diff options
Diffstat (limited to 'servers/physics_2d')
-rw-r--r-- | servers/physics_2d/godot_body_pair_2d.cpp | 5 | ||||
-rw-r--r-- | servers/physics_2d/godot_broad_phase_2d_bvh.cpp | 16 | ||||
-rw-r--r-- | servers/physics_2d/godot_broad_phase_2d_bvh.h | 29 | ||||
-rw-r--r-- | servers/physics_2d/godot_collision_object_2d.h | 2 | ||||
-rw-r--r-- | servers/physics_2d/godot_collision_solver_2d_sat.cpp | 4 | ||||
-rw-r--r-- | servers/physics_2d/godot_physics_server_2d.cpp | 13 | ||||
-rw-r--r-- | servers/physics_2d/godot_shape_2d.cpp | 6 | ||||
-rw-r--r-- | servers/physics_2d/godot_space_2d.cpp | 12 |
8 files changed, 46 insertions, 41 deletions
diff --git a/servers/physics_2d/godot_body_pair_2d.cpp b/servers/physics_2d/godot_body_pair_2d.cpp index 1986191cc3..2bf1e5a1d4 100644 --- a/servers/physics_2d/godot_body_pair_2d.cpp +++ b/servers/physics_2d/godot_body_pair_2d.cpp @@ -29,6 +29,7 @@ /*************************************************************************/ #include "godot_body_pair_2d.h" + #include "godot_collision_solver_2d.h" #include "godot_space_2d.h" @@ -303,7 +304,7 @@ bool GodotBodyPair2D::setup(real_t p_step) { bool valid = false; for (int i = 0; i < contact_count; i++) { Contact &c = contacts[i]; - if (c.normal.dot(direction) > -CMP_EPSILON) { //greater (normal inverted) + if (c.normal.dot(direction) > -CMP_EPSILON) { // Greater (normal inverted). continue; } valid = true; @@ -321,7 +322,7 @@ bool GodotBodyPair2D::setup(real_t p_step) { bool valid = false; for (int i = 0; i < contact_count; i++) { Contact &c = contacts[i]; - if (c.normal.dot(direction) < CMP_EPSILON) { //less (normal ok) + if (c.normal.dot(direction) < CMP_EPSILON) { // Less (normal ok). continue; } valid = true; diff --git a/servers/physics_2d/godot_broad_phase_2d_bvh.cpp b/servers/physics_2d/godot_broad_phase_2d_bvh.cpp index 5a96dae8ca..06f035a506 100644 --- a/servers/physics_2d/godot_broad_phase_2d_bvh.cpp +++ b/servers/physics_2d/godot_broad_phase_2d_bvh.cpp @@ -32,7 +32,9 @@ #include "godot_collision_object_2d.h" GodotBroadPhase2D::ID GodotBroadPhase2DBVH::create(GodotCollisionObject2D *p_object, int p_subindex, const Rect2 &p_aabb, bool p_static) { - ID oid = bvh.create(p_object, true, p_aabb, p_subindex, !p_static, 1 << p_object->get_type(), p_static ? 0 : 0xFFFFF); // Pair everything, don't care? + uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC; + uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC); + ID oid = bvh.create(p_object, true, tree_id, tree_collision_mask, p_aabb, p_subindex); // Pair everything, don't care? return oid + 1; } @@ -41,8 +43,9 @@ void GodotBroadPhase2DBVH::move(ID p_id, const Rect2 &p_aabb) { } void GodotBroadPhase2DBVH::set_static(ID p_id, bool p_static) { - GodotCollisionObject2D *it = bvh.get(p_id - 1); - bvh.set_pairable(p_id - 1, !p_static, 1 << it->get_type(), p_static ? 