diff options
author | Juan Linietsky <reduzio@gmail.com> | 2015-01-13 21:19:11 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2015-01-13 21:19:11 -0300 |
commit | 9012cd408e240d6039120e56fdd47a0983890993 (patch) | |
tree | 328f98f53fe1f56861dba304ec5e7456fb31c6ae /servers | |
parent | a327eee762e7f67b924b481a05268cacfbbed4ec (diff) |
-Add support for one-way collision in 2D (only works for kinematic body so far)
-Solve drawing order bug introduced in previous commit: solves #1214
Diffstat (limited to 'servers')
-rw-r--r-- | servers/physics_2d/body_2d_sw.cpp | 1 | ||||
-rw-r--r-- | servers/physics_2d/body_2d_sw.h | 4 | ||||
-rw-r--r-- | servers/physics_2d/physics_2d_server_sw.cpp | 30 | ||||
-rw-r--r-- | servers/physics_2d/physics_2d_server_sw.h | 6 | ||||
-rw-r--r-- | servers/physics_2d/space_2d_sw.cpp | 81 | ||||
-rw-r--r-- | servers/physics_2d_server.cpp | 3 | ||||
-rw-r--r-- | servers/physics_2d_server.h | 3 | ||||
-rw-r--r-- | servers/visual/visual_server_raster.h | 2 |
8 files changed, 126 insertions, 4 deletions
diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp index d93d4d5c35..1cfe9a6ab9 100644 --- a/servers/physics_2d/body_2d_sw.cpp +++ b/servers/physics_2d/body_2d_sw.cpp @@ -647,6 +647,7 @@ Body2DSW::Body2DSW() : CollisionObject2DSW(TYPE_BODY), active_list(this), inerti area_linear_damp=0; contact_count=0; gravity_scale=1.0; + one_way_collision_max_depth=0.1; still_time=0; continuous_cd_mode=Physics2DServer::CCD_MODE_DISABLED; diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/body_2d_sw.h index 8a1415da62..3b87be2737 100644 --- a/servers/physics_2d/body_2d_sw.h +++ b/servers/physics_2d/body_2d_sw.h @@ -68,6 +68,7 @@ class Body2DSW : public CollisionObject2DSW { real_t applied_torque; Vector2 one_way_collision_direction; + float one_way_collision_max_depth; SelfList<Body2DSW> active_list; @@ -221,6 +222,9 @@ public: void set_one_way_collision_direction(const Vector2& p_dir) { one_way_collision_direction=p_dir; } Vector2 get_one_way_collision_direction() const { return one_way_collision_direction; } + void set_one_way_collision_max_depth(float p_depth) { one_way_collision_max_depth=p_depth; } + float get_one_way_collision_max_depth() const { return one_way_collision_max_depth; } + void set_space(Space2DSW *p_space); void update_inertias(); diff --git a/servers/physics_2d/physics_2d_server_sw.cpp b/servers/physics_2d/physics_2d_server_sw.cpp index f310ee0d9f..be49955055 100644 --- a/servers/physics_2d/physics_2d_server_sw.cpp +++ b/servers/physics_2d/physics_2d_server_sw.cpp @@ -138,6 +138,21 @@ void Physics2DServerSW::_shape_col_cbk(const Vector2& p_point_A,const Vector2& p if (cbk->max==0) return; + if (cbk->valid_dir!=Vector2()) { + if (p_point_A.distance_squared_to(p_point_B)>cbk->valid_depth*cbk->valid_depth) { + return; + } + if (cbk->valid_dir.dot((p_point_A-p_point_B).normalized())<0.7071) { +/* print_line("A: "+p_point_A); + print_line("B: "+p_point_B); + print_line("discard too angled "+rtos(cbk->valid_dir.dot((p_point_A-p_point_B)))); + print_line("resnorm: "+(p_point_A-p_point_B).normalized()); + print_line("distance: "+rtos(p_point_A.distance_to(p_point_B))); +*/ + return; + } + } + if (cbk->amount == cbk->max) { //find least deep float min_depth=1e20; @@ -875,6 +890,21 @@ Vector2 Physics2DServerSW::body_get_one_way_collision_direction(RID p_body) cons } +void Physics2DServerSW::body_set_one_way_collision_max_depth(RID p_body,float p_max_depth) { + + Body2DSW *body = body_owner.get(p_body); + ERR_FAIL_COND(!body); + body->set_one_way_collision_max_depth(p_max_depth); + +} + +float Physics2DServerSW::body_get_one_way_collision_max_depth(RID p_body) const { + + Body2DSW *body = body_owner.get(p_body); + ERR_FAIL_COND_V(!body,0); + return body->get_one_way_collision_max_depth(); + +} void Physics2DServerSW::body_set_force_integration_callback(RID p_body,Object *p_receiver,const StringName& p_method,const Variant& p_udata) { diff --git a/servers/physics_2d/physics_2d_server_sw.h b/servers/physics_2d/physics_2d_server_sw.h index b56c6da19a..e9c499aaff 100644 --- a/servers/physics_2d/physics_2d_server_sw.h +++ b/servers/physics_2d/physics_2d_server_sw.h @@ -71,6 +71,8 @@ public: struct CollCbkData { + Vector2 valid_dir; + float valid_depth; int max; int amount; Vector2 *ptr; @@ -208,6 +210,10 @@ public: virtual void body_set_one_way_collision_direction(RID p_body,const Vector2& p_direction); virtual Vector2 body_get_one_way_collision_direction(RID p_body) const; + virtual void body_set_one_way_collision_max_depth(RID p_body,float p_max_depth); + virtual float body_get_one_way_collision_max_depth(RID p_body) const; + + virtual void body_set_force_integration_callback(RID p_body,Object *p_receiver,const StringName& p_method,const Variant& p_udata=Variant()); virtual bool body_collide_shape(RID p_body, int p_body_shape,RID p_shape, const Matrix32& p_shape_xform,const Vector2& p_motion,Vector2 *r_results,int p_result_max,int &r_result_count); diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp index 76069de9a0..f2ed74ffbf 100644 --- a/servers/physics_2d/space_2d_sw.cpp +++ b/servers/physics_2d/space_2d_sw.cpp @@ -98,7 +98,7 @@ bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2& p_from, const Vec if (shape->intersect_segment(local_from,local_to,shape_point,shape_normal)) { - //print_line("inters sgment!"); + Matrix32 xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); shape_point=xform.xform(shape_point); @@ -217,6 +217,16 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32 int shape_idx=space->intersection_query_subindex_results[i]; + /*if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { + + const Body2DSW *body=static_cast<const Body2DSW*>(col_obj); + if (body->get_one_way_collision_direction()!=Vector2() && p_motion.dot(body->get_one_way_collision_direction())<=CMP_EPSILON) { + print_line("failed in motion dir"); + continue; + } + }*/ + + Matrix32 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 (!CollisionSolver2DSW::solve(shape,p_xform,p_motion,col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL,p_margin)) { @@ -227,6 +237,14 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32 //test initial overlap if (CollisionSolver2DSW::solve(shape,p_xform,Vector2(),col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL,p_margin)) { + if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { + //if one way collision direction ignore initial overlap + const Body2DSW *body=static_cast<const Body2DSW*>(col_obj); + if (body->get_one_way_collision_direction()!=Vector2()) { + continue; + } + } + return false; } @@ -253,6 +271,29 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32 } } + if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { + + const Body2DSW *body=static_cast<const Body2DSW*>(col_obj); + if (body->get_one_way_collision_direction()!=Vector2()) { + + Vector2 cd[2]; + Physics2DServerSW::CollCbkData cbk; + cbk.max=1; + cbk.amount=0; + cbk.ptr=cd; + cbk.valid_dir=body->get_one_way_collision_direction(); + cbk.valid_depth=body->get_one_way_collision_max_depth(); + + Vector2 sep=mnormal; //important optimization for this to work fast enough + bool collided = CollisionSolver2DSW::solve(shape,p_xform,p_motion*(hi+space->contact_max_allowed_penetration),col_obj->get_shape(shape_idx),col_obj_xform,Vector2(),Physics2DServerSW::_shape_col_cbk,&cbk,&sep,p_margin); + if (!collided || cbk.amount==0) { + continue; + } + + } + } + + if (low<best_safe) { best_safe=low; best_unsafe=hi; @@ -311,14 +352,23 @@ bool Physics2DDirectSpaceStateSW::collide_shape(RID p_shape, const Matrix32& p_s if (p_exclude.has( col_obj->get_self() )) continue; - + if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { + + const Body2DSW *body=static_cast<const Body2DSW*>(col_obj); + cbk.valid_dir=body->get_one_way_collision_direction(); + cbk.valid_depth=body->get_one_way_collision_max_depth(); + } else { + cbk.valid_dir=Vector2(); + cbk.valid_depth=0; + } if (CollisionSolver2DSW::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,NULL,p_margin)) { - collided=true; + collided=p_result_max==0 || cbk.amount>0; } } + r_result_count=cbk.amount; return collided; @@ -334,6 +384,8 @@ struct _RestCallbackData2D { Vector2 best_contact; Vector2 best_normal; float best_len; + Vector2 valid_dir; + float valid_depth; }; static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,void *p_userdata) { @@ -341,11 +393,23 @@ static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,v _RestCallbackData2D *rd=(_RestCallbackData2D*)p_userdata; + if (rd->valid_dir!=Vector2()) { + + if (rd->valid_dir!=Vector2()) { + if (p_point_A.distance_squared_to(p_point_B)>rd->valid_depth*rd->valid_depth) + return; + if (rd->valid_dir.dot((p_point_A-p_point_B).normalized())<Math_PI*0.25) + return; + } + + } + Vector2 contact_rel = p_point_B - p_point_A; float len = contact_rel.length(); if (len <= rd->best_len) return; + rd->best_len=len; rd->best_contact=p_point_B; rd->best_normal=contact_rel/len; @@ -385,6 +449,17 @@ bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Matrix32& p_shape if (p_exclude.has( col_obj->get_self() )) continue; + if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { + + const Body2DSW *body=static_cast<const Body2DSW*>(col_obj); + rcd.valid_dir=body->get_one_way_collision_direction(); + rcd.valid_depth=body->get_one_way_collision_max_depth(); + } else { + rcd.valid_dir=Vector2(); + rcd.valid_depth=0; + } + + rcd.object=col_obj; rcd.shape=shape_idx; bool sc = CollisionSolver2DSW::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,NULL,p_margin); diff --git a/servers/physics_2d_server.cpp b/servers/physics_2d_server.cpp index 6e6fae56b1..07389bc912 100644 --- a/servers/physics_2d_server.cpp +++ b/servers/physics_2d_server.cpp @@ -503,6 +503,9 @@ void Physics2DServer::_bind_methods() { ObjectTypeDB::bind_method(_MD("body_set_one_way_collision_direction","normal"),&Physics2DServer::body_set_one_way_collision_direction); ObjectTypeDB::bind_method(_MD("body_get_one_way_collision_direction"),&Physics2DServer::body_get_one_way_collision_direction); + ObjectTypeDB::bind_method(_MD("body_set_one_way_collision_max_depth","normal"),&Physics2DServer::body_set_one_way_collision_max_depth); + ObjectTypeDB::bind_method(_MD("body_get_one_way_collision_max_depth"),&Physics2DServer::body_get_one_way_collision_max_depth); + ObjectTypeDB::bind_method(_MD("body_set_omit_force_integration","body","enable"),&Physics2DServer::body_set_omit_force_integration); ObjectTypeDB::bind_method(_MD("body_is_omitting_force_integration","body"),&Physics2DServer::body_is_omitting_force_integration); diff --git a/servers/physics_2d_server.h b/servers/physics_2d_server.h index 008b25e7d7..765cebf45f 100644 --- a/servers/physics_2d_server.h +++ b/servers/physics_2d_server.h @@ -445,6 +445,9 @@ public: virtual void body_set_one_way_collision_direction(RID p_body,const Vector2& p_direction)=0; virtual Vector2 body_get_one_way_collision_direction(RID p_body) const=0; + virtual void body_set_one_way_collision_max_depth(RID p_body,float p_max_depth)=0; + virtual float body_get_one_way_collision_max_depth(RID p_body) const=0; + //missing remove virtual void body_set_contacts_reported_depth_treshold(RID p_body, float p_treshold)=0; virtual float body_get_contacts_reported_depth_treshold(RID p_body) const=0; diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h index 3fd8d7355b..6c4e15827a 100644 --- a/servers/visual/visual_server_raster.h +++ b/servers/visual/visual_server_raster.h @@ -392,7 +392,7 @@ class VisualServerRaster : public VisualServer { CanvasItem() { E=NULL; - z=CANVAS_ITEM_Z_MAX/2; + z=0; opacity=1; self_opacity=1; sort_y=false; |