diff options
Diffstat (limited to 'servers/physics_2d/godot_space_2d.cpp')
-rw-r--r-- | servers/physics_2d/godot_space_2d.cpp | 40 |
1 files changed, 18 insertions, 22 deletions
diff --git a/servers/physics_2d/godot_space_2d.cpp b/servers/physics_2d/godot_space_2d.cpp index 8f22efc40c..3ff7ab86bb 100644 --- a/servers/physics_2d/godot_space_2d.cpp +++ b/servers/physics_2d/godot_space_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -158,7 +158,7 @@ bool GodotPhysicsDirectSpaceState2D::intersect_ray(const RayParameters &p_parame if (p_parameters.hit_from_inside) { // Hit shape at starting point. min_d = 0; - res_point = local_from; + res_point = begin; res_normal = Vector2(); res_shape = shape_idx; res_obj = col_obj; @@ -403,7 +403,7 @@ struct _RestCallbackData2D { }; static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) { - _RestCallbackData2D *rd = (_RestCallbackData2D *)p_userdata; + _RestCallbackData2D *rd = static_cast<_RestCallbackData2D *>(p_userdata); Vector2 contact_rel = p_point_B - p_point_A; real_t len = contact_rel.length(); @@ -633,7 +633,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(shape_idx)) { - cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized(); + cbk.valid_dir = col_obj_shape_xform.columns[1].normalized(); real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx); cbk.valid_depth = MAX(owc_margin, margin); //user specified, but never less than actual margin or it won't work @@ -710,7 +710,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: break; } - body_transform.elements[2] += recover_motion; + body_transform.columns[2] += recover_motion; body_aabb.position += recover_motion; recover_attempts--; @@ -788,7 +788,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: //test initial overlap if (GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) { if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) { - Vector2 direction = col_obj_shape_xform.get_axis(1).normalized(); + Vector2 direction = col_obj_shape_xform.columns[1].normalized(); if (motion_normal.dot(direction) < 0) { continue; } @@ -838,7 +838,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: cbk.amount = 0; cbk.passed = 0; cbk.ptr = cd; - cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized(); + cbk.valid_dir = col_obj_shape_xform.columns[1].normalized(); cbk.valid_depth = 10e20; @@ -881,13 +881,16 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: //it collided, let's get the rest info in unsafe advance Transform2D ugt = body_transform; - ugt.elements[2] += p_parameters.motion * unsafe; + ugt.columns[2] += p_parameters.motion * unsafe; _RestCallbackData2D rcd; // Allowed depth can't be lower than motion length, in order to handle contacts at low speed. rcd.min_allowed_depth = MIN(motion_length, min_contact_depth); + body_aabb.position += p_parameters.motion * unsafe; + int amount = _cull_aabb_for_body(p_body, body_aabb); + int from_shape = best_shape != -1 ? best_shape : 0; int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count(); @@ -899,10 +902,6 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: Transform2D body_shape_xform = ugt * p_body->get_shape_transform(j); GodotShape2D *body_shape = p_body->get_shape(j); - body_aabb.position += p_parameters.motion * unsafe; - - int amount = _cull_aabb_for_body(p_body, body_aabb); - for (int i = 0; i < amount; i++) { const GodotCollisionObject2D *col_obj = intersection_query_results[i]; if (p_parameters.exclude_bodies.has(col_obj->get_self())) { @@ -930,7 +929,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(shape_idx)) { - rcd.valid_dir = col_obj_shape_xform.get_axis(1).normalized(); + rcd.valid_dir = col_obj_shape_xform.columns[1].normalized(); real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx); rcd.valid_depth = MAX(owc_margin, margin); //user specified, but never less than actual margin or it won't work @@ -996,11 +995,8 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: return collided; } +// Assumes a valid collision pair, this should have been checked beforehand in the BVH or octree. void *GodotSpace2D::_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_self) { - if (!A->interacts_with(B)) { - return nullptr; - } - GodotCollisionObject2D::Type type_A = A->get_type(); GodotCollisionObject2D::Type type_B = B->get_type(); if (type_A > type_B) { @@ -1009,7 +1005,7 @@ void *GodotSpace2D::_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A SWAP(type_A, type_B); } - GodotSpace2D *self = (GodotSpace2D *)p_self; + GodotSpace2D *self = static_cast<GodotSpace2D *>(p_self); self->collision_pairs++; if (type_A == GodotCollisionObject2D::TYPE_AREA) { @@ -1025,7 +1021,7 @@ void *GodotSpace2D::_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A } } else { - GodotBodyPair2D *b = memnew(GodotBodyPair2D((GodotBody2D *)A, p_subindex_A, (GodotBody2D *)B, p_subindex_B)); + GodotBodyPair2D *b = memnew(GodotBodyPair2D(static_cast<GodotBody2D *>(A), p_subindex_A, static_cast<GodotBody2D *>(B), p_subindex_B)); return b; } @@ -1037,9 +1033,9 @@ void GodotSpace2D::_broadphase_unpair(GodotCollisionObject2D *A, int p_subindex_ return; } - GodotSpace2D *self = (GodotSpace2D *)p_self; + GodotSpace2D *self = static_cast<GodotSpace2D *>(p_self); self->collision_pairs--; - GodotConstraint2D *c = (GodotConstraint2D *)p_data; + GodotConstraint2D *c = static_cast<GodotConstraint2D *>(p_data); memdelete(c); } |