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-rw-r--r--servers/physics_2d/godot_area_2d.cpp160
-rw-r--r--servers/physics_2d/godot_area_2d.h28
-rw-r--r--servers/physics_2d/godot_area_pair_2d.cpp34
-rw-r--r--servers/physics_2d/godot_area_pair_2d.h7
-rw-r--r--servers/physics_2d/godot_body_2d.cpp203
-rw-r--r--servers/physics_2d/godot_body_2d.h97
-rw-r--r--servers/physics_2d/godot_body_direct_state_2d.cpp73
-rw-r--r--servers/physics_2d/godot_body_direct_state_2d.h22
-rw-r--r--servers/physics_2d/godot_body_pair_2d.cpp220
-rw-r--r--servers/physics_2d/godot_body_pair_2d.h10
-rw-r--r--servers/physics_2d/godot_broad_phase_2d.cpp4
-rw-r--r--servers/physics_2d/godot_broad_phase_2d.h4
-rw-r--r--servers/physics_2d/godot_broad_phase_2d_bvh.cpp4
-rw-r--r--servers/physics_2d/godot_broad_phase_2d_bvh.h4
-rw-r--r--servers/physics_2d/godot_collision_object_2d.cpp6
-rw-r--r--servers/physics_2d/godot_collision_object_2d.h4
-rw-r--r--servers/physics_2d/godot_collision_solver_2d.cpp4
-rw-r--r--servers/physics_2d/godot_collision_solver_2d.h4
-rw-r--r--servers/physics_2d/godot_collision_solver_2d_sat.cpp4
-rw-r--r--servers/physics_2d/godot_collision_solver_2d_sat.h4
-rw-r--r--servers/physics_2d/godot_constraint_2d.h4
-rw-r--r--servers/physics_2d/godot_joints_2d.cpp4
-rw-r--r--servers/physics_2d/godot_joints_2d.h4
-rw-r--r--servers/physics_2d/godot_physics_server_2d.cpp182
-rw-r--r--servers/physics_2d/godot_physics_server_2d.h39
-rw-r--r--servers/physics_2d/godot_shape_2d.cpp4
-rw-r--r--servers/physics_2d/godot_shape_2d.h4
-rw-r--r--servers/physics_2d/godot_space_2d.cpp189
-rw-r--r--servers/physics_2d/godot_space_2d.h34
-rw-r--r--servers/physics_2d/godot_step_2d.cpp18
-rw-r--r--servers/physics_2d/godot_step_2d.h6
31 files changed, 830 insertions, 554 deletions
diff --git a/servers/physics_2d/godot_area_2d.cpp b/servers/physics_2d/godot_area_2d.cpp
index 7cb202dd1f..9937178550 100644
--- a/servers/physics_2d/godot_area_2d.cpp
+++ b/servers/physics_2d/godot_area_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -77,16 +77,17 @@ void GodotArea2D::set_space(GodotSpace2D *p_space) {
_set_space(p_space);
}
-void GodotArea2D::set_monitor_callback(ObjectID p_id, const StringName &p_method) {
- if (p_id == monitor_callback_id) {
- monitor_callback_method = p_method;
+void GodotArea2D::set_monitor_callback(const Callable &p_callback) {
+ ObjectID id = p_callback.get_object_id();
+
+ if (id == monitor_callback.get_object_id()) {
+ monitor_callback = p_callback;
return;
}
_unregister_shapes();
- monitor_callback_id = p_id;
- monitor_callback_method = p_method;
+ monitor_callback = p_callback;
monitored_bodies.clear();
monitored_areas.clear();
@@ -98,16 +99,17 @@ void GodotArea2D::set_monitor_callback(ObjectID p_id, const StringName &p_method
}
}
-void GodotArea2D::set_area_monitor_callback(ObjectID p_id, const StringName &p_method) {
- if (p_id == area_monitor_callback_id) {
- area_monitor_callback_method = p_method;
+void GodotArea2D::set_area_monitor_callback(const Callable &p_callback) {
+ ObjectID id = p_callback.get_object_id();
+
+ if (id == area_monitor_callback.get_object_id()) {
+ area_monitor_callback = p_callback;
return;
}
_unregister_shapes();
- area_monitor_callback_id = p_id;
- area_monitor_callback_method = p_method;
+ area_monitor_callback = p_callback;
monitored_bodies.clear();
monitored_areas.clear();
@@ -119,18 +121,21 @@ void GodotArea2D::set_area_monitor_callback(ObjectID p_id, const StringName &p_m
}
}
-void GodotArea2D::set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode p_mode) {
- bool do_override = p_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED;
- if (do_override == (space_override_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED)) {
+void GodotArea2D::_set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode &r_mode, PhysicsServer2D::AreaSpaceOverrideMode p_new_mode) {
+ bool do_override = p_new_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED;
+ if (do_override == (r_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED)) {
return;
}
_unregister_shapes();
- space_override_mode = p_mode;
+ r_mode = p_new_mode;
_shape_changed();
}
void GodotArea2D::set_param(PhysicsServer2D::AreaParameter p_param, const Variant &p_value) {
switch (p_param) {
+ case PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE:
+ _set_space_override_mode(gravity_override_mode, (PhysicsServer2D::AreaSpaceOverrideMode)(int)p_value);
+ break;
case PhysicsServer2D::AREA_PARAM_GRAVITY:
gravity = p_value;
break;
@@ -146,9 +151,15 @@ void GodotArea2D::set_param(PhysicsServer2D::AreaParameter p_param, const Varian
case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
point_attenuation = p_value;
break;
+ case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE:
+ _set_space_override_mode(linear_damping_override_mode, (PhysicsServer2D::AreaSpaceOverrideMode)(int)p_value);
+ break;
case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP:
linear_damp = p_value;
break;
+ case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE:
+ _set_space_override_mode(angular_damping_override_mode, (PhysicsServer2D::AreaSpaceOverrideMode)(int)p_value);
+ break;
case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP:
angular_damp = p_value;
break;
@@ -160,6 +171,8 @@ void GodotArea2D::set_param(PhysicsServer2D::AreaParameter p_param, const Varian
Variant GodotArea2D::get_param(PhysicsServer2D::AreaParameter p_param) const {
switch (p_param) {
+ case PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE:
+ return gravity_override_mode;
case PhysicsServer2D::AREA_PARAM_GRAVITY:
return gravity;
case PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR:
@@ -170,8 +183,12 @@ Variant GodotArea2D::get_param(PhysicsServer2D::AreaParameter p_param) const {
return gravity_distance_scale;
case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
return point_attenuation;
+ case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE:
+ return linear_damping_override_mode;
case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP:
return linear_damp;
+ case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE:
+ return angular_damping_override_mode;
case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP:
return angular_damp;
case PhysicsServer2D::AREA_PARAM_PRIORITY:
@@ -196,80 +213,79 @@ void GodotArea2D::set_monitorable(bool p_monitorable) {
monitorable = p_monitorable;
_set_static(!monitorable);
+ _shapes_changed();
}
void GodotArea2D::call_queries() {
- if (monitor_callback_id.is_valid() && !monitored_bodies.is_empty()) {
- Variant res[5];
- Variant *resptr[5];
- for (int i = 0; i < 5; i++) {
- resptr[i] = &res[i];
- }
+ if (!monitor_callback.is_null() && !monitored_bodies.is_empty()) {
+ if (monitor_callback.is_valid()) {
+ Variant res[5];
+ Variant *resptr[5];
+ for (int i = 0; i < 5; i++) {
+ resptr[i] = &res[i];
+ }
- Object *obj = ObjectDB::get_instance(monitor_callback_id);
- if (!obj) {
- monitored_bodies.clear();
- monitor_callback_id = ObjectID();
- return;
- }
+ for (Map<BodyKey, BodyState>::Element *E = monitored_bodies.front(); E;) {
+ if (E->get().state == 0) { // Nothing happened
+ Map<BodyKey, BodyState>::Element *next = E->next();
+ monitored_bodies.erase(E);
+ E = next;
+ continue;
+ }
+
+ res[0] = E->get().state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED;
+ res[1] = E->key().rid;
+ res[2] = E->key().instance_id;
+ res[3] = E->key().body_shape;
+ res[4] = E->key().area_shape;
- for (Map<BodyKey, BodyState>::Element *E = monitored_bodies.front(); E;) {
- if (E->get().state == 0) { // Nothing happened
Map<BodyKey, BodyState>::Element *next = E->next();
monitored_bodies.erase(E);
E = next;
- continue;
- }
- res[0] = E->get().state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED;
- res[1] = E->key().rid;
- res[2] = E->key().instance_id;
- res[3] = E->key().body_shape;
- res[4] = E->key().area_shape;
-
- Map<BodyKey, BodyState>::Element *next = E->next();
- monitored_bodies.erase(E);
- E = next;
-
- Callable::CallError ce;
- obj->call(monitor_callback_method, (const Variant **)resptr, 5, ce);
+ Callable::CallError ce;
+ Variant ret;
+ monitor_callback.call((const Variant **)resptr, 5, ret, ce);
+ }
+ } else {
+ monitored_bodies.clear();
+ monitor_callback = Callable();
}
}
- if (area_monitor_callback_id.is_valid() && !monitored_areas.is_empty()) {
- Variant res[5];
- Variant *resptr[5];
- for (int i = 0; i < 5; i++) {
- resptr[i] = &res[i];
- }
+ if (!area_monitor_callback.is_null() && !monitored_areas.is_empty()) {
+ if (area_monitor_callback.is_valid()) {
+ Variant res[5];
+ Variant *resptr[5];
+ for (int i = 0; i < 5; i++) {
+ resptr[i] = &res[i];
+ }
- Object *obj = ObjectDB::get_instance(area_monitor_callback_id);
- if (!obj) {
- monitored_areas.clear();
- area_monitor_callback_id = ObjectID();
- return;
- }
+ for (Map<BodyKey, BodyState>::Element *E = monitored_areas.front(); E;) {
+ if (E->get().state == 0) { // Nothing happened
+ Map<BodyKey, BodyState>::Element *next = E->next();
+ monitored_areas.erase(E);
+ E = next;
+ continue;
+ }
+
+ res[0] = E->get().state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED;
+ res[1] = E->key().rid;
+ res[2] = E->key().instance_id;
+ res[3] = E->key().body_shape;
+ res[4] = E->key().area_shape;
- for (Map<BodyKey, BodyState>::Element *E = monitored_areas.front(); E;) {
- if (E->get().state == 0) { // Nothing happened
Map<BodyKey, BodyState>::Element *next = E->next();
monitored_areas.erase(E);
E = next;
- continue;
- }
-
- res[0] = E->get().state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED;
- res[1] = E->key().rid;
- res[2] = E->key().instance_id;
- res[3] = E->key().body_shape;
- res[4] = E->key().area_shape;
-
- Map<BodyKey, BodyState>::Element *next = E->next();
- monitored_areas.erase(E);
- E = next;
- Callable::CallError ce;
- obj->call(area_monitor_callback_method, (const Variant **)resptr, 5, ce);
+ Callable::CallError ce;
+ Variant ret;
+ area_monitor_callback.call((const Variant **)resptr, 5, ret, ce);
+ }
+ } else {
+ monitored_areas.clear();
+ area_monitor_callback = Callable();
}
}
}
diff --git a/servers/physics_2d/godot_area_2d.h b/servers/physics_2d/godot_area_2d.h
index daa03d39e3..6e8078909b 100644
--- a/servers/physics_2d/godot_area_2d.h
+++ b/servers/physics_2d/godot_area_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -41,7 +41,10 @@ class GodotBody2D;
class GodotConstraint2D;
class GodotArea2D : public GodotCollisionObject2D {
- PhysicsServer2D::AreaSpaceOverrideMode space_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED;
+ PhysicsServer2D::AreaSpaceOverrideMode gravity_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED;
+ PhysicsServer2D::AreaSpaceOverrideMode linear_damping_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED;
+ PhysicsServer2D::AreaSpaceOverrideMode angular_damping_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED;
+
real_t gravity = 9.80665;
Vector2 gravity_vector = Vector2(0, -1);
bool gravity_is_point = false;
@@ -52,11 +55,9 @@ class GodotArea2D : public GodotCollisionObject2D {
int priority = 0;
bool monitorable = false;
- ObjectID monitor_callback_id;
- StringName monitor_callback_method;
+ Callable monitor_callback;
- ObjectID area_monitor_callback_id;
- StringName area_monitor_callback_method;
+ Callable area_monitor_callback;
SelfList<GodotArea2D> monitor_query_list;
SelfList<GodotArea2D> moved_list;
@@ -98,12 +99,14 @@ class GodotArea2D : public GodotCollisionObject2D {
virtual void _shapes_changed();
void _queue_monitor_update();
+ void _set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode &r_mode, PhysicsServer2D::AreaSpaceOverrideMode p_new_mode);
+
public:
