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Diffstat (limited to 'scene/3d/physics/area_3d.cpp')
-rw-r--r-- | scene/3d/physics/area_3d.cpp | 822 |
1 files changed, 822 insertions, 0 deletions
diff --git a/scene/3d/physics/area_3d.cpp b/scene/3d/physics/area_3d.cpp new file mode 100644 index 0000000000..014c33cad0 --- /dev/null +++ b/scene/3d/physics/area_3d.cpp @@ -0,0 +1,822 @@ +/**************************************************************************/ +/* area_3d.cpp */ +/**************************************************************************/ +/* 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. */ +/**************************************************************************/ + +#include "area_3d.h" + +#include "scene/scene_string_names.h" +#include "servers/audio_server.h" + +void Area3D::set_gravity_space_override_mode(SpaceOverride p_mode) { + gravity_space_override = p_mode; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE, p_mode); +} + +Area3D::SpaceOverride Area3D::get_gravity_space_override_mode() const { + return gravity_space_override; +} + +void Area3D::set_gravity_is_point(bool p_enabled) { + gravity_is_point = p_enabled; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT, p_enabled); +} + +bool Area3D::is_gravity_a_point() const { + return gravity_is_point; +} + +void Area3D::set_gravity_point_unit_distance(real_t p_scale) { + gravity_point_unit_distance = p_scale; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE, p_scale); +} + +real_t Area3D::get_gravity_point_unit_distance() const { + return gravity_point_unit_distance; +} + +void Area3D::set_gravity_point_center(const Vector3 &p_center) { + gravity_vec = p_center; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, p_center); +} + +const Vector3 &Area3D::get_gravity_point_center() const { + return gravity_vec; +} + +void Area3D::set_gravity_direction(const Vector3 &p_direction) { + gravity_vec = p_direction; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, p_direction); +} + +const Vector3 &Area3D::get_gravity_direction() const { + return gravity_vec; +} + +void Area3D::set_gravity(real_t p_gravity) { + gravity = p_gravity; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY, p_gravity); +} + +real_t Area3D::get_gravity() const { + return gravity; +} + +void Area3D::set_linear_damp_space_override_mode(SpaceOverride p_mode) { + linear_damp_space_override = p_mode; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE, p_mode); +} + +Area3D::SpaceOverride Area3D::get_linear_damp_space_override_mode() const { + return linear_damp_space_override; +} + +void Area3D::set_angular_damp_space_override_mode(SpaceOverride p_mode) { + angular_damp_space_override = p_mode; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE, p_mode); +} + +Area3D::SpaceOverride Area3D::get_angular_damp_space_override_mode() const { + return angular_damp_space_override; +} + +void Area3D::set_linear_damp(real_t p_linear_damp) { + linear_damp = p_linear_damp; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_LINEAR_DAMP, p_linear_damp); +} + +real_t Area3D::get_linear_damp() const { + return linear_damp; +} + +void Area3D::set_angular_damp(real_t p_angular_damp) { + angular_damp = p_angular_damp; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP, p_angular_damp); +} + +real_t Area3D::get_angular_damp() const { + return angular_damp; +} + +void Area3D::set_priority(int p_priority) { + priority = p_priority; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_PRIORITY, p_priority); +} + +int Area3D::get_priority() const { + return priority; +} + +void Area3D::set_wind_force_magnitude(real_t p_wind_force_magnitude) { + wind_force_magnitude = p_wind_force_magnitude; + if (is_inside_tree()) { + _initialize_wind(); + } +} + +real_t Area3D::get_wind_force_magnitude() const { + return wind_force_magnitude; +} + +void Area3D::set_wind_attenuation_factor(real_t p_wind_force_attenuation_factor) { + wind_attenuation_factor = p_wind_force_attenuation_factor; + if (is_inside_tree()) { + _initialize_wind(); + } +} + +real_t Area3D::get_wind_attenuation_factor() const { + return wind_attenuation_factor; +} + +void Area3D::set_wind_source_path(const