0 : 0xFFFFF, false); // Pair everything, don't care? + uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC; + uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC); + bvh.set_tree(p_id - 1, tree_id, tree_collision_mask, false); } void GodotBroadPhase2DBVH::remove(ID p_id) { @@ -56,7 +59,8 @@ GodotCollisionObject2D *GodotBroadPhase2DBVH::get_object(ID p_id) const { } bool GodotBroadPhase2DBVH::is_static(ID p_id) const { - return !bvh.is_pairable(p_id - 1); + uint32_t tree_id = bvh.get_tree_id(p_id - 1); + return tree_id == 0; } int GodotBroadPhase2DBVH::get_subindex(ID p_id) const { @@ -64,11 +68,11 @@ int GodotBroadPhase2DBVH::get_subindex(ID p_id) const { } int GodotBroadPhase2DBVH::cull_segment(const Vector2 &p_from, const Vector2 &p_to, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices) { - return bvh.cull_segment(p_from, p_to, p_results, p_max_results, p_result_indices); + return bvh.cull_segment(p_from, p_to, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices); } int GodotBroadPhase2DBVH::cull_aabb(const Rect2 &p_aabb, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices) { - return bvh.cull_aabb(p_aabb, p_results, p_max_results, p_result_indices); + return bvh.cull_aabb(p_aabb, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices); } void *GodotBroadPhase2DBVH::_pair_callback(void *self, uint32_t p_A, GodotCollisionObject2D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject2D *p_object_B, int subindex_B) { diff --git a/servers/physics_2d/godot_broad_phase_2d_bvh.h b/servers/physics_2d/godot_broad_phase_2d_bvh.h index d77e0574eb..b11ad0e75e 100644 --- a/servers/physics_2d/godot_broad_phase_2d_bvh.h +++ b/servers/physics_2d/godot_broad_phase_2d_bvh.h @@ -38,7 +38,34 @@ #include "core/math/vector2.h" class GodotBroadPhase2DBVH : public GodotBroadPhase2D { - BVH_Manager<GodotCollisionObject2D, true, 128, Rect2, Vector2> bvh; + template <class T> + class UserPairTestFunction { + public: + static bool user_pair_check(const T *p_a, const T *p_b) { + // return false if no collision, decided by masks etc + return p_a->interacts_with(p_b); + } + }; + + template <class T> + class UserCullTestFunction { + public: + static bool user_cull_check(const T *p_a, const T *p_b) { + return true; + } + }; + + enum Tree { + TREE_STATIC = 0, + TREE_DYNAMIC = 1, + }; + + enum TreeFlag { + TREE_FLAG_STATIC = 1 << TREE_STATIC, + TREE_FLAG_DYNAMIC = 1 << TREE_DYNAMIC, + }; + + BVH_Manager<GodotCollisionObject2D, 2, true, 128, UserPairTestFunction<GodotCollisionObject2D>, UserCullTestFunction<GodotCollisionObject2D>, Rect2, Vector2> bvh; static void *_pair_callback(void *, uint32_t, GodotCollisionObject2D *, int, uint32_t, GodotCollisionObject2D *, int); static void _unpair_callback(void *, uint32_t, GodotCollisionObject2D *, int, uint32_t, GodotCollisionObject2D *, int, void *); diff --git a/servers/physics_2d/godot_collision_object_2d.h b/servers/physics_2d/godot_collision_object_2d.h index 1e9baad8d9..19d6e91561 100644 --- a/servers/physics_2d/godot_collision_object_2d.h +++ b/servers/physics_2d/godot_collision_object_2d.h @@ -180,7 +180,7 @@ public: return p_other->collision_layer & collision_mask; } - _FORCE_INLINE_ bool interacts_with(GodotCollisionObject2D *p_other) const { + _FORCE_INLINE_ bool interacts_with(const GodotCollisionObject2D *p_other) const { return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask; } diff --git a/servers/physics_2d/godot_collision_solver_2d_sat.cpp b/servers/physics_2d/godot_collision_solver_2d_sat.cpp index a965795bee..ded3ff356b 100644 --- a/servers/physics_2d/godot_collision_solver_2d_sat.cpp +++ b/servers/physics_2d/godot_collision_solver_2d_sat.cpp @@ -41,10 +41,6 @@ struct _CollectorCallback2D { Vector2 *sep_axis = nullptr; _FORCE_INLINE_ void call(const Vector2 &p_point_A, const Vector2 &p_point_B) { - /* - if (normal.dot(p_point_A) >= normal.dot(p_point_B)) - return; - */ if (swap) { callback(p_point_B, p_point_A, userdata); } else { diff --git a/servers/physics_2d/godot_physics_server_2d.cpp b/servers/physics_2d/godot_physics_server_2d.cpp index 5e099e27ec..a9b499c6b5 100644 --- a/servers/physics_2d/godot_physics_server_2d.cpp +++ b/servers/physics_2d/godot_physics_server_2d.cpp @@ -1188,14 +1188,6 @@ void GodotPhysicsServer2D::free(RID p_rid) { } else if (body_owner.owns(p_rid)) { GodotBody2D *body = body_owner.get_or_null(p_rid); - /* - if (body->get_state_query()) - _clear_query(body->get_state_query()); - - if (body->get_direct_state_query()) - _clear_query(body->get_direct_state_query()); - */ - body_set_space(p_rid, RID()); while (body->get_shape_count()) { @@ -1208,11 +1200,6 @@ void GodotPhysicsServer2D::free(RID p_rid) { } else if (area_owner.owns(p_rid)) { GodotArea2D *area = area_owner.get_or_null(p_rid); - /* - if (area->get_monitor_query()) - _clear_query(area->get_monitor_query()); - */ - area->set_space(nullptr); while (area->get_shape_count()) { diff --git a/servers/physics_2d/godot_shape_2d.cpp b/servers/physics_2d/godot_shape_2d.cpp index 1e8799a727..b5dbb8a2dd 100644 --- a/servers/physics_2d/godot_shape_2d.cpp +++ b/servers/physics_2d/godot_shape_2d.cpp @@ -544,12 +544,6 @@ bool GodotConvexPolygonShape2D::intersect_segment(const Vector2 &p_begin, const bool inters = false; for (int i = 0; i < point_count; i++) { - //hmm.. no can do.. - /* - if (d.dot(points[i].normal)>=0) - continue; - */ - Vector2 res; if (!Geometry2D::segment_intersects_segment(p_begin, p_end, points[i].pos, points[(i + 1) % point_count].pos, &res)) { diff --git a/servers/physics_2d/godot_space_2d.cpp b/servers/physics_2d/godot_space_2d.cpp index 5c2bda340b..04b8d3c741 100644 --- a/servers/physics_2d/godot_space_2d.cpp +++ b/servers/physics_2d/godot_space_2d.cpp @@ -888,6 +888,9 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: // 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); + body_aabb.position += p_parameters.motion * unsafe; + int amount = _cull_aabb_for_body(p_body, body_aabb); + int from_shape = best_shape != -1 ? best_shape : 0; int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count(); @@ -899,10 +902,6 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: Transform2D body_shape_xform = ugt * p_body->get_shape_transform(j); GodotShape2D *body_shape = p_body->get_shape(j); - body_aabb.position += p_parameters.motion * unsafe; - - int amount = _cull_aabb_for_body(p_body, body_aabb); - for (int i = 0; i < amount; i++) { const GodotCollisionObject2D *col_obj = intersection_query_results[i]; if (p_parameters.exclude_bodies.has(col_obj->get_self())) { @@ -996,11 +995,8 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: return collided; } +// Assumes a valid collision pair, this should have been checked beforehand in the BVH or octree. void *GodotSpace2D::_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_self) { - if (!A->interacts_with(B)) { - return nullptr; - } - GodotCollisionObject2D::Type type_A = A->get_type(); GodotCollisionObject2D::Type type_B = B->get_type(); if (type_A > type_B) { |