistanceScale(real_t p_GPDS) { spOv_gravityPointDistanceScale = p_GPDS; }
	_FORCE_INLINE_ real_t get_spOv_gravityPointDistanceScale() { return spOv_gravityPointDistanceScale; }

	_FORCE_INLINE_ void set_spOv_gravityPointAttenuation(real_t p_GPA) { spOv_gravityPointAttenuation = p_GPA; }
	_FORCE_INLINE_ real_t get_spOv_gravityPointAttenuation() { return spOv_gravityPointAttenuation; }

	_FORCE_INLINE_ void set_spOv_gravityVec(Vector3 p_vec) { spOv_gravityVec = p_vec; }
	_FORCE_INLINE_ const Vector3 &get_spOv_gravityVec() const { return spOv_gravityVec; }

	_FORCE_INLINE_ void set_spOv_gravityMag(real_t p_gravityMag) { spOv_gravityMag = p_gravityMag; }
	_FORCE_INLINE_ real_t get_spOv_gravityMag() { return spOv_gravityMag; }

	_FORCE_INLINE_ void set_spOv_linearDump(real_t p_linearDump) { spOv_linearDump = p_linearDump; }
	_FORCE_INLINE_ real_t get_spOv_linearDamp() { return spOv_linearDump; }

	_FORCE_INLINE_ void set_spOv_angularDump(real_t p_angularDump) { spOv_angularDump = p_angularDump; }
	_FORCE_INLINE_ real_t get_spOv_angularDamp() { return spOv_angularDump; }

	_FORCE_INLINE_ void set_spOv_priority(int p_priority) { spOv_priority = p_priority; }
	_FORCE_INLINE_ int get_spOv_priority() { return spOv_priority; }

	virtual void main_shape_changed();<--- Function in derived class
	virtual void reload_body();<--- Function in derived class
	virtual void set_space(SpaceBullet *p_space);<--- Function in derived class

	virtual void dispatch_callbacks();<--- Function in derived class
	void call_event(const OverlappingShapeData &p_overlapping_shape, PhysicsServer::AreaBodyStatus p_status);

	virtual void on_collision_filters_change();<--- Function in derived class
	virtual void on_collision_checker_start() {}<--- Function in derived class
	virtual void on_collision_checker_end() { updated = false; }<--- Function in derived class

	void mark_all_overlaps_dirty();
	void mark_object_overlaps_inside(CollisionObjectBullet *p_other_object);
	void set_overlap(CollisionObjectBullet *p_other_object, uint32_t p_other_shape_id, uint32_t p_our_shape_id);
	void mark_all_dirty_overlaps_as_exit();
	void remove_object_overlaps(CollisionObjectBullet *p_object);
	void clear_overlaps();

	void set_param(PhysicsServer::AreaParameter p_param, const Variant &p_value);
	Variant get_param(PhysicsServer::AreaParameter p_param) const;

	void set_event_callback(Type p_callbackObjectType, ObjectID p_id, const StringName &p_method);
	bool has_event_callback(Type p_callbackObjectType);

	virtual void on_enter_area(AreaBullet *p_area);<--- Function in derived class
	virtual void on_exit_area(AreaBullet *p_area);<--- Function in derived class
};

#endif // AREA_BULLET_H