diff options
author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2017-02-26 20:10:54 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2017-02-26 20:10:54 +0100 |
commit | f13e87e25799aafa4462779650c7d6222c782b31 (patch) | |
tree | b28e5eed3cba37a72eabcf6eb849852275624a48 /servers/physics_2d | |
parent | a23e062c281292b75083c71a0a1deb03cb57c788 (diff) | |
parent | eae94ba1c87718c95768f90cda95cf665c77a362 (diff) |
Merge pull request #7802 from tagcup/physics_64bit
Use real_t as floating point type in physics code.
Diffstat (limited to 'servers/physics_2d')
24 files changed, 211 insertions, 211 deletions
diff --git a/servers/physics_2d/area_2d_sw.h b/servers/physics_2d/area_2d_sw.h index 6e79b28afc..02a65962e5 100644 --- a/servers/physics_2d/area_2d_sw.h +++ b/servers/physics_2d/area_2d_sw.h @@ -43,13 +43,13 @@ class Area2DSW : public CollisionObject2DSW{ Physics2DServer::AreaSpaceOverrideMode space_override_mode; - float gravity; + real_t gravity; Vector2 gravity_vector; bool gravity_is_point; - float gravity_distance_scale; - float point_attenuation; - float linear_damp; - float angular_damp; + real_t gravity_distance_scale; + real_t point_attenuation; + real_t linear_damp; + real_t angular_damp; int priority; bool monitorable; @@ -131,8 +131,8 @@ public: void set_space_override_mode(Physics2DServer::AreaSpaceOverrideMode p_mode); Physics2DServer::AreaSpaceOverrideMode get_space_override_mode() const { return space_override_mode; } - _FORCE_INLINE_ void set_gravity(float p_gravity) { gravity=p_gravity; } - _FORCE_INLINE_ float get_gravity() const { return gravity; } + _FORCE_INLINE_ void set_gravity(real_t p_gravity) { gravity=p_gravity; } + _FORCE_INLINE_ real_t get_gravity() const { return gravity; } _FORCE_INLINE_ void set_gravity_vector(const Vector2& p_gravity) { gravity_vector=p_gravity; } _FORCE_INLINE_ Vector2 get_gravity_vector() const { return gravity_vector; } @@ -140,17 +140,17 @@ public: _FORCE_INLINE_ void set_gravity_as_point(bool p_enable) { gravity_is_point=p_enable; } _FORCE_INLINE_ bool is_gravity_point() const { return gravity_is_point; } - _FORCE_INLINE_ void set_gravity_distance_scale(float scale) { gravity_distance_scale=scale; } - _FORCE_INLINE_ float get_gravity_distance_scale() const { return gravity_distance_scale; } + _FORCE_INLINE_ void set_gravity_distance_scale(real_t scale) { gravity_distance_scale=scale; } + _FORCE_INLINE_ real_t get_gravity_distance_scale() const { return gravity_distance_scale; } - _FORCE_INLINE_ void set_point_attenuation(float p_point_attenuation) { point_attenuation=p_point_attenuation; } - _FORCE_INLINE_ float get_point_attenuation() const { return point_attenuation; } + _FORCE_INLINE_ void set_point_attenuation(real_t p_point_attenuation) { point_attenuation=p_point_attenuation; } + _FORCE_INLINE_ real_t get_point_attenuation() const { return point_attenuation; } - _FORCE_INLINE_ void set_linear_damp(float p_linear_damp) { linear_damp=p_linear_damp; } - _FORCE_INLINE_ float get_linear_damp() const { return linear_damp; } + _FORCE_INLINE_ void set_linear_damp(real_t p_linear_damp) { linear_damp=p_linear_damp; } + _FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; } - _FORCE_INLINE_ void set_angular_damp(float p_angular_damp) { angular_damp=p_angular_damp; } - _FORCE_INLINE_ float get_angular_damp() const { return angular_damp; } + _FORCE_INLINE_ void set_angular_damp(real_t p_angular_damp) { angular_damp=p_angular_damp; } + _FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; } _FORCE_INLINE_ void set_priority(int p_priority) { priority=p_priority; } _FORCE_INLINE_ int get_priority() const { return priority; } diff --git a/servers/physics_2d/area_pair_2d_sw.cpp b/servers/physics_2d/area_pair_2d_sw.cpp index c26f6c45fd..cb91caf626 100644 --- a/servers/physics_2d/area_pair_2d_sw.cpp +++ b/servers/physics_2d/area_pair_2d_sw.cpp @@ -30,7 +30,7 @@ #include "collision_solver_2d_sw.h" -bool AreaPair2DSW::setup(float p_step) { +bool AreaPair2DSW::setup(real_t p_step) { bool result = area->test_collision_mask(body) && CollisionSolver2DSW::solve(body->get_shape(body_shape),body->get_transform() * body->get_shape_transform(body_shape),Vector2(),area->get_shape(area_shape),area->get_transform() * area->get_shape_transform(area_shape),Vector2(),NULL,this); @@ -59,7 +59,7 @@ bool AreaPair2DSW::setup(float p_step) { return false; //never do any post solving } -void AreaPair2DSW::solve(float p_step) { +void AreaPair2DSW::solve(real_t p_step) { } @@ -100,7 +100,7 @@ AreaPair2DSW::~AreaPair2DSW() { -bool Area2Pair2DSW::setup(float p_step) { +bool Area2Pair2DSW::setup(real_t p_step) { bool result = area_a->test_collision_mask(area_b) && CollisionSolver2DSW::solve(area_a->get_shape(shape_a),area_a->get_transform() * area_a->get_shape_transform(shape_a),Vector2(),area_b->get_shape(shape_b),area_b->get_transform() * area_b->get_shape_transform(shape_b),Vector2(),NULL,this); @@ -130,7 +130,7 @@ bool Area2Pair2DSW::setup(float p_step) { return false; //never do any post solving } -void Area2Pair2DSW::solve(float p_step) { +void Area2Pair2DSW::solve(real_t p_step) { } diff --git a/servers/physics_2d/area_pair_2d_sw.h b/servers/physics_2d/area_pair_2d_sw.h index db77bff5d4..219ca30c4b 100644 --- a/servers/physics_2d/area_pair_2d_sw.h +++ b/servers/physics_2d/area_pair_2d_sw.h @@ -42,8 +42,8 @@ class AreaPair2DSW : public Constraint2DSW { bool colliding; public: - bool setup(float p_step); - void solve(float p_step); + bool setup(real_t p_step); + void solve(real_t p_step); AreaPair2DSW(Body2DSW *p_body,int p_body_shape, Area2DSW *p_area,int p_area_shape); ~AreaPair2DSW(); @@ -59,8 +59,8 @@ class Area2Pair2DSW : public Constraint2DSW { bool colliding; public: - bool setup(float p_step); - void solve(float p_step); + bool setup(real_t p_step); + void solve(real_t p_step); Area2Pair2DSW(Area2DSW *p_area_a,int p_shape_a, Area2DSW *p_area_b,int p_shape_b); ~Area2Pair2DSW(); diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp index 093f69a169..0dab534ef9 100644 --- a/servers/physics_2d/body_2d_sw.cpp +++ b/servers/physics_2d/body_2d_sw.cpp @@ -51,7 +51,7 @@ void Body2DSW::update_inertias() { if(user_inertia) break; //update tensor for allshapes, not the best way but should be somehow OK. (inspired from bullet) - float total_area=0; + real_t total_area=0; for (int i=0;i<get_shape_count();i++) { @@ -64,9 +64,9 @@ void Body2DSW::update_inertias() { const Shape2DSW* shape=get_shape(i); - float area=get_shape_aabb(i).get_area(); + real_t area=get_shape_aabb(i).get_area(); - float mass = area * this->mass / total_area; + real_t mass = area * this->mass / total_area; Transform2D mtx = get_shape_transform(i); Vector2 scale = mtx.get_scale(); @@ -142,7 +142,7 @@ void Body2DSW::set_active(bool p_active) { -void Body2DSW::set_param(Physics2DServer::BodyParameter p_param, float p_value) { +void Body2DSW::set_param(Physics2DServer::BodyParameter p_param, real_t p_value) { switch(p_param) { case Physics2DServer::BODY_PARAM_BOUNCE: { @@ -183,7 +183,7 @@ void Body2DSW::set_param(Physics2DServer::BodyParameter p_param, float p_value) } } -float Body2DSW::get_param(Physics2DServer::BodyParameter p_param) const { +real_t Body2DSW::get_param(Physics2DServer::BodyParameter p_param) const { switch(p_param) { case Physics2DServer::BODY_PARAM_BOUNCE: { diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/body_2d_sw.h index bf9dcaa9b0..3fb01959a9 100644 --- a/servers/physics_2d/body_2d_sw.h +++ b/servers/physics_2d/body_2d_sw.h @@ -69,7 +69,7 @@ class Body2DSW : public CollisionObject2DSW { real_t applied_torque; Vector2 one_way_collision_direction; - float one_way_collision_max_depth; + real_t one_way_collision_max_depth; SelfList<Body2DSW> active_list; @@ -109,7 +109,7 @@ class Body2DSW : public CollisionObject2DSW { Vector2 local_pos; Vector2 local_normal; - float depth; + real_t depth; int local_shape; Vector2 collider_pos; int collider_shape; @@ -168,7 +168,7 @@ public: _FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); } _FORCE_INLINE_ bool can_report_contacts() const { return !contacts.empty(); } - _FORCE_INLINE_ void add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, float p_depth, int p_local_shape, const Vector2& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector2& p_collider_velocity_at_pos); + _FORCE_INLINE_ void add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, real_t p_depth, int p_local_shape, const Vector2& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector2& p_collider_velocity_at_pos); _FORCE_INLINE_ void add_exception(const RID& p_exception) { exceptions.insert(p_exception);} @@ -229,8 +229,8 @@ public: - void set_param(Physics2DServer::BodyParameter p_param, float); - float get_param(Physics2DServer::BodyParameter p_param) const; + void set_param(Physics2DServer::BodyParameter p_param, real_t); + real_t get_param(Physics2DServer::BodyParameter p_param) const; void set_mode(Physics2DServer::BodyMode p_mode); Physics2DServer::BodyMode get_mode() const; @@ -259,8 +259,8 @@ public: } Vector2 get_one_way_collision_direction() const { return one_way_collision_direction; } - void set_one_way_collision_max_depth(float p_depth) { one_way_collision_max_depth=p_depth; } - float get_one_way_collision_max_depth() const { return one_way_collision_max_depth; } + void set_one_way_collision_max_depth(real_t p_depth) { one_way_collision_max_depth=p_depth; } + real_t get_one_way_collision_max_depth() const { return one_way_collision_max_depth; } _FORCE_INLINE_ bool is_using_one_way_collision() const { return using_one_way_cache; } @@ -303,7 +303,7 @@ public: //add contact inline -void Body2DSW::add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, float p_depth, int p_local_shape, const Vector2& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector2& p_collider_velocity_at_pos) { +void Body2DSW::add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, real_t p_depth, int p_local_shape, const Vector2& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector2& p_collider_velocity_at_pos) { int c_max=contacts.size(); @@ -319,7 +319,7 @@ void Body2DSW::add_contact(const Vector2& p_local_pos,const Vector2& p_local_nor idx=contact_count++; } else { - float least_depth=1e20; + real_t least_depth=1e20; int least_deep=-1; for(int i=0;i<c_max;i++) { @@ -361,10 +361,10 @@ public: real_t step; virtual Vector2 get_total_gravity() const { return body->gravity; } // get gravity vector working on this body space/area - virtual float get_total_angular_damp() const { return body->area_angular_damp; } // get density of this body space/area - virtual float get_total_linear_damp() const { return body->area_linear_damp; } // get density of this body space/area + virtual real_t get_total_angular_damp() const { return body->area_angular_damp; } // get density of this body space/area + virtual real_t get_total_linear_damp() const { return body->area_linear_damp; } // get density of this body space/area - virtual float get_inverse_mass() const { return body->get_inv_mass(); } // get the mass + virtual real_t get_inverse_mass() const { return body->get_inv_mass(); } // get the mass virtual real_t get_inverse_inertia() const { return body->get_inv_inertia(); } // get density of this body space virtual void set_linear_velocity(const Vector2& p_velocity) { body->set_linear_velocity(p_velocity); } diff --git a/servers/physics_2d/body_pair_2d_sw.cpp b/servers/physics_2d/body_pair_2d_sw.cpp index e6b62ffa66..c05d61b658 100644 --- a/servers/physics_2d/body_pair_2d_sw.cpp +++ b/servers/physics_2d/body_pair_2d_sw.cpp @@ -99,7 +99,7 @@ void BodyPair2DSW::_contact_added_callback(const Vector2& p_point_A,const Vector Vector2 global_B = B->get_transform().basis_xform(c.local_B)+offset_B; Vector2 axis = global_A - global_B; - float depth = axis.dot( c.normal ); + real_t depth = axis.dot( c.normal ); if (depth<min_depth) { @@ -149,7 +149,7 @@ void BodyPair2DSW::_validate_contacts() { Vector2 global_A = A->get_transform().basis_xform(c.local_A); Vector2 global_B = B->get_transform().basis_xform(c.local_B)+offset_B; Vector2 axis = global_A - global_B; - float depth = axis.dot( c.normal ); + real_t depth = axis.dot( c.normal ); @@ -175,7 +175,7 @@ void BodyPair2DSW::_validate_contacts() { } -bool BodyPair2DSW::_test_ccd(float p_step,Body2DSW *p_A, int p_shape_A,const Transform2D& p_xform_A,Body2DSW *p_B, int p_shape_B,const Transform2D& p_xform_B,bool p_swap_result) { +bool BodyPair2DSW::_test_ccd(real_t p_step,Body2DSW *p_A, int p_shape_A,const Transform2D& p_xform_A,Body2DSW *p_B, int p_shape_B,const Transform2D& p_xform_B,bool p_swap_result) { @@ -230,7 +230,7 @@ bool BodyPair2DSW::_test_ccd(float p_step,Body2DSW *p_A, int p_shape_A,const Tra return true; } -bool BodyPair2DSW::setup(float p_step) { +bool BodyPair2DSW::setup(real_t p_step) { //cannot collide @@ -343,7 +343,7 @@ bool BodyPair2DSW::setup(float p_step) { real_t max_penetration = space->get_contact_max_allowed_penetration(); - float bias = 0.3f; + real_t bias = 0.3; if (shape_A_ptr->get_custom_bias() || shape_B_ptr->get_custom_bias()) { if (shape_A_ptr->get_custom_bias()==0) @@ -464,7 +464,7 @@ bool BodyPair2DSW::setup(float p_step) { return do_process; } -void BodyPair2DSW::solve(float p_step) { +void BodyPair2DSW::solve(real_t p_step) { if (!collided) return; diff --git a/servers/physics_2d/body_pair_2d_sw.h b/servers/physics_2d/body_pair_2d_sw.h index b9ff1bd758..7a4771782a 100644 --- a/servers/physics_2d/body_pair_2d_sw.h +++ b/servers/physics_2d/body_pair_2d_sw.h @@ -66,7 +66,7 @@ class BodyPair2DSW : public Constraint2DSW { bool active; Vector2 rA,rB; bool reused; - float bounce; + real_t bounce; }; @@ -80,15 +80,15 @@ class BodyPair2DSW : public Constraint2DSW { int cc; - bool _test_ccd(float p_step,Body2DSW *p_A, int p_shape_A,const Transform2D& p_xform_A,Body2DSW *p_B, int p_shape_B,const Transform2D& p_xform_B,bool p_swap_result=false); + bool _test_ccd(real_t p_step,Body2DSW *p_A, int p_shape_A,const Transform2D& p_xform_A,Body2DSW *p_B, int p_shape_B,const Transform2D& p_xform_B,bool p_swap_result=false); void _validate_contacts(); static void _add_contact(const Vector2& p_point_A,const Vector2& p_point_B,void *p_self); _FORCE_INLINE_ void _contact_added_callback(const Vector2& p_point_A,const Vector2& p_point_B); public: - bool setup(float p_step); - void solve(float p_step); + bool setup(real_t p_step); + void solve(real_t p_step); BodyPair2DSW(Body2DSW *p_A, int p_shape_A,Body2DSW *p_B, int p_shape_B); ~BodyPair2DSW(); diff --git a/servers/physics_2d/collision_solver_2d_sat.cpp b/servers/physics_2d/collision_solver_2d_sat.cpp index a09574a94c..4c116cee3f 100644 --- a/servers/physics_2d/collision_solver_2d_sat.cpp +++ b/servers/physics_2d/collision_solver_2d_sat.cpp @@ -81,7 +81,7 @@ _FORCE_INLINE_ static void _generate_contacts_point_edge(const Vector2 * p_point struct _generate_contacts_Pair { bool a; int idx; - float d; + real_t d; _FORCE_INLINE_ bool operator <(const _generate_contacts_Pair& l) const { return d< l.d; } }; @@ -108,7 +108,7 @@ _FORCE_INLINE_ static void _generate_contacts_edge_edge(const Vector2 * p_points SWAP(pA[0],pA[1]); } - float dB[2]={t.dot(p_points_B[0]),t.dot(p_points_B[1])}; + real_t dB[2]={t.dot(p_points_B[0]),t.dot(p_points_B[1])}; Vector2 pB[2]={p_points_B[0],p_points_B[1]}; if (dB[0]>dB[1]) { SWAP(dB[0],dB[1]); @@ -265,10 +265,10 @@ _FORCE_INLINE_ static void _generate_contacts_edge_edge(const Vector2 * p_points Vector2 base_B = p_points_B[0] - axis * axis.dot(p_points_B[0]); //sort all 4 points in axis - float dvec[4]={ axis.dot(p_points_A[0]), axis.dot(p_points_A[1]), axis.dot(p_points_B[0]), axis.dot(p_points_B[1]) }; + real_t dvec[4]={ axis.dot(p_points_A[0]), axis.dot(p_points_A[1]), axis.dot(p_points_B[0]), axis.dot(p_points_B[1]) }; //todo , find max/min and then use 2 central points - SortArray<float> sa; + SortArray<real_t> sa; sa.sort(dvec,4); //use the middle ones as contacts @@ -596,11 +596,11 @@ public: (castA && castB && !separator.test_axis(((m_a)+p_motion_a-((m_b)+p_motion_b)).normalized())) ) -typedef void (*CollisionFunc)(const