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1241 lines
42 KiB
C++
1241 lines
42 KiB
C++
/**************************************************************************/
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/* godot_space_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_space_2d.h"
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#include "godot_collision_solver_2d.h"
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#include "godot_physics_server_2d.h"
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#include "core/os/os.h"
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#include "core/templates/pair.h"
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#define TEST_MOTION_MARGIN_MIN_VALUE 0.0001
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#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
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_FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject2D *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
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if (!(p_object->get_collision_layer() & p_collision_mask)) {
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return false;
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}
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if (p_object->get_type() == GodotCollisionObject2D::TYPE_AREA && !p_collide_with_areas) {
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return false;
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}
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if (p_object->get_type() == GodotCollisionObject2D::TYPE_BODY && !p_collide_with_bodies) {
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return false;
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}
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return true;
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}
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int GodotPhysicsDirectSpaceState2D::intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
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if (p_result_max <= 0) {
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return 0;
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}
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Rect2 aabb;
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aabb.position = p_parameters.position - Vector2(0.00001, 0.00001);
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aabb.size = Vector2(0.00002, 0.00002);
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int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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int cc = 0;
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for (int i = 0; i < amount; i++) {
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if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
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continue;
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}
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if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
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continue;
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}
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const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
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if (p_parameters.pick_point && !col_obj->is_pickable()) {
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continue;
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}
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if (col_obj->get_canvas_instance_id() != p_parameters.canvas_instance_id) {
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continue;
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}
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int shape_idx = space->intersection_query_subindex_results[i];
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GodotShape2D *shape = col_obj->get_shape(shape_idx);
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Vector2 local_point = (col_obj->get_transform() * col_obj->get_shape_transform(shape_idx)).affine_inverse().xform(p_parameters.position);
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if (!shape->contains_point(local_point)) {
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continue;
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}
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if (cc >= p_result_max) {
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continue;
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}
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r_results[cc].collider_id = col_obj->get_instance_id();
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if (r_results[cc].collider_id.is_valid()) {
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r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
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}
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r_results[cc].rid = col_obj->get_self();
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r_results[cc].shape = shape_idx;
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cc++;
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}
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return cc;
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}
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bool GodotPhysicsDirectSpaceState2D::intersect_ray(const RayParameters &p_parameters, RayResult &r_result) {
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ERR_FAIL_COND_V(space->locked, false);
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Vector2 begin, end;
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Vector2 normal;
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begin = p_parameters.from;
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end = p_parameters.to;
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normal = (end - begin).normalized();
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int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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//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
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bool collided = false;
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Vector2 res_point, res_normal;
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int res_shape = -1;
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const GodotCollisionObject2D *res_obj = nullptr;
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real_t min_d = 1e10;
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for (int i = 0; i < amount; i++) {
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if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
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continue;
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}
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if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
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continue;
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}
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const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
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int shape_idx = space->intersection_query_subindex_results[i];
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Transform2D inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform();
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Vector2 local_from = inv_xform.xform(begin);
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Vector2 local_to = inv_xform.xform(end);
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const GodotShape2D *shape = col_obj->get_shape(shape_idx);
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Vector2 shape_point, shape_normal;
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if (shape->contains_point(local_from)) {
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if (p_parameters.hit_from_inside) {
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// Hit shape at starting point.
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min_d = 0;
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res_point = begin;
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res_normal = Vector2();
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res_shape = shape_idx;
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res_obj = col_obj;
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collided = true;
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break;
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} else {
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// Ignore shape when starting inside.
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continue;
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}
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}
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if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal)) {
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Transform2D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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shape_point = xform.xform(shape_point);
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real_t ld = normal.dot(shape_point);
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if (ld < min_d) {
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min_d = ld;
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res_point = shape_point;
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res_normal = inv_xform.basis_xform_inv(shape_normal).normalized();
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res_shape = shape_idx;
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res_obj = col_obj;
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collided = true;
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}
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}
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}
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if (!collided) {
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return false;
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}
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ERR_FAIL_NULL_V(res_obj, false); // Shouldn't happen but silences warning.
