diff options
Diffstat (limited to 'servers/physics_2d')
-rw-r--r-- | servers/physics_2d/godot_area_2d.cpp (renamed from servers/physics_2d/area_2d_sw.cpp) | 42 | ||||
-rw-r--r-- | servers/physics_2d/godot_area_2d.h (renamed from servers/physics_2d/area_2d_sw.h) | 57 | ||||
-rw-r--r-- | servers/physics_2d/godot_area_pair_2d.cpp (renamed from servers/physics_2d/area_pair_2d_sw.cpp) | 30 | ||||
-rw-r--r-- | servers/physics_2d/godot_area_pair_2d.h (renamed from servers/physics_2d/area_pair_2d_sw.h) | 34 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_2d.cpp (renamed from servers/physics_2d/body_2d_sw.cpp) | 86 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_2d.h (renamed from servers/physics_2d/body_2d_sw.h) | 60 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_direct_state_2d.cpp (renamed from servers/physics_2d/body_direct_state_2d_sw.cpp) | 74 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_direct_state_2d.h (renamed from servers/physics_2d/body_direct_state_2d_sw.h) | 16 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_pair_2d.cpp (renamed from servers/physics_2d/body_pair_2d_sw.cpp) | 44 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_pair_2d.h (renamed from servers/physics_2d/body_pair_2d_sw.h) | 28 | ||||
-rw-r--r-- | servers/physics_2d/godot_broad_phase_2d.cpp (renamed from servers/physics_2d/broad_phase_2d_sw.cpp) | 8 | ||||
-rw-r--r-- | servers/physics_2d/godot_broad_phase_2d.h (renamed from servers/physics_2d/broad_phase_2d_sw.h) | 28 | ||||
-rw-r--r-- | servers/physics_2d/godot_broad_phase_2d_bvh.cpp (renamed from servers/physics_2d/broad_phase_2d_bvh.cpp) | 48 | ||||
-rw-r--r-- | servers/physics_2d/godot_broad_phase_2d_bvh.h (renamed from servers/physics_2d/broad_phase_2d_bvh.h) | 31 | ||||
-rw-r--r-- | servers/physics_2d/godot_collision_object_2d.cpp (renamed from servers/physics_2d/collision_object_2d_sw.cpp) | 48 | ||||
-rw-r--r-- | servers/physics_2d/godot_collision_object_2d.h (renamed from servers/physics_2d/collision_object_2d_sw.h) | 47 | ||||
-rw-r--r-- | servers/physics_2d/godot_collision_solver_2d.cpp (renamed from servers/physics_2d/collision_solver_2d_sw.cpp) | 26 | ||||
-rw-r--r-- | servers/physics_2d/godot_collision_solver_2d.h (renamed from servers/physics_2d/collision_solver_2d_sw.h) | 22 | ||||
-rw-r--r-- | servers/physics_2d/godot_collision_solver_2d_sat.cpp (renamed from servers/physics_2d/collision_solver_2d_sat.cpp) | 134 | ||||
-rw-r--r-- | servers/physics_2d/godot_collision_solver_2d_sat.h (renamed from servers/physics_2d/collision_solver_2d_sat.h) | 12 | ||||
-rw-r--r-- | servers/physics_2d/godot_constraint_2d.h (renamed from servers/physics_2d/constraint_2d_sw.h) | 20 | ||||
-rw-r--r-- | servers/physics_2d/godot_joints_2d.cpp (renamed from servers/physics_2d/joints_2d_sw.cpp) | 58 | ||||
-rw-r--r-- | servers/physics_2d/godot_joints_2d.h (renamed from servers/physics_2d/joints_2d_sw.h) | 54 | ||||
-rw-r--r-- | servers/physics_2d/godot_physics_server_2d.cpp | 1350 | ||||
-rw-r--r-- | servers/physics_2d/godot_physics_server_2d.h (renamed from servers/physics_2d/physics_server_2d_sw.h) | 50 | ||||
-rw-r--r-- | servers/physics_2d/godot_shape_2d.cpp (renamed from servers/physics_2d/shape_2d_sw.cpp) | 128 | ||||
-rw-r--r-- | servers/physics_2d/godot_shape_2d.h (renamed from servers/physics_2d/shape_2d_sw.h) | 70 | ||||
-rw-r--r-- | servers/physics_2d/godot_space_2d.cpp (renamed from servers/physics_2d/space_2d_sw.cpp) | 247 | ||||
-rw-r--r-- | servers/physics_2d/godot_space_2d.h (renamed from servers/physics_2d/space_2d_sw.h) | 107 | ||||
-rw-r--r-- | servers/physics_2d/godot_step_2d.cpp (renamed from servers/physics_2d/step_2d_sw.cpp) | 72 | ||||
-rw-r--r-- | servers/physics_2d/godot_step_2d.h (renamed from servers/physics_2d/step_2d_sw.h) | 30 | ||||
-rw-r--r-- | servers/physics_2d/physics_server_2d_sw.cpp | 1349 | ||||
-rw-r--r-- | servers/physics_2d/physics_server_2d_wrap_mt.cpp | 137 | ||||
-rw-r--r-- | servers/physics_2d/physics_server_2d_wrap_mt.h | 333 |
34 files changed, 2215 insertions, 2665 deletions
diff --git a/servers/physics_2d/area_2d_sw.cpp b/servers/physics_2d/godot_area_2d.cpp index c85b1575e3..7cb202dd1f 100644 --- a/servers/physics_2d/area_2d_sw.cpp +++ b/servers/physics_2d/godot_area_2d.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* area_2d_sw.cpp */ +/* godot_area_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,31 +28,31 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "area_2d_sw.h" -#include "body_2d_sw.h" -#include "space_2d_sw.h" +#include "godot_area_2d.h" +#include "godot_body_2d.h" +#include "godot_space_2d.h" -Area2DSW::BodyKey::BodyKey(Body2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { +GodotArea2D::BodyKey::BodyKey(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { rid = p_body->get_self(); instance_id = p_body->get_instance_id(); body_shape = p_body_shape; area_shape = p_area_shape; } -Area2DSW::BodyKey::BodyKey(Area2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { +GodotArea2D::BodyKey::BodyKey(GodotArea2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { rid = p_body->get_self(); instance_id = p_body->get_instance_id(); body_shape = p_body_shape; area_shape = p_area_shape; } -void Area2DSW::_shapes_changed() { +void GodotArea2D::_shapes_changed() { if (!moved_list.in_list() && get_space()) { get_space()->area_add_to_moved_list(&moved_list); } } -void Area2DSW::set_transform(const Transform2D &p_transform) { +void GodotArea2D::set_transform(const Transform2D &p_transform) { if (!moved_list.in_list() && get_space()) { get_space()->area_add_to_moved_list(&moved_list); } @@ -61,7 +61,7 @@ void Area2DSW::set_transform(const Transform2D &p_transform) { _set_inv_transform(p_transform.affine_inverse()); } -void Area2DSW::set_space(Space2DSW *p_space) { +void GodotArea2D::set_space(GodotSpace2D *p_space) { if (get_space()) { if (monitor_query_list.in_list()) { get_space()->area_remove_from_monitor_query_list(&monitor_query_list); @@ -77,7 +77,7 @@ void Area2DSW::set_space(Space2DSW *p_space) { _set_space(p_space); } -void Area2DSW::set_monitor_callback(ObjectID p_id, const StringName &p_method) { +void GodotArea2D::set_monitor_callback(ObjectID p_id, const StringName &p_method) { if (p_id == monitor_callback_id) { monitor_callback_method = p_method; return; @@ -98,7 +98,7 @@ void Area2DSW::set_monitor_callback(ObjectID p_id, const StringName &p_method) { } } -void Area2DSW::set_area_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; return; @@ -119,7 +119,7 @@ void Area2DSW::set_area_monitor_callback(ObjectID p_id, const StringName &p_meth } } -void Area2DSW::set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode p_mode) { +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)) { return; @@ -129,7 +129,7 @@ void Area2DSW::set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode p_ _shape_changed(); } -void Area2DSW::set_param(PhysicsServer2D::AreaParameter p_param, const Variant &p_value) { +void GodotArea2D::set_param(PhysicsServer2D::AreaParameter p_param, const Variant &p_value) { switch (p_param) { case PhysicsServer2D::AREA_PARAM_GRAVITY: gravity = p_value; @@ -158,7 +158,7 @@ void Area2DSW::set_param(PhysicsServer2D::AreaParameter p_param, const Variant & } } -Variant Area2DSW::get_param(PhysicsServer2D::AreaParameter p_param) const { +Variant GodotArea2D::get_param(PhysicsServer2D::AreaParameter p_param) const { switch (p_param) { case PhysicsServer2D::AREA_PARAM_GRAVITY: return gravity; @@ -181,7 +181,7 @@ Variant Area2DSW::get_param(PhysicsServer2D::AreaParameter p_param) const { return Variant(); } -void Area2DSW::_queue_monitor_update() { +void GodotArea2D::_queue_monitor_update() { ERR_FAIL_COND(!get_space()); if (!monitor_query_list.in_list()) { @@ -189,7 +189,7 @@ void Area2DSW::_queue_monitor_update() { } } -void Area2DSW::set_monitorable(bool p_monitorable) { +void GodotArea2D::set_monitorable(bool p_monitorable) { if (monitorable == p_monitorable) { return; } @@ -198,7 +198,7 @@ void Area2DSW::set_monitorable(bool p_monitorable) { _set_static(!monitorable); } -void Area2DSW::call_queries() { +void GodotArea2D::call_queries() { if (monitor_callback_id.is_valid() && !monitored_bodies.is_empty()) { Variant res[5]; Variant *resptr[5]; @@ -274,7 +274,7 @@ void Area2DSW::call_queries() { } } -void Area2DSW::compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const { +void GodotArea2D::compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const { if (is_gravity_point()) { const real_t gravity_distance_scale = get_gravity_distance_scale(); Vector2 v = get_transform().xform(get_gravity_vector()) - p_position; @@ -294,12 +294,12 @@ void Area2DSW::compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) co } } -Area2DSW::Area2DSW() : - CollisionObject2DSW(TYPE_AREA), +GodotArea2D::GodotArea2D() : + GodotCollisionObject2D(TYPE_AREA), monitor_query_list(this), moved_list(this) { _set_static(true); //areas are not active by default } -Area2DSW::~Area2DSW() { +GodotArea2D::~GodotArea2D() { } diff --git a/servers/physics_2d/area_2d_sw.h b/servers/physics_2d/godot_area_2d.h index 0b7c791ed5..daa03d39e3 100644 --- a/servers/physics_2d/area_2d_sw.h +++ b/servers/physics_2d/godot_area_2d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* area_2d_sw.h */ +/* godot_area_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,18 +28,19 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef AREA_2D_SW_H -#define AREA_2D_SW_H +#ifndef GODOT_AREA_2D_H +#define GODOT_AREA_2D_H + +#include "godot_collision_object_2d.h" -#include "collision_object_2d_sw.h" #include "core/templates/self_list.h" #include "servers/physics_server_2d.h" -class Space2DSW; -class Body2DSW; -class Constraint2DSW; +class GodotSpace2D; +class GodotBody2D; +class GodotConstraint2D; -class Area2DSW : public CollisionObject2DSW { +class GodotArea2D : public GodotCollisionObject2D { PhysicsServer2D::AreaSpaceOverrideMode space_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED; real_t gravity = 9.80665; Vector2 gravity_vector = Vector2(0, -1); @@ -57,8 +58,8 @@ class Area2DSW : public CollisionObject2DSW { ObjectID area_monitor_callback_id; StringName area_monitor_callback_method; - SelfList<Area2DSW> monitor_query_list; - SelfList<Area2DSW> moved_list; + SelfList<GodotArea2D> monitor_query_list; + SelfList<GodotArea2D> moved_list; struct BodyKey { RID rid; @@ -79,8 +80,8 @@ class Area2DSW : public CollisionObject2DSW { } _FORCE_INLINE_ BodyKey() {} - BodyKey(Body2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape); - BodyKey(Area2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + BodyKey(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + BodyKey(GodotArea2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); }; struct BodyState { @@ -92,7 +93,7 @@ class Area2DSW : public CollisionObject2DSW { Map<BodyKey, BodyState> monitored_bodies; Map<BodyKey, BodyState> monitored_areas; - Set<Constraint2DSW *> constraints; + Set<GodotConstraint2D *> constraints; virtual void _shapes_changed(); void _queue_monitor_update(); @@ -104,11 +105,11 @@ public: 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(); } - _FORCE_INLINE_ void add_body_to_query(Body2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape); - _FORCE_INLINE_ void remove_body_from_query(Body2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + _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); - _FORCE_INLINE_ void add_area_to_query(Area2DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape); - _FORCE_INLINE_ void remove_area_from_query(Area2DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape); + _FORCE_INLINE_ void add_area_to_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape); + _FORCE_INLINE_ void remove_area_from_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape); void set_param(PhysicsServer2D::AreaParameter p_param, const Variant &p_value); Variant get_param(PhysicsServer2D::AreaParameter p_param) const; @@ -140,9 +141,9 @@ public: _FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; } _FORCE_INLINE_ int get_priority() const { return priority; } - _FORCE_INLINE_ void add_constraint(Constraint2DSW *p_constraint) { constraints.insert(p_constraint); } - _FORCE_INLINE_ void remove_constraint(Constraint2DSW *p_constraint) { constraints.erase(p_constraint); } - _FORCE_INLINE_ const Set<Constraint2DSW *> &get_constraints() const { return constraints; } + _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_ void clear_constraints() { constraints.clear(); } void set_monitorable(bool p_monitorable); @@ -150,17 +151,17 @@ public: void set_transform(const Transform2D &p_transform); - void set_space(Space2DSW *p_space); + void set_space(GodotSpace2D *p_space); void call_queries(); void compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const; - Area2DSW(); - ~Area2DSW(); + GodotArea2D(); + ~GodotArea2D(); }; -void Area2DSW::add_body_to_query(Body2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { +void GodotArea2D::add_body_to_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { BodyKey bk(p_body, p_body_shape, p_area_shape); monitored_bodies[bk].inc(); if (!monitor_query_list.in_list()) { @@ -168,7 +169,7 @@ void Area2DSW::add_body_to_query(Body2DSW *p_body, uint32_t p_body_shape, uint32 } } -void Area2DSW::remove_body_from_query(Body2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { +void GodotArea2D::remove_body_from_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { BodyKey bk(p_body, p_body_shape, p_area_shape); monitored_bodies[bk].dec(); if (!monitor_query_list.in_list()) { @@ -176,7 +177,7 @@ void Area2DSW::remove_body_from_query(Body2DSW *p_body, uint32_t p_body_shape, u } } -void Area2DSW::add_area_to_query(Area2DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { +void GodotArea2D::add_area_to_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { BodyKey bk(p_area, p_area_shape, p_self_shape); monitored_areas[bk].inc(); if (!monitor_query_list.in_list()) { @@ -184,7 +185,7 @@ void Area2DSW::add_area_to_query(Area2DSW *p_area, uint32_t p_area_shape, uint32 } } -void Area2DSW::remove_area_from_query(Area2DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { +void GodotArea2D::remove_area_from_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { BodyKey bk(p_area, p_area_shape, p_self_shape); monitored_areas[bk].dec(); if (!monitor_query_list.in_list()) { @@ -192,4 +193,4 @@ void Area2DSW::remove_area_from_query(Area2DSW *p_area, uint32_t p_area_shape, u } } -#endif // AREA_2D_SW_H +#endif // GODOT_AREA_2D_H diff --git a/servers/physics_2d/area_pair_2d_sw.cpp b/servers/physics_2d/godot_area_pair_2d.cpp index 4f1148c26f..fdb95aa262 100644 --- a/servers/physics_2d/area_pair_2d_sw.cpp +++ b/servers/physics_2d/godot_area_pair_2d.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* area_pair_2d_sw.cpp */ +/* godot_area_pair_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,12 +28,12 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "area_pair_2d_sw.h" -#include "collision_solver_2d_sw.h" +#include "godot_area_pair_2d.h" +#include "godot_collision_solver_2d.h" -bool AreaPair2DSW::setup(real_t p_step) { +bool GodotAreaPair2D::setup(real_t p_step) { bool result = false; - if (area->collides_with(body) && CollisionSolver2DSW::solve(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), Vector2(), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), Vector2(), nullptr, this)) { + if (area->collides_with(body) && GodotCollisionSolver2D::solve(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), Vector2(), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), Vector2(), nullptr, this)) { result = true; } @@ -51,7 +51,7 @@ bool AreaPair2DSW::setup(real_t p_step) { return process_collision; } -bool AreaPair2DSW::pre_solve(real_t p_step) { +bool GodotAreaPair2D::pre_solve(real_t p_step) { if (!process_collision) { return false; } @@ -77,11 +77,11 @@ bool AreaPair2DSW::pre_solve(real_t p_step) { return false; // Never do any post solving. } -void AreaPair2DSW::solve(real_t p_step) { +void GodotAreaPair2D::solve(real_t p_step) { // Nothing to do. } -AreaPair2DSW::AreaPair2DSW(Body2DSW *p_body, int p_body_shape, Area2DSW *p_area, int p_area_shape) { +GodotAreaPair2D::GodotAreaPair2D(GodotBody2D *p_body, int p_body_shape, GodotArea2D *p_area, int p_area_shape) { body = p_body; area = p_area; body_shape = p_body_shape; @@ -93,7 +93,7 @@ AreaPair2DSW::AreaPair2DSW(Body2DSW *p_body, int p_body_shape, Area2DSW *p_area, } } -AreaPair2DSW::~AreaPair2DSW() { +GodotAreaPair2D::~GodotAreaPair2D() { if (colliding) { if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { body->remove_area(area); @@ -108,10 +108,10 @@ AreaPair2DSW::~AreaPair2DSW() { ////////////////////////////////// -bool Area2Pair2DSW::setup(real_t p_step) { +bool GodotArea2Pair2D::setup(real_t p_step) { bool result_a = area_a->collides_with(area_b); bool result_b = area_b->collides_with(area_a); - if ((result_a || result_b) && !CollisionSolver2DSW::solve(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), Vector2(), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), Vector2(), nullptr, this)) { + if ((result_a || result_b) && !GodotCollisionSolver2D::solve(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), Vector2(), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), Vector2(), nullptr, this)) { result_a = false; result_b = false; } @@ -139,7 +139,7 @@ bool Area2Pair2DSW::setup(real_t p_step) { return process_collision; } -bool Area2Pair2DSW::pre_solve(real_t p_step) { +bool GodotArea2Pair2D::pre_solve(real_t p_step) { if (process_collision_a) { if (colliding_a) { area_a->add_area_to_query(area_b, shape_b, shape_a); @@ -159,11 +159,11 @@ bool Area2Pair2DSW::pre_solve(real_t p_step) { return false; // Never do any post solving. } -void Area2Pair2DSW::solve(real_t p_step) { +void GodotArea2Pair2D::solve(real_t p_step) { // Nothing to do. } -Area2Pair2DSW::Area2Pair2DSW(Area2DSW *p_area_a, int p_shape_a, Area2DSW *p_area_b, int p_shape_b) { +GodotArea2Pair2D::GodotArea2Pair2D(GodotArea2D *p_area_a, int p_shape_a, GodotArea2D *p_area_b, int p_shape_b) { area_a = p_area_a; area_b = p_area_b; shape_a = p_shape_a; @@ -172,7 +172,7 @@ Area2Pair2DSW::Area2Pair2DSW(Area2DSW *p_area_a, int p_shape_a, Area2DSW *p_area area_b->add_constraint(this); } -Area2Pair2DSW::~Area2Pair2DSW() { +GodotArea2Pair2D::~GodotArea2Pair2D() { if (colliding_a) { if (area_a->has_area_monitor_callback()) { area_a->remove_area_from_query(area_b, shape_b, shape_a); diff --git a/servers/physics_2d/area_pair_2d_sw.h b/servers/physics_2d/godot_area_pair_2d.h index 66e9f1afee..7a9677f714 100644 --- a/servers/physics_2d/area_pair_2d_sw.h +++ b/servers/physics_2d/godot_area_pair_2d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* area_pair_2d_sw.h */ +/* godot_area_pair_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,16 +28,16 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef AREA_PAIR_2D_SW_H -#define AREA_PAIR_2D_SW_H +#ifndef GODOT_AREA_PAIR_2D_H +#define GODOT_AREA_PAIR_2D_H -#include "area_2d_sw.h" -#include "body_2d_sw.h" -#include "constraint_2d_sw.h" +#include "godot_area_2d.h" +#include "godot_body_2d.h" +#include "godot_constraint_2d.h" -class AreaPair2DSW : public Constraint2DSW { - Body2DSW *body = nullptr; - Area2DSW *area = nullptr; +class GodotAreaPair2D : public GodotConstraint2D { + GodotBody2D *body = nullptr; + GodotArea2D *area = nullptr; int body_shape = 0; int area_shape = 0; bool colliding = false; @@ -48,13 +48,13 @@ public: virtual bool pre_solve(real_t p_step) override; virtual void solve(real_t p_step) override; - AreaPair2DSW(Body2DSW *p_body, int p_body_shape, Area2DSW *p_area, int p_area_shape); - ~AreaPair2DSW(); + GodotAreaPair2D(GodotBody2D *p_body, int p_body_shape, GodotArea2D *p_area, int p_area_shape); + ~GodotAreaPair2D(); }; -class Area2Pair2DSW : public Constraint2DSW { - Area2DSW *area_a = nullptr; - Area2DSW *area_b = nullptr; +class GodotArea2Pair2D : public GodotConstraint2D { + GodotArea2D *area_a = nullptr; + GodotArea2D *area_b = nullptr; int shape_a = 0; int shape_b = 0; bool colliding_a = false; @@ -67,8 +67,8 @@ public: virtual bool pre_solve(real_t p_step) override; virtual void solve(real_t p_step) override; - Area2Pair2DSW(Area2DSW *p_area_a, int p_shape_a, Area2DSW *p_area_b, int p_shape_b); - ~Area2Pair2DSW(); + GodotArea2Pair2D(GodotArea2D *p_area_a, int p_shape_a, GodotArea2D *p_area_b, int p_shape_b); + ~GodotArea2Pair2D(); }; -#endif // AREA_PAIR_2D_SW_H +#endif // GODOT_AREA_PAIR_2D_H diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/godot_body_2d.cpp index 38b98b7bca..68f114a34a 100644 --- a/servers/physics_2d/body_2d_sw.cpp +++ b/servers/physics_2d/godot_body_2d.