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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.
245 lines
7.7 KiB
C++
245 lines
7.7 KiB
C++
/**************************************************************************/
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/* godot_collision_object_2d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "godot_collision_object_2d.h"
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#include "godot_physics_server_2d.h"
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#include "godot_space_2d.h"
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void GodotCollisionObject2D::add_shape(GodotShape2D *p_shape, const Transform2D &p_transform, bool p_disabled) {
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Shape s;
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s.shape = p_shape;
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s.xform = p_transform;
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s.xform_inv = s.xform.affine_inverse();
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s.bpid = 0; //needs update
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s.disabled = p_disabled;
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s.one_way_collision = false;
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s.one_way_collision_margin = 0;
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shapes.push_back(s);
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p_shape->add_owner(this);
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if (!pending_shape_update_list.in_list()) {
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GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
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}
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}
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void GodotCollisionObject2D::set_shape(int p_index, GodotShape2D *p_shape) {
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ERR_FAIL_INDEX(p_index, shapes.size());
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shapes[p_index].shape->remove_owner(this);
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shapes.write[p_index].shape = p_shape;
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p_shape->add_owner(this);
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if (!pending_shape_update_list.in_list()) {
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GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
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}
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}
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void GodotCollisionObject2D::set_shape_transform(int p_index, const Transform2D &p_transform) {
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ERR_FAIL_INDEX(p_index, shapes.size());
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shapes.write[p_index].xform = p_transform;
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shapes.write[p_index].xform_inv = p_transform.affine_inverse();
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if (!pending_shape_update_list.in_list()) {
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GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
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}
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}
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void GodotCollisionObject2D::set_shape_disabled(int p_idx, bool p_disabled) {
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ERR_FAIL_INDEX(p_idx, shapes.size());
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GodotCollisionObject2D::Shape &shape = shapes.write[p_idx];
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if (shape.disabled == p_disabled) {
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return;
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}
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shape.disabled = p_disabled;
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if (!space) {
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return;
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}
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if (p_disabled && shape.bpid != 0) {
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space->get_broadphase()->remove(shape.bpid);
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shape.bpid = 0;
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if (!pending_shape_update_list.in_list()) {
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GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
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}
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} else if (!p_disabled && shape.bpid == 0) {
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if (!pending_shape_update_list.in_list()) {
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GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
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}
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}
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}
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void GodotCollisionObject2D::remove_shape(GodotShape2D *p_shape) {
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//remove a shape, all the times it appears
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for (int i = 0; i < shapes.size(); i++) {
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if (shapes[i].shape == p_shape) {
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remove_shape(i);
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i--;
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}
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}
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}
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void GodotCollisionObject2D::remove_shape(int p_index) {
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//remove anything from shape to be erased to end, so subindices don't change
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ERR_FAIL_INDEX(p_index, shapes.size());
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for (int i = p_index; i < shapes.size(); i++) {
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if (shapes[i].bpid == 0) {
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continue;
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}
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//should never get here with a null owner
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space->get_broadphase()->remove(shapes[i].bpid);
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shapes.write[i].bpid = 0;
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}
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shapes[p_index].shape->remove_owner(this);
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shapes.remove_at(p_index);
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if (!pending_shape_update_list.in_list()) {
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GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
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}
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// _update_shapes();
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// _shapes_changed();
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}
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void GodotCollisionObject2D::_set_static(bool p_static) {
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if (_static == p_static) {
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return;
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}
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_static = p_static;
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if (!space) {
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return;
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}
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for (int i = 0; i < get_shape_count(); i++) {
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const Shape &s = shapes[i];
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if (s.bpid > 0) {
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space->get_broadphase()->set_static(s.bpid, _static);
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}
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}
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}
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void GodotCollisionObject2D::_unregister_shapes() {
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for (int i = 0; i < shapes.size(); i++) {
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Shape &s = shapes.write[i];
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if (s.bpid > 0) {
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space->get_broadphase()->remove(s.bpid);
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s.bpid = 0;
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}
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}
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}
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void GodotCollisionObject2D::_update_shapes() {
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if (!space) {
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return;
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}
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for (int i = 0; i < shapes.size(); i++) {
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Shape &s = shapes.write[i];
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if (s.disabled) {
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continue;
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}
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//not quite correct, should compute the next matrix..
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Rect2 shape_aabb = s.shape->get_aabb();
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Transform2D xform = transform * s.xform;
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shape_aabb = xform.xform(shape_aabb);
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shape_aabb.grow_by((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05);
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s.aabb_cache = shape_aabb;
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if (s.bpid == 0) {
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s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static);
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space->get_broadphase()->set_static(s.bpid, _static);
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}
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space->get_broadphase()->move(s.bpid, shape_aabb);
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}
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}
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void GodotCollisionObject2D::_update_shapes_with_motion(const Vector2 &p_motion) {
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if (!space) {
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return;
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}
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for (int i = 0; i < shapes.size(); i++) {
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Shape &s = shapes.write[i];
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if (s.disabled) {
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continue;
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}
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//not quite correct, should compute the next matrix..
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Rect2 shape_aabb = s.shape->get_aabb();
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Transform2D xform = transform * s.xform;
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shape_aabb = xform.xform(shape_aabb);
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shape_aabb = shape_aabb.merge(Rect2(shape_aabb.position + p_motion, shape_aabb.size)); //use motion
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s.aabb_cache = shape_aabb;
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if (s.bpid == 0) {
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s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static);
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space->get_broadphase()->set_static(s.bpid, _static);
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}
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space->get_broadphase()->move(s.bpid, shape_aabb);
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}
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}
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void GodotCollisionObject2D::_set_space(GodotSpace2D *p_space) {
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GodotSpace2D *old_space = space;
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space = p_space;
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if (old_space) {
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old_space->remove_object(this);
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for (int i = 0; i < shapes.size(); i++) {
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Shape &s = shapes.write[i];
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if (s.bpid) {
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old_space->get_broadphase()->remove(s.bpid);
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s.bpid = 0;
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}
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}
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}
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if (space) {
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space->add_object(this);
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_update_shapes();
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}
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}
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void GodotCollisionObject2D::_shape_changed() {
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_update_shapes();
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_shapes_changed();
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}
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GodotCollisionObject2D::GodotCollisionObject2D(Type p_type) :
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pending_shape_update_list(this) {
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type = p_type;
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}
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