diff options
author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-10-18 12:24:30 -0700 |
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committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-10-18 17:01:10 -0700 |
commit | cc39dca9f7d960d1bb137f1dcbbf1da5cec8a505 (patch) | |
tree | 555c5721844576a85183de9f1c33cd19c671f73c /servers/physics_2d/godot_collision_object_2d.cpp | |
parent | 5bb3dbbedd4f32974eef36ffc83bbe29abb65ab1 (diff) |
Rename Godot Physics classes from *SW to Godot*
Also moved MT physics server wrappers to the main servers folder, since
they don't have to be implementation specific.
Diffstat (limited to 'servers/physics_2d/godot_collision_object_2d.cpp')
-rw-r--r-- | servers/physics_2d/godot_collision_object_2d.cpp | 243 |
1 files changed, 243 insertions, 0 deletions
diff --git a/servers/physics_2d/godot_collision_object_2d.cpp b/servers/physics_2d/godot_collision_object_2d.cpp new file mode 100644 index 0000000000..3d4ebbedcd --- /dev/null +++ b/servers/physics_2d/godot_collision_object_2d.cpp @@ -0,0 +1,243 @@ +/*************************************************************************/ +/* godot_collision_object_2d.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "godot_collision_object_2d.h" +#include "godot_physics_server_2d.h" +#include "godot_space_2d.h" + +void GodotCollisionObject2D::add_shape(GodotShape2D *p_shape, const Transform2D &p_transform, bool p_disabled) { + Shape s; + s.shape = p_shape; + s.xform = p_transform; + s.xform_inv = s.xform.affine_inverse(); + s.bpid = 0; //needs update + s.disabled = p_disabled; + s.one_way_collision = false; + s.one_way_collision_margin = 0; + shapes.push_back(s); + p_shape->add_owner(this); + + if (!pending_shape_update_list.in_list()) { + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); + } +} + +void GodotCollisionObject2D::set_shape(int p_index, GodotShape2D *p_shape) { + ERR_FAIL_INDEX(p_index, shapes.size()); + shapes[p_index].shape->remove_owner(this); + shapes.write[p_index].shape = p_shape; + + p_shape->add_owner(this); + + if (!pending_shape_update_list.in_list()) { + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); + } +} + +void GodotCollisionObject2D::set_shape_transform(int p_index, const Transform2D &p_transform) { + ERR_FAIL_INDEX(p_index, shapes.size()); + + shapes.write[p_index].xform = p_transform; + shapes.write[p_index].xform_inv = p_transform.affine_inverse(); + + if (!pending_shape_update_list.in_list()) { + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); + } +} + +void GodotCollisionObject2D::set_shape_disabled(int p_idx, bool p_disabled) { + ERR_FAIL_INDEX(p_idx, shapes.size()); + + GodotCollisionObject2D::Shape &shape = shapes.write[p_idx]; + if (shape.disabled == p_disabled) { + return; + } + + shape.disabled = p_disabled; + + if (!space) { + return; + } + + if (p_disabled && shape.bpid != 0) { + space->get_broadphase()->remove(shape.bpid); + shape.bpid = 0; + if (!pending_shape_update_list.in_list()) { + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); + } + } else if (!p_disabled && shape.bpid == 0) { + if (!pending_shape_update_list.in_list()) { + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); + } + } +} + +void GodotCollisionObject2D::remove_shape(GodotShape2D *p_shape) { + //remove a shape, all the times it appears + for (int i = 0; i < shapes.size(); i++) { + if (shapes[i].shape == p_shape) { + remove_shape(i); + i--; + } + } +} + +void GodotCollisionObject2D::remove_shape(int p_index) { + //remove anything from shape to be erased to end, so subindices don't change + ERR_FAIL_INDEX(p_index, shapes.size()); + for (int i = p_index; i < shapes.size(); i++) { + if (shapes[i].bpid == 0) { + continue; + } + //should never get here with a null owner + space->get_broadphase()->remove(shapes[i].bpid); + shapes.write[i].bpid = 0; + } + shapes[p_index].shape->remove_owner(this); + shapes.remove(p_index); + + if (!pending_shape_update_list.in_list()) { + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); + } + // _update_shapes(); + // _shapes_changed(); +} + +void GodotCollisionObject2D::_set_static(bool p_static) { + if (_static == p_static) { + return; + } + _static = p_static; + + if (!space) { + return; + } + for (int i = 0; i < get_shape_count(); i++) { + const Shape &s = shapes[i]; + if (s.bpid > 0) { + space->get_broadphase()->set_static(s.bpid, _static); + } + } +} + +void GodotCollisionObject2D::_unregister_shapes() { + for (int i = 0; i < shapes.size(); i++) { + Shape &s = shapes.write[i]; + if (s.bpid > 0) { + space->get_broadphase()->remove(s.bpid); + s.bpid = 0; + } + } +} + +void GodotCollisionObject2D::_update_shapes() { + if (!space) { + return; + } + + for (int i = 0; i < shapes.size(); i++) { + Shape &s = shapes.write[i]; + if (s.disabled) { + continue; + } + + //not quite correct, should compute the next matrix.. + Rect2 shape_aabb = s.shape->get_aabb(); + Transform2D xform = transform * s.xform; + shape_aabb = xform.xform(shape_aabb); + shape_aabb.grow_by((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05); + s.aabb_cache = shape_aabb; + + if (s.bpid == 0) { + s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static); + space->get_broadphase()->set_static(s.bpid, _static); + } + + space->get_broadphase()->move(s.bpid, shape_aabb); + } +} + +void GodotCollisionObject2D::_update_shapes_with_motion(const Vector2 &p_motion) { + if (!space) { + return; + } + + for (int i = 0; i < shapes.size(); i++) { + Shape &s = shapes.write[i]; + if (s.disabled) { + continue; + } + + //not quite correct, should compute the next matrix.. + Rect2 shape_aabb = s.shape->get_aabb(); + Transform2D xform = transform * s.xform; + shape_aabb = xform.xform(shape_aabb); + shape_aabb = shape_aabb.merge(Rect2(shape_aabb.position + p_motion, shape_aabb.size)); //use motion + s.aabb_cache = shape_aabb; + + if (s.bpid == 0) { + s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static); + space->get_broadphase()->set_static(s.bpid, _static); + } + + space->get_broadphase()->move(s.bpid, shape_aabb); + } +} + +void GodotCollisionObject2D::_set_space(GodotSpace2D *p_space) { + if (space) { + space->remove_object(this); + + for (int i = 0; i < shapes.size(); i++) { + Shape &s = shapes.write[i]; + if (s.bpid) { + space->get_broadphase()->remove(s.bpid); + s.bpid = 0; + } + } + } + + space = p_space; + + if (space) { + space->add_object(this); + _update_shapes(); + } +} + +void GodotCollisionObject2D::_shape_changed() { + _update_shapes(); + _shapes_changed(); +} + +GodotCollisionObject2D::GodotCollisionObject2D(Type p_type) : + pending_shape_update_list(this) { + type = p_type; +} |