summaryrefslogtreecommitdiff
path: root/servers/physics_2d/body_2d_sw.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'servers/physics_2d/body_2d_sw.cpp')
-rw-r--r--servers/physics_2d/body_2d_sw.cpp1167
1 files changed, 586 insertions, 581 deletions
diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp
index f0e96ae5a6..f10cdadf4e 100644
--- a/servers/physics_2d/body_2d_sw.cpp
+++ b/servers/physics_2d/body_2d_sw.cpp
@@ -26,584 +26,589 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "body_2d_sw.h"
-#include "space_2d_sw.h"
-#include "area_2d_sw.h"
-
-void Body2DSW::_update_inertia() {
-
- if (get_space() && !inertia_update_list.in_list())
- get_space()->body_add_to_inertia_update_list(&inertia_update_list);
-
-}
-
-
-
-void Body2DSW::update_inertias() {
-
- //update shapes and motions
-
- switch(mode) {
-
- case Physics2DServer::BODY_MODE_RIGID: {
-
- //update tensor for allshapes, not the best way but should be somehow OK. (inspired from bullet)
- float total_area=0;
-
- for (int i=0;i<get_shape_count();i++) {
-
- total_area+=get_shape_aabb(i).get_area();
- }
-
- real_t _inertia=0;
-
- for (int i=0;i<get_shape_count();i++) {
-
- const Shape2DSW* shape=get_shape(i);
-
- float area=get_shape_aabb(i).get_area();
-
- float mass = area * this->mass / total_area;
-
- _inertia += shape->get_moment_of_inertia(mass) + mass * get_shape_transform(i).get_origin().length_squared();
-
- }
-
- if (_inertia!=0)
- _inv_inertia=1.0/_inertia;
- else
- _inv_inertia=0.0; //wathever
-
- if (mass)
- _inv_mass=1.0/mass;
- else
- _inv_mass=0;
-
- } break;
- case Physics2DServer::BODY_MODE_STATIC_ACTIVE:
- case Physics2DServer::BODY_MODE_STATIC: {
-
- _inv_inertia=0;
- _inv_mass=0;
- } break;
- case Physics2DServer::BODY_MODE_CHARACTER: {
-
- _inv_inertia=0;
- _inv_mass=1.0/mass;
-
- } break;
- }
- //_update_inertia_tensor();
-
- //_update_shapes();
-
-}
-
-
-
-void Body2DSW::set_active(bool p_active) {
-
- if (active==p_active)
- return;
-
- active=p_active;
- if (!p_active) {
- if (get_space())
- get_space()->body_remove_from_active_list(&active_list);
- } else {
- if (mode==Physics2DServer::BODY_MODE_STATIC)
- return; //static bodies can't become active
- if (get_space())
- get_space()->body_add_to_active_list(&active_list);
-
- //still_time=0;
- }
-/*
- if (!space)
- return;
-
- for(int i=0;i<get_shape_count();i++) {
- Shape &s=shapes[i];
- if (s.bpid>0) {
- get_space()->get_broadphase()->set_active(s.bpid,active);
- }
- }
-*/
-}
-
-
-
-void Body2DSW::set_param(Physics2DServer::BodyParameter p_param, float p_value) {
-
- switch(p_param) {
- case Physics2DServer::BODY_PARAM_BOUNCE: {
-
- bounce=p_value;
- } break;
- case Physics2DServer::BODY_PARAM_FRICTION: {
-
- friction=p_value;
- } break;
- case Physics2DServer::BODY_PARAM_MASS: {
- ERR_FAIL_COND(p_value<=0);
- mass=p_value;
- _update_inertia();
-
- } break;
- default:{}
- }
-}
-
-float Body2DSW::get_param(Physics2DServer::BodyParameter p_param) const {
-
- switch(p_param) {
- case Physics2DServer::BODY_PARAM_BOUNCE: {
-
- return bounce;
- } break;
- case Physics2DServer::BODY_PARAM_FRICTION: {
-
- return friction;
- } break;
- case Physics2DServer::BODY_PARAM_MASS: {
- return mass;
- } break;
- default:{}
- }
-
- return 0;
-}
-
-void Body2DSW::set_mode(Physics2DServer::BodyMode p_mode) {
-
- mode=p_mode;
-
- switch(p_mode) {
- //CLEAR UP EVERYTHING IN CASE IT NOT WORKS!
