diff options
author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-11-05 21:52:39 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-11-05 21:52:39 +0100 |
commit | 13aaa7312427e98661dba0183cbbee6bbc8f6542 (patch) | |
tree | 5431544904e0ced5217295f750ecabd0d24ea950 /servers | |
parent | c7fefe50daebe2f3ae568baaa888ddb3cddfe5e1 (diff) | |
parent | acbd24ea842cb90ab49cd66d5dc7220e57c73f29 (diff) |
Merge pull request #54573 from nekomatata/query-parameters
Diffstat (limited to 'servers')
-rw-r--r-- | servers/physics_2d/godot_space_2d.cpp | 109 | ||||
-rw-r--r-- | servers/physics_2d/godot_space_2d.h | 15 | ||||
-rw-r--r-- | servers/physics_3d/godot_space_3d.cpp | 92 | ||||
-rw-r--r-- | servers/physics_3d/godot_space_3d.h | 12 | ||||
-rw-r--r-- | servers/physics_server_2d.cpp | 257 | ||||
-rw-r--r-- | servers/physics_server_2d.h | 202 | ||||
-rw-r--r-- | servers/physics_server_3d.cpp | 208 | ||||
-rw-r--r-- | servers/physics_server_3d.h | 203 | ||||
-rw-r--r-- | servers/register_server_types.cpp | 8 |
9 files changed, 677 insertions, 429 deletions
diff --git a/servers/physics_2d/godot_space_2d.cpp b/servers/physics_2d/godot_space_2d.cpp index d72014a8ed..5c189aa06a 100644 --- a/servers/physics_2d/godot_space_2d.cpp +++ b/servers/physics_2d/godot_space_2d.cpp @@ -54,13 +54,13 @@ _FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject2D *p_object, u return true; } -int GodotPhysicsDirectSpaceState2D::_intersect_point_impl(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point, bool p_filter_by_canvas, ObjectID p_canvas_instance_id) { +int GodotPhysicsDirectSpaceState2D::intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) { if (p_result_max <= 0) { return 0; } Rect2 aabb; - aabb.position = p_point - Vector2(0.00001, 0.00001); + aabb.position = p_parameters.position - Vector2(0.00001, 0.00001); aabb.size = Vector2(0.00002, 0.00002); int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); @@ -68,21 +68,21 @@ int GodotPhysicsDirectSpaceState2D::_intersect_point_impl(const Vector2 &p_point int cc = 0; for (int i = 0; i < amount; i++) { - if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } - if (p_exclude.has(space->intersection_query_results[i]->get_self())) { + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { continue; } const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; - if (p_pick_point && !col_obj->is_pickable()) { + if (p_parameters.pick_point && !col_obj->is_pickable()) { continue; } - if (p_filter_by_canvas && col_obj->get_canvas_instance_id() != p_canvas_instance_id) { + if (p_parameters.canvas_instance_id.is_valid() && col_obj->get_canvas_instance_id() != p_parameters.canvas_instance_id) { continue; } @@ -90,7 +90,7 @@ int GodotPhysicsDirectSpaceState2D::_intersect_point_impl(const Vector2 &p_point GodotShape2D *shape = col_obj->get_shape(shape_idx); - Vector2 local_point = (col_obj->get_transform() * col_obj->get_shape_transform(shape_idx)).affine_inverse().xform(p_point); + Vector2 local_point = (col_obj->get_transform() * col_obj->get_shape_transform(shape_idx)).affine_inverse().xform(p_parameters.position); if (!shape->contains_point(local_point)) { continue; @@ -113,21 +113,13 @@ int GodotPhysicsDirectSpaceState2D::_intersect_point_impl(const Vector2 &p_point return cc; } -int GodotPhysicsDirectSpaceState2D::intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) { - return _intersect_point_impl(p_point, r_results, p_result_max, p_exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_pick_point); -} - -int GodotPhysicsDirectSpaceState2D::intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) { - return _intersect_point_impl(p_point, r_results, p_result_max, p_exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_pick_point, true, p_canvas_instance_id); -} - -bool GodotPhysicsDirectSpaceState2D::intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { +bool GodotPhysicsDirectSpaceState2D::intersect_ray(const RayParameters &p_parameters, RayResult &r_result) { ERR_FAIL_COND_V(space->locked, false); Vector2 begin, end; Vector2 normal; - begin = p_from; - end = p_to; + begin = p_parameters.from; + end = p_parameters.to; normal = (end - begin).normalized(); int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); @@ -141,11 +133,11 @@ bool GodotPhysicsDirectSpaceState2D::intersect_ray(const Vector2 &p_from, const real_t min_d = 1e10; for (int i = 0; i < amount; i++) { - if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } - if (p_exclude.has(space->intersection_query_results[i]->get_self())) { + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { continue; } @@ -157,12 +149,6 @@ bool GodotPhysicsDirectSpaceState2D::intersect_ray(const Vector2 &p_from, const Vector2 local_from = inv_xform.xform(begin); Vector2 local_to = inv_xform.xform(end); - /*local_from = col_obj->get_inv_transform().xform(begin); - local_from = col_obj->get_shape_inv_transform(shape_idx).xform(local_from); - - local_to = col_obj->get_inv_transform().xform(end); - local_to = col_obj->get_shape_inv_transform(shape_idx).xform(local_to);*/ - const GodotShape2D *shape = col_obj->get_shape(shape_idx); Vector2 shape_point, shape_normal; @@ -200,16 +186,17 @@ bool GodotPhysicsDirectSpaceState2D::intersect_ray(const Vector2 &p_from, const return true; } -int GodotPhysicsDirectSpaceState2D::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_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { +int GodotPhysicsDirectSpaceState2D::intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) { if (p_result_max <= 0) { return 0; } - GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_shape); + GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); ERR_FAIL_COND_V(!shape, 0); - Rect2 aabb = p_xform.xform(shape->get_aabb()); - aabb = aabb.grow(p_margin); + Rect2 aabb = p_parameters.transform.xform(shape->get_aabb()); + aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion + aabb = aabb.grow(p_parameters.margin); int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); @@ -220,18 +207,18 @@ int GodotPhysicsDirectSpaceState2D::intersect_shape(const RID &p_shape, const Tr break; } - if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } - if (p_exclude.has(space->intersection_query_results[i]->get_self())) { + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { continue; } const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; int shape_idx = space->intersection_query_subindex_results[i]; - if (!GodotCollisionSolver2D::solve(shape, p_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), nullptr, nullptr, nullptr, p_margin)) { + 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)) { continue; } @@ -248,13 +235,13 @@ int GodotPhysicsDirectSpaceState2D::intersect_shape(const RID &p_shape, const Tr return cc; } -bool GodotPhysicsDirectSpaceState2D::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_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { - GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_shape); +bool GodotPhysicsDirectSpaceState2D::cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) { + GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); ERR_FAIL_COND_V(!shape, false); - Rect2 aabb = p_xform.xform(shape->get_aabb()); - aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion - aabb = aabb.grow(p_margin); + Rect2 aabb = p_parameters.transform.xform(shape->get_aabb()); + aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion + aabb = aabb.grow(p_parameters.margin); int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); @@ -262,11 +249,11 @@ bool GodotPhysicsDirectSpaceState2D::cast_motion(const RID &p_shape, const Trans real_t best_unsafe = 1; for (int i = 0; i < amount; i++) { - if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } - if (p_exclude.has(space->intersection_query_results[i]->get_self())) { + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { continue; //ignore excluded } @@ -275,16 +262,16 @@ bool GodotPhysicsDirectSpaceState2D::cast_motion(const RID &p_shape, const Trans Transform2D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); //test initial overlap, does it collide if going all the way? - if (!GodotCollisionSolver2D::solve(shape, p_xform, p_motion, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_margin)) { + 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)) { continue; } //test initial overlap, ignore objects it's inside of. - if (GodotCollisionSolver2D::solve(shape, p_xform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_margin)) { + if (GodotCollisionSolver2D::solve(shape, p_parameters.transform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) { continue; } - Vector2 mnormal = p_motion.normalized(); + Vector2 mnormal = p_parameters.motion.normalized(); //just do kinematic solving real_t low = 0.0; @@ -294,7 +281,7 @@ bool GodotPhysicsDirectSpaceState2D::cast_motion(const RID &p_shape, const Trans real_t fraction = low + (hi - low) * fraction_coeff; Vector2 sep = mnormal; //important optimization for this to work fast enough - bool collided = GodotCollisionSolver2D::solve(shape, p_xform, p_motion * fraction, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_margin); + 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); if (collided) { hi = fraction; @@ -331,17 +318,17 @@ bool GodotPhysicsDirectSpaceState2D::cast_motion(const RID &p_shape, const Trans return true; } -bool GodotPhysicsDirectSpaceState2D::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_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { +bool GodotPhysicsDirectSpaceState2D::collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) { if (p_result_max <= 0) { return false; } - GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_shape); + GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); ERR_FAIL_COND_V(!shape, 0); - Rect2 aabb = p_shape_xform.xform(shape->get_aabb()); - aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion - aabb = aabb.grow(p_margin); + Rect2 aabb = p_parameters.transform.xform(shape->get_aabb()); + aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion + aabb = aabb.grow(p_parameters.margin); int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); @@ -358,13 +345,13 @@ bool GodotPhysicsDirectSpaceState2D::collide_shape(RID p_shape, const Transform2 GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk; for (int i = 0; i < amount; i++) { - if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) { + 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_exclude.has(col_obj->get_self())) { + if (p_parameters.exclude.has(col_obj->get_self())) { continue; } @@ -373,7 +360,7 @@ bool GodotPhysicsDirectSpaceState2D::collide_shape(RID p_shape, const Transform2 cbk.valid_dir = Vector2(); cbk.valid_depth = 0; - if (GodotCollisionSolver2D::solve(shape, p_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, nullptr, p_margin)) { + 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)) { collided = cbk.amount > 0; } } @@ -432,15 +419,15 @@ static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B, rd->best_local_shape = rd->local_shape; } -bool GodotPhysicsDirectSpaceState2D::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_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { - GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_shape); +bool GodotPhysicsDirectSpaceState2D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) { + GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); ERR_FAIL_COND_V(!shape, 0); - real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR; + real_t min_contact_depth = p_parameters.margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR; - Rect2 aabb = p_shape_xform.xform(shape->get_aabb()); - aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion - aabb = aabb.grow(p_margin); + Rect2 aabb = p_parameters.transform.xform(shape->get_aabb()); + aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion + aabb = aabb.grow(p_parameters.margin); int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); @@ -451,13 +438,13 @@ bool GodotPhysicsDirectSpaceState2D::rest_info(RID p_shape, const Transform2D &p rcd.min_allowed_depth = min_contact_depth; for (int i = 0; i < amount; i++) { - if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) { + 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_exclude.has(col_obj->get_self())) { + if (p_parameters.exclude.has(col_obj->get_self())) { continue; } @@ -467,7 +454,7 @@ bool GodotPhysicsDirectSpaceState2D::rest_info(RID p_shape, const Transform2D &p rcd.object = col_obj; rcd.shape = shape_idx; rcd.local_shape = 0; - bool sc = GodotCollisionSolver2D::solve(shape, p_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, nullptr, p_margin); + 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, p_parameters.margin); if (!sc) { continue; } diff --git a/servers/physics_2d/godot_space_2d.h b/servers/physics_2d/godot_space_2d.h index 97e2928a9d..b155a834b6 100644 --- a/servers/physics_2d/godot_space_2d.h +++ b/servers/physics_2d/godot_space_2d.h @@ -45,18 +45,15 @@ class GodotPhysicsDirectSpaceState2D : public PhysicsDirectSpaceState2D { GDCLASS(GodotPhysicsDirectSpaceState2D, PhysicsDirectSpaceState2D); - int _intersect_point_impl(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point, bool p_filter_by_canvas = false, ObjectID p_canvas_instance_id = ObjectID()); - public: GodotSpace2D *space = nullptr; - 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_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) override; - virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) override; - 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_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; - 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_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; - 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_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; - 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_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; - 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_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; + virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) override; + virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) override; + virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) override; + virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) override; + virtual bool collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) override; + virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) override; GodotPhysicsDirectSpaceState2D() {} }; diff --git a/servers/physics_3d/godot_space_3d.cpp b/servers/physics_3d/godot_space_3d.cpp index 750bf3a16d..77b37a2353 100644 --- a/servers/physics_3d/godot_space_3d.cpp +++ b/servers/physics_3d/godot_space_3d.cpp @@ -57,9 +57,9 @@ _FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject3D *p_object, u return true; } -int GodotPhysicsDirectSpaceState3D::intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { +int GodotPhysicsDirectSpaceState3D::intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) { ERR_FAIL_COND_V(space->locked, false); - int amount = space->broadphase->cull_point(p_point, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + int amount = space->broadphase->cull_point(p_parameters.position, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); int cc = 0; //Transform3D ai = p_xform.affine_inverse(); @@ -69,13 +69,13 @@ int GodotPhysicsDirectSpaceState3D::intersect_point(const Vector3 &p_point, Shap break; } - if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } //area can't be picked by ray (default) - if (p_exclude.has(space->intersection_query_results[i]->get_self())) { + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { continue; } @@ -85,7 +85,7 @@ int GodotPhysicsDirectSpaceState3D::intersect_point(const Vector3 &p_point, Shap Transform3D inv_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); inv_xform.affine_invert(); - if (!col_obj->get_shape(shape_idx)->intersect_point(inv_xform.xform(p_point))) { + if (!col_obj->get_shape(shape_idx)->intersect_point(inv_xform.xform(p_parameters.position))) { continue; } @@ -104,13 +104,13 @@ int GodotPhysicsDirectSpaceState3D::intersect_point(const Vector3 &p_point, Shap return cc; } -bool GodotPhysicsDirectSpaceState3D::intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_ray) { +bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parameters, RayResult &r_result) { ERR_FAIL_COND_V(space->locked, false); Vector3 begin, end; Vector3 normal; - begin = p_from; - end = p_to; + begin = p_parameters.from; + end = p_parameters.to; normal = (end - begin).normalized(); int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); @@ -124,15 +124,15 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const Vector3 &p_from, const real_t min_d = 1e10; for (int i = 0; i < amount; i++) { - if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } - if (p_pick_ray && !(space->intersection_query_results[i]->is_ray_pickable())) { + if (p_parameters.pick_ray && !(space->intersection_query_results[i]->is_ray_pickable())) { continue; } - if (p_exclude.has(space->intersection_query_results[i]->get_self())) { + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { continue; } @@ -183,15 +183,15 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const Vector3 &p_from, const return true; } -int GodotPhysicsDirectSpaceState3D::intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { +int GodotPhysicsDirectSpaceState3D::intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) { if (p_result_max <= 0) { return 0; } - GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_shape); + GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); ERR_FAIL_COND_V(!shape, 0); - AABB aabb = p_xform.xform(shape->get_aabb()); + AABB aabb = p_parameters.transform.xform(shape->get_aabb()); int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); @@ -204,20 +204,20 @@ int GodotPhysicsDirectSpaceState3D::intersect_shape(const RID &p_shape, const Tr break; } - if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } //area can't be picked by ray (default) - if (p_exclude.has(space->intersection_query_results[i]->get_self())) { + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { continue; } const GodotCollisionObject3D *col_obj = space->intersection_query_results[i]; int shape_idx = space->intersection_query_subindex_results[i]; - if (!GodotCollisionSolver3D::solve_static(shape, p_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), nullptr, nullptr, nullptr, p_margin, 0)) { + if (!GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), nullptr, nullptr, nullptr, p_parameters.margin, 0)) { continue; } @@ -238,36 +238,36 @@ int GodotPhysicsDirectSpaceState3D::intersect_shape(const RID &p_shape, const Tr return cc; } -bool GodotPhysicsDirectSpaceState3D::cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, ShapeRestInfo *r_info) { - GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_shape); +bool GodotPhysicsDirectSpaceState3D::cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info) { + GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); ERR_FAIL_COND_V(!shape, false); - AABB aabb = p_xform.xform(shape->get_aabb()); - aabb = aabb.merge(AABB(aabb.position + p_motion, aabb.size)); //motion - aabb = aabb.grow(p_margin); + AABB aabb = p_parameters.transform.xform(shape->get_aabb()); + aabb = aabb.merge(AABB(aabb.position + p_parameters.motion, aabb.size)); //motion + aabb = aabb.grow(p_parameters.margin); int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); real_t best_safe = 1; real_t best_unsafe = 1; - Transform3D xform_inv = p_xform.affine_inverse(); + Transform3D xform_inv = p_parameters.transform.affine_inverse(); GodotMotionShape3D mshape; mshape.shape = shape; - mshape.motion = xform_inv.basis.xform(p_motion); + mshape.motion = xform_inv.basis.xform(p_parameters.motion); bool best_first = true; - Vector3 motion_normal = p_motion.normalized(); + Vector3 motion_normal = p_parameters.motion.normalized(); Vector3 closest_A, closest_B; for (int i = 0; i < amount; i++) { - if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } - if (p_exclude.has(space->intersection_query_results[i]->get_self())) { + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { continue; //ignore excluded } @@ -279,14 +279,14 @@ bool GodotPhysicsDirectSpaceState3D::cast_motion(const RID &p_shape, const Trans Transform3D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); //test initial overlap, does it collide if going all the way? - if (GodotCollisionSolver3D::solve_distance(&mshape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) { + if (GodotCollisionSolver3D::solve_distance(&mshape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) { continue; } //test initial overlap, ignore objects it's inside of. sep_axis = motion_normal; - if (!GodotCollisionSolver3D::solve_distance(shape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) { + if (!GodotCollisionSolver3D::solve_distance(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) { continue; } @@ -297,11 +297,11 @@ bool GodotPhysicsDirectSpaceState3D::cast_motion(const RID &p_shape, const Trans for (int j = 0; j < 8; j++) { //steps should be customizable.. real_t fraction = low + (hi - low) * fraction_coeff; - mshape.motion = xform_inv.basis.xform(p_motion * fraction); + mshape.motion = xform_inv.basis.xform(p_parameters.motion * fraction); Vector3 lA, lB; Vector3 sep = motion_normal; //important optimization for this to work fast enough - bool collided = !GodotCollisionSolver3D::solve_distance(&mshape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, aabb, &sep); + bool collided = !GodotCollisionSolver3D::solve_distance(&mshape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, aabb, &sep); if (collided) { hi = fraction; @@ -357,16 +357,16 @@ bool GodotPhysicsDirectSpaceState3D::cast_motion(const RID &p_shape, const Trans return true; } -bool GodotPhysicsDirectSpaceState3D::collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { +bool GodotPhysicsDirectSpaceState3D::collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) { if (p_result_max <= 0) { return false; } - GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_shape); + GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); ERR_FAIL_COND_V(!shape, 0); - AABB aabb = p_shape_xform.xform(shape->get_aabb()); - aabb = aabb.grow(p_margin); + AABB aabb = p_parameters.transform.xform(shape->get_aabb()); + aabb = aabb.grow(p_parameters.margin); int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); @@ -382,19 +382,19 @@ bool GodotPhysicsDirectSpaceState3D::collide_shape(RID p_shape, const Transform3 GodotPhysicsServer3D::CollCbkData *cbkptr = &cbk; for (int i = 0; i < amount; i++) { - if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) { + 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 GodotCollisionObject3D *col_obj = space->intersection_query_results[i]; - if (p_exclude.has(col_obj->get_self())) { + if (p_parameters.exclude.has(col_obj->get_self())) { continue; } int shape_idx = space->intersection_query_subindex_results[i]; - if (GodotCollisionSolver3D::solve_static(shape, p_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_margin)) { + if (GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_parameters.margin)) { collided = true; } } @@ -487,14 +487,14 @@ static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vect rd->best_result.local_shape = rd->local_shape; } -bool GodotPhysicsDirectSpaceState3D::rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { - GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_shape); +bool GodotPhysicsDirectSpaceState3D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) { + GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); ERR_FAIL_COND_V(!shape, 0); - real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR; + real_t min_contact_depth = p_parameters.margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR; - AABB aabb = p_shape_xform.xform(shape->get_aabb()); - aabb = aabb.grow(p_margin); + AABB aabb = p_parameters.transform.xform(shape->get_aabb()); + aabb = aabb.grow(p_parameters.margin); int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); @@ -502,13 +502,13 @@ bool GodotPhysicsDirectSpaceState3D::rest_info(RID p_shape, const Transform3D &p rcd.min_allowed_depth = min_contact_depth; for (int i = 0; i < amount; i++) { - if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) { + 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 GodotCollisionObject3D *col_obj = space->intersection_query_results[i]; - if (p_exclude.has(col_obj->get_self())) { + if (p_parameters.exclude.has(col_obj->get_self())) { continue; } @@ -516,7 +516,7 @@ bool GodotPhysicsDirectSpaceState3D::rest_info(RID p_shape, const Transform3D &p rcd.object = col_obj; rcd.shape = shape_idx; - bool sc = GodotCollisionSolver3D::solve_static(shape, p_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, p_margin); + bool sc = GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, p_parameters.margin); if (!sc) { continue; } diff --git a/servers/physics_3d/godot_space_3d.h b/servers/physics_3d/godot_space_3d.h index 3b36dd346c..aa5e965751 100644 --- a/servers/physics_3d/godot_space_3d.h +++ b/servers/physics_3d/godot_space_3d.h @@ -49,12 +49,12 @@ class GodotPhysicsDirectSpaceState3D : public PhysicsDirectSpaceState3D { public: GodotSpace3D *space; - virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; - virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) override; - virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; - virtual bool cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &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_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) override; - virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; - virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; + virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) override; + virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) override; + virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) override; + virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info = nullptr) override; + virtual bool collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) override; + virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) override; virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const override; GodotPhysicsDirectSpaceState3D(); diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp index abe173b078..466558c9db 100644 --- a/servers/physics_server_2d.cpp +++ b/servers/physics_server_2d.cpp @@ -134,95 +134,132 @@ PhysicsDirectBodyState2D::PhysicsDirectBodyState2D() {} /////////////////////////////////////////////////////// -void PhysicsShapeQueryParameters2D::set_shape(const RES &p_shape_ref) { - ERR_FAIL_COND(p_shape_ref.is_null()); - shape_ref = p_shape_ref; - shape = p_shape_ref->get_rid(); -} - -RES PhysicsShapeQueryParameters2D::get_shape() const { - return shape_ref; -} - -void PhysicsShapeQueryParameters2D::set_shape_rid(const RID &p_shape) { - if (shape != p_shape) { - shape_ref = RES(); - shape = p_shape; +void PhysicsRayQueryParameters2D::set_exclude(const Vector<RID> &p_exclude) { + parameters.exclude.clear(); + for (int i = 0; i < p_exclude.size(); i++) { + parameters.exclude.insert(p_exclude[i]); } } -RID PhysicsShapeQueryParameters2D::get_shape_rid() const { - return shape; +Vector<RID> PhysicsRayQueryParameters2D::get_exclude() const { + Vector<RID> ret; + ret.resize(parameters.exclude.size()); + int idx = 0; + for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) { + ret.write[idx++] = E->get(); + } + return ret; } -void PhysicsShapeQueryParameters2D::set_transform(const Transform2D &p_transform) { - transform = p_transform; -} +void PhysicsRayQueryParameters2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_from", "from"), &PhysicsRayQueryParameters2D::set_from); + ClassDB::bind_method(D_METHOD("get_from"), &PhysicsRayQueryParameters2D::get_from); -Transform2D PhysicsShapeQueryParameters2D::get_transform() const { - return transform; -} + ClassDB::bind_method(D_METHOD("set_to", "to"), &PhysicsRayQueryParameters2D::set_to); + ClassDB::bind_method(D_METHOD("get_to"), &PhysicsRayQueryParameters2D::get_to); -void PhysicsShapeQueryParameters2D::set_motion(const Vector2 &p_motion) { - motion = p_motion; -} + ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsRayQueryParameters2D::set_collision_mask); + ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsRayQueryParameters2D::get_collision_mask); -Vector2 PhysicsShapeQueryParameters2D::get_motion() const { - return motion; -} + ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsRayQueryParameters2D::set_exclude); + ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsRayQueryParameters2D::get_exclude); -void PhysicsShapeQueryParameters2D::set_margin(real_t p_margin) { - margin = p_margin; -} + ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &PhysicsRayQueryParameters2D::set_collide_with_bodies); + ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &PhysicsRayQueryParameters2D::is_collide_with_bodies_enabled); -real_t PhysicsShapeQueryParameters2D::get_margin() const { - return margin; -} + ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsRayQueryParameters2D::set_collide_with_areas); + ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsRayQueryParameters2D::is_collide_with_areas_enabled); -void PhysicsShapeQueryParameters2D::set_collision_mask(uint32_t p_collision_mask) { - collision_mask = p_collision_mask; + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "from"), "set_from", "get_from"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "to"), "set_to", "get_to"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled"); } -uint32_t PhysicsShapeQueryParameters2D::get_collision_mask() const { - return collision_mask; -} +/////////////////////////////////////////////////////// -void PhysicsShapeQueryParameters2D::set_exclude(const Vector<RID> &p_exclude) { - exclude.clear(); +void PhysicsPointQueryParameters2D::set_exclude(const Vector<RID> &p_exclude) { + parameters.exclude.clear(); for (int i = 0; i < p_exclude.size(); i++) { - exclude.insert(p_exclude[i]); + parameters.exclude.insert(p_exclude[i]); } } -Vector<RID> PhysicsShapeQueryParameters2D::get_exclude() const { +Vector<RID> PhysicsPointQueryParameters2D::get_exclude() const { Vector<RID> ret; - ret.resize(exclude.size()); + ret.resize(parameters.exclude.size()); int idx = 0; - for (Set<RID>::Element *E = exclude.front(); E; E = E->next()) { + for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) { ret.write[idx++] = E->get(); } return ret; } -void PhysicsShapeQueryParameters2D::set_collide_with_bodies(bool p_enable) { - collide_with_bodies = p_enable; +void PhysicsPointQueryParameters2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_position", "position"), &PhysicsPointQueryParameters2D::set_position); + ClassDB::bind_method(D_METHOD("get_position"), &PhysicsPointQueryParameters2D::get_position); + + ClassDB::bind_method(D_METHOD("set_canvas_instance_id", "canvas_instance_id"), &PhysicsPointQueryParameters2D::set_canvas_instance_id); + ClassDB::bind_method(D_METHOD("get_canvas_instance_id"), &PhysicsPointQueryParameters2D::get_canvas_instance_id); + + ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsPointQueryParameters2D::set_collision_mask); + ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsPointQueryParameters2D::get_collision_mask); + + ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsPointQueryParameters2D::set_exclude); + ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsPointQueryParameters2D::get_exclude); + + ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &PhysicsPointQueryParameters2D::set_collide_with_bodies); + ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &PhysicsPointQueryParameters2D::is_collide_with_bodies_enabled); + + ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsPointQueryParameters2D::set_collide_with_areas); + ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsPointQueryParameters2D::is_collide_with_areas_enabled); + + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "position"), "set_position", "get_position"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "canvas_instance_id", PROPERTY_HINT_OBJECT_ID), "set_canvas_instance_id", "get_canvas_instance_id"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled"); +} + +/////////////////////////////////////////////////////// + +void PhysicsShapeQueryParameters2D::set_shape(const RES &p_shape_ref) { + ERR_FAIL_COND(p_shape_ref.is_null()); + shape_ref = p_shape_ref; + parameters.shape_rid = p_shape_ref->get_rid(); } -bool PhysicsShapeQueryParameters2D::is_collide_with_bodies_enabled() const { - return collide_with_bodies; +void PhysicsShapeQueryParameters2D::set_shape_rid(const RID &p_shape) { + if (parameters.shape_rid != p_shape) { + shape_ref = RES(); + parameters.shape_rid = p_shape; + } } -void PhysicsShapeQueryParameters2D::set_collide_with_areas(bool p_enable) { - collide_with_areas = p_enable; +void PhysicsShapeQueryParameters2D::set_exclude(const Vector<RID> &p_exclude) { + parameters.exclude.clear(); + for (int i = 0; i < p_exclude.size(); i++) { + parameters.exclude.insert(p_exclude[i]); + } } -bool PhysicsShapeQueryParameters2D::is_collide_with_areas_enabled() const { - return collide_with_areas; +Vector<RID> PhysicsShapeQueryParameters2D::get_exclude() const { + Vector<RID> ret; + ret.resize(parameters.exclude.size()); + int idx = 0; + for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) { + ret.write[idx++] = E->get(); + } + return ret; } void PhysicsShapeQueryParameters2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_shape", "shape"), &PhysicsShapeQueryParameters2D::set_shape); ClassDB::bind_method(D_METHOD("get_shape"), &PhysicsShapeQueryParameters2D::get_shape); + ClassDB::bind_method(D_METHOD("set_shape_rid", "shape"), &PhysicsShapeQueryParameters2D::set_shape_rid); ClassDB::bind_method(D_METHOD("get_shape_rid"), &PhysicsShapeQueryParameters2D::get_shape_rid); @@ -248,7 +285,7 @@ void PhysicsShapeQueryParameters2D::_bind_methods() { ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsShapeQueryParameters2D::is_collide_with_areas_enabled); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask"); - ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_NONE, itos(Variant::RID) + ":"), "set_exclude", "get_exclude"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "set_motion", "get_motion"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape"); @@ -258,36 +295,58 @@ void PhysicsShapeQueryParameters2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled"); } -Dictionary PhysicsDirectSpaceState2D::_intersect_ray(const Vector2 &p_from, const Vector2 &p_to, const Vector<RID> &p_exclude, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas) { - RayResult inters; - Set<RID> exclude; - for (int i = 0; i < p_exclude.size(); i++) { - exclude.insert(p_exclude[i]); - } +/////////////////////////////////////////////////////// - bool res = intersect_ray(p_from, p_to, inters, exclude, p_layers, p_collide_with_bodies, p_collide_with_areas); +Dictionary PhysicsDirectSpaceState2D::_intersect_ray(const Ref<PhysicsRayQueryParameters2D> &p_ray_query) { + ERR_FAIL_COND_V(!p_ray_query.is_valid(), Dictionary()); + + RayResult result; + bool res = intersect_ray(p_ray_query->get_parameters(), result); if (!res) { return Dictionary(); } Dictionary d; - d["position"] = inters.position; - d["normal"] = inters.normal; - d["collider_id"] = inters.collider_id; - d["collider"] = inters.collider; - d["shape"] = inters.shape; - d["rid"] = inters.rid; + d["position"] = result.position; + d["normal"] = result.normal; + d["collider_id"] = result.collider_id; + d["collider"] = result.collider; + d["shape"] = result.shape; + d["rid"] = result.rid; return d; } +Array PhysicsDirectSpaceState2D::_intersect_point(const Ref<PhysicsPointQueryParameters2D> &p_point_query, int p_max_results) { + Vector<ShapeResult> ret; + ret.resize(p_max_results); + + int rc = intersect_point(p_point_query->get_parameters(), ret.ptrw(), ret.size()); + + if (rc == 0) { + return Array(); + } + + Array r; + r.resize(rc); + for (int i = 0; i < rc; i++) { + Dictionary d; + d["rid"] = ret[i].rid; + d["collider_id"] = ret[i].collider_id; + d["collider"] = ret[i].collider; + d["shape"] = ret[i].shape; + r[i] = d; + } + return r; +} + Array PhysicsDirectSpaceState2D::_intersect_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results) { ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array()); Vector<ShapeResult> sr; sr.resize(p_max_results); - int rc = intersect_shape(p_shape_query->shape, p_shape_query->transform, p_shape_query->motion, p_shape_query->margin, sr.ptrw(), sr.size(), p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas); + int rc = intersect_shape(p_shape_query->get_parameters(), sr.ptrw(), sr.size()); Array ret; ret.resize(rc); for (int i = 0; i < rc; i++) { @@ -306,7 +365,7 @@ Array PhysicsDirectSpaceState2D::_cast_motion(const Ref<PhysicsShapeQueryParamet ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array()); real_t closest_safe, closest_unsafe; - bool res = cast_motion(p_shape_query->shape, p_shape_query->transform, p_shape_query->motion, p_shape_query->margin, closest_safe, closest_unsafe, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas); + bool res = cast_motion(p_shape_query->get_parameters(), closest_safe, closest_unsafe); if (!res) { return Array(); } @@ -317,54 +376,13 @@ Array PhysicsDirectSpaceState2D::_cast_motion(const Ref<PhysicsShapeQueryParamet return ret; } -Array PhysicsDirectSpaceState2D::_intersect_point_impl(const Vector2 &p_point, int p_max_results, const Vector<RID> &p_exclude, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_filter_by_canvas, ObjectID