diff options
Diffstat (limited to 'servers/physics_2d/body_2d_sw.cpp')
-rw-r--r-- | servers/physics_2d/body_2d_sw.cpp | 86 |
1 files changed, 64 insertions, 22 deletions
diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp index 38835c9a82..f1f94f3485 100644 --- a/servers/physics_2d/body_2d_sw.cpp +++ b/servers/physics_2d/body_2d_sw.cpp @@ -5,7 +5,7 @@ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -29,6 +29,7 @@ #include "body_2d_sw.h" #include "space_2d_sw.h" #include "area_2d_sw.h" +#include "physics_2d_server_sw.h" void Body2DSW::_update_inertia() { @@ -378,9 +379,10 @@ void Body2DSW::set_space(Space2DSW *p_space){ } + first_integration=false; } -void Body2DSW::_compute_area_gravity(const Area2DSW *p_area) { +void Body2DSW::_compute_area_gravity_and_dampenings(const Area2DSW *p_area) { if (p_area->is_gravity_point()) { if(p_area->get_gravity_distance_scale() > 0) { @@ -393,6 +395,8 @@ void Body2DSW::_compute_area_gravity(const Area2DSW *p_area) { gravity += p_area->get_gravity_vector() * p_area->get_gravity(); } + area_linear_damp += p_area->get_linear_damp(); + area_angular_damp += p_area->get_angular_damp(); } void Body2DSW::integrate_forces(real_t p_step) { @@ -401,38 +405,53 @@ void Body2DSW::integrate_forces(real_t p_step) { return; Area2DSW *def_area = get_space()->get_default_area(); - Area2DSW *damp_area = def_area; + // Area2DSW *damp_area = def_area; ERR_FAIL_COND(!def_area); int ac = areas.size(); - bool replace = false; - gravity=Vector2(0,0); + bool stopped = false; + gravity = Vector2(0,0); + area_angular_damp = 0; + area_linear_damp = 0; if (ac) { areas.sort(); const AreaCMP *aa = &areas[0]; - damp_area = aa[ac-1].area; - for(int i=ac-1;i>=0;i--) { - _compute_area_gravity(aa[i].area); - if (aa[i].area->get_space_override_mode() == Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE) { - replace = true; - break; + // damp_area = aa[ac-1].area; + for(int i=ac-1;i>=0 && !stopped;i--) { + Physics2DServer::AreaSpaceOverrideMode mode=aa[i].area->get_space_override_mode(); + switch (mode) { + case Physics2DServer::AREA_SPACE_OVERRIDE_COMBINE: + case Physics2DServer::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: { + _compute_area_gravity_and_dampenings(aa[i].area); + stopped = mode==Physics2DServer::AREA_SPACE_OVERRIDE_COMBINE_REPLACE; + } break; + case Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE: + case Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: { + gravity = Vector2(0,0); + area_angular_damp = 0; + area_linear_damp = 0; + _compute_area_gravity_and_dampenings(aa[i].area); + stopped = mode==Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE; + } break; + default: {} } } } - if( !replace ) { - _compute_area_gravity(def_area); + if( !stopped ) { + _compute_area_gravity_and_dampenings(def_area); } gravity*=gravity_scale; + // If less than 0, override dampenings with that of the Body2D if (angular_damp>=0) - area_angular_damp=angular_damp; - else - area_angular_damp=damp_area->get_angular_damp(); + area_angular_damp = angular_damp; + //else + // area_angular_damp=damp_area->get_angular_damp(); if (linear_damp>=0) - area_linear_damp=linear_damp; - else - area_linear_damp=damp_area->get_linear_damp(); + area_linear_damp = linear_damp; + //else + // area_linear_damp=damp_area->get_linear_damp(); Vector2 motion; bool do_motion=false; @@ -442,7 +461,7 @@ void Body2DSW::integrate_forces(real_t p_step) { //compute motion, angular and etc. velocities from prev transform linear_velocity = (new_transform.elements[2] - get_transform().elements[2])/p_step; - real_t rot = new_transform.affine_inverse().basis_xform(get_transform().elements[1]).atan2(); + real_t rot = new_transform.affine_inverse().basis_xform(get_transform().elements[1]).angle(); angular_velocity = rot / p_step; motion = new_transform.elements[2] - get_transform().elements[2]; @@ -454,7 +473,7 @@ void Body2DSW::integrate_forces(real_t p_step) { //} } else { - if (!omit_force_integration) { + if (!omit_force_integration && !first_integration) { //overriden by direct state query Vector2 force=gravity*mass; @@ -489,6 +508,7 @@ void Body2DSW::integrate_forces(real_t p_step) { //motion=linear_velocity*p_step; + first_integration=false; biased_angular_velocity=0; biased_linear_velocity=Vector2(); @@ -496,7 +516,7 @@ void Body2DSW::integrate_forces(real_t p_step) { _update_shapes_with_motion(motion); } - damp_area=NULL; // clear the area, so it is set in the next frame + // damp_area=NULL; // clear the area, so it is set in the next frame def_area=NULL; // clear the area, so it is set in the next frame contact_count=0; @@ -664,6 +684,7 @@ Body2DSW::Body2DSW() : CollisionObject2DSW(TYPE_BODY), active_list(this), inerti gravity_scale=1.0; using_one_way_cache=false; one_way_collision_max_depth=0.1; + first_integration=false; still_time=0; continuous_cd_mode=Physics2DServer::CCD_MODE_DISABLED; @@ -684,3 +705,24 @@ Physics2DDirectSpaceState* Physics2DDirectBodyStateSW::get_space_state() { return body->get_space()->get_direct_state(); } + + +Variant Physics2DDirectBodyStateSW::get_contact_collider_shape_metadata(int p_contact_idx) const { + + ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Variant()); + + if (!Physics2DServerSW::singletonsw->body_owner.owns(body->contacts[p_contact_idx].collider)) { + + return Variant(); + } + Body2DSW *other = Physics2DServerSW::singletonsw->body_owner.get(body->contacts[p_contact_idx].collider); + + int sidx = body->contacts[p_contact_idx].collider_shape; + if (sidx<0 || sidx>=other->get_shape_count()) { + + return Variant(); + } + + + return other->get_shape_metadata(sidx); +} |