- case Physics2DServer::BODY_MODE_STATIC:
- case Physics2DServer::BODY_MODE_STATIC_ACTIVE: {
-
- _set_inv_transform(get_transform().affine_inverse());
- _inv_mass=0;
- _set_static(p_mode==Physics2DServer::BODY_MODE_STATIC);
- set_active(p_mode==Physics2DServer::BODY_MODE_STATIC_ACTIVE);
- linear_velocity=Vector2();
- angular_velocity=0;
- } break;
- case Physics2DServer::BODY_MODE_RIGID: {
-
- _inv_mass=mass>0?(1.0/mass):0;
- _set_static(false);
- simulated_motion=false; //jic
-
- } break;
- case Physics2DServer::BODY_MODE_CHARACTER: {
-
- _inv_mass=mass>0?(1.0/mass):0;
- _set_static(false);
- simulated_motion=false; //jic
- } break;
- }
-
- _update_inertia();
- //if (get_space())
-// _update_queries();
-
-}
-Physics2DServer::BodyMode Body2DSW::get_mode() const {
-
- return mode;
-}
-
-void Body2DSW::_shapes_changed() {
-
- _update_inertia();
- wakeup_neighbours();
-}
-
-void Body2DSW::set_state(Physics2DServer::BodyState p_state, const Variant& p_variant) {
-
- switch(p_state) {
- case Physics2DServer::BODY_STATE_TRANSFORM: {
-
-
- if (mode==Physics2DServer::BODY_MODE_STATIC || mode==Physics2DServer::BODY_MODE_STATIC_ACTIVE) {
- _set_transform(p_variant);
- _set_inv_transform(get_transform().affine_inverse());
- wakeup_neighbours();
- } else {
- Matrix32 t = p_variant;
- t.orthonormalize();
- _set_transform(t);
- _set_inv_transform(get_transform().inverse());
-
- }
-
- } break;
- case Physics2DServer::BODY_STATE_LINEAR_VELOCITY: {
-
- //if (mode==Physics2DServer::BODY_MODE_STATIC)
- // break;
- linear_velocity=p_variant;
-
- } break;
- case Physics2DServer::BODY_STATE_ANGULAR_VELOCITY: {
- //if (mode!=Physics2DServer::BODY_MODE_RIGID)
- // break;
- angular_velocity=p_variant;
-
- } break;
- case Physics2DServer::BODY_STATE_SLEEPING: {
- //?
- if (mode==Physics2DServer::BODY_MODE_STATIC || mode==Physics2DServer::BODY_MODE_STATIC_ACTIVE)
- break;
- bool do_sleep=p_variant;
- if (do_sleep) {
- linear_velocity=Vector2();
- //biased_linear_velocity=Vector3();
- angular_velocity=0;
- //biased_angular_velocity=Vector3();
- set_active(false);
- } else {
- if (mode!=Physics2DServer::BODY_MODE_STATIC)
- set_active(true);
- }
- } break;
- case Physics2DServer::BODY_STATE_CAN_SLEEP: {
- can_sleep=p_variant;
- if (mode==Physics2DServer::BODY_MODE_RIGID && !active && !can_sleep)
- set_active(true);
-
- } break;
- }
-
-}
-Variant Body2DSW::get_state(Physics2DServer::BodyState p_state) const {
-
- switch(p_state) {
- case Physics2DServer::BODY_STATE_TRANSFORM: {
- return get_transform();
- } break;
- case Physics2DServer::BODY_STATE_LINEAR_VELOCITY: {
- return linear_velocity;
- } break;
- case Physics2DServer::BODY_STATE_ANGULAR_VELOCITY: {
- return angular_velocity;
- } break;
- case Physics2DServer::BODY_STATE_SLEEPING: {
- return !is_active();
- } break;
- case Physics2DServer::BODY_STATE_CAN_SLEEP: {
- return can_sleep;
- } break;
- }
-
- return Variant();
-}
-
-
-void Body2DSW::set_space(Space2DSW *p_space){
-
- if (get_space()) {
-
- wakeup_neighbours();
-
- if (inertia_update_list.in_list())
- get_space()->body_remove_from_inertia_update_list(&inertia_update_list);
- if (active_list.in_list())
- get_space()->body_remove_from_active_list(&active_list);
- if (direct_state_query_list.in_list())