- void set_monitor_callback(ObjectID p_id, const StringName &p_method);
- _FORCE_INLINE_ bool has_monitor_callback() const { return monitor_callback_id.is_valid(); }
+ void set_monitor_callback(const Callable &p_callback);
+ _FORCE_INLINE_ bool has_monitor_callback() const { return !monitor_callback.is_null(); }
- void set_area_monitor_callback(ObjectID p_id, const StringName &p_method);
- _FORCE_INLINE_ bool has_area_monitor_callback() const { return area_monitor_callback_id.is_valid(); }
+ void set_area_monitor_callback(const Callable &p_callback);
+ _FORCE_INLINE_ bool has_area_monitor_callback() const { return !area_monitor_callback.is_null(); }
_FORCE_INLINE_ void add_body_to_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
_FORCE_INLINE_ void remove_body_from_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
@@ -114,9 +117,6 @@ public:
void set_param(PhysicsServer2D::AreaParameter p_param, const Variant &p_value);
Variant get_param(PhysicsServer2D::AreaParameter p_param) const;
- void set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode p_mode);
- PhysicsServer2D::AreaSpaceOverrideMode get_space_override_mode() const { return space_override_mode; }
-
_FORCE_INLINE_ void set_gravity(real_t p_gravity) { gravity = p_gravity; }
_FORCE_INLINE_ real_t get_gravity() const { return gravity; }
diff --git a/servers/physics_2d/godot_area_pair_2d.cpp b/servers/physics_2d/godot_area_pair_2d.cpp
index fdb95aa262..72208d7dff 100644
--- a/servers/physics_2d/godot_area_pair_2d.cpp
+++ b/servers/physics_2d/godot_area_pair_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -38,10 +38,18 @@ bool GodotAreaPair2D::setup(real_t p_step) {
}
process_collision = false;
+ has_space_override = false;
if (result != colliding) {
- if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
- process_collision = true;
- } else if (area->has_monitor_callback()) {
+ if ((int)area->get_param(PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE) != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ has_space_override = true;
+ } else if ((int)area->get_param(PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE) != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ has_space_override = true;
+ } else if ((int)area->get_param(PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE) != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ has_space_override = true;
+ }
+ process_collision = has_space_override;
+
+ if (area->has_monitor_callback()) {
process_collision = true;
}
@@ -57,7 +65,7 @@ bool GodotAreaPair2D::pre_solve(real_t p_step) {
}
if (colliding) {
- if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ if (has_space_override) {
body->add_area(area);
}
@@ -65,7 +73,7 @@ bool GodotAreaPair2D::pre_solve(real_t p_step) {
area->add_body_to_query(body, body_shape, area_shape);
}
} else {
- if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ if (has_space_override) {
body->remove_area(area);
}
@@ -95,7 +103,7 @@ GodotAreaPair2D::GodotAreaPair2D(GodotBody2D *p_body, int p_body_shape, GodotAre
GodotAreaPair2D::~GodotAreaPair2D() {
if (colliding) {
- if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ if (has_space_override) {
body->remove_area(area);
}
if (area->has_monitor_callback()) {
@@ -120,7 +128,7 @@ bool GodotArea2Pair2D::setup(real_t p_step) {
process_collision_a = false;
if (result_a != colliding_a) {
- if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
+ if (area_a->has_area_monitor_callback() && area_b_monitorable) {
process_collision_a = true;
process_collision = true;
}
@@ -129,7 +137,7 @@ bool GodotArea2Pair2D::setup(real_t p_step) {
process_collision_b = false;
if (result_b != colliding_b) {
- if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
+ if (area_b->has_area_monitor_callback() && area_a_monitorable) {
process_collision_b = true;
process_collision = true;
}
@@ -168,19 +176,21 @@ GodotArea2Pair2D::GodotArea2Pair2D(GodotArea2D *p_area_a, int p_shape_a, GodotAr
area_b = p_area_b;
shape_a = p_shape_a;
shape_b = p_shape_b;
+ area_a_monitorable = area_a->is_monitorable();
+ area_b_monitorable = area_b->is_monitorable();
area_a->add_constraint(this);
area_b->add_constraint(this);
}
GodotArea2Pair2D::~GodotArea2Pair2D() {
if (colliding_a) {
- if (area_a->has_area_monitor_callback()) {
+ if (area_a->has_area_monitor_callback() && area_b_monitorable) {
area_a->remove_area_from_query(area_b, shape_b, shape_a);
}
}
if (colliding_b) {
- if (area_b->has_area_monitor_callback()) {
+ if (area_b->has_area_monitor_callback() && area_a_monitorable) {
area_b->remove_area_from_query(area_a, shape_a, shape_b);
}
}
diff --git a/servers/physics_2d/godot_area_pair_2d.h b/servers/physics_2d/godot_area_pair_2d.h
index 7a9677f714..ef6c774bc3 100644
--- a/servers/physics_2d/godot_area_pair_2d.h
+++ b/servers/physics_2d/godot_area_pair_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -41,6 +41,7 @@ class GodotAreaPair2D : public GodotConstraint2D {
int body_shape = 0;
int area_shape = 0;
bool colliding = false;
+ bool has_space_override = false;
bool process_collision = false;
public:
@@ -61,6 +62,8 @@ class GodotArea2Pair2D : public GodotConstraint2D {
bool colliding_b = false;
bool process_collision_a = false;
bool process_collision_b = false;
+ bool area_a_monitorable;
+ bool area_b_monitorable;
public:
virtual bool setup(real_t p_step) override;
diff --git a/servers/physics_2d/godot_body_2d.cpp b/servers/physics_2d/godot_body_2d.cpp
index 56f191c203..6873504f70 100644
--- a/servers/physics_2d/godot_body_2d.cpp
+++ b/servers/physics_2d/godot_body_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -185,8 +185,19 @@ void GodotBody2D::set_param(PhysicsServer2D::BodyParameter p_param, const Varian
_update_transform_dependent();
} break;
case PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE: {
+ if (Math::is_zero_approx(gravity_scale)) {
+ wakeup();
+ }
gravity_scale = p_value;
} break;
+ case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE: {
+ int mode_value = p_value;
+ linear_damp_mode = (PhysicsServer2D::BodyDampMode)mode_value;
+ } break;
+ case PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE: {
+ int mode_value = p_value;
+ angular_damp_mode = (PhysicsServer2D::BodyDampMode)mode_value;
+ } break;
case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP: {
linear_damp = p_value;
} break;
@@ -213,11 +224,17 @@ Variant GodotBody2D::get_param(PhysicsServer2D::BodyParameter p_param) const {
return inertia;
}
case PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS: {
- return center_of_mass;
+ return center_of_mass_local;
}
case PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE: {
return gravity_scale;
}
+ case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE: {
+ return linear_damp_mode;
+ }
+ case PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE: {
+ return angular_damp_mode;
+ }
case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP: {
return linear_damp;
}
@@ -396,15 +413,6 @@ void GodotBody2D::set_space(GodotSpace2D *p_space) {
}
}
-void GodotBody2D::_compute_area_gravity_and_damping(const GodotArea2D *p_area) {
- Vector2 area_gravity;
- p_area->compute_gravity(get_transform().get_origin(), area_gravity);
- gravity += area_gravity;
-
- area_linear_damp += p_area->get_linear_damp();
- area_angular_damp += p_area->get_angular_damp();
-}
-
void GodotBody2D::_update_transform_dependent() {
center_of_mass = get_transform().basis_xform(center_of_mass_local);
}
@@ -414,61 +422,135 @@ void GodotBody2D::integrate_forces(real_t p_step) {
return;
}
- GodotArea2D *def_area = get_space()->get_default_area();
- // GodotArea2D *damp_area = def_area;
- ERR_FAIL_COND(!def_area);
+ ERR_FAIL_COND(!get_space());
int ac = areas.size();
+
+ bool gravity_done = false;
+ bool linear_damp_done = false;
+ bool angular_damp_done = false;
+
bool stopped = false;
+
gravity = Vector2(0, 0);
- area_angular_damp = 0;
- area_linear_damp = 0;
+
+ total_linear_damp = 0.0;
+ total_angular_damp = 0.0;
+
+ // Combine gravity and damping from overlapping areas in priority order.
if (ac) {
areas.sort();
const AreaCMP *aa = &areas[0];
- // damp_area = aa[ac-1].area;
for (int i = ac - 1; i >= 0 && !stopped; i--) {
- PhysicsServer2D::AreaSpaceOverrideMode mode = aa[i].area->get_space_override_mode();
- switch (mode) {
- case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE:
- case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
- _compute_area_gravity_and_damping(aa[i].area);
- stopped = mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
- } break;
- case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE:
- case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
- gravity = Vector2(0, 0);
- area_angular_damp = 0;
- area_linear_damp = 0;
- _compute_area_gravity_and_damping(aa[i].area);
- stopped = mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE;
- } break;
- default: {
+ if (!gravity_done) {
+ PhysicsServer2D::AreaSpaceOverrideMode area_gravity_mode = (PhysicsServer2D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE);
+ if (area_gravity_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ Vector2 area_gravity;
+ aa[i].area->compute_gravity(get_transform().get_origin(), area_gravity);
+ switch (area_gravity_mode) {
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ gravity += area_gravity;
+ gravity_done = area_gravity_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ gravity = area_gravity;
+ gravity_done = area_gravity_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
+ }
+ }
+ if (!linear_damp_done) {
+ PhysicsServer2D::AreaSpaceOverrideMode area_linear_damp_mode = (PhysicsServer2D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE);
+ if (area_linear_damp_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ real_t area_linear_damp = aa[i].area->get_linear_damp();
+ switch (area_linear_damp_mode) {
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ total_linear_damp += area_linear_damp;
+ linear_damp_done = area_linear_damp_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ total_linear_damp = area_linear_damp;
+ linear_damp_done = area_linear_damp_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
+ }
+ }
+ if (!angular_damp_done) {
+ PhysicsServer2D::AreaSpaceOverrideMode area_angular_damp_mode = (PhysicsServer2D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE);
+ if (area_angular_damp_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ real_t area_angular_damp = aa[i].area->get_angular_damp();
+ switch (area_angular_damp_mode) {
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ total_angular_damp += area_angular_damp;
+ angular_damp_done = area_angular_damp_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ total_angular_damp = area_angular_damp;
+ angular_damp_done = area_angular_damp_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
}
}
+ stopped = gravity_done && linear_damp_done && angular_damp_done;
}
}
+
+ // Add default gravity and damping from space area.
if (!stopped) {
- _compute_area_gravity_and_damping(def_area);
+ GodotArea2D *default_area = get_space()->get_default_area();
+ ERR_FAIL_COND(!default_area);
+
+ if (!gravity_done) {
+ Vector2 default_gravity;
+ default_area->compute_gravity(get_transform().get_origin(), default_gravity);
+ gravity += default_gravity;
+ }
+
+ if (!linear_damp_done) {
+ total_linear_damp += default_area->get_linear_damp();
+ }
+
+ if (!angular_damp_done) {
+ total_angular_damp += default_area->get_angular_damp();
+ }
}
- gravity *= gravity_scale;
- // If less than 0, override dampenings with that of the Body2D
- if (angular_damp >= 0) {
- area_angular_damp = angular_damp;
+ // Override linear damping with body's value.
