diff options
Diffstat (limited to 'servers/physics_2d/space_2d_sw.cpp')
-rw-r--r-- | servers/physics_2d/space_2d_sw.cpp | 223 |
1 files changed, 4 insertions, 219 deletions
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp index 590c93a7be..65dc198592 100644 --- a/servers/physics_2d/space_2d_sw.cpp +++ b/servers/physics_2d/space_2d_sw.cpp @@ -528,188 +528,7 @@ int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb) { return amount; } -int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, PhysicsServer2D::SeparationResult *r_results, int p_result_max, real_t p_margin) { - 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 (p_body->get_shape(i)->get_type() != PhysicsServer2D::SHAPE_RAY) { - 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) { - return 0; - } - - // Undo the currently transform the physics server is aware of and apply the provided one - body_aabb = p_transform.xform(p_body->get_inv_transform().xform(body_aabb)); - body_aabb = body_aabb.grow(p_margin); - - Transform2D body_transform = p_transform; - - for (int i = 0; i < p_result_max; i++) { - //reset results - r_results[i].collision_depth = 0; - } - - int rays_found = 0; - - { - // raycast AND separate - - const int max_results = 32; - int recover_attempts = 4; - Vector2 sr[max_results * 2]; - PhysicsServer2DSW::CollCbkData cbk; - cbk.max = max_results; - PhysicsServer2DSW::CollCbkData *cbkptr = &cbk; - CollisionSolver2DSW::CallbackResult cbkres = PhysicsServer2DSW::_shape_col_cbk; - - do { - Vector2 recover_motion; - - 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; - } - - Shape2DSW *body_shape = p_body->get_shape(j); - - if (body_shape->get_type() != PhysicsServer2D::SHAPE_RAY) { - continue; - } - - Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j); - - for (int i = 0; i < amount; i++) { - const CollisionObject2DSW *col_obj = intersection_query_results[i]; - int shape_idx = intersection_query_subindex_results[i]; - - cbk.amount = 0; - cbk.passed = 0; - cbk.ptr = sr; - cbk.invalid_by_dir = 0; - - if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) { - const Body2DSW *b = static_cast<const Body2DSW *>(col_obj); - if (p_infinite_inertia && PhysicsServer2D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer2D::BODY_MODE_KINEMATIC != b->get_mode()) { - continue; - } - } - - Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); - - /* - * There is no point in supporting one way collisions with ray shapes, as they will always collide in the desired - * direction. Use a short ray shape if you want to achieve a similar effect. - * - if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) { - cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized(); - cbk.valid_depth = p_margin; //only valid depth is the collision margin - cbk.invalid_by_dir = 0; - - } else { -*/ - - cbk.valid_dir = Vector2(); - cbk.valid_depth = 0; - cbk.invalid_by_dir = 0; - - /* - } - */ - - Shape2DSW *against_shape = col_obj->get_shape(shape_idx); - if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, p_margin)) { - if (cbk.amount > 0) { - collided = true; - } - - int ray_index = -1; //reuse shape - for (int k = 0; k < rays_found; k++) { - if (r_results[ray_index].collision_local_shape == j) { - ray_index = k; - } - } - - if (ray_index == -1 && rays_found < p_result_max) { - ray_index = rays_found; - rays_found++; - } - - if (ray_index != -1) { - PhysicsServer2D::SeparationResult &result = r_results[ray_index]; - - for (int k = 0; k < cbk.amount; k++) { - Vector2 a = sr[k * 2 + 0]; - Vector2 b = sr[k * 2 + 1]; - - recover_motion += (b - a) / cbk.amount; - - real_t depth = a.distance_to(b); - if (depth > result.collision_depth) { - result.collision_depth = depth; - result.collision_point = b; - result.collision_normal = (b - a).normalized(); - result.collision_local_shape = j; - result.collider_shape = shape_idx; - result.collider = col_obj->get_self(); - result.collider_id = col_obj->get_instance_id(); - result.collider_metadata = col_obj->get_shape_metadata(shape_idx); - if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) { - Body2DSW *body = (Body2DSW *)col_obj; - - Vector2 rel_vec = b - body->get_transform().get_origin(); - result.collider_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity(); - } - } - } - } - } - } - } - - if (!collided || recover_motion == Vector2()) { - break; - } - - body_transform.elements[2] += recover_motion; - body_aabb.position += recover_motion; - - recover_attempts--; - } while (recover_attempts); - } - - //optimize results (remove non colliding) - for (int i = 0; i < rays_found; i++) { - if (r_results[i].collision_depth == 0) { - rays_found--; - SWAP(r_results[i], r_results[rays_found]); - } - } - - r_recover_motion = body_transform.elements[2] - p_transform.elements[2]; - return rays_found; -} - -bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer2D::MotionResult *r_result, bool p_exclude_raycast_shapes, const Set<RID> &p_exclude) { +bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin, PhysicsServer2D::MotionResult *r_result, const Set<RID> &p_exclude) { //give me back regular physics engine logic //this is madness //and most people using this function will think @@ -730,10 +549,6 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co continue; } - if (p_exclude_raycast_shapes && p_body->get_shape(i)->get_type() == PhysicsServer2D::SHAPE_RAY) { - continue; - } - if (!shapes_found) { body_aabb = p_body->get_shape_aabb(i); shapes_found = true; @@ -794,24 +609,15 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co } Shape2DSW *body_shape = p_body->get_shape(j); - if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer2D::SHAPE_RAY) { - continue; - } - Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j); + for (int i = 0; i < amount; i++) { const CollisionObject2DSW *col_obj = intersection_query_results[i]; if (p_exclude.has(col_obj->get_self())) { continue; } - int shape_idx = intersection_query_subindex_results[i]; - if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) { - const Body2DSW *b = static_cast<const Body2DSW *>(col_obj); - if (p_infinite_inertia && PhysicsServer2D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer2D::BODY_MODE_KINEMATIC != b->get_mode()) { - 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); @@ -920,10 +726,6 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co } Shape2DSW *body_shape = p_body->get_shape(body_shape_idx); - if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer2D::SHAPE_RAY) { - continue; - } - Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(body_shape_idx); bool stuck = false; @@ -939,13 +741,6 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co int col_shape_idx = intersection_query_subindex_results[i]; Shape2DSW *against_shape = col_obj->get_shape(col_shape_idx); - if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) { - const Body2DSW *b = static_cast<const Body2DSW *>(col_obj); - if (p_infinite_inertia && PhysicsServer2D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer2D::BODY_MODE_KINEMATIC != b->get_mode()) { - continue; - } - } - bool excluded = false; for (int k = 0; k < excluded_shape_pair_count; k++) { @@ -1082,10 +877,6 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co Transform2D body_shape_xform = ugt * p_body->get_shape_transform(j); Shape2DSW *body_shape = p_body->get_shape(j); - if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer2D::SHAPE_RAY) { - continue; - } - body_aabb.position += p_motion * unsafe; int amount = _cull_aabb_for_body(p_body, body_aabb); @@ -1095,14 +886,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co if (p_exclude.has(col_obj->get_self())) { continue; } - int shape_idx = intersection_query_subindex_results[i]; - if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) { - const Body2DSW *b = static_cast<const Body2DSW *>(col_obj); - if (p_infinite_inertia && PhysicsServer2D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer2D::BODY_MODE_KINEMATIC != b->get_mode()) { - continue; - } - } + int shape_idx = intersection_query_subindex_results[i]; Shape2DSW *against_shape = col_obj->get_shape(shape_idx); |