- get_space()->body_remove_from_state_query_list(&direct_state_query_list);
-
- }
-
- _set_space(p_space);
-
- if (get_space()) {
-
- _update_inertia();
- if (active)
- get_space()->body_add_to_active_list(&active_list);
-// _update_queries();
- //if (is_active()) {
- // active=false;
- // set_active(true);
- //}
-
- }
-
-}
-
-void Body2DSW::_compute_area_gravity(const Area2DSW *p_area) {
-
- if (p_area->is_gravity_point()) {
-
- gravity = (p_area->get_transform().get_origin()+p_area->get_gravity_vector() - get_transform().get_origin()).normalized() * p_area->get_gravity();
-
- } else {
- gravity = p_area->get_gravity_vector() * p_area->get_gravity();
- }
-}
-
-void Body2DSW::integrate_forces(real_t p_step) {
-
- if (mode==Physics2DServer::BODY_MODE_STATIC || mode==Physics2DServer::BODY_MODE_STATIC_ACTIVE)
- return;
-
- Area2DSW *current_area = get_space()->get_default_area();
- ERR_FAIL_COND(!current_area);
-
- int prio = current_area->get_priority();
- int ac = areas.size();
- if (ac) {
- const AreaCMP *aa = &areas[0];
- for(int i=0;i<ac;i++) {
- if (aa[i].area->get_priority() > prio) {
- current_area=aa[i].area;
- prio=current_area->get_priority();
- }
- }
- }
-
- _compute_area_gravity(current_area);
- density=current_area->get_density();
-
- if (!omit_force_integration) {
- //overriden by direct state query
-
- Vector2 force=gravity*mass;
- force+=applied_force;
- real_t torque=applied_torque;
-
- real_t damp = 1.0 - p_step * density;
-
- if (damp<0) // reached zero in the given time
- damp=0;
-
- real_t angular_damp = 1.0 - p_step * density * get_space()->get_body_angular_velocity_damp_ratio();
-
- if (angular_damp<0) // reached zero in the given time
- angular_damp=0;
-
- linear_velocity*=damp;
- angular_velocity*=angular_damp;
-
- linear_velocity+=_inv_mass * force * p_step;
- angular_velocity+=_inv_inertia * torque * p_step;
- }
-
-
- //motion=linear_velocity*p_step;
-
- biased_angular_velocity=0;
- biased_linear_velocity=Vector2();
-
- if (continuous_cd) //shapes temporarily extend for raycast
- _update_shapes_with_motion(linear_velocity*p_step);
-
- current_area=NULL; // clear the area, so it is set in the next frame
- contact_count=0;
-
-}
-
-void Body2DSW::integrate_velocities(real_t p_step) {
-
- if (mode==Physics2DServer::BODY_MODE_STATIC)
- return;
- if (mode==Physics2DServer::BODY_MODE_STATIC_ACTIVE) {
- if (fi_callback)
- get_space()->body_add_to_state_query_list(&direct_state_query_list);
- return;
- }
-
- real_t total_angular_velocity = angular_velocity+biased_angular_velocity;
- Vector2 total_linear_velocity=linear_velocity+biased_linear_velocity;
-
- real_t angle = get_transform().get_rotation() - total_angular_velocity * p_step;
- Vector2 pos = get_transform().get_origin() + total_linear_velocity * p_step;
-
-
- _set_transform(Matrix32(angle,pos));
- _set_inv_transform(get_transform().inverse());
-
-
- if (fi_callback) {
-
- get_space()->body_add_to_state_query_list(&direct_state_query_list);
- }
-
- //_update_inertia_tensor();
-}
-
-
-void Body2DSW::simulate_motion(const Matrix32& p_xform,real_t p_step) {
-
- Matrix32 inv_xform = p_xform.affine_inverse();
- if (!get_space()) {
- _set_transform(p_xform);
- _set_inv_transform(inv_xform);