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r_result.collider_id = res_obj->get_instance_id();
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if (r_result.collider_id.is_valid()) {
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r_result.collider = ObjectDB::get_instance(r_result.collider_id);
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}
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r_result.normal = res_normal;
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r_result.position = res_point;
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r_result.rid = res_obj->get_self();
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r_result.shape = res_shape;
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return true;
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}
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int GodotPhysicsDirectSpaceState2D::intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
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if (p_result_max <= 0) {
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return 0;
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}
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GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
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ERR_FAIL_NULL_V(shape, 0);
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Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
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aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
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aabb = aabb.grow(p_parameters.margin);
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int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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int cc = 0;
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for (int i = 0; i < amount; i++) {
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if (cc >= p_result_max) {
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break;
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}
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if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
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continue;
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}
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if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
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continue;
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}
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const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
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int shape_idx = space->intersection_query_subindex_results[i];
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if (!GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) {
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continue;
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}
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r_results[cc].collider_id = col_obj->get_instance_id();
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if (r_results[cc].collider_id.is_valid()) {
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r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
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}
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r_results[cc].rid = col_obj->get_self();
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r_results[cc].shape = shape_idx;
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cc++;
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}
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return cc;
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}
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bool GodotPhysicsDirectSpaceState2D::cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) {
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GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
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ERR_FAIL_NULL_V(shape, false);
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Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
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aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
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aabb = aabb.grow(p_parameters.margin);
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int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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real_t best_safe = 1;
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real_t best_unsafe = 1;
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for (int i = 0; i < amount; i++) {
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if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
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continue;
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}
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if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
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continue; //ignore excluded
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}
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const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
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int shape_idx = space->intersection_query_subindex_results[i];
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Transform2D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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//test initial overlap, does it collide if going all the way?
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if (!GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) {
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continue;
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}
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//test initial overlap, ignore objects it's inside of.
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if (GodotCollisionSolver2D::solve(shape, p_parameters.transform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) {
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continue;
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}
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Vector2 mnormal = p_parameters.motion.normalized();
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//just do kinematic solving
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real_t low = 0.0;
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real_t hi = 1.0;
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real_t fraction_coeff = 0.5;
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for (int j = 0; j < 8; j++) { //steps should be customizable..
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real_t fraction = low + (hi - low) * fraction_coeff;
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Vector2 sep = mnormal; //important optimization for this to work fast enough
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bool collided = GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion * fraction, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_parameters.margin);
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if (collided) {
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hi = fraction;
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if ((j == 0) || (low > 0.0)) { // Did it not collide before?
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// When alternating or first iteration, use dichotomy.
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fraction_coeff = 0.5;
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} else {
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// When colliding again, converge faster towards low fraction
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// for more accurate results with long motions that collide near the start.
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fraction_coeff = 0.25;
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}
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} else {
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low = fraction;
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if ((j == 0) || (hi < 1.0)) { // Did it collide before?
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// When alternating or first iteration, use dichotomy.
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fraction_coeff = 0.5;
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} else {
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// When not colliding again, converge faster towards high fraction
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// for more accurate results with long motions that collide near the end.
