godot/servers/physics_2d/space_2d_sw.h
Juan Linietsky b324ff7ea5 A bit of everything:
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
2014-05-14 01:22:15 -03:00

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/*************************************************************************/
/* space_2d_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef SPACE_2D_SW_H
#define SPACE_2D_SW_H
#include "typedefs.h"
#include "hash_map.h"
#include "body_2d_sw.h"
#include "area_2d_sw.h"
#include "body_pair_2d_sw.h"
#include "area_pair_2d_sw.h"
#include "broad_phase_2d_sw.h"
#include "collision_object_2d_sw.h"
class Physics2DDirectSpaceStateSW : public Physics2DDirectSpaceState {
OBJ_TYPE( Physics2DDirectSpaceStateSW, Physics2DDirectSpaceState );
public:
Space2DSW *space;
virtual bool intersect_ray(const Vector2& p_from, const Vector2& p_to,RayResult &r_result,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
virtual int intersect_shape(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion,float p_margin,ShapeResult *r_results,int p_result_max,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
virtual bool cast_motion(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion,float p_margin,float &p_closest_safe,float &p_closest_unsafe, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
virtual bool collide_shape(RID p_shape, const Matrix32& p_shape_xform,const Vector2& p_motion,float p_margin,Vector2 *r_results,int p_result_max,int &r_result_count, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
virtual bool rest_info(RID p_shape, const Matrix32& p_shape_xform,const Vector2& p_motion,float p_margin,ShapeRestInfo *r_info, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
Physics2DDirectSpaceStateSW();
};
class Space2DSW {
Physics2DDirectSpaceStateSW *direct_access;
RID self;
BroadPhase2DSW *broadphase;
SelfList<Body2DSW>::List active_list;
SelfList<Body2DSW>::List inertia_update_list;
SelfList<Body2DSW>::List state_query_list;
SelfList<Area2DSW>::List monitor_query_list;
SelfList<Area2DSW>::List area_moved_list;
static void* _broadphase_pair(CollisionObject2DSW *A,int p_subindex_A,CollisionObject2DSW *B,int p_subindex_B,void *p_self);
static void _broadphase_unpair(CollisionObject2DSW *A,int p_subindex_A,CollisionObject2DSW *B,int p_subindex_B,void *p_data,void *p_self);
Set<CollisionObject2DSW*> objects;
Area2DSW *area;
real_t contact_recycle_radius;
real_t contact_max_separation;
real_t contact_max_allowed_penetration;
real_t constraint_bias;
enum {
INTERSECTION_QUERY_MAX=2048
};
CollisionObject2DSW *intersection_query_results[INTERSECTION_QUERY_MAX];
int intersection_query_subindex_results[INTERSECTION_QUERY_MAX];
float body_linear_velocity_sleep_treshold;
float body_angular_velocity_sleep_treshold;
float body_time_to_sleep;
float body_angular_velocity_damp_ratio;
bool locked;
friend class Physics2DDirectSpaceStateSW;
public:
_FORCE_INLINE_ void set_self(const RID& p_self) { self=p_self; }
_FORCE_INLINE_ RID get_self() const { return self; }
void set_default_area(Area2DSW *p_area) { area=p_area; }
Area2DSW *get_default_area() const { return area; }
const SelfList<Body2DSW>::List& get_active_body_list() const;
void body_add_to_active_list(SelfList<Body2DSW>* p_body);
void body_remove_from_active_list(SelfList<Body2DSW>* p_body);
void body_add_to_inertia_update_list(SelfList<Body2DSW>* p_body);
void body_remove_from_inertia_update_list(SelfList<Body2DSW>* p_body);
void area_add_to_moved_list(SelfList<Area2DSW>* p_area);
void area_remove_from_moved_list(SelfList<Area2DSW>* p_area);
const SelfList<Area2DSW>::List& get_moved_area_list() const;
void body_add_to_state_query_list(SelfList<Body2DSW>* p_body);
void body_remove_from_state_query_list(SelfList<Body2DSW>* p_body);
void area_add_to_monitor_query_list(SelfList<Area2DSW>* p_area);
void area_remove_from_monitor_query_list(SelfList<Area2DSW>* p_area);
BroadPhase2DSW *get_broadphase();
void add_object(CollisionObject2DSW *p_object);
void remove_object(CollisionObject2DSW *p_object);
const Set<CollisionObject2DSW*> &get_objects() const;
_FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; }
_FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; }
_FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; }
_FORCE_INLINE_ real_t get_constraint_bias() const { return constraint_bias; }
_FORCE_INLINE_ real_t get_body_linear_velocity_sleep_treshold() const { return body_linear_velocity_sleep_treshold; }
_FORCE_INLINE_ real_t get_body_angular_velocity_sleep_treshold() const { return body_angular_velocity_sleep_treshold; }
_FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; }
_FORCE_INLINE_ real_t get_body_angular_velocity_damp_ratio() const { return body_angular_velocity_damp_ratio; }
void update();
void setup();
void call_queries();
bool is_locked() const;
void lock();
void unlock();
void set_param(Physics2DServer::SpaceParameter p_param, real_t p_value);
real_t get_param(Physics2DServer::SpaceParameter p_param) const;
Physics2DDirectSpaceStateSW *get_direct_state();
Space2DSW();
~Space2DSW();
};
#endif // SPACE_2D_SW_H