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Diffstat (limited to 'servers/physics_2d/godot_space_2d.h')
-rw-r--r-- | servers/physics_2d/godot_space_2d.h | 209 |
1 files changed, 209 insertions, 0 deletions
diff --git a/servers/physics_2d/godot_space_2d.h b/servers/physics_2d/godot_space_2d.h new file mode 100644 index 0000000000..b155a834b6 --- /dev/null +++ b/servers/physics_2d/godot_space_2d.h @@ -0,0 +1,209 @@ +/*************************************************************************/ +/* godot_space_2d.h */ +/*************************************************************************/ +/* 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. */ +/*************************************************************************/ + +#ifndef GODOT_SPACE_2D_H +#define GODOT_SPACE_2D_H + +#include "godot_area_2d.h" +#include "godot_area_pair_2d.h" +#include "godot_body_2d.h" +#include "godot_body_pair_2d.h" +#include "godot_broad_phase_2d.h" +#include "godot_collision_object_2d.h" + +#include "core/config/project_settings.h" +#include "core/templates/hash_map.h" +#include "core/typedefs.h" + +class GodotPhysicsDirectSpaceState2D : public PhysicsDirectSpaceState2D { + GDCLASS(GodotPhysicsDirectSpaceState2D, PhysicsDirectSpaceState2D); + +public: + GodotSpace2D *space = nullptr; + + virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) override; + virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) override; + virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) override; + virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) override; + virtual bool collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) override; + virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) override; + + GodotPhysicsDirectSpaceState2D() {} +}; + +class GodotSpace2D { +public: + enum ElapsedTime { + ELAPSED_TIME_INTEGRATE_FORCES, + ELAPSED_TIME_GENERATE_ISLANDS, + ELAPSED_TIME_SETUP_CONSTRAINTS, + ELAPSED_TIME_SOLVE_CONSTRAINTS, + ELAPSED_TIME_INTEGRATE_VELOCITIES, + ELAPSED_TIME_MAX + + }; + +private: + struct ExcludedShapeSW { + GodotShape2D *local_shape = nullptr; + const GodotCollisionObject2D *against_object = nullptr; + int against_shape_index = 0; + }; + + uint64_t elapsed_time[ELAPSED_TIME_MAX] = {}; + + GodotPhysicsDirectSpaceState2D *direct_access = nullptr; + RID self; + + GodotBroadPhase2D *broadphase; + SelfList<GodotBody2D>::List active_list; + SelfList<GodotBody2D>::List mass_properties_update_list; + SelfList<GodotBody2D>::List state_query_list; + SelfList<GodotArea2D>::List monitor_query_list; + SelfList<GodotArea2D>::List area_moved_list; + + static void *_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_self); + static void _broadphase_unpair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_self); + + Set<GodotCollisionObject2D *> objects; + + GodotArea2D *area = nullptr; + + real_t contact_recycle_radius = 1.0; + real_t contact_max_separation = 1.5; + real_t contact_max_allowed_penetration = 0.3; + real_t constraint_bias = 0.2; + + enum { + INTERSECTION_QUERY_MAX = 2048 + }; + + GodotCollisionObject2D *intersection_query_results[INTERSECTION_QUERY_MAX]; + int intersection_query_subindex_results[INTERSECTION_QUERY_MAX]; + + real_t body_linear_velocity_sleep_threshold = 0.0; + real_t body_angular_velocity_sleep_threshold = 0.0; + real_t body_time_to_sleep = 0.0; + + bool locked = false; + + real_t last_step = 0.001; + + int island_count = 0; + int active_objects = 0; + int collision_pairs = 0; + + int _cull_aabb_for_body(GodotBody2D *p_body, const Rect2 &p_aabb); + + Vector<Vector2> contact_debug; + int contact_debug_count = 0; + + friend class GodotPhysicsDirectSpaceState2D; + +public: + _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } + _FORCE_INLINE_ RID get_self() const { return self; } + + void set_default_area(GodotArea2D *p_area) { area = p_area; } + GodotArea2D *get_default_area() const { return area; } + + const SelfList<GodotBody2D>::List &get_active_body_list() const; + void body_add_to_active_list(SelfList<GodotBody2D> *p_body); + void body_remove_from_active_list(SelfList<GodotBody2D> *p_body); + void body_add_to_mass_properties_update_list(SelfList<GodotBody2D> *p_body); + void body_remove_from_mass_properties_update_list(SelfList<GodotBody2D> *p_body); + void area_add_to_moved_list(SelfList<GodotArea2D> *p_area); + void area_remove_from_moved_list(SelfList<GodotArea2D> *p_area); + const SelfList<GodotArea2D>::List &get_moved_area_list() const; + + void body_add_to_state_query_list(SelfList<GodotBody2D> *p_body); + void body_remove_from_state_query_list(SelfList<GodotBody2D> *p_body); + + void area_add_to_monitor_query_list(SelfList<GodotArea2D> *p_area); + void area_remove_from_monitor_query_list(SelfList<GodotArea2D> *p_area); + + GodotBroadPhase2D *get_broadphase(); + + void add_object(GodotCollisionObject2D *p_object); + void remove_object(GodotCollisionObject2D *p_object); + const Set<GodotCollisionObject2D *> &get_objects() const; + + _FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; } + _FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; } + _FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; } + _FORCE_INLINE_ real_t get_constraint_bias() const { return constraint_bias; } + _FORCE_INLINE_ real_t get_body_linear_velocity_sleep_threshold() const { return body_linear_velocity_sleep_threshold; } + _FORCE_INLINE_ real_t get_body_angular_velocity_sleep_threshold() const { return body_angular_velocity_sleep_threshold; } + _FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; } + + void update(); + void setup(); + void call_queries(); + + bool is_locked() const; + void lock(); + void unlock(); + + real_t get_last_step() const { return last_step; } + void set_last_step(real_t p_step) { last_step = p_step; } + + void set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_value); + real_t get_param(PhysicsServer2D::SpaceParameter p_param) const; + + void set_island_count(int p_island_count) { island_count = p_island_count; } + int get_island_count() const { return island_count; } + + void set_active_objects(int p_active_objects) { active_objects = p_active_objects; } + int get_active_objects() const { return active_objects; } + + int get_collision_pairs() const { return collision_pairs; } + + bool test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result); + + void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); } + _FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.is_empty(); } + _FORCE_INLINE_ void add_debug_contact(const Vector2 &p_contact) { + if (contact_debug_count < contact_debug.size()) { + contact_debug.write[contact_debug_count++] = p_contact; + } + } + _FORCE_INLINE_ Vector<Vector2> get_debug_contacts() { return contact_debug; } + _FORCE_INLINE_ int get_debug_contact_count() { return contact_debug_count; } + + GodotPhysicsDirectSpaceState2D *get_direct_state(); + + void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; } + uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; } + + GodotSpace2D(); + ~GodotSpace2D(); +}; + +#endif // GODOT_SPACE_2D_H |