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* body_2d_sw.cpp */ +/* godot_body_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,19 +28,19 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "body_2d_sw.h" +#include "godot_body_2d.h" -#include "area_2d_sw.h" -#include "body_direct_state_2d_sw.h" -#include "space_2d_sw.h" +#include "godot_area_2d.h" +#include "godot_body_direct_state_2d.h" +#include "godot_space_2d.h" -void Body2DSW::_mass_properties_changed() { +void GodotBody2D::_mass_properties_changed() { if (get_space() && !mass_properties_update_list.in_list() && (calculate_inertia || calculate_center_of_mass)) { get_space()->body_add_to_mass_properties_update_list(&mass_properties_update_list); } } -void Body2DSW::update_mass_properties() { +void GodotBody2D::update_mass_properties() { //update shapes and motions switch (mode) { @@ -83,7 +83,7 @@ void Body2DSW::update_mass_properties() { continue; } - const Shape2DSW *shape = get_shape(i); + const GodotShape2D *shape = get_shape(i); real_t area = get_shape_aabb(i).get_area(); if (area == 0.0) { @@ -119,15 +119,17 @@ void Body2DSW::update_mass_properties() { } break; } + + _update_transform_dependent(); } -void Body2DSW::reset_mass_properties() { +void GodotBody2D::reset_mass_properties() { calculate_inertia = true; calculate_center_of_mass = true; _mass_properties_changed(); } -void Body2DSW::set_active(bool p_active) { +void GodotBody2D::set_active(bool p_active) { if (active == p_active) { return; } @@ -146,7 +148,7 @@ void Body2DSW::set_active(bool p_active) { } } -void Body2DSW::set_param(PhysicsServer2D::BodyParameter p_param, const Variant &p_value) { +void GodotBody2D::set_param(PhysicsServer2D::BodyParameter p_param, const Variant &p_value) { switch (p_param) { case PhysicsServer2D::BODY_PARAM_BOUNCE: { bounce = p_value; @@ -179,7 +181,8 @@ void Body2DSW::set_param(PhysicsServer2D::BodyParameter p_param, const Variant & } break; case PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS: { calculate_center_of_mass = false; - center_of_mass = p_value; + center_of_mass_local = p_value; + _update_transform_dependent(); } break; case PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE: { gravity_scale = p_value; @@ -195,7 +198,7 @@ void Body2DSW::set_param(PhysicsServer2D::BodyParameter p_param, const Variant & } } -Variant Body2DSW::get_param(PhysicsServer2D::BodyParameter p_param) const { +Variant GodotBody2D::get_param(PhysicsServer2D::BodyParameter p_param) const { switch (p_param) { case PhysicsServer2D::BODY_PARAM_BOUNCE: { return bounce; @@ -228,7 +231,7 @@ Variant Body2DSW::get_param(PhysicsServer2D::BodyParameter p_param) const { return 0; } -void Body2DSW::set_mode(PhysicsServer2D::BodyMode p_mode) { +void GodotBody2D::set_mode(PhysicsServer2D::BodyMode p_mode) { PhysicsServer2D::BodyMode prev = mode; mode = p_mode; @@ -267,16 +270,16 @@ void Body2DSW::set_mode(PhysicsServer2D::BodyMode p_mode) { } } -PhysicsServer2D::BodyMode Body2DSW::get_mode() const { +PhysicsServer2D::BodyMode GodotBody2D::get_mode() const { return mode; } -void Body2DSW::_shapes_changed() { +void GodotBody2D::_shapes_changed() { _mass_properties_changed(); wakeup_neighbours(); } -void Body2DSW::set_state(PhysicsServer2D::BodyState p_state, const Variant &p_variant) { +void GodotBody2D::set_state(PhysicsServer2D::BodyState p_state, const Variant &p_variant) { switch (p_state) { case PhysicsServer2D::BODY_STATE_TRANSFORM: { if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC) { @@ -301,6 +304,7 @@ void Body2DSW::set_state(PhysicsServer2D::BodyState p_state, const Variant &p_va } _set_transform(t); _set_inv_transform(get_transform().inverse()); + _update_transform_dependent(); } wakeup(); @@ -344,7 +348,7 @@ void Body2DSW::set_state(PhysicsServer2D::BodyState p_state, const Variant &p_va } } -Variant Body2DSW::get_state(PhysicsServer2D::BodyState p_state) const { +Variant GodotBody2D::get_state(PhysicsServer2D::BodyState p_state) const { switch (p_state) { case PhysicsServer2D::BODY_STATE_TRANSFORM: { return get_transform(); @@ -366,7 +370,7 @@ Variant Body2DSW::get_state(PhysicsServer2D::BodyState p_state) const { return Variant(); } -void Body2DSW::set_space(Space2DSW *p_space) { +void GodotBody2D::set_space(GodotSpace2D *p_space) { if (get_space()) { wakeup_neighbours(); @@ -391,7 +395,7 @@ void Body2DSW::set_space(Space2DSW *p_space) { } } -void Body2DSW::_compute_area_gravity_and_damping(const Area2DSW *p_area) { +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; @@ -400,13 +404,17 @@ void Body2DSW::_compute_area_gravity_and_damping(const Area2DSW *p_area) { area_angular_damp += p_area->get_angular_damp(); } -void Body2DSW::integrate_forces(real_t p_step) { +void GodotBody2D::_update_transform_dependent() { + center_of_mass = get_transform().basis_xform(center_of_mass_local); +} + +void GodotBody2D::integrate_forces(real_t p_step) { if (mode == PhysicsServer2D::BODY_MODE_STATIC) { return; } - Area2DSW *def_area = get_space()->get_default_area(); - // Area2DSW *damp_area = def_area; + GodotArea2D *def_area = get_space()->get_default_area(); + // GodotArea2D *damp_area = def_area; ERR_FAIL_COND(!def_area); int ac = areas.size(); @@ -528,7 +536,7 @@ void Body2DSW::integrate_forces(real_t p_step) { contact_count = 0; } -void Body2DSW::integrate_velocities(real_t p_step) { +void GodotBody2D::integrate_velocities(real_t p_step) { if (mode == PhysicsServer2D::BODY_MODE_STATIC) { return; } @@ -568,19 +576,21 @@ void Body2DSW::integrate_velocities(real_t p_step) { if (continuous_cd_mode != PhysicsServer2D::CCD_MODE_DISABLED) { new_transform = get_transform(); } + + _update_transform_dependent(); } -void Body2DSW::wakeup_neighbours() { - for (const Pair<Constraint2DSW *, int> &E : constraint_list) { - const Constraint2DSW *c = E.first; - Body2DSW **n = c->get_body_ptr(); +void GodotBody2D::wakeup_neighbours() { + for (const Pair<GodotConstraint2D *, int> &E : constraint_list) { + const GodotConstraint2D *c = E.first; + GodotBody2D **n = c->get_body_ptr(); int bc = c->get_body_count(); for (int i = 0; i < bc; i++) { if (i == E.second) { continue; } - Body2DSW *b = n[i]; + GodotBody2D *b = n[i]; if (b->mode < PhysicsServer2D::BODY_MODE_DYNAMIC) { continue; } @@ -592,7 +602,7 @@ void Body2DSW::wakeup_neighbours() { } } -void Body2DSW::call_queries() { +void GodotBody2D::call_queries() { if (fi_callback_data) { if (!fi_callback_data->callable.get_object()) { set_force_integration_callback(Callable()); @@ -616,7 +626,7 @@ void Body2DSW::call_queries() { } } -bool Body2DSW::sleep_test(real_t p_step) { +bool GodotBody2D::sleep_test(real_t p_step) { if (mode == PhysicsServer2D::BODY_MODE_STATIC || mode == PhysicsServer2D::BODY_MODE_KINEMATIC) { return true; } else if (!can_sleep) { @@ -633,12 +643,12 @@ bool Body2DSW::sleep_test(real_t p_step) { } } -void Body2DSW::set_state_sync_callback(void *p_instance, PhysicsServer2D::BodyStateCallback p_callback) { +void GodotBody2D::set_state_sync_callback(void *p_instance, PhysicsServer2D::BodyStateCallback p_callback) { body_state_callback_instance = p_instance; body_state_callback = p_callback; } -void Body2DSW::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) { +void GodotBody2D::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) { if (p_callable.get_object()) { if (!fi_callback_data) { fi_callback_data = memnew(ForceIntegrationCallbackData); @@ -651,23 +661,23 @@ void Body2DSW::set_force_integration_callback(const Callable &p_callable, const } } -PhysicsDirectBodyState2DSW *Body2DSW::get_direct_state() { +GodotPhysicsDirectBodyState2D *GodotBody2D::get_direct_state() { if (!direct_state) { - direct_state = memnew(PhysicsDirectBodyState2DSW); + direct_state = memnew(GodotPhysicsDirectBodyState2D); direct_state->body = this; } return direct_state; } -Body2DSW::Body2DSW() : - CollisionObject2DSW(TYPE_BODY), +GodotBody2D::GodotBody2D() : + GodotCollisionObject2D(TYPE_BODY), active_list(this), mass_properties_update_list(this), direct_state_query_list(this) { _set_static(false); } -Body2DSW::~Body2DSW() { +GodotBody2D::~GodotBody2D() { if (fi_callback_data) { memdelete(fi_callback_data); } diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/godot_body_2d.h index 822ff76fae..5fce362fa7 100644 --- a/servers/physics_2d/body_2d_sw.h +++ b/servers/physics_2d/godot_body_2d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* body_2d_sw.h */ +/* godot_body_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,19 +28,20 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef BODY_2D_SW_H -#define BODY_2D_SW_H +#ifndef GODOT_BODY_2D_H +#define GODOT_BODY_2D_H + +#include "godot_area_2d.h" +#include "godot_collision_object_2d.h" -#include "area_2d_sw.h" -#include "collision_object_2d_sw.h" #include "core/templates/list.h" #include "core/templates/pair.h" #include "core/templates/vset.h" -class Constraint2DSW; -class PhysicsDirectBodyState2DSW; +class GodotConstraint2D; +class GodotPhysicsDirectBodyState2D; -class Body2DSW : public CollisionObject2DSW { +class GodotBody2D : public GodotCollisionObject2D { PhysicsServer2D::BodyMode mode = PhysicsServer2D::BODY_MODE_DYNAMIC; Vector2 biased_linear_velocity; @@ -65,6 +66,7 @@ class Body2DSW : public CollisionObject2DSW { real_t inertia = 0.0; real_t _inv_inertia = 0.0; + Vector2 center_of_mass_local; Vector2 center_of_mass; bool calculate_inertia = true; @@ -79,9 +81,9 @@ class Body2DSW : public CollisionObject2DSW { Vector2 applied_force; real_t applied_torque = 0.0; - SelfList<Body2DSW> active_list; - SelfList<Body2DSW> mass_properties_update_list; - SelfList<Body2DSW> direct_state_query_list; + SelfList<GodotBody2D> active_list; + SelfList<GodotBody2D> mass_properties_update_list; + SelfList<GodotBody2D> direct_state_query_list; VSet<RID> exceptions; PhysicsServer2D::CCDMode continuous_cd_mode = PhysicsServer2D::CCD_MODE_DISABLED; @@ -93,15 +95,15 @@ class Body2DSW : public CollisionObject2DSW { virtual void _shapes_changed(); Transform2D new_transform; - List<Pair<Constraint2DSW *, int>> constraint_list; + List<Pair<GodotConstraint2D *, int>> constraint_list; struct AreaCMP { - Area2DSW *area = nullptr; + GodotArea2D *area = nullptr; int refCount = 0; _FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); } _FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); } _FORCE_INLINE_ AreaCMP() {} - _FORCE_INLINE_ AreaCMP(Area2DSW *p_area) { + _FORCE_INLINE_ AreaCMP(GodotArea2D *p_area) { area = p_area; refCount = 1; } @@ -134,21 +136,23 @@ class Body2DSW : public CollisionObject2DSW { ForceIntegrationCallbackData *fi_callback_data = nullptr; - PhysicsDirectBodyState2DSW *direct_state = nullptr; + GodotPhysicsDirectBodyState2D *direct_state = nullptr; uint64_t island_step = 0; - _FORCE_INLINE_ void _compute_area_gravity_and_damping(const Area2DSW *p_area); + void _compute_area_gravity_and_damping(const GodotArea2D *p_area); + + void _update_transform_dependent(); - friend class PhysicsDirectBodyState2DSW; // i give up, too many functions to expose + friend class GodotPhysicsDirectBodyState2D; // i give up, too many functions to expose public: void set_state_sync_callback(void *p_instance, PhysicsServer2D::BodyStateCallback p_callback); void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant()); - PhysicsDirectBodyState2DSW *get_direct_state(); + GodotPhysicsDirectBodyState2D *get_direct_state(); - _FORCE_INLINE_ void add_area(Area2DSW *p_area) { + _FORCE_INLINE_ void add_area(GodotArea2D *p_area) { int index = areas.find(AreaCMP(p_area)); if (index > -1) { areas.write[index].refCount += 1; @@ -157,7 +161,7 @@ public: } } - _FORCE_INLINE_ void remove_area(Area2DSW *p_area) { + _FORCE_INLINE_ void remove_area(GodotArea2D *p_area) { int index = areas.find(AreaCMP(p_area)); if (index > -1) { areas.write[index].refCount -= 1; @@ -188,9 +192,9 @@ public: _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; } _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; } - _FORCE_INLINE_ void add_constraint(Constraint2DSW *p_constraint, int p_pos) { constraint_list.push_back({ p_constraint, p_pos }); } - _FORCE_INLINE_ void remove_constraint(Constraint2DSW *p_constraint, int p_pos) { constraint_list.erase({ p_constraint, p_pos }); } - const List<Pair<Constraint2DSW *, int>> &get_constraint_list() const { return constraint_list; } + _FORCE_INLINE_ void add_constraint(GodotConstraint2D *p_constraint, int p_pos) { constraint_list.push_back({ p_constraint, p_pos }); } + _FORCE_INLINE_ void remove_constraint(GodotConstraint2D *p_constraint, int p_pos) { constraint_list.erase({ p_constraint, p_pos }); } + const List<Pair<GodotConstraint2D *, int>> &get_constraint_list() const { return constraint_list; } _FORCE_INLINE_ void clear_constraint_list() { constraint_list.clear(); } _FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration = p_omit_force_integration; } @@ -267,7 +271,7 @@ public: _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; } - void set_space(Space2DSW *p_space); + void set_space(GodotSpace2D *p_space); void update_mass_properties(); void reset_mass_properties(); @@ -302,13 +306,13 @@ public: bool sleep_test(real_t p_step); - Body2DSW(); - ~Body2DSW(); + GodotBody2D(); + ~GodotBody2D(); }; //add contact inline -void Body2DSW::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos) { +void GodotBody2D::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos) { int c_max = contacts.size(); if (c_max == 0) { @@ -350,4 +354,4 @@ void Body2DSW::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_no c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos; } -#endif // BODY_2D_SW_H +#endif // GODOT_BODY_2D_H diff --git a/servers/physics_2d/body_direct_state_2d_sw.cpp b/servers/physics_2d/godot_body_direct_state_2d.cpp index b0673b9006..300c302c79 100644 --- a/servers/physics_2d/body_direct_state_2d_sw.cpp +++ b/servers/physics_2d/godot_body_direct_state_2d.