p_canvas_instance_id) { - Set<RID> exclude; - for (int i = 0; i < p_exclude.size(); i++) { - exclude.insert(p_exclude[i]); - } - - Vector<ShapeResult> ret; - ret.resize(p_max_results); - - int rc; - if (p_filter_by_canvas) { - rc = intersect_point(p_point, ret.ptrw(), ret.size(), exclude, p_layers, p_collide_with_bodies, p_collide_with_areas); - } else { - rc = intersect_point_on_canvas(p_point, p_canvas_instance_id, ret.ptrw(), ret.size(), exclude, p_layers, p_collide_with_bodies, p_collide_with_areas); - } - - if (rc == 0) { - return Array(); - } - - Array r; - r.resize(rc); - for (int i = 0; i < rc; i++) { - Dictionary d; - d["rid"] = ret[i].rid; - d["collider_id"] = ret[i].collider_id; - d["collider"] = ret[i].collider; - d["shape"] = ret[i].shape; - r[i] = d; - } - return r; -} - -Array PhysicsDirectSpaceState2D::_intersect_point(const Vector2 &p_point, int p_max_results, const Vector<RID> &p_exclude, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas) { - return _intersect_point_impl(p_point, p_max_results, p_exclude, p_layers, p_collide_with_bodies, p_collide_with_areas); -} - -Array PhysicsDirectSpaceState2D::_intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_intance_id, int p_max_results, const Vector<RID> &p_exclude, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas) { - return _intersect_point_impl(p_point, p_max_results, p_exclude, p_layers, p_collide_with_bodies, p_collide_with_areas, true, p_canvas_intance_id); -} - Array PhysicsDirectSpaceState2D::_collide_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results) { ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array()); Vector<Vector2> ret; ret.resize(p_max_results * 2); int rc = 0; - bool res = collide_shape(p_shape_query->shape, p_shape_query->transform, p_shape_query->motion, p_shape_query->margin, ret.ptrw(), p_max_results, rc, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas); + bool res = collide_shape(p_shape_query->get_parameters(), ret.ptrw(), p_max_results, rc); if (!res) { return Array(); } @@ -381,7 +399,7 @@ Dictionary PhysicsDirectSpaceState2D::_get_rest_info(const Ref<PhysicsShapeQuery ShapeRestInfo sri; - bool res = rest_info(p_shape_query->shape, p_shape_query->transform, p_shape_query->motion, p_shape_query->margin, &sri, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas); + bool res = rest_info(p_shape_query->get_parameters(), &sri); Dictionary r; if (!res) { return r; @@ -401,13 +419,12 @@ PhysicsDirectSpaceState2D::PhysicsDirectSpaceState2D() { } void PhysicsDirectSpaceState2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("intersect_point", "point", "max_results", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_point, DEFVAL(32), DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false)); - ClassDB::bind_method(D_METHOD("intersect_point_on_canvas", "point", "canvas_instance_id", "max_results", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_point_on_canvas, DEFVAL(32), DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false)); - ClassDB::bind_method(D_METHOD("intersect_ray", "from", "to", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_ray, DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false)); - ClassDB::bind_method(D_METHOD("intersect_shape", "shape", "max_results"), &PhysicsDirectSpaceState2D::_intersect_shape, DEFVAL(32)); - ClassDB::bind_method(D_METHOD("cast_motion", "shape"), &PhysicsDirectSpaceState2D::_cast_motion); - ClassDB::bind_method(D_METHOD("collide_shape", "shape", "max_results"), &PhysicsDirectSpaceState2D::_collide_shape, DEFVAL(32)); - ClassDB::bind_method(D_METHOD("get_rest_info", "shape"), &PhysicsDirectSpaceState2D::_get_rest_info); + ClassDB::bind_method(D_METHOD("intersect_point", "parameters", "max_results"), &PhysicsDirectSpaceState2D::_intersect_point, DEFVAL(32)); + ClassDB::bind_method(D_METHOD("intersect_ray", "parameters"), &PhysicsDirectSpaceState2D::_intersect_ray); + ClassDB::bind_method(D_METHOD("intersect_shape", "parameters", "max_results"), &PhysicsDirectSpaceState2D::_intersect_shape, DEFVAL(32)); + ClassDB::bind_method(D_METHOD("cast_motion", "parameters"), &PhysicsDirectSpaceState2D::_cast_motion); + ClassDB::bind_method(D_METHOD("collide_shape", "parameters", "max_results"), &PhysicsDirectSpaceState2D::_collide_shape, DEFVAL(32)); + ClassDB::bind_method(D_METHOD("get_rest_info", "parameters"), &PhysicsDirectSpaceState2D::_get_rest_info); } /////////////////////////////// @@ -473,7 +490,7 @@ void PhysicsTestMotionParameters2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "set_motion", "get_motion"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin"), "set_margin", "get_margin"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_separation_ray"), "set_collide_separation_ray_enabled", "is_collide_separation_ray_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_bodies"), "set_exclude_bodies", "get_exclude_bodies"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_bodies", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude_bodies", "get_exclude_bodies"); ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_objects"), "set_exclude_objects", "get_exclude_objects"); } diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h index e6acebd5dd..55ac7e1fdc 100644 --- a/servers/physics_server_2d.h +++ b/servers/physics_server_2d.h @@ -94,60 +94,15 @@ public: PhysicsDirectBodyState2D(); }; -//used for script -class PhysicsShapeQueryParameters2D : public RefCounted { - GDCLASS(PhysicsShapeQueryParameters2D, RefCounted); - friend class PhysicsDirectSpaceState2D; - - RES shape_ref; - RID shape; - Transform2D transform; - Vector2 motion; - real_t margin = 0.0; - Set<RID> exclude; - uint32_t collision_mask = UINT32_MAX; - - bool collide_with_bodies = true; - bool collide_with_areas = false; - -protected: - static void _bind_methods(); - -public: - void set_shape(const RES &p_shape_ref); - RES get_shape() const; - void set_shape_rid(const RID &p_shape); - RID get_shape_rid() const; - - void set_transform(const Transform2D &p_transform); - Transform2D get_transform() const; - - void set_motion(const Vector2 &p_motion); - Vector2 get_motion() const; - - void set_margin(real_t p_margin); - real_t get_margin() const; - - void set_collision_mask(uint32_t p_mask); - uint32_t get_collision_mask() const; - - void set_collide_with_bodies(bool p_enable); - bool is_collide_with_bodies_enabled() const; - - void set_collide_with_areas(bool p_enable); - bool is_collide_with_areas_enabled() const; - - void set_exclude(const Vector<RID> &p_exclude); - Vector<RID> get_exclude() const; -}; +class PhysicsRayQueryParameters2D; +class PhysicsPointQueryParameters2D; +class PhysicsShapeQueryParameters2D; class PhysicsDirectSpaceState2D : public Object { GDCLASS(PhysicsDirectSpaceState2D, Object); - Dictionary _intersect_ray(const Vector2 &p_from, const Vector2 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false); - Array _intersect_point(const Vector2 &p_point, int p_max_results = 32, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false); - Array _intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_intance_id, int p_max_results = 32, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false); - Array _intersect_point_impl(const Vector2 &p_point, int p_max_results, const Vector<RID> &p_exclud, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_filter_by_canvas = false, ObjectID p_canvas_instance_id = ObjectID()); + Dictionary _intersect_ray(const Ref<PhysicsRayQueryParameters2D> &p_ray_query); + Array _intersect_point(const Ref<PhysicsPointQueryParameters2D> &p_point_query, int p_max_results = 32); Array _intersect_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results = 32); Array _cast_motion(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query); Array _collide_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results = 32); @@ -157,6 +112,16 @@ protected: static void _bind_methods(); public: + struct RayParameters { + Vector2 from; + Vector2 to; + Set<RID> exclude; + uint32_t collision_mask = UINT32_MAX; + + bool collide_with_bodies = true; + bool collide_with_areas = false; + }; + struct RayResult { Vector2 position; Vector2 normal; @@ -166,7 +131,7 @@ public: int shape = 0; }; - 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_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; + virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) = 0; struct ShapeResult { RID rid; @@ -175,14 +140,31 @@ public: int shape = 0; }; - 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_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0; - virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0; + struct PointParameters { + Vector2 position; + ObjectID canvas_instance_id; + Set<RID> exclude; + uint32_t collision_mask = UINT32_MAX; + + bool collide_with_bodies = true; + bool collide_with_areas = false; - 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_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; + bool pick_point = false; + }; + + virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) = 0; - 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_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; + struct ShapeParameters { + RID shape_rid; + Transform2D transform; + Vector2 motion; + real_t margin = 0.0; + Set<RID> exclude; + uint32_t collision_mask = UINT32_MAX; - 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_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; + bool collide_with_bodies = true; + bool collide_with_areas = false; + }; struct ShapeRestInfo { Vector2 point; @@ -190,10 +172,13 @@ public: RID rid; ObjectID collider_id; int shape = 0; - Vector2 linear_velocity; //velocity at contact point + Vector2 linear_velocity; // Velocity at contact point. }; - 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_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; + virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) = 0; + virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) = 0; + virtual bool collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) = 0; + virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) = 0; PhysicsDirectSpaceState2D(); }; @@ -592,6 +577,107 @@ public: ~PhysicsServer2D(); }; +class PhysicsRayQueryParameters2D : public RefCounted { + GDCLASS(PhysicsRayQueryParameters2D, RefCounted); + + PhysicsDirectSpaceState2D::RayParameters parameters; + +protected: + static void _bind_methods(); + +public: + const PhysicsDirectSpaceState2D::RayParameters &get_parameters() const { return parameters; } + + void set_from(const Vector2 &p_from) { parameters.from = p_from; } + const Vector2 &get_from() const { return parameters.from; } + + void set_to(const Vector2 &p_to) { parameters.to = p_to; } + const Vector2 &get_to() const { return parameters.to; } + + void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; } + uint32_t get_collision_mask() const { return parameters.collision_mask; } + + void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; } + bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; } + + void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; } + bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; } + + void set_exclude(const Vector<RID> &p_exclude); + Vector<RID> get_exclude() const; +}; + +class PhysicsPointQueryParameters2D : public RefCounted { + GDCLASS(PhysicsPointQueryParameters2D, RefCounted); + + PhysicsDirectSpaceState2D::PointParameters parameters; + +protected: + static void _bind_methods(); + +public: + const PhysicsDirectSpaceState2D::PointParameters &get_parameters() const { return parameters; } + + void set_position(const Vector2 &p_position) { parameters.position = p_position; } + const Vector2 &get_position() const { return parameters.position; } + + void set_canvas_instance_id(ObjectID p_canvas_instance_id) { parameters.canvas_instance_id = p_canvas_instance_id; } + ObjectID get_canvas_instance_id() const { return parameters.canvas_instance_id; } + + void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; } + uint32_t get_collision_mask() const { return parameters.collision_mask; } + + void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; } + bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; } + + void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; } + bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; } + + void set_exclude(const Vector<RID> &p_exclude); + Vector<RID> get_exclude() const; +}; + +class PhysicsShapeQueryParameters2D : public RefCounted { + GDCLASS(PhysicsShapeQueryParameters2D, RefCounted); + + PhysicsDirectSpaceState2D::ShapeParameters parameters; + + RES shape_ref; + +protected: + static void _bind_methods(); + +public: + const PhysicsDirectSpaceState2D::ShapeParameters &get_parameters() const { return parameters; } + + void set_shape(const RES &p_shape_ref); + RES get_shape() const { return shape_ref; } + + void set_shape_rid(const RID &p_shape); + RID get_shape_rid() const { return parameters.shape_rid; } + + void set_transform(const Transform2D &p_transform) { parameters.transform = p_transform; } + const Transform2D &get_transform() const { return parameters.transform; } + + void set_motion(const Vector2 &p_motion) { parameters.motion = p_motion; } + const Vector2 &get_motion() const { return parameters.motion; } + + void set_margin(real_t p_margin) { parameters.margin = p_margin; } + real_t get_margin() const { return parameters.margin; } + + void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; } + uint32_t get_collision_mask() const { return parameters.collision_mask; } + + void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; } + bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; } + + void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; } + bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; } + + void set_exclude(const Vector<RID> &p_exclude); + Vector<RID> get_exclude() const; +}; + class PhysicsTestMotionParameters2D : public RefCounted { GDCLASS(PhysicsTestMotionParameters2D, RefCounted); diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp index 8f66a207aa..a354b69a29 100644 --- a/servers/physics_server_3d.cpp +++ b/servers/physics_server_3d.cpp @@ -137,93 +137,137 @@ PhysicsDirectBodyState3D::PhysicsDirectBodyState3D() {} /////////////////////////////////////////////////////// -void PhysicsShapeQueryParameters3D::set_shape(const RES &p_shape_ref) { - ERR_FAIL_COND(p_shape_ref.is_null()); - shape_ref = p_shape_ref; - shape = p_shape_ref->get_rid(); -} - -RES PhysicsShapeQueryParameters3D::get_shape() const { - return shape_ref; +void PhysicsRayQueryParameters3D::set_exclude(const Vector<RID> &p_exclude) { + parameters.exclude.clear(); + for (int i = 0; i < p_exclude.size(); i++) { + parameters.exclude.insert(p_exclude[i]); + } } -void PhysicsShapeQueryParameters3D::set_shape_rid(const RID &p_shape) { - if (shape != p_shape) { - shape_ref = RES(); - shape = p_shape; +Vector<RID> PhysicsRayQueryParameters3D::get_exclude() const { + Vector<RID> ret; + ret.resize(parameters.exclude.size()); + int idx = 0; + for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) { + ret.write[idx++] = E->get(); } + return ret; } -RID PhysicsShapeQueryParameters3D::get_shape_rid() const { - return shape; -} +void PhysicsRayQueryParameters3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_from", "from"), &PhysicsRayQueryParameters3D::set_from); + ClassDB::bind_method(D_METHOD("get_from"), &PhysicsRayQueryParameters3D::get_from); -void PhysicsShapeQueryParameters3D::set_transform(const Transform3D &p_transform) { - transform = p_transform; -} + ClassDB::bind_method(D_METHOD("set_to", "to"), &PhysicsRayQueryParameters3D::set_to); + ClassDB::bind_method(D_METHOD("get_to"), &PhysicsRayQueryParameters3D::get_to); -Transform3D PhysicsShapeQueryParameters3D::get_transform() const { - return transform; -} + ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsRayQueryParameters3D::set_collision_mask); + ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsRayQueryParameters3D::get_collision_mask); -void PhysicsShapeQueryParameters3D::set_margin(real_t p_margin) { - margin = p_margin; -} + ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsRayQueryParameters3D::set_exclude); + ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsRayQueryParameters3D::get_exclude); -real_t PhysicsShapeQueryParameters3D::get_margin() const { - return margin; -} + ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &PhysicsRayQueryParameters3D::set_collide_with_bodies); + ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &PhysicsRayQueryParameters3D::is_collide_with_bodies_enabled); -void PhysicsShapeQueryParameters3D::set_collision_mask(uint32_t p_collision_mask) { - collision_mask = p_collision_mask; -} + ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsRayQueryParameters3D::set_collide_with_areas); + ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsRayQueryParameters3D::is_collide_with_areas_enabled); -uint32_t PhysicsShapeQueryParameters3D::get_collision_mask() const { - return collision_mask; + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "from"), "set_from", "get_from"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "to"), "set_to", "get_to"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled"); } -void PhysicsShapeQueryParameters3D::set_exclude(const Vector<RID> &p_exclude) { - exclude.clear(); +/////////////////////////////////////////////////////// + +void PhysicsPointQueryParameters3D::set_exclude(const Vector<RID> &p_exclude) { + parameters.exclude.clear(); for (int i = 0; i < p_exclude.size(); i++) { - exclude.insert(p_exclude[i]); + parameters.exclude.insert(p_exclude[i]); } } -Vector<RID> PhysicsShapeQueryParameters3D::get_exclude() const { +Vector<RID> PhysicsPointQueryParameters3D::get_exclude() const { Vector<RID> ret; - ret.resize(exclude.size()); + ret.resize(parameters.exclude.size()); int idx = 0; - for (Set<RID>::Element *E = exclude.front(); E; E = E->next()) { + for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) { ret.write[idx++] = E->get(); } return ret; } -void PhysicsShapeQueryParameters3D::set_collide_with_bodies(bool p_enable) { - collide_with_bodies = p_enable; +void PhysicsPointQueryParameters3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_position", "position"), &PhysicsPointQueryParameters3D::set_position); + ClassDB::bind_method(D_METHOD("get_position"), &PhysicsPointQueryParameters3D::get_position); + + ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsPointQueryParameters3D::set_collision_mask); + ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsPointQueryParameters3D::get_collision_mask); + + ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsPointQueryParameters3D::set_exclude); + ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsPointQueryParameters3D::get_exclude); + + ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &PhysicsPointQueryParameters3D::set_collide_with_bodies); + ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &PhysicsPointQueryParameters3D::is_collide_with_bodies_enabled); + + ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsPointQueryParameters3D::set_collide_with_areas); + ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsPointQueryParameters3D::is_collide_with_areas_enabled); + + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position"), "set_position", "get_position"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled"); } -bool PhysicsShapeQueryParameters3D::is_collide_with_bodies_enabled() const { - return collide_with_bodies; +/////////////////////////////////////////////////////// + +void PhysicsShapeQueryParameters3D::set_shape(const RES &p_shape_ref) { + ERR_FAIL_COND(p_shape_ref.is_null()); + shape_ref = p_shape_ref; + parameters.shape_rid = p_shape_ref->get_rid(); } -void PhysicsShapeQueryParameters3D::set_collide_with_areas(bool p_enable) { - collide_with_areas = p_enable; +void PhysicsShapeQueryParameters3D::set_shape_rid(const RID &p_shape) { + if (parameters.shape_rid != p_shape) { + shape_ref = RES(); + parameters.shape_rid = p_shape; + } } -bool PhysicsShapeQueryParameters3D::is_collide_with_areas_enabled() const { - return collide_with_areas; +void PhysicsShapeQueryParameters3D::set_exclude(const Vector<RID> &p_exclude) { + parameters.exclude.clear(); + for (int i = 0; i < p_exclude.size(); i++) { + parameters.exclude.insert(p_exclude[i]); + } +} + +Vector<RID> PhysicsShapeQueryParameters3D::get_exclude() const { + Vector<RID> ret; + ret.resize(parameters.exclude.size()); + int idx = 0; + for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) { + ret.write[idx++] = E->get(); + } + return ret; } void PhysicsShapeQueryParameters3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_shape", "shape"), &PhysicsShapeQueryParameters3D::set_shape); ClassDB::bind_method(D_METHOD("get_shape"), &PhysicsShapeQueryParameters3D::get_shape); + ClassDB::bind_method(D_METHOD("set_shape_rid", "shape"), &PhysicsShapeQueryParameters3D::set_shape_rid); ClassDB::bind_method(D_METHOD("get_shape_rid"), &PhysicsShapeQueryParameters3D::get_shape_rid); ClassDB::bind_method(D_METHOD("set_transform", "transform"), &PhysicsShapeQueryParameters3D::set_transform); ClassDB::bind_method(D_METHOD("get_transform"), &PhysicsShapeQueryParameters3D::get_transform); + ClassDB::bind_method(D_METHOD("set_motion", "motion"), &PhysicsShapeQueryParameters3D::set_motion); + ClassDB::bind_method(D_METHOD("get_motion"), &PhysicsShapeQueryParameters3D::get_motion); + ClassDB::bind_method(D_METHOD("set_margin", "margin"), &PhysicsShapeQueryParameters3D::set_margin); ClassDB::bind_method(D_METHOD("get_margin"), &PhysicsShapeQueryParameters3D::get_margin); @@ -240,8 +284,9 @@ void PhysicsShapeQueryParameters3D::_bind_methods() { ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsShapeQueryParameters3D::is_collide_with_areas_enabled); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); - ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_NONE, itos(Variant::RID) + ":"), "set_exclude", "get_exclude"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "set_motion", "get_motion"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape"); ADD_PROPERTY(PropertyInfo(Variant::RID, "shape_rid"), "set_shape_rid", "get_shape_rid"); ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "transform"), "set_transform", "get_transform"); @@ -251,36 +296,56 @@ void PhysicsShapeQueryParameters3D::_bind_methods() { ///////////////////////////////////// -Dictionary PhysicsDirectSpaceState3D::_intersect_ray(const Vector3 &p_from, const Vector3 &p_to, const Vector<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { - RayResult inters; - Set<RID> exclude; - for (int i = 0; i < p_exclude.size(); i++) { - exclude.insert(p_exclude[i]); - } +Dictionary PhysicsDirectSpaceState3D::_intersect_ray(const Ref<PhysicsRayQueryParameters3D> &p_ray_query) { + ERR_FAIL_COND_V(!p_ray_query.is_valid(), Dictionary()); - bool res = intersect_ray(p_from, p_to, inters, exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas); + RayResult result; + bool res = intersect_ray(p_ray_query->get_parameters(), result); if (!res) { return Dictionary(); } Dictionary d; - d["position"] = inters.position; - d["normal"] = inters.normal; - d["collider_id"] = inters.collider_id; - d["collider"] = inters.collider; - d["shape"] = inters.shape; - d["rid"] = inters.rid; + d["position"] = result.position; + d["normal"] = result.normal; + d["collider_id"] = result.collider_id; + d["collider"] = result.collider; + d["shape"] = result.shape; + d["rid"] = result.rid; return d; } +Array PhysicsDirectSpaceState3D::_intersect_point(const Ref<PhysicsPointQueryParameters3D> &p_point_query, int p_max_results) { + Vector<ShapeResult> ret; + ret.resize(p_max_results); + + int rc = intersect_point(p_point_query->get_parameters(), ret.ptrw(), ret.size()); + + if (rc == 0) { + return Array(); + } + + Array r; + r.resize(rc); + for (int i = 0; i < rc; i++) { + Dictionary d; + d["rid"] = ret[i].rid; + d["collider_id"] = ret[i].collider_id; + d["collider"] = ret[i].collider; + d["shape"] = ret[i].shape; + r[i] = d; + } + return r; +} + Array PhysicsDirectSpaceState3D::_intersect_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results) { ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array()); Vector<ShapeResult> sr; sr.resize(p_max_results); - int rc = intersect_shape(p_shape_query->shape, p_shape_query->transform, p_shape_query->margin, sr.ptrw(), sr.size(), p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas); + int rc = intersect_shape(p_shape_query->get_parameters(), sr.ptrw(), sr.size()); Array ret; ret.resize(rc); for (int i = 0; i < rc; i++) { @@ -295,11 +360,11 @@ Array PhysicsDirectSpaceState3D::_intersect_shape(const Ref<PhysicsShapeQueryPar return ret; } -Array PhysicsDirectSpaceState3D::_cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, const Vector3 &p_motion) { +Array PhysicsDirectSpaceState3D::_cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query) { ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array()); real_t closest_safe = 1.0f, closest_unsafe = 1.0f; - bool res = cast_motion(p_shape_query->shape, p_shape_query->transform, p_motion, p_shape_query->margin, closest_safe, closest_unsafe, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas); + bool res = cast_motion(p_shape_query->get_parameters(), closest_safe, closest_unsafe); if (!res) { return Array(); } @@ -316,7 +381,7 @@ Array PhysicsDirectSpaceState3D::_collide_shape(const Ref<PhysicsShapeQueryParam Vector<Vector3> ret; ret.resize(p_max_results * 2); int rc = 0; - bool res = collide_shape(p_shape_query->shape, p_shape_query->transform, p_shape_query->margin, ret.ptrw(), p_max_results, rc, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas); + bool res = collide_shape(p_shape_query->get_parameters(), ret.ptrw(), p_max_results, rc); if (!res) { return Array(); } @@ -333,7 +398,7 @@ Dictionary PhysicsDirectSpaceState3D::_get_rest_info(const Ref<PhysicsShapeQuery ShapeRestInfo sri; - bool res = rest_info(p_shape_query->shape, p_shape_query->transform, p_shape_query->margin, &sri, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas); + bool res = rest_info(p_shape_query->get_parameters(), &sri); Dictionary r; if (!res) { return r; @@ -353,11 +418,12 @@ PhysicsDirectSpaceState3D::PhysicsDirectSpaceState3D() { } void PhysicsDirectSpaceState3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("intersect_ray", "from", "to", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState3D::_intersect_ray, DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false)); - ClassDB::bind_method(D_METHOD("intersect_shape", "shape", "max_results"), &PhysicsDirectSpaceState3D::_intersect_shape, DEFVAL(32)); - ClassDB::bind_method(D_METHOD("cast_motion", "shape", "motion"), &PhysicsDirectSpaceState3D::_cast_motion); - ClassDB::bind_method(D_METHOD("collide_shape", "shape", "max_results"), &PhysicsDirectSpaceState3D::_collide_shape, DEFVAL(32)); - ClassDB::bind_method(D_METHOD("get_rest_info", "shape"), &PhysicsDirectSpaceState3D::_get_rest_info); + ClassDB::bind_method(D_METHOD("intersect_point", "parameters", "max_results"), &PhysicsDirectSpaceState3D::_intersect_point, DEFVAL(32)); + ClassDB::bind_method(D_METHOD("intersect_ray", "parameters"), &PhysicsDirectSpaceState3D::_intersect_ray); + ClassDB::bind_method(D_METHOD("intersect_shape", "parameters", "max_results"), &PhysicsDirectSpaceState3D::_intersect_shape, DEFVAL(32)); + ClassDB::bind_method(D_METHOD("cast_motion", "parameters"), &PhysicsDirectSpaceState3D::_cast_motion); + ClassDB::bind_method(D_METHOD("collide_shape", "parameters", "max_results"), &PhysicsDirectSpaceState3D::_collide_shape, DEFVAL(32)); + ClassDB::bind_method(D_METHOD("get_rest_info", "parameters"), &PhysicsDirectSpaceState3D::_get_rest_info); } /////////////////////////////// @@ -427,7 +493,7 @@ void PhysicsTestMotionParameters3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin"), "set_margin", "get_margin"); ADD_PROPERTY(PropertyInfo(Variant::INT, "max_collisions"), "set_max_collisions", "get_max_collisions"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_separation_ray"), "set_collide_separation_ray_enabled", "is_collide_separation_ray_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_bodies"), "set_exclude_bodies", "get_exclude_bodies"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_bodies", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude_bodies", "get_exclude_bodies"); ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_objects"), "set_exclude_objects", "get_exclude_objects"); } diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h index 6e9f8c7704..8883443e34 100644 --- a/servers/physics_server_3d.h +++ b/servers/physics_server_3d.h @@ -96,55 +96,18 @@ public: PhysicsDirectBodyState3D(); }; -class PhysicsShapeQueryParameters3D : public RefCounted { - GDCLASS(PhysicsShapeQueryParameters3D, RefCounted); - friend class PhysicsDirectSpaceState3D; - - RES shape_ref; - RID shape; - Transform3D transform; - real_t margin = 0.0; - Set<RID> exclude; - uint32_t collision_mask = UINT32_MAX; - - bool collide_with_bodies = true; - bool collide_with_areas = false; - -protected: - static void _bind_methods(); - -public: - void set_shape(const RES &p_shape_ref); - RES get_shape() const; - void set_shape_rid(const RID &p_shape); - RID get_shape_rid() const; - - void set_transform(const Transform3D &p_transform); - Transform3D get_transform() const; - - void set_margin(real_t p_margin); - real_t get_margin() const; - - void set_collision_mask(uint32_t p_collision_mask); - uint32_t get_collision_mask() const; - - void set_exclude(const Vector<RID> &p_exclude); - Vector<RID> get_exclude() const; - - void set_collide_with_bodies(bool p_enable); - bool is_collide_with_bodies_enabled() const; - - void set_collide_with_areas(bool p_enable); - bool is_collide_with_areas_enabled() const; -}; +class PhysicsRayQueryParameters3D; +class PhysicsPointQueryParameters3D; +class PhysicsShapeQueryParameters3D; class PhysicsDirectSpaceState3D : public Object { GDCLASS(PhysicsDirectSpaceState3D, Object); private: - Dictionary _intersect_ray(const Vector3 &p_from, const Vector3 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false); + Dictionary _intersect_ray(const Ref<PhysicsRayQueryParameters3D> &p_ray_query); + Array _intersect_point(const Ref<PhysicsPointQueryParameters3D> &p_point_query, int p_max_results = 32); Array _intersect_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results = 32); - Array _cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, const Vector3 &p_motion); + Array _cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query); Array _collide_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results = 32); Dictionary _get_rest_info(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query); @@ -152,27 +115,58 @@ protected: static void _bind_methods(); public: - struct ShapeResult { + struct RayParameters { + Vector3 from; + Vector3 to; + Set<RID> exclude; + uint32_t collision_mask = UINT32_MAX; + + bool collide_with_bodies = true; + bool collide_with_areas = false; + + bool pick_ray = false; + }; + + struct RayResult { + Vector3 position; + Vector3 normal; RID rid; ObjectID collider_id; Object *collider = nullptr; int shape = 0; }; - virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; + virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) = 0; - struct RayResult { - Vector3 position; - Vector3 normal; + struct ShapeResult { RID rid; ObjectID collider_id; Object *collider = nullptr; int shape = 0; }; - virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) = 0; + struct PointParameters { + Vector3 position; + Set<RID> exclude; + uint32_t collision_mask = UINT32_MAX; + + bool collide_with_bodies = true; + bool collide_with_areas = false; + }; - virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; + virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) = 0; + + struct ShapeParameters { + RID shape_rid; + Transform3D transform; + Vector3 motion; + real_t margin = 0.0; + Set<RID> exclude; + uint32_t collision_mask = UINT32_MAX; + + bool collide_with_bodies = true; + bool collide_with_areas = false; + }; struct ShapeRestInfo { Vector3 point; @@ -180,14 +174,13 @@ public: RID rid; ObjectID collider_id; int shape = 0; - Vector3 linear_velocity; //velocity at contact point + Vector3 linear_velocity; // Velocity at contact point. }; - virtual bool cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &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_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) = 0; - - virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; - - virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; + virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) = 0; + virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info = nullptr) = 0; + virtual bool collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) = 0; + virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) = 0; virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const = 0; @@ -785,6 +778,104 @@ public: ~PhysicsServer3D(); }; +class PhysicsRayQueryParameters3D : public RefCounted { + GDCLASS(PhysicsRayQueryParameters3D, RefCounted); + + PhysicsDirectSpaceState3D::RayParameters parameters; + +protected: + static void _bind_methods(); + +public: + const PhysicsDirectSpaceState3D::RayParameters &get_parameters() const { return parameters; } + + void set_from(const Vector3 &p_from) { parameters.from = p_from; } + const Vector3 &get_from() const { return parameters.from; } + + void set_to(const Vector3 &p_to) { parameters.to = p_to; } + const Vector3 &get_to() const { return parameters.to; } + + void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; } + uint32_t get_collision_mask() const { return parameters.collision_mask; } + + void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; } + bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; } + + void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; } + bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; } + + void set_exclude(const Vector<RID> &p_exclude); + Vector<RID> get_exclude() const; +}; + +class PhysicsPointQueryParameters3D : public RefCounted { + GDCLASS(PhysicsPointQueryParameters3D, RefCounted); + + PhysicsDirectSpaceState3D::PointParameters parameters; + +protected: + static void _bind_methods(); + +public: + const PhysicsDirectSpaceState3D::PointParameters &get_parameters() const { return parameters; } + + void set_position(const Vector3 &p_position) { parameters.position = p_position; } + const Vector3 &get_position() const { return parameters.position; } + + void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; } + uint32_t get_collision_mask() const { return parameters.collision_mask; } + + void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; } + bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; } + + void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; } + bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; } + + void set_exclude(const Vector<RID> &p_exclude); + Vector<RID> get_exclude() const; +}; + +class PhysicsShapeQueryParameters3D : public RefCounted { + GDCLASS(PhysicsShapeQueryParameters3D, RefCounted); + + PhysicsDirectSpaceState3D::ShapeParameters parameters; + + RES shape_ref; + +protected: + static void _bind_methods(); + +public: + const PhysicsDirectSpaceState3D::ShapeParameters &get_parameters() const { return parameters; } + + void set_shape(const RES &p_shape_ref); + RES get_shape() const { return shape_ref; } + + void set_shape_rid(const RID &p_shape); + RID get_shape_rid() const { return parameters.shape_rid; } + + void set_transform(const Transform3D &p_transform) { parameters.transform = p_transform; } + const Transform3D &get_transform() const { return parameters.transform; } + + void set_motion(const Vector3 &p_motion) { parameters.motion = p_motion; } + const Vector3 &get_motion() const { return parameters.motion; } + + void set_margin(real_t p_margin) { parameters.margin = p_margin; } + real_t get_margin() const { return parameters.margin; } + + void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; } + uint32_t get_collision_mask() const { return parameters.collision_mask; } + + void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; } + bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; } + + void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; } + bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; } + + void set_exclude(const Vector<RID> &p_exclude); + Vector<RID> get_exclude() const; +}; + class PhysicsTestMotionParameters3D : public RefCounted { GDCLASS(PhysicsTestMotionParameters3D, RefCounted); diff --git a/servers/register_server_types.cpp b/servers/register_server_types.cpp index 8be9c2114f..7004b2317c 100644 --- a/servers/register_server_types.cpp +++ b/servers/register_server_types.cpp @@ -209,13 +209,17 @@ void register_server_types() { GDREGISTER_VIRTUAL_CLASS(PhysicsDirectBodyState2D); GDREGISTER_VIRTUAL_CLASS(PhysicsDirectSpaceState2D); + GDREGISTER_CLASS(PhysicsRayQueryParameters2D); + GDREGISTER_CLASS(PhysicsPointQueryParameters2D); + GDREGISTER_CLASS(PhysicsShapeQueryParameters2D); GDREGISTER_CLASS(PhysicsTestMotionParameters2D); GDREGISTER_CLASS(PhysicsTestMotionResult2D); - GDREGISTER_CLASS(PhysicsShapeQueryParameters2D); - GDREGISTER_CLASS(PhysicsShapeQueryParameters3D); GDREGISTER_VIRTUAL_CLASS(PhysicsDirectBodyState3D); GDREGISTER_VIRTUAL_CLASS(PhysicsDirectSpaceState3D); + GDREGISTER_CLASS(PhysicsRayQueryParameters3D); + GDREGISTER_CLASS(PhysicsPointQueryParameters3D); + GDREGISTER_CLASS(PhysicsShapeQueryParameters3D); GDREGISTER_CLASS(PhysicsTestMotionParameters3D); GDREGISTER_CLASS(PhysicsTestMotionResult3D); |