summaryrefslogtreecommitdiff
path: root/servers/physics_2d
diff options
context:
space:
mode:
Diffstat (limited to 'servers/physics_2d')
-rw-r--r--servers/physics_2d/godot_area_2d.cpp52
-rw-r--r--servers/physics_2d/godot_area_2d.h27
-rw-r--r--servers/physics_2d/godot_body_2d.cpp4
-rw-r--r--servers/physics_2d/godot_body_pair_2d.cpp10
-rw-r--r--servers/physics_2d/godot_collision_solver_2d.cpp6
-rw-r--r--servers/physics_2d/godot_collision_solver_2d_sat.cpp68
-rw-r--r--servers/physics_2d/godot_physics_server_2d.cpp22
-rw-r--r--servers/physics_2d/godot_physics_server_2d.h2
-rw-r--r--servers/physics_2d/godot_shape_2d.cpp18
-rw-r--r--servers/physics_2d/godot_shape_2d.h6
-rw-r--r--servers/physics_2d/godot_space_2d.cpp16
-rw-r--r--servers/physics_2d/godot_space_2d.h4
-rw-r--r--servers/physics_2d/godot_step_2d.cpp13
-rw-r--r--servers/physics_2d/godot_step_2d.h4
14 files changed, 126 insertions, 126 deletions
diff --git a/servers/physics_2d/godot_area_2d.cpp b/servers/physics_2d/godot_area_2d.cpp
index 9937178550..96c8dfc69e 100644
--- a/servers/physics_2d/godot_area_2d.cpp
+++ b/servers/physics_2d/godot_area_2d.cpp
@@ -225,27 +225,29 @@ void GodotArea2D::call_queries() {
resptr[i] = &res[i];
}
- 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);
+ for (HashMap<BodyKey, BodyState, BodyKey>::Iterator E = monitored_bodies.begin(); E;) {
+ if (E->value.state == 0) { // Nothing happened
+ HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
+ ++next;
+ monitored_bodies.remove(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;
+ res[0] = E->value.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);
+ HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
+ ++next;
+ monitored_bodies.remove(E);
E = next;
Callable::CallError ce;
Variant ret;
- monitor_callback.call((const Variant **)resptr, 5, ret, ce);
+ monitor_callback.callp((const Variant **)resptr, 5, ret, ce);
}
} else {
monitored_bodies.clear();
@@ -261,27 +263,29 @@ void GodotArea2D::call_queries() {
resptr[i] = &res[i];
}
- 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);
+ for (HashMap<BodyKey, BodyState, BodyKey>::Iterator E = monitored_areas.begin(); E;) {
+ if (E->value.state == 0) { // Nothing happened
+ HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
+ ++next;
+ monitored_areas.remove(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;
+ res[0] = E->value.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);
+ HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
+ ++next;
+ monitored_areas.remove(E);
E = next;
Callable::CallError ce;
Variant ret;
- area_monitor_callback.call((const Variant **)resptr, 5, ret, ce);
+ area_monitor_callback.callp((const Variant **)resptr, 5, ret, ce);
}
} else {
monitored_areas.clear();
diff --git a/servers/physics_2d/godot_area_2d.h b/servers/physics_2d/godot_area_2d.h
index dadd9747b1..221982cf78 100644
--- a/servers/physics_2d/godot_area_2d.h
+++ b/servers/physics_2d/godot_area_2d.h
@@ -68,16 +68,15 @@ class GodotArea2D : public GodotCollisionObject2D {
uint32_t body_shape = 0;
uint32_t area_shape = 0;
- _FORCE_INLINE_ bool operator<(const BodyKey &p_key) const {
- if (rid == p_key.rid) {
- if (body_shape == p_key.body_shape) {
- return area_shape < p_key.area_shape;
- } else {
- return body_shape < p_key.body_shape;
- }
- } else {
- return rid < p_key.rid;
- }
+ static uint32_t hash(const BodyKey &p_key) {
+ uint32_t h = hash_one_uint64(p_key.rid.get_id());
+ h = hash_murmur3_one_64(p_key.instance_id, h);
+ h = hash_murmur3_one_32(p_key.area_shape, h);
+ return hash_fmix32(hash_murmur3_one_32(p_key.body_shape, h));
+ }
+
+ _FORCE_INLINE_ bool operator==(const BodyKey &p_key) const {
+ return rid == p_key.rid && instance_id == p_key.instance_id && body_shape == p_key.body_shape && area_shape == p_key.area_shape;
}
_FORCE_INLINE_ BodyKey() {}
@@ -91,10 +90,10 @@ class GodotArea2D : public GodotCollisionObject2D {
_FORCE_INLINE_ void dec() { state--; }
};
- Map<BodyKey, BodyState> monitored_bodies;
- Map<BodyKey, BodyState> monitored_areas;
+ HashMap<BodyKey, BodyState, BodyKey> monitored_bodies;
+ HashMap<BodyKey, BodyState, BodyKey> monitored_areas;
- Set<GodotConstraint2D *> constraints;
+ HashSet<GodotConstraint2D *> constraints;
virtual void _shapes_changed() override;
void _queue_monitor_update();
@@ -143,7 +142,7 @@ public:
_FORCE_INLINE_ void add_constraint(GodotConstraint2D *p_constraint) { constraints.insert(p_constraint); }
_FORCE_INLINE_ void remove_constraint(GodotConstraint2D *p_constraint) { constraints.erase(p_constraint); }
- _FORCE_INLINE_ const Set<GodotConstraint2D *> &get_constraints() const { return constraints; }
+ _FORCE_INLINE_ const HashSet<GodotConstraint2D *> &get_constraints() const { return constraints; }
_FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
void set_monitorable(bool p_monitorable);
diff --git a/servers/physics_2d/godot_body_2d.cpp b/servers/physics_2d/godot_body_2d.cpp
index 6873504f70..268beb1a55 100644
--- a/servers/physics_2d/godot_body_2d.cpp
+++ b/servers/physics_2d/godot_body_2d.cpp
@@ -683,10 +683,10 @@ void GodotBody2D::call_queries() {
Callable::CallError ce;
Variant rv;
if (fi_callback_data->udata.get_type() != Variant::NIL) {
- fi_callback_data->callable.call(vp, 2, rv, ce);
+ fi_callback_data->callable.callp(vp, 2, rv, ce);
} else {
- fi_callback_data->callable.call(vp, 1, rv, ce);
+ fi_callback_data->callable.callp(vp, 1, rv, ce);
}
}
}
diff --git a/servers/physics_2d/godot_body_pair_2d.cpp b/servers/physics_2d/godot_body_pair_2d.cpp
index 6e76697a1b..2f2af15da7 100644
--- a/servers/physics_2d/godot_body_pair_2d.cpp
+++ b/servers/physics_2d/godot_body_pair_2d.cpp
@@ -203,7 +203,7 @@ bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A,
// 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();
+ Vector2 direction = p_xform_B.columns[1].normalized();
if (direction.dot(mnormal) < CMP_EPSILON) {
collided = false;
oneway_disabled = true;
@@ -260,7 +260,7 @@ bool GodotBodyPair2D::setup(real_t p_step) {
Transform2D xform_A = xform_Au * A->get_shape_transform(shape_A);
Transform2D xform_Bu = B->get_transform();
- xform_Bu.elements[2] -= offset_A;
+ xform_Bu.columns[2] -= offset_A;
Transform2D xform_B = xform_Bu * B->get_shape_transform(shape_B);
GodotShape2D *shape_A_ptr = A->get_shape(shape_A);
@@ -300,7 +300,7 @@ bool GodotBodyPair2D::setup(real_t p_step) {
if (!prev_collided) {
if (shape_B_ptr->allows_one_way_collision() && A->is_shape_set_as_one_way_collision(shape_A)) {
- Vector2 direction = xform_A.get_axis(1).normalized();
+ Vector2 direction = xform_A.columns[1].normalized();
bool valid = false;
for (int i = 0; i < contact_count; i++) {
Contact &c = contacts[i];
@@ -318,7 +318,7 @@ bool GodotBodyPair2D::setup(real_t p_step) {
}
if (shape_A_ptr->allows_one_way_collision() && B->is_shape_set_as_one_way_collision(shape_B)) {
- Vector2 direction = xform_B.get_axis(1).normalized();
+ Vector2 direction = xform_B.columns[1].normalized();
bool valid = false;
for (int i = 0; i < contact_count; i++) {
Contact &c = contacts[i];
@@ -351,7 +351,7 @@ bool GodotBodyPair2D::pre_solve(real_t p_step) {
Transform2D xform_A = xform_Au * A->get_shape_transform(shape_A);
Transform2D xform_Bu = B->get_transform();
- xform_Bu.elements[2] -= offset_A;
+ xform_Bu.columns[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) {
diff --git a/servers/physics_2d/godot_collision_solver_2d.cpp b/servers/physics_2d/godot_collision_solver_2d.cpp
index 383c6a915c..0d7b42b80d 100644
--- a/servers/physics_2d/godot_collision_solver_2d.cpp
+++ b/servers/physics_2d/godot_collision_solver_2d.cpp
@@ -140,7 +140,7 @@ struct _ConcaveCollisionInfo2D {
Vector2 motion_B;
real_t margin_A = 0.0;
real_t margin_B = 0.0;
- GodotCollisionSolver2D::CallbackResult result_callback;
+ GodotCollisionSolver2D::CallbackResult result_callback = nullptr;
void *userdata = nullptr;
bool swap_result = false;
bool collided = false;
@@ -185,13 +185,13 @@ bool GodotCollisionSolver2D::solve_concave(const GodotShape2D *p_shape_A, const
cinfo.aabb_tests = 0;
Transform2D rel_transform = p_transform_A;
- rel_transform.elements[2] -= p_transform_B.get_origin();
+ rel_transform.columns[2] -= p_transform_B.get_origin();
//quickly compute a local Rect2
Rect2 local_aabb;
for (int i = 0; i < 2; i++) {
- Vector2 axis(p_transform_B.elements[i]);
+ Vector2 axis(p_transform_B.columns[i]);
real_t axis_scale = 1.0 / axis.length();
axis *= axis_scale;
diff --git a/servers/physics_2d/godot_collision_solver_2d_sat.cpp b/servers/physics_2d/godot_collision_solver_2d_sat.cpp
index ded3ff356b..77186d3810 100644
--- a/servers/physics_2d/godot_collision_solver_2d_sat.cpp
+++ b/servers/physics_2d/godot_collision_solver_2d_sat.cpp
@@ -33,7 +33,7 @@
#include "core/math/geometry_2d.h"
struct _CollectorCallback2D {
- GodotCollisionSolver2D::CallbackResult callback;
+ GodotCollisionSolver2D::CallbackResult callback = nullptr;
void *userdata = nullptr;
bool swap = false;
bool collided = false;
@@ -477,11 +477,11 @@ static void _collision_segment_rectangle(const GodotShape2D *p_a, const Transfor
return;
}
- if (!separator.test_axis(p_transform_b.elements[0].normalized())) {
+ if (!separator.test_axis(p_transform_b.columns[0].normalized())) {
return;
}
- if (!separator.test_axis(p_transform_b.elements[1].normalized())) {
+ if (!separator.test_axis(p_transform_b.columns[1].normalized())) {
return;
}
@@ -548,22 +548,22 @@ static void _collision_segment_capsule(const GodotShape2D *p_a, const Transform2
return;
}
- if (!separator.test_axis(p_transform_b.elements[0].normalized())) {
+ if (!separator.test_axis(p_transform_b.columns[0].normalized())) {
return;
}
real_t capsule_dir = capsule_B->get_height() * 0.5 - capsule_B->get_radius();
- if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), (p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_dir))) {
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), (p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir))) {
return;
}
- if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), (p_transform_b.get_origin() - p_transform_b.elements[1] * capsule_dir))) {
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), (p_transform_b.get_origin() - p_transform_b.columns[1] * capsule_dir))) {
return;
}
- if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), (p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_dir))) {
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), (p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir))) {
return;
}
- if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), (p_transform_b.get_origin() - p_transform_b.elements[1] * capsule_dir))) {
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), (p_transform_b.get_origin() - p_transform_b.columns[1] * capsule_dir))) {
return;
}
@@ -646,8 +646,8 @@ static void _collision_circle_rectangle(const GodotShape2D *p_a, const Transform
return;
}
- const Vector2 &sphere = p_transform_a.elements[2];
- const Vector2 *axis = &p_transform_b.elements[0];
+ const Vector2 &sphere = p_transform_a.columns[2];
+ const Vector2 *axis = &p_transform_b.columns[0];
//const Vector2& half_extents = rectangle_B->get_half_extents();
if (!separator.test_axis(axis[0].normalized())) {
@@ -705,17 +705,17 @@ static void _collision_circle_capsule(const GodotShape2D *p_a, const Transform2D
}
//capsule axis
- if (!separator.test_axis(p_transform_b.elements[0].normalized())) {
+ if (!separator.test_axis(p_transform_b.columns[0].normalized())) {
return;
}
real_t capsule_dir = capsule_B->get_height() * 0.5 - capsule_B->get_radius();
//capsule endpoints
- if (TEST_POINT(p_transform_a.get_origin(), (p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_dir))) {
+ if (TEST_POINT(p_transform_a.get_origin(), (p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir))) {
return;
}
- if (TEST_POINT(p_transform_a.get_origin(), (p_transform_b.get_origin() - p_transform_b.elements[1] * capsule_dir))) {
+ if (TEST_POINT(p_transform_a.get_origin(), (p_transform_b.get_origin() - p_transform_b.columns[1] * capsule_dir))) {
return;
}
@@ -769,20 +769,20 @@ static void _collision_rectangle_rectangle(const GodotShape2D *p_a, const Transf
}
//box faces A
- if (!separator.test_axis(p_transform_a.elements[0].normalized())) {
+ if (!separator.test_axis(p_transform_a.columns[0].normalized())) {
return;
}
- if (!separator.test_axis(p_transform_a.elements[1].normalized())) {
+ if (!separator.test_axis(p_transform_a.columns[1].normalized())) {
return;
}
//box faces B
- if (!separator.test_axis(p_transform_b.elements[0].normalized())) {
+ if (!separator.test_axis(p_transform_b.columns[0].normalized())) {
return;
}
- if (!separator.test_axis(p_transform_b.elements[1].normalized())) {
+ if (!separator.test_axis(p_transform_b.columns[1].normalized())) {
return;
}
@@ -796,10 +796,10 @@ static void _collision_rectangle_rectangle(const GodotShape2D *p_a, const Transf
if (castA || castB) {
Transform2D aofs = p_transform_a;
- aofs.elements[2] += p_motion_a;
+ aofs.columns[2] += p_motion_a;
Transform2D bofs = p_transform_b;
- bofs.elements[2] += p_motion_b;
+ bofs.columns[2] += p_motion_b;
Transform2D aofsinv = aofs.affine_inverse();
Transform2D bofsinv = bofs.affine_inverse();
@@ -843,16 +843,16 @@ static void _collision_rectangle_capsule(const GodotShape2D *p_a, const Transfor
}
//box faces
- if (!separator.test_axis(p_transform_a.elements[0].normalized())) {
+ if (!separator.test_axis(p_transform_a.columns[0].normalized())) {
return;
}
- if (!separator.test_axis(p_transform_a.elements[1].normalized())) {
+ if (!separator.test_axis(p_transform_a.columns[1].normalized())) {
return;
}
//capsule axis
- if (!separator.test_axis(p_transform_b.elements[0].normalized())) {
+ if (!separator.test_axis(p_transform_b.columns[0].normalized())) {
return;
}
@@ -864,7 +864,7 @@ static void _collision_rectangle_capsule(const GodotShape2D *p_a, const Transfor
for (int i = 0; i < 2; i++) {
{
- Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_dir;
+ Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir;
if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, capsule_endpoint))) {
return;
@@ -872,7 +872,7 @@ static void _collision_rectangle_capsule(const GodotShape2D *p_a, const Transfor
}
if (castA) {
- Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_dir;
+ Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir;
capsule_endpoint -= p_motion_a;
if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, capsule_endpoint))) {
@@ -881,7 +881,7 @@ static void _collision_rectangle_capsule(const GodotShape2D *p_a, const Transfor
}
if (castB) {
- Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_dir;
+ Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir;
capsule_endpoint += p_motion_b;
if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, capsule_endpoint))) {
@@ -890,7 +890,7 @@ static void _collision_rectangle_capsule(const GodotShape2D *p_a, const Transfor
}
if (castA && castB) {
- Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_dir;
+ Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir;
capsule_endpoint -= p_motion_a;
capsule_endpoint += p_motion_b;
@@ -921,11 +921,11 @@ static void _collision_rectangle_convex_polygon(const GodotShape2D *p_a, const T
}
//box faces
- if (!separator.test_axis(p_transform_a.elements[0].normalized())) {
+ if (!separator.test_axis(p_transform_a.columns[0].normalized())) {
return;
}
- if (!separator.test_axis(p_transform_a.elements[1].normalized())) {
+ if (!separator.test_axis(p_transform_a.columns[1].normalized())) {
return;
}
@@ -984,11 +984,11 @@ static void _collision_capsule_capsule(const GodotShape2D *p_a, const Transform2
//capsule axis
- if (!separator.test_axis(p_transform_b.elements[0].normalized())) {
+ if (!separator.test_axis(p_transform_b.columns[0].normalized())) {
return;
}
- if (!separator.test_axis(p_transform_a.elements[0].normalized())) {
+ if (!separator.test_axis(p_transform_a.columns[0].normalized())) {
return;
}
@@ -996,11 +996,11 @@ static void _collision_capsule_capsule(const GodotShape2D *p_a, const Transform2
real_t capsule_dir_A = capsule_A->get_height() * 0.5 - capsule_A->get_radius();
for (int i = 0; i < 2; i++) {
- Vector2 capsule_endpoint_A = p_transform_a.get_origin() + p_transform_a.elements[1] * capsule_dir_A;
+ Vector2 capsule_endpoint_A = p_transform_a.get_origin() + p_transform_a.columns[1] * capsule_dir_A;
real_t capsule_dir_B = capsule_B->get_height() * 0.5 - capsule_B->get_radius();
for (int j = 0; j < 2; j++) {
- Vector2 capsule_endpoint_B = p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_dir_B;
+ Vector2 capsule_endpoint_B = p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir_B;
if (TEST_POINT(capsule_endpoint_A, capsule_endpoint_B)) {
return;
@@ -1032,7 +1032,7 @@ static void _collision_capsule_convex_polygon(const GodotShape2D *p_a, const Tra
//capsule axis
- if (!separator.test_axis(p_transform_a.elements[0].normalized())) {
+ if (!separator.test_axis(p_transform_a.columns[0].normalized())) {
return;
}
@@ -1042,7 +1042,7 @@ static void _collision_capsule_convex_polygon(const GodotShape2D *p_a, const Tra
real_t capsule_dir = capsule_A->get_height() * 0.5 - capsule_A->get_radius();
for (int j = 0; j < 2; j++) {
- Vector2 capsule_endpoint_A = p_transform_a.get_origin() + p_transform_a.elements[1] * capsule_dir;
+ Vector2 capsule_endpoint_A = p_transform_a.get_origin() + p_transform_a.columns[1] * capsule_dir;
if (TEST_POINT(capsule_endpoint_A, cpoint)) {
return;
diff --git a/servers/physics_2d/godot_physics_server_2d.cpp b/servers/physics_2d/godot_physics_server_2d.cpp
index 650a95c914..99e68de07c 100644
--- a/servers/physics_2d/godot_physics_server_2d.cpp
+++ b/servers/physics_2d/godot_physics_server_2d.cpp
@@ -1179,7 +1179,7 @@ void GodotPhysicsServer2D::free(RID p_rid) {
GodotShape2D *shape = shape_owner.get_or_null(p_rid);
while (shape->get_owners().size()) {
- GodotShapeOwner2D *so = shape->get_owners().front()->key();
+ GodotShapeOwner2D *so = shape->get_owners().begin()->key;
so->remove_shape(shape);
}
@@ -1212,7 +1212,7 @@ void GodotPhysicsServer2D::free(RID p_rid) {
GodotSpace2D *space = space_owner.get_or_null(p_rid);
while (space->get_objects().size()) {
- GodotCollisionObject2D *co = static_cast<GodotCollisionObject2D *>(space->get_objects().front()->get());
+ GodotCollisionObject2D *co = static_cast<GodotCollisionObject2D *>(*space->get_objects().begin());
co->set_space(nullptr);
}
@@ -1250,11 +1250,11 @@ void GodotPhysicsServer2D::step(real_t p_step) {
island_count = 0;
active_objects = 0;
collision_pairs = 0;
- for (Set<const GodotSpace2D *>::Element *E = active_spaces.front(); E; E = E->next()) {
- stepper->step(const_cast<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();
+ for (const GodotSpace2D *E : active_spaces) {
+ stepper->step(const_cast<GodotSpace2D *>(E), p_step);
+ island_count += E->get_island_count();
+ active_objects += E->get_active_objects();
+ collision_pairs += E->get_collision_pairs();
}
}
@@ -1271,8 +1271,8 @@ void GodotPhysicsServer2D::flush_queries() {
uint64_t time_beg = OS::get_singleton()->get_ticks_usec();
- for (Set<const GodotSpace2D *>::Element *E = active_spaces.front(); E; E = E->next()) {
- GodotSpace2D *space = const_cast<GodotSpace2D *>(E->get());
+ for (const GodotSpace2D *E : active_spaces) {
+ GodotSpace2D *space = const_cast<GodotSpace2D *>(E);
space->call_queries();
}
@@ -1292,9 +1292,9 @@ void GodotPhysicsServer2D::flush_queries() {
total_time[i] = 0;
}
- for (Set<const GodotSpace2D *>::Element *E = active_spaces.front(); E; E = E->next()) {
+ for (const GodotSpace2D *E : active_spaces) {
for (int i = 0; i < GodotSpace2D::ELAPSED_TIME_MAX; i++) {
- total_time[i] += E->get()->get_elapsed_time(GodotSpace2D::ElapsedTime(i));
+ total_time[i] += E->get_elapsed_time(GodotSpace2D::ElapsedTime(i));
}
}
diff --git a/servers/physics_2d/godot_physics_server_2d.h b/servers/physics_2d/godot_physics_server_2d.h
index 0a84caadc5..2af6e5c97c 100644
--- a/servers/physics_2d/godot_physics_server_2d.h
+++ b/servers/physics_2d/godot_physics_server_2d.h
@@ -56,7 +56,7 @@ class GodotPhysicsServer2D : public PhysicsServer2D {
bool flushing_queries = false;
GodotStep2D *stepper = nullptr;
- Set<const GodotSpace2D *> active_spaces;
+ HashSet<const GodotSpace2D *> active_spaces;
mutable RID_PtrOwner<GodotShape2D, true> shape_owner;
mutable RID_PtrOwner<GodotSpace2D, true> space_owner;
diff --git a/servers/physics_2d/godot_shape_2d.cpp b/servers/physics_2d/godot_shape_2d.cpp
index 6c020f9e72..72ade3757b 100644
--- a/servers/physics_2d/godot_shape_2d.cpp
+++ b/servers/physics_2d/godot_shape_2d.cpp
@@ -50,20 +50,20 @@ Vector2 GodotShape2D::get_support(const Vector2 &p_normal) const {
}
void GodotShape2D::add_owner(GodotShapeOwner2D *p_owner) {
- Map<GodotShapeOwner2D *, int>::Element *E = owners.find(p_owner);
+ HashMap<GodotShapeOwner2D *, int>::Iterator E = owners.find(p_owner);
if (E) {
- E->get()++;
+ E->value++;
} else {
owners[p_owner] = 1;
}
}
void GodotShape2D::remove_owner(GodotShapeOwner2D *p_owner) {
- Map<GodotShapeOwner2D *, int>::Element *E = owners.find(p_owner);
+ HashMap<GodotShapeOwner2D *, int>::Iterator E = owners.find(p_owner);
ERR_FAIL_COND(!E);
- E->get()--;
- if (E->get() == 0) {
- owners.erase(E);
+ E->value--;
+ if (E->value == 0) {
+ owners.remove(E);
}
}
@@ -71,7 +71,7 @@ bool GodotShape2D::is_owner(GodotShapeOwner2D *p_owner) const {
return owners.has(p_owner);
}
-const Map<GodotShapeOwner2D *, int> &GodotShape2D::get_owners() const {
+const HashMap<GodotShapeOwner2D *, int> &GodotShape2D::get_owners() const {
return owners;
}
@@ -841,7 +841,7 @@ void GodotConcavePolygonShape2D::set_data(const Variant &p_data) {
const Vector2 *arr = p2arr.ptr();
- Map<Point2, int> pointmap;
+ HashMap<Point2, int> pointmap;
for (int i = 0; i < len; i += 2) {
Point2 p1 = arr[i];
Point2 p2 = arr[i + 1];
@@ -868,7 +868,7 @@ void GodotConcavePolygonShape2D::set_data(const Variant &p_data) {
}
points.resize(pointmap.size());
- aabb.position = pointmap.front()->key();
+ aabb.position = pointmap.begin()->key;
for (const KeyValue<Point2, int> &E : pointmap) {
aabb.expand_to(E.key);
points.write[E.value] = E.key;
diff --git a/servers/physics_2d/godot_shape_2d.h b/servers/physics_2d/godot_shape_2d.h
index fb52cbce20..cede01e18d 100644
--- a/servers/physics_2d/godot_shape_2d.h
+++ b/servers/physics_2d/godot_shape_2d.h
@@ -50,7 +50,7 @@ class GodotShape2D {
bool configured = false;
real_t custom_bias = 0.0;
- Map<GodotShapeOwner2D *, int> owners;
+ HashMap<GodotShapeOwner2D *, int> owners;
protected:
void configure(const Rect2 &p_aabb);
@@ -86,7 +86,7 @@ public:
void add_owner(GodotShapeOwner2D *p_owner);
void remove_owner(GodotShapeOwner2D *p_owner);
bool is_owner(GodotShapeOwner2D *p_owner) const;
- const Map<GodotShapeOwner2D *, int> &get_owners() const;
+ const HashMap<GodotShapeOwner2D *, int> &get_owners() const;
_FORCE_INLINE_ void get_supports_transformed_cast(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_xform, Vector2 *r_supports, int &r_amount) const {
get_supports(p_xform.basis_xform_inv(p_normal).normalized(), r_supports, r_amount);
@@ -134,7 +134,7 @@ public:
real_t mina, maxa; \
real_t minb, maxb; \
Transform2D ofsb = p_transform; \
- ofsb.elements[2] += p_cast; \
+ ofsb.columns[2] += p_cast; \
project_range(p_normal, p_transform, mina, maxa); \
project_range(p_normal, ofsb, minb, maxb); \
r_min = MIN(mina, minb); \
diff --git a/servers/physics_2d/godot_space_2d.cpp b/servers/physics_2d/godot_space_2d.cpp
index a2459501c8..166ec3049e 100644
--- a/servers/physics_2d/godot_space_2d.cpp
+++ b/servers/physics_2d/godot_space_2d.cpp
@@ -633,7 +633,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
- cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
+ cbk.valid_dir = col_obj_shape_xform.columns[1].normalized();
real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
cbk.valid_depth = MAX(owc_margin, margin); //user specified, but never less than actual margin or it won't work
@@ -710,7 +710,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
break;
}
- body_transform.elements[2] += recover_motion;
+ body_transform.columns[2] += recover_motion;
body_aabb.position += recover_motion;
recover_attempts--;
@@ -788,7 +788,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
//test initial overlap
if (GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) {
if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
- Vector2 direction = col_obj_shape_xform.get_axis(1).normalized();
+ Vector2 direction = col_obj_shape_xform.columns[1].normalized();
if (motion_normal.dot(direction) < 0) {
continue;
}
@@ -838,7 +838,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
cbk.amount = 0;
cbk.passed = 0;
cbk.ptr = cd;
- cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
+ cbk.valid_dir = col_obj_shape_xform.columns[1].normalized();
cbk.valid_depth = 10e20;
@@ -874,14 +874,14 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
bool collided = false;
- if (recovered || (safe < 1)) {
+ if ((p_parameters.recovery_as_collision && recovered) || (safe < 1)) {
if (safe >= 1) {
best_shape = -1; //no best shape with cast, reset to -1
}
//it collided, let's get the rest info in unsafe advance
Transform2D ugt = body_transform;
- ugt.elements[2] += p_parameters.motion * unsafe;
+ ugt.columns[2] += p_parameters.motion * unsafe;
_RestCallbackData2D rcd;
@@ -929,7 +929,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
- rcd.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
+ rcd.valid_dir = col_obj_shape_xform.columns[1].normalized();
real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
rcd.valid_depth = MAX(owc_margin, margin); //user specified, but never less than actual margin or it won't work
@@ -1073,7 +1073,7 @@ void GodotSpace2D::remove_object(GodotCollisionObject2D *p_object) {
objects.erase(p_object);
}
-const Set<GodotCollisionObject2D *> &GodotSpace2D::get_objects() const {
+const HashSet<GodotCollisionObject2D *> &GodotSpace2D::get_objects() const {
return objects;
}
diff --git a/servers/physics_2d/godot_space_2d.h b/servers/physics_2d/godot_space_2d.h
index 5d97721176..b6fc48bd70 100644
--- a/servers/physics_2d/godot_space_2d.h
+++ b/servers/physics_2d/godot_space_2d.h
@@ -92,7 +92,7 @@ private:
static void *_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_self);
static void _broadphase_unpair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_self);
- Set<GodotCollisionObject2D *> objects;
+ HashSet<GodotCollisionObject2D *> objects;
GodotArea2D *area = nullptr;
@@ -156,7 +156,7 @@ public:
void add_object(GodotCollisionObject2D *p_object);
void remove_object(GodotCollisionObject2D *p_object);
- const Set<GodotCollisionObject2D *> &get_objects() const;
+ const HashSet<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; }
diff --git a/servers/physics_2d/godot_step_2d.cpp b/servers/physics_2d/godot_step_2d.cpp
index fd72038be3..0603458acd 100644
--- a/servers/physics_2d/godot_step_2d.cpp
+++ b/servers/physics_2d/godot_step_2d.cpp
@@ -168,8 +168,8 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta) {
const SelfList<GodotArea2D>::List &aml = p_space->get_moved_area_list();
while (aml.first()) {
- for (const Set<GodotConstraint2D *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
- GodotConstraint2D *constraint = E->get();
+ for (GodotConstraint2D *E : aml.first()->self()->get_constraints()) {
+ GodotConstraint2D *constraint = E;
if (constraint->get_island_step() == _step) {
continue;
}
@@ -239,7 +239,8 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta) {
/* SETUP CONSTRAINTS / PROCESS COLLISIONS */
uint32_t total_contraint_count = all_constraints.size();
- work_pool.do_work(total_contraint_count, this, &GodotStep2D::_setup_contraint, nullptr);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep2D::_setup_contraint, nullptr, total_contraint_count, -1, true, SNAME("Physics2DConstraintSetup"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
@@ -258,7 +259,8 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta) {
// Warning: _solve_island modifies the constraint islands for optimization purpose,
// their content is not reliable after these calls and shouldn't be used anymore.
- work_pool.do_work(island_count, this, &GodotStep2D::_solve_island, nullptr);
+ group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep2D::_solve_island, nullptr, island_count, -1, true, SNAME("Physics2DConstraintSolveIslands"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
@@ -297,10 +299,7 @@ GodotStep2D::GodotStep2D() {
body_islands.reserve(BODY_ISLAND_COUNT_RESERVE);
constraint_islands.reserve(ISLAND_COUNT_RESERVE);
all_constraints.reserve(CONSTRAINT_COUNT_RESERVE);
-
- work_pool.init();
}
GodotStep2D::~GodotStep2D() {
- work_pool.finish();
}
diff --git a/servers/physics_2d/godot_step_2d.h b/servers/physics_2d/godot_step_2d.h
index 9a6d8caf9b..9f8fdd6ce3 100644
--- a/servers/physics_2d/godot_step_2d.h
+++ b/servers/physics_2d/godot_step_2d.h
@@ -33,8 +33,8 @@
#include "godot_space_2d.h"
+#include "core/object/worker_thread_pool.h"
#include "core/templates/local_vector.h"
-#include "core/templates/thread_work_pool.h"
class GodotStep2D {
uint64_t _step = 1;
@@ -42,8 +42,6 @@ class GodotStep2D {
int iterations = 0;
real_t delta = 0.0;
- ThreadWorkPool work_pool;
-
LocalVector<LocalVector<GodotBody2D *>> body_islands;
LocalVector<LocalVector<GodotConstraint2D *>> constraint_islands;
LocalVector<GodotConstraint2D *> all_constraints;