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* body_direct_state_2d_sw.cpp */ +/* godot_body_direct_state_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,151 +28,151 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "body_direct_state_2d_sw.h" +#include "godot_body_direct_state_2d.h" -#include "body_2d_sw.h" -#include "physics_server_2d_sw.h" -#include "space_2d_sw.h" +#include "godot_body_2d.h" +#include "godot_physics_server_2d.h" +#include "godot_space_2d.h" -Vector2 PhysicsDirectBodyState2DSW::get_total_gravity() const { +Vector2 GodotPhysicsDirectBodyState2D::get_total_gravity() const { return body->gravity; } -real_t PhysicsDirectBodyState2DSW::get_total_angular_damp() const { +real_t GodotPhysicsDirectBodyState2D::get_total_angular_damp() const { return body->area_angular_damp; } -real_t PhysicsDirectBodyState2DSW::get_total_linear_damp() const { +real_t GodotPhysicsDirectBodyState2D::get_total_linear_damp() const { return body->area_linear_damp; } -Vector2 PhysicsDirectBodyState2DSW::get_center_of_mass() const { +Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass() const { return body->get_center_of_mass(); } -real_t PhysicsDirectBodyState2DSW::get_inverse_mass() const { +real_t GodotPhysicsDirectBodyState2D::get_inverse_mass() const { return body->get_inv_mass(); } -real_t PhysicsDirectBodyState2DSW::get_inverse_inertia() const { +real_t GodotPhysicsDirectBodyState2D::get_inverse_inertia() const { return body->get_inv_inertia(); } -void PhysicsDirectBodyState2DSW::set_linear_velocity(const Vector2 &p_velocity) { +void GodotPhysicsDirectBodyState2D::set_linear_velocity(const Vector2 &p_velocity) { body->wakeup(); body->set_linear_velocity(p_velocity); } -Vector2 PhysicsDirectBodyState2DSW::get_linear_velocity() const { +Vector2 GodotPhysicsDirectBodyState2D::get_linear_velocity() const { return body->get_linear_velocity(); } -void PhysicsDirectBodyState2DSW::set_angular_velocity(real_t p_velocity) { +void GodotPhysicsDirectBodyState2D::set_angular_velocity(real_t p_velocity) { body->wakeup(); body->set_angular_velocity(p_velocity); } -real_t PhysicsDirectBodyState2DSW::get_angular_velocity() const { +real_t GodotPhysicsDirectBodyState2D::get_angular_velocity() const { return body->get_angular_velocity(); } -void PhysicsDirectBodyState2DSW::set_transform(const Transform2D &p_transform) { +void GodotPhysicsDirectBodyState2D::set_transform(const Transform2D &p_transform) { body->set_state(PhysicsServer2D::BODY_STATE_TRANSFORM, p_transform); } -Transform2D PhysicsDirectBodyState2DSW::get_transform() const { +Transform2D GodotPhysicsDirectBodyState2D::get_transform() const { return body->get_transform(); } -Vector2 PhysicsDirectBodyState2DSW::get_velocity_at_local_position(const Vector2 &p_position) const { +Vector2 GodotPhysicsDirectBodyState2D::get_velocity_at_local_position(const Vector2 &p_position) const { return body->get_velocity_in_local_point(p_position); } -void PhysicsDirectBodyState2DSW::add_central_force(const Vector2 &p_force) { +void GodotPhysicsDirectBodyState2D::add_central_force(const Vector2 &p_force) { body->wakeup(); body->add_central_force(p_force); } -void PhysicsDirectBodyState2DSW::add_force(const Vector2 &p_force, const Vector2 &p_position) { +void GodotPhysicsDirectBodyState2D::add_force(const Vector2 &p_force, const Vector2 &p_position) { body->wakeup(); body->add_force(p_force, p_position); } -void PhysicsDirectBodyState2DSW::add_torque(real_t p_torque) { +void GodotPhysicsDirectBodyState2D::add_torque(real_t p_torque) { body->wakeup(); body->add_torque(p_torque); } -void PhysicsDirectBodyState2DSW::apply_central_impulse(const Vector2 &p_impulse) { +void GodotPhysicsDirectBodyState2D::apply_central_impulse(const Vector2 &p_impulse) { body->wakeup(); body->apply_central_impulse(p_impulse); } -void PhysicsDirectBodyState2DSW::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) { +void GodotPhysicsDirectBodyState2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) { body->wakeup(); body->apply_impulse(p_impulse, p_position); } -void PhysicsDirectBodyState2DSW::apply_torque_impulse(real_t p_torque) { +void GodotPhysicsDirectBodyState2D::apply_torque_impulse(real_t p_torque) { body->wakeup(); body->apply_torque_impulse(p_torque); } -void PhysicsDirectBodyState2DSW::set_sleep_state(bool p_enable) { +void GodotPhysicsDirectBodyState2D::set_sleep_state(bool p_enable) { body->set_active(!p_enable); } -bool PhysicsDirectBodyState2DSW::is_sleeping() const { +bool GodotPhysicsDirectBodyState2D::is_sleeping() const { return !body->is_active(); } -int PhysicsDirectBodyState2DSW::get_contact_count() const { +int GodotPhysicsDirectBodyState2D::get_contact_count() const { return body->contact_count; } -Vector2 PhysicsDirectBodyState2DSW::get_contact_local_position(int p_contact_idx) const { +Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_position(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); return body->contacts[p_contact_idx].local_pos; } -Vector2 PhysicsDirectBodyState2DSW::get_contact_local_normal(int p_contact_idx) const { +Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_normal(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); return body->contacts[p_contact_idx].local_normal; } -int PhysicsDirectBodyState2DSW::get_contact_local_shape(int p_contact_idx) const { +int GodotPhysicsDirectBodyState2D::get_contact_local_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1); return body->contacts[p_contact_idx].local_shape; } -RID PhysicsDirectBodyState2DSW::get_contact_collider(int p_contact_idx) const { +RID GodotPhysicsDirectBodyState2D::get_contact_collider(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID()); return body->contacts[p_contact_idx].collider; } -Vector2 PhysicsDirectBodyState2DSW::get_contact_collider_position(int p_contact_idx) const { +Vector2 GodotPhysicsDirectBodyState2D::get_contact_collider_position(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); return body->contacts[p_contact_idx].collider_pos; } -ObjectID PhysicsDirectBodyState2DSW::get_contact_collider_id(int p_contact_idx) const { +ObjectID GodotPhysicsDirectBodyState2D::get_contact_collider_id(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID()); return body->contacts[p_contact_idx].collider_instance_id; } -int PhysicsDirectBodyState2DSW::get_contact_collider_shape(int p_contact_idx) const { +int GodotPhysicsDirectBodyState2D::get_contact_collider_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0); return body->contacts[p_contact_idx].collider_shape; } -Vector2 PhysicsDirectBodyState2DSW::get_contact_collider_velocity_at_position(int p_contact_idx) const { +Vector2 GodotPhysicsDirectBodyState2D::get_contact_collider_velocity_at_position(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); return body->contacts[p_contact_idx].collider_velocity_at_pos; } -PhysicsDirectSpaceState2D *PhysicsDirectBodyState2DSW::get_space_state() { +PhysicsDirectSpaceState2D *GodotPhysicsDirectBodyState2D::get_space_state() { return body->get_space()->get_direct_state(); } -real_t PhysicsDirectBodyState2DSW::get_step() const { +real_t GodotPhysicsDirectBodyState2D::get_step() const { return body->get_space()->get_last_step(); } diff --git a/servers/physics_2d/body_direct_state_2d_sw.h b/servers/physics_2d/godot_body_direct_state_2d.h index 4266b24842..2f3e8e5095 100644 --- a/servers/physics_2d/body_direct_state_2d_sw.h +++ b/servers/physics_2d/godot_body_direct_state_2d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* body_direct_state_2d_sw.h */ +/* godot_body_direct_state_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,18 +28,18 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef BODY_DIRECT_STATE_2D_SW_H -#define BODY_DIRECT_STATE_2D_SW_H +#ifndef GODOT_BODY_DIRECT_STATE_2D_H +#define GODOT_BODY_DIRECT_STATE_2D_H #include "servers/physics_server_2d.h" -class Body2DSW; +class GodotBody2D; -class PhysicsDirectBodyState2DSW : public PhysicsDirectBodyState2D { - GDCLASS(PhysicsDirectBodyState2DSW, PhysicsDirectBodyState2D); +class GodotPhysicsDirectBodyState2D : public PhysicsDirectBodyState2D { + GDCLASS(GodotPhysicsDirectBodyState2D, PhysicsDirectBodyState2D); public: - Body2DSW *body = nullptr; + GodotBody2D *body = nullptr; virtual Vector2 get_total_gravity() const override; virtual real_t get_total_angular_damp() const override; @@ -88,4 +88,4 @@ public: virtual real_t get_step() const override; }; -#endif // BODY_2D_SW_H +#endif // GODOT_BODY_DIRECT_STATE_2D_H diff --git a/servers/physics_2d/body_pair_2d_sw.cpp b/servers/physics_2d/godot_body_pair_2d.cpp index 8bcc4609f4..97eeefbfe6 100644 --- a/servers/physics_2d/body_pair_2d_sw.cpp +++ b/servers/physics_2d/godot_body_pair_2d.