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- /*************************************************************************/
- /* space_2d_sw.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 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 */
- /* 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 "space_2d_sw.h"
- #include "collision_solver_2d_sw.h"
- #include "core/os/os.h"
- #include "core/pair.h"
- #include "physics_2d_server_sw.h"
- _FORCE_INLINE_ static bool _can_collide_with(CollisionObject2DSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
- if (!(p_object->get_collision_layer() & p_collision_mask)) {
- return false;
- }
- if (p_object->get_type() == CollisionObject2DSW::TYPE_AREA && !p_collide_with_areas)
- return false;
- if (p_object->get_type() == CollisionObject2DSW::TYPE_BODY && !p_collide_with_bodies)
- return false;
- return true;
- }
- int Physics2DDirectSpaceStateSW::_intersect_point_impl(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point, bool p_filter_by_canvas, ObjectID p_canvas_instance_id) {
- if (p_result_max <= 0)
- return 0;
- Rect2 aabb;
- aabb.position = p_point - Vector2(0.00001, 0.00001);
- aabb.size = Vector2(0.00002, 0.00002);
- int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
- int cc = 0;
- for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))
- continue;
- if (p_exclude.has(space->intersection_query_results[i]->get_self()))
- continue;
- const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
- if (p_pick_point && !col_obj->is_pickable())
- continue;
- if (p_filter_by_canvas && col_obj->get_canvas_instance_id() != p_canvas_instance_id)
- continue;
- int shape_idx = space->intersection_query_subindex_results[i];
- Shape2DSW *shape = col_obj->get_shape(shape_idx);
- Vector2 local_point = (col_obj->get_transform() * col_obj->get_shape_transform(shape_idx)).affine_inverse().xform(p_point);
- if (!shape->contains_point(local_point))
- continue;
- if (cc >= p_result_max)
- continue;
- r_results[cc].collider_id = col_obj->get_instance_id();
- if (r_results[cc].collider_id != 0)
- r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
- r_results[cc].rid = col_obj->get_self();
- r_results[cc].shape = shape_idx;
- r_results[cc].metadata = col_obj->get_shape_metadata(shape_idx);
- cc++;
- }
- return cc;
- }
- int Physics2DDirectSpaceStateSW::intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) {
- return _intersect_point_impl(p_point, r_results, p_result_max, p_exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_pick_point);
- }
- int Physics2DDirectSpaceStateSW::intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) {
- return _intersect_point_impl(p_point, r_results, p_result_max, p_exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_pick_point, true, p_canvas_instance_id);
- }
- bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
- ERR_FAIL_COND_V(space->locked, false);
- Vector2 begin, end;
- Vector2 normal;
- begin = p_from;
- end = p_to;
- normal = (end - begin).normalized();
- int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
- //todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
- bool collided = false;
- Vector2 res_point, res_normal;
- int res_shape;
- const CollisionObject2DSW *res_obj;
- real_t min_d = 1e10;
- for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))
- continue;
- if (p_exclude.has(space->intersection_query_results[i]->get_self()))
- continue;
- const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
- int shape_idx = space->intersection_query_subindex_results[i];
- Transform2D inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform();
- Vector2 local_from = inv_xform.xform(begin);
- Vector2 local_to = inv_xform.xform(end);
- /*local_from = col_obj->get_inv_transform().xform(begin);
- local_from = col_obj->get_shape_inv_transform(shape_idx).xform(local_from);
- local_to = col_obj->get_inv_transform().xform(end);
- local_to = col_obj->get_shape_inv_transform(shape_idx).xform(local_to);*/
- const Shape2DSW *shape = col_obj->get_shape(shape_idx);
- Vector2 shape_point, shape_normal;
- if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal)) {
- Transform2D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
- shape_point = xform.xform(shape_point);
- real_t ld = normal.dot(shape_point);
- if (ld < min_d) {
- min_d = ld;
- res_point = shape_point;
- res_normal = inv_xform.basis_xform_inv(shape_normal).normalized();
- res_shape = shape_idx;
- res_obj = col_obj;
- collided = true;
- }
- }
- }
- if (!collided)
- return false;
- r_result.collider_id = res_obj->get_instance_id();
- if (r_result.collider_id != 0)
- r_result.collider = ObjectDB::get_instance(r_result.collider_id);
- r_result.normal = res_normal;
- r_result.metadata = res_obj->get_shape_metadata(res_shape);
- r_result.position = res_point;
- r_result.rid = res_obj->get_self();
- r_result.shape = res_shape;
- return true;
- }
- int Physics2DDirectSpaceStateSW::intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
- if (p_result_max <= 0)
- return 0;
- Shape2DSW *shape = Physics2DServerSW::singletonsw->shape_owner.get(p_shape);
- ERR_FAIL_COND_V(!shape, 0);
- Rect2 aabb = p_xform.xform(shape->get_aabb());
- aabb = aabb.grow(p_margin);
