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path: root/servers/physics_2d/space_2d_sw.cpp
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Diffstat (limited to 'servers/physics_2d/space_2d_sw.cpp')
-rw-r--r--servers/physics_2d/space_2d_sw.cpp54
1 files changed, 27 insertions, 27 deletions
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp
index 275137ae5a..9bced50061 100644
--- a/servers/physics_2d/space_2d_sw.cpp
+++ b/servers/physics_2d/space_2d_sw.cpp
@@ -190,7 +190,7 @@ bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2& p_from, const Vec
}
-int Physics2DDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Transform2D& p_xform,const Vector2& p_motion,float p_margin,ShapeResult *r_results,int p_result_max,const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) {
+int Physics2DDirectSpaceStateSW::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_layer_mask,uint32_t p_object_type_mask) {
if (p_result_max<=0)
return 0;
@@ -237,7 +237,7 @@ int Physics2DDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Trans
-bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transform2D& p_xform,const Vector2& p_motion,float p_margin,float &p_closest_safe,float &p_closest_unsafe, const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) {
+bool Physics2DDirectSpaceStateSW::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_layer_mask,uint32_t p_object_type_mask) {
@@ -255,8 +255,8 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transfor
int amount = space->broadphase->cull_aabb(aabb,space->intersection_query_results,Space2DSW::INTERSECTION_QUERY_MAX,space->intersection_query_subindex_results);
- float best_safe=1;
- float best_unsafe=1;
+ real_t best_safe=1;
+ real_t best_unsafe=1;
for(int i=0;i<amount;i++) {
@@ -305,13 +305,13 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transfor
//just do kinematic solving
- float low=0;
- float hi=1;
+ real_t low=0;
+ real_t hi=1;
Vector2 mnormal=p_motion.normalized();
for(int i=0;i<8;i++) { //steps should be customizable..
- float ofs = (low+hi)*0.5;
+ real_t ofs = (low+hi)*0.5;
Vector2 sep=mnormal; //important optimization for this to work fast enough
bool collided = CollisionSolver2DSW::solve(shape,p_xform,p_motion*ofs,col_obj->get_shape(shape_idx),col_obj_xform,Vector2(),NULL,NULL,&sep,p_margin);
@@ -364,7 +364,7 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transfor
}
-bool Physics2DDirectSpaceStateSW::collide_shape(RID p_shape, const Transform2D& p_shape_xform,const Vector2& p_motion,float p_margin,Vector2 *r_results,int p_result_max,int &r_result_count, const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) {
+bool Physics2DDirectSpaceStateSW::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_layer_mask,uint32_t p_object_type_mask) {
if (p_result_max<=0)
@@ -436,9 +436,9 @@ struct _RestCallbackData2D {
int best_shape;
Vector2 best_contact;
Vector2 best_normal;
- float best_len;
+ real_t best_len;
Vector2 valid_dir;
- float valid_depth;
+ real_t valid_depth;
};
static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,void *p_userdata) {
@@ -458,7 +458,7 @@ static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,v
}
Vector2 contact_rel = p_point_B - p_point_A;
- float len = contact_rel.length();
+ real_t len = contact_rel.length();
if (len <= rd->best_len)
return;
@@ -473,7 +473,7 @@ static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,v
}
-bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Transform2D& p_shape_xform,const Vector2& p_motion,float p_margin,ShapeRestInfo *r_info, const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) {
+bool Physics2DDirectSpaceStateSW::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_layer_mask,uint32_t p_object_type_mask) {
Shape2DSW *shape = Physics2DServerSW::singletonsw->shape_owner.get(p_shape);
@@ -594,7 +594,7 @@ int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body,const Rect2& p_aabb) {
return amount;
}
-bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2&p_motion, float p_margin, Physics2DServer::MotionResult *r_result) {
+bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2&p_motion, real_t p_margin, Physics2DServer::MotionResult *r_result) {
//give me back regular physics engine logic
//this is madness
@@ -698,15 +698,15 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
#if 0
Vector2 rel = b-a;
- float d = rel.length();
+ real_t d = rel.length();
if (d==0)
continue;
Vector2 n = rel/d;
- float traveled = n.dot(recover_motion);
+ real_t traveled = n.dot(recover_motion);
a+=n*traveled;
- float d = a.distance_to(b);
+ real_t d = a.distance_to(b);
if (d<margin)
continue;
#endif
@@ -728,8 +728,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
- float safe = 1.0;
- float unsafe = 1.0;
+ real_t safe = 1.0;
+ real_t unsafe = 1.0;
int best_shape=-1;
{
@@ -751,8 +751,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
bool stuck=false;
- float best_safe=1;
- float best_unsafe=1;
+ real_t best_safe=1;
+ real_t best_unsafe=1;
for(int i=0;i<amount;i++) {
@@ -784,13 +784,13 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
//just do kinematic solving
- float low=0;
- float hi=1;
+ real_t low=0;
+ real_t hi=1;
Vector2 mnormal=p_motion.normalized();
for(int i=0;i<8;i++) { //steps should be customizable..
- float ofs = (low+hi)*0.5;
+ real_t ofs = (low+hi)*0.5;
Vector2 sep=mnormal; //important optimization for this to work fast enough
bool collided = CollisionSolver2DSW::solve(body_shape,body_shape_xform,p_motion*ofs,col_obj->get_shape(shape_idx),col_obj_xform,Vector2(),NULL,NULL,&sep,0);
@@ -1004,7 +1004,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
Vector2 a = sr[i*2+0];
Vector2 b = sr[i*2+1];
- float d = a.distance_to(b);
+ real_t d = a.distance_to(b);
/*
if (d<margin)
@@ -1028,8 +1028,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
//move second
- float safe = 1.0;
- float unsafe = 1.0;
+ real_t safe = 1.0;
+ real_t unsafe = 1.0;
int best_shape=-1;
for(int i=0;i<get_shape_count();i++) {
@@ -1037,7 +1037,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
if (is_shape_set_as_trigger(i))
continue;
- float lsafe,lunsafe;
+ real_t lsafe,lunsafe;
bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0,lsafe,lunsafe,exclude,get_layer_mask(),mask);
//print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
if (!valid) {