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* body_pair_2d_sw.cpp */ +/* godot_body_pair_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,20 +28,20 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "body_pair_2d_sw.h" -#include "collision_solver_2d_sw.h" -#include "space_2d_sw.h" +#include "godot_body_pair_2d.h" +#include "godot_collision_solver_2d.h" +#include "godot_space_2d.h" #define POSITION_CORRECTION #define ACCUMULATE_IMPULSES -void BodyPair2DSW::_add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self) { - BodyPair2DSW *self = (BodyPair2DSW *)p_self; +void GodotBodyPair2D::_add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self) { + GodotBodyPair2D *self = (GodotBodyPair2D *)p_self; self->_contact_added_callback(p_point_A, p_point_B); } -void BodyPair2DSW::_contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B) { +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); @@ -121,7 +121,7 @@ void BodyPair2DSW::_contact_added_callback(const Vector2 &p_point_A, const Vecto } } -void BodyPair2DSW::_validate_contacts() { +void GodotBodyPair2D::_validate_contacts() { //make sure to erase contacts that are no longer valid real_t max_separation = space->get_contact_max_separation(); @@ -164,7 +164,7 @@ void BodyPair2DSW::_validate_contacts() { } } -bool BodyPair2DSW::_test_ccd(real_t p_step, Body2DSW *p_A, int p_shape_A, const Transform2D &p_xform_A, Body2DSW *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, bool p_swap_result) { Vector2 motion = p_A->get_linear_velocity() * p_step; real_t mlen = motion.length(); if (mlen < CMP_EPSILON) { @@ -217,15 +217,15 @@ bool BodyPair2DSW::_test_ccd(real_t p_step, Body2DSW *p_A, int p_shape_A, const return true; } -real_t combine_bounce(Body2DSW *A, Body2DSW *B) { +real_t combine_bounce(GodotBody2D *A, GodotBody2D *B) { return CLAMP(A->get_bounce() + B->get_bounce(), 0, 1); } -real_t combine_friction(Body2DSW *A, Body2DSW *B) { +real_t combine_friction(GodotBody2D *A, GodotBody2D *B) { return ABS(MIN(A->get_friction(), B->get_friction())); } -bool BodyPair2DSW::setup(real_t p_step) { +bool GodotBodyPair2D::setup(real_t p_step) { if (!A->interacts_with(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self())) { collided = false; return false; @@ -257,8 +257,8 @@ bool BodyPair2DSW::setup(real_t p_step) { xform_Bu.elements[2] -= offset_A; Transform2D xform_B = xform_Bu * B->get_shape_transform(shape_B); - Shape2DSW *shape_A_ptr = A->get_shape(shape_A); - Shape2DSW *shape_B_ptr = B->get_shape(shape_B); + GodotShape2D *shape_A_ptr = A->get_shape(shape_A); + GodotShape2D *shape_B_ptr = B->get_shape(shape_B); Vector2 motion_A, motion_B; @@ -271,7 +271,7 @@ bool BodyPair2DSW::setup(real_t p_step) { bool prev_collided = collided; - collided = CollisionSolver2DSW::solve(shape_A_ptr, xform_A, motion_A, shape_B_ptr, xform_B, motion_B, _add_contact, this, &sep_axis); + 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) @@ -344,7 +344,7 @@ bool BodyPair2DSW::setup(real_t p_step) { return true; } -bool BodyPair2DSW::pre_solve(real_t p_step) { +bool GodotBodyPair2D::pre_solve(real_t p_step) { if (!collided || oneway_disabled) { return false; } @@ -353,8 +353,8 @@ bool BodyPair2DSW::pre_solve(real_t p_step) { real_t bias = 0.3; - Shape2DSW *shape_A_ptr = A->get_shape(shape_A); - Shape2DSW *shape_B_ptr = B->get_shape(shape_B); + GodotShape2D *shape_A_ptr = A->get_shape(shape_A); + GodotShape2D *shape_B_ptr = B->get_shape(shape_B); if (shape_A_ptr->get_custom_bias() || shape_B_ptr->get_custom_bias()) { if (shape_A_ptr->get_custom_bias() == 0) { @@ -466,7 +466,7 @@ bool BodyPair2DSW::pre_solve(real_t p_step) { return do_process; } -void BodyPair2DSW::solve(real_t p_step) { +void GodotBodyPair2D::solve(real_t p_step) { if (!collided || oneway_disabled) { return; } @@ -528,8 +528,8 @@ void BodyPair2DSW::solve(real_t p_step) { } } -BodyPair2DSW::BodyPair2DSW(Body2DSW *p_A, int p_shape_A, Body2DSW *p_B, int p_shape_B) : - Constraint2DSW(_arr, 2) { +GodotBodyPair2D::GodotBodyPair2D(GodotBody2D *p_A, int p_shape_A, GodotBody2D *p_B, int p_shape_B) : + GodotConstraint2D(_arr, 2) { A = p_A; B = p_B; shape_A = p_shape_A; @@ -539,7 +539,7 @@ BodyPair2DSW::BodyPair2DSW(Body2DSW *p_A, int p_shape_A, Body2DSW *p_B, int p_sh B->add_constraint(this, 1); } -BodyPair2DSW::~BodyPair2DSW() { +GodotBodyPair2D::~GodotBodyPair2D() { A->remove_constraint(this, 0); B->remove_constraint(this, 1); } diff --git a/servers/physics_2d/body_pair_2d_sw.h b/servers/physics_2d/godot_body_pair_2d.h index db4f3eba69..0938ab542b 100644 --- a/servers/physics_2d/body_pair_2d_sw.h +++ b/servers/physics_2d/godot_body_pair_2d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* body_pair_2d_sw.h */ +/* godot_body_pair_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,23 +28,23 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef BODY_PAIR_2D_SW_H -#define BODY_PAIR_2D_SW_H +#ifndef GODOT_BODY_PAIR_2D_H +#define GODOT_BODY_PAIR_2D_H -#include "body_2d_sw.h" -#include "constraint_2d_sw.h" +#include "godot_body_2d.h" +#include "godot_constraint_2d.h" -class BodyPair2DSW : public Constraint2DSW { +class GodotBodyPair2D : public GodotConstraint2D { enum { MAX_CONTACTS = 2 }; union { struct { - Body2DSW *A; - Body2DSW *B; + GodotBody2D *A; + GodotBody2D *B; }; - Body2DSW *_arr[2] = { nullptr, nullptr }; + GodotBody2D *_arr[2] = { nullptr, nullptr }; }; int shape_A = 0; @@ -53,7 +53,7 @@ class BodyPair2DSW : public Constraint2DSW { bool collide_A = false; bool collide_B = false; - Space2DSW *space = nullptr; + GodotSpace2D *space = nullptr; struct Contact { Vector2 position; @@ -81,7 +81,7 @@ class BodyPair2DSW : public Constraint2DSW { bool oneway_disabled = false; bool report_contacts_only = false; - bool _test_ccd(real_t p_step, Body2DSW *p_A, int p_shape_A, const Transform2D &p_xform_A, Body2DSW *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, bool p_swap_result = false); 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); @@ -91,8 +91,8 @@ public: virtual bool pre_solve(real_t p_step) override; virtual void solve(real_t p_step) override; - BodyPair2DSW(Body2DSW *p_A, int p_shape_A, Body2DSW *p_B, int p_shape_B); - ~BodyPair2DSW(); + GodotBodyPair2D(GodotBody2D *p_A, int p_shape_A, GodotBody2D *p_B, int p_shape_B); + ~GodotBodyPair2D(); }; -#endif // BODY_PAIR_2D_SW_H +#endif // GODOT_BODY_PAIR_2D_H diff --git a/servers/physics_2d/broad_phase_2d_sw.cpp b/servers/physics_2d/godot_broad_phase_2d.cpp index 7f0af48b1f..4b35f8d996 100644 --- a/servers/physics_2d/broad_phase_2d_sw.cpp +++ b/servers/physics_2d/godot_broad_phase_2d.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* broad_phase_2d_sw.cpp */ +/* godot_broad_phase_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,9 +28,9 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "broad_phase_2d_sw.h" +#include "godot_broad_phase_2d.h" -BroadPhase2DSW::CreateFunction BroadPhase2DSW::create_func = nullptr; +GodotBroadPhase2D::CreateFunction GodotBroadPhase2D::create_func = nullptr; -BroadPhase2DSW::~BroadPhase2DSW() { +GodotBroadPhase2D::~GodotBroadPhase2D() { } diff --git a/servers/physics_2d/broad_phase_2d_sw.h b/servers/physics_2d/godot_broad_phase_2d.h index 0f82f06b9c..7017a6e41f 100644 --- a/servers/physics_2d/broad_phase_2d_sw.h +++ b/servers/physics_2d/godot_broad_phase_2d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* broad_phase_2d_sw.h */ +/* godot_broad_phase_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,44 +28,44 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef BROAD_PHASE_2D_SW_H -#define BROAD_PHASE_2D_SW_H +#ifndef GODOT_BROAD_PHASE_2D_H +#define GODOT_BROAD_PHASE_2D_H #include "core/math/math_funcs.h" #include "core/math/rect2.h" -class CollisionObject2DSW; +class GodotCollisionObject2D; -class BroadPhase2DSW { +class GodotBroadPhase2D { public: - typedef BroadPhase2DSW *(*CreateFunction)(); + typedef GodotBroadPhase2D *(*CreateFunction)(); static CreateFunction create_func; typedef uint32_t ID; - typedef void *(*PairCallback)(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_userdata); - typedef void (*UnpairCallback)(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_data, void *p_userdata); + typedef void *(*PairCallback)(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_userdata); + typedef void (*UnpairCallback)(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_userdata); // 0 is an invalid ID - virtual ID create(CollisionObject2DSW *p_object_, int p_subindex = 0, const Rect2 &p_aabb = Rect2(), bool p_static = false) = 0; + virtual ID create(GodotCollisionObject2D *p_object_, int p_subindex = 0, const Rect2 &p_aabb = Rect2(), bool p_static = false) = 0; virtual void move(ID p_id, const Rect2 &p_aabb) = 0; virtual void set_static(ID p_id, bool p_static) = 0; virtual void remove(ID p_id) = 0; - virtual CollisionObject2DSW *get_object(ID p_id) const = 0; + virtual GodotCollisionObject2D *get_object(ID p_id) const = 0; virtual bool is_static(ID p_id) const = 0; virtual int get_subindex(ID p_id) const = 0; - virtual int cull_segment(const Vector2 &p_from, const Vector2 &p_to, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices = nullptr) = 0; - virtual int cull_aabb(const Rect2 &p_aabb, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices = nullptr) = 0; + virtual int cull_segment(const Vector2 &p_from, const Vector2 &p_to, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices = nullptr) = 0; + virtual int cull_aabb(const Rect2 &p_aabb, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices = nullptr) = 0; virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata) = 0; virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) = 0; virtual void update() = 0; - virtual ~BroadPhase2DSW(); + virtual ~GodotBroadPhase2D(); }; -#endif // BROAD_PHASE_2D_SW_H +#endif // GODOT_BROAD_PHASE_2D_H diff --git a/servers/physics_2d/broad_phase_2d_bvh.cpp b/servers/physics_2d/godot_broad_phase_2d_bvh.cpp index 0df7086c5a..9ec6b0a6b7 100644 --- a/servers/physics_2d/broad_phase_2d_bvh.cpp +++ b/servers/physics_2d/godot_broad_phase_2d_bvh.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* broad_phase_2d_bvh.cpp */ +/* godot_broad_phase_2d_bvh.