Shape2DSW*,const Transform2D&,const Shape2DSW*,const Transform2D&,_CollectorCallback2D *p_collector,const Vector2&,const Vector2&,float,float); +typedef void (*CollisionFunc)(const Shape2DSW*,const Transform2D&,const Shape2DSW*,const Transform2D&,_CollectorCallback2D *p_collector,const Vector2&,const Vector2&,real_t,real_t); template<bool castA, bool castB,bool withMargin> -static void _collision_segment_segment(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) { +static void _collision_segment_segment(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) { const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW*>(p_a); const SegmentShape2DSW *segment_B = static_cast<const SegmentShape2DSW*>(p_b); @@ -645,7 +645,7 @@ static void _collision_segment_segment(const Shape2DSW* p_a,const Transform2D& p } template<bool castA, bool castB,bool withMargin> -static void _collision_segment_circle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) { +static void _collision_segment_circle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) { const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW*>(p_a); @@ -678,7 +678,7 @@ static void _collision_segment_circle(const Shape2DSW* p_a,const Transform2D& p_ } template<bool castA, bool castB,bool withMargin> -static void _collision_segment_rectangle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) { +static void _collision_segment_rectangle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) { const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW*>(p_a); const RectangleShape2DSW *rectangle_B = static_cast<const RectangleShape2DSW*>(p_b); @@ -743,7 +743,7 @@ static void _collision_segment_rectangle(const Shape2DSW* p_a,const Transform2D& } template<bool castA, bool castB,bool withMargin> -static void _collision_segment_capsule(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) { +static void _collision_segment_capsule(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) { const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW*>(p_a); const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW*>(p_b); @@ -775,7 +775,7 @@ static void _collision_segment_capsule(const Shape2DSW* p_a,const Transform2D& p } template<bool castA, bool castB,bool withMargin> -static void _collision_segment_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) { +static void _collision_segment_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) { const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW*>(p_a); const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW*>(p_b); @@ -815,7 +815,7 @@ static void _collision_segment_convex_polygon(const Shape2DSW* p_a,const Transfo ///////// template<bool castA, bool castB,bool withMargin> -static void _collision_circle_circle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) { +static void _collision_circle_circle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) { const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW*>(p_a); const CircleShape2DSW *circle_B = static_cast<const CircleShape2DSW*>(p_b); @@ -838,7 +838,7 @@ static void _collision_circle_circle(const Shape2DSW* p_a,const Transform2D& p_t } template<bool castA, bool castB,bool withMargin> -static void _collision_circle_rectangle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) { +static void _collision_circle_rectangle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) { const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW*>(p_a); const RectangleShape2DSW *rectangle_B = static_cast<const RectangleShape2DSW*>(p_b); @@ -894,7 +894,7 @@ static void _collision_circle_rectangle(const Shape2DSW* p_a,const Transform2D& } template<bool castA, bool castB,bool withMargin> -static void _collision_circle_capsule(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) { +static void _collision_circle_capsule(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) { const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW*>(p_a); const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW*>(p_b); @@ -924,7 +924,7 @@ static void _collision_circle_capsule(const Shape2DSW* p_a,const Transform2D& p_ } template<bool castA, bool castB,bool withMargin> -static void _collision_circle_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) { +static void _collision_circle_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) { const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW*>(p_a); const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW*>(p_b); @@ -956,7 +956,7 @@ static void _collision_circle_convex_polygon(const Shape2DSW* p_a,const Transfor ///////// template<bool castA, bool castB,bool withMargin> -static void _collision_rectangle_rectangle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) { +static void _collision_rectangle_rectangle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) { const RectangleShape2DSW *rectangle_A = static_cast<const RectangleShape2DSW*>(p_a); const RectangleShape2DSW *rectangle_B = static_cast<const RectangleShape2DSW*>(p_b); @@ -1027,7 +1027,7 @@ static void _collision_rectangle_rectangle(const Shape2DSW* p_a,const Transform2 } template<bool castA, bool castB,bool withMargin> -static void _collision_rectangle_capsule(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) { +static void _collision_rectangle_capsule(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) { const RectangleShape2DSW *rectangle_A = static_cast<const RectangleShape2DSW*>(p_a); const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW*>(p_b); @@ -1100,7 +1100,7 @@ static void _collision_rectangle_capsule(const Shape2DSW* p_a,const Transform2D& } template<bool castA, bool castB,bool withMargin> -static void _collision_rectangle_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) { +static void _collision_rectangle_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) { const RectangleShape2DSW *rectangle_A = static_cast<const RectangleShape2DSW*>(p_a); const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW*>(p_b); @@ -1162,7 +1162,7 @@ static void _collision_rectangle_convex_polygon(const Shape2DSW* p_a,const Trans ///////// template<bool castA, bool castB,bool withMargin> -static void _collision_capsule_capsule(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) { +static void _collision_capsule_capsule(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) { const CapsuleShape2DSW *capsule_A = static_cast<const CapsuleShape2DSW*>(p_a); const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW*>(p_b); @@ -1205,7 +1205,7 @@ static void _collision_capsule_capsule(const Shape2DSW* p_a,const Transform2D& p } template<bool castA, bool castB,bool withMargin> -static void _collision_capsule_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) { +static void _collision_capsule_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) { const CapsuleShape2DSW *capsule_A = static_cast<const CapsuleShape2DSW*>(p_a); const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW*>(p_b); @@ -1251,7 +1251,7 @@ static void _collision_capsule_convex_polygon(const Shape2DSW* p_a,const Transfo template<bool castA, bool castB,bool withMargin> -static void _collision_convex_polygon_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) { +static void _collision_convex_polygon_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) { const ConvexPolygonShape2DSW *convex_A = static_cast<const ConvexPolygonShape2DSW*>(p_a); @@ -1298,7 +1298,7 @@ static void _collision_convex_polygon_convex_polygon(const Shape2DSW* p_a,const //////// -bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D& p_transform_A, const Vector2& p_motion_A, const Shape2DSW *p_shape_B, const Transform2D& p_transform_B,const Vector2& p_motion_B, CollisionSolver2DSW::CallbackResult p_result_callback,void *p_userdata, bool p_swap,Vector2 *sep_axis,float p_margin_A,float p_margin_B) { +bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D& p_transform_A, const Vector2& p_motion_A, const Shape2DSW *p_shape_B, const Transform2D& p_transform_B,const