+ switch (linear_damp_mode) {
+ case PhysicsServer2D::BODY_DAMP_MODE_COMBINE: {
+ total_linear_damp += linear_damp;
+ } break;
+ case PhysicsServer2D::BODY_DAMP_MODE_REPLACE: {
+ total_linear_damp = linear_damp;
+ } break;
}
- /*
- else
- area_angular_damp=damp_area->get_angular_damp();
- */
- if (linear_damp >= 0) {
- area_linear_damp = linear_damp;
+ // Override angular damping with body's value.
+ switch (angular_damp_mode) {
+ case PhysicsServer2D::BODY_DAMP_MODE_COMBINE: {
+ total_angular_damp += angular_damp;
+ } break;
+ case PhysicsServer2D::BODY_DAMP_MODE_REPLACE: {
+ total_angular_damp = angular_damp;
+ } break;
}
- /*
- else
- area_linear_damp=damp_area->get_linear_damp();
- */
+
+ gravity *= gravity_scale;
+
+ prev_linear_velocity = linear_velocity;
+ prev_angular_velocity = angular_velocity;
Vector2 motion;
bool do_motion = false;
@@ -483,28 +565,20 @@ void GodotBody2D::integrate_forces(real_t p_step) {
do_motion = true;
- /*
- for(int i=0;i<get_shape_count();i++) {
- set_shape_kinematic_advance(i,Vector2());
- set_shape_kinematic_retreat(i,0);
- }
- */
-
} else {
if (!omit_force_integration) {
//overridden by direct state query
- Vector2 force = gravity * mass;
- force += applied_force;
- real_t torque = applied_torque;
+ Vector2 force = gravity * mass + applied_force + constant_force;
+ real_t torque = applied_torque + constant_torque;
- real_t damp = 1.0 - p_step * area_linear_damp;
+ real_t damp = 1.0 - p_step * total_linear_damp;
if (damp < 0) { // reached zero in the given time
damp = 0;
}
- real_t angular_damp = 1.0 - p_step * area_angular_damp;
+ real_t angular_damp = 1.0 - p_step * total_angular_damp;
if (angular_damp < 0) { // reached zero in the given time
angular_damp = 0;
@@ -523,17 +597,16 @@ void GodotBody2D::integrate_forces(real_t p_step) {
}
}
- //motion=linear_velocity*p_step;
+ applied_force = Vector2();
+ applied_torque = 0.0;
- biased_angular_velocity = 0;
+ biased_angular_velocity = 0.0;
biased_linear_velocity = Vector2();
if (do_motion) { //shapes temporarily extend for raycast
_update_shapes_with_motion(motion);
}
- // damp_area=nullptr; // clear the area, so it is set in the next frame
- def_area = nullptr; // clear the area, so it is set in the next frame
contact_count = 0;
}
diff --git a/servers/physics_2d/godot_body_2d.h b/servers/physics_2d/godot_body_2d.h
index 5fce362fa7..1335a19126 100644
--- a/servers/physics_2d/godot_body_2d.h
+++ b/servers/physics_2d/godot_body_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -50,11 +50,21 @@ class GodotBody2D : public GodotCollisionObject2D {
Vector2 linear_velocity;
real_t angular_velocity = 0.0;
+ Vector2 prev_linear_velocity;
+ real_t prev_angular_velocity = 0.0;
+
Vector2 constant_linear_velocity;
real_t constant_angular_velocity = 0.0;
- real_t linear_damp = -1.0;
- real_t angular_damp = -1.0;
+ PhysicsServer2D::BodyDampMode linear_damp_mode = PhysicsServer2D::BODY_DAMP_MODE_COMBINE;
+ PhysicsServer2D::BodyDampMode angular_damp_mode = PhysicsServer2D::BODY_DAMP_MODE_COMBINE;
+
+ real_t linear_damp = 0.0;
+ real_t angular_damp = 0.0;
+
+ real_t total_linear_damp = 0.0;
+ real_t total_angular_damp = 0.0;
+
real_t gravity_scale = 1.0;
real_t bounce = 0.0;
@@ -73,14 +83,15 @@ class GodotBody2D : public GodotCollisionObject2D {
bool calculate_center_of_mass = true;
Vector2 gravity;
- real_t area_linear_damp = 0.0;
- real_t area_angular_damp = 0.0;
real_t still_time = 0.0;
Vector2 applied_force;
real_t applied_torque = 0.0;
+ Vector2 constant_force;
+ real_t constant_torque = 0.0;
+
SelfList<GodotBody2D> active_list;
SelfList<GodotBody2D> mass_properties_update_list;
SelfList<GodotBody2D> direct_state_query_list;
@@ -140,8 +151,6 @@ class GodotBody2D : public GodotCollisionObject2D {
uint64_t island_step = 0;
- void _compute_area_gravity_and_damping(const GodotArea2D *p_area);
-
void _update_transform_dependent();
friend class GodotPhysicsDirectBodyState2D; // i give up, too many functions to expose
@@ -166,7 +175,7 @@ public:
if (index > -1) {
areas.write[index].refCount -= 1;
if (areas[index].refCount < 1) {
- areas.remove(index);
+ areas.remove_at(index);
}
}
}
@@ -206,6 +215,9 @@ public:
_FORCE_INLINE_ void set_angular_velocity(real_t p_velocity) { angular_velocity = p_velocity; }
_FORCE_INLINE_ real_t get_angular_velocity() const { return angular_velocity; }
+ _FORCE_INLINE_ Vector2 get_prev_linear_velocity() const { return prev_linear_velocity; }
+ _FORCE_INLINE_ real_t get_prev_angular_velocity() const { return prev_angular_velocity; }
+
_FORCE_INLINE_ void set_biased_linear_velocity(const Vector2 &p_velocity) { biased_linear_velocity = p_velocity; }
_FORCE_INLINE_ Vector2 get_biased_linear_velocity() const { return biased_linear_velocity; }
@@ -225,11 +237,49 @@ public:
angular_velocity += _inv_inertia * p_torque;
}
- _FORCE_INLINE_ void apply_bias_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) {
+ _FORCE_INLINE_ void apply_bias_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2(), real_t p_max_delta_av = -1.0) {
biased_linear_velocity += p_impulse * _inv_mass;
- biased_angular_velocity += _inv_inertia * (p_position - center_of_mass).cross(p_impulse);
+ if (p_max_delta_av != 0.0) {
+ real_t delta_av = _inv_inertia * (p_position - center_of_mass).cross(p_impulse);
+ if (p_max_delta_av > 0 && delta_av > p_max_delta_av) {
+ delta_av = p_max_delta_av;
+ }
+ biased_angular_velocity += delta_av;
+ }
+ }
+
+ _FORCE_INLINE_ void apply_central_force(const Vector2 &p_force) {
+ applied_force += p_force;
+ }
+
+ _FORCE_INLINE_ void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) {
+ applied_force += p_force;
+ applied_torque += (p_position - center_of_mass).cross(p_force);
}
+ _FORCE_INLINE_ void apply_torque(real_t p_torque) {
+ applied_torque += p_torque;
+ }
+
+ _FORCE_INLINE_ void add_constant_central_force(const Vector2 &p_force) {
+ constant_force += p_force;
+ }
+
+ _FORCE_INLINE_ void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) {
+ constant_force += p_force;
+ constant_torque += (p_position - center_of_mass).cross(p_force);
+ }
+
+ _FORCE_INLINE_ void add_constant_torque(real_t p_torque) {
+ constant_torque += p_torque;
+ }
+
+ void set_constant_force(const Vector2 &p_force) { constant_force = p_force; }
+ Vector2 get_constant_force() const { return constant_force; }
+
+ void set_constant_torque(real_t p_torque) { constant_torque = p_torque; }
+ real_t get_constant_torque() const { return constant_torque; }
+
void set_active(bool p_active);
_FORCE_INLINE_ bool is_active() const { return active; }
@@ -249,25 +299,6 @@ public:
void set_state(PhysicsServer2D::BodyState p_state, const Variant &p_variant);
Variant get_state(PhysicsServer2D::BodyState p_state) const;
- void set_applied_force(const Vector2 &p_force) { applied_force = p_force; }
- Vector2 get_applied_force() const { return applied_force; }
-
- void set_applied_torque(real_t p_torque) { applied_torque = p_torque; }
- real_t get_applied_torque() const { return applied_torque; }
-
- _FORCE_INLINE_ void add_central_force(const Vector2 &p_force) {
- applied_force += p_force;
- }
-
- _FORCE_INLINE_ void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) {
- applied_force += p_force;
- applied_torque += (p_position - center_of_mass).cross(p_force);
- }
-
- _FORCE_INLINE_ void add_torque(real_t p_torque) {
- applied_torque += p_torque;
- }
-
_FORCE_INLINE_ void set_continuous_collision_detection_mode(PhysicsServer2D::CCDMode p_mode) { continuous_cd_mode = p_mode; }
_FORCE_INLINE_ PhysicsServer2D::CCDMode get_continuous_collision_detection_mode() const { return continuous_cd_mode; }
@@ -276,14 +307,12 @@ public:
void update_mass_properties();
void reset_mass_properties();
- _FORCE_INLINE_ Vector2 get_center_of_mass() const { return center_of_mass; }
+ _FORCE_INLINE_ const Vector2 &get_center_of_mass() const { return center_of_mass; }
+ _FORCE_INLINE_ const Vector2 &get_center_of_mass_local() const { return center_of_mass_local; }
_FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; }
_FORCE_INLINE_ real_t get_inv_inertia() const { return _inv_inertia; }
_FORCE_INLINE_ real_t get_friction() const { return friction; }
- _FORCE_INLINE_ Vector2 get_gravity() const { return gravity; }
_FORCE_INLINE_ real_t get_bounce() const { return bounce; }
- _FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; }
- _FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; }
void integrate_forces(real_t p_step);
void integrate_velocities(real_t p_step);
diff --git a/servers/physics_2d/godot_body_direct_state_2d.cpp b/servers/physics_2d/godot_body_direct_state_2d.cpp
index 300c302c79..cde6e8c991 100644
--- a/servers/physics_2d/godot_body_direct_state_2d.cpp
+++ b/servers/physics_2d/godot_body_direct_state_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -39,17 +39,21 @@ Vector2 GodotPhysicsDirectBodyState2D::get_total_gravity() const {
}
real_t GodotPhysicsDirectBodyState2D::get_total_angular_damp() const {
- return body->area_angular_damp;
+ return body->total_angular_damp;
}
real_t GodotPhysicsDirectBodyState2D::get_total_linear_damp() const {
- return body->area_linear_damp;
+ return body->total_linear_damp;
}
Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass() const {
return body->get_center_of_mass();
}
+Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass_local() const {
+ return body->get_center_of_mass_local();
+}
+
real_t GodotPhysicsDirectBodyState2D::get_inverse_mass() const {
return body->get_inv_mass();
}
@@ -88,34 +92,71 @@ Vector2 GodotPhysicsDirectBodyState2D::get_velocity_at_local_position(const Vect
return body->get_velocity_in_local_point(p_position);
}
-void GodotPhysicsDirectBodyState2D::add_central_force(const Vector2 &p_force) {
+void GodotPhysicsDirectBodyState2D::apply_central_impulse(const Vector2 &p_impulse) {
body->wakeup();
- body->add_central_force(p_force);
+ body->apply_central_impulse(p_impulse);
}
-void GodotPhysicsDirectBodyState2D::add_force(const Vector2 &p_force, const Vector2 &p_position) {
+void GodotPhysicsDirectBodyState2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
body->wakeup();
- body->add_force(p_force, p_position);
+ body->apply_impulse(p_impulse, p_position);
}
-void GodotPhysicsDirectBodyState2D::add_torque(real_t p_torque) {
+void GodotPhysicsDirectBodyState2D::apply_torque_impulse(real_t p_torque) {
body->wakeup();
- body->add_torque(p_torque);
+ body->apply_torque_impulse(p_torque);
}
-void GodotPhysicsDirectBodyState2D::apply_central_impulse(const Vector2 &p_impulse) {
+void GodotPhysicsDirectBodyState2D::apply_central_force(const Vector2 &p_force) {
body->wakeup();
- body->apply_central_impulse(p_impulse);
+ body->apply_central_force(p_force);
}
-void GodotPhysicsDirectBodyState2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
+void GodotPhysicsDirectBodyState2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) {
