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+/*************************************************************************/
+/* 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