-
- return;
- }
-
-
-
- linear_velocity = (p_xform.elements[2] - get_transform().elements[2])/p_step;
-
- real_t rot = inv_xform.basis_xform(get_transform().elements[1]).atan2();
- angular_velocity = rot / p_step;
-
- if (!direct_state_query_list.in_list())// - callalways, so lv and av are cleared && (state_query || direct_state_query))
- get_space()->body_add_to_state_query_list(&direct_state_query_list);
- simulated_motion=true;
- _set_transform(p_xform);
-
-
-}
-
-void Body2DSW::wakeup_neighbours() {
-
-
-
- for(Map<Constraint2DSW*,int>::Element *E=constraint_map.front();E;E=E->next()) {
-
- const Constraint2DSW *c=E->key();
- Body2DSW **n = c->get_body_ptr();
- int bc=c->get_body_count();
-
- for(int i=0;i<bc;i++) {
-
- if (i==E->get())
- continue;
- Body2DSW *b = n[i];
- if (b->mode!=Physics2DServer::BODY_MODE_RIGID)
- continue;
-
- if (!b->is_active())
- b->set_active(true);
- }
- }
-}
-
-void Body2DSW::call_queries() {
-
-
- if (fi_callback) {
-
- Physics2DDirectBodyStateSW *dbs = Physics2DDirectBodyStateSW::singleton;
- dbs->body=this;
-
- Variant v=dbs;
- const Variant *vp[2]={&v,&fi_callback->callback_udata};
-
- Object *obj = ObjectDB::get_instance(fi_callback->id);
- if (!obj) {
-
- set_force_integration_callback(NULL,StringName());
- } else {
- Variant::CallError ce;
- if (fi_callback->callback_udata.get_type()) {
-
- obj->call(fi_callback->method,vp,2,ce);
-
- } else {
- obj->call(fi_callback->method,vp,1,ce);
- }
- }
-
-
- }
-
- if (simulated_motion) {
-
- // linear_velocity=Vector2();
- // angular_velocity=0;
- simulated_motion=false;
- }
-}
-
-
-bool Body2DSW::sleep_test(real_t p_step) {
-
- if (mode==Physics2DServer::BODY_MODE_STATIC || mode==Physics2DServer::BODY_MODE_STATIC_ACTIVE)
- return true; //
- else if (mode==Physics2DServer::BODY_MODE_CHARACTER)
- return !active; // characters don't sleep unless asked to sleep
- else if (!can_sleep)
- return false;
-
-
-
-
- if (Math::abs(angular_velocity)<get_space()->get_body_angular_velocity_sleep_treshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_treshold()*get_space()->get_body_linear_velocity_sleep_treshold()) {
-
- still_time+=p_step;
-
- return still_time > get_space()->get_body_time_to_sleep();
- } else {
-
- still_time=0; //maybe this should be set to 0 on set_active?
- return false;
- }
-}
-
-
-void Body2DSW::set_force_integration_callback(ObjectID p_id,const StringName& p_method,const Variant& p_udata) {
-
- if (fi_callback) {
-
- memdelete(fi_callback);
- fi_callback=NULL;
- }
-
-
- if (p_id!=0) {
-
- fi_callback=memnew(ForceIntegrationCallback);
- fi_callback->id=p_id;
- fi_callback->method=p_method;
- fi_callback->callback_udata=p_udata;
- }
-
-}
-
-Body2DSW::Body2DSW() : CollisionObject2DSW(TYPE_BODY), active_list(this), inertia_update_list(this), direct_state_query_list(this) {
-
-
- mode=Physics2DServer::BODY_MODE_RIGID;
- active=true;
- angular_velocity=0;
- biased_angular_velocity=0;
- mass=1;
- _inv_inertia=0;
- _inv_mass=1;
- bounce=0;
- friction=1;
- omit_force_integration=false;
- applied_torque=0;
- island_step=0;
- island_next=NULL;
- island_list_next=NULL;
- _set_static(false);
- density=0;
- contact_count=0;
- simulated_motion=false;
- still_time=0;