NodePath &p_wind_source_path) { + wind_source_path = p_wind_source_path; + if (is_inside_tree()) { + _initialize_wind(); + } +} + +const NodePath &Area3D::get_wind_source_path() const { + return wind_source_path; +} + +void Area3D::_initialize_wind() { + real_t temp_magnitude = 0.0; + Vector3 wind_direction(0., 0., 0.); + Vector3 wind_source(0., 0., 0.); + + // Overwrite with area-specified info if available + if (!wind_source_path.is_empty()) { + Node *wind_source_node = get_node_or_null(wind_source_path); + ERR_FAIL_NULL_MSG(wind_source_node, "Path to wind source is invalid: '" + wind_source_path + "'."); + Node3D *wind_source_node3d = Object::cast_to<Node3D>(wind_source_node); + ERR_FAIL_NULL_MSG(wind_source_node3d, "Path to wind source does not point to a Node3D: '" + wind_source_path + "'."); + Transform3D global_transform = wind_source_node3d->get_transform(); + wind_direction = -global_transform.basis.get_column(Vector3::AXIS_Z).normalized(); + wind_source = global_transform.origin; + temp_magnitude = wind_force_magnitude; + } + + // Set force, source and direction in the physics server. + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR, wind_attenuation_factor); + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_SOURCE, wind_source); + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_DIRECTION, wind_direction); + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE, temp_magnitude); +} + +void Area3D::_body_enter_tree(ObjectID p_id) { + Object *obj = ObjectDB::get_instance(p_id); + Node *node = Object::cast_to<Node>(obj); + ERR_FAIL_NULL(node); + + HashMap<ObjectID, BodyState>::Iterator E = body_map.find(p_id); + ERR_FAIL_COND(!E); + ERR_FAIL_COND(E->value.in_tree); + + E->value.in_tree = true; + emit_signal(SceneStringNames::get_singleton()->body_entered, node); + for (int i = 0; i < E->value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape); + } +} + +void Area3D::_body_exit_tree(ObjectID p_id) { + Object *obj = ObjectDB::get_instance(p_id); + Node *node = Object::cast_to<Node>(obj); + ERR_FAIL_NULL(node); + HashMap<ObjectID, BodyState>::Iterator E = body_map.find(p_id); + ERR_FAIL_COND(!E); + ERR_FAIL_COND(!E->value.in_tree); + E->value.in_tree = false; + emit_signal(SceneStringNames::get_singleton()->body_exited, node); + for (int i = 0; i < E->value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape); + } +} + +void Area3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape) { + bool body_in = p_status == PhysicsServer3D::AREA_BODY_ADDED; + ObjectID objid = p_instance; + + // Exit early if instance is invalid. + if (objid.is_null()) { + lock_callback(); + locked = true; + // Emit the appropriate signals. + if (body_in) { + emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, (Node *)nullptr, p_body_shape, p_area_shape); + } else { + emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, (Node *)nullptr, p_body_shape, p_area_shape); + } + locked = false; + unlock_callback(); + return; + } + + Object *obj = ObjectDB::get_instance(objid); + Node *node = Object::cast_to<Node>(obj); + + HashMap<ObjectID, BodyState>::Iterator E = body_map.find(objid); + + if (!body_in && !E) { + return; //likely removed from the tree + } + + lock_callback(); + locked = true; + + if (body_in) { + if (!E) { + E = body_map.insert(objid, BodyState()); + E->value.rid = p_body; + E->value.rc = 0; + E->value.in_tree = node && node->is_inside_tree(); + if (node) { + node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_body_enter_tree).bind(objid)); + node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_body_exit_tree).bind(objid)); + if (E->value.in_tree) { + emit_signal(SceneStringNames::get_singleton()->body_entered, node); + } + } + } + E->value.rc++; + if (node) { + E->value.shapes.insert(ShapePair(p_body_shape, p_area_shape)); + } + + if (!node || E->value.in_tree) { + emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_area_shape); + } + + } else { + E->value.rc--; + + if (node) { + E->value.shapes.erase(ShapePair(p_body_shape, p_area_shape)); + } + + bool in_tree = E->value.in_tree; + if (E->value.rc == 0) { + body_map.remove(E); + if (node) { + node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_body_enter_tree)); + node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_body_exit_tree)); + if (in_tree) { + emit_signal(SceneStringNames::get_singleton()->body_exited, obj); + } + } + } + if (!node || in_tree) { + emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, obj, p_body_shape, p_area_shape); + } + } + + locked = false; + unlock_callback(); +} + +void Area3D::_clear_monitoring() { + ERR_FAIL_COND_MSG(locked, "This function can't be used during the in/out signal."); + + { + HashMap<ObjectID, BodyState> bmcopy = body_map; + body_map.clear(); + //disconnect all monitored stuff + + for (const KeyValue<ObjectID, BodyState> &E : bmcopy) { + Object *obj = ObjectDB::get_instance(E.key); + Node *node = Object::cast_to<Node>(obj); + + if (!node) { //node may have been deleted in previous frame or at other legitimate point + continue; + } + //ERR_CONTINUE(!node); + + node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_body_enter_tree)); + node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_body_exit_tree)); + + if (!E.value.in_tree) { + continue; + } + + for (int i = 0; i < E.value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E.value.rid, node, E.value.shapes[i].body_shape, E.value.shapes[i].area_shape); + } + + emit_signal(SceneStringNames::get_singleton()->body_exited, node); + } + } + + { + HashMap<ObjectID, AreaState> bmcopy = area_map; + area_map.clear(); + //disconnect all monitored stuff + + for (const KeyValue<ObjectID, AreaState> &E : bmcopy) { + Object *obj = ObjectDB::get_instance(E.key); + Node *node = Object::cast_to<Node>(obj); + + if (!node) { //node may have been deleted in previous frame or at other legitimate point + continue; + } + //ERR_CONTINUE(!node); + + node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_area_enter_tree)); + node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_area_exit_tree)); + + if (!E.value.in_tree) { + continue; + } + + for (int i = 0; i < E.value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E.value.rid, node, E.value.shapes[i].area_shape, E.value.shapes[i].self_shape); + } + + emit_signal(SceneStringNames::get_singleton()->area_exited, obj); + } + } +} + +void Area3D::_space_changed(const RID &p_new_space) { + if (p_new_space.is_null()) { + _clear_monitoring(); + } +} + +void Area3D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + _initialize_wind(); + } break; + } +} + +void Area3D::set_monitoring(bool p_enable) { + ERR_FAIL_COND_MSG(locked, "Function blocked during in/out signal. Use set_deferred(\"monitoring\", true/false)."); + + if (p_enable == monitoring) { + return; + } + + monitoring = p_enable; + + if (monitoring) { + PhysicsServer3D::get_singleton()->area_set_monitor_callback(get_rid(), callable_mp(this, &Area3D::_body_inout)); + PhysicsServer3D::get_singleton()->area_set_area_monitor_callback(get_rid(), callable_mp(this, &Area3D::_area_inout)); + } else { + PhysicsServer3D::get_singleton()->area_set_monitor_callback(get_rid(), Callable()); + PhysicsServer3D::get_singleton()->area_set_area_monitor_callback(get_rid(), Callable()); + _clear_monitoring(); + } +} + +void Area3D::_area_enter_tree(ObjectID p_id) { + Object *obj = ObjectDB::get_instance(p_id); + Node *node = Object::cast_to<Node>(obj); + ERR_FAIL_NULL(node); + + HashMap<ObjectID, AreaState>::Iterator E = area_map.find(p_id); + ERR_FAIL_COND(!E); + ERR_FAIL_COND(E->value.in_tree); + + E->value.in_tree = true; + emit_signal(SceneStringNames::get_singleton()->area_entered, node); + for (int i = 0; i < E->value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->area_shape_entered, E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape); + } +} + +void Area3D::_area_exit_tree(ObjectID p_id) { + Object *obj = ObjectDB::get_instance(p_id); + Node *node = Object::cast_to<Node>(obj); + ERR_FAIL_NULL(node); + HashMap<ObjectID, AreaState>::Iterator E = area_map.find(p_id); + ERR_FAIL_COND(!E); + ERR_FAIL_COND(!E->value.in_tree); + E->value.in_tree = false; + emit_signal(SceneStringNames::get_singleton()->area_exited, node); + for (int i = 0; i < E->value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape); + } +} + +void