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godot/modules/godot_physics_2d/godot_area_pair_2d.cpp
Ricardo Buring 7c4c4b9987 Move Godot Physics 2D into a module; add dummy 2D physics server
If the module is enabled (default), 2D physics works as it did before.

If the module is disabled and no other 2D physics server is registered
(via a module or GDExtension), then we fall back to a dummy
implementation which effectively disables 2D physics functionality (and
a warning is printed).

The dummy 2D physics server can also be selected explicitly, in which
case no warning is printed.
2024-09-23 17:33:45 +02:00

204 lines
7.0 KiB
C++

/**************************************************************************/
/* godot_area_pair_2d.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 "godot_area_pair_2d.h"
#include "godot_collision_solver_2d.h"
bool GodotAreaPair2D::setup(real_t p_step) {
bool result = false;
if (area->collides_with(body) && GodotCollisionSolver2D::solve(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), Vector2(), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), Vector2(), nullptr, this)) {
result = true;
}
process_collision = false;
has_space_override = false;
if (result != colliding) {
if ((int)area->get_param(PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE) != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
has_space_override = true;
} else if ((int)area->get_param(PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE) != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
has_space_override = true;
} else if ((int)area->get_param(PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE) != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
has_space_override = true;
}
process_collision = has_space_override;
if (area->has_monitor_callback()) {
process_collision = true;
}
colliding = result;
}
return process_collision;
}
bool GodotAreaPair2D::pre_solve(real_t p_step) {
if (!process_collision) {
return false;
}
if (colliding) {
if (has_space_override) {
body_has_attached_area = true;
body->add_area(area);
}
if (area->has_monitor_callback()) {
area->add_body_to_query(body, body_shape, area_shape);
}
} else {
if (has_space_override) {
body_has_attached_area = false;
body->remove_area(area);
}
if (area->has_monitor_callback()) {
area->remove_body_from_query(body, body_shape, area_shape);
}
}
return false; // Never do any post solving.
}
void GodotAreaPair2D::solve(real_t p_step) {
// Nothing to do.
}
GodotAreaPair2D::GodotAreaPair2D(GodotBody2D *p_body, int p_body_shape, GodotArea2D *p_area, int p_area_shape) {
body = p_body;
area = p_area;
body_shape = p_body_shape;
area_shape = p_area_shape;
body->add_constraint(this, 0);
area->add_constraint(this);
if (p_body->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC) { //need to be active to process pair
p_body->set_active(true);
}
}
GodotAreaPair2D::~GodotAreaPair2D() {
if (colliding) {
if (body_has_attached_area) {
body_has_attached_area = false;
body->remove_area(area);
}
if (area->has_monitor_callback()) {
area->remove_body_from_query(body, body_shape, area_shape);
}
}
body->remove_constraint(this, 0);
area->remove_constraint(this);
}
//////////////////////////////////
bool GodotArea2Pair2D::setup(real_t p_step) {
bool result_a = area_a->collides_with(area_b);
bool result_b = area_b->collides_with(area_a);
if ((result_a || result_b) && !GodotCollisionSolver2D::solve(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), Vector2(), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), Vector2(), nullptr, this)) {
result_a = false;
result_b = false;
}
bool process_collision = false;
process_collision_a = false;
if (result_a != colliding_a) {
if (area_a->has_area_monitor_callback() && area_b_monitorable) {
process_collision_a = true;
process_collision = true;
}
colliding_a = result_a;
}
process_collision_b = false;
if (result_b != colliding_b) {
if (area_b->has_area_monitor_callback() && area_a_monitorable) {
process_collision_b = true;
process_collision = true;
}
colliding_b = result_b;
}
return process_collision;
}
bool GodotArea2Pair2D::pre_solve(real_t p_step) {
if (process_collision_a) {
if (colliding_a) {
area_a->add_area_to_query(area_b, shape_b, shape_a);
} else {
area_a->remove_area_from_query(area_b, shape_b, shape_a);
}
}
if (process_collision_b) {
if (colliding_b) {
area_b->add_area_to_query(area_a, shape_a, shape_b);
} else {
area_b->remove_area_from_query(area_a, shape_a, shape_b);
}
}
return false; // Never do any post solving.
}
void GodotArea2Pair2D::solve(real_t p_step) {
// Nothing to do.
}
GodotArea2Pair2D::GodotArea2Pair2D(GodotArea2D *p_area_a, int p_shape_a, GodotArea2D *p_area_b, int p_shape_b) {
area_a = p_area_a;
area_b = p_area_b;
shape_a = p_shape_a;
shape_b = p_shape_b;
area_a_monitorable = area_a->is_monitorable();
area_b_monitorable = area_b->is_monitorable();
area_a->add_constraint(this);
area_b->add_constraint(this);
}
GodotArea2Pair2D::~GodotArea2Pair2D() {
if (colliding_a) {
if (area_a->has_area_monitor_callback() && area_b_monitorable) {
area_a->remove_area_from_query(area_b, shape_b, shape_a);
}
}
if (colliding_b) {
if (area_b->has_area_monitor_callback() && area_a_monitorable) {
area_b->remove_area_from_query(area_a, shape_a, shape_b);
}
}
area_a->remove_constraint(this);
area_b->remove_constraint(this);
}