body->wakeup();
- body->apply_impulse(p_impulse, p_position);
+ body->apply_force(p_force, p_position);
}
-void GodotPhysicsDirectBodyState2D::apply_torque_impulse(real_t p_torque) {
+void GodotPhysicsDirectBodyState2D::apply_torque(real_t p_torque) {
body->wakeup();
- body->apply_torque_impulse(p_torque);
+ body->apply_torque(p_torque);
+}
+
+void GodotPhysicsDirectBodyState2D::add_constant_central_force(const Vector2 &p_force) {
+ body->wakeup();
+ body->add_constant_central_force(p_force);
+}
+
+void GodotPhysicsDirectBodyState2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) {
+ body->wakeup();
+ body->add_constant_force(p_force, p_position);
+}
+
+void GodotPhysicsDirectBodyState2D::add_constant_torque(real_t p_torque) {
+ body->wakeup();
+ body->add_constant_torque(p_torque);
+}
+
+void GodotPhysicsDirectBodyState2D::set_constant_force(const Vector2 &p_force) {
+ if (!p_force.is_equal_approx(Vector2())) {
+ body->wakeup();
+ }
+ body->set_constant_force(p_force);
+}
+
+Vector2 GodotPhysicsDirectBodyState2D::get_constant_force() const {
+ return body->get_constant_force();
+}
+
+void GodotPhysicsDirectBodyState2D::set_constant_torque(real_t p_torque) {
+ if (!Math::is_zero_approx(p_torque)) {
+ body->wakeup();
+ }
+ body->set_constant_torque(p_torque);
+}
+
+real_t GodotPhysicsDirectBodyState2D::get_constant_torque() const {
+ return body->get_constant_torque();
}
void GodotPhysicsDirectBodyState2D::set_sleep_state(bool p_enable) {
diff --git a/servers/physics_2d/godot_body_direct_state_2d.h b/servers/physics_2d/godot_body_direct_state_2d.h
index 2f3e8e5095..a2c0a87989 100644
--- a/servers/physics_2d/godot_body_direct_state_2d.h
+++ b/servers/physics_2d/godot_body_direct_state_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -46,6 +46,7 @@ public:
virtual real_t get_total_linear_damp() const override;
virtual Vector2 get_center_of_mass() const override;
+ virtual Vector2 get_center_of_mass_local() const override;
virtual real_t get_inverse_mass() const override;
virtual real_t get_inverse_inertia() const override;
@@ -60,13 +61,24 @@ public:
virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const override;
- virtual void add_central_force(const Vector2 &p_force) override;
- virtual void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
- virtual void add_torque(real_t p_torque) override;
virtual void apply_central_impulse(const Vector2 &p_impulse) override;
virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override;
virtual void apply_torque_impulse(real_t p_torque) override;
+ virtual void apply_central_force(const Vector2 &p_force) override;
+ virtual void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
+ virtual void apply_torque(real_t p_torque) override;
+
+ virtual void add_constant_central_force(const Vector2 &p_force) override;
+ virtual void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
+ virtual void add_constant_torque(real_t p_torque) override;
+
+ virtual void set_constant_force(const Vector2 &p_force) override;
+ virtual Vector2 get_constant_force() const override;
+
+ virtual void set_constant_torque(real_t p_torque) override;
+ virtual real_t get_constant_torque() const override;
+
virtual void set_sleep_state(bool p_enable) override;
virtual bool is_sleeping() const override;
diff --git a/servers/physics_2d/godot_body_pair_2d.cpp b/servers/physics_2d/godot_body_pair_2d.cpp
index 97eeefbfe6..1986191cc3 100644
--- a/servers/physics_2d/godot_body_pair_2d.cpp
+++ b/servers/physics_2d/godot_body_pair_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -32,9 +32,11 @@
#include "godot_collision_solver_2d.h"
#include "godot_space_2d.h"
-#define POSITION_CORRECTION
#define ACCUMULATE_IMPULSES
+#define MIN_VELOCITY 0.001
+#define MAX_BIAS_ROTATION (Math_PI / 8)
+
void GodotBodyPair2D::_add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self) {
GodotBodyPair2D *self = (GodotBodyPair2D *)p_self;
@@ -42,8 +44,6 @@ void GodotBodyPair2D::_add_contact(const Vector2 &p_point_A, const Vector2 &p_po
}
void GodotBodyPair2D::_contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B) {
- // check if we already have the contact
-
Vector2 local_A = A->get_inv_transform().basis_xform(p_point_A);
Vector2 local_B = B->get_inv_transform().basis_xform(p_point_B - offset_B);
@@ -52,46 +52,48 @@ void GodotBodyPair2D::_contact_added_callback(const Vector2 &p_point_A, const Ve
ERR_FAIL_COND(new_index >= (MAX_CONTACTS + 1));
Contact contact;
-
- contact.acc_normal_impulse = 0;
- contact.acc_bias_impulse = 0;
- contact.acc_tangent_impulse = 0;
contact.local_A = local_A;
contact.local_B = local_B;
- contact.reused = true;
contact.normal = (p_point_A - p_point_B).normalized();
- contact.mass_normal = 0; // will be computed in setup()
-
- // attempt to determine if the contact will be reused
+ contact.used = true;
+ // Attempt to determine if the contact will be reused.
real_t recycle_radius_2 = space->get_contact_recycle_radius() * space->get_contact_recycle_radius();
for (int i = 0; i < contact_count; i++) {
Contact &c = contacts[i];
- if (
- c.local_A.distance_squared_to(local_A) < (recycle_radius_2) &&
+ if (c.local_A.distance_squared_to(local_A) < (recycle_radius_2) &&
c.local_B.distance_squared_to(local_B) < (recycle_radius_2)) {
contact.acc_normal_impulse = c.acc_normal_impulse;
contact.acc_tangent_impulse = c.acc_tangent_impulse;
contact.acc_bias_impulse = c.acc_bias_impulse;
- new_index = i;
- break;
+ contact.acc_bias_impulse_center_of_mass = c.acc_bias_impulse_center_of_mass;
+ c = contact;
+ return;
}
}
- // figure out if the contact amount must be reduced to fit the new contact
-
+ // Figure out if the contact amount must be reduced to fit the new contact.
if (new_index == MAX_CONTACTS) {
- // remove the contact with the minimum depth
-
- int least_deep = -1;
- real_t min_depth = 1e10;
+ // Remove the contact with the minimum depth.
const Transform2D &transform_A = A->get_transform();
const Transform2D &transform_B = B->get_transform();
- for (int i = 0; i <= contact_count; i++) {
- Contact &c = (i == contact_count) ? contact : contacts[i];
+ int least_deep = -1;
+ real_t min_depth;
+
+ // Start with depth for new contact.
+ {
+ Vector2 global_A = transform_A.basis_xform(contact.local_A);
+ Vector2 global_B = transform_B.basis_xform(contact.local_B) + offset_B;
+
+ Vector2 axis = global_A - global_B;
+ min_depth = axis.dot(contact.normal);
+ }
+
+ for (int i = 0; i < contact_count; i++) {
+ const Contact &c = contacts[i];
Vector2 global_A = transform_A.basis_xform(c.local_A);
Vector2 global_B = transform_B.basis_xform(c.local_B) + offset_B;
@@ -104,10 +106,8 @@ void GodotBodyPair2D::_contact_added_callback(const Vector2 &p_point_A, const Ve
}
}
- ERR_FAIL_COND(least_deep == -1);
-
- if (least_deep < contact_count) { //replace the last deep contact by the new one
-
+ if (least_deep > -1) {
+ // Replace the least deep contact by the new one.
contacts[least_deep] = contact;
}
@@ -115,15 +115,11 @@ void GodotBodyPair2D::_contact_added_callback(const Vector2 &p_point_A, const Ve
}
contacts[new_index] = contact;
-
- if (new_index == contact_count) {
- contact_count++;
- }
+ contact_count++;
}
void GodotBodyPair2D::_validate_contacts() {
- //make sure to erase contacts that are no longer valid
-
+ // Make sure to erase contacts that are no longer valid.
real_t max_separation = space->get_contact_max_separation();
real_t max_separation2 = max_separation * max_separation;
@@ -134,11 +130,11 @@ void GodotBodyPair2D::_validate_contacts() {
Contact &c = contacts[i];
bool erase = false;
- if (!c.reused) {
- //was left behind in previous frame
+ if (!c.used) {
+ // Was left behind in previous frame.
erase = true;
} else {
- c.reused = false;
+ c.used = false;
Vector2 global_A = transform_A.basis_xform(c.local_A);
Vector2 global_B = transform_B.basis_xform(c.local_B) + offset_B;
@@ -151,10 +147,10 @@ void GodotBodyPair2D::_validate_contacts() {
}
if (erase) {
- // contact no longer needed, remove
+ // Contact no longer needed, remove.
if ((i + 1) < contact_count) {
- // swap with the last one
+ // Swap with the last one.
SWAP(contacts[i], contacts[contact_count - 1]);
}
@@ -164,7 +160,7 @@ void GodotBodyPair2D::_validate_contacts() {
}
}
-bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, const Transform2D &p_xform_A, GodotBody2D *p_B, int p_shape_B, const Transform2D &p_xform_B, bool p_swap_result) {
+bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, const Transform2D &p_xform_A, GodotBody2D *p_B, int p_shape_B, const Transform2D &p_xform_B) {
Vector2 motion = p_A->get_linear_velocity() * p_step;
real_t mlen = motion.length();
if (mlen < CMP_EPSILON) {
@@ -175,14 +171,18 @@ bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A,
real_t min, max;
p_A->get_shape(p_shape_A)->project_rangev(mnormal, p_xform_A, min, max);
- bool fast_object = mlen > (max - min) * 0.3; //going too fast in that direction
- if (!fast_object) { //did it move enough in this direction to even attempt raycast? let's say it should move more than 1/3 the size of the object in that axis
+ // Did it move enough in this direction to even attempt raycast?
+ // Let's say it should move more than 1/3 the size of the object in that axis.
+ bool fast_object = mlen > (max - min) * 0.3;
+ if (!fast_object) {
return false;
}
- //cast a segment from support in motion normal, in the same direction of motion by motion length
- //support is the worst case collision point, so real collision happened before
+ // Going too fast in that direction.
+
+ // Cast a segment from support in motion normal, in the same direction of motion by motion length.
+ // Support is the worst case collision point, so real collision happened before.
int a;
Vector2 s[2];
p_A->get_shape(p_shape_A)->get_supports(p_xform_A.basis_xform(mnormal).normalized(), s, a);
@@ -191,7 +191,8 @@ bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A,
Transform2D from_inv = p_xform_B.affine_inverse();
- Vector2 local_from = from_inv.xform(from - mnormal * mlen * 0.1); //start from a little inside the bounding box
+ // Start from a little inside the bounding box.
+ Vector2 local_from = from_inv.xform(from - mnormal * mlen * 0.1);
Vector2 local_to = from_inv.xform(to);
Vector2 rpos, rnorm;
@@ -199,20 +200,22 @@ bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A,
return false;
}
- //ray hit something
+ // Check one-way collision based on motion direction.
+ if (p_A->get_shape(p_shape_A)->allows_one_way_collision() && p_B->is_shape_set_as_one_way_collision(p_shape_B)) {
+ Vector2 direction = p_xform_B.get_axis(1).normalized();
+ if (direction.dot(mnormal) < CMP_EPSILON) {
+ collided = false;
+ oneway_disabled = true;
+ return false;
+ }
+ }
+ // Shorten the linear velocity so it does not hit, but gets close enough,
+ // next frame will hit softly or soft enough.