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,51 +28,51 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "broad_phase_2d_bvh.h" -#include "collision_object_2d_sw.h" +#include "godot_broad_phase_2d_bvh.h" +#include "godot_collision_object_2d.h" -BroadPhase2DSW::ID BroadPhase2DBVH::create(CollisionObject2DSW *p_object, int p_subindex, const Rect2 &p_aabb, bool p_static) { +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? return oid + 1; } -void BroadPhase2DBVH::move(ID p_id, const Rect2 &p_aabb) { +void GodotBroadPhase2DBVH::move(ID p_id, const Rect2 &p_aabb) { bvh.move(p_id - 1, p_aabb); } -void BroadPhase2DBVH::set_static(ID p_id, bool p_static) { - CollisionObject2DSW *it = bvh.get(p_id - 1); +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? } -void BroadPhase2DBVH::remove(ID p_id) { +void GodotBroadPhase2DBVH::remove(ID p_id) { bvh.erase(p_id - 1); } -CollisionObject2DSW *BroadPhase2DBVH::get_object(ID p_id) const { - CollisionObject2DSW *it = bvh.get(p_id - 1); +GodotCollisionObject2D *GodotBroadPhase2DBVH::get_object(ID p_id) const { + GodotCollisionObject2D *it = bvh.get(p_id - 1); ERR_FAIL_COND_V(!it, nullptr); return it; } -bool BroadPhase2DBVH::is_static(ID p_id) const { +bool GodotBroadPhase2DBVH::is_static(ID p_id) const { return !bvh.is_pairable(p_id - 1); } -int BroadPhase2DBVH::get_subindex(ID p_id) const { +int GodotBroadPhase2DBVH::get_subindex(ID p_id) const { return bvh.get_subindex(p_id - 1); } -int BroadPhase2DBVH::cull_segment(const Vector2 &p_from, const Vector2 &p_to, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices) { +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); } -int BroadPhase2DBVH::cull_aabb(const Rect2 &p_aabb, CollisionObject2DSW **p_results, int p_max_results, int *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); } -void *BroadPhase2DBVH::_pair_callback(void *self, uint32_t p_A, CollisionObject2DSW *p_object_A, int subindex_A, uint32_t p_B, CollisionObject2DSW *p_object_B, int subindex_B) { - BroadPhase2DBVH *bpo = (BroadPhase2DBVH *)(self); +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) { + GodotBroadPhase2DBVH *bpo = (GodotBroadPhase2DBVH *)(self); if (!bpo->pair_callback) { return nullptr; } @@ -80,8 +80,8 @@ void *BroadPhase2DBVH::_pair_callback(void *self, uint32_t p_A, CollisionObject2 return bpo->pair_callback(p_object_A, subindex_A, p_object_B, subindex_B, bpo->pair_userdata); } -void BroadPhase2DBVH::_unpair_callback(void *self, uint32_t p_A, CollisionObject2DSW *p_object_A, int subindex_A, uint32_t p_B, CollisionObject2DSW *p_object_B, int subindex_B, void *pairdata) { - BroadPhase2DBVH *bpo = (BroadPhase2DBVH *)(self); +void GodotBroadPhase2DBVH::_unpair_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, void *pairdata) { + GodotBroadPhase2DBVH *bpo = (GodotBroadPhase2DBVH *)(self); if (!bpo->unpair_callback) { return; } @@ -89,25 +89,25 @@ void BroadPhase2DBVH::_unpair_callback(void *self, uint32_t p_A, CollisionObject bpo->unpair_callback(p_object_A, subindex_A, p_object_B, subindex_B, pairdata, bpo->unpair_userdata); } -void BroadPhase2DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) { +void GodotBroadPhase2DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) { pair_callback = p_pair_callback; pair_userdata = p_userdata; } -void BroadPhase2DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) { +void GodotBroadPhase2DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) { unpair_callback = p_unpair_callback; unpair_userdata = p_userdata; } -void BroadPhase2DBVH::update() { +void GodotBroadPhase2DBVH::update() { bvh.update(); } -BroadPhase2DSW *BroadPhase2DBVH::_create() { - return memnew(BroadPhase2DBVH); +GodotBroadPhase2D *GodotBroadPhase2DBVH::_create() { + return memnew(GodotBroadPhase2DBVH); } -BroadPhase2DBVH::BroadPhase2DBVH() { +GodotBroadPhase2DBVH::GodotBroadPhase2DBVH() { bvh.set_pair_callback(_pair_callback, this); bvh.set_unpair_callback(_unpair_callback, this); } diff --git a/servers/physics_2d/broad_phase_2d_bvh.h b/servers/physics_2d/godot_broad_phase_2d_bvh.h index ea02a98417..19b49f3499 100644 --- a/servers/physics_2d/broad_phase_2d_bvh.h +++ b/servers/physics_2d/godot_broad_phase_2d_bvh.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* broad_phase_2d_bvh.h */ +/* godot_broad_phase_2d_bvh.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,19 +28,20 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef BROAD_PHASE_2D_BVH_H -#define BROAD_PHASE_2D_BVH_H +#ifndef GODOT_BROAD_PHASE_2D_BVH_H +#define GODOT_BROAD_PHASE_2D_BVH_H + +#include "godot_broad_phase_2d.h" -#include "broad_phase_2d_sw.h" #include "core/math/bvh.h" #include "core/math/rect2.h" #include "core/math/vector2.h" -class BroadPhase2DBVH : public BroadPhase2DSW { - BVH_Manager<CollisionObject2DSW, true, 128, Rect2, Vector2> bvh; +class GodotBroadPhase2DBVH : public GodotBroadPhase2D { + BVH_Manager<GodotCollisionObject2D, true, 128, Rect2, Vector2> bvh; - static void *_pair_callback(void *, uint32_t, CollisionObject2DSW *, int, uint32_t, CollisionObject2DSW *, int); - static void _unpair_callback(void *, uint32_t, CollisionObject2DSW *, int, uint32_t, CollisionObject2DSW *, int, void *); + 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 *); PairCallback pair_callback = nullptr; void *pair_userdata = nullptr; @@ -49,25 +50,25 @@ class BroadPhase2DBVH : public BroadPhase2DSW { public: // 0 is an invalid ID - virtual ID create(CollisionObject2DSW *p_object, int p_subindex = 0, const Rect2 &p_aabb = Rect2(), bool p_static = false); + virtual ID create(GodotCollisionObject2D *p_object, int p_subindex = 0, const Rect2 &p_aabb = Rect2(), bool p_static = false); virtual void move(ID p_id, const Rect2 &p_aabb); virtual void set_static(ID p_id, bool p_static); virtual void remove(ID p_id); - virtual CollisionObject2DSW *get_object(ID p_id) const; + virtual GodotCollisionObject2D *get_object(ID p_id) const; virtual bool is_static(ID p_id) const; virtual int get_subindex(ID p_id) const; - virtual int cull_segment(const Vector2 &p_from, const Vector2 &p_to, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices = nullptr); - virtual int cull_aabb(const Rect2 &p_aabb, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices = nullptr); + virtual int cull_segment(const Vector2 &p_from, const Vector2 &p_to, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices = nullptr); + virtual int cull_aabb(const Rect2 &p_aabb, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices = nullptr); virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata); virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata); virtual void update(); - static BroadPhase2DSW *_create(); - BroadPhase2DBVH(); + static GodotBroadPhase2D *_create(); + GodotBroadPhase2DBVH(); }; -#endif // BROAD_PHASE_2D_BVH_H +#endif // GODOT_BROAD_PHASE_2D_BVH_H diff --git a/servers/physics_2d/collision_object_2d_sw.cpp b/servers/physics_2d/godot_collision_object_2d.cpp index bc7d277152..3d4ebbedcd 100644 --- a/servers/physics_2d/collision_object_2d_sw.cpp +++ b/servers/physics_2d/godot_collision_object_2d.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* collision_object_2d_sw.cpp */ +/* godot_collision_object_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,11 +28,11 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "collision_object_2d_sw.h" -#include "servers/physics_2d/physics_server_2d_sw.h" -#include "space_2d_sw.h" +#include "godot_collision_object_2d.h" +#include "godot_physics_server_2d.h" +#include "godot_space_2d.h" -void CollisionObject2DSW::add_shape(Shape2DSW *p_shape, const Transform2D &p_transform, bool p_disabled) { +void GodotCollisionObject2D::add_shape(GodotShape2D *p_shape, const Transform2D &p_transform, bool p_disabled) { Shape s; s.shape = p_shape; s.xform = p_transform; @@ -45,11 +45,11 @@ void CollisionObject2DSW::add_shape(Shape2DSW *p_shape, const Transform2D &p_tra p_shape->add_owner(this); if (!pending_shape_update_list.in_list()) { - PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list); + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } -void CollisionObject2DSW::set_shape(int p_index, Shape2DSW *p_shape) { +void GodotCollisionObject2D::set_shape(int p_index, GodotShape2D *p_shape) { ERR_FAIL_INDEX(p_index, shapes.size()); shapes[p_index].shape->remove_owner(this); shapes.write[p_index].shape = p_shape; @@ -57,25 +57,25 @@ void CollisionObject2DSW::set_shape(int p_index, Shape2DSW *p_shape) { p_shape->add_owner(this); if (!pending_shape_update_list.in_list()) { - PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list); + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } -void CollisionObject2DSW::set_shape_transform(int p_index, const Transform2D &p_transform) { +void GodotCollisionObject2D::set_shape_transform(int p_index, const Transform2D &p_transform) { ERR_FAIL_INDEX(p_index, shapes.size()); shapes.write[p_index].xform = p_transform; shapes.write[p_index].xform_inv = p_transform.affine_inverse(); if (!pending_shape_update_list.in_list()) { - PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list); + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } -void CollisionObject2DSW::set_shape_disabled(int p_idx, bool p_disabled) { +void GodotCollisionObject2D::set_shape_disabled(int p_idx, bool p_disabled) { ERR_FAIL_INDEX(p_idx, shapes.size()); - CollisionObject2DSW::Shape &shape = shapes.write[p_idx]; + GodotCollisionObject2D::Shape &shape = shapes.write[p_idx]; if (shape.disabled == p_disabled) { return; } @@ -90,16 +90,16 @@ void CollisionObject2DSW::set_shape_disabled(int p_idx, bool p_disabled) { space->get_broadphase()->remove(shape.bpid); shape.bpid = 0; if (!pending_shape_update_list.in_list()) { - PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list); + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } else if (!p_disabled && shape.bpid == 0) { if (!pending_shape_update_list.in_list()) { - PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list); + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } } -void CollisionObject2DSW::remove_shape(Shape2DSW *p_shape) { +void GodotCollisionObject2D::remove_shape(GodotShape2D *p_shape) { //remove a shape, all the times it appears for (int i = 0; i < shapes.size(); i++) { if (shapes[i].shape == p_shape) { @@ -109,7 +109,7 @@ void CollisionObject2DSW::remove_shape(Shape2DSW *p_shape) { } } -void CollisionObject2DSW::remove_shape(int p_index) { +void GodotCollisionObject2D::remove_shape(int p_index) { //remove anything from shape to be erased to end, so subindices don't change ERR_FAIL_INDEX(p_index, shapes.size()); for (int i = p_index; i < shapes.size(); i++) { @@ -124,13 +124,13 @@ void CollisionObject2DSW::remove_shape(int p_index) { shapes.remove(p_index); if (!pending_shape_update_list.in_list()) { - PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list); + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } // _update_shapes(); // _shapes_changed(); } -void CollisionObject2DSW::_set_static(bool p_static) { +void GodotCollisionObject2D::_set_static(bool p_static) { if (_static == p_static) { return; } @@ -147,7 +147,7 @@ void CollisionObject2DSW::_set_static(bool p_static) { } } -void CollisionObject2DSW::_unregister_shapes() { +void GodotCollisionObject2D::_unregister_shapes() { for (int i = 0; i < shapes.size(); i++) { Shape &s = shapes.write[i]; if (s.bpid > 0) { @@ -157,7 +157,7 @@ void CollisionObject2DSW::_unregister_shapes() { } } -void CollisionObject2DSW::_update_shapes() { +void GodotCollisionObject2D::_update_shapes() { if (!space) { return; } @@ -184,7 +184,7 @@ void CollisionObject2DSW::_update_shapes() { } } -void CollisionObject2DSW::_update_shapes_with_motion(const Vector2 &p_motion) { +void GodotCollisionObject2D::_update_shapes_with_motion(const Vector2 &p_motion) { if (!space) { return; } @@ -211,7 +211,7 @@ void CollisionObject2DSW::_update_shapes_with_motion(const Vector2 &p_motion) { } } -void CollisionObject2DSW::_set_space(Space2DSW *p_space) { +void GodotCollisionObject2D::_set_space(GodotSpace2D *p_space) { if (space) { space->remove_object(this); @@ -232,12 +232,12 @@ void CollisionObject2DSW::_set_space(Space2DSW *p_space) { } } -void CollisionObject2DSW::_shape_changed() { +void GodotCollisionObject2D::_shape_changed() { _update_shapes(); _shapes_changed(); } -CollisionObject2DSW::CollisionObject2DSW(Type p_type) : +GodotCollisionObject2D::GodotCollisionObject2D(Type p_type) : pending_shape_update_list(this) { type = p_type; } diff --git a/servers/physics_2d/collision_object_2d_sw.h