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, 26 insertions, 14 deletions
diff --git a/servers/physics_2d/godot_space_2d.cpp b/servers/physics_2d/godot_space_2d.cpp index 99c0566fb1..4166191be8 100644 --- a/servers/physics_2d/godot_space_2d.cpp +++ b/servers/physics_2d/godot_space_2d.cpp @@ -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(); @@ -594,6 +594,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: const int max_results = 32; int recover_attempts = 4; Vector2 sr[max_results * 2]; + real_t priorities[max_results]; do { GodotPhysicsServer2D::CollCbkData cbk; @@ -606,6 +607,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk; GodotCollisionSolver2D::CallbackResult cbkres = GodotPhysicsServer2D::_shape_col_cbk; + int priority_amount = 0; bool collided = false; @@ -633,7 +635,7 @@ 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 @@ -664,6 +666,10 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: if (GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, margin)) { did_collide = cbk.passed > current_passed; //more passed, so collision actually existed } + while (cbk.amount > priority_amount) { + priorities[priority_amount] = col_obj->get_collision_priority(); + priority_amount++; + } if (!did_collide && cbk.invalid_by_dir > 0) { //this shape must be excluded @@ -686,6 +692,12 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: break; } + real_t inv_total_weight = 0.0; + for (int i = 0; i < cbk.amount; i++) { + inv_total_weight += priorities[i]; + } + inv_total_weight = Math::is_zero_approx(inv_total_weight) ? 1.0 : (real_t)cbk.amount / inv_total_weight; + recovered = true; Vector2 recover_motion; @@ -701,7 +713,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: real_t depth = n.dot(a + recover_motion) - d; if (depth > min_contact_depth + CMP_EPSILON) { // Only recover if there is penetration. - recover_motion -= n * (depth - min_contact_depth) * 0.4; + recover_motion -= n * (depth - min_contact_depth) * 0.4 * priorities[i] * inv_total_weight; } } @@ -710,7 +722,7 @@ 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 +800,7 @@ 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 +850,7 @@ 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; @@ -874,14 +886,14 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: bool collided = false; - if (recovered || (safe < 1)) { + if ((p_parameters.recovery_as_collision && recovered) || (safe < 1)) { if (safe >= 1) { best_shape = -1; //no best shape with cast, reset to -1 } //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; @@ -929,7 +941,7 @@ 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 @@ -1005,7 +1017,7 @@ 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) { @@ -1021,7 +1033,7 @@ 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; } @@ -1033,9 +1045,9 @@ 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); } @@ -1073,7 +1085,7 @@ void GodotSpace2D::remove_object(GodotCollisionObject2D *p_object) { objects.erase(p_object); } -const Set<GodotCollisionObject2D *> &GodotSpace2D::get_objects() const { +const HashSet<GodotCollisionObject2D *> &GodotSpace2D::get_objects() const { return objects; } |