- int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
- int cc = 0;
- for (int i = 0; i < amount; i++) {
- if (cc >= p_result_max)
- break;
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))
- continue;
- if (p_exclude.has(space->intersection_query_results[i]->get_self()))
- continue;
- const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
- int shape_idx = space->intersection_query_subindex_results[i];
- if (!CollisionSolver2DSW::solve(shape, p_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), NULL, NULL, NULL, p_margin))
- continue;
- r_results[cc].collider_id = col_obj->get_instance_id();
- if (r_results[cc].collider_id != 0)
- r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
- r_results[cc].rid = col_obj->get_self();
- r_results[cc].shape = shape_idx;
- r_results[cc].metadata = col_obj->get_shape_metadata(shape_idx);
- cc++;
- }
- return cc;
- }
- bool Physics2DDirectSpaceStateSW::cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
- Shape2DSW *shape = Physics2DServerSW::singletonsw->shape_owner.get(p_shape);
- ERR_FAIL_COND_V(!shape, false);
- Rect2 aabb = p_xform.xform(shape->get_aabb());
- aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
- aabb = aabb.grow(p_margin);
- int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
- real_t best_safe = 1;
- real_t best_unsafe = 1;
- for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))
- continue;
- if (p_exclude.has(space->intersection_query_results[i]->get_self()))
- continue; //ignore excluded
- const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
- int shape_idx = space->intersection_query_subindex_results[i];
- Transform2D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
- //test initial overlap, does it collide if going all the way?
- if (!CollisionSolver2DSW::solve(shape, p_xform, p_motion, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), NULL, NULL, NULL, p_margin)) {
- continue;
- }
- //test initial overlap
- if (CollisionSolver2DSW::solve(shape, p_xform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), NULL, NULL, NULL, p_margin)) {
- return false;
- }
- //just do kinematic solving
- real_t low = 0;
- real_t hi = 1;
- Vector2 mnormal = p_motion.normalized();
- for (int j = 0; j < 8; j++) { //steps should be customizable..
- real_t ofs = (low + hi) * 0.5;
- Vector2 sep = mnormal; //important optimization for this to work fast enough
- bool collided = CollisionSolver2DSW::solve(shape, p_xform, p_motion * ofs, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), NULL, NULL, &sep, p_margin);
- if (collided) {
- hi = ofs;
- } else {
- low = ofs;
- }
- }
- if (low < best_safe) {
- best_safe = low;
- best_unsafe = hi;
- }
- }
- p_closest_safe = best_safe;
- p_closest_unsafe = best_unsafe;
- return true;
- }
- bool Physics2DDirectSpaceStateSW::collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
- if (p_result_max <= 0)
- return 0;
- Shape2DSW *shape = Physics2DServerSW::singletonsw->shape_owner.get(p_shape);
- ERR_FAIL_COND_V(!shape, 0);
- Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
- aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
- aabb = aabb.grow(p_margin);
- int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
- bool collided = false;
- r_result_count = 0;
- Physics2DServerSW::CollCbkData cbk;
- cbk.max = p_result_max;
- cbk.amount = 0;
- cbk.passed = 0;
- cbk.ptr = r_results;
- CollisionSolver2DSW::CallbackResult cbkres = Physics2DServerSW::_shape_col_cbk;
- Physics2DServerSW::CollCbkData *cbkptr = &cbk;
- for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))
- continue;
- const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
- int shape_idx = space->intersection_query_subindex_results[i];
- if (p_exclude.has(col_obj->get_self()))
- continue;
- cbk.valid_dir = Vector2();
- cbk.valid_depth = 0;
- if (CollisionSolver2DSW::solve(shape, p_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, NULL, p_margin)) {
- collided = cbk.amount > 0;
- }
- }
- r_result_count = cbk.amount;
- return collided;
- }
- struct _RestCallbackData2D {
- const CollisionObject2DSW *object;
- const CollisionObject2DSW *best_object;
- int local_shape;
- int best_local_shape;
- int shape;
- int best_shape;
- Vector2 best_contact;
- Vector2 best_normal;
- real_t best_len;
- Vector2 valid_dir;
- real_t valid_depth;
- real_t min_allowed_depth;
- };
- static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) {
- _RestCallbackData2D *rd = (_RestCallbackData2D *)p_userdata;
- if (rd->valid_dir != Vector2()) {
- if (p_point_A.distance_squared_to(p_point_B) > rd->valid_depth * rd->valid_depth)
- return;
- if (rd->valid_dir.dot((p_point_A - p_point_B).normalized()) < Math_PI * 0.25)
- return;
- }
- Vector2 contact_rel = p_point_B - p_point_A;
- real_t len = contact_rel.length();
- if (len < rd->min_allowed_depth)
- return;
- if (len <= rd->best_len)
- return;
- rd->best_len = len;
- rd->best_contact = p_point_B;
- rd->best_normal = contact_rel / len;
- rd->best_object = rd->object;
- rd->best_shape = rd->shape;
- rd->best_local_shape = rd->local_shape;
- }
- bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
- Shape2DSW *shape = Physics2DServerSW::singletonsw->shape_owner.get(p_shape);
- ERR_FAIL_COND_V(!shape, 0);
- Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
- aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
- aabb = aabb.grow(p_margin);
- int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
- _RestCallbackData2D rcd;
- rcd.best_len = 0;
- rcd.best_object = NULL;
- rcd.best_shape = 0;
- rcd.min_allowed_depth = space->test_motion_min_contact_depth;
- for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))
- continue;
- const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
- int shape_idx = space->intersection_query_subindex_results[i];
- if (p_exclude.has(col_obj->get_self()))
- continue;
- rcd.valid_dir = Vector2();
- rcd.valid_depth = 0;
- rcd.object = col_obj;
- rcd.shape = shape_idx;
- rcd.local_shape = 0;
- bool sc = CollisionSolver2DSW::solve(shape, p_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, NULL, p_margin);
- if (!sc)
- continue;
- }
- if (rcd.best_len == 0 || !rcd.best_object)
- return false;
- r_info->collider_id = rcd.best_object->get_instance_id();
- r_info->shape = rcd.best_shape;
- r_info->normal = rcd.best_normal;
- r_info->point = rcd.best_contact;
- r_info->rid = rcd.best_object->get_self();
- r_info->metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);
- if (rcd.best_object->get_type() == CollisionObject2DSW::TYPE_BODY) {
- const Body2DSW *body = static_cast<const Body2DSW *>(rcd.best_object);
- Vector2 rel_vec = r_info->point - body->get_transform().get_origin();
- r_info->linear_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
- } else {
- r_info->linear_velocity = Vector2();
- }
- return true;
- }
- Physics2DDirectSpaceStateSW::Physics2DDirectSpaceStateSW() {
- space = NULL;
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////
- int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb) {
- int amount = broadphase->cull_aabb(p_aabb, intersection_query_results, INTERSECTION_QUERY_MAX, intersection_query_subindex_results);
- for (int i = 0; i < amount; i++) {
- bool keep = true;
- if (intersection_query_results[i] == p_body)
- keep = false;
- else if (intersection_query_results[i]->get_type() == CollisionObject2DSW::TYPE_AREA)
- keep = false;
- else if ((static_cast<Body2DSW *>(intersection_query_results[i])->test_collision_mask(p_body)) == 0)
- keep = false;
- else if (static_cast<Body2DSW *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self()))
- keep = false;
- else if (static_cast<Body2DSW *>(intersection_query_results[i])->is_shape_set_as_disabled(intersection_query_subindex_results[i]))
- keep = false;
- if (!keep) {
- if (i < amount - 1) {
- SWAP(intersection_query_results[i], intersection_query_results[amount - 1]);
- SWAP(intersection_query_subindex_results[i], intersection_query_subindex_results[amount - 1]);
- }
- amount--;
- i--;
- }
- }
- return amount;
- }
- int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, Physics2DServer::SeparationResult *r_results, int p_result_max, real_t p_margin) {
- Rect2 body_aabb;
- bool shapes_found = false;
- for (int i = 0; i < p_body->get_shape_count(); i++) {
- if (p_body->is_shape_set_as_disabled(i))
- continue;
- if (p_body->get_shape(i)->get_type() != Physics2DServer::SHAPE_RAY)
- continue;
- if (!shapes_found) {
- body_aabb = p_body->get_shape_aabb(i);
- shapes_found = true;
- } else {
- body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
- }
- }
- if (!shapes_found) {
- return 0;
- }
- // Undo the currently transform the physics server is aware of and apply the provided one
- body_aabb = p_transform.xform(p_body->get_inv_transform().xform(body_aabb));
- body_aabb = body_aabb.grow(p_margin);
- Transform2D body_transform = p_transform;
- for (int i = 0; i < p_result_max; i++) {
- //reset results
- r_results[i].collision_depth = 0;
- }
- int rays_found = 0;
- {
- // raycast AND separate
- const int max_results = 32;
- int recover_attempts = 4;
- Vector2 sr[max_results * 2];
- Physics2DServerSW::CollCbkData cbk;
- cbk.max = max_results;
- Physics2DServerSW::CollCbkData *cbkptr = &cbk;
- CollisionSolver2DSW::CallbackResult cbkres = Physics2DServerSW::_shape_col_cbk;
- do {
- Vector2 recover_motion;
- bool collided = false;
- int amount = _cull_aabb_for_body(p_body, body_aabb);
- for (int j = 0; j < p_body->get_shape_count(); j++) {
- if (p_body->is_shape_set_as_disabled(j))
- continue;
- Shape2DSW *body_shape = p_body->get_shape(j);
- if (body_shape->get_type() != Physics2DServer::SHAPE_RAY)
- continue;
- Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j);
- for (int i = 0; i < amount; i++) {
- const CollisionObject2DSW *col_obj = intersection_query_results[i];
- int shape_idx = intersection_query_subindex_results[i];
- cbk.amount = 0;
- cbk.passed = 0;
- cbk.ptr = sr;
- cbk.invalid_by_dir = 0;
- if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) {
- const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
- if (p_infinite_inertia && Physics2DServer::BODY_MODE_STATIC != b->get_mode() && Physics2DServer::BODY_MODE_KINEMATIC != b->get_mode()) {
- continue;
- }
- }
- Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
- /*
- * There is no point in supporting one way collisions with ray shapes, as they will always collide in the desired
- * direction. Use a short ray shape if you want to achieve a similar effect.
