text: /*************************************************************************/
  /*  area_bullet.h                                                        */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
  /*                                                                       */
  /* 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  */
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  /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
  /*************************************************************************/
  
  #ifndef AREABULLET_H
  #define AREABULLET_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 {
  	friend void SpaceBullet::check_ghost_overlaps();
  
  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 OverlappingObjectData {
  		CollisionObjectBullet *object;
  		OverlapState state;
  
  		OverlappingObjectData() :
  				object(NULL),
  				state(OVERLAP_STATE_ENTER) {}
  		OverlappingObjectData(CollisionObjectBullet *p_object, OverlapState p_state) :
  				object(p_object),
  				state(p_state) {}
  		OverlappingObjectData(const OverlappingObjectData &other) {
  			operator=(other);
  		}
  		void operator=(const OverlappingObjectData &other) {
  			object = other.object;
  			state = other.state;
  		}
  	};
  
  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<OverlappingObjectData> overlappingObjects;
  	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; }
  	int find_overlapping_object(CollisionObjectBullet *p_colObj);
  
  	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 reload_body();
  	virtual void set_space(SpaceBullet *p_space);
  
  	virtual void dispatch_callbacks();
  	void call_event(CollisionObjectBullet *p_otherObject, PhysicsServer::AreaBodyStatus p_status);
  	void set_on_state_change(ObjectID p_id, const StringName &p_method, const Variant &p_udata = Variant());
  	void scratch();
  
  	void remove_all_overlapping_instantly();
  	// Dispatch the callbacks and removes from overlapping list
  	void remove_overlapping_instantly(CollisionObjectBullet *p_object);
  
  	virtual void on_collision_filters_change();
  	virtual void on_collision_checker_start() {}
  
  	void add_overlap(CollisionObjectBullet *p_otherObject);
  	void put_overlap_as_exit(int p_index);
  	void put_overlap_as_inside(int p_index);
  
  	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);
  	virtual void on_exit_area(AreaBullet *p_area);
  };
  
  #endif
  