Vector2& p_motion_B, CollisionSolver2DSW::CallbackResult p_result_callback,void *p_userdata, bool p_swap,Vector2 *sep_axis,real_t p_margin_A,real_t p_margin_B) { Physics2DServer::ShapeType type_A=p_shape_A->get_type(); diff --git a/servers/physics_2d/collision_solver_2d_sat.h b/servers/physics_2d/collision_solver_2d_sat.h index 01acf319c7..6b698a09f2 100644 --- a/servers/physics_2d/collision_solver_2d_sat.h +++ b/servers/physics_2d/collision_solver_2d_sat.h @@ -32,6 +32,6 @@ #include "collision_solver_2d_sw.h" -bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D& p_transform_A, const Vector2& p_motion_A,const Shape2DSW *p_shape_B, const Transform2D& p_transform_B,const Vector2& p_motion_B, CollisionSolver2DSW::CallbackResult p_result_callback,void *p_userdata, bool p_swap=false,Vector2 *sep_axis=NULL,float p_margin_A=0,float p_margin_B=0); +bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D& p_transform_A, const Vector2& p_motion_A,const Shape2DSW *p_shape_B, const Transform2D& p_transform_B,const Vector2& p_motion_B, CollisionSolver2DSW::CallbackResult p_result_callback,void *p_userdata, bool p_swap=false,Vector2 *sep_axis=NULL,real_t p_margin_A=0,real_t p_margin_B=0); #endif // COLLISION_SOLVER_2D_SAT_H diff --git a/servers/physics_2d/collision_solver_2d_sw.cpp b/servers/physics_2d/collision_solver_2d_sw.cpp index 20a5934eb8..3fdecdf413 100644 --- a/servers/physics_2d/collision_solver_2d_sw.cpp +++ b/servers/physics_2d/collision_solver_2d_sw.cpp @@ -181,7 +181,7 @@ void CollisionSolver2DSW::concave_callback(void *p_userdata, Shape2DSW *p_convex } -bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis,float p_margin_A,float p_margin_B) { +bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis,real_t p_margin_A,real_t p_margin_B) { const ConcaveShape2DSW *concave_B=static_cast<const ConcaveShape2DSW*>(p_shape_B); @@ -211,10 +211,10 @@ bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A,const Transfo for(int i=0;i<2;i++) { Vector2 axis( p_transform_B.elements[i] ); - float axis_scale = 1.0/axis.length(); + real_t axis_scale = 1.0/axis.length(); axis*=axis_scale; - float smin,smax; + real_t smin,smax; p_shape_A->project_rangev(axis,rel_transform,smin,smax); smin*=axis_scale; smax*=axis_scale; @@ -231,7 +231,7 @@ bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A,const Transfo } -bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,Vector2 *sep_axis,float p_margin_A,float p_margin_B) { +bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,Vector2 *sep_axis,real_t p_margin_A,real_t p_margin_B) { diff --git a/servers/physics_2d/collision_solver_2d_sw.h b/servers/physics_2d/collision_solver_2d_sw.h index 085d3a49fb..2a5fc9fe1d 100644 --- a/servers/physics_2d/collision_solver_2d_sw.h +++ b/servers/physics_2d/collision_solver_2d_sw.h @@ -37,14 +37,14 @@ public: private: static bool solve_static_line(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result); static void concave_callback(void *p_userdata, Shape2DSW *p_convex); - static bool solve_concave(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis=NULL,float p_margin_A=0,float p_margin_B=0); + static bool solve_concave(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis=NULL,real_t p_margin_A=0,real_t p_margin_B=0); static bool solve_raycast(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis=NULL); public: - static bool solve(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,Vector2 *sep_axis=NULL,float p_margin_A=0,float p_margin_B=0); + static bool solve(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,Vector2 *sep_axis=NULL,real_t p_margin_A=0,real_t p_margin_B=0); }; diff --git a/servers/physics_2d/constraint_2d_sw.h b/servers/physics_2d/constraint_2d_sw.h index 4436f1f689..cce668405c 100644 --- a/servers/physics_2d/constraint_2d_sw.h +++ b/servers/physics_2d/constraint_2d_sw.h @@ -63,8 +63,8 @@ public: _FORCE_INLINE_ int get_body_count() const { return _body_count; } - virtual bool setup(float p_step)=0; - virtual void solve(float p_step)=0; + virtual bool setup(real_t p_step)=0; + virtual void solve(real_t p_step)=0; virtual ~Constraint2DSW() {} }; diff --git a/servers/physics_2d/joints_2d_sw.cpp b/servers/physics_2d/joints_2d_sw.cpp index f0703a0894..76adf06429 100644 --- a/servers/physics_2d/joints_2d_sw.cpp +++ b/servers/physics_2d/joints_2d_sw.cpp @@ -91,7 +91,7 @@ normal_relative_velocity(Body2DSW *a, Body2DSW *b, Vector2 rA, Vector2 rB, Vecto #if 0 -bool PinJoint2DSW::setup(float p_step) { +bool PinJoint2DSW::setup(real_t p_step) { Space2DSW *space = A->get_space(); ERR_FAIL_COND_V(!space,false;) @@ -136,7 +136,7 @@ bool PinJoint2DSW::setup(float p_step) { -void PinJoint2DSW::solve(float p_step){ +void PinJoint2DSW::solve(real_t p_step){ if (!correct) return; @@ -189,7 +189,7 @@ PinJoint2DSW::~PinJoint2DSW() { #else -bool PinJoint2DSW::setup(float p_step) { +bool PinJoint2DSW::setup(real_t p_step) { Space2DSW *space = A->get_space(); ERR_FAIL_COND_V(!space,false;) @@ -257,7 +257,7 @@ bool PinJoint2DSW::setup(float p_step) { return true; } -void PinJoint2DSW::solve(float p_step){ +void PinJoint2DSW::solve(real_t p_step){ // compute relative velocity @@ -370,7 +370,7 @@ mult_k(const Vector2& vr, const Vector2 &k1, const Vector2 &k2) return Vector2(vr.dot(k1), vr.dot(k2)); } -bool GrooveJoint2DSW::setup(float p_step) { +bool GrooveJoint2DSW::setup(real_t p_step) { // calculate endpoints in worldspace @@ -412,7 +412,7 @@ bool GrooveJoint2DSW::setup(float p_step) { Vector2 delta = (B->get_transform().get_origin() +rB) - (A->get_transform().get_origin() + rA); - float _b = get_bias(); + real_t _b = get_bias(); _b=0.001; gbias=(delta*-(_b==0?space->get_constraint_bias():_b)*(1.0/p_step)).clamped(get_max_bias()); @@ -424,7 +424,7 @@ bool GrooveJoint2DSW::setup(float p_step) { return true; } -void GrooveJoint2DSW::solve(float p_step){ +void GrooveJoint2DSW::solve(real_t p_step){ // compute impulse @@ -470,7 +470,7 @@ GrooveJoint2DSW::~GrooveJoint2DSW() { ////////////////////////////////////////////// -bool DampedSpringJoint2DSW::setup(float p_step) { +bool DampedSpringJoint2DSW::setup(real_t p_step) { rA = A->get_transform().basis_xform(anchor_A); rB = B->get_transform().basis_xform(anchor_B); @@ -500,7 +500,7 @@ bool DampedSpringJoint2DSW::setup(float p_step) { return true; } -void DampedSpringJoint2DSW::solve(float p_step) { +void DampedSpringJoint2DSW::solve(real_t p_step) { // compute relative velocity real_t vrn = normal_relative_velocity(A, B, rA, rB, n) - target_vrn; diff --git a/servers/physics_2d/joints_2d_sw.h b/servers/physics_2d/joints_2d_sw.h index 91113fa26d..1be15e4edc 100644 --- a/servers/physics_2d/joints_2d_sw.h +++ b/servers/physics_2d/joints_2d_sw.h @@ -85,8 +85,8 @@ public: virtual Physics2DServer::JointType get_type() const { return Physics2DServer::JOINT_PIN; } - virtual bool setup(float p_step); - virtual void solve(float p_step); + virtual bool setup(real_t p_step); + virtual void solve(real_t p_step); PinJoint2DSW(const Vector2& p_pos,Body2DSW* p_body_a,Body2DSW* p_body_b=NULL); @@ -118,8 +118,8 @@ public: virtual Physics2DServer::JointType get_type() const { return Physics2DServer::JOINT_PIN; } - virtual bool setup(float p_step); - virtual void solve(float p_step); + virtual bool setup(real_t p_step); + virtual void solve(real_t p_step); void set_param(Physics2DServer::PinJointParam p_param, real_t p_value); real_t get_param(Physics2DServer::PinJointParam p_param) const; @@ -160,8 +160,8 @@ public: virtual Physics2DServer::JointType get_type() const { return Physics2DServer::JOINT_GROOVE; } - virtual bool setup(float p_step); - virtual void solve(float p_step); + virtual bool setup(real_t p_step); + virtual void solve(real_t p_step); GrooveJoint2DSW(const Vector2& p_a_groove1,const Vector2& p_a_groove2, const Vector2& p_b_anchor, Body2DSW* p_body_a,Body2DSW* p_body_b); @@ -198,8 +198,8 @@ public: virtual Physics2DServer::JointType get_type() const { return Physics2DServer::JOINT_DAMPED_SPRING; } - virtual bool setup(float p_step); - virtual void solve(float p_step); + virtual