b/servers/physics_2d/godot_collision_object_2d.h index ca258a906a..7233857808 100644 --- a/servers/physics_2d/collision_object_2d_sw.h +++ b/servers/physics_2d/godot_collision_object_2d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* collision_object_2d_sw.h */ +/* godot_collision_object_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,17 +28,18 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef COLLISION_OBJECT_2D_SW_H -#define COLLISION_OBJECT_2D_SW_H +#ifndef GODOT_COLLISION_OBJECT_2D_H +#define GODOT_COLLISION_OBJECT_2D_H + +#include "godot_broad_phase_2d.h" +#include "godot_shape_2d.h" -#include "broad_phase_2d_sw.h" #include "core/templates/self_list.h" #include "servers/physics_server_2d.h" -#include "shape_2d_sw.h" -class Space2DSW; +class GodotSpace2D; -class CollisionObject2DSW : public ShapeOwner2DSW { +class GodotCollisionObject2D : public GodotShapeOwner2D { public: enum Type { TYPE_AREA, @@ -55,23 +56,23 @@ private: struct Shape { Transform2D xform; Transform2D xform_inv; - BroadPhase2DSW::ID bpid = 0; + GodotBroadPhase2D::ID bpid = 0; Rect2 aabb_cache; //for rayqueries - Shape2DSW *shape = nullptr; + GodotShape2D *shape = nullptr; bool disabled = false; bool one_way_collision = false; real_t one_way_collision_margin = 0.0; }; Vector<Shape> shapes; - Space2DSW *space = nullptr; + GodotSpace2D *space = nullptr; Transform2D transform; Transform2D inv_transform; uint32_t collision_mask = 1; uint32_t collision_layer = 1; bool _static = true; - SelfList<CollisionObject2DSW> pending_shape_update_list; + SelfList<GodotCollisionObject2D> pending_shape_update_list; void _update_shapes(); @@ -89,9 +90,9 @@ protected: void _set_static(bool p_static); virtual void _shapes_changed() = 0; - void _set_space(Space2DSW *p_space); + void _set_space(GodotSpace2D *p_space); - CollisionObject2DSW(Type p_type); + GodotCollisionObject2D(Type p_type); public: _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } @@ -106,12 +107,12 @@ public: void _shape_changed(); _FORCE_INLINE_ Type get_type() const { return type; } - void add_shape(Shape2DSW *p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false); - void set_shape(int p_index, Shape2DSW *p_shape); + void add_shape(GodotShape2D *p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false); + void set_shape(int p_index, GodotShape2D *p_shape); void set_shape_transform(int p_index, const Transform2D &p_transform); _FORCE_INLINE_ int get_shape_count() const { return shapes.size(); } - _FORCE_INLINE_ Shape2DSW *get_shape(int p_index) const { + _FORCE_INLINE_ GodotShape2D *get_shape(int p_index) const { CRASH_BAD_INDEX(p_index, shapes.size()); return shapes[p_index].shape; } @@ -130,7 +131,7 @@ public: _FORCE_INLINE_ const Transform2D &get_transform() const { return transform; } _FORCE_INLINE_ const Transform2D &get_inv_transform() const { return inv_transform; } - _FORCE_INLINE_ Space2DSW *get_space() const { return space; } + _FORCE_INLINE_ GodotSpace2D *get_space() const { return space; } void set_shape_disabled(int p_idx, bool p_disabled); _FORCE_INLINE_ bool is_shape_disabled(int p_idx) const { @@ -165,25 +166,25 @@ public: } _FORCE_INLINE_ uint32_t get_collision_layer() const { return collision_layer; } - void remove_shape(Shape2DSW *p_shape); + void remove_shape(GodotShape2D *p_shape); void remove_shape(int p_index); - virtual void set_space(Space2DSW *p_space) = 0; + virtual void set_space(GodotSpace2D *p_space) = 0; _FORCE_INLINE_ bool is_static() const { return _static; } void set_pickable(bool p_pickable) { pickable = p_pickable; } _FORCE_INLINE_ bool is_pickable() const { return pickable; } - _FORCE_INLINE_ bool collides_with(CollisionObject2DSW *p_other) const { + _FORCE_INLINE_ bool collides_with(GodotCollisionObject2D *p_other) const { return p_other->collision_layer & collision_mask; } - _FORCE_INLINE_ bool interacts_with(CollisionObject2DSW *p_other) const { + _FORCE_INLINE_ bool interacts_with(GodotCollisionObject2D *p_other) const { return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask; } - virtual ~CollisionObject2DSW() {} + virtual ~GodotCollisionObject2D() {} }; -#endif // COLLISION_OBJECT_2D_SW_H +#endif // GODOT_COLLISION_OBJECT_2D_H diff --git a/servers/physics_2d/collision_solver_2d_sw.cpp b/servers/physics_2d/godot_collision_solver_2d.cpp index 527bb1b0b2..25371b9885 100644 --- a/servers/physics_2d/collision_solver_2d_sw.cpp +++ b/servers/physics_2d/godot_collision_solver_2d.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* collision_solver_2d_sw.cpp */ +/* godot_collision_solver_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,14 +28,14 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "collision_solver_2d_sw.h" -#include "collision_solver_2d_sat.h" +#include "godot_collision_solver_2d.h" +#include "godot_collision_solver_2d_sat.h" #define collision_solver sat_2d_calculate_penetration //#define collision_solver gjk_epa_calculate_penetration -bool CollisionSolver2DSW::solve_static_world_boundary(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) { - const WorldBoundaryShape2DSW *world_boundary = static_cast<const WorldBoundaryShape2DSW *>(p_shape_A); +bool GodotCollisionSolver2D::solve_static_world_boundary(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) { + const GodotWorldBoundaryShape2D *world_boundary = static_cast<const GodotWorldBoundaryShape2D *>(p_shape_A); if (p_shape_B->get_type() == PhysicsServer2D::SHAPE_WORLD_BOUNDARY) { return false; } @@ -73,8 +73,8 @@ bool CollisionSolver2DSW::solve_static_world_boundary(const Shape2DSW *p_shape_A return found; } -bool CollisionSolver2DSW::solve_separation_ray(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis, real_t p_margin) { - const SeparationRayShape2DSW *ray = static_cast<const SeparationRayShape2DSW *>(p_shape_A); +bool GodotCollisionSolver2D::solve_separation_ray(const GodotShape2D *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis, real_t p_margin) { + const GodotSeparationRayShape2D *ray = static_cast<const GodotSeparationRayShape2D *>(p_shape_A); if (p_shape_B->get_type() == PhysicsServer2D::SHAPE_SEPARATION_RAY) { return false; } @@ -134,13 +134,13 @@ bool CollisionSolver2DSW::solve_separation_ray(const Shape2DSW *p_shape_A, const struct _ConcaveCollisionInfo2D { const Transform2D *transform_A = nullptr; - const Shape2DSW *shape_A = nullptr; + const GodotShape2D *shape_A = nullptr; const Transform2D *transform_B = nullptr; Vector2 motion_A; Vector2 motion_B; real_t margin_A = 0.0; real_t margin_B = 0.0; - CollisionSolver2DSW::CallbackResult result_callback; + GodotCollisionSolver2D::CallbackResult result_callback; void *userdata = nullptr; bool swap_result = false; bool collided = false; @@ -149,7 +149,7 @@ struct _ConcaveCollisionInfo2D { Vector2 *sep_axis = nullptr; }; -bool CollisionSolver2DSW::concave_callback(void *p_userdata, Shape2DSW *p_convex) { +bool GodotCollisionSolver2D::concave_callback(void *p_userdata, GodotShape2D *p_convex) { _ConcaveCollisionInfo2D &cinfo = *(_ConcaveCollisionInfo2D *)(p_userdata); cinfo.aabb_tests++; @@ -165,8 +165,8 @@ bool CollisionSolver2DSW::concave_callback(void *p_userdata, Shape2DSW *p_convex return !cinfo.result_callback; } -bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) { - const ConcaveShape2DSW *concave_B = static_cast<const ConcaveShape2DSW *>(p_shape_B); +bool GodotCollisionSolver2D::solve_concave(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) { + const GodotConcaveShape2D *concave_B = static_cast<const GodotConcaveShape2D *>(p_shape_B); _ConcaveCollisionInfo2D cinfo; cinfo.transform_A = &p_transform_A; @@ -209,7 +209,7 @@ bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A, const Transf return cinfo.collided; } -bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) { +bool GodotCollisionSolver2D::solve(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) { PhysicsServer2D::ShapeType type_A = p_shape_A->get_type(); PhysicsServer2D::ShapeType type_B = p_shape_B->get_type(); bool concave_A = p_shape_A->is_concave(); diff --git a/servers/physics_2d/collision_solver_2d_sw.h b/servers/physics_2d/godot_collision_solver_2d.h index b87247b89a..f10815a444 100644 --- a/servers/physics_2d/collision_solver_2d_sw.h +++ b/servers/physics_2d/godot_collision_solver_2d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* collision_solver_2d_sw.h */ +/* godot_collision_solver_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,23 +28,23 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef COLLISION_SOLVER_2D_SW_H -#define COLLISION_SOLVER_2D_SW_H +#ifndef GODOT_COLLISION_SOLVER_2D_H +#define GODOT_COLLISION_SOLVER_2D_H -#include "shape_2d_sw.h" +#include "godot_shape_2d.h" -class CollisionSolver2DSW { +class GodotCollisionSolver2D { public: typedef void (*CallbackResult)(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata); private: - static bool solve_static_world_boundary(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result); - static bool concave_callback(void *p_userdata, Shape2DSW *p_convex); - static bool solve_concave(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0); - static bool solve_separation_ray(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis = nullptr, real_t p_margin = 0); + static bool solve_static_world_boundary(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result); + static bool concave_callback(void *p_userdata, GodotShape2D *p_convex); + static bool solve_concave(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0); + static bool solve_separation_ray(const GodotShape2D *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis = nullptr, real_t p_margin = 0); public: - static bool solve(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0); + static bool solve(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0); }; -#endif // COLLISION_SOLVER_2D_SW_H +#endif // GODOT_COLLISION_SOLVER_2D_H diff --git a/servers/physics_2d/collision_solver_2d_sat.cpp b/servers/physics_2d/godot_collision_solver_2d_sat.cpp index 2e67cc6520..63053e8259 100644 --- a/servers/physics_2d/collision_solver_2d_sat.cpp +++ b/servers/physics_2d/godot_collision_solver_2d_sat.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* collision_solver_2d_sat.cpp */ +/* godot_collision_solver_2d_sat.