- continuous_cd=false;
- can_sleep=false;
- fi_callback=NULL;
-
-}
-
-Body2DSW::~Body2DSW() {
-
- if (fi_callback)
- memdelete(fi_callback);
-}
-
-Physics2DDirectBodyStateSW *Physics2DDirectBodyStateSW::singleton=NULL;
-
-Physics2DDirectSpaceState* Physics2DDirectBodyStateSW::get_space_state() {
-
- return body->get_space()->get_direct_state();
-}
+#include "body_2d_sw.h"
+#include "space_2d_sw.h"
+#include "area_2d_sw.h"
+
+void Body2DSW::_update_inertia() {
+
+ if (get_space() && !inertia_update_list.in_list())
+ get_space()->body_add_to_inertia_update_list(&inertia_update_list);
+
+}
+
+
+
+void Body2DSW::update_inertias() {
+
+ //update shapes and motions
+
+ switch(mode) {
+
+ case Physics2DServer::BODY_MODE_RIGID: {
+
+ //update tensor for allshapes, not the best way but should be somehow OK. (inspired from bullet)
+ float total_area=0;
+
+ for (int i=0;i<get_shape_count();i++) {
+
+ total_area+=get_shape_aabb(i).get_area();
+ }
+
+ real_t _inertia=0;
+
+ for (int i=0;i<get_shape_count();i++) {
+
+ const Shape2DSW* shape=get_shape(i);
+
+ float area=get_shape_aabb(i).get_area();
+
+ float mass = area * this->mass / total_area;
+
+ _inertia += shape->get_moment_of_inertia(mass) + mass * get_shape_transform(i).get_origin().length_squared();
+
+ }
+
+ if (_inertia!=0)
+ _inv_inertia=1.0/_inertia;
+ else
+ _inv_inertia=0.0; //wathever
+
+ if (mass)
+ _inv_mass=1.0/mass;
+ else
+ _inv_mass=0;
+
+ } break;
+ case Physics2DServer::BODY_MODE_KINEMATIC:
+ case Physics2DServer::BODY_MODE_STATIC: {
+
+ _inv_inertia=0;
+ _inv_mass=0;
+ } break;
+ case Physics2DServer::BODY_MODE_CHARACTER: {
+
+ _inv_inertia=0;
+ _inv_mass=1.0/mass;
+
+ } break;
+ }
+ //_update_inertia_tensor();
+
+ //_update_shapes();
+
+}
+
+
+
+void Body2DSW::set_active(bool p_active) {
+
+ if (active==p_active)
+ return;
+
+ active=p_active;
+ if (!p_active) {
+ if (get_space())
+ get_space()->body_remove_from_active_list(&active_list);
+ } else {
+ if (mode==Physics2DServer::BODY_MODE_STATIC)
+ return; //static bodies can't become active
+ if (get_space())
+ get_space()->body_add_to_active_list(&active_list);
+
+ //still_time=0;
+ }
+/*
+ if (!space)
+ return;
+
+ for(int i=0;i<get_shape_count();i++) {
+ Shape &s=shapes[i];
+ if (s.bpid>0) {
+ get_space()->get_broadphase()->set_active(s.bpid,active);
+ }
+ }
+*/
+}
+
+
+
+void Body2DSW::set_param(Physics2DServer::BodyParameter p_param, float p_value) {
+
+ switch(p_param) {
+ case Physics2DServer::BODY_PARAM_BOUNCE: {
+
+ bounce=p_value;
+ } break;
+ case Physics2DServer::BODY_PARAM_FRICTION: {
+
+ friction=p_value;
+ } break;
+ case Physics2DServer::BODY_PARAM_MASS: {
+ ERR_FAIL_COND(p_value<=0);
+ mass=p_value;
+ _update_inertia();
+
+ } break;
+ default:{}
+ }
+}
+
+float Body2DSW::get_param(Physics2DServer::BodyParameter p_param) const {
+
+ switch(p_param) {
+ case Physics2DServer::BODY_PARAM_BOUNCE: {
+
+ return bounce;
+ } break;
+ case Physics2DServer::BODY_PARAM_FRICTION: {
+
+ return friction;
+ } break;
+ case Physics2DServer::BODY_PARAM_MASS: {
+ return mass;
+ } break;
+ default:{}
+ }
+
+ return 0;
+}
+
+void Body2DSW::set_mode(Physics2DServer::BodyMode p_mode) {
+
+ mode=p_mode;
+
+ switch(p_mode) {
+ //CLEAR UP EVERYTHING IN CASE IT NOT WORKS!
+ case Physics2DServer::BODY_MODE_STATIC:
+ case Physics2DServer::BODY_MODE_KINEMATIC: {
+
+ _set_inv_transform(get_transform().affine_inverse());
+ _inv_mass=0;
+ _set_static(p_mode==Physics2DServer::BODY_MODE_STATIC);
+ //set_active(p_mode==Physics2DServer::BODY_MODE_KINEMATIC);
+ linear_velocity=Vector2();
+ angular_velocity=0;
+ } break;
+ case Physics2DServer::BODY_MODE_RIGID: {
+
+ _inv_mass=mass>0?(1.0/mass):0;
+ _set_static(false);
+
+ } break;
+ case Physics2DServer::BODY_MODE_CHARACTER: {
+
+ _inv_mass=mass>0?(1.0/mass):0;
+ _set_static(false);
+ } break;
+ }
+
+ _update_inertia();
+ //if (get_space())
+// _update_queries();
+
+}
+Physics2DServer::BodyMode Body2DSW::get_mode() const {
+
+ return mode;
+}
+
+void Body2DSW::_shapes_changed() {
+
+ _update_inertia();
+ wakeup_neighbours();
+}
+
+void Body2DSW::set_state(Physics2DServer::BodyState p_state, const Variant& p_variant) {
+
+ switch(p_state) {
+ case Physics2DServer::BODY_STATE_TRANSFORM: {
+
+
+ if (mode==Physics2DServer::BODY_MODE_KINEMATIC) {
+ new_transform=p_variant;
+ //wakeup_neighbours();
+ set_active(true);
+ } else if (mode==Physics2DServer::BODY_MODE_STATIC) {
+ _set_transform(p_variant);
+ _set_inv_transform(get_transform().affine_inverse());
+ wakeup_neighbours();
+ } else {
+ Matrix32 t = p_variant;
+ t.orthonormalize();
+ new_transform=get_transform(); //used as old to compute motion
+ _set_transform(t);
+ _set_inv_transform(get_transform().inverse());
+
+ }
+
+ } break;
+ case Physics2DServer::BODY_STATE_LINEAR_VELOCITY: {
+
+ //if (mode==Physics2DServer::BODY_MODE_STATIC)
+ // break;
+ linear_velocity=p_variant;
+
+ } break;
+ case Physics2DServer::BODY_STATE_ANGULAR_VELOCITY: {
+ //if (mode!=Physics2DServer::BODY_MODE_RIGID)
+ // break;
+ angular_velocity=p_variant;
+
+ } break;
+ case Physics2DServer::BODY_STATE_SLEEPING: {
+ //?
+ if (mode==Physics2DServer::BODY_MODE_STATIC || mode==Physics2DServer::BODY_MODE_KINEMATIC)
+ break;
+ bool do_sleep=p_variant;
+ if (do_sleep) {
+ linear_velocity=Vector2();
+ //biased_linear_velocity=Vector3();
+ angular_velocity=0;
+ //biased_angular_velocity=Vector3();
+ set_active(false);
+ } else {
+ if (mode!=Physics2DServer::BODY_MODE_STATIC)
+ set_active(true);
+ }
+ } break;
+ case Physics2DServer::BODY_STATE_CAN_SLEEP: {
+ can_sleep=p_variant;
+ if (mode==Physics2DServer::BODY_MODE_RIGID && !active && !can_sleep)
+ set_active(true);
+
+ } break;
+ }
+
+}
+Variant Body2DSW::get_state(Physics2DServer::BodyState p_state) const {
+
+ switch(p_state) {
+ case Physics2DServer::BODY_STATE_TRANSFORM: {
+ return get_transform();
+ } break;
+ case Physics2DServer::BODY_STATE_LINEAR_VELOCITY: {
+ return linear_velocity;
+ } break;
+ case Physics2DServer::BODY_STATE_ANGULAR_VELOCITY: {
+ return angular_velocity;
+ } break;
+ case Physics2DServer::BODY_STATE_SLEEPING: {
+ return !is_active();
+ } break;
+ case Physics2DServer::BODY_STATE_CAN_SLEEP: {
+ return can_sleep;
+ } break;
+ }
+
+ return Variant();
+}
+
+
+void Body2DSW::set_space(Space2DSW *p_space){
+
+ if (get_space()) {
+
+ wakeup_neighbours();
+
+ if (inertia_update_list.in_list())
+ get_space()->body_remove_from_inertia_update_list(&inertia_update_list);
+ if (active_list.in_list())
+ get_space()->body_remove_from_active_list(&active_list);
+ if (direct_state_query_list.in_list())
+ get_space()->body_remove_from_state_query_list(&direct_state_query_list);
+
+ }
+
+ _set_space(p_space);
+
+ if (get_space()) {
+
+ _update_inertia();
+ if (active)
+ get_space()->body_add_to_active_list(&active_list);
+// _update_queries();
+ //if (is_active()) {
+ // active=false;
+ // set_active(true);
+ //}
+
+ }
+
+}
+
+void Body2DSW::_compute_area_gravity(const Area2DSW *p_area) {
+
+ if (p_area->is_gravity_point()) {
+
+ gravity = (p_area->get_transform().get_origin()+p_area->get_gravity_vector() - get_transform().get_origin()).normalized() * p_area->get_gravity();
+
+ } else {
+ gravity = p_area->get_gravity_vector() * p_area->get_gravity();
+ }
+}
+
+void Body2DSW::integrate_forces(real_t p_step) {
+
+ if (mode==Physics2DServer::BODY_MODE_STATIC)
+ return;
+
+ Area2DSW *current_area = get_space()->get_default_area();
+ ERR_FAIL_COND(!current_area);
+
+ int prio = current_area->get_priority();
+ int ac = areas.size();
+ if (ac) {
+ const AreaCMP *aa = &areas[0];
+ for(int i=0;i<ac;i++) {
+ if (aa[i].area->get_priority() > prio) {
+ current_area=aa[i].area;
+ prio=current_area->get_priority();
+ }
+ }
+ }
+
+ _compute_area_gravity(current_area);
+ density=current_area->get_density();
+
+ Vector2 motion;
+ bool do_motion=false;
+
+ if (mode==Physics2DServer::BODY_MODE_KINEMATIC) {
+
+ //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();
+ angular_velocity = rot / p_step;
+
+ motion = new_transform.elements[2] - get_transform().elements[2];
+ do_motion=true;
+
+ for(int i=0;i<get_shape_count();i++) {
+ set_shape_kinematic_advance(i,Vector2());
+ set_shape_kinematic_retreat(i,0);
+ }
+
+ } else {
+ if (!omit_force_integration) {
+ //overriden by direct state query
+
+ Vector2 force=gravity*mass;
+ force+=applied_force;
+ real_t torque=applied_torque;
+
+ real_t damp = 1.0 - p_step * density;
+
+ if (damp<0) // reached zero in the given time
+ damp=0;
+
+ real_t angular_damp = 1.0 - p_step * density * get_space()->get_body_angular_velocity_damp_ratio();
+
+ if (angular_damp<0) // reached zero in the given time
+ angular_damp=0;
+
+ linear_velocity*=damp;
+ angular_velocity*=angular_damp;
+
+ linear_velocity+=_inv_mass * force * p_step;
+ angular_velocity+=_inv_inertia * torque * p_step;
+ }
+
+ if (continuous_cd_mode!=Physics2DServer::CCD_MODE_DISABLED) {
+
+ motion = new_transform.get_origin() - get_transform().get_origin();
+ //linear_velocity*p_step;
+ do_motion=true;
+ }
+ }
+
+
+ //motion=linear_velocity*p_step;
+
+ biased_angular_velocity=0;
+ biased_linear_velocity=Vector2();
+
+ if (do_motion) {//shapes temporarily extend for raycast
+ _update_shapes_with_motion(motion);
+ }
+
+ current_area=NULL; // clear the area, so it is set in the next frame
+ contact_count=0;
+
+}
+
+void Body2DSW::integrate_velocities(real_t p_step) {
+
+ if (mode==Physics2DServer::BODY_MODE_STATIC)
+ return;
+
+ if (fi_callback)
+ get_space()->body_add_to_state_query_list(&direct_state_query_list);
+
+ if (mode==Physics2DServer::BODY_MODE_KINEMATIC) {
+
+ _set_transform(new_transform,false);
+ _set_inv_transform(new_transform.affine_inverse()); ;
+ if (linear_velocity==Vector2() && angular_velocity==0)
+ set_active(false); //stopped moving, deactivate
+ return;
+ }
+
+ real_t total_angular_velocity = angular_velocity+biased_angular_velocity;
+ Vector2 total_linear_velocity=linear_velocity+biased_linear_velocity;
+
+ real_t angle = get_transform().get_rotation() - total_angular_velocity * p_step;
+ Vector2 pos = get_transform().get_origin() + total_linear_velocity * p_step;
+
+ _set_transform(Matrix32(angle,pos),continuous_cd_mode==Physics2DServer::CCD_MODE_DISABLED);
+ _set_inv_transform(get_transform().inverse());
+
+ if (continuous_cd_mode!=Physics2DServer::CCD_MODE_DISABLED)
+ new_transform=get_transform();
+
+ //_update_inertia_tensor();
+}
+
+
+
+void Body2DSW::wakeup_neighbours() {
+
+
+
+ for(Map<Constraint2DSW*,int>::Element *E=constraint_map.front();E;E=E->next()) {
+
+ const Constraint2DSW *c=E->key();
+ Body2DSW **n = c->get_body_ptr();
+ int bc=c->get_body_count();
+
+ for(int i=0;i<bc;i++) {
+
+ if (i==E->get())
+ continue;
+ Body2DSW *b = n[i];
+ if (b->mode!=Physics2DServer::BODY_MODE_RIGID)
+ continue;
+
+ if (!b->is_active())
+ b->set_active(true);
+ }
+ }
+}
+
+void Body2DSW::call_queries() {
+
+
+ if (fi_callback) {
+
+ Physics2DDirectBodyStateSW *dbs = Physics2DDirectBodyStateSW::singleton;
+ dbs->body=this;
+
+ Variant v=dbs;
+ const Variant *vp[2]={&v,&fi_callback->callback_udata};
+
+ Object *obj = ObjectDB::get_instance(fi_callback->id);
+ if (!obj) {
+
+ set_force_integration_callback(0,StringName());
+ } else {
+ Variant::CallError ce;
+ if (fi_callback->callback_udata.get_type()) {
+
+ obj->call(fi_callback->method,vp,2,ce);
+
+ } else {
+ obj->call(fi_callback->method,vp,1,ce);
+ }
+ }
+
+
+ }
+
+}
+
+
+bool Body2DSW::sleep_test(real_t p_step) {
+
+ if (mode==Physics2DServer::BODY_MODE_STATIC || mode==Physics2DServer::BODY_MODE_KINEMATIC)
+ return true; //
+ else if (mode==Physics2DServer::BODY_MODE_CHARACTER)
+ return !active; // characters and kinematic bodies don't sleep unless asked to sleep
+ else if (!can_sleep)
+ return false;
+
+
+
+
+ if (Math::abs(angular_velocity)<get_space()->get_body_angular_velocity_sleep_treshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_treshold()*get_space()->get_body_linear_velocity_sleep_treshold()) {
+
+ still_time+=p_step;
+
+ return still_time > get_space()->get_body_time_to_sleep();
+ } else {
+
+ still_time=0; //maybe this should be set to 0 on set_active?
+ return false;
+ }
+}
+
+
+void Body2DSW::set_force_integration_callback(ObjectID p_id,const StringName& p_method,const Variant& p_udata) {
+
+ if (fi_callback) {
+
+ memdelete(fi_callback);
+ fi_callback=NULL;
+ }
+
+
+ if (p_id!=0) {
+
+ fi_callback=memnew(ForceIntegrationCallback);
+ fi_callback->id=p_id;
+ fi_callback->method=p_method;
+ fi_callback->callback_udata=p_udata;
+ }
+
+}
+
+Body2DSW::Body2DSW() : CollisionObject2DSW(TYPE_BODY), active_list(this), inertia_update_list(this), direct_state_query_list(this) {
+
+
+ mode=Physics2DServer::BODY_MODE_RIGID;
+ active=true;
+ angular_velocity=0;
+ biased_angular_velocity=0;
+ mass=1;
+ _inv_inertia=0;
+ _inv_mass=1;
+ bounce=0;
+ friction=1;
+ omit_force_integration=false;
+ applied_torque=0;
+ island_step=0;
+ island_next=NULL;
+ island_list_next=NULL;
+ _set_static(false);
+ density=0;
+ contact_count=0;
+
+ still_time=0;
+ continuous_cd_mode=Physics2DServer::CCD_MODE_DISABLED;
+ can_sleep=false;
+ fi_callback=NULL;
+
+}
+
+Body2DSW::~Body2DSW() {
+
+ if (fi_callback)
+ memdelete(fi_callback);
+}
+
+Physics2DDirectBodyStateSW *Physics2DDirectBodyStateSW::singleton=NULL;
+
+Physics2DDirectSpaceState* Physics2DDirectBodyStateSW::get_space_state() {
+
+ return body->get_space()->get_direct_state();
+}