diff options
Diffstat (limited to 'servers/physics_2d')
-rw-r--r-- | servers/physics_2d/godot_collision_object_2d.h | 8 | ||||
-rw-r--r-- | servers/physics_2d/godot_physics_server_2d.cpp | 14 | ||||
-rw-r--r-- | servers/physics_2d/godot_physics_server_2d.h | 3 | ||||
-rw-r--r-- | servers/physics_2d/godot_space_2d.cpp | 14 |
4 files changed, 38 insertions, 1 deletions
diff --git a/servers/physics_2d/godot_collision_object_2d.h b/servers/physics_2d/godot_collision_object_2d.h index 1a683a7b0f..7965e8a94d 100644 --- a/servers/physics_2d/godot_collision_object_2d.h +++ b/servers/physics_2d/godot_collision_object_2d.h @@ -70,6 +70,7 @@ private: Transform2D inv_transform; uint32_t collision_mask = 1; uint32_t collision_layer = 1; + real_t collision_priority = 1.0; bool _static = true; SelfList<GodotCollisionObject2D> pending_shape_update_list; @@ -166,6 +167,13 @@ public: } _FORCE_INLINE_ uint32_t get_collision_layer() const { return collision_layer; } + _FORCE_INLINE_ void set_collision_priority(real_t p_priority) { + ERR_FAIL_COND_MSG(p_priority <= 0, "Priority must be greater than 0."); + collision_priority = p_priority; + _shape_changed(); + } + _FORCE_INLINE_ real_t get_collision_priority() const { return collision_priority; } + void remove_shape(GodotShape2D *p_shape) override; void remove_shape(int p_index); diff --git a/servers/physics_2d/godot_physics_server_2d.cpp b/servers/physics_2d/godot_physics_server_2d.cpp index 99e68de07c..c728dccd4f 100644 --- a/servers/physics_2d/godot_physics_server_2d.cpp +++ b/servers/physics_2d/godot_physics_server_2d.cpp @@ -718,6 +718,20 @@ uint32_t GodotPhysicsServer2D::body_get_collision_mask(RID p_body) const { return body->get_collision_mask(); } +void GodotPhysicsServer2D::body_set_collision_priority(RID p_body, real_t p_priority) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_collision_priority(p_priority); +} + +real_t GodotPhysicsServer2D::body_get_collision_priority(RID p_body) const { + const GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, 0); + + return body->get_collision_priority(); +} + 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); diff --git a/servers/physics_2d/godot_physics_server_2d.h b/servers/physics_2d/godot_physics_server_2d.h index 2af6e5c97c..20e492d87a 100644 --- a/servers/physics_2d/godot_physics_server_2d.h +++ b/servers/physics_2d/godot_physics_server_2d.h @@ -199,6 +199,9 @@ public: virtual void body_set_collision_mask(RID p_body, uint32_t p_mask) override; virtual uint32_t body_get_collision_mask(RID p_body) const override; + virtual void body_set_collision_priority(RID p_body, real_t p_priority) override; + virtual real_t body_get_collision_priority(RID p_body) const override; + virtual void body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) override; virtual Variant body_get_param(RID p_body, BodyParameter p_param) const override; diff --git a/servers/physics_2d/godot_space_2d.cpp b/servers/physics_2d/godot_space_2d.cpp index 166ec3049e..4166191be8 100644 --- a/servers/physics_2d/godot_space_2d.cpp +++ b/servers/physics_2d/godot_space_2d.cpp @@ -594,6 +594,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: const int max_results = 32; int recover_attempts = 4; Vector2 sr[max_results * 2]; + real_t priorities[max_results]; do { GodotPhysicsServer2D::CollCbkData cbk; @@ -606,6 +607,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk; GodotCollisionSolver2D::CallbackResult cbkres = GodotPhysicsServer2D::_shape_col_cbk; + int priority_amount = 0; bool collided = false; @@ -664,6 +666,10 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: 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 } + while (cbk.amount > priority_amount) { + priorities[priority_amount] = col_obj->get_collision_priority(); + priority_amount++; + } if (!did_collide && cbk.invalid_by_dir > 0) { //this shape must be excluded @@ -686,6 +692,12 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: break; } + real_t inv_total_weight = 0.0; + for (int i = 0; i < cbk.amount; i++) { + inv_total_weight += priorities[i]; + } + inv_total_weight = Math::is_zero_approx(inv_total_weight) ? 1.0 : (real_t)cbk.amount / inv_total_weight; + recovered = true; Vector2 recover_motion; @@ -701,7 +713,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: real_t depth = n.dot(a + recover_motion) - d; if (depth > min_contact_depth + CMP_EPSILON) { // Only recover if there is penetration. - recover_motion -= n * (depth - min_contact_depth) * 0.4; + recover_motion -= n * (depth - min_contact_depth) * 0.4 * priorities[i] * inv_total_weight; } } |