bool setup(real_t p_step); + virtual void solve(real_t p_step); void set_param(Physics2DServer::DampedStringParam p_param, real_t p_value); real_t get_param(Physics2DServer::DampedStringParam p_param) const; diff --git a/servers/physics_2d/physics_2d_server_sw.cpp b/servers/physics_2d/physics_2d_server_sw.cpp index 15cf82c122..920742ea0b 100644 --- a/servers/physics_2d/physics_2d_server_sw.cpp +++ b/servers/physics_2d/physics_2d_server_sw.cpp @@ -158,11 +158,11 @@ void Physics2DServerSW::_shape_col_cbk(const Vector2& p_point_A,const Vector2& p if (cbk->amount == cbk->max) { //find least deep - float min_depth=1e20; + real_t min_depth=1e20; int min_depth_idx=0; for(int i=0;i<cbk->amount;i++) { - float d = cbk->ptr[i*2+0].distance_squared_to(cbk->ptr[i*2+1]); + real_t d = cbk->ptr[i*2+0].distance_squared_to(cbk->ptr[i*2+1]); if (d<min_depth) { min_depth=d; min_depth_idx=i; @@ -170,7 +170,7 @@ void Physics2DServerSW::_shape_col_cbk(const Vector2& p_point_A,const Vector2& p } - float d = p_point_A.distance_squared_to(p_point_B); + real_t d = p_point_A.distance_squared_to(p_point_B); if (d<min_depth) return; cbk->ptr[min_depth_idx*2+0]=p_point_A; @@ -785,7 +785,7 @@ uint32_t Physics2DServerSW::body_get_collision_mask(RID p_body) const { return body->get_collision_mask(); }; -void Physics2DServerSW::body_set_param(RID p_body, BodyParameter p_param, float p_value) { +void Physics2DServerSW::body_set_param(RID p_body, BodyParameter p_param, real_t p_value) { Body2DSW *body = body_owner.get(p_body); ERR_FAIL_COND(!body); @@ -793,7 +793,7 @@ void Physics2DServerSW::body_set_param(RID p_body, BodyParameter p_param, float body->set_param(p_param,p_value); }; -float Physics2DServerSW::body_get_param(RID p_body, BodyParameter p_param) const { +real_t Physics2DServerSW::body_get_param(RID p_body, BodyParameter p_param) const { Body2DSW *body = body_owner.get(p_body); ERR_FAIL_COND_V(!body,0); @@ -837,7 +837,7 @@ Vector2 Physics2DServerSW::body_get_applied_force(RID p_body) const { return body->get_applied_force(); }; -void Physics2DServerSW::body_set_applied_torque(RID p_body, float p_torque) { +void Physics2DServerSW::body_set_applied_torque(RID p_body, real_t p_torque) { Body2DSW *body = body_owner.get(p_body); ERR_FAIL_COND(!body); @@ -846,7 +846,7 @@ void Physics2DServerSW::body_set_applied_torque(RID p_body, float p_torque) { body->wakeup(); }; -float Physics2DServerSW::body_get_applied_torque(RID p_body) const { +real_t Physics2DServerSW::body_get_applied_torque(RID p_body) const { Body2DSW *body = body_owner.get(p_body); ERR_FAIL_COND_V(!body,0); @@ -915,14 +915,14 @@ void Physics2DServerSW::body_get_collision_exceptions(RID p_body, List<RID> *p_e }; -void Physics2DServerSW::body_set_contacts_reported_depth_treshold(RID p_body, float p_treshold) { +void Physics2DServerSW::body_set_contacts_reported_depth_treshold(RID p_body, real_t p_treshold) { Body2DSW *body = body_owner.get(p_body); ERR_FAIL_COND(!body); }; -float Physics2DServerSW::body_get_contacts_reported_depth_treshold(RID p_body) const { +real_t Physics2DServerSW::body_get_contacts_reported_depth_treshold(RID p_body) const { Body2DSW *body = body_owner.get(p_body); ERR_FAIL_COND_V(!body,0); @@ -973,7 +973,7 @@ Vector2 Physics2DServerSW::body_get_one_way_collision_direction(RID p_body) cons } -void Physics2DServerSW::body_set_one_way_collision_max_depth(RID p_body,float p_max_depth) { +void Physics2DServerSW::body_set_one_way_collision_max_depth(RID p_body,real_t p_max_depth) { Body2DSW *body = body_owner.get(p_body); ERR_FAIL_COND(!body); @@ -981,7 +981,7 @@ void Physics2DServerSW::body_set_one_way_collision_max_depth(RID p_body,float p_ } -float Physics2DServerSW::body_get_one_way_collision_max_depth(RID p_body) const { +real_t Physics2DServerSW::body_get_one_way_collision_max_depth(RID p_body) const { Body2DSW *body = body_owner.get(p_body); ERR_FAIL_COND_V(!body,0); @@ -1016,7 +1016,7 @@ void Physics2DServerSW::body_set_pickable(RID p_body,bool p_pickable) { } -bool Physics2DServerSW::body_test_motion(RID p_body, const Transform2D &p_from, const Vector2& p_motion, float p_margin, MotionResult *r_result) { +bool Physics2DServerSW::body_test_motion(RID p_body, const Transform2D &p_from, const Vector2& p_motion, real_t p_margin, MotionResult *r_result) { Body2DSW *body = body_owner.get(p_body); ERR_FAIL_COND_V(!body,false); @@ -1263,7 +1263,7 @@ void Physics2DServerSW::init() { }; -void Physics2DServerSW::step(float p_step) { +void Physics2DServerSW::step(real_t p_step) { if (!active) diff --git a/servers/physics_2d/physics_2d_server_sw.h b/servers/physics_2d/physics_2d_server_sw.h index 1da7d65dc8..e33e2d78c7 100644 --- a/servers/physics_2d/physics_2d_server_sw.h +++ b/servers/physics_2d/physics_2d_server_sw.h @@ -76,7 +76,7 @@ public: struct CollCbkData { Vector2 valid_dir; - float valid_depth; + real_t valid_depth; int max; int amount; Vector2 *ptr; @@ -193,8 +193,8 @@ public: virtual void body_set_collision_mask(RID p_body, uint32_t p_mask); virtual uint32_t body_get_collision_mask(RID p_) const; - virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value); - virtual float body_get_param(RID p_body, BodyParameter p_param) const; + virtual void body_set_param(RID p_body, BodyParameter p_param, real_t p_value); + virtual real_t body_get_param(RID p_body, BodyParameter p_param) const; virtual void body_set_state(RID p_body, BodyState p_state, const Variant& p_variant); @@ -203,8 +203,8 @@ public: virtual void body_set_applied_force(RID p_body, const Vector2& p_force); virtual Vector2 body_get_applied_force(RID p_body) const; - virtual void body_set_applied_torque(RID p_body, float p_torque); - virtual float body_get_applied_torque(RID p_body) const; + virtual void body_set_applied_torque(RID p_body, real_t p_torque); + virtual real_t body_get_applied_torque(RID p_body) const; virtual void body_add_force(RID p_body, const Vector2& p_offset, const Vector2& p_force); @@ -215,8 +215,8 @@ public: virtual void body_remove_collision_exception(RID p_body, RID p_body_b); virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions); - virtual void body_set_contacts_reported_depth_treshold(RID p_body, float p_treshold); - virtual float body_get_contacts_reported_depth_treshold(RID p_body) const; + virtual void body_set_contacts_reported_depth_treshold(RID p_body, real_t p_treshold); + virtual real_t body_get_contacts_reported_depth_treshold(RID p_body) const; virtual void body_set_omit_force_integration(RID p_body,bool p_omit); virtual bool body_is_omitting_force_integration(RID p_body) const; @@ -227,8 +227,8 @@ public: virtual void body_set_one_way_collision_direction(RID p_body,const Vector2& p_direction); virtual Vector2 body_get_one_way_collision_direction(RID p_body) const; - virtual void body_set_one_way_collision_max_depth(RID p_body,float p_max_depth); - virtual float body_get_one_way_collision_max_depth(RID p_body) const; + virtual void body_set_one_way_collision_max_depth(RID p_body,real_t p_max_depth); + virtual real_t body_get_one_way_collision_max_depth(RID p_body) const; virtual void body_set_force_integration_callback(RID p_body,Object *p_receiver,const StringName& p_method,const Variant& p_udata=Variant()); @@ -236,7 +236,7 @@ public: virtual void body_set_pickable(RID p_body,bool p_pickable); - virtual bool body_test_motion(RID p_body,const Transform2D& p_from,const Vector2& p_motion,float p_margin=0.001,MotionResult *r_result=NULL); + virtual bool body_test_motion(RID p_body,const Transform2D& p_from,const Vector2& p_motion,real_t p_margin=0.001,MotionResult *r_result=NULL); /* JOINT API */ @@ -260,7 +260,7 @@ public: virtual void set_active(bool p_active); virtual void init(); - virtual void step(float p_step); + virtual void step(real_t p_step); virtual void sync(); virtual void flush_queries(); virtual void end_sync(); diff --git a/servers/physics_2d/physics_2d_server_wrap_mt.cpp b/servers/physics_2d/physics_2d_server_wrap_mt.cpp index 027f318d2d..34ba149d23 100644 --- a/servers/physics_2d/physics_2d_server_wrap_mt.cpp +++ b/servers/physics_2d/physics_2d_server_wrap_mt.cpp @@ -35,7 +35,7 @@ void Physics2DServerWrapMT::thread_exit() { exit=true; } -void Physics2DServerWrapMT::thread_step(float p_delta) { +void Physics2DServerWrapMT::thread_step(real_t p_delta) { physics_2d_server->step(p_delta); step_sem->post(); @@ -75,7 +75,7 @@ void Physics2DServerWrapMT::thread_loop() { /* EVENT QUEUING */ -void Physics2DServerWrapMT::step(float p_step) { +void Physics2DServerWrapMT::step(real_t p_step) { if (create_thread) { diff --git a/servers/physics_2d/physics_2d_server_wrap_mt.h b/servers/physics_2d/physics_2d_server_wrap_mt.h index 7360c0637b..f8b533080e 100644 --- a/servers/physics_2d/physics_2d_server_wrap_mt.h +++ b/servers/physics_2d/physics_2d_server_wrap_mt.h @@ -60,7 +60,7 @@ class Physics2DServerWrapMT : public Physics2DServer { Semaphore *step_sem; int step_pending; - void thread_step(float p_delta); + void thread_step(real_t p_delta); void thread_flush(); void thread_exit(); @@ -220,8 +220,8 @@ public: FUNC1RC(uint32_t,body_get_collision_mask,RID); - FUNC3(body_set_param,RID,BodyParameter,float); - FUNC2RC(float,body_get_param,RID,BodyParameter); + FUNC3(body_set_param,RID,BodyParameter,real_t); + FUNC2RC(real_t,body_get_param,RID,BodyParameter); FUNC3(body_set_state,RID,BodyState,const Variant&); @@ -230,8 +230,8 @@ public: FUNC2(body_set_applied_force,RID,const Vector2&); FUNC1RC(Vector2,body_get_applied_force,RID); - FUNC2(body_set_applied_torque,RID,float); - FUNC1RC(float,body_get_applied_torque,RID); + FUNC2(body_set_applied_torque,RID,real_t); + FUNC1RC(real_t,body_get_applied_torque,RID); FUNC3(body_add_force,RID,const Vector2&,const Vector2&); FUNC3(body_apply_impulse,RID,const Vector2&,const Vector2&); @@ -247,12 +247,12 @@ public: FUNC2(body_set_one_way_collision_direction,RID,const Vector2&); FUNC1RC(Vector2,body_get_one_way_collision_direction,RID); - FUNC2(body_set_one_way_collision_max_depth,RID,float); - FUNC1RC(float,body_get_one_way_collision_max_depth,RID); + FUNC2(body_set_one_way_collision_max_depth,RID,real_t); + FUNC1RC(real_t,body_get_one_way_collision_max_depth,RID); - FUNC2(body_set_contacts_reported_depth_treshold,RID,float); - FUNC1RC(float,body_get_contacts_reported_depth_treshold,RID); + FUNC2(body_set_contacts_reported_depth_treshold,RID,real_t); + FUNC1RC(real_t,body_get_contacts_reported_depth_treshold,RID); FUNC2(body_set_omit_force_integration,RID,bool); FUNC1RC(bool,body_is_omitting_force_integration,RID); @@ -266,7 +266,7 @@ public: FUNC2(body_set_pickable,RID,bool); - bool body_test_motion(RID p_body,const Transform2D& p_from,const Vector2& p_motion,float p_margin=0.001,MotionResult *r_result=NULL) { + bool body_test_motion(RID p_body,const Transform2D& p_from,const Vector2& p_motion,real_t p_margin=0.001,MotionResult *r_result=NULL) { ERR_FAIL_COND_V(main_thread!=Thread::get_caller_ID(),false); return physics_2d_server->body_test_motion(p_body,p_from,p_motion,p_margin,r_result); @@ -303,7 +303,7 @@ public: FUNC1(set_active,bool); virtual void init(); - virtual void step(float p_step); + virtual void step(real_t p_step); virtual void sync(); virtual void end_sync(); virtual void flush_queries(); diff --git a/servers/physics_2d/shape_2d_sw.cpp b/servers/physics_2d/shape_2d_sw.cpp index 886ae7730b..b6eb427131 100644 --- a/servers/physics_2d/shape_2d_sw.cpp +++ b/servers/physics_2d/shape_2d_sw.cpp @@ -136,7 +136,7 @@ bool LineShape2DSW::intersect_segment(const Vector2& p_begin,const Vector2& p_en return true; } -real_t LineShape2DSW::get_moment_of_inertia(float p_mass, const Size2 &p_scale) const { +real_t LineShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { return 0; } @@ -191,7 +191,7 @@ bool RayShape2DSW::intersect_segment(const Vector2& p_begin,const Vector2& p_end } -real_t RayShape2DSW::get_moment_of_inertia(float p_mass, const Size2 &p_scale) const { +real_t RayShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { return 0; //rays are mass-less } @@ -224,7 +224,7 @@ void SegmentShape2DSW::get_supports(const Vector2& p_normal,Vector2 *r_supports, } - float dp=p_normal.dot(b-a); + real_t dp=p_normal.dot(b-a); if (dp>0) *r_supports=b; else @@ -252,14 +252,14 @@ bool SegmentShape2DSW::intersect_segment(const Vector2& p_begin,const Vector2& p return true; } -real_t SegmentShape2DSW::get_moment_of_inertia(float p_mass, const Size2 &p_scale) const { +real_t SegmentShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { Vector2 s[2]={a*p_scale,b*p_scale}; real_t l = s[1].distance_to(s[0]); Vector2 ofs = (s[0]+s[1])*0.5; - return p_mass*(l*l/12.0f + ofs.length_squared()); + return p_mass*(l*l/12.0 + ofs.length_squared()); } void SegmentShape2DSW::set_data(const Variant& p_data) { @@ -336,7 +336,7 @@ bool CircleShape2DSW::intersect_segment(const Vector2& p_begin,const Vector2& p_ return true; } -real_t CircleShape2DSW::get_moment_of_inertia(float p_mass, const Size2 &p_scale) const { +real_t CircleShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { return (radius*radius)*(p_scale.x*0.5+p_scale.y*0.5); @@ -367,11 +367,11 @@ void RectangleShape2DSW::get_supports(const Vector2& p_normal,Vector2 *r_support Vector2 ag; ag[i]=1.0; - float dp = ag.dot(p_normal); + real_t dp = ag.dot(p_normal); if (Math::abs(dp)<_SEGMENT_IS_VALID_SUPPORT_TRESHOLD) continue; - float sgn = dp>0 ? 1.0 : -1.0; + real_t sgn = dp>0 ? 1.0 : -1.0; r_amount=2; @@ -407,10 +407,10 @@ bool RectangleShape2DSW::intersect_segment(const Vector2& p_begin,const Vector2& return get_aabb().intersects_segment(p_begin,p_end,&r_point,&r_normal); } -real_t RectangleShape2DSW::get_moment_of_inertia(float p_mass,const Size2& p_scale) const { +real_t RectangleShape2DSW::get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const { Vector2 he2=half_extents*2*p_scale; - return p_mass*he2.dot(he2)/12.0f; + return p_mass*he2.dot(he2)/12.0; } void RectangleShape2DSW::set_data(const Variant& p_data) { @@ -438,7 +438,7 @@ void CapsuleShape2DSW::get_supports(const Vector2& p_normal,Vector2 *r_supports, Vector2 n=p_normal; - float d = n.y; + real_t d = n.y; if (Math::abs( d )<(1.0-_SEGMENT_IS_VALID_SUPPORT_TRESHOLD) ) { @@ -455,7 +455,7 @@ void CapsuleShape2DSW::get_supports(const Vector2& p_normal,Vector2 *r_supports, } else { - float h = (d > 0) ? height : -height; + real_t h = (d > 0) ? height : -height; n*=radius; n.y += h*0.5; @@ -479,7 +479,7 @@ bool CapsuleShape2DSW::contains_point(const Vector2& p_point) const { bool CapsuleShape2DSW::intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const { - float d = 1e10; + real_t d = 1e10; Vector2 n = (p_end-p_begin).normalized(); bool collided=false; @@ -488,7 +488,7 @@ bool CapsuleShape2DSW::intersect_segment(const Vector2& p_begin,const Vector2& p Vector2 begin = p_begin; Vector2 end = p_end; - float ofs = (i==0)?-height*0.5:height*0.5; + real_t ofs = (i==0)?-height*0.5:height*0.5; begin.y+=ofs; end.y+=ofs; @@ -540,10 +540,10 @@ bool CapsuleShape2DSW::intersect_segment(const Vector2& p_begin,const Vector2& p return collided; //todo } -real_t CapsuleShape2DSW::get_moment_of_inertia(float p_mass, const Size2 &p_scale) const { +real_t CapsuleShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { Vector2 he2=Vector2(radius*2,height+radius*2)*p_scale; - return p_mass*he2.dot(he2)/12.0f; + return p_mass*he2.dot(he2)/12.0; } void CapsuleShape2DSW::set_data(const Variant& p_data) { @@ -619,7 +619,7 @@ bool ConvexPolygonShape2DSW::contains_point(const Vector2& p_point) const { for(int i=0;i<point_count;i++) { - float d = points[i].normal.dot(p_point) - points[i].normal.dot(points[i].pos); + real_t d = points[i].normal.dot(p_point) - points[i].normal.dot(points[i].pos); if (d>0) out=true; else @@ -650,7 +650,7 @@ bool ConvexPolygonShape2DSW::intersect_segment(const Vector2& p_begin,const Vect if (!Geometry::segment_intersects_segment_2d(p_begin,p_end,points[i].pos,points[(i+1)%point_count].pos,&res)) continue; - float nd = n.dot(res); + real_t nd = n.dot(res); if (nd<d) { d=nd; @@ -672,7 +672,7 @@ bool ConvexPolygonShape2DSW::intersect_segment(const Vector2& p_begin,const Vect