Area3D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape) { + bool area_in = p_status == PhysicsServer3D::AREA_BODY_ADDED; + ObjectID objid = p_instance; + + // Exit if instance is invalid. + if (objid.is_null()) { + lock_callback(); + locked = true; + // Emit the appropriate signals. + if (area_in) { + emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_area, (Node *)nullptr, p_area_shape, p_self_shape); + } else { + emit_signal(SceneStringNames::get_singleton()->area_shape_exited, p_area, (Node *)nullptr, p_area_shape, p_self_shape); + } + locked = false; + unlock_callback(); + return; + } + + Object *obj = ObjectDB::get_instance(objid); + Node *node = Object::cast_to<Node>(obj); + + HashMap<ObjectID, AreaState>::Iterator E = area_map.find(objid); + + if (!area_in && !E) { + return; //likely removed from the tree + } + + lock_callback(); + locked = true; + + if (area_in) { + if (!E) { + E = area_map.insert(objid, AreaState()); + E->value.rid = p_area; + E->value.rc = 0; + E->value.in_tree = node && node->is_inside_tree(); + if (node) { + node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_area_enter_tree).bind(objid)); + node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_area_exit_tree).bind(objid)); + if (E->value.in_tree) { + emit_signal(SceneStringNames::get_singleton()->area_entered, node); + } + } + } + E->value.rc++; + if (node) { + E->value.shapes.insert(AreaShapePair(p_area_shape, p_self_shape)); + } + + if (!node || E->value.in_tree) { + emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_area, node, p_area_shape, p_self_shape); + } + + } else { + E->value.rc--; + + if (node) { + E->value.shapes.erase(AreaShapePair(p_area_shape, p_self_shape)); + } + + bool in_tree = E->value.in_tree; + if (E->value.rc == 0) { + area_map.remove(E); + if (node) { + node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_area_enter_tree)); + node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_area_exit_tree)); + if (in_tree) { + emit_signal(SceneStringNames::get_singleton()->area_exited, obj); + } + } + } + if (!node || in_tree) { + emit_signal(SceneStringNames::get_singleton()->area_shape_exited, p_area, obj, p_area_shape, p_self_shape); + } + } + + locked = false; + unlock_callback(); +} + +bool Area3D::is_monitoring() const { + return monitoring; +} + +TypedArray<Node3D> Area3D::get_overlapping_bodies() const { + TypedArray<Node3D> ret; + ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping bodies when monitoring is off."); + ret.resize(body_map.size()); + int idx = 0; + for (const KeyValue<ObjectID, BodyState> &E : body_map) { + Object *obj = ObjectDB::get_instance(E.key); + if (obj) { + ret[idx] = obj; + idx++; + } + } + + ret.resize(idx); + return ret; +} + +bool Area3D::has_overlapping_bodies() const { + ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping bodies when monitoring is off."); + return !body_map.is_empty(); +} + +void Area3D::set_monitorable(bool p_enable) { + ERR_FAIL_COND_MSG(locked || (is_inside_tree() && PhysicsServer3D::get_singleton()->is_flushing_queries()), "Function blocked during in/out signal. Use set_deferred(\"monitorable\", true/false)."); + + if (p_enable == monitorable) { + return; + } + + monitorable = p_enable; + + PhysicsServer3D::get_singleton()->area_set_monitorable(get_rid(), monitorable); +} + +bool Area3D::is_monitorable() const { + return monitorable; +} + +TypedArray<Area3D> Area3D::get_overlapping_areas() const { + TypedArray<Area3D> ret; + ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping areas when monitoring is off."); + ret.resize(area_map.size()); + int idx = 0; + for (const KeyValue<ObjectID, AreaState> &E : area_map) { + Object *obj = ObjectDB::get_instance(E.key); + if (obj) { + ret[idx] = obj; + idx++; + } + } + ret.resize(idx); + return ret; +} + +bool Area3D::has_overlapping_areas() const { + ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping areas when monitoring is off."); + return !area_map.is_empty(); +} + +bool Area3D::overlaps_area(Node *p_area) const { + ERR_FAIL_NULL_V(p_area, false); + HashMap<ObjectID, AreaState>::ConstIterator E = area_map.find(p_area->get_instance_id()); + if (!E) { + return