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-rw-r--r--servers/physics_2d/space_2d_sw.cpp506
1 files changed, 505 insertions, 1 deletions
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp
index 5aaf9a7613..9a1b977bda 100644
--- a/servers/physics_2d/space_2d_sw.cpp
+++ b/servers/physics_2d/space_2d_sw.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -556,7 +556,511 @@ Physics2DDirectSpaceStateSW::Physics2DDirectSpaceStateSW() {
+bool Space2DSW::test_body_motion(Body2DSW *p_body,const Vector2&p_motion,float p_margin,Physics2DServer::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..
+
+ Rect2 body_aabb;
+
+ for(int i=0;i<p_body->get_shape_count();i++) {
+
+ if (i==0)
+ body_aabb=p_body->get_shape_aabb(i);
+ else
+ body_aabb=body_aabb.merge(p_body->get_shape_aabb(i));
+ }
+
+ body_aabb=body_aabb.grow(p_margin);
+
+ {
+ //add motion
+
+ Rect2 motion_aabb=body_aabb;
+ motion_aabb.pos+=p_motion;
+ body_aabb=body_aabb.merge(motion_aabb);
+ }
+
+
+ int amount = broadphase->cull_aabb(body_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()==CollisionObject2DSW::TYPE_AREA)
+ keep=false;
+ else if ((static_cast<Body2DSW*>(intersection_query_results[i])->get_layer_mask()&p_body->get_layer_mask())==0)
+ keep=false;
+ else if (static_cast<Body2DSW*>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self()))
+ keep=false;
+ else if (static_cast<Body2DSW*>(intersection_query_results[i])->is_shape_set_as_trigger(intersection_query_subindex_results[i]))
+ 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--;
+
+ }
+ }
+
+ Matrix32 body_transform = p_body->get_transform();
+
+ {
+ //STEP 1, FREE BODY IF STUCK
+
+ const int max_results = 32;
+ int recover_attempts=4;
+ Vector2 sr[max_results*2];
+
+ do {
+
+ Physics2DServerSW::CollCbkData cbk;
+ cbk.max=max_results;
+ cbk.amount=0;
+ cbk.ptr=sr;
+
+
+ CollisionSolver2DSW::CallbackResult cbkres=NULL;
+
+ Physics2DServerSW::CollCbkData *cbkptr=NULL;
+ cbkptr=&cbk;
+ cbkres=Physics2DServerSW::_shape_col_cbk;
+
+ bool collided=false;
+
+
+ for(int j=0;j<p_body->get_shape_count();j++) {
+ if (p_body->is_shape_set_as_trigger(j))
+ continue;
+
+ Matrix32 body_shape_xform = body_transform * p_body->get_shape_transform(j);
+ Shape2DSW *body_shape = p_body->get_shape(j);
+ for(int i=0;i<amount;i++) {
+
+ const CollisionObject2DSW *col_obj=intersection_query_results[i];
+ int shape_idx=intersection_query_subindex_results[i];
+
+ if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) {
+
+ const Body2DSW *body=static_cast<const Body2DSW*>(col_obj);
+ cbk.valid_dir=body->get_one_way_collision_direction();
+ cbk.valid_depth=body->get_one_way_collision_max_depth();
+ } else {
+ cbk.valid_dir=Vector2();
+ cbk.valid_depth=0;
+ }
+
+ if (CollisionSolver2DSW::solve(body_shape,body_shape_xform,Vector2(),col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),Vector2(),cbkres,cbkptr,NULL,p_margin)) {
+ collided=cbk.amount>0;
+ }
+ }
+ }
+
+
+ if (!collided)
+ break;
+
+ Vector2 recover_motion;
+
+ for(int i=0;i<cbk.amount;i++) {
+
+ Vector2 a = sr[i*2+0];
+ Vector2 b = sr[i*2+1];
+
+ // float d = a.distance_to(b);
+
+ //if (d<margin)
+ /// continue;
+ recover_motion+=(b-a)*0.4;
+ }
+
+ if (recover_motion==Vector2()) {
+ collided=false;
+ break;
+ }
+
+ body_transform.elements[2]+=recover_motion;
+
+ recover_attempts--;
+
+ } while (recover_attempts);
+ }
+
+
+
+ float safe = 1.0;
+ float unsafe = 1.0;
+ int best_shape=-1;
+
+ {
+ // STEP 2 ATTEMPT MOTION
+
+
+
+ for(int j=0;j<p_body->get_shape_count();j++) {
+
+ if (p_body->is_shape_set_as_trigger(j))
+ continue;
+
+ Matrix32 body_shape_xform = body_transform * p_body->get_shape_transform(j);
+ Shape2DSW *body_shape = p_body->get_shape(j);
+
+ bool stuck=false;
+
+ float best_safe=1;
+ float best_unsafe=1;
+
+ for(int i=0;i<amount;i++) {
+
+ const CollisionObject2DSW *col_obj=intersection_query_results[i];
+ int shape_idx=intersection_query_subindex_results[i];
+
+
+ Matrix32 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 (!CollisionSolver2DSW::solve(body_shape,body_shape_xform,p_motion,col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL,0)) {
+ continue;
+ }
+
+
+ //test initial overlap
+ if (CollisionSolver2DSW::solve(body_shape,body_shape_xform,Vector2(),col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL,0)) {
+
+ if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) {
+ //if one way collision direction ignore initial overlap
+ const Body2DSW *body=static_cast<const Body2DSW*>(col_obj);
+ if (body->get_one_way_collision_direction()!=Vector2()) {
+ continue;
+ }
+ }
+
+ stuck=true;
+ break;
+ }
+
+
+ //just do kinematic solving
+ float low=0;
+ float hi=1;
+ Vector2 mnormal=p_motion.normalized();
+
+ for(int i=0;i<8;i++) { //steps should be customizable..
+
+ //Matrix32 xfa = p_xform;
+ float 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);
+
+ if (collided) {
+
+ hi=ofs;
+ } else {
+
+ low=ofs;
+ }
+ }
+
+ if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) {
+
+ const Body2DSW *body=static_cast<const Body2DSW*>(col_obj);
+ if (body->get_one_way_collision_direction()!=Vector2()) {
+
+ Vector2 cd[2];
+ Physics2DServerSW::CollCbkData cbk;
+ cbk.max=1;
+ cbk.amount=0;
+ cbk.ptr=cd;
+ cbk.valid_dir=body->get_one_way_collision_direction();
+ cbk.valid_depth=body->get_one_way_collision_max_depth();
+
+ Vector2 sep=mnormal; //important optimization for this to work fast enough
+ bool collided = CollisionSolver2DSW::solve(body_shape,body_shape_xform,p_motion*(hi+contact_max_allowed_penetration),col_obj->get_shape(shape_idx),col_obj_xform,Vector2(),Physics2DServerSW::_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=j; //sadly it's the best
+ break;
+ }
+ if (best_safe==1.0) {
+ continue;
+ }
+ if (best_safe < safe) {
+
+ safe=best_safe;
+ unsafe=best_unsafe;
+ best_shape=j;
+ }
+ }
+ }
+
+ bool collided=false;
+ if (safe>=1) {
+ //not collided
+ collided=false;
+ if (r_result) {
+
+ r_result->motion=p_motion+(body_transform.elements[2]-p_body->get_transform().elements[2]);
+ r_result->remainder=Vector2();
+ }
+
+ } else {
+
+ //it collided, let's get the rest info in unsafe advance
+ Matrix32 ugt = body_transform;
+ ugt.elements[2]+=p_motion*unsafe;
+
+ _RestCallbackData2D rcd;
+ rcd.best_len=0;
+ rcd.best_object=NULL;
+ rcd.best_shape=0;
+
+ Matrix32 body_shape_xform = ugt * p_body->get_shape_transform(best_shape);
+ Shape2DSW *body_shape = p_body->get_shape(best_shape);
+
+
+ for(int i=0;i<amount;i++) {
+
+
+ const CollisionObject2DSW *col_obj=intersection_query_results[i];
+ int shape_idx=intersection_query_subindex_results[i];
+
+ if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) {
+
+ const Body2DSW *body=static_cast<const Body2DSW*>(col_obj);
+ rcd.valid_dir=body->get_one_way_collision_direction();
+ rcd.valid_depth=body->get_one_way_collision_max_depth();
+ } else {
+ rcd.valid_dir=Vector2();
+ rcd.valid_depth=0;
+ }
+
+
+ rcd.object=col_obj;
+ rcd.shape=shape_idx;
+ bool sc = CollisionSolver2DSW::solve(body_shape,body_shape_xform,Vector2(),col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),Vector2() ,_rest_cbk_result,&rcd,NULL,p_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_normal=rcd.best_normal;
+ r_result->collision_point=rcd.best_contact;
+ r_result->collider_metadata=rcd.best_object->get_shape_metadata(rcd.best_shape);
+
+ const Body2DSW *body = static_cast<const Body2DSW*>(rcd.best_object);
+ Vector2 rel_vec = r_result->collision_point-body->get_transform().get_origin();
+ 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->motion=safe*p_motion+(body_transform.elements[2]-p_body->get_transform().elements[2]);
+ r_result->remainder=p_motion - safe * p_motion;
+ }
+
+ collided=true;
+ } else {
+ if (r_result) {
+
+ r_result->motion=p_motion+(body_transform.elements[2]-p_body->get_transform().elements[2]);
+ r_result->remainder=Vector2();
+ }
+
+ collided=false;
+
+ }
+ }
+
+ return collided;
+
+
+#if 0
+ //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..
+
+
+ colliding=false;
+ ERR_FAIL_COND_V(!is_inside_tree(),Vector2());
+ Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
+ ERR_FAIL_COND_V(!dss,Vector2());
+ const int max_shapes=32;
+ Vector2 sr[max_shapes*2];
+ int res_shapes;
+
+ Set<RID> exclude;
+ exclude.insert(get_rid());
+
+
+ //recover first
+ int recover_attempts=4;
+
+ bool collided=false;
+ uint32_t mask=0;
+ if (collide_static)
+ mask|=Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY;
+ if (collide_kinematic)
+ mask|=Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
+ if (collide_rigid)
+ mask|=Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY;
+ if (collide_character)
+ mask|=Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
+
+// print_line("motion: "+p_motion+" margin: "+rtos(margin));
+
+ //print_line("margin: "+rtos(margin));
+ do {
+
+ //motion recover
+ for(int i=0;i<get_shape_count();i++) {
+
+ if (is_shape_set_as_trigger(i))
+ continue;
+ if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),Vector2(),margin,sr,max_shapes,res_shapes,exclude,get_layer_mask(),mask))
+ collided=true;
+
+ }
+
+ if (!collided)
+ break;
+
+ Vector2 recover_motion;
+
+ for(int i=0;i<res_shapes;i++) {
+
+ Vector2 a = sr[i*2+0];
+ Vector2 b = sr[i*2+1];
+
+ float d = a.distance_to(b);
+
+ //if (d<margin)
+ /// continue;
+ recover_motion+=(b-a)*0.4;
+ }
+
+ if (recover_motion==Vector2()) {
+ collided=false;
+ break;
+ }
+
+ Matrix32 gt = get_global_transform();
+ gt.elements[2]+=recover_motion;
+ set_global_transform(gt);
+
+ recover_attempts--;
+
+ } while (recover_attempts);
+
+
+ //move second
+ float safe = 1.0;
+ float unsafe = 1.0;
+ int best_shape=-1;
+
+ for(int i=0;i<get_shape_count();i++) {
+
+ if (is_shape_set_as_trigger(i))
+ continue;
+
+ float 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) {
+
+ safe=0;
+ unsafe=0;
+ best_shape=i; //sadly it's the best
+ break;
+ }
+ if (lsafe==1.0) {
+ continue;
+ }
+ if (lsafe < safe) {
+
+ safe=lsafe;
+ unsafe=lunsafe;
+ best_shape=i;
+ }
+ }
+
+
+ //print_line("best shape: "+itos(best_shape)+" motion "+p_motion);
+
+ if (safe>=1) {
+ //not collided
+ colliding=false;
+ } else {
+
+ //it collided, let's get the rest info in unsafe advance
+ Matrix32 ugt = get_global_transform();
+ ugt.elements[2]+=p_motion*unsafe;
+ Physics2DDirectSpaceState::ShapeRestInfo rest_info;
+ bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt*get_shape_transform(best_shape), Vector2(), margin,&rest_info,exclude,get_layer_mask(),mask);
+ if (!c2) {
+ //should not happen, but floating point precision is so weird..
+
+ colliding=false;
+ } else {
+
+
+ //print_line("Travel: "+rtos(travel));
+ colliding=true;
+ collision=rest_info.point;
+ normal=rest_info.normal;
+ collider=rest_info.collider_id;
+ collider_vel=rest_info.linear_velocity;
+ collider_shape=rest_info.shape;
+ collider_metadata=rest_info.metadata;
+ }
+
+ }
+
+ Vector2 motion=p_motion*safe;
+ Matrix32 gt = get_global_transform();
+ gt.elements[2]+=motion;
+ set_global_transform(gt);
+
+ return p_motion-motion;
+
+#endif
+ return false;
+}