- *
- if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
- cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
- cbk.valid_depth = p_margin; //only valid depth is the collision margin
- cbk.invalid_by_dir = 0;
- } else {
- */
- cbk.valid_dir = Vector2();
- cbk.valid_depth = 0;
- cbk.invalid_by_dir = 0;
- /*
- }
- */
- Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
- if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, NULL, p_margin)) {
- if (cbk.amount > 0) {
- collided = true;
- }
- int ray_index = -1; //reuse shape
- for (int k = 0; k < rays_found; k++) {
- if (r_results[ray_index].collision_local_shape == j) {
- ray_index = k;
- }
- }
- if (ray_index == -1 && rays_found < p_result_max) {
- ray_index = rays_found;
- rays_found++;
- }
- if (ray_index != -1) {
- Physics2DServer::SeparationResult &result = r_results[ray_index];
- for (int k = 0; k < cbk.amount; k++) {
- Vector2 a = sr[k * 2 + 0];
- Vector2 b = sr[k * 2 + 1];
- recover_motion += (b - a) * 0.4;
- float depth = a.distance_to(b);
- if (depth > result.collision_depth) {
- result.collision_depth = depth;
- result.collision_point = b;
- result.collision_normal = (b - a).normalized();
- result.collision_local_shape = j;
- result.collider_shape = shape_idx;
- result.collider = col_obj->get_self();
- result.collider_id = col_obj->get_instance_id();
- result.collider_metadata = col_obj->get_shape_metadata(shape_idx);
- if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
- Body2DSW *body = (Body2DSW *)col_obj;
- Vector2 rel_vec = b - body->get_transform().get_origin();
- result.collider_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
- }
- }
- }
- }
- }
- }
- }
- if (!collided || recover_motion == Vector2()) {
- break;
- }
- body_transform.elements[2] += recover_motion;
- body_aabb.position += recover_motion;
- recover_attempts--;
- } while (recover_attempts);
- }
- //optimize results (remove non colliding)
- for (int i = 0; i < rays_found; i++) {
- if (r_results[i].collision_depth == 0) {
- rays_found--;
- SWAP(r_results[i], r_results[rays_found]);
- }
- }
- r_recover_motion = body_transform.elements[2] - p_transform.elements[2];
- return rays_found;
- }
- bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, Physics2DServer::MotionResult *r_result, bool p_exclude_raycast_shapes) {
- //give me back regular physics engine logic
- //this is madness
- //and most people using this function will think
- //what it does is simpler than using physics
- //this took about a week to get right..
- //but is it right? who knows at this point..