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fraction_coeff = 0.75;
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}
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}
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}
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if (low < best_safe) {
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best_safe = low;
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best_unsafe = hi;
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}
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}
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p_closest_safe = best_safe;
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p_closest_unsafe = best_unsafe;
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return true;
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}
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bool GodotPhysicsDirectSpaceState2D::collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) {
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if (p_result_max <= 0) {
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return false;
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}
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GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
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ERR_FAIL_NULL_V(shape, 0);
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Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
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aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
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aabb = aabb.grow(p_parameters.margin);
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int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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bool collided = false;
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r_result_count = 0;
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GodotPhysicsServer2D::CollCbkData cbk;
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cbk.max = p_result_max;
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cbk.amount = 0;
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cbk.passed = 0;
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cbk.ptr = r_results;
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GodotCollisionSolver2D::CallbackResult cbkres = GodotPhysicsServer2D::_shape_col_cbk;
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GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk;
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for (int i = 0; i < amount; i++) {
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if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
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continue;
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}
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const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
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if (p_parameters.exclude.has(col_obj->get_self())) {
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continue;
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}
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int shape_idx = space->intersection_query_subindex_results[i];
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cbk.valid_dir = Vector2();
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cbk.valid_depth = 0;
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if (GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, nullptr, p_parameters.margin)) {
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collided = cbk.amount > 0;
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}
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}
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r_result_count = cbk.amount;
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return collided;
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}
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struct _RestCallbackData2D {
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const GodotCollisionObject2D *object = nullptr;
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const GodotCollisionObject2D *best_object = nullptr;
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int local_shape = 0;
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int best_local_shape = 0;
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int shape = 0;
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int best_shape = 0;
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Vector2 best_contact;
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Vector2 best_normal;
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real_t best_len = 0.0;
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Vector2 valid_dir;
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real_t valid_depth = 0.0;
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real_t min_allowed_depth = 0.0;
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};
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static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) {
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_RestCallbackData2D *rd = static_cast<_RestCallbackData2D *>(p_userdata);
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Vector2 contact_rel = p_point_B - p_point_A;
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real_t len = contact_rel.length();
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if (len < rd->min_allowed_depth) {
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return;
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}
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if (len <= rd->best_len) {
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return;
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}
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Vector2 normal = contact_rel / len;
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if (rd->valid_dir != Vector2()) {
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if (len > rd->valid_depth) {
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return;
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}
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if (rd->valid_dir.dot(normal) > -CMP_EPSILON) {
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return;
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}
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}
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rd->best_len = len;
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rd->best_contact = p_point_B;
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rd->best_normal = normal;
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rd->best_object = rd->object;
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rd->best_shape = rd->shape;
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rd->best_local_shape = rd->local_shape;