Vector2 hitpos = p_xform_B.xform(rpos);
- Vector2 contact_A = to;
- Vector2 contact_B = hitpos;
-
- //create a contact
-
- if (p_swap_result) {
- _contact_added_callback(contact_B, contact_A);
- } else {
- _contact_added_callback(contact_A, contact_B);
- }
+ real_t newlen = hitpos.distance_to(from) - (max - min) * 0.01;
+ p_A->set_linear_velocity(mnormal * (newlen / p_step));
return true;
}
@@ -226,6 +229,8 @@ real_t combine_friction(GodotBody2D *A, GodotBody2D *B) {
}
bool GodotBodyPair2D::setup(real_t p_step) {
+ check_ccd = false;
+
if (!A->interacts_with(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self())) {
collided = false;
return false;
@@ -273,24 +278,19 @@ bool GodotBodyPair2D::setup(real_t p_step) {
collided = GodotCollisionSolver2D::solve(shape_A_ptr, xform_A, motion_A, shape_B_ptr, xform_B, motion_B, _add_contact, this, &sep_axis);
if (!collided) {
- //test ccd (currently just a raycast)
+ oneway_disabled = false;
if (A->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_A) {
- if (_test_ccd(p_step, A, shape_A, xform_A, B, shape_B, xform_B)) {
- collided = true;
- }
+ check_ccd = true;
+ return true;
}
if (B->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_B) {
- if (_test_ccd(p_step, B, shape_B, xform_B, A, shape_A, xform_A, true)) {
- collided = true;
- }
+ check_ccd = true;
+ return true;
}
- if (!collided) {
- oneway_disabled = false;
- return false;
- }
+ return false;
}
if (oneway_disabled) {
@@ -303,9 +303,6 @@ bool GodotBodyPair2D::setup(real_t p_step) {
bool valid = false;
for (int i = 0; i < contact_count; i++) {
Contact &c = contacts[i];
- if (!c.reused) {
- continue;
- }
if (c.normal.dot(direction) > -CMP_EPSILON) { //greater (normal inverted)
continue;
}
@@ -324,9 +321,6 @@ bool GodotBodyPair2D::setup(real_t p_step) {
bool valid = false;
for (int i = 0; i < contact_count; i++) {
Contact &c = contacts[i];
- if (!c.reused) {
- continue;
- }
if (c.normal.dot(direction) < CMP_EPSILON) { //less (normal ok)
continue;
}
@@ -345,13 +339,35 @@ bool GodotBodyPair2D::setup(real_t p_step) {
}
bool GodotBodyPair2D::pre_solve(real_t p_step) {
- if (!collided || oneway_disabled) {
+ if (oneway_disabled) {
+ return false;
+ }
+
+ if (!collided) {
+ if (check_ccd) {
+ const Vector2 &offset_A = A->get_transform().get_origin();
+ Transform2D xform_Au = A->get_transform().untranslated();
+ Transform2D xform_A = xform_Au * A->get_shape_transform(shape_A);
+
+ Transform2D xform_Bu = B->get_transform();
+ xform_Bu.elements[2] -= offset_A;
+ Transform2D xform_B = xform_Bu * B->get_shape_transform(shape_B);
+
+ if (A->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_A) {
+ _test_ccd(p_step, A, shape_A, xform_A, B, shape_B, xform_B);
+ }
+
+ if (B->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_B) {
+ _test_ccd(p_step, B, shape_B, xform_B, A, shape_A, xform_A);
+ }
+ }
+
return false;
}
real_t max_penetration = space->get_contact_max_allowed_penetration();
- real_t bias = 0.3;
+ real_t bias = space->get_contact_bias();
GodotShape2D *shape_A_ptr = A->get_shape(shape_A);
GodotShape2D *shape_B_ptr = B->get_shape(shape_B);
@@ -390,7 +406,7 @@ bool GodotBodyPair2D::pre_solve(real_t p_step) {
Vector2 axis = global_A - global_B;
real_t depth = axis.dot(c.normal);
- if (depth <= 0.0 || !c.reused) {
+ if (depth <= 0.0) {
continue;
}
@@ -401,8 +417,8 @@ bool GodotBodyPair2D::pre_solve(real_t p_step) {
}
#endif
- c.rA = global_A;
- c.rB = global_B - offset_B;
+ c.rA = global_A - A->get_center_of_mass();
+ c.rB = global_B - B->get_center_of_mass() - offset_B;
if (A->can_report_contacts()) {
Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x);
@@ -435,7 +451,6 @@ bool GodotBodyPair2D::pre_solve(real_t p_step) {
c.bias = -bias * inv_dt * MIN(0.0f, -depth + max_penetration);
c.depth = depth;
- //c.acc_bias_impulse=0;
#ifdef ACCUMULATE_IMPULSES
{
@@ -443,19 +458,19 @@ bool GodotBodyPair2D::pre_solve(real_t p_step) {
Vector2 P = c.acc_normal_impulse * c.normal + c.acc_tangent_impulse * tangent;
if (collide_A) {
- A->apply_impulse(-P, c.rA);
+ A->apply_impulse(-P, c.rA + A->get_center_of_mass());
}
if (collide_B) {
- B->apply_impulse(P, c.rB);
+ B->apply_impulse(P, c.rB + B->get_center_of_mass());
}
}
#endif
c.bounce = combine_bounce(A, B);
if (c.bounce) {
- Vector2 crA(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x);
- Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x);
- Vector2 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA;
+ Vector2 crA(-A->get_prev_angular_velocity() * c.rA.y, A->get_prev_angular_velocity() * c.rA.x);
+ Vector2 crB(-B->get_prev_angular_velocity() * c.rB.y, B->get_prev_angular_velocity() * c.rB.x);
+ Vector2 dv = B->get_prev_linear_velocity() + crB - A->get_prev_linear_velocity() - crA;
c.bounce = c.bounce * dv.dot(c.normal);
}
@@ -471,6 +486,11 @@ void GodotBodyPair2D::solve(real_t p_step) {
return;
}
+ const real_t max_bias_av = MAX_BIAS_ROTATION / p_step;
+
+ real_t inv_mass_A = collide_A ? A->get_inv_mass() : 0.0;
+ real_t inv_mass_B = collide_B ? B->get_inv_mass() : 0.0;
+
for (int i = 0; i < contact_count; ++i) {
Contact &c = contacts[i];
@@ -490,6 +510,7 @@ void GodotBodyPair2D::solve(real_t p_step) {
real_t vn = dv.dot(c.normal);
real_t vbn = dbv.dot(c.normal);
+
Vector2 tangent = c.normal.orthogonal();
real_t vt = dv.dot(tangent);
@@ -500,10 +521,31 @@ void GodotBodyPair2D::solve(real_t p_step) {
Vector2 jb = c.normal * (c.acc_bias_impulse - jbnOld);
if (collide_A) {
- A->apply_bias_impulse(-jb, c.rA);
+ A->apply_bias_impulse(-jb, c.rA + A->get_center_of_mass(), max_bias_av);
}
if (collide_B) {
- B->apply_bias_impulse(jb, c.rB);
+ B->apply_bias_impulse(jb, c.rB + B->get_center_of_mass(), max_bias_av);
+ }
+
+ crbA = Vector2(-A->get_biased_angular_velocity() * c.rA.y, A->get_biased_angular_velocity() * c.rA.x);
+ crbB = Vector2(-B->get_biased_angular_velocity() * c.rB.y, B->get_biased_angular_velocity() * c.rB.x);
+ dbv = B->get_biased_linear_velocity() + crbB - A->get_biased_linear_velocity() - crbA;
+
+ vbn = dbv.dot(c.normal);
+
+ if (Math::abs(-vbn + c.bias) > MIN_VELOCITY) {
+ real_t jbn_com = (-vbn + c.bias) / (inv_mass_A + inv_mass_B);
+ real_t jbnOld_com = c.acc_bias_impulse_center_of_mass;
+ c.acc_bias_impulse_center_of_mass = MAX(jbnOld_com + jbn_com, 0.0f);
+
+ Vector2 jb_com = c.normal * (c.acc_bias_impulse_center_of_mass - jbnOld_com);
+
+ if (collide_A) {
+ A->apply_bias_impulse(-jb_com, A->get_center_of_mass(), 0.0f);
+ }
+ if (collide_B) {
+ B->apply_bias_impulse(jb_com, B->get_center_of_mass(), 0.0f);
+ }
}
real_t jn = -(c.bounce + vn) * c.mass_normal;
@@ -520,10 +562,10 @@ void GodotBodyPair2D::solve(real_t p_step) {
Vector2 j = c.normal * (c.acc_normal_impulse - jnOld) + tangent * (c.acc_tangent_impulse - jtOld);
if (collide_A) {
- A->apply_impulse(-j, c.rA);
+ A->apply_impulse(-j, c.rA + A->get_center_of_mass());
}
if (collide_B) {
- B->apply_impulse(j, c.rB);
+ B->apply_impulse(j, c.rB + B->get_center_of_mass());
}
}
}
diff --git a/servers/physics_2d/godot_body_pair_2d.h b/servers/physics_2d/godot_body_pair_2d.h
index 0938ab542b..1c0f61be26 100644
--- a/servers/physics_2d/godot_body_pair_2d.h
+++ b/servers/physics_2d/godot_body_pair_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -62,13 +62,14 @@ class GodotBodyPair2D : public GodotConstraint2D {
real_t acc_normal_impulse = 0.0; // accumulated normal impulse (Pn)
real_t acc_tangent_impulse = 0.0; // accumulated tangent impulse (Pt)
real_t acc_bias_impulse = 0.0; // accumulated normal impulse for position bias (Pnb)
+ real_t acc_bias_impulse_center_of_mass = 0.0; // accumulated normal impulse for position bias applied to com
real_t mass_normal, mass_tangent = 0.0;
real_t bias = 0.0;
real_t depth = 0.0;
bool active = false;
+ bool used = false;
Vector2 rA, rB;
- bool reused = false;
real_t bounce = 0.0;
};
@@ -78,10 +79,11 @@ class GodotBodyPair2D : public GodotConstraint2D {
Contact contacts[MAX_CONTACTS];
int contact_count = 0;
bool collided = false;
+ bool check_ccd = false;
bool oneway_disabled = false;
bool report_contacts_only = false;
- bool _test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, const Transform2D &p_xform_A, GodotBody2D *p_B, int p_shape_B, const Transform2D &p_xform_B, bool p_swap_result = false);
+ bool _test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, const Transform2D &p_xform_A, GodotBody2D *p_B, int p_shape_B, const Transform2D &p_xform_B);
void _validate_contacts();
static void _add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self);
_FORCE_INLINE_ void _contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B);
diff --git a/servers/physics_2d/godot_broad_phase_2d.cpp b/servers/physics_2d/godot_broad_phase_2d.cpp
index 4b35f8d996..e734c24f88 100644
--- a/servers/physics_2d/godot_broad_phase_2d.cpp
+++ b/servers/physics_2d/godot_broad_phase_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/physics_2d/godot_broad_phase_2d.h b/servers/physics_2d/godot_broad_phase_2d.h
index 7017a6e41f..abab087045 100644
--- a/servers/physics_2d/godot_broad_phase_2d.h
+++ b/servers/physics_2d/godot_broad_phase_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/physics_2d/godot_broad_phase_2d_bvh.cpp b/servers/physics_2d/godot_broad_phase_2d_bvh.cpp
index 9ec6b0a6b7..5a96dae8ca 100644
--- a/servers/physics_2d/godot_broad_phase_2d_bvh.cpp
+++ b/servers/physics_2d/godot_broad_phase_2d_bvh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/physics_2d/godot_broad_phase_2d_bvh.h b/servers/physics_2d/godot_broad_phase_2d_bvh.h
index 19b49f3499..d77e0574eb 100644
--- a/servers/physics_2d/godot_broad_phase_2d_bvh.h
+++ b/servers/physics_2d/godot_broad_phase_2d_bvh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/physics_2d/godot_collision_object_2d.cpp b/servers/physics_2d/godot_collision_object_2d.cpp
index 3d4ebbedcd..35027e0f69 100644
--- a/servers/physics_2d/godot_collision_object_2d.cpp
+++ b/servers/physics_2d/godot_collision_object_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -121,7 +121,7 @@ void GodotCollisionObject2D::remove_shape(int p_index) {
shapes.write[i].bpid = 0;
}
shapes[p_index].shape->remove_owner(this);
- shapes.remove(p_index);
+ shapes.remove_at(p_index);
if (!pending_shape_update_list.in_list()) {
GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
diff --git a/servers/physics_2d/godot_collision_object_2d.h b/servers/physics_2d/godot_collision_object_2d.h
index 7233857808..1e9baad8d9 100644
--- a/servers/physics_2d/godot_collision_object_2d.h
+++ b/servers/physics_2d/godot_collision_object_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/physics_2d/godot_collision_solver_2d.cpp b/servers/physics_2d/godot_collision_solver_2d.cpp
index 25371b9885..263d6d939f 100644
--- a/servers/physics_2d/godot_collision_solver_2d.cpp
+++ b/servers/physics_2d/godot_collision_solver_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/physics_2d/godot_collision_solver_2d.h b/servers/physics_2d/godot_collision_solver_2d.h
index f10815a444..bd90641f04 100644
--- a/servers/physics_2d/godot_collision_solver_2d.h
+++ b/servers/physics_2d/godot_collision_solver_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/physics_2d/godot_collision_solver_2d_sat.cpp b/servers/physics_2d/godot_collision_solver_2d_sat.cpp
index 63053e8259..a965795bee 100644
--- a/servers/physics_2d/godot_collision_solver_2d_sat.cpp
+++ b/servers/physics_2d/godot_collision_solver_2d_sat.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/physics_2d/godot_collision_solver_2d_sat.h b/servers/physics_2d/godot_collision_solver_2d_sat.h
index 1517b90a19..3d8e29c41a 100644
--- a/servers/physics_2d/godot_collision_solver_2d_sat.h
+++ b/servers/physics_2d/godot_collision_solver_2d_sat.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/physics_2d/godot_constraint_2d.h b/servers/physics_2d/godot_constraint_2d.h
index 84f975e583..d9bf035c2b 100644
--- a/servers/physics_2d/godot_constraint_2d.h
+++ b/servers/physics_2d/godot_constraint_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/physics_2d/godot_joints_2d.cpp b/servers/physics_2d/godot_joints_2d.cpp
index 7c08c2f4b4..0876184d8c 100644
--- a/servers/physics_2d/godot_joints_2d.cpp
+++ b/servers/physics_2d/godot_joints_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/physics_2d/godot_joints_2d.h b/servers/physics_2d/godot_joints_2d.h
index 4c97190d01..acaaf0f629 100644
--- a/servers/physics_2d/godot_joints_2d.h
+++ b/servers/physics_2d/godot_joints_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/physics_2d/godot_physics_server_2d.cpp b/servers/physics_2d/godot_physics_server_2d.cpp
index c86f87fc03..5e099e27ec 100644
--- a/servers/physics_2d/godot_physics_server_2d.cpp
+++ b/servers/physics_2d/godot_physics_server_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -289,7 +289,7 @@ RID GodotPhysicsServer2D::area_create() {
RID rid = area_owner.make_rid(area);
area->set_self(rid);
return rid;
-};
+}
void GodotPhysicsServer2D::area_set_space(RID p_area, RID p_space) {
GodotArea2D *area = area_owner.get_or_null(p_area);
@@ -307,7 +307,7 @@ void GodotPhysicsServer2D::area_set_space(RID p_area, RID p_space) {
area->clear_constraints();
area->set_space(space);
-};
+}
RID GodotPhysicsServer2D::area_get_space(RID p_area) const {
GodotArea2D *area = area_owner.get_or_null(p_area);
@@ -318,20 +318,6 @@ RID GodotPhysicsServer2D::area_get_space(RID p_area) const {
return RID();
}
return space->get_self();
-};
-
-void GodotPhysicsServer2D::area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- area->set_space_override_mode(p_mode);
-}
-
-PhysicsServer2D::AreaSpaceOverrideMode GodotPhysicsServer2D::area_get_space_override_mode(RID p_area) const {
- const GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, AREA_SPACE_OVERRIDE_DISABLED);
-
- return area->get_space_override_mode();
}
void GodotPhysicsServer2D::area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform, bool p_disabled) {
@@ -513,18 +499,18 @@ void GodotPhysicsServer2D::area_set_collision_layer(RID p_area, uint32_t p_layer
area->set_collision_layer(p_layer);
}
-void GodotPhysicsServer2D::area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) {
+void GodotPhysicsServer2D::area_set_monitor_callback(RID p_area, const Callable &p_callback) {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
- area->set_monitor_callback(p_receiver ? p_receiver->get_instance_id() : ObjectID(), p_method);
+ area->set_monitor_callback(p_callback.is_valid() ? p_callback : Callable());
}
-void GodotPhysicsServer2D::area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) {
+void GodotPhysicsServer2D::area_set_area_monitor_callback(RID p_area, const Callable &p_callback) {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
- area->set_area_monitor_callback(p_receiver ? p_receiver->get_instance_id() : ObjectID(), p_method);
+ area->set_area_monitor_callback(p_callback.is_valid() ? p_callback : Callable());
}
/* BODY API */
@@ -683,68 +669,68 @@ void GodotPhysicsServer2D::body_attach_object_instance_id(RID p_body, ObjectID p
ERR_FAIL_COND(!body);
body->set_instance_id(p_id);
-};
+}
ObjectID GodotPhysicsServer2D::body_get_object_instance_id(RID p_body) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, ObjectID());
return body->get_instance_id();
-};
+}
void GodotPhysicsServer2D::body_attach_canvas_instance_id(RID p_body, ObjectID p_id) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_canvas_instance_id(p_id);
-};
+}
ObjectID GodotPhysicsServer2D::body_get_canvas_instance_id(RID p_body) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, ObjectID());
return body->get_canvas_instance_id();
-};
+}
void GodotPhysicsServer2D::body_set_collision_layer(RID p_body, uint32_t p_layer) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_collision_layer(p_layer);
-};
+}
uint32_t GodotPhysicsServer2D::body_get_collision_layer(RID p_body) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, 0);
return body->get_collision_layer();
-};
+}
void GodotPhysicsServer2D::body_set_collision_mask(RID p_body, uint32_t p_mask) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_collision_mask(p_mask);
-};
+}
uint32_t GodotPhysicsServer2D::body_get_collision_mask(RID p_body) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, 0);
return body->get_collision_mask();
-};
+}
void GodotPhysicsServer2D::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_param(p_param, p_value);
-};
+}
Variant GodotPhysicsServer2D::body_get_param(RID p_body, BodyParameter p_param) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, 0);
return body->get_param(p_param);
-};
+}
void GodotPhysicsServer2D::body_reset_mass_properties(RID p_body) {
GodotBody2D *body = body_owner.get_or_null(p_body);
@@ -758,95 +744,123 @@ void GodotPhysicsServer2D::body_set_state(RID p_body, BodyState p_state, const V
ERR_FAIL_COND(!body);
body->set_state(p_state, p_variant);
-};
+}
Variant GodotPhysicsServer2D::body_get_state(RID p_body, BodyState p_state) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, Variant());
return body->get_state(p_state);
-};
+}
-void GodotPhysicsServer2D::body_set_applied_force(RID p_body, const Vector2 &p_force) {
+void GodotPhysicsServer2D::body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
- body->set_applied_force(p_force);
+ body->apply_central_impulse(p_impulse);
body->wakeup();
-};
+}
-Vector2 GodotPhysicsServer2D::body_get_applied_force(RID p_body) const {
+void GodotPhysicsServer2D::body_apply_torque_impulse(RID p_body, real_t p_torque) {
GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, Vector2());
- return body->get_applied_force();
-};
+ ERR_FAIL_COND(!body);
-void GodotPhysicsServer2D::body_set_applied_torque(RID p_body, real_t p_torque) {
+ _update_shapes();
+
+ body->apply_torque_impulse(p_torque);
+ body->wakeup();
+}
+
+void GodotPhysicsServer2D::body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
- body->set_applied_torque(p_torque);
+ _update_shapes();
+
+ body->apply_impulse(p_impulse, p_position);
body->wakeup();
-};
+}
-real_t GodotPhysicsServer2D::body_get_applied_torque(RID p_body) const {
+void GodotPhysicsServer2D::body_apply_central_force(RID p_body, const Vector2 &p_force) {
GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, 0);
+ ERR_FAIL_COND(!body);
- return body->get_applied_torque();
-};
+ body->apply_central_force(p_force);
+ body->wakeup();
+}
-void GodotPhysicsServer2D::body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) {
+void GodotPhysicsServer2D::body_apply_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
- body->apply_central_impulse(p_impulse);
+ body->apply_force(p_force, p_position);
body->wakeup();
}
-void GodotPhysicsServer2D::body_apply_torque_impulse(RID p_body, real_t p_torque) {
+void GodotPhysicsServer2D::body_apply_torque(RID p_body, real_t p_torque) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
- _update_shapes();
-
- body->apply_torque_impulse(p_torque);
+ body->apply_torque(p_torque);
body->wakeup();
}
-void GodotPhysicsServer2D::body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position) {
+void GodotPhysicsServer2D::body_add_constant_central_force(RID p_body, const Vector2 &p_force) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
- _update_shapes();
-
- body->apply_impulse(p_impulse, p_position);
+ body->add_constant_central_force(p_force);
body->wakeup();
-};
+}
-void GodotPhysicsServer2D::body_add_central_force(RID p_body, const Vector2 &p_force) {
+void GodotPhysicsServer2D::body_add_constant_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
- body->add_central_force(p_force);
+ body->add_constant_force(p_force, p_position);
body->wakeup();
-};
+}
-void GodotPhysicsServer2D::body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) {
+void GodotPhysicsServer2D::body_add_constant_torque(RID p_body, real_t p_torque) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
- body->add_force(p_force, p_position);
+ body->add_constant_torque(p_torque);
body->wakeup();
-};
+}
-void GodotPhysicsServer2D::body_add_torque(RID p_body, real_t p_torque) {
+void GodotPhysicsServer2D::body_set_constant_force(RID p_body, const Vector2 &p_force) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
- body->add_torque(p_torque);
- body->wakeup();
-};
+ body->set_constant_force(p_force);
+ if (!p_force.is_equal_approx(Vector2())) {
+ body->wakeup();
+ }
+}
+
+Vector2 GodotPhysicsServer2D::body_get_constant_force(RID p_body) const {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, Vector2());
+ return body->get_constant_force();
+}
+
+void GodotPhysicsServer2D::body_set_constant_torque(RID p_body, real_t p_torque) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_constant_torque(p_torque);
+ if (!Math::is_zero_approx(p_torque)) {
+ body->wakeup();
+ }
+}
+
+real_t GodotPhysicsServer2D::body_get_constant_torque(RID p_body) const {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, 0);
+
+ return body->get_constant_torque();
+}
void GodotPhysicsServer2D::body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) {
GodotBody2D *body = body_owner.get_or_null(p_body);
@@ -963,10 +977,17 @@ bool GodotPhysicsServer2D::body_test_motion(RID p_body, const MotionParameters &
PhysicsDirectBodyState2D *GodotPhysicsServer2D::body_get_direct_state(RID p_body) {
ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
+ if (!body_owner.owns(p_body)) {
+ return nullptr;
+ }
+
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, nullptr);
- ERR_FAIL_COND_V(!body->get_space(), nullptr);
+ if (!body->get_space()) {
+ return nullptr;
+ }
+
ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
return body->get_direct_state();
@@ -1221,21 +1242,16 @@ void GodotPhysicsServer2D::free(RID p_rid) {
} else {
ERR_FAIL_MSG("Invalid ID.");
}
-};
+}
void GodotPhysicsServer2D::set_active(bool p_active) {
active = p_active;
-};
-
-void GodotPhysicsServer2D::set_collision_iterations(int p_iterations) {
- iterations = p_iterations;
-};
+}
void GodotPhysicsServer2D::init() {
doing_sync = false;
- iterations = 8; // 8?
stepper = memnew(GodotStep2D);
-};
+}
void GodotPhysicsServer2D::step(real_t p_step) {
if (!active) {
@@ -1248,16 +1264,16 @@ void GodotPhysicsServer2D::step(real_t p_step) {
active_objects = 0;
collision_pairs = 0;
for (Set<const GodotSpace2D *>::Element *E = active_spaces.front(); E; E = E->next()) {
- stepper->step((GodotSpace2D *)E->get(), p_step, iterations);
+ stepper->step((GodotSpace2D *)E->get(), p_step);
island_count += E->get()->get_island_count();
active_objects += E->get()->get_active_objects();
collision_pairs += E->get()->get_collision_pairs();
}
-};
+}
void GodotPhysicsServer2D::sync() {
doing_sync = true;
-};
+}
void GodotPhysicsServer2D::flush_queries() {
if (!active) {
@@ -1315,7 +1331,7 @@ void GodotPhysicsServer2D::end_sync() {
void GodotPhysicsServer2D::finish() {
memdelete(stepper);
-};
+}
void GodotPhysicsServer2D::_update_shapes() {
while (pending_shape_update_list.first()) {
@@ -1347,4 +1363,4 @@ GodotPhysicsServer2D::GodotPhysicsServer2D(bool p_using_threads) {
GodotBroadPhase2D::create_func = GodotBroadPhase2DBVH::_create;
using_threads = p_using_threads;
-};
+}
diff --git a/servers/physics_2d/godot_physics_server_2d.h b/servers/physics_2d/godot_physics_server_2d.h
index a8a1e71d13..0a84caadc5 100644
--- a/servers/physics_2d/godot_physics_server_2d.h
+++ b/servers/physics_2d/godot_physics_server_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -45,7 +45,6 @@ class GodotPhysicsServer2D : public PhysicsServer2D {
friend class GodotPhysicsDirectSpaceState2D;
friend class GodotPhysicsDirectBodyState2D;
bool active = true;
- int iterations = 0;
bool doing_sync = false;
int island_count = 0;
@@ -124,9 +123,6 @@ public:
virtual RID area_create() override;
- virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) override;
- virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const override;
-
virtual void area_set_space(RID p_area, RID p_space) override;
virtual RID area_get_space(RID p_area) const override;
@@ -158,8 +154,8 @@ public:
virtual void area_set_collision_mask(RID p_area, uint32_t p_mask) override;
virtual void area_set_collision_layer(RID p_area, uint32_t p_layer) override;
- virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) override;
- virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) override;
+ virtual void area_set_monitor_callback(RID p_area, const Callable &p_callback) override;
+ virtual void area_set_area_monitor_callback(RID p_area, const Callable &p_callback) override;
virtual void area_set_pickable(RID p_area, bool p_pickable) override;
@@ -211,19 +207,24 @@ public:
virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override;
virtual Variant body_get_state(RID p_body, BodyState p_state) const override;
- virtual void body_set_applied_force(RID p_body, const Vector2 &p_force) override;
- virtual Vector2 body_get_applied_force(RID p_body) const override;
-
- virtual void body_set_applied_torque(RID p_body, real_t p_torque) override;
- virtual real_t body_get_applied_torque(RID p_body) const override;
-
- virtual void body_add_central_force(RID p_body, const Vector2 &p_force) override;
- virtual void body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
- virtual void body_add_torque(RID p_body, real_t p_torque) override;
-
virtual void body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) override;
virtual void body_apply_torque_impulse(RID p_body, real_t p_torque) override;
virtual void body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override;
+
+ virtual void body_apply_central_force(RID p_body, const Vector2 &p_force) override;
+ virtual void body_apply_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
+ virtual void body_apply_torque(RID p_body, real_t p_torque) override;
+
+ virtual void body_add_constant_central_force(RID p_body, const Vector2 &p_force) override;
+ virtual void body_add_constant_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
+ virtual void body_add_constant_torque(RID p_body, real_t p_torque) override;
+
+ virtual void body_set_constant_force(RID p_body, const Vector2 &p_force) override;
+ virtual Vector2 body_get_constant_force(RID p_body) const override;
+
+ virtual void body_set_constant_torque(RID p_body, real_t p_torque) override;
+ virtual real_t body_get_constant_torque(RID p_body) const override;
+
virtual void body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) override;
virtual void body_add_collision_exception(RID p_body, RID p_body_b) override;
@@ -286,8 +287,6 @@ public:
virtual void end_sync() override;
virtual void finish() override;
- virtual void set_collision_iterations(int p_iterations) override;
-
virtual bool is_flushing_queries() const override { return flushing_queries; }
int get_process_info(ProcessInfo p_info) override;
diff --git a/servers/physics_2d/godot_shape_2d.cpp b/servers/physics_2d/godot_shape_2d.cpp
index 3604004324..1e8799a727 100644
--- a/servers/physics_2d/godot_shape_2d.cpp
+++ b/servers/physics_2d/godot_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/physics_2d/godot_shape_2d.h b/servers/physics_2d/godot_shape_2d.h
index 25d113aafb..fb52cbce20 100644
--- a/servers/physics_2d/godot_shape_2d.h
+++ b/servers/physics_2d/godot_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
diff --git a/servers/physics_2d/godot_space_2d.cpp b/servers/physics_2d/godot_space_2d.cpp
index d72014a8ed..5c2bda340b 100644
--- a/servers/physics_2d/godot_space_2d.cpp
+++ b/servers/physics_2d/godot_space_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -36,6 +36,7 @@
#include "core/os/os.h"
#include "core/templates/pair.h"
+#define TEST_MOTION_MARGIN_MIN_VALUE 0.0001
#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
_FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject2D *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
@@ -54,13 +55,13 @@ _FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject2D *p_object, u
return true;
}
-int GodotPhysicsDirectSpaceState2D::_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) {
+int GodotPhysicsDirectSpaceState2D::intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
if (p_result_max <= 0) {
return 0;
}
Rect2 aabb;
- aabb.position = p_point - Vector2(0.00001, 0.00001);
+ aabb.position = p_parameters.position - Vector2(0.00001, 0.00001);
aabb.size = Vector2(0.00002, 0.00002);
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
@@ -68,21 +69,21 @@ int GodotPhysicsDirectSpaceState2D::_intersect_point_impl(const Vector2 &p_point
int cc = 0;
for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
- if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue;
}
const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
- if (p_pick_point && !col_obj->is_pickable()) {
+ if (p_parameters.pick_point && !col_obj->is_pickable()) {
continue;
}
- if (p_filter_by_canvas && col_obj->get_canvas_instance_id() != p_canvas_instance_id) {
+ if (p_parameters.canvas_instance_id.is_valid() && col_obj->get_canvas_instance_id() != p_parameters.canvas_instance_id) {
continue;
}
@@ -90,7 +91,7 @@ int GodotPhysicsDirectSpaceState2D::_intersect_point_impl(const Vector2 &p_point
GodotShape2D *shape = col_obj->get_shape(shape_idx);
- Vector2 local_point = (col_obj->get_transform() * col_obj->get_shape_transform(shape_idx)).affine_inverse().xform(p_point);
+ Vector2 local_point = (col_obj->get_transform() * col_obj->get_shape_transform(shape_idx)).affine_inverse().xform(p_parameters.position);
if (!shape->contains_point(local_point)) {
continue;
@@ -113,21 +114,13 @@ int GodotPhysicsDirectSpaceState2D::_intersect_point_impl(const Vector2 &p_point
return cc;
}
-int GodotPhysicsDirectSpaceState2D::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 GodotPhysicsDirectSpaceState2D::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 GodotPhysicsDirectSpaceState2D::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) {
+bool GodotPhysicsDirectSpaceState2D::intersect_ray(const RayParameters &p_parameters, RayResult &r_result) {
ERR_FAIL_COND_V(space->locked, false);
Vector2 begin, end;
Vector2 normal;
- begin = p_from;
- end = p_to;
+ begin = p_parameters.from;
+ end = p_parameters.to;
normal = (end - begin).normalized();
int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
@@ -141,11 +134,11 @@ bool GodotPhysicsDirectSpaceState2D::intersect_ray(const Vector2 &p_from, const
real_t min_d = 1e10;
for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
- if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue;
}
@@ -157,16 +150,26 @@ bool GodotPhysicsDirectSpaceState2D::intersect_ray(const Vector2 &p_from, const
Vector2 local_from = inv_xform.xform(begin);
Vector2 local_to = inv_xform.xform(end);
- /*local_from = col_obj->get_inv_transform().xform(begin);
- local_from = col_obj->get_shape_inv_transform(shape_idx).xform(local_from);
-
- local_to = col_obj->get_inv_transform().xform(end);
- local_to = col_obj->get_shape_inv_transform(shape_idx).xform(local_to);*/
-
const GodotShape2D *shape = col_obj->get_shape(shape_idx);
Vector2 shape_point, shape_normal;
+ if (shape->contains_point(local_from)) {
+ if (p_parameters.hit_from_inside) {
+ // Hit shape at starting point.
+ min_d = 0;
+ res_point = local_from;
+ res_normal = Vector2();
+ res_shape = shape_idx;
+ res_obj = col_obj;
+ collided = true;
+ break;
+ } else {
+ // Ignore shape when starting inside.
+ continue;
+ }
+ }
+
if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal)) {
Transform2D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
shape_point = xform.xform(shape_point);
@@ -200,16 +203,17 @@ bool GodotPhysicsDirectSpaceState2D::intersect_ray(const Vector2 &p_from, const
return true;
}
-int GodotPhysicsDirectSpaceState2D::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_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+int GodotPhysicsDirectSpaceState2D::intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
if (p_result_max <= 0) {
return 0;
}
- GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_shape);
+ GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, 0);
- Rect2 aabb = p_xform.xform(shape->get_aabb());
- aabb = aabb.grow(p_margin);
+ Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
+ aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
+ aabb = aabb.grow(p_parameters.margin);
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
@@ -220,18 +224,18 @@ int GodotPhysicsDirectSpaceState2D::intersect_shape(const RID &p_shape, const Tr
break;
}
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
- if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue;
}
const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
int shape_idx = space->intersection_query_subindex_results[i];
- if (!GodotCollisionSolver2D::solve(shape, p_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), nullptr, nullptr, nullptr, p_margin)) {
+ if (!GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) {
continue;
}
@@ -248,13 +252,13 @@ int GodotPhysicsDirectSpaceState2D::intersect_shape(const RID &p_shape, const Tr
return cc;
}
-bool GodotPhysicsDirectSpaceState2D::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_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
- GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_shape);
+bool GodotPhysicsDirectSpaceState2D::cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) {
+ GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, false);
- Rect2 aabb = p_xform.xform(shape->get_aabb());
- aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
- aabb = aabb.grow(p_margin);
+ Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
+ aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
+ aabb = aabb.grow(p_parameters.margin);
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
@@ -262,11 +266,11 @@ bool GodotPhysicsDirectSpaceState2D::cast_motion(const RID &p_shape, const Trans
real_t best_unsafe = 1;
for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
- if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue; //ignore excluded
}
@@ -275,16 +279,16 @@ bool GodotPhysicsDirectSpaceState2D::cast_motion(const RID &p_shape, const Trans
Transform2D 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 (!GodotCollisionSolver2D::solve(shape, p_xform, p_motion, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_margin)) {
+ if (!GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) {
continue;
}
//test initial overlap, ignore objects it's inside of.
- if (GodotCollisionSolver2D::solve(shape, p_xform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_margin)) {
+ if (GodotCollisionSolver2D::solve(shape, p_parameters.transform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) {
continue;
}
- Vector2 mnormal = p_motion.normalized();
+ Vector2 mnormal = p_parameters.motion.normalized();
//just do kinematic solving
real_t low = 0.0;
@@ -294,7 +298,7 @@ bool GodotPhysicsDirectSpaceState2D::cast_motion(const RID &p_shape, const Trans
real_t fraction = low + (hi - low) * fraction_coeff;
Vector2 sep = mnormal; //important optimization for this to work fast enough
- bool collided = GodotCollisionSolver2D::solve(shape, p_xform, p_motion * fraction, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_margin);
+ bool collided = GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion * fraction, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_parameters.margin);
if (collided) {
hi = fraction;
@@ -331,17 +335,17 @@ bool GodotPhysicsDirectSpaceState2D::cast_motion(const RID &p_shape, const Trans
return true;
}
-bool GodotPhysicsDirectSpaceState2D::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_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+bool GodotPhysicsDirectSpaceState2D::collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) {
if (p_result_max <= 0) {
return false;
}
- GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_shape);
+ GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, 0);
- Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
- aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
- aabb = aabb.grow(p_margin);
+ Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
+ aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
+ aabb = aabb.grow(p_parameters.margin);
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
@@ -358,13 +362,13 @@ bool GodotPhysicsDirectSpaceState2D::collide_shape(RID p_shape, const Transform2
GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk;
for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
- if (p_exclude.has(col_obj->get_self())) {
+ if (p_parameters.exclude.has(col_obj->get_self())) {
continue;
}
@@ -373,7 +377,7 @@ bool GodotPhysicsDirectSpaceState2D::collide_shape(RID p_shape, const Transform2
cbk.valid_dir = Vector2();
cbk.valid_depth = 0;
- if (GodotCollisionSolver2D::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, nullptr, p_margin)) {
+ if (GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, nullptr, p_parameters.margin)) {
collided = cbk.amount > 0;
}
}
@@ -432,32 +436,33 @@ static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B,
rd->best_local_shape = rd->local_shape;
}
-bool GodotPhysicsDirectSpaceState2D::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) {
- GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_shape);
+bool GodotPhysicsDirectSpaceState2D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) {
+ GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, 0);
- real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+ real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE);
- Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
- aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
- aabb = aabb.grow(p_margin);
+ Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
+ aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
+ aabb = aabb.grow(margin);
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
_RestCallbackData2D rcd;
- rcd.best_len = 0;
- rcd.best_object = nullptr;
- rcd.best_shape = 0;
- rcd.min_allowed_depth = min_contact_depth;
+
+ // Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
+ real_t motion_length = p_parameters.motion.length();
+ real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+ rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
- if (p_exclude.has(col_obj->get_self())) {
+ if (p_parameters.exclude.has(col_obj->get_self())) {
continue;
}
@@ -467,7 +472,7 @@ bool GodotPhysicsDirectSpaceState2D::rest_info(RID p_shape, const Transform2D &p
rcd.object = col_obj;
rcd.shape = shape_idx;
rcd.local_shape = 0;
- bool sc = GodotCollisionSolver2D::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, nullptr, p_margin);
+ bool sc = GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, nullptr, margin);
if (!sc) {
continue;
}
@@ -538,6 +543,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
r_result->collider_id = ObjectID();
r_result->collider_shape = 0;
}
+
Rect2 body_aabb;
bool shapes_found = false;
@@ -563,15 +569,17 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
return false;
}
+ real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE);
+
// Undo the currently transform the physics server is aware of and apply the provided one
body_aabb = p_parameters.from.xform(p_body->get_inv_transform().xform(body_aabb));
- body_aabb = body_aabb.grow(p_parameters.margin);
+ body_aabb = body_aabb.grow(margin);
static const int max_excluded_shape_pairs = 32;
ExcludedShapeSW excluded_shape_pairs[max_excluded_shape_pairs];
int excluded_shape_pair_count = 0;
- real_t min_contact_depth = p_parameters.margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+ real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
real_t motion_length = p_parameters.motion.length();
Vector2 motion_normal = p_parameters.motion / motion_length;
@@ -628,7 +636,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
- cbk.valid_depth = MAX(owc_margin, p_parameters.margin); //user specified, but never less than actual margin or it won't work
+ cbk.valid_depth = MAX(owc_margin, margin); //user specified, but never less than actual margin or it won't work
cbk.invalid_by_dir = 0;
if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) {
@@ -653,7 +661,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
bool did_collide = false;
GodotShape2D *against_shape = col_obj->get_shape(shape_idx);
- if (GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, p_parameters.margin)) {
+ if (GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, margin)) {
did_collide = cbk.passed > current_passed; //more passed, so collision actually existed
}
@@ -876,9 +884,6 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
ugt.elements[2] += p_parameters.motion * unsafe;
_RestCallbackData2D rcd;
- rcd.best_len = 0;
- rcd.best_object = nullptr;
- rcd.best_shape = 0;
// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
@@ -928,7 +933,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
rcd.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
- rcd.valid_depth = MAX(owc_margin, p_parameters.margin); //user specified, but never less than actual margin or it won't work
+ rcd.valid_depth = MAX(owc_margin, margin); //user specified, but never less than actual margin or it won't work
if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) {
const GodotBody2D *b = static_cast<const GodotBody2D *>(col_obj);
@@ -950,7 +955,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
rcd.object = col_obj;
rcd.shape = shape_idx;
rcd.local_shape = j;
- bool sc = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), _rest_cbk_result, &rcd, nullptr, p_parameters.margin);
+ bool sc = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), _rest_cbk_result, &rcd, nullptr, margin);
if (!sc) {
continue;
}
@@ -1139,9 +1144,12 @@ void GodotSpace2D::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_v
case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
contact_max_separation = p_value;
break;
- case PhysicsServer2D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
+ case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
contact_max_allowed_penetration = p_value;
break;
+ case PhysicsServer2D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
+ contact_bias = p_value;
+ break;
case PhysicsServer2D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
body_linear_velocity_sleep_threshold = p_value;
break;
@@ -1154,6 +1162,9 @@ void GodotSpace2D::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_v
case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
constraint_bias = p_value;
break;
+ case PhysicsServer2D::SPACE_PARAM_SOLVER_ITERATIONS:
+ solver_iterations = p_value;
+ break;
}
}
@@ -1163,8 +1174,10 @@ real_t GodotSpace2D::get_param(PhysicsServer2D::SpaceParameter p_param) const {
return contact_recycle_radius;
case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
return contact_max_separation;
- case PhysicsServer2D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
+ case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
return contact_max_allowed_penetration;
+ case PhysicsServer2D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
+ return contact_bias;
case PhysicsServer2D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
return body_linear_velocity_sleep_threshold;
case PhysicsServer2D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
@@ -1173,6 +1186,8 @@ real_t GodotSpace2D::get_param(PhysicsServer2D::SpaceParameter p_param) const {
return body_time_to_sleep;
case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
return constraint_bias;
+ case PhysicsServer2D::SPACE_PARAM_SOLVER_ITERATIONS:
+ return solver_iterations;
}
return 0;
}
@@ -1199,6 +1214,24 @@ GodotSpace2D::GodotSpace2D() {
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::FLOAT, "physics/2d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
+ solver_iterations = GLOBAL_DEF("physics/2d/solver/solver_iterations", 16);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/solver_iterations", PropertyInfo(Variant::INT, "physics/2d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"));
+
+ contact_recycle_radius = GLOBAL_DEF("physics/2d/solver/contact_recycle_radius", 1.0);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/contact_recycle_radius", PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"));
+
+ contact_max_separation = GLOBAL_DEF("physics/2d/solver/contact_max_separation", 1.5);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/contact_max_separation", PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"));
+
+ contact_max_allowed_penetration = GLOBAL_DEF("physics/2d/solver/contact_max_allowed_penetration", 0.3);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/contact_max_allowed_penetration", PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"));
+
+ contact_bias = GLOBAL_DEF("physics/2d/solver/default_contact_bias", 0.8);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/default_contact_bias", PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01"));
+
+ constraint_bias = GLOBAL_DEF("physics/2d/solver/default_constraint_bias", 0.2);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/default_constraint_bias", PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_constraint_bias", PROPERTY_HINT_RANGE, "0,1,0.01"));
+
broadphase = GodotBroadPhase2D::create_func();
broadphase->set_pair_callback(_broadphase_pair, this);
broadphase->set_unpair_callback(_broadphase_unpair, this);
diff --git a/servers/physics_2d/godot_space_2d.h b/servers/physics_2d/godot_space_2d.h
index 97e2928a9d..5d97721176 100644
--- a/servers/physics_2d/godot_space_2d.h
+++ b/servers/physics_2d/godot_space_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -45,18 +45,15 @@
class GodotPhysicsDirectSpaceState2D : public PhysicsDirectSpaceState2D {
GDCLASS(GodotPhysicsDirectSpaceState2D, PhysicsDirectSpaceState2D);
- int _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 = false, ObjectID p_canvas_instance_id = ObjectID());
-
public:
GodotSpace2D *space = nullptr;
- virtual int intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) override;
- virtual int 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 = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) override;
- virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual int 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 = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool 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 = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool 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 = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool 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 = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ 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() {}
};
@@ -85,7 +82,7 @@ private:
GodotPhysicsDirectSpaceState2D *direct_access = nullptr;
RID self;
- GodotBroadPhase2D *broadphase;
+ GodotBroadPhase2D *broadphase = nullptr;
SelfList<GodotBody2D>::List active_list;
SelfList<GodotBody2D>::List mass_properties_update_list;
SelfList<GodotBody2D>::List state_query_list;
@@ -99,10 +96,13 @@ private:
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;
+ int solver_iterations = 0;
+
+ real_t contact_recycle_radius = 0.0;
+ real_t contact_max_separation = 0.0;
+ real_t contact_max_allowed_penetration = 0.0;
+ real_t contact_bias = 0.0;
+ real_t constraint_bias = 0.0;
enum {
INTERSECTION_QUERY_MAX = 2048
@@ -158,9 +158,11 @@ public:
void remove_object(GodotCollisionObject2D *p_object);
const Set<GodotCollisionObject2D *> &get_objects() const;
+ _FORCE_INLINE_ int get_solver_iterations() const { return solver_iterations; }
_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_contact_bias() const { return contact_bias; }
_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; }
diff --git a/servers/physics_2d/godot_step_2d.cpp b/servers/physics_2d/godot_step_2d.cpp
index 3010315571..866c415440 100644
--- a/servers/physics_2d/godot_step_2d.cpp
+++ b/servers/physics_2d/godot_step_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -124,14 +124,14 @@ void GodotStep2D::_check_suspend(LocalVector<GodotBody2D *> &p_body_island) cons
}
}
-void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta, int p_iterations) {
+void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta) {
p_space->lock(); // can't access space during this
p_space->setup(); //update inertias, etc
p_space->set_last_step(p_delta);
- iterations = p_iterations;
+ iterations = p_space->get_solver_iterations();
delta = p_delta;
const SelfList<GodotBody2D>::List *body_list = &p_space->get_active_body_list();
@@ -152,6 +152,9 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta, int p_iterations)
p_space->set_active_objects(active_count);
+ // Update the broadphase to register collision pairs.
+ p_space->update();
+
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime);
@@ -255,11 +258,7 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta, int p_iterations)
// Warning: _solve_island modifies the constraint islands for optimization purpose,
// their content is not reliable after these calls and shouldn't be used anymore.
- if (island_count > 1) {
- work_pool.do_work(island_count, this, &GodotStep2D::_solve_island, nullptr);
- } else if (island_count > 0) {
- _solve_island(0);
- }
+ work_pool.do_work(island_count, this, &GodotStep2D::_solve_island, nullptr);
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
@@ -290,7 +289,6 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta, int p_iterations)
all_constraints.clear();
- p_space->update();
p_space->unlock();
_step++;
}
diff --git a/servers/physics_2d/godot_step_2d.h b/servers/physics_2d/godot_step_2d.h
index efec243632..9a6d8caf9b 100644
--- a/servers/physics_2d/godot_step_2d.h
+++ b/servers/physics_2d/godot_step_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -55,7 +55,7 @@ class GodotStep2D {
void _check_suspend(LocalVector<GodotBody2D *> &p_body_island) const;
public:
- void step(GodotSpace2D *p_space, real_t p_delta, int p_iterations);
+ void step(GodotSpace2D *p_space, real_t p_delta);
GodotStep2D();
~GodotStep2D();
};