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,12 +28,12 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "collision_solver_2d_sat.h" +#include "godot_collision_solver_2d_sat.h" #include "core/math/geometry_2d.h" struct _CollectorCallback2D { - CollisionSolver2DSW::CallbackResult callback; + GodotCollisionSolver2D::CallbackResult callback; void *userdata = nullptr; bool swap = false; bool collided = false; @@ -384,14 +384,14 @@ public: (castB && !separator.test_axis(((m_a) - ((m_b) + p_motion_b)).normalized())) || \ (castA && castB && !separator.test_axis(((m_a) + p_motion_a - ((m_b) + p_motion_b)).normalized()))) -typedef void (*CollisionFunc)(const Shape2DSW *, const Transform2D &, const Shape2DSW *, const Transform2D &, _CollectorCallback2D *p_collector, const Vector2 &, const Vector2 &, real_t, real_t); +typedef void (*CollisionFunc)(const GodotShape2D *, const Transform2D &, const GodotShape2D *, const Transform2D &, _CollectorCallback2D *p_collector, const Vector2 &, const Vector2 &, real_t, real_t); template <bool castA, bool castB, bool withMargin> -static void _collision_segment_segment(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW *>(p_a); - const SegmentShape2DSW *segment_B = static_cast<const SegmentShape2DSW *>(p_b); +static void _collision_segment_segment(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a); + const GodotSegmentShape2D *segment_B = static_cast<const GodotSegmentShape2D *>(p_b); - SeparatorAxisTest2D<SegmentShape2DSW, SegmentShape2DSW, castA, castB, withMargin> separator(segment_A, p_transform_a, segment_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotSegmentShape2D, GodotSegmentShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, segment_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -430,11 +430,11 @@ static void _collision_segment_segment(const Shape2DSW *p_a, const Transform2D & } template <bool castA, bool castB, bool withMargin> -static void _collision_segment_circle(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW *>(p_a); - const CircleShape2DSW *circle_B = static_cast<const CircleShape2DSW *>(p_b); +static void _collision_segment_circle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a); + const GodotCircleShape2D *circle_B = static_cast<const GodotCircleShape2D *>(p_b); - SeparatorAxisTest2D<SegmentShape2DSW, CircleShape2DSW, castA, castB, withMargin> separator(segment_A, p_transform_a, circle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotSegmentShape2D, GodotCircleShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, circle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -463,11 +463,11 @@ static void _collision_segment_circle(const Shape2DSW *p_a, const Transform2D &p } template <bool castA, bool castB, bool withMargin> -static void _collision_segment_rectangle(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW *>(p_a); - const RectangleShape2DSW *rectangle_B = static_cast<const RectangleShape2DSW *>(p_b); +static void _collision_segment_rectangle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a); + const GodotRectangleShape2D *rectangle_B = static_cast<const GodotRectangleShape2D *>(p_b); - SeparatorAxisTest2D<SegmentShape2DSW, RectangleShape2DSW, castA, castB, withMargin> separator(segment_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotSegmentShape2D, GodotRectangleShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -534,11 +534,11 @@ static void _collision_segment_rectangle(const Shape2DSW *p_a, const Transform2D } template <bool castA, bool castB, bool withMargin> -static void _collision_segment_capsule(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW *>(p_a); - const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW *>(p_b); +static void _collision_segment_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a); + const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b); - SeparatorAxisTest2D<SegmentShape2DSW, CapsuleShape2DSW, castA, castB, withMargin> separator(segment_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotSegmentShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -575,11 +575,11 @@ static void _collision_segment_capsule(const Shape2DSW *p_a, const Transform2D & } template <bool castA, bool castB, bool withMargin> -static void _collision_segment_convex_polygon(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW *>(p_a); - const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW *>(p_b); +static void _collision_segment_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a); + const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b); - SeparatorAxisTest2D<SegmentShape2DSW, ConvexPolygonShape2DSW, castA, castB, withMargin> separator(segment_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotSegmentShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -614,11 +614,11 @@ static void _collision_segment_convex_polygon(const Shape2DSW *p_a, const Transf ///////// template <bool castA, bool castB, bool withMargin> -static void _collision_circle_circle(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW *>(p_a); - const CircleShape2DSW *circle_B = static_cast<const CircleShape2DSW *>(p_b); +static void _collision_circle_circle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a); + const GodotCircleShape2D *circle_B = static_cast<const GodotCircleShape2D *>(p_b); - SeparatorAxisTest2D<CircleShape2DSW, CircleShape2DSW, castA, castB, withMargin> separator(circle_A, p_transform_a, circle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotCircleShape2D, GodotCircleShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, circle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -636,11 +636,11 @@ static void _collision_circle_circle(const Shape2DSW *p_a, const Transform2D &p_ } template <bool castA, bool castB, bool withMargin> -static void _collision_circle_rectangle(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW *>(p_a); - const RectangleShape2DSW *rectangle_B = static_cast<const RectangleShape2DSW *>(p_b); +static void _collision_circle_rectangle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a); + const GodotRectangleShape2D *rectangle_B = static_cast<const GodotRectangleShape2D *>(p_b); - SeparatorAxisTest2D<CircleShape2DSW, RectangleShape2DSW, castA, castB, withMargin> separator(circle_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotCircleShape2D, GodotRectangleShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -694,11 +694,11 @@ static void _collision_circle_rectangle(const Shape2DSW *p_a, const Transform2D } template <bool castA, bool castB, bool withMargin> -static void _collision_circle_capsule(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW *>(p_a); - const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW *>(p_b); +static void _collision_circle_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a); + const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b); - SeparatorAxisTest2D<CircleShape2DSW, CapsuleShape2DSW, castA, castB, withMargin> separator(circle_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotCircleShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -727,11 +727,11 @@ static void _collision_circle_capsule(const Shape2DSW *p_a, const Transform2D &p } template <bool castA, bool castB, bool withMargin> -static void _collision_circle_convex_polygon(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW *>(p_a); - const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW *>(p_b); +static void _collision_circle_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a); + const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b); - SeparatorAxisTest2D<CircleShape2DSW, ConvexPolygonShape2DSW, castA, castB, withMargin> separator(circle_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotCircleShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -758,11 +758,11 @@ static void _collision_circle_convex_polygon(const Shape2DSW *p_a, const Transfo ///////// template <bool castA, bool castB, bool withMargin> -static void _collision_rectangle_rectangle(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const RectangleShape2DSW *rectangle_A = static_cast<const RectangleShape2DSW *>(p_a); - const RectangleShape2DSW *rectangle_B = static_cast<const RectangleShape2DSW *>(p_b); +static void _collision_rectangle_rectangle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotRectangleShape2D *rectangle_A = static_cast<const GodotRectangleShape2D *>(p_a); + const GodotRectangleShape2D *rectangle_B = static_cast<const GodotRectangleShape2D *>(p_b); - SeparatorAxisTest2D<RectangleShape2DSW, RectangleShape2DSW, castA, castB, withMargin> separator(rectangle_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotRectangleShape2D, GodotRectangleShape2D, castA, castB, withMargin> separator(rectangle_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -832,11 +832,11 @@ static void _collision_rectangle_rectangle(const Shape2DSW *p_a, const Transform } template <bool castA, bool castB, bool withMargin> -static void _collision_rectangle_capsule(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const RectangleShape2DSW *rectangle_A = static_cast<const RectangleShape2DSW *>(p_a); - const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW *>(p_b); +static void _collision_rectangle_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotRectangleShape2D *rectangle_A = static_cast<const GodotRectangleShape2D *>(p_a); + const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b); - SeparatorAxisTest2D<RectangleShape2DSW, CapsuleShape2DSW, castA, castB, withMargin> separator(rectangle_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotRectangleShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(rectangle_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -910,11 +910,11 @@ static void _collision_rectangle_capsule(const Shape2DSW *p_a, const Transform2D } template <bool castA, bool castB, bool withMargin> -static void _collision_rectangle_convex_polygon(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const RectangleShape2DSW *rectangle_A = static_cast<const RectangleShape2DSW *>(p_a); - const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW *>(p_b); +static void _collision_rectangle_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotRectangleShape2D *rectangle_A = static_cast<const GodotRectangleShape2D *>(p_a); + const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b); - SeparatorAxisTest2D<RectangleShape2DSW, ConvexPolygonShape2DSW, castA, castB, withMargin> separator(rectangle_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotRectangleShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(rectangle_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -972,11 +972,11 @@ static void _collision_rectangle_convex_polygon(const Shape2DSW *p_a, const Tran ///////// template <bool castA, bool castB, bool withMargin> -static void _collision_capsule_capsule(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const CapsuleShape2DSW *capsule_A = static_cast<const CapsuleShape2DSW *>(p_a); - const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW *>(p_b); +static void _collision_capsule_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotCapsuleShape2D *capsule_A = static_cast<const GodotCapsuleShape2D *>(p_a); + const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b); - SeparatorAxisTest2D<CapsuleShape2DSW, CapsuleShape2DSW, castA, castB, withMargin> separator(capsule_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotCapsuleShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(capsule_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -1020,11 +1020,11 @@ static void _collision_capsule_capsule(const Shape2DSW *p_a, const Transform2D & } template <bