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+/*************************************************************************/
+/* godot_space_2d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "godot_space_2d.h"
+
+#include "godot_collision_solver_2d.h"
+#include "godot_physics_server_2d.h"
+
+#include "core/os/os.h"
+#include "core/templates/pair.h"
+
+#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
+
+_FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject2D *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+ if (!(p_object->get_collision_layer() & p_collision_mask)) {
+ return false;
+ }
+
+ if (p_object->get_type() == GodotCollisionObject2D::TYPE_AREA && !p_collide_with_areas) {
+ return false;
+ }
+
+ if (p_object->get_type() == GodotCollisionObject2D::TYPE_BODY && !p_collide_with_bodies) {
+ return false;
+ }
+
+ return true;
+}
+
+int GodotPhysicsDirectSpaceState2D::_intersect_point_impl(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point, bool p_filter_by_canvas, ObjectID p_canvas_instance_id) {
+ if (p_result_max <= 0) {
+ return 0;
+ }
+
+ Rect2 aabb;
+ aabb.position = p_point - Vector2(0.00001, 0.00001);
+ aabb.size = Vector2(0.00002, 0.00002);
+
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+
+ int cc = 0;
+
+ for (int i = 0; i < amount; i++) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ continue;
+ }
+
+ if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
+ continue;
+ }
+
+ const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
+
+ if (p_pick_point && !col_obj->is_pickable()) {
+ continue;
+ }
+
+ if (p_filter_by_canvas && col_obj->get_canvas_instance_id() != p_canvas_instance_id) {
+ continue;
+ }
+
+ int shape_idx = space->intersection_query_subindex_results[i];
+
+ GodotShape2D *shape = col_obj->get_shape(shape_idx);
+
+ Vector2 local_point = (col_obj->get_transform() * col_obj->get_shape_transform(shape_idx)).affine_inverse().xform(p_point);
+
+ if (!shape->contains_point(local_point)) {
+ continue;
+ }
+
+ if (cc >= p_result_max) {
+ continue;
+ }
+
+ r_results[cc].collider_id = col_obj->get_instance_id();
+ if (r_results[cc].collider_id.is_valid()) {
+ r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
+ }
+ r_results[cc].rid = col_obj->get_self();
+ r_results[cc].shape = shape_idx;
+
+ cc++;
+ }
+
+ return cc;
+}
+
+int GodotPhysicsDirectSpaceState2D::intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) {
+ return _intersect_point_impl(p_point, r_results, p_result_max, p_exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_pick_point);
+}
+
+int GodotPhysicsDirectSpaceState2D::intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) {
+ return _intersect_point_impl(p_point, r_results, p_result_max, p_exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_pick_point, true, p_canvas_instance_id);
+}
+
+bool GodotPhysicsDirectSpaceState2D::intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+ ERR_FAIL_COND_V(space->locked, false);
+
+ Vector2 begin, end;
+ Vector2 normal;
+ begin = p_from;
+ end = p_to;
+ normal = (end - begin).normalized();
+
+ int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+
+ //todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
+
+ bool collided = false;
+ Vector2 res_point, res_normal;
+ int res_shape;
+ const GodotCollisionObject2D *res_obj;
+ real_t min_d = 1e10;
+
+ for (int i = 0; i < amount; i++) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ continue;
+ }
+
+ if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
+ continue;
+ }
+
+ const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
+
+ int shape_idx = space->intersection_query_subindex_results[i];
+ Transform2D inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform();
+
+ Vector2 local_from = inv_xform.xform(begin);
+ Vector2 local_to = inv_xform.xform(end);
+
+ /*local_from = col_obj->get_inv_transform().xform(begin);
+ local_from = col_obj->get_shape_inv_transform(shape_idx).xform(local_from);
+
+ local_to = col_obj->get_inv_transform().xform(end);
+ local_to = col_obj->get_shape_inv_transform(shape_idx).xform(local_to);*/
+
+ const GodotShape2D *shape = col_obj->get_shape(shape_idx);
+
+ Vector2 shape_point, shape_normal;
+
+ if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal)) {
+ Transform2D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
+ shape_point = xform.xform(shape_point);
+
+ real_t ld = normal.dot(shape_point);
+
+ if (ld < min_d) {
+ min_d = ld;
+ res_point = shape_point;
+ res_normal = inv_xform.basis_xform_inv(shape_normal).normalized();
+ res_shape = shape_idx;
+ res_obj = col_obj;
+ collided = true;
+ }
+ }
+ }
+
+ if (!collided) {
+ return false;
+ }
+
+ r_result.collider_id = res_obj->get_instance_id();
+ if (r_result.collider_id.is_valid()) {
+ r_result.collider = ObjectDB::get_instance(r_result.collider_id);
+ }
+ r_result.normal = res_normal;
+ r_result.position = res_point;
+ r_result.rid = res_obj->get_self();
+ r_result.shape = res_shape;
+
+ return true;
+}
+
+int GodotPhysicsDirectSpaceState2D::intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+ if (p_result_max <= 0) {
+ return 0;
+ }
+
+ GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND_V(!shape, 0);
+
+ Rect2 aabb = p_xform.xform(shape->get_aabb());
+ aabb = aabb.grow(p_margin);
+
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+
+ int cc = 0;
+
+ for (int i = 0; i < amount; i++) {
+ if (cc >= p_result_max) {
+ break;
+ }
+
+ if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ continue;
+ }
+
+ if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
+ continue;
+ }
+
+ const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
+ int shape_idx = space->intersection_query_subindex_results[i];
+
+ if (!GodotCollisionSolver2D::solve(shape, p_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), nullptr, nullptr, nullptr, p_margin)) {
+ continue;
+ }
+
+ r_results[cc].collider_id = col_obj->get_instance_id();
+ if (r_results[cc].collider_id.is_valid()) {
+ r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
+ }
+ r_results[cc].rid = col_obj->get_self();
+ r_results[cc].shape = shape_idx;
+
+ cc++;
+ }
+
+ return cc;
+}
+
+bool GodotPhysicsDirectSpaceState2D::cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+ GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND_V(!shape, false);
+
+ Rect2 aabb = p_xform.xform(shape->get_aabb());
+ aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
+ aabb = aabb.grow(p_margin);
+
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+
+ real_t best_safe = 1;
+ real_t best_unsafe = 1;
+
+ for (int i = 0; i < amount; i++) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ continue;
+ }
+
+ if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
+ continue; //ignore excluded
+ }
+
+ const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
+ int shape_idx = space->intersection_query_subindex_results[i];
+
+ Transform2D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
+ //test initial overlap, does it collide if going all the way?
+ if (!GodotCollisionSolver2D::solve(shape, p_xform, p_motion, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_margin)) {
+ continue;
+ }
+
+ //test initial overlap, ignore objects it's inside of.
+ if (GodotCollisionSolver2D::solve(shape, p_xform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_margin)) {
+ continue;
+ }
+
+ Vector2 mnormal = p_motion.normalized();
+
+ //just do kinematic solving
+ real_t low = 0.0;
+ real_t hi = 1.0;
+ real_t fraction_coeff = 0.5;
+ for (int j = 0; j < 8; j++) { //steps should be customizable..
+ real_t fraction = low + (hi - low) * fraction_coeff;
+
+ Vector2 sep = mnormal; //important optimization for this to work fast enough
+ bool collided = GodotCollisionSolver2D::solve(shape, p_xform, p_motion * fraction, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_margin);
+
+ if (collided) {
+ hi = fraction;
+ if ((j == 0) || (low > 0.0)) { // Did it not collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When colliding again, converge faster towards low fraction
+ // for more accurate results with long motions that collide near the start.
+ fraction_coeff = 0.25;
+ }
+ } else {
+ low = fraction;
+ if ((j == 0) || (hi < 1.0)) { // Did it collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When not colliding again, converge faster towards high fraction
+ // for more accurate results with long motions that collide near the end.
+ fraction_coeff = 0.75;
+ }
+ }
+ }
+
+ if (low < best_safe) {
+ best_safe = low;
+ best_unsafe = hi;
+ }
+ }
+
+ p_closest_safe = best_safe;
+ p_closest_unsafe = best_unsafe;
+
+ return true;
+}
+
+bool GodotPhysicsDirectSpaceState2D::collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+ if (p_result_max <= 0) {
+ return false;
+ }
+
+ GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND_V(!shape, 0);
+
+ Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
+ aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
+ aabb = aabb.grow(p_margin);
+
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+
+ bool collided = false;
+ r_result_count = 0;
+
+ GodotPhysicsServer2D::CollCbkData cbk;
+ cbk.max = p_result_max;
+ cbk.amount = 0;
+ cbk.passed = 0;
+ cbk.ptr = r_results;
+ GodotCollisionSolver2D::CallbackResult cbkres = GodotPhysicsServer2D::_shape_col_cbk;
+
+ GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk;
+
+ for (int i = 0; i < amount; i++) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ continue;
+ }
+
+ const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
+
+ if (p_exclude.has(col_obj->get_self())) {
+ continue;
+ }
+
+ int shape_idx = space->intersection_query_subindex_results[i];
+
+ cbk.valid_dir = Vector2();
+ cbk.valid_depth = 0;
+
+ if (GodotCollisionSolver2D::solve(shape, p_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, nullptr, p_margin)) {
+ collided = cbk.amount > 0;
+ }
+ }
+
+ r_result_count = cbk.amount;
+
+ return collided;
+}
+
+struct _RestCallbackData2D {
+ const GodotCollisionObject2D *object = nullptr;
+ const GodotCollisionObject2D *best_object = nullptr;
+ int local_shape = 0;
+ int best_local_shape = 0;
+ int shape = 0;
+ int best_shape = 0;
+ Vector2 best_contact;
+ Vector2 best_normal;
+ real_t best_len = 0.0;
+ Vector2 valid_dir;
+ real_t valid_depth = 0.0;
+ real_t min_allowed_depth = 0.0;
+};
+
+static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) {
+ _RestCallbackData2D *rd = (_RestCallbackData2D *)p_userdata;
+
+ Vector2 contact_rel = p_point_B - p_point_A;
+ real_t len = contact_rel.length();
+
+ if (len < rd->min_allowed_depth) {
+ return;
+ }
+
+ if (len <= rd->best_len) {
+ return;
+ }
+
+ Vector2 normal = contact_rel / len;
+
+ if (rd->valid_dir != Vector2()) {
+ if (len > rd->valid_depth) {
+ return;
+ }
+
+ if (rd->valid_dir.dot(normal) > -CMP_EPSILON) {
+ return;
+ }
+ }
+
+ rd->best_len = len;
+ rd->best_contact = p_point_B;
+ rd->best_normal = normal;
+ rd->best_object = rd->object;
+ rd->best_shape = rd->shape;
+ rd->best_local_shape = rd->local_shape;
+}
+
+bool GodotPhysicsDirectSpaceState2D::rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+ GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND_V(!shape, 0);
+
+ real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+
+ Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
+ aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
+ aabb = aabb.grow(p_margin);
+
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+
+ _RestCallbackData2D rcd;
+ rcd.best_len = 0;
+ rcd.best_object = nullptr;
+ rcd.best_shape = 0;
+ rcd.min_allowed_depth = min_contact_depth;
+
+ for (int i = 0; i < amount; i++) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ continue;
+ }
+
+ const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
+
+ if (p_exclude.has(col_obj->get_self())) {
+ continue;
+ }
+
+ int shape_idx = space->intersection_query_subindex_results[i];
+
+ rcd.valid_dir = Vector2();
+ rcd.object = col_obj;
+ rcd.shape = shape_idx;
+ rcd.local_shape = 0;
+ bool sc = GodotCollisionSolver2D::solve(shape, p_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, nullptr, p_margin);
+ if (!sc) {
+ continue;
+ }
+ }
+
+ if (rcd.best_len == 0 || !rcd.best_object) {
+ return false;
+ }
+
+ r_info->collider_id = rcd.best_object->get_instance_id();
+ r_info->shape = rcd.best_shape;
+ r_info->normal = rcd.best_normal;
+ r_info->point = rcd.best_contact;
+ r_info->rid = rcd.best_object->get_self();
+ if (rcd.best_object->get_type() == GodotCollisionObject2D::TYPE_BODY) {
+ const GodotBody2D *body = static_cast<const GodotBody2D *>(rcd.best_object);
+ Vector2 rel_vec = r_info->point - (body->get_transform().get_origin() + body->get_center_of_mass());
+ r_info->linear_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
+
+ } else {
+ r_info->linear_velocity = Vector2();
+ }
+
+ return true;
+}
+
+////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+int GodotSpace2D::_cull_aabb_for_body(GodotBody2D *p_body, const Rect2 &p_aabb) {
+ int amount = broadphase->cull_aabb(p_aabb, intersection_query_results, INTERSECTION_QUERY_MAX, intersection_query_subindex_results);
+
+ for (int i = 0; i < amount; i++) {
+ bool keep = true;
+
+ if (intersection_query_results[i] == p_body) {
+ keep = false;
+ } else if (intersection_query_results[i]->get_type() == GodotCollisionObject2D::TYPE_AREA) {
+ keep = false;
+ } else if (!p_body->collides_with(static_cast<GodotBody2D *>(intersection_query_results[i]))) {
+ keep = false;
+ } else if (static_cast<GodotBody2D *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) {
+ keep = false;
+ }
+
+ if (!keep) {
+ if (i < amount - 1) {
+ SWAP(intersection_query_results[i], intersection_query_results[amount - 1]);
+ SWAP(intersection_query_subindex_results[i], intersection_query_subindex_results[amount - 1]);
+ }
+
+ amount--;
+ i--;
+ }
+ }
+
+ return amount;
+}
+
+bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result) {
+ //give me back regular physics engine logic
+ //this is madness
+ //and most people using this function will think
+ //what it does is simpler than using physics
+ //this took about a week to get right..
+ //but is it right? who knows at this point..
+
+ if (r_result) {
+ r_result->collider_id = ObjectID();
+ r_result->collider_shape = 0;
+ }
+ Rect2 body_aabb;
+
+ bool shapes_found = false;
+
+ for (int i = 0; i < p_body->get_shape_count(); i++) {
+ if (p_body->is_shape_disabled(i)) {
+ continue;
+ }
+
+ if (!shapes_found) {
+ body_aabb = p_body->get_shape_aabb(i);
+ shapes_found = true;
+ } else {
+ body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
+ }
+ }
+
+ if (!shapes_found) {
+ if (r_result) {
+ *r_result = PhysicsServer2D::MotionResult();
+ r_result->travel = p_parameters.motion;
+ }
+ return false;
+ }
+
+ // Undo the currently transform the physics server is aware of and apply the provided one
+ body_aabb = p_parameters.from.xform(p_body->get_inv_transform().xform(body_aabb));
+ body_aabb = body_aabb.grow(p_parameters.margin);
+
+ static const int max_excluded_shape_pairs = 32;
+ ExcludedShapeSW excluded_shape_pairs[max_excluded_shape_pairs];
+ int excluded_shape_pair_count = 0;
+
+ real_t min_contact_depth = p_parameters.margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+
+ real_t motion_length = p_parameters.motion.length();
+ Vector2 motion_normal = p_parameters.motion / motion_length;
+
+ Transform2D body_transform = p_parameters.from;
+
+ bool recovered = false;
+
+ {
+ //STEP 1, FREE BODY IF STUCK
+
+ const int max_results = 32;
+ int recover_attempts = 4;
+ Vector2 sr[max_results * 2];
+
+ do {
+ GodotPhysicsServer2D::CollCbkData cbk;
+ cbk.max = max_results;
+ cbk.amount = 0;
+ cbk.passed = 0;
+ cbk.ptr = sr;
+ cbk.invalid_by_dir = 0;
+ excluded_shape_pair_count = 0; //last step is the one valid
+
+ GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk;
+ GodotCollisionSolver2D::CallbackResult cbkres = GodotPhysicsServer2D::_shape_col_cbk;
+
+ bool collided = false;
+
+ int amount = _cull_aabb_for_body(p_body, body_aabb);
+
+ for (int j = 0; j < p_body->get_shape_count(); j++) {
+ if (p_body->is_shape_disabled(j)) {
+ continue;
+ }
+
+ GodotShape2D *body_shape = p_body->get_shape(j);
+ Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j);
+
+ 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())) {
+ continue;
+ }
+ if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
+ continue;
+ }
+
+ int shape_idx = intersection_query_subindex_results[i];
+
+ 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();
+
+ real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
+ cbk.valid_depth = MAX(owc_margin, p_parameters.margin); //user specified, but never less than actual margin or it won't work
+ cbk.invalid_by_dir = 0;
+
+ if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) {
+ const GodotBody2D *b = static_cast<const GodotBody2D *>(col_obj);
+ if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_DYNAMIC) {
+ //fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction
+ Vector2 lv = b->get_linear_velocity();
+ //compute displacement from linear velocity
+ Vector2 motion = lv * last_step;
+ real_t motion_len = motion.length();
+ motion.normalize();
+ cbk.valid_depth += motion_len * MAX(motion.dot(-cbk.valid_dir), 0.0);
+ }
+ }
+ } else {
+ cbk.valid_dir = Vector2();
+ cbk.valid_depth = 0;
+ cbk.invalid_by_dir = 0;
+ }
+
+ int current_passed = cbk.passed; //save how many points passed collision
+ bool did_collide = false;
+
+ GodotShape2D *against_shape = col_obj->get_shape(shape_idx);
+ if (GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, p_parameters.margin)) {
+ did_collide = cbk.passed > current_passed; //more passed, so collision actually existed
+ }
+
+ if (!did_collide && cbk.invalid_by_dir > 0) {
+ //this shape must be excluded
+ if (excluded_shape_pair_count < max_excluded_shape_pairs) {
+ ExcludedShapeSW esp;
+ esp.local_shape = body_shape;
+ esp.against_object = col_obj;
+ esp.against_shape_index = shape_idx;
+ excluded_shape_pairs[excluded_shape_pair_count++] = esp;
+ }
+ }
+
+ if (did_collide) {
+ collided = true;
+ }
+ }
+ }
+
+ if (!collided) {
+ break;
+ }
+
+ recovered = true;
+
+ Vector2 recover_motion;
+ for (int i = 0; i < cbk.amount; i++) {
+ Vector2 a = sr[i * 2 + 0];
+ Vector2 b = sr[i * 2 + 1];
+
+ // Compute plane on b towards a.
+ Vector2 n = (a - b).normalized();
+ real_t d = n.dot(b);
+
+ // Compute depth on recovered motion.
+ 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;
+ }
+ }
+
+ if (recover_motion == Vector2()) {
+ collided = false;
+ break;
+ }
+
+ body_transform.elements[2] += recover_motion;
+ body_aabb.position += recover_motion;
+
+ recover_attempts--;
+
+ } while (recover_attempts);
+ }
+
+ real_t safe = 1.0;
+ real_t unsafe = 1.0;
+ int best_shape = -1;
+
+ {
+ // STEP 2 ATTEMPT MOTION
+
+ Rect2 motion_aabb = body_aabb;
+ motion_aabb.position += p_parameters.motion;
+ motion_aabb = motion_aabb.merge(body_aabb);
+
+ int amount = _cull_aabb_for_body(p_body, motion_aabb);
+
+ for (int body_shape_idx = 0; body_shape_idx < p_body->get_shape_count(); body_shape_idx++) {
+ if (p_body->is_shape_disabled(body_shape_idx)) {
+ continue;
+ }
+
+ GodotShape2D *body_shape = p_body->get_shape(body_shape_idx);
+
+ // Colliding separation rays allows to properly snap to the ground,
+ // otherwise it's not needed in regular motion.
+ if (!p_parameters.collide_separation_ray && (body_shape->get_type() == PhysicsServer2D::SHAPE_SEPARATION_RAY)) {
+ // When slide on slope is on, separation ray shape acts like a regular shape.
+ if (!static_cast<GodotSeparationRayShape2D *>(body_shape)->get_slide_on_slope()) {
+ continue;
+ }
+ }
+
+ Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(body_shape_idx);
+
+ bool stuck = false;
+
+ real_t best_safe = 1;
+ real_t best_unsafe = 1;
+
+ 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())) {
+ continue;
+ }
+ if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
+ continue;
+ }
+
+ int col_shape_idx = intersection_query_subindex_results[i];
+ GodotShape2D *against_shape = col_obj->get_shape(col_shape_idx);
+
+ bool excluded = false;
+
+ for (int k = 0; k < excluded_shape_pair_count; k++) {
+ if (excluded_shape_pairs[k].local_shape == body_shape && excluded_shape_pairs[k].against_object == col_obj && excluded_shape_pairs[k].against_shape_index == col_shape_idx) {
+ excluded = true;
+ break;
+ }
+ }
+
+ if (excluded) {
+ continue;
+ }
+
+ Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(col_shape_idx);
+ //test initial overlap, does it collide if going all the way?
+ if (!GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) {
+ continue;
+ }
+
+ //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();
+ if (motion_normal.dot(direction) < 0) {
+ continue;
+ }
+ }
+
+ stuck = true;
+ break;
+ }
+
+ //just do kinematic solving
+ real_t low = 0.0;
+ real_t hi = 1.0;
+ real_t fraction_coeff = 0.5;
+ for (int k = 0; k < 8; k++) { //steps should be customizable..
+ real_t fraction = low + (hi - low) * fraction_coeff;
+
+ Vector2 sep = motion_normal; //important optimization for this to work fast enough
+ bool collided = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion * fraction, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, &sep, 0);
+
+ if (collided) {
+ hi = fraction;
+ if ((k == 0) || (low > 0.0)) { // Did it not collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When colliding again, converge faster towards low fraction
+ // for more accurate results with long motions that collide near the start.
+ fraction_coeff = 0.25;
+ }
+ } else {
+ low = fraction;
+ if ((k == 0) || (hi < 1.0)) { // Did it collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When not colliding again, converge faster towards high fraction
+ // for more accurate results with long motions that collide near the end.
+ fraction_coeff = 0.75;
+ }
+ }
+ }
+
+ if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
+ Vector2 cd[2];
+ GodotPhysicsServer2D::CollCbkData cbk;
+ cbk.max = 1;
+ cbk.amount = 0;
+ cbk.passed = 0;
+ cbk.ptr = cd;
+ cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
+
+ cbk.valid_depth = 10e20;
+
+ Vector2 sep = motion_normal; //important optimization for this to work fast enough
+ bool collided = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(col_shape_idx), col_obj_shape_xform, Vector2(), GodotPhysicsServer2D::_shape_col_cbk, &cbk, &sep, 0);
+ if (!collided || cbk.amount == 0) {
+ continue;
+ }
+ }
+
+ if (low < best_safe) {
+ best_safe = low;
+ best_unsafe = hi;
+ }
+ }
+
+ if (stuck) {
+ safe = 0;
+ unsafe = 0;
+ best_shape = body_shape_idx; //sadly it's the best
+ break;
+ }
+ if (best_safe == 1.0) {
+ continue;
+ }
+ if (best_safe < safe) {
+ safe = best_safe;
+ unsafe = best_unsafe;
+ best_shape = body_shape_idx;
+ }
+ }
+ }
+
+ bool collided = false;
+
+ if (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;
+
+ _RestCallbackData2D rcd;
+ rcd.best_len = 0;
+ rcd.best_object = nullptr;
+ rcd.best_shape = 0;
+
+ // 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);
+
+ int from_shape = best_shape != -1 ? best_shape : 0;
+ int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
+
+ for (int j = from_shape; j < to_shape; j++) {
+ if (p_body->is_shape_disabled(j)) {
+ continue;
+ }
+
+ 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())) {
+ continue;
+ }
+ if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
+ continue;
+ }
+
+ int shape_idx = intersection_query_subindex_results[i];
+
+ GodotShape2D *against_shape = col_obj->get_shape(shape_idx);
+
+ bool excluded = false;
+ for (int k = 0; k < excluded_shape_pair_count; k++) {
+ if (excluded_shape_pairs[k].local_shape == body_shape && excluded_shape_pairs[k].against_object == col_obj && excluded_shape_pairs[k].against_shape_index == shape_idx) {
+ excluded = true;
+ break;
+ }
+ }
+ if (excluded) {
+ continue;
+ }
+
+ 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();
+
+ real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
+ rcd.valid_depth = MAX(owc_margin, p_parameters.margin); //user specified, but never less than actual margin or it won't work
+
+ if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) {
+ const GodotBody2D *b = static_cast<const GodotBody2D *>(col_obj);
+ if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_DYNAMIC) {
+ //fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction
+ Vector2 lv = b->get_linear_velocity();
+ //compute displacement from linear velocity
+ Vector2 motion = lv * last_step;
+ real_t motion_len = motion.length();
+ motion.normalize();
+ rcd.valid_depth += motion_len * MAX(motion.dot(-rcd.valid_dir), 0.0);
+ }
+ }
+ } else {
+ rcd.valid_dir = Vector2();
+ rcd.valid_depth = 0;
+ }
+
+ rcd.object = col_obj;
+ rcd.shape = shape_idx;
+ rcd.local_shape = j;
+ bool sc = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), _rest_cbk_result, &rcd, nullptr, p_parameters.margin);
+ if (!sc) {
+ continue;
+ }
+ }
+ }
+
+ if (rcd.best_len != 0) {
+ if (r_result) {
+ r_result->collider = rcd.best_object->get_self();
+ r_result->collider_id = rcd.best_object->get_instance_id();
+ r_result->collider_shape = rcd.best_shape;
+ r_result->collision_local_shape = rcd.best_local_shape;
+ r_result->collision_normal = rcd.best_normal;
+ r_result->collision_point = rcd.best_contact;
+ r_result->collision_depth = rcd.best_len;
+ r_result->collision_safe_fraction = safe;
+ r_result->collision_unsafe_fraction = unsafe;
+
+ const GodotBody2D *body = static_cast<const GodotBody2D *>(rcd.best_object);
+ Vector2 rel_vec = r_result->collision_point - (body->get_transform().get_origin() + body->get_center_of_mass());
+ r_result->collider_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
+
+ r_result->travel = safe * p_parameters.motion;
+ r_result->remainder = p_parameters.motion - safe * p_parameters.motion;
+ r_result->travel += (body_transform.get_origin() - p_parameters.from.get_origin());
+ }
+
+ collided = true;
+ }
+ }
+
+ if (!collided && r_result) {
+ r_result->travel = p_parameters.motion;
+ r_result->remainder = Vector2();
+ r_result->travel += (body_transform.get_origin() - p_parameters.from.get_origin());
+ }
+
+ return collided;
+}
+
+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) {
+ SWAP(A, B);
+ SWAP(p_subindex_A, p_subindex_B);
+ SWAP(type_A, type_B);
+ }
+
+ GodotSpace2D *self = (GodotSpace2D *)p_self;
+ self->collision_pairs++;
+
+ if (type_A == GodotCollisionObject2D::TYPE_AREA) {
+ GodotArea2D *area = static_cast<GodotArea2D *>(A);
+ if (type_B == GodotCollisionObject2D::TYPE_AREA) {
+ GodotArea2D *area_b = static_cast<GodotArea2D *>(B);
+ GodotArea2Pair2D *area2_pair = memnew(GodotArea2Pair2D(area_b, p_subindex_B, area, p_subindex_A));
+ return area2_pair;
+ } else {
+ GodotBody2D *body = static_cast<GodotBody2D *>(B);
+ GodotAreaPair2D *area_pair = memnew(GodotAreaPair2D(body, p_subindex_B, area, p_subindex_A));
+ return area_pair;
+ }
+
+ } else {
+ GodotBodyPair2D *b = memnew(GodotBodyPair2D((GodotBody2D *)A, p_subindex_A, (GodotBody2D *)B, p_subindex_B));
+ return b;
+ }
+
+ return nullptr;
+}
+
+void GodotSpace2D::_broadphase_unpair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_self) {
+ if (!p_data) {
+ return;
+ }
+
+ GodotSpace2D *self = (GodotSpace2D *)p_self;
+ self->collision_pairs--;
+ GodotConstraint2D *c = (GodotConstraint2D *)p_data;
+ memdelete(c);
+}
+
+const SelfList<GodotBody2D>::List &GodotSpace2D::get_active_body_list() const {
+ return active_list;
+}
+
+void GodotSpace2D::body_add_to_active_list(SelfList<GodotBody2D> *p_body) {
+ active_list.add(p_body);
+}
+
+void GodotSpace2D::body_remove_from_active_list(SelfList<GodotBody2D> *p_body) {
+ active_list.remove(p_body);
+}
+
+void GodotSpace2D::body_add_to_mass_properties_update_list(SelfList<GodotBody2D> *p_body) {
+ mass_properties_update_list.add(p_body);
+}
+
+void GodotSpace2D::body_remove_from_mass_properties_update_list(SelfList<GodotBody2D> *p_body) {
+ mass_properties_update_list.remove(p_body);
+}
+
+GodotBroadPhase2D *GodotSpace2D::get_broadphase() {
+ return broadphase;
+}
+
+void GodotSpace2D::add_object(GodotCollisionObject2D *p_object) {
+ ERR_FAIL_COND(objects.has(p_object));
+ objects.insert(p_object);
+}
+
+void GodotSpace2D::remove_object(GodotCollisionObject2D *p_object) {
+ ERR_FAIL_COND(!objects.has(p_object));
+ objects.erase(p_object);
+}
+
+const Set<GodotCollisionObject2D *> &GodotSpace2D::get_objects() const {
+ return objects;
+}
+
+void GodotSpace2D::body_add_to_state_query_list(SelfList<GodotBody2D> *p_body) {
+ state_query_list.add(p_body);
+}
+
+void GodotSpace2D::body_remove_from_state_query_list(SelfList<GodotBody2D> *p_body) {
+ state_query_list.remove(p_body);
+}
+
+void GodotSpace2D::area_add_to_monitor_query_list(SelfList<GodotArea2D> *p_area) {
+ monitor_query_list.add(p_area);
+}
+
+void GodotSpace2D::area_remove_from_monitor_query_list(SelfList<GodotArea2D> *p_area) {
+ monitor_query_list.remove(p_area);
+}
+
+void GodotSpace2D::area_add_to_moved_list(SelfList<GodotArea2D> *p_area) {
+ area_moved_list.add(p_area);
+}
+
+void GodotSpace2D::area_remove_from_moved_list(SelfList<GodotArea2D> *p_area) {
+ area_moved_list.remove(p_area);
+}
+
+const SelfList<GodotArea2D>::List &GodotSpace2D::get_moved_area_list() const {
+ return area_moved_list;
+}
+
+void GodotSpace2D::call_queries() {
+ while (state_query_list.first()) {
+ GodotBody2D *b = state_query_list.first()->self();
+ state_query_list.remove(state_query_list.first());
+ b->call_queries();
+ }
+
+ while (monitor_query_list.first()) {
+ GodotArea2D *a = monitor_query_list.first()->self();
+ monitor_query_list.remove(monitor_query_list.first());
+ a->call_queries();
+ }
+}
+
+void GodotSpace2D::setup() {
+ contact_debug_count = 0;
+
+ while (mass_properties_update_list.first()) {
+ mass_properties_update_list.first()->self()->update_mass_properties();
+ mass_properties_update_list.remove(mass_properties_update_list.first());
+ }
+}
+
+void GodotSpace2D::update() {
+ broadphase->update();
+}
+
+void GodotSpace2D::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_value) {
+ switch (p_param) {
+ case PhysicsServer2D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
+ contact_recycle_radius = p_value;
+ break;
+ case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
+ contact_max_separation = p_value;
+ break;
+ case PhysicsServer2D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
+ contact_max_allowed_penetration = p_value;
+ break;
+ case PhysicsServer2D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
+ body_linear_velocity_sleep_threshold = p_value;
+ break;
+ case PhysicsServer2D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
+ body_angular_velocity_sleep_threshold = p_value;
+ break;
+ case PhysicsServer2D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
+ body_time_to_sleep = p_value;
+ break;
+ case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
+ constraint_bias = p_value;
+ break;
+ }
+}
+
+real_t GodotSpace2D::get_param(PhysicsServer2D::SpaceParameter p_param) const {
+ switch (p_param) {
+ case PhysicsServer2D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
+ return contact_recycle_radius;
+ case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
+ return contact_max_separation;
+ case PhysicsServer2D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
+ return contact_max_allowed_penetration;
+ case PhysicsServer2D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
+ return body_linear_velocity_sleep_threshold;
+ case PhysicsServer2D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
+ return body_angular_velocity_sleep_threshold;
+ case PhysicsServer2D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
+ return body_time_to_sleep;
+ case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
+ return constraint_bias;
+ }
+ return 0;
+}
+
+void GodotSpace2D::lock() {
+ locked = true;
+}
+
+void GodotSpace2D::unlock() {
+ locked = false;
+}
+
+bool GodotSpace2D::is_locked() const {
+ return locked;
+}
+
+GodotPhysicsDirectSpaceState2D *GodotSpace2D::get_direct_state() {
+ return direct_access;
+}
+
+GodotSpace2D::GodotSpace2D() {
+ body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_linear", 2.0);
+ body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", Math::deg2rad(8.0));
+ body_time_to_sleep = GLOBAL_DEF("physics/2d/time_before_sleep", 0.5);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/2d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
+
+ broadphase = GodotBroadPhase2D::create_func();
+ broadphase->set_pair_callback(_broadphase_pair, this);
+ broadphase->set_unpair_callback(_broadphase_unpair, this);
+
+ direct_access = memnew(GodotPhysicsDirectSpaceState2D);
+ direct_access->space = this;
+}
+
+GodotSpace2D::~GodotSpace2D() {
+ memdelete(broadphase);
+ memdelete(direct_access);
+}