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-rw-r--r--servers/physics_2d/body_2d_sw.cpp86
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);
+}