false; + } + return E->value.in_tree; +} + +bool Area3D::overlaps_body(Node *p_body) const { + ERR_FAIL_NULL_V(p_body, false); + HashMap<ObjectID, BodyState>::ConstIterator E = body_map.find(p_body->get_instance_id()); + if (!E) { + return false; + } + return E->value.in_tree; +} + +void Area3D::set_audio_bus_override(bool p_override) { + audio_bus_override = p_override; +} + +bool Area3D::is_overriding_audio_bus() const { + return audio_bus_override; +} + +void Area3D::set_audio_bus_name(const StringName &p_audio_bus) { + audio_bus = p_audio_bus; +} + +StringName Area3D::get_audio_bus_name() const { + for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) { + if (AudioServer::get_singleton()->get_bus_name(i) == audio_bus) { + return audio_bus; + } + } + return SceneStringNames::get_singleton()->Master; +} + +void Area3D::set_use_reverb_bus(bool p_enable) { + use_reverb_bus = p_enable; +} + +bool Area3D::is_using_reverb_bus() const { + return use_reverb_bus; +} + +void Area3D::set_reverb_bus_name(const StringName &p_audio_bus) { + reverb_bus = p_audio_bus; +} + +StringName Area3D::get_reverb_bus_name() const { + for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) { + if (AudioServer::get_singleton()->get_bus_name(i) == reverb_bus) { + return reverb_bus; + } + } + return SceneStringNames::get_singleton()->Master; +} + +void Area3D::set_reverb_amount(float p_amount) { + reverb_amount = p_amount; +} + +float Area3D::get_reverb_amount() const { + return reverb_amount; +} + +void Area3D::set_reverb_uniformity(float p_uniformity) { + reverb_uniformity = p_uniformity; +} + +float Area3D::get_reverb_uniformity() const { + return reverb_uniformity; +} + +void Area3D::_validate_property(PropertyInfo &p_property) const { + if (p_property.name == "audio_bus_name" || p_property.name == "reverb_bus_name") { + String options; + for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) { + if (i > 0) { + options += ","; + } + String name = AudioServer::get_singleton()->get_bus_name(i); + options += name; + } + + p_property.hint_string = options; + } else if (p_property.name.begins_with("gravity") && p_property.name != "gravity_space_override") { + if (gravity_space_override == SPACE_OVERRIDE_DISABLED) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } else { + if (gravity_is_point) { + if (p_property.name == "gravity_direction") { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } else { + if (p_property.name.begins_with("gravity_point_")) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } + } + } else if (p_property.name.begins_with("linear_damp") && p_property.name != "linear_damp_space_override") { + if (linear_damp_space_override == SPACE_OVERRIDE_DISABLED) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } else if (p_property.name.begins_with("angular_damp") && p_property.name != "angular_damp_space_override") { + if (angular_damp_space_override == SPACE_OVERRIDE_DISABLED) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } +} + +void Area3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_gravity_space_override_mode", "space_override_mode"), &Area3D::set_gravity_space_override_mode); + ClassDB::bind_method(D_METHOD("get_gravity_space_override_mode"), &Area3D::get_gravity_space_override_mode); + + ClassDB::bind_method(D_METHOD("set_gravity_is_point", "enable"), &Area3D::set_gravity_is_point); + ClassDB::bind_method(D_METHOD("is_gravity_a_point"), &Area3D::is_gravity_a_point); + + ClassDB::bind_method(D_METHOD("set_gravity_point_unit_distance", "distance_scale"), &Area3D::set_gravity_point_unit_distance); + ClassDB::bind_method(D_METHOD("get_gravity_point_unit_distance"), &Area3D::get_gravity_point_unit_distance); + + ClassDB::bind_method(D_METHOD("set_gravity_point_center", "center"), &Area3D::set_gravity_point_center); + ClassDB::bind_method(D_METHOD("get_gravity_point_center"), &Area3D::get_gravity_point_center); + + ClassDB::bind_method(D_METHOD("set_gravity_direction", "direction"), &Area3D::set_gravity_direction); + ClassDB::bind_method(D_METHOD("get_gravity_direction"), &Area3D::get_gravity_direction); + + ClassDB::bind_method(D_METHOD("set_gravity", "gravity"), &Area3D::set_gravity); + ClassDB::bind_method(D_METHOD("get_gravity"), &Area3D::get_gravity); + + ClassDB::bind_method(D_METHOD("set_linear_damp_space_override_mode", "space_override_mode"), &Area3D::set_linear_damp_space_override_mode); + ClassDB::bind_method(D_METHOD("get_linear_damp_space_override_mode"), &Area3D::get_linear_damp_space_override_mode); + + ClassDB::bind_method(D_METHOD("set_angular_damp_space_override_mode", "space_override_mode"), &Area3D::set_angular_damp_space_override_mode); + ClassDB::bind_method(D_METHOD("get_angular_damp_space_override_mode"), &Area3D::get_angular_damp_space_override_mode); + + ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &Area3D::set_angular_damp); + ClassDB::bind_method(D_METHOD("get_angular_damp"), &Area3D::get_angular_damp); + + ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &Area3D::set_linear_damp); + ClassDB::bind_method(D_METHOD("get_linear_damp"), &Area3D::get_linear_damp); + + ClassDB::bind_method(D_METHOD("set_priority", "priority"), &Area3D::set_priority); + ClassDB::bind_method(D_METHOD("get_priority"), &Area3D::get_priority); + + ClassDB::bind_method(D_METHOD("set_wind_force_magnitude", "wind_force_magnitude"), &Area3D::set_wind_force_magnitude); + ClassDB::bind_method(D_METHOD("get_wind_force_magnitude"), &Area3D::get_wind_force_magnitude); + + ClassDB::bind_method(D_METHOD("set_wind_attenuation_factor", "wind_attenuation_factor"), &Area3D::set_wind_attenuation_factor); + ClassDB::bind_method(D_METHOD("get_wind_attenuation_factor"), &Area3D::get_wind_attenuation_factor); + + ClassDB::bind_method(D_METHOD("set_wind_source_path", "wind_source_path"), &Area3D::set_wind_source_path); + ClassDB::bind_method(D_METHOD("get_wind_source_path"), &Area3D::get_wind_source_path); + + ClassDB::bind_method(D_METHOD("set_monitorable", "enable"), &Area3D::set_monitorable); + ClassDB::bind_method(D_METHOD("is_monitorable"), &Area3D::is_monitorable); + + ClassDB::bind_method(D_METHOD("set_monitoring", "enable"), &Area3D::set_monitoring); + ClassDB::bind_method(D_METHOD("is_monitoring"), &Area3D::is_monitoring); + + ClassDB::bind_method(D_METHOD("get_overlapping_bodies"), &Area3D::get_overlapping_bodies); + ClassDB::bind_method(D_METHOD("get_overlapping_areas"), &Area3D::get_overlapping_areas); + + ClassDB::bind_method(D_METHOD("has_overlapping_bodies"), &Area3D::has_overlapping_bodies); + ClassDB::bind_method(D_METHOD("has_overlapping_areas"), &Area3D::has_overlapping_areas); + + ClassDB::bind_method(D_METHOD("overlaps_body", "body"), &Area3D::overlaps_body); + ClassDB::bind_method(D_METHOD("overlaps_area", "area"), &Area3D::overlaps_area); + + ClassDB::bind_method(D_METHOD("set_audio_bus_override", "enable"), &Area3D::set_audio_bus_override); + ClassDB::bind_method(D_METHOD("is_overriding_audio_bus"), &Area3D::is_overriding_audio_bus); + + ClassDB::bind_method(D_METHOD("set_audio_bus_name", "name"), &Area3D::set_audio_bus_name); + ClassDB::bind_method(D_METHOD("get_audio_bus_name"), &Area3D::get_audio_bus_name); + + ClassDB::bind_method(D_METHOD("set_use_reverb_bus", "enable"), &Area3D::set_use_reverb_bus); + ClassDB::bind_method(D_METHOD("is_using_reverb_bus"), &Area3D::is_using_reverb_bus); + + ClassDB::bind_method(D_METHOD("set_reverb_bus_name", "name"), &Area3D::set_reverb_bus_name); + ClassDB::bind_method(D_METHOD("get_reverb_bus_name"), &Area3D::get_reverb_bus_name); + + ClassDB::bind_method(D_METHOD("set_reverb_amount", "amount"), &Area3D::set_reverb_amount); + ClassDB::bind_method(D_METHOD("get_reverb_amount"), &Area3D::get_reverb_amount); + + ClassDB::bind_method(D_METHOD("set_reverb_uniformity", "amount"), &Area3D::set_reverb_uniformity); + ClassDB::bind_method(D_METHOD("get_reverb_uniformity"), &Area3D::get_reverb_uniformity); + + ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); + ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); + ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D"))); + ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D"))); + + ADD_SIGNAL(MethodInfo("area_shape_entered", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D"), PropertyInfo(Variant::INT, "area_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); + ADD_SIGNAL(MethodInfo("area_shape_exited", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D"), PropertyInfo(Variant::INT, "area_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); + ADD_SIGNAL(MethodInfo("area_entered", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D"))); + ADD_SIGNAL(MethodInfo("area_exited", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D"))); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitoring"), "set_monitoring", "is_monitoring"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitorable"), "set_monitorable", "is_monitorable"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,100000,1,or_greater,or_less"), "set_priority", "get_priority"); + + ADD_GROUP("Gravity", "gravity_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "gravity_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_space_override_mode", "get_gravity_space_override_mode"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "gravity_point", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_is_point", "is_gravity_a_point"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_point_unit_distance", PROPERTY_HINT_RANGE, "0,1024,0.001,or_greater,exp,suffix:m"), "set_gravity_point_unit_distance", "get_gravity_point_unit_distance"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity_point_center", PROPERTY_HINT_NONE, "suffix:m"), "set_gravity_point_center", "get_gravity_point_center"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity_direction"), "set_gravity_direction", "get_gravity_direction"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity", PROPERTY_HINT_RANGE, U"-32,32,0.001,or_less,or_greater,suffix:m/s\u00B2"), "set_gravity", "get_gravity"); + + ADD_GROUP("Linear Damp", "linear_damp_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_linear_damp_space_override_mode", "get_linear_damp_space_override_mode"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); + + ADD_GROUP("Angular Damp", "angular_damp_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_angular_damp_space_override_mode", "get_angular_damp_space_override_mode"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); + + ADD_GROUP("Wind", "wind_"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wind_force_magnitude", PROPERTY_HINT_RANGE, "0,10,0.001,or_greater"), "set_wind_force_magnitude", "get_wind_force_magnitude"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wind_attenuation_factor", PROPERTY_HINT_RANGE, "0.0,3.0,0.001,or_greater"), "set_wind_attenuation_factor", "get_wind_attenuation_factor"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "wind_source_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D"), "set_wind_source_path", "get_wind_source_path"); + + ADD_GROUP("Audio Bus", "audio_bus_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "audio_bus_override"), "set_audio_bus_override", "is_overriding_audio_bus"); + ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "audio_bus_name", PROPERTY_HINT_ENUM, ""), "set_audio_bus_name", "get_audio_bus_name"); + + ADD_GROUP("Reverb Bus", "reverb_bus_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "reverb_bus_enabled"), "set_use_reverb_bus", "is_using_reverb_bus"); + ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "reverb_bus_name", PROPERTY_HINT_ENUM, ""), "set_reverb_bus_name", "get_reverb_bus_name"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "reverb_bus_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_reverb_amount", "get_reverb_amount"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "reverb_bus_uniformity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_reverb_uniformity", "get_reverb_uniformity"); + + BIND_ENUM_CONSTANT(SPACE_OVERRIDE_DISABLED); + BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE); + BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE_REPLACE); + BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE); + BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE_COMBINE); +} + +Area3D::Area3D() : + CollisionObject3D(PhysicsServer3D::get_singleton()->area_create(), true) { + set_gravity(9.8); + set_gravity_direction(Vector3(0, -1, 0)); + set_monitoring(true); + set_monitorable(true); +} + +Area3D::~Area3D() { +} |