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}
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bool GodotPhysicsDirectSpaceState2D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) {
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GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
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ERR_FAIL_NULL_V(shape, 0);
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real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE);
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Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
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aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
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aabb = aabb.grow(margin);
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|
|
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
|
|
|
|
_RestCallbackData2D rcd;
|
|
|
|
// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
|
|
real_t motion_length = p_parameters.motion.length();
|
|
real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
|
|
rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
|
|
|
|
for (int i = 0; i < amount; i++) {
|
|
if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
|
|
continue;
|
|
}
|
|
|
|
const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
|
|
|
|
if (p_parameters.exclude.has(col_obj->get_self())) {
|
|
continue;
|
|
}
|
|
|
|
int shape_idx = space->intersection_query_subindex_results[i];
|
|
|
|
rcd.valid_dir = Vector2();
|
|
rcd.object = col_obj;
|
|
rcd.shape = shape_idx;
|
|
rcd.local_shape = 0;
|
|
bool sc = GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, nullptr, 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();
|
|
if (rcd.best_object->get_type() == GodotCollisionObject2D::TYPE_BODY) {
|
|
const GodotBody2D *body = static_cast<const GodotBody2D *>(rcd.best_object);
|
|
Vector2 rel_vec = r_info->point - (body->get_transform().get_origin() + body->get_center_of_mass());
|
|
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;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
int GodotSpace2D::_cull_aabb_for_body(GodotBody2D *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() == GodotCollisionObject2D::TYPE_AREA) {
|
|
keep = false;
|
|
} else if (!p_body->collides_with(static_cast<GodotBody2D *>(intersection_query_results[i]))) {
|
|
keep = false;
|
|
} else if (static_cast<GodotBody2D *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) {
|
|
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;
|
|
}
|
|
|
|
bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result) {
|
|
//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 = ObjectID();
|
|
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_disabled(i)) {
|
|
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 = PhysicsServer2D::MotionResult();
|
|
r_result->travel = p_parameters.motion;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE);
|
|
|
|
// Undo the currently transform the physics server is aware of and apply the provided one
|
|
body_aabb = p_parameters.from.xform(p_body->get_inv_transform().xform(body_aabb));
|
|
body_aabb = body_aabb.grow(margin);
|
|
|
|
static const int max_excluded_shape_pairs = 32;
|
|
ExcludedShapeSW excluded_shape_pairs[max_excluded_shape_pairs];
|
|
int excluded_shape_pair_count = 0;
|
|
|
|
real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
|
|
|
|
real_t motion_length = p_parameters.motion.length();
|
|
Vector2 motion_normal = p_parameters.motion / motion_length;
|
|
|
|
Transform2D body_transform = p_parameters.from;
|
|
|
|
bool recovered = false;
|
|
|
|
{
|
|
//STEP 1, FREE BODY IF STUCK
|
|
|
|
const int max_results = 32;
|
|
int recover_attempts = 4;
|
|
Vector2 sr[max_results * 2];
|
|
real_t priorities[max_results];
|
|
|
|
do {
|
|
GodotPhysicsServer2D::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
|
|
|
|
GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk;
|
|
GodotCollisionSolver2D::CallbackResult cbkres = GodotPhysicsServer2D::_shape_col_cbk;
|
|
int priority_amount = 0;
|
|
|
|
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_disabled(j)) {
|
|
continue;
|
|
}
|
|
|
|
GodotShape2D *body_shape = p_body->get_shape(j);
|
|
Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j);
|
|
|
|
for (int i = 0; i < amount; i++) {
|
|
const GodotCollisionObject2D *col_obj = intersection_query_results[i];
|
|
if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
|
|
continue;
|
|
}
|
|
if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
|
|
continue;
|
|
}
|
|
|
|
int shape_idx = intersection_query_subindex_results[i];
|
|
|
|
Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
|
|
|
|
if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
|
|
cbk.valid_dir = col_obj_shape_xform.columns[1].normalized();
|
|
|
|
real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
|
|
cbk.valid_depth = MAX(owc_margin, margin); //user specified, but never less than actual margin or it won't work
|
|
cbk.invalid_by_dir = 0;
|
|
|
|
if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) {
|
|
const GodotBody2D *b = static_cast<const GodotBody2D *>(col_obj);
|
|
if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::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 * last_step;
|
|
real_t 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;
|
|
|
|
GodotShape2D *against_shape = col_obj->get_shape(shape_idx);
|
|
if (GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, margin)) {
|
|
did_collide = cbk.passed > current_passed; //more passed, so collision actually existed
|
|
}
|
|
while (cbk.amount > priority_amount) {
|
|
priorities[priority_amount] = col_obj->get_collision_priority();
|
|
priority_amount++;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
real_t inv_total_weight = 0.0;
|
|
for (int i = 0; i < cbk.amount; i++) {
|
|
inv_total_weight += priorities[i];
|
|
}
|
|
inv_total_weight = Math::is_zero_approx(inv_total_weight) ? 1.0 : (real_t)cbk.amount / inv_total_weight;
|
|
|
|
recovered = true;
|
|
|
|
Vector2 recover_motion;
|
|
for (int i = 0; i < cbk.amount; i++) {
|
|
Vector2 a = sr[i * 2 + 0];
|
|
Vector2 b = sr[i * 2 + 1];
|
|
|
|
// Compute plane on b towards a.
|
|
Vector2 n = (a - b).normalized();
|
|
real_t d = n.dot(b);
|
|
|
|
// Compute depth on recovered motion.
|
|
real_t depth = n.dot(a + recover_motion) - d;
|
|
if (depth > min_contact_depth + CMP_EPSILON) {
|
|
// Only recover if there is penetration.
|
|
recover_motion -= n * (depth - min_contact_depth) * 0.4 * priorities[i] * inv_total_weight;
|
|
}
|
|
}
|
|
|
|
if (recover_motion == Vector2()) {
|
|
collided = false;
|
|
break;
|
|
}
|
|
|
|
body_transform.columns[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_parameters.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_disabled(body_shape_idx)) {
|
|
continue;
|
|
}
|
|
|
|
GodotShape2D *body_shape = p_body->get_shape(body_shape_idx);
|
|
|
|
// Colliding separation rays allows to properly snap to the ground,
|
|
// otherwise it's not needed in regular motion.
|
|
if (!p_parameters.collide_separation_ray && (body_shape->get_type() == PhysicsServer2D::SHAPE_SEPARATION_RAY)) {
|
|
// When slide on slope is on, separation ray shape acts like a regular shape.
|
|
if (!static_cast<GodotSeparationRayShape2D *>(body_shape)->get_slide_on_slope()) {
|
|
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 GodotCollisionObject2D *col_obj = intersection_query_results[i];
|
|
if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
|
|
continue;
|
|
}
|
|
if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
|
|
continue;
|
|
}
|
|
|
|
int col_shape_idx = intersection_query_subindex_results[i];
|
|
GodotShape2D *against_shape = col_obj->get_shape(col_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 == 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 (!GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) {
|
|
continue;
|
|
}
|
|
|
|
//test initial overlap
|
|
if (GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) {
|
|
if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
|
|
Vector2 direction = col_obj_shape_xform.columns[1].normalized();
|
|
if (motion_normal.dot(direction) < 0) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
stuck = true;
|
|
break;
|
|
}
|
|
|
|
//just do kinematic solving
|
|
real_t low = 0.0;
|
|
real_t hi = 1.0;
|
|
real_t fraction_coeff = 0.5;
|
|
for (int k = 0; k < 8; k++) { //steps should be customizable..
|
|
real_t fraction = low + (hi - low) * fraction_coeff;
|
|
|
|
Vector2 sep = motion_normal; //important optimization for this to work fast enough
|
|
bool collided = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion * fraction, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, &sep, 0);
|
|
|
|
if (collided) {
|
|
hi = fraction;
|
|
if ((k == 0) || (low > 0.0)) { // Did it not collide before?
|
|
// When alternating or first iteration, use dichotomy.
|
|
fraction_coeff = 0.5;
|
|
} else {
|
|
// When colliding again, converge faster towards low fraction
|
|
// for more accurate results with long motions that collide near the start.
|
|
fraction_coeff = 0.25;
|
|
}
|
|
} else {
|
|
low = fraction;
|
|
if ((k == 0) || (hi < 1.0)) { // Did it collide before?
|
|
// When alternating or first iteration, use dichotomy.
|
|
fraction_coeff = 0.5;
|
|
} else {
|
|
// When not colliding again, converge faster towards high fraction
|
|
// for more accurate results with long motions that collide near the end.
|
|
fraction_coeff = 0.75;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
|
|
Vector2 cd[2];
|
|
GodotPhysicsServer2D::CollCbkData cbk;
|
|
cbk.max = 1;
|
|
cbk.amount = 0;
|
|
cbk.passed = 0;
|
|
cbk.ptr = cd;
|
|
cbk.valid_dir = col_obj_shape_xform.columns[1].normalized();
|
|
|
|
cbk.valid_depth = 10e20;
|
|
|
|
Vector2 sep = motion_normal; //important optimization for this to work fast enough
|
|
bool collided = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(col_shape_idx), col_obj_shape_xform, Vector2(), GodotPhysicsServer2D::_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 ((p_parameters.recovery_as_collision && recovered) || (safe < 1)) {
|
|
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.columns[2] += p_parameters.motion * unsafe;
|
|
|
|
_RestCallbackData2D rcd;
|
|
|
|
// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
|
|
rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
|
|
|
|
body_aabb.position += p_parameters.motion * unsafe;
|
|
int amount = _cull_aabb_for_body(p_body, body_aabb);
|
|
|
|
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_disabled(j)) {
|
|
continue;
|
|
}
|
|
|
|
Transform2D body_shape_xform = ugt * p_body->get_shape_transform(j);
|
|
GodotShape2D *body_shape = p_body->get_shape(j);
|
|
|
|
for (int i = 0; i < amount; i++) {
|
|
const GodotCollisionObject2D *col_obj = intersection_query_results[i];
|
|
if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
|
|
continue;
|
|
}
|
|
if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
|
|
continue;
|
|
}
|
|
|
|
int shape_idx = intersection_query_subindex_results[i];
|
|
|
|
GodotShape2D *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 (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
|
|
rcd.valid_dir = col_obj_shape_xform.columns[1].normalized();
|
|
|
|
real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
|
|
rcd.valid_depth = MAX(owc_margin, margin); //user specified, but never less than actual margin or it won't work
|
|
|
|
if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) {
|
|
const GodotBody2D *b = static_cast<const GodotBody2D *>(col_obj);
|
|
if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::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 * last_step;
|
|
real_t motion_len = motion.length();
|
|
motion.normalize();
|
|
rcd.valid_depth += motion_len * MAX(motion.dot(-rcd.valid_dir), 0.0);
|
|
}
|
|
}
|
|
} else {
|
|
rcd.valid_dir = Vector2();
|
|
rcd.valid_depth = 0;
|
|
}
|
|
|
|
rcd.object = col_obj;
|
|
rcd.shape = shape_idx;
|
|
rcd.local_shape = j;
|
|
bool sc = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), _rest_cbk_result, &rcd, nullptr, 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->collision_depth = rcd.best_len;
|
|
r_result->collision_safe_fraction = safe;
|
|
r_result->collision_unsafe_fraction = unsafe;
|
|
|
|
const GodotBody2D *body = static_cast<const GodotBody2D *>(rcd.best_object);
|
|
Vector2 rel_vec = r_result->collision_point - (body->get_transform().get_origin() + body->get_center_of_mass());
|
|
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->travel = safe * p_parameters.motion;
|
|
r_result->remainder = p_parameters.motion - safe * p_parameters.motion;
|
|
r_result->travel += (body_transform.get_origin() - p_parameters.from.get_origin());
|
|
}
|
|
|
|
collided = true;
|
|
}
|
|
}
|
|
|
|
if (!collided && r_result) {
|
|
r_result->travel = p_parameters.motion;
|
|
r_result->remainder = Vector2();
|
|
r_result->travel += (body_transform.get_origin() - p_parameters.from.get_origin());
|
|
}
|
|
|
|
return collided;
|
|
}
|
|
|
|
// Assumes a valid collision pair, this should have been checked beforehand in the BVH or octree.
|
|
void *GodotSpace2D::_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_self) {
|
|
GodotCollisionObject2D::Type type_A = A->get_type();
|
|
GodotCollisionObject2D::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);
|
|
}
|
|
|
|
GodotSpace2D *self = static_cast<GodotSpace2D *>(p_self);
|
|
self->collision_pairs++;
|
|
|
|
if (type_A == GodotCollisionObject2D::TYPE_AREA) {
|
|
GodotArea2D *area = static_cast<GodotArea2D *>(A);
|
|
if (type_B == GodotCollisionObject2D::TYPE_AREA) {
|
|
GodotArea2D *area_b = static_cast<GodotArea2D *>(B);
|
|
GodotArea2Pair2D *area2_pair = memnew(GodotArea2Pair2D(area_b, p_subindex_B, area, p_subindex_A));
|
|
return area2_pair;
|
|
} else {
|
|
GodotBody2D *body = static_cast<GodotBody2D *>(B);
|
|
GodotAreaPair2D *area_pair = memnew(GodotAreaPair2D(body, p_subindex_B, area, p_subindex_A));
|
|
return area_pair;
|
|
}
|
|
|
|
} else {
|
|
GodotBodyPair2D *b = memnew(GodotBodyPair2D(static_cast<GodotBody2D *>(A), p_subindex_A, static_cast<GodotBody2D *>(B), p_subindex_B));
|
|
return b;
|
|
}
|
|
}
|
|
|
|
void GodotSpace2D::_broadphase_unpair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_self) {
|
|
if (!p_data) {
|
|
return;
|
|
}
|
|
|
|
GodotSpace2D *self = static_cast<GodotSpace2D *>(p_self);
|
|
self->collision_pairs--;
|
|
GodotConstraint2D *c = static_cast<GodotConstraint2D *>(p_data);
|
|
memdelete(c);
|
|
}
|
|
|
|
const SelfList<GodotBody2D>::List &GodotSpace2D::get_active_body_list() const {
|
|
return active_list;
|
|
}
|
|
|
|
void GodotSpace2D::body_add_to_active_list(SelfList<GodotBody2D> *p_body) {
|
|
active_list.add(p_body);
|
|
}
|
|
|
|
void GodotSpace2D::body_remove_from_active_list(SelfList<GodotBody2D> *p_body) {
|
|
active_list.remove(p_body);
|
|
}
|
|
|
|
void GodotSpace2D::body_add_to_mass_properties_update_list(SelfList<GodotBody2D> *p_body) {
|
|
mass_properties_update_list.add(p_body);
|
|
}
|
|
|
|
void GodotSpace2D::body_remove_from_mass_properties_update_list(SelfList<GodotBody2D> *p_body) {
|
|
mass_properties_update_list.remove(p_body);
|
|
}
|
|
|
|
GodotBroadPhase2D *GodotSpace2D::get_broadphase() {
|
|
return broadphase;
|
|
}
|
|
|
|
void GodotSpace2D::add_object(GodotCollisionObject2D *p_object) {
|
|
ERR_FAIL_COND(objects.has(p_object));
|
|
objects.insert(p_object);
|
|
}
|
|
|
|
void GodotSpace2D::remove_object(GodotCollisionObject2D *p_object) {
|
|
ERR_FAIL_COND(!objects.has(p_object));
|
|
objects.erase(p_object);
|
|
}
|
|
|
|
const HashSet<GodotCollisionObject2D *> &GodotSpace2D::get_objects() const {
|
|
return objects;
|
|
}
|
|
|
|
void GodotSpace2D::body_add_to_state_query_list(SelfList<GodotBody2D> *p_body) {
|
|
state_query_list.add(p_body);
|
|
}
|
|
|
|
void GodotSpace2D::body_remove_from_state_query_list(SelfList<GodotBody2D> *p_body) {
|
|
state_query_list.remove(p_body);
|
|
}
|
|
|
|
void GodotSpace2D::area_add_to_monitor_query_list(SelfList<GodotArea2D> *p_area) {
|
|
monitor_query_list.add(p_area);
|
|
}
|
|
|
|
void GodotSpace2D::area_remove_from_monitor_query_list(SelfList<GodotArea2D> *p_area) {
|
|
monitor_query_list.remove(p_area);
|
|
}
|
|
|
|
void GodotSpace2D::area_add_to_moved_list(SelfList<GodotArea2D> *p_area) {
|
|
area_moved_list.add(p_area);
|
|
}
|
|
|
|
void GodotSpace2D::area_remove_from_moved_list(SelfList<GodotArea2D> *p_area) {
|
|
area_moved_list.remove(p_area);
|
|
}
|
|
|
|
const SelfList<GodotArea2D>::List &GodotSpace2D::get_moved_area_list() const {
|
|
return area_moved_list;
|
|
}
|
|
|
|
void GodotSpace2D::call_queries() {
|
|
while (state_query_list.first()) {
|
|
GodotBody2D *b = state_query_list.first()->self();
|
|
state_query_list.remove(state_query_list.first());
|
|
b->call_queries();
|
|
}
|
|
|
|
while (monitor_query_list.first()) {
|
|
GodotArea2D *a = monitor_query_list.first()->self();
|
|
monitor_query_list.remove(monitor_query_list.first());
|
|
a->call_queries();
|
|
}
|
|
}
|
|
|
|
void GodotSpace2D::setup() {
|
|
contact_debug_count = 0;
|
|
|
|
while (mass_properties_update_list.first()) {
|
|
mass_properties_update_list.first()->self()->update_mass_properties();
|
|
mass_properties_update_list.remove(mass_properties_update_list.first());
|
|
}
|
|
}
|
|
|
|
void GodotSpace2D::update() {
|
|
broadphase->update();
|
|
}
|
|
|
|
void GodotSpace2D::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_value) {
|
|
switch (p_param) {
|
|
case PhysicsServer2D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
|
|
contact_recycle_radius = p_value;
|
|
break;
|
|
case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
|
|
contact_max_separation = p_value;
|
|
break;
|
|
case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
|
|
contact_max_allowed_penetration = p_value;
|
|
break;
|
|
case PhysicsServer2D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
|
|
contact_bias = p_value;
|
|
break;
|
|
case PhysicsServer2D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
|
|
body_linear_velocity_sleep_threshold = p_value;
|
|
break;
|
|
case PhysicsServer2D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
|
|
body_angular_velocity_sleep_threshold = p_value;
|
|
break;
|
|
case PhysicsServer2D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
|
|
body_time_to_sleep = p_value;
|
|
break;
|
|
case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
|
|
constraint_bias = p_value;
|
|
break;
|
|
case PhysicsServer2D::SPACE_PARAM_SOLVER_ITERATIONS:
|
|
solver_iterations = p_value;
|
|
break;
|
|
}
|
|
}
|
|
|
|
real_t GodotSpace2D::get_param(PhysicsServer2D::SpaceParameter p_param) const {
|
|
switch (p_param) {
|
|
case PhysicsServer2D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
|
|
return contact_recycle_radius;
|
|
case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
|
|
return contact_max_separation;
|
|
case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
|
|
return contact_max_allowed_penetration;
|
|
case PhysicsServer2D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
|
|
return contact_bias;
|
|
case PhysicsServer2D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
|
|
return body_linear_velocity_sleep_threshold;
|
|
case PhysicsServer2D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
|
|
return body_angular_velocity_sleep_threshold;
|
|
case PhysicsServer2D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
|
|
return body_time_to_sleep;
|
|
case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
|
|
return constraint_bias;
|
|
case PhysicsServer2D::SPACE_PARAM_SOLVER_ITERATIONS:
|
|
return solver_iterations;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void GodotSpace2D::lock() {
|
|
locked = true;
|
|
}
|
|
|
|
void GodotSpace2D::unlock() {
|
|
locked = false;
|
|
}
|
|
|
|
bool GodotSpace2D::is_locked() const {
|
|
return locked;
|
|
}
|
|
|
|
GodotPhysicsDirectSpaceState2D *GodotSpace2D::get_direct_state() {
|
|
return direct_access;
|
|
}
|
|
|
|
GodotSpace2D::GodotSpace2D() {
|
|
body_linear_velocity_sleep_threshold = GLOBAL_GET("physics/2d/sleep_threshold_linear");
|
|
body_angular_velocity_sleep_threshold = GLOBAL_GET("physics/2d/sleep_threshold_angular");
|
|
body_time_to_sleep = GLOBAL_GET("physics/2d/time_before_sleep");
|
|
solver_iterations = GLOBAL_GET("physics/2d/solver/solver_iterations");
|
|
contact_recycle_radius = GLOBAL_GET("physics/2d/solver/contact_recycle_radius");
|
|
contact_max_separation = GLOBAL_GET("physics/2d/solver/contact_max_separation");
|
|
contact_max_allowed_penetration = GLOBAL_GET("physics/2d/solver/contact_max_allowed_penetration");
|
|
contact_bias = GLOBAL_GET("physics/2d/solver/default_contact_bias");
|
|
constraint_bias = GLOBAL_GET("physics/2d/solver/default_constraint_bias");
|
|
|
|
broadphase = GodotBroadPhase2D::create_func();
|
|
broadphase->set_pair_callback(_broadphase_pair, this);
|
|
broadphase->set_unpair_callback(_broadphase_unpair, this);
|
|
|
|
direct_access = memnew(GodotPhysicsDirectSpaceState2D);
|
|
direct_access->space = this;
|
|
}
|
|
|
|
GodotSpace2D::~GodotSpace2D() {
|
|
memdelete(broadphase);
|
|
memdelete(direct_access);
|
|
}
|