return inters; //todo } -real_t ConvexPolygonShape2DSW::get_moment_of_inertia(float p_mass,const Size2& p_scale) const { +real_t ConvexPolygonShape2DSW::get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const { Rect2 aabb; aabb.pos=points[0].pos*p_scale; @@ -681,7 +681,7 @@ real_t ConvexPolygonShape2DSW::get_moment_of_inertia(float p_mass,const Size2& p aabb.expand_to(points[i].pos*p_scale); } - return p_mass*aabb.size.dot(aabb.size)/12.0f + p_mass * (aabb.pos+aabb.size*0.5).length_squared(); + return p_mass*aabb.size.dot(aabb.size)/12.0 + p_mass * (aabb.pos+aabb.size*0.5).length_squared(); } void ConvexPolygonShape2DSW::set_data(const Variant& p_data) { @@ -859,7 +859,7 @@ bool ConcavePolygonShape2DSW::intersect_segment(const Vector2& p_begin,const Vec if (Geometry::segment_intersects_segment_2d(p_begin,p_end,a,b,&res)) { - float nd = n.dot(res); + real_t nd = n.dot(res); if (nd<d) { d=nd; diff --git a/servers/physics_2d/shape_2d_sw.h b/servers/physics_2d/shape_2d_sw.h index 07a9d84ec8..c04cdfa456 100644 --- a/servers/physics_2d/shape_2d_sw.h +++ b/servers/physics_2d/shape_2d_sw.h @@ -35,8 +35,8 @@ /* SHAPE_LINE, ///< plane:"plane" -SHAPE_SEGMENT, ///< float:"length" -SHAPE_CIRCLE, ///< float:"radius" +SHAPE_SEGMENT, ///< real_t:"length" +SHAPE_CIRCLE, ///< real_t:"radius" SHAPE_RECTANGLE, ///< vec3:"extents" SHAPE_CONVEX_POLYGON, ///< array of planes:"planes" SHAPE_CONCAVE_POLYGON, ///< Vector2 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector2 array) @@ -86,7 +86,7 @@ public: virtual void get_supports(const Vector2& p_normal,Vector2 *r_supports,int & r_amount) const=0; virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const=0; - virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const=0; + virtual real_t get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const=0; virtual void set_data(const Variant& p_data)=0; virtual Variant get_data() const=0; @@ -175,7 +175,7 @@ public: virtual bool contains_point(const Vector2& p_point) const; virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const; - virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const; + virtual real_t get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const; virtual void set_data(const Variant& p_data); virtual Variant get_data() const; @@ -218,7 +218,7 @@ public: virtual bool contains_point(const Vector2& p_point) const; virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const; - virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const; + virtual real_t get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const; virtual void set_data(const Variant& p_data); virtual Variant get_data() const; @@ -266,7 +266,7 @@ public: virtual bool contains_point(const Vector2& p_point) const; virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const; - virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const; + virtual real_t get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const; virtual void set_data(const Variant& p_data); virtual Variant get_data() const; @@ -304,7 +304,7 @@ public: virtual bool contains_point(const Vector2& p_point) const; virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const; - virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const; + virtual real_t get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const; virtual void set_data(const Variant& p_data); virtual Variant get_data() const; @@ -344,7 +344,7 @@ public: virtual bool contains_point(const Vector2& p_point) const; virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const; - virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const; + virtual real_t get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const; virtual void set_data(const Variant& p_data); virtual Variant get_data() const; @@ -432,7 +432,7 @@ public: virtual bool contains_point(const Vector2& p_point) const; virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const; - virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const; + virtual real_t get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const; virtual void set_data(const Variant& p_data); virtual Variant get_data() const; @@ -440,7 +440,7 @@ public: _FORCE_INLINE_ void project_range(const Vector2& p_normal, const Transform2D& p_transform, real_t &r_min, real_t &r_max) const { // no matter the angle, the box is mirrored anyway Vector2 n=p_transform.basis_xform_inv(p_normal).normalized(); - float h = (n.y > 0) ? height : -height; + real_t h = (n.y > 0) ? height : -height; n *= radius; n.y += h * 0.5; @@ -495,7 +495,7 @@ public: virtual bool contains_point(const Vector2& p_point) const; virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const; - virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const; + virtual real_t get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const; virtual void set_data(const Variant& p_data); virtual Variant get_data() const; @@ -506,7 +506,7 @@ public: r_min = r_max = p_normal.dot(p_transform.xform(points[0].pos)); for(int i=1;i<point_count;i++) { - float d = p_normal.dot(p_transform.xform(points[i].pos)); + real_t d = p_normal.dot(p_transform.xform(points[i].pos)); if (d>r_max) r_max=d; if (d<r_min) @@ -584,7 +584,7 @@ public: virtual bool contains_point(const Vector2& p_point) const; virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const; - virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const { return 0; } + virtual real_t get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const { return 0; } virtual void set_data(const Variant& p_data); virtual Variant get_data() const; diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp index 275137ae5a..9bced50061 100644 --- a/servers/physics_2d/space_2d_sw.cpp +++ b/servers/physics_2d/space_2d_sw.cpp @@ -190,7 +190,7 @@ bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2& p_from, const Vec } -int Physics2DDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Transform2D& p_xform,const Vector2& p_motion,float p_margin,ShapeResult *r_results,int p_result_max,const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) { +int Physics2DDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Transform2D& p_xform,const Vector2& p_motion,real_t p_margin,ShapeResult *r_results,int p_result_max,const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) { if (p_result_max<=0) return 0; @@ -237,7 +237,7 @@ int Physics2DDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Trans -bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transform2D& p_xform,const Vector2& p_motion,float p_margin,float &p_closest_safe,float &p_closest_unsafe, const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) { +bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transform2D& p_xform,const Vector2& p_motion,real_t p_margin,real_t &p_closest_safe,real_t &p_closest_unsafe, const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) { @@ -255,8 +255,8 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transfor int amount = space->broadphase->cull_aabb(aabb,space->intersection_query_results,Space2DSW::INTERSECTION_QUERY_MAX,space->intersection_query_subindex_results); - float best_safe=1; - float best_unsafe=1; + real_t best_safe=1; + real_t best_unsafe=1; for(int i=0;i<amount;i++) { @@ -305,13 +305,13 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transfor //just do kinematic solving - float low=0; - float hi=1; + real_t low=0; + real_t hi=1; Vector2 mnormal=p_motion.normalized(); for(int i=0;i<8;i++) { //steps should be customizable.. - float ofs = (low+hi)*0.5; + real_t ofs = (low+hi)*0.5; Vector2 sep=mnormal; //important optimization for this to work fast enough bool collided = CollisionSolver2DSW::solve(shape,p_xform,p_motion*ofs,col_obj->get_shape(shape_idx),col_obj_xform,Vector2(),NULL,NULL,&sep,p_margin); @@ -364,7 +364,7 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transfor } -bool Physics2DDirectSpaceStateSW::collide_shape(RID p_shape, const Transform2D& 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,uint32_t