diff options
Diffstat (limited to 'servers/physics_2d/space_2d_sw.cpp')
| -rw-r--r-- | servers/physics_2d/space_2d_sw.cpp | 296 |
1 files changed, 205 insertions, 91 deletions
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp index f36328c985..2778775446 100644 --- a/servers/physics_2d/space_2d_sw.cpp +++ b/servers/physics_2d/space_2d_sw.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,9 +31,9 @@ #include "space_2d_sw.h" #include "collision_solver_2d_sw.h" +#include "core/os/os.h" #include "core/pair.h" #include "physics_2d_server_sw.h" - _FORCE_INLINE_ static bool _can_collide_with(CollisionObject2DSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { if (!(p_object->get_collision_layer() & p_collision_mask)) { @@ -49,7 +49,7 @@ _FORCE_INLINE_ static bool _can_collide_with(CollisionObject2DSW *p_object, uint return true; } -int Physics2DDirectSpaceStateSW::intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) { +int Physics2DDirectSpaceStateSW::_intersect_point_impl(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point, bool p_filter_by_canvas, ObjectID p_canvas_instance_id) { if (p_result_max <= 0) return 0; @@ -75,6 +75,9 @@ int Physics2DDirectSpaceStateSW::intersect_point(const Vector2 &p_point, ShapeRe if (p_pick_point && !col_obj->is_pickable()) continue; + if (p_filter_by_canvas && col_obj->get_canvas_instance_id() != p_canvas_instance_id) + continue; + int shape_idx = space->intersection_query_subindex_results[i]; Shape2DSW *shape = col_obj->get_shape(shape_idx); @@ -100,6 +103,16 @@ int Physics2DDirectSpaceStateSW::intersect_point(const Vector2 &p_point, ShapeRe return cc; } +int Physics2DDirectSpaceStateSW::intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) { + + return _intersect_point_impl(p_point, r_results, p_result_max, p_exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_pick_point); +} + +int Physics2DDirectSpaceStateSW::intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) { + + return _intersect_point_impl(p_point, r_results, p_result_max, p_exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_pick_point, true, p_canvas_instance_id); +} + bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { ERR_FAIL_COND_V(space->locked, false); @@ -267,7 +280,7 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID &p_shape, const Transfor real_t hi = 1; Vector2 mnormal = p_motion.normalized(); - for (int i = 0; i < 8; i++) { //steps should be customizable.. + for (int j = 0; j < 8; j++) { //steps should be customizable.. real_t ofs = (low + hi) * 0.5; @@ -315,14 +328,11 @@ bool Physics2DDirectSpaceStateSW::collide_shape(RID p_shape, const Transform2D & Physics2DServerSW::CollCbkData cbk; cbk.max = p_result_max; cbk.amount = 0; + cbk.passed = 0; cbk.ptr = r_results; - CollisionSolver2DSW::CallbackResult cbkres = NULL; + CollisionSolver2DSW::CallbackResult cbkres = Physics2DServerSW::_shape_col_cbk; - Physics2DServerSW::CollCbkData *cbkptr = NULL; - if (p_result_max > 0) { - cbkptr = &cbk; - cbkres = Physics2DServerSW::_shape_col_cbk; - } + Physics2DServerSW::CollCbkData *cbkptr = &cbk; for (int i = 0; i < amount; i++) { @@ -339,7 +349,7 @@ bool Physics2DDirectSpaceStateSW::collide_shape(RID p_shape, const Transform2D & cbk.valid_depth = 0; if (CollisionSolver2DSW::solve(shape, p_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, NULL, p_margin)) { - collided = p_result_max == 0 || cbk.amount > 0; + collided = cbk.amount > 0; } } @@ -352,6 +362,8 @@ struct _RestCallbackData2D { const CollisionObject2DSW *object; const CollisionObject2DSW *best_object; + int local_shape; + int best_local_shape; int shape; int best_shape; Vector2 best_contact; @@ -359,6 +371,7 @@ struct _RestCallbackData2D { real_t best_len; Vector2 valid_dir; real_t valid_depth; + real_t min_allowed_depth; }; static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) { @@ -374,6 +387,10 @@ static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B, Vector2 contact_rel = p_point_B - p_point_A; real_t len = contact_rel.length(); + + if (len < rd->min_allowed_depth) + return; + if (len <= rd->best_len) return; @@ -382,6 +399,7 @@ static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B, rd->best_normal = contact_rel / len; rd->best_object = rd->object; rd->best_shape = rd->shape; + rd->best_local_shape = rd->local_shape; } 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_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { @@ -399,6 +417,7 @@ bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Transform2D &p_sh rcd.best_len = 0; rcd.best_object = NULL; rcd.best_shape = 0; + rcd.min_allowed_depth = space->test_motion_min_contact_depth; for (int i = 0; i < amount; i++) { @@ -415,12 +434,13 @@ bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Transform2D &p_sh rcd.valid_depth = 0; rcd.object = col_obj; rcd.shape = shape_idx; + rcd.local_shape = 0; bool sc = CollisionSolver2DSW::solve(shape, p_shape_xform, p_motion, 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 (rcd.best_len == 0 || !rcd.best_object) return false; r_info->collider_id = rcd.best_object->get_instance_id(); @@ -487,12 +507,26 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t Rect2 body_aabb; + bool shapes_found = false; + for (int i = 0; i < p_body->get_shape_count(); i++) { - if (i == 0) + if (p_body->is_shape_set_as_disabled(i)) + continue; + + if (p_body->get_shape(i)->get_type() != Physics2DServer::SHAPE_RAY) + continue; + + if (!shapes_found) { body_aabb = p_body->get_shape_aabb(i); - else + 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 @@ -526,7 +560,6 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t bool collided = false; int amount = _cull_aabb_for_body(p_body, body_aabb); - int ray_index = 0; for (int j = 0; j < p_body->get_shape_count(); j++) { if (p_body->is_shape_set_as_disabled(j)) @@ -545,6 +578,7 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t int shape_idx = intersection_query_subindex_results[i]; cbk.amount = 0; + cbk.passed = 0; cbk.ptr = sr; cbk.invalid_by_dir = 0; @@ -555,25 +589,49 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t } } + 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 = body_shape_xform.get_axis(1).normalized(); + 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; +*/ + + 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->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, NULL, p_margin)) { + if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, NULL, p_margin)) { if (cbk.amount > 0) { collided = true; } - if (ray_index < p_result_max) { + 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) { + Physics2DServer::SeparationResult &result = r_results[ray_index]; for (int k = 0; k < cbk.amount; k++) { @@ -588,7 +646,8 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t result.collision_depth = depth; result.collision_point = b; result.collision_normal = (b - a).normalized(); - result.collision_local_shape = shape_idx; + 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); @@ -603,12 +662,8 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t } } } - - ray_index++; } - rays_found = MAX(ray_index, rays_found); - if (!collided || recover_motion == Vector2()) { break; } @@ -647,12 +702,30 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co } Rect2 body_aabb; + bool shapes_found = false; + for (int i = 0; i < p_body->get_shape_count(); i++) { - if (i == 0) + if (p_body->is_shape_set_as_disabled(i)) + continue; + + if (p_exclude_raycast_shapes && p_body->get_shape(i)->get_type() == Physics2DServer::SHAPE_RAY) + continue; + + if (!shapes_found) { body_aabb = p_body->get_shape_aabb(i); - else + shapes_found = true; + } else { body_aabb = body_aabb.merge(p_body->get_shape_aabb(i)); + } + } + + if (!shapes_found) { + if (r_result) { + *r_result = Physics2DServer::MotionResult(); + r_result->motion = p_motion; + } + return false; } // Undo the currently transform the physics server is aware of and apply the provided one @@ -663,6 +736,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co ExcludedShapeSW excluded_shape_pairs[max_excluded_shape_pairs]; int excluded_shape_pair_count = 0; + float separation_margin = MIN(p_margin, MAX(0.0, p_motion.length() - CMP_EPSILON)); //don't separate by more than the intended motion + Transform2D body_transform = p_from; { @@ -677,6 +752,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co Physics2DServerSW::CollCbkData cbk; cbk.max = max_results; cbk.amount = 0; + cbk.passed = 0; cbk.ptr = sr; cbk.invalid_by_dir = 0; excluded_shape_pair_count = 0; //last step is the one valid @@ -710,24 +786,43 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co } } + Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); + if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) { - cbk.valid_dir = body_shape_xform.get_axis(1).normalized(); - cbk.valid_depth = p_margin; //only valid depth is the collision margin + cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized(); + + float owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx); + cbk.valid_depth = MAX(owc_margin, p_margin); //user specified, but never less than actual margin or it won't work cbk.invalid_by_dir = 0; + if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) { + const Body2DSW *b = static_cast<const Body2DSW *>(col_obj); + if (b->get_mode() == Physics2DServer::BODY_MODE_KINEMATIC || b->get_mode() == Physics2DServer::BODY_MODE_RIGID) { + //fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction + Vector2 lv = b->get_linear_velocity(); + //compute displacement from linear velocity + Vector2 motion = lv * Physics2DDirectBodyStateSW::singleton->step; + float motion_len = motion.length(); + motion.normalize(); + cbk.valid_depth += motion_len * MAX(motion.dot(-cbk.valid_dir), 0.0); + } + } } else { cbk.valid_dir = Vector2(); cbk.valid_depth = 0; cbk.invalid_by_dir = 0; } + int current_passed = cbk.passed; //save how many points passed collision + bool did_collide = false; + Shape2DSW *against_shape = col_obj->get_shape(shape_idx); - if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, NULL, p_margin)) { - collided = cbk.amount > 0; + if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, NULL, separation_margin)) { + did_collide = cbk.passed > current_passed; //more passed, so collision actually existed } - if (!collided && cbk.invalid_by_dir > 0) { + if (!did_collide && cbk.invalid_by_dir > 0) { //this shape must be excluded if (excluded_shape_pair_count < max_excluded_shape_pairs) { ExcludedShapeSW esp; @@ -737,6 +832,10 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co excluded_shape_pairs[excluded_shape_pair_count++] = esp; } } + + if (did_collide) { + collided = true; + } } } @@ -824,14 +923,14 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co continue; } - Transform2D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(col_shape_idx); + Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(col_shape_idx); //test initial overlap, does it collide if going all the way? - if (!CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion, against_shape, col_obj_xform, Vector2(), NULL, NULL, NULL, 0)) { + if (!CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion, against_shape, col_obj_shape_xform, Vector2(), NULL, NULL, NULL, 0)) { continue; } //test initial overlap - if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_xform, Vector2(), NULL, NULL, NULL, 0)) { + if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), NULL, NULL, NULL, 0)) { if (col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) { continue; @@ -851,7 +950,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co 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, against_shape, col_obj_xform, Vector2(), NULL, NULL, &sep, 0); + bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * ofs, against_shape, col_obj_shape_xform, Vector2(), NULL, NULL, &sep, 0); if (collided) { @@ -868,13 +967,14 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co Physics2DServerSW::CollCbkData cbk; cbk.max = 1; cbk.amount = 0; + cbk.passed = 0; cbk.ptr = cd; - cbk.valid_dir = body_shape_xform.get_axis(1).normalized(); + cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized(); cbk.valid_depth = 10e20; 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(col_shape_idx), col_obj_xform, Vector2(), Physics2DServerSW::_shape_col_cbk, &cbk, &sep, 0); + bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(col_shape_idx), col_obj_shape_xform, Vector2(), Physics2DServerSW::_shape_col_cbk, &cbk, &sep, 0); if (!collided || cbk.amount == 0) { continue; } @@ -907,16 +1007,10 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co bool collided = false; if (safe >= 1) { - //not collided - collided = false; - if (r_result) { - - r_result->motion = p_motion; - r_result->remainder = Vector2(); - r_result->motion += (body_transform.get_origin() - p_from.get_origin()); - } + best_shape = -1; //no best shape with cast, reset to -1 + } - } else { + { //it collided, let's get the rest info in unsafe advance Transform2D ugt = body_transform; @@ -926,53 +1020,71 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co rcd.best_len = 0; rcd.best_object = NULL; rcd.best_shape = 0; + rcd.min_allowed_depth = test_motion_min_contact_depth; - Transform2D body_shape_xform = ugt * p_body->get_shape_transform(best_shape); - Shape2DSW *body_shape = p_body->get_shape(best_shape); + //optimization + int from_shape = best_shape != -1 ? best_shape : 0; + int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count(); - body_aabb.position += p_motion * unsafe; + for (int j = from_shape; j < to_shape; j++) { - int amount = _cull_aabb_for_body(p_body, body_aabb); + if (p_body->is_shape_set_as_disabled(j)) + continue; - for (int i = 0; i < amount; i++) { + Transform2D body_shape_xform = ugt * p_body->get_shape_transform(j); + Shape2DSW *body_shape = p_body->get_shape(j); - const CollisionObject2DSW *col_obj = intersection_query_results[i]; - int shape_idx = intersection_query_subindex_results[i]; + if (p_exclude_raycast_shapes && body_shape->get_type() == Physics2DServer::SHAPE_RAY) { + continue; + } - if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) { - const Body2DSW *b = static_cast<const Body2DSW *>(col_obj); - if (p_infinite_inertia && Physics2DServer::BODY_MODE_STATIC != b->get_mode() && Physics2DServer::BODY_MODE_KINEMATIC != b->get_mode()) { - continue; + body_aabb.position += p_motion * unsafe; + + int amount = _cull_aabb_for_body(p_body, body_aabb); + + for (int i = 0; i < amount; i++) { + + const CollisionObject2DSW *col_obj = intersection_query_results[i]; + 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 && Physics2DServer::BODY_MODE_STATIC != b->get_mode() && Physics2DServer::BODY_MODE_KINEMATIC != b->get_mode()) { + continue; + } } - } - Shape2DSW *against_shape = col_obj->get_shape(shape_idx); + Shape2DSW *against_shape = col_obj->get_shape(shape_idx); - bool excluded = false; - for (int k = 0; k < excluded_shape_pair_count; k++) { + bool excluded = false; + for (int k = 0; k < excluded_shape_pair_count; k++) { - if (excluded_shape_pairs[k].local_shape == body_shape && excluded_shape_pairs[k].against_object == col_obj && excluded_shape_pairs[k].against_shape_index == shape_idx) { - excluded = true; - break; + if (excluded_shape_pairs[k].local_shape == body_shape && excluded_shape_pairs[k].against_object == col_obj && excluded_shape_pairs[k].against_shape_index == shape_idx) { + excluded = true; + break; + } } - } - if (excluded) - continue; + if (excluded) + continue; - if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) { + Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); - rcd.valid_dir = body_shape_xform.get_axis(1).normalized(); - rcd.valid_depth = 10e20; - } else { - rcd.valid_dir = Vector2(); - rcd.valid_depth = 0; - } + if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) { - rcd.object = col_obj; - rcd.shape = shape_idx; - bool sc = CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, NULL, p_margin); - if (!sc) - continue; + rcd.valid_dir = col_obj_shape_xform.get_axis(1).normalized(); + rcd.valid_depth = 10e20; + } else { + rcd.valid_dir = Vector2(); + rcd.valid_depth = 0; + } + + rcd.object = col_obj; + rcd.shape = shape_idx; + rcd.local_shape = j; + bool sc = CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), _rest_cbk_result, &rcd, NULL, p_margin); + if (!sc) + continue; + } } if (rcd.best_len != 0) { @@ -981,7 +1093,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co 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_local_shape = best_shape; + r_result->collision_local_shape = rcd.best_local_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); @@ -996,16 +1108,14 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co } collided = true; - } else { - if (r_result) { + } + } - r_result->motion = p_motion; - r_result->remainder = Vector2(); - r_result->motion += (body_transform.get_origin() - p_from.get_origin()); - } + if (!collided && r_result) { - collided = false; - } + r_result->motion = p_motion; + r_result->remainder = Vector2(); + r_result->motion += (body_transform.get_origin() - p_from.get_origin()); } return collided; @@ -1178,6 +1288,7 @@ void Space2DSW::set_param(Physics2DServer::SpaceParameter p_param, real_t p_valu case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: body_angular_velocity_sleep_threshold = p_value; break; case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: body_time_to_sleep = p_value; break; case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: constraint_bias = p_value; break; + case Physics2DServer::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: test_motion_min_contact_depth = p_value; break; } } @@ -1192,6 +1303,7 @@ real_t Space2DSW::get_param(Physics2DServer::SpaceParameter p_param) const { case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: return body_angular_velocity_sleep_threshold; case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: return body_time_to_sleep; case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: return constraint_bias; + case Physics2DServer::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: return test_motion_min_contact_depth; } return 0; } @@ -1228,11 +1340,13 @@ Space2DSW::Space2DSW() { contact_recycle_radius = 1.0; contact_max_separation = 1.5; contact_max_allowed_penetration = 0.3; + test_motion_min_contact_depth = 0.005; constraint_bias = 0.2; body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_linear", 2.0); body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", (8.0 / 180.0 * Math_PI)); body_time_to_sleep = GLOBAL_DEF("physics/2d/time_before_sleep", 0.5); + ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/time_before_sleep", PropertyInfo(Variant::REAL, "physics/2d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater")); broadphase = BroadPhase2DSW::create_func(); broadphase->set_pair_callback(_broadphase_pair, this); |