- if (r_result) {
- r_result->collider_id = 0;
- r_result->collider_shape = 0;
- }
- Rect2 body_aabb;
- bool shapes_found = false;
- for (int i = 0; i < p_body->get_shape_count(); i++) {
- if (p_body->is_shape_set_as_disabled(i))
- continue;
- if (p_exclude_raycast_shapes && p_body->get_shape(i)->get_type() == Physics2DServer::SHAPE_RAY)
- continue;
- if (!shapes_found) {
- body_aabb = p_body->get_shape_aabb(i);
- shapes_found = true;
- } else {
- body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
- }
- }
- if (!shapes_found) {
- if (r_result) {
- *r_result = Physics2DServer::MotionResult();
- r_result->motion = p_motion;
- }
- return false;
- }
- // Undo the currently transform the physics server is aware of and apply the provided one
- body_aabb = p_from.xform(p_body->get_inv_transform().xform(body_aabb));
- body_aabb = body_aabb.grow(p_margin);
- static const int max_excluded_shape_pairs = 32;
- ExcludedShapeSW excluded_shape_pairs[max_excluded_shape_pairs];
- int excluded_shape_pair_count = 0;
- float separation_margin = MIN(p_margin, MAX(0.0, p_motion.length() - CMP_EPSILON)); //don't separate by more than the intended motion
- Transform2D body_transform = p_from;
- {
- //STEP 1, FREE BODY IF STUCK
- const int max_results = 32;
- int recover_attempts = 4;
- Vector2 sr[max_results * 2];
- do {
- Physics2DServerSW::CollCbkData cbk;
- cbk.max = max_results;
- cbk.amount = 0;
- cbk.passed = 0;
- cbk.ptr = sr;
- cbk.invalid_by_dir = 0;
- excluded_shape_pair_count = 0; //last step is the one valid
- Physics2DServerSW::CollCbkData *cbkptr = &cbk;
- CollisionSolver2DSW::CallbackResult cbkres = Physics2DServerSW::_shape_col_cbk;
- bool collided = false;
- int amount = _cull_aabb_for_body(p_body, body_aabb);
- for (int j = 0; j < p_body->get_shape_count(); j++) {
- if (p_body->is_shape_set_as_disabled(j))
- continue;
- Shape2DSW *body_shape = p_body->get_shape(j);
- if (p_exclude_raycast_shapes && body_shape->get_type() == Physics2DServer::SHAPE_RAY) {
- continue;
- }
- Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j);
- for (int i = 0; i < amount; i++) {
- const CollisionObject2DSW *col_obj = intersection_query_results[i];
- int shape_idx = intersection_query_subindex_results[i];
- if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) {
- const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
- if (p_infinite_inertia && Physics2DServer::BODY_MODE_STATIC != b->get_mode() && Physics2DServer::BODY_MODE_KINEMATIC != b->get_mode()) {
- continue;
- }
- }
- Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
- if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
- cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
- float owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
- cbk.valid_depth = MAX(owc_margin, p_margin); //user specified, but never less than actual margin or it won't work
- cbk.invalid_by_dir = 0;
- if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
- const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
- if (b->get_mode() == Physics2DServer::BODY_MODE_KINEMATIC || b->get_mode() == Physics2DServer::BODY_MODE_RIGID) {
- //fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction
- Vector2 lv = b->get_linear_velocity();
- //compute displacement from linear velocity
- Vector2 motion = lv * Physics2DDirectBodyStateSW::singleton->step;
- float motion_len = motion.length();
- motion.normalize();
- cbk.valid_depth += motion_len * MAX(motion.dot(-cbk.valid_dir), 0.0);
- }
- }
- } else {
- cbk.valid_dir = Vector2();
- cbk.valid_depth = 0;
- cbk.invalid_by_dir = 0;
- }
- int current_passed = cbk.passed; //save how many points passed collision
- bool did_collide = false;
- Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
- if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, NULL, separation_margin)) {
- did_collide = cbk.passed > current_passed; //more passed, so collision actually existed
- }
- if (!did_collide && cbk.invalid_by_dir > 0) {
- //this shape must be excluded
- if (excluded_shape_pair_count < max_excluded_shape_pairs) {
- ExcludedShapeSW esp;
- esp.local_shape = body_shape;
- esp.against_object = col_obj;
- esp.against_shape_index = shape_idx;
- excluded_shape_pairs[excluded_shape_pair_count++] = esp;
- }
- }
- if (did_collide) {
- collided = true;
- }
- }
- }
- if (!collided) {
- break;
- }
- Vector2 recover_motion;
- for (int i = 0; i < cbk.amount; i++) {
- Vector2 a = sr[i * 2 + 0];
- Vector2 b = sr[i * 2 + 1];
- recover_motion += (b - a) * 0.4;
- }
- if (recover_motion == Vector2()) {
- collided = false;
- break;
- }
- body_transform.elements[2] += recover_motion;
- body_aabb.position += recover_motion;
- recover_attempts--;
- } while (recover_attempts);
- }
- real_t safe = 1.0;
- real_t unsafe = 1.0;
- int best_shape = -1;
- {
- // STEP 2 ATTEMPT MOTION
- Rect2 motion_aabb = body_aabb;
- motion_aabb.position += p_motion;
- motion_aabb = motion_aabb.merge(body_aabb);
- int amount = _cull_aabb_for_body(p_body, motion_aabb);
- for (int body_shape_idx = 0; body_shape_idx < p_body->get_shape_count(); body_shape_idx++) {
- if (p_body->is_shape_set_as_disabled(body_shape_idx))
- continue;
- Shape2DSW *body_shape = p_body->get_shape(body_shape_idx);
- if (p_exclude_raycast_shapes && body_shape->get_type() == Physics2DServer::SHAPE_RAY) {
- continue;
- }
- Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(body_shape_idx);
- bool stuck = false;
- real_t best_safe = 1;
- real_t best_unsafe = 1;
- for (int i = 0; i < amount; i++) {
- const CollisionObject2DSW *col_obj = intersection_query_results[i];
- int col_shape_idx = intersection_query_subindex_results[i];
- Shape2DSW *against_shape = col_obj->get_shape(col_shape_idx);
- if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) {
- const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
- if (p_infinite_inertia && Physics2DServer::BODY_MODE_STATIC != b->get_mode() && Physics2DServer::BODY_MODE_KINEMATIC != b->get_mode()) {
- continue;
- }
- }
- bool excluded = false;
- for (int k = 0; k < excluded_shape_pair_count; k++) {
- if (excluded_shape_pairs[k].local_shape == body_shape && excluded_shape_pairs[k].against_object == col_obj && excluded_shape_pairs[k].against_shape_index == col_shape_idx) {
- excluded = true;
- break;
- }
- }
- if (excluded) {
- continue;
- }
- Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(col_shape_idx);
- //test initial overlap, does it collide if going all the way?
- if (!CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion, against_shape, col_obj_shape_xform, Vector2(), NULL, NULL, NULL, 0)) {
- continue;
- }
- //test initial overlap
- if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), NULL, NULL, NULL, 0)) {
- if (col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
- continue;
- }
- stuck = true;
- break;
- }
- //just do kinematic solving
- real_t low = 0;
- real_t hi = 1;
- Vector2 mnormal = p_motion.normalized();
- for (int k = 0; k < 8; k++) { //steps should be customizable..
- real_t ofs = (low + hi) * 0.5;
- Vector2 sep = mnormal; //important optimization for this to work fast enough
- bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * ofs, against_shape, col_obj_shape_xform, Vector2(), NULL, NULL, &sep, 0);
- if (collided) {
- hi = ofs;
- } else {
- low = ofs;
- }
- }
- if (col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
- Vector2 cd[2];
- Physics2DServerSW::CollCbkData cbk;
- cbk.max = 1;
- cbk.amount = 0;
- cbk.passed = 0;
- cbk.ptr = cd;
- cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
- cbk.valid_depth = 10e20;
- Vector2 sep = mnormal; //important optimization for this to work fast enough
- bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(col_shape_idx), col_obj_shape_xform, Vector2(), Physics2DServerSW::_shape_col_cbk, &cbk, &sep, 0);
- if (!collided || cbk.amount == 0) {
- continue;
- }
- }
- if (low < best_safe) {
- best_safe = low;
- best_unsafe = hi;
- }
- }
- if (stuck) {
- safe = 0;
- unsafe = 0;
- best_shape = body_shape_idx; //sadly it's the best
- break;
- }
- if (best_safe == 1.0) {
- continue;
- }
- if (best_safe < safe) {
- safe = best_safe;
- unsafe = best_unsafe;
- best_shape = body_shape_idx;
- }
- }
- }
- bool collided = false;
- if (safe >= 1) {
- best_shape = -1; //no best shape with cast, reset to -1
- }
- {
- //it collided, let's get the rest info in unsafe advance
- Transform2D ugt = body_transform;
- ugt.elements[2] += p_motion * unsafe;
- _RestCallbackData2D rcd;
- rcd.best_len = 0;
- rcd.best_object = NULL;
- rcd.best_shape = 0;
- rcd.min_allowed_depth = test_motion_min_contact_depth;
- //optimization
- int from_shape = best_shape != -1 ? best_shape : 0;
- int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
- for (int j = from_shape; j < to_shape; j++) {
- if (p_body->is_shape_set_as_disabled(j))
- continue;
- Transform2D body_shape_xform = ugt * p_body->get_shape_transform(j);
- Shape2DSW *body_shape = p_body->get_shape(j);
- if (p_exclude_raycast_shapes && body_shape->get_type() == Physics2DServer::SHAPE_RAY) {
- continue;
- }
- body_aabb.position += p_motion * unsafe;
- int amount = _cull_aabb_for_body(p_body, body_aabb);
- for (int i = 0; i < amount; i++) {
- const CollisionObject2DSW *col_obj = intersection_query_results[i];
- int shape_idx = intersection_query_subindex_results[i];
- if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) {
- const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
- if (p_infinite_inertia && Physics2DServer::BODY_MODE_STATIC != b->get_mode() && Physics2DServer::BODY_MODE_KINEMATIC != b->get_mode()) {
- continue;
- }
- }
- Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
- bool excluded = false;
- for (int k = 0; k < excluded_shape_pair_count; k++) {
- if (excluded_shape_pairs[k].local_shape == body_shape && excluded_shape_pairs[k].against_object == col_obj && excluded_shape_pairs[k].against_shape_index == shape_idx) {
- excluded = true;
- break;
- }
- }
- if (excluded)
- continue;
- Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
- if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
- rcd.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
- rcd.valid_depth = 10e20;
- } else {
- rcd.valid_dir = Vector2();
- rcd.valid_depth = 0;
- }
- rcd.object = col_obj;
- rcd.shape = shape_idx;
- rcd.local_shape = j;
- bool sc = CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), _rest_cbk_result, &rcd, NULL, p_margin);
- if (!sc)
- continue;
- }
- }
- if (rcd.best_len != 0) {
- if (r_result) {
- r_result->collider = rcd.best_object->get_self();
- r_result->collider_id = rcd.best_object->get_instance_id();
- r_result->collider_shape = rcd.best_shape;
- r_result->collision_local_shape = rcd.best_local_shape;
- r_result->collision_normal = rcd.best_normal;
- r_result->collision_point = rcd.best_contact;
- r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);
- const Body2DSW *body = static_cast<const Body2DSW *>(rcd.best_object);
- Vector2 rel_vec = r_result->collision_point - body->get_transform().get_origin();
- r_result->collider_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
- r_result->motion = safe * p_motion;
- r_result->remainder = p_motion - safe * p_motion;
- r_result->motion += (body_transform.get_origin() - p_from.get_origin());
- }
- collided = true;
- }
- }
- if (!collided && r_result) {
- r_result->motion = p_motion;
- r_result->remainder = Vector2();
- r_result->motion += (body_transform.get_origin() - p_from.get_origin());
- }
- return collided;
- }
- void *Space2DSW::_broadphase_pair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_self) {
- CollisionObject2DSW::Type type_A = A->get_type();
- CollisionObject2DSW::Type type_B = B->get_type();
- if (type_A > type_B) {
- SWAP(A, B);
- SWAP(p_subindex_A, p_subindex_B);
- SWAP(type_A, type_B);
- }
- Space2DSW *self = (Space2DSW *)p_self;
- self->collision_pairs++;
- if (type_A == CollisionObject2DSW::TYPE_AREA) {
- Area2DSW *area = static_cast<Area2DSW *>(A);
- if (type_B == CollisionObject2DSW::TYPE_AREA) {
- Area2DSW *area_b = static_cast<Area2DSW *>(B);
- Area2Pair2DSW *area2_pair = memnew(Area2Pair2DSW(area_b, p_subindex_B, area, p_subindex_A));
- return area2_pair;
- } else {
- Body2DSW *body = static_cast<Body2DSW *>(B);
- AreaPair2DSW *area_pair = memnew(AreaPair2DSW(body, p_subindex_B, area, p_subindex_A));
- return area_pair;
- }
- } else {
- BodyPair2DSW *b = memnew(BodyPair2DSW((Body2DSW *)A, p_subindex_A, (Body2DSW *)B, p_subindex_B));
- return b;
- }
- return NULL;
- }
- void Space2DSW::_broadphase_unpair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_data, void *p_self) {
- Space2DSW *self = (Space2DSW *)p_self;
- self->collision_pairs--;
- Constraint2DSW *c = (Constraint2DSW *)p_data;
- memdelete(c);
- }
- const SelfList<Body2DSW>::List &Space2DSW::get_active_body_list() const {
- return active_list;
- }
- void Space2DSW::body_add_to_active_list(SelfList<Body2DSW> *p_body) {
- active_list.add(p_body);
- }
- void Space2DSW::body_remove_from_active_list(SelfList<Body2DSW> *p_body) {
- active_list.remove(p_body);
- }
- void Space2DSW::body_add_to_inertia_update_list(SelfList<Body2DSW> *p_body) {
- inertia_update_list.add(p_body);
- }
- void Space2DSW::body_remove_from_inertia_update_list(SelfList<Body2DSW> *p_body) {
- inertia_update_list.remove(p_body);
- }
- BroadPhase2DSW *Space2DSW::get_broadphase() {
- return broadphase;
- }
- void Space2DSW::add_object(CollisionObject2DSW *p_object) {
- ERR_FAIL_COND(objects.has(p_object));
- objects.insert(p_object);
- }
- void Space2DSW::remove_object(CollisionObject2DSW *p_object) {
- ERR_FAIL_COND(!objects.has(p_object));
- objects.erase(p_object);
- }
- const Set<CollisionObject2DSW *> &Space2DSW::get_objects() const {
- return objects;
- }
- void Space2DSW::body_add_to_state_query_list(SelfList<Body2DSW> *p_body) {
- state_query_list.add(p_body);
- }
- void Space2DSW::body_remove_from_state_query_list(SelfList<Body2DSW> *p_body) {
- state_query_list.remove(p_body);
- }
- void Space2DSW::area_add_to_monitor_query_list(SelfList<Area2DSW> *p_area) {
- monitor_query_list.add(p_area);
- }
- void Space2DSW::area_remove_from_monitor_query_list(SelfList<Area2DSW> *p_area) {
- monitor_query_list.remove(p_area);
- }
- void Space2DSW::area_add_to_moved_list(SelfList<Area2DSW> *p_area) {
- area_moved_list.add(p_area);
- }
- void Space2DSW::area_remove_from_moved_list(SelfList<Area2DSW> *p_area) {
- area_moved_list.remove(p_area);
- }
- const SelfList<Area2DSW>::List &Space2DSW::get_moved_area_list() const {
- return area_moved_list;
- }
- void Space2DSW::call_queries() {
- while (state_query_list.first()) {
- Body2DSW *b = state_query_list.first()->self();
- state_query_list.remove(state_query_list.first());
- b->call_queries();
- }
- while (monitor_query_list.first()) {
- Area2DSW *a = monitor_query_list.first()->self();
- monitor_query_list.remove(monitor_query_list.first());
- a->call_queries();
- }
- }
- void Space2DSW::setup() {
- contact_debug_count = 0;
- while (inertia_update_list.first()) {
- inertia_update_list.first()->self()->update_inertias();
- inertia_update_list.remove(inertia_update_list.first());
- }
- }
- void Space2DSW::update() {
- broadphase->update();
- }
- void Space2DSW::set_param(Physics2DServer::SpaceParameter p_param, real_t p_value) {
- switch (p_param) {
- case Physics2DServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: contact_recycle_radius = p_value; break;
- case Physics2DServer::SPACE_PARAM_CONTACT_MAX_SEPARATION: contact_max_separation = p_value; break;
- case Physics2DServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: contact_max_allowed_penetration = p_value; break;
- case Physics2DServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: body_linear_velocity_sleep_threshold = p_value; break;
- case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: body_angular_velocity_sleep_threshold = p_value; break;
- case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: body_time_to_sleep = p_value; break;
- case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: constraint_bias = p_value; break;
- case Physics2DServer::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: test_motion_min_contact_depth = p_value; break;
- }
- }
- real_t Space2DSW::get_param(Physics2DServer::SpaceParameter p_param) const {
- switch (p_param) {
- case Physics2DServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: return contact_recycle_radius;
- case Physics2DServer::SPACE_PARAM_CONTACT_MAX_SEPARATION: return contact_max_separation;
- case Physics2DServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: return contact_max_allowed_penetration;
- case Physics2DServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: return body_linear_velocity_sleep_threshold;
- case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: return body_angular_velocity_sleep_threshold;
- case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: return body_time_to_sleep;
- case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: return constraint_bias;
- case Physics2DServer::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: return test_motion_min_contact_depth;
- }
- return 0;
- }
- void Space2DSW::lock() {
- locked = true;
- }
- void Space2DSW::unlock() {
- locked = false;
- }
- bool Space2DSW::is_locked() const {
- return locked;
- }
- Physics2DDirectSpaceStateSW *Space2DSW::get_direct_state() {
- return direct_access;
- }
- Space2DSW::Space2DSW() {
- collision_pairs = 0;
- active_objects = 0;
- island_count = 0;
- contact_debug_count = 0;
- locked = false;
- contact_recycle_radius = 1.0;
- contact_max_separation = 1.5;
- contact_max_allowed_penetration = 0.3;
- test_motion_min_contact_depth = 0.005;
- constraint_bias = 0.2;
- body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_linear", 2.0);
- body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", (8.0 / 180.0 * Math_PI));
- body_time_to_sleep = GLOBAL_DEF("physics/2d/time_before_sleep", 0.5);
- ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/time_before_sleep", PropertyInfo(Variant::REAL, "physics/2d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
- broadphase = BroadPhase2DSW::create_func();
- broadphase->set_pair_callback(_broadphase_pair, this);
- broadphase->set_unpair_callback(_broadphase_unpair, this);
- area = NULL;
- direct_access = memnew(Physics2DDirectSpaceStateSW);
- direct_access->space = this;
- for (int i = 0; i < ELAPSED_TIME_MAX; i++)
- elapsed_time[i] = 0;
- }
- Space2DSW::~Space2DSW() {
- memdelete(broadphase);
- memdelete(direct_access);
- }
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