p_layer_mask,uint32_t p_object_type_mask) { +bool Physics2DDirectSpaceStateSW::collide_shape(RID p_shape, const Transform2D& p_shape_xform,const Vector2& p_motion,real_t p_margin,Vector2 *r_results,int p_result_max,int &r_result_count, const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) { if (p_result_max<=0) @@ -436,9 +436,9 @@ struct _RestCallbackData2D { int best_shape; Vector2 best_contact; Vector2 best_normal; - float best_len; + real_t best_len; Vector2 valid_dir; - float valid_depth; + real_t valid_depth; }; static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,void *p_userdata) { @@ -458,7 +458,7 @@ static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,v } Vector2 contact_rel = p_point_B - p_point_A; - float len = contact_rel.length(); + real_t len = contact_rel.length(); if (len <= rd->best_len) return; @@ -473,7 +473,7 @@ static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,v } -bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Transform2D& p_shape_xform,const Vector2& p_motion,float p_margin,ShapeRestInfo *r_info, const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) { +bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Transform2D& p_shape_xform,const Vector2& p_motion,real_t p_margin,ShapeRestInfo *r_info, const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) { Shape2DSW *shape = Physics2DServerSW::singletonsw->shape_owner.get(p_shape); @@ -594,7 +594,7 @@ int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body,const Rect2& p_aabb) { return amount; } -bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2&p_motion, float p_margin, Physics2DServer::MotionResult *r_result) { +bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2&p_motion, real_t p_margin, Physics2DServer::MotionResult *r_result) { //give me back regular physics engine logic //this is madness @@ -698,15 +698,15 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co #if 0 Vector2 rel = b-a; - float d = rel.length(); + real_t d = rel.length(); if (d==0) continue; Vector2 n = rel/d; - float traveled = n.dot(recover_motion); + real_t traveled = n.dot(recover_motion); a+=n*traveled; - float d = a.distance_to(b); + real_t d = a.distance_to(b); if (d<margin) continue; #endif @@ -728,8 +728,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co - float safe = 1.0; - float unsafe = 1.0; + real_t safe = 1.0; + real_t unsafe = 1.0; int best_shape=-1; { @@ -751,8 +751,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co bool stuck=false; - float best_safe=1; - float best_unsafe=1; + real_t best_safe=1; + real_t best_unsafe=1; for(int i=0;i<amount;i++) { @@ -784,13 +784,13 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co //just do kinematic solving - float low=0; - float hi=1; + real_t low=0; + real_t hi=1; Vector2 mnormal=p_motion.normalized(); for(int i=0;i<8;i++) { //steps should be customizable.. - float ofs = (low+hi)*0.5; + real_t ofs = (low+hi)*0.5; Vector2 sep=mnormal; //important optimization for this to work fast enough bool collided = CollisionSolver2DSW::solve(body_shape,body_shape_xform,p_motion*ofs,col_obj->get_shape(shape_idx),col_obj_xform,Vector2(),NULL,NULL,&sep,0); @@ -1004,7 +1004,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co Vector2 a = sr[i*2+0]; Vector2 b = sr[i*2+1]; - float d = a.distance_to(b); + real_t d = a.distance_to(b); /* if (d<margin) @@ -1028,8 +1028,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co //move second - float safe = 1.0; - float unsafe = 1.0; + real_t safe = 1.0; + real_t unsafe = 1.0; int best_shape=-1; for(int i=0;i<get_shape_count();i++) { @@ -1037,7 +1037,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co if (is_shape_set_as_trigger(i)) continue; - float lsafe,lunsafe; + real_t lsafe,lunsafe; bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0,lsafe,lunsafe,exclude,get_layer_mask(),mask); //print_line("shape: "+itos(i)+" travel:"+rtos(ltravel)); if (!valid) { diff --git a/servers/physics_2d/space_2d_sw.h b/servers/physics_2d/space_2d_sw.h index 72b34e8c4f..071aa7bdfb 100644 --- a/servers/physics_2d/space_2d_sw.h +++ b/servers/physics_2d/space_2d_sw.h @@ -49,10 +49,10 @@ public: virtual int intersect_point(const Vector2& p_point,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, bool p_pick_point=false); 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 Transform2D& 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 Transform2D& 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 Transform2D& 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 Transform2D& 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); + virtual int intersect_shape(const RID& p_shape, const Transform2D& p_xform,const Vector2& p_motion,real_t 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 Transform2D& p_xform,const Vector2& p_motion,real_t p_margin,real_t &p_closest_safe,real_t &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 Transform2D& p_shape_xform,const Vector2& p_motion,real_t 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 Transform2D& p_shape_xform,const Vector2& p_motion,real_t 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(); }; @@ -106,9 +106,9 @@ private: 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; + real_t body_linear_velocity_sleep_treshold; + real_t body_angular_velocity_sleep_treshold; + real_t body_time_to_sleep; bool locked; @@ -185,7 +185,7 @@ public: int get_collision_pairs() const { return collision_pairs; } - bool test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2&p_motion, float p_margin, Physics2DServer::MotionResult *r_result); + bool test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2&p_motion, real_t p_margin, Physics2DServer::MotionResult *r_result); void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); } diff --git a/servers/physics_2d/step_2d_sw.cpp b/servers/physics_2d/step_2d_sw.cpp index 8be4e2b5d5..355cc25a69 100644 --- a/servers/physics_2d/step_2d_sw.cpp +++ b/servers/physics_2d/step_2d_sw.cpp @@ -56,7 +56,7 @@ void Step2DSW::_populate_island(Body2DSW* p_body,Body2DSW** p_island,Constraint2 } } -bool Step2DSW::_setup_island(Constraint2DSW *p_island,float p_delta) { +bool Step2DSW::_setup_island(Constraint2DSW *p_island,real_t p_delta) { Constraint2DSW *ci=p_island; Constraint2DSW *prev_ci=NULL; @@ -81,7 +81,7 @@ bool Step2DSW::_setup_island(Constraint2DSW *p_island,float p_delta) { return removed_root; } -void Step2DSW::_solve_island(Constraint2DSW *p_island,int p_iterations,float p_delta){ +void Step2DSW::_solve_island(Constraint2DSW *p_island,int p_iterations,real_t p_delta){ for(int i=0;i<p_iterations;i++) { @@ -94,7 +94,7 @@ void Step2DSW::_solve_island(Constraint2DSW *p_island,int p_iterations,float p_d } } -void Step2DSW::_check_suspend(Body2DSW *p_island,float p_delta) { +void Step2DSW::_check_suspend(Body2DSW *p_island,real_t p_delta) { bool can_sleep=true; @@ -132,7 +132,7 @@ void Step2DSW::_check_suspend(Body2DSW *p_island,float p_delta) { } } -void Step2DSW::step(Space2DSW* p_space,float p_delta,int p_iterations) { +void Step2DSW::step(Space2DSW* p_space,real_t p_delta,int p_iterations) { p_space->lock(); // can't access space during this diff --git a/servers/physics_2d/step_2d_sw.h b/servers/physics_2d/step_2d_sw.h index 917d69e7f1..0896e1016d 100644 --- a/servers/physics_2d/step_2d_sw.h +++ b/servers/physics_2d/step_2d_sw.h @@ -36,12 +36,12 @@ class Step2DSW { uint64_t _step; void _populate_island(Body2DSW* p_body,Body2DSW** p_island,Constraint2DSW **p_constraint_island); - bool _setup_island(Constraint2DSW *p_island,float p_delta); - void _solve_island(Constraint2DSW *p_island,int p_iterations,float p_delta); - void _check_suspend(Body2DSW *p_island,float p_delta); + bool _setup_island(Constraint2DSW *p_island,real_t p_delta); + void _solve_island(Constraint2DSW *p_island,int p_iterations,real_t p_delta); + void _check_suspend(Body2DSW *p_island,real_t p_delta); public: - void step(Space2DSW* p_space,float p_delta,int p_iterations); + void step(Space2DSW* p_space,real_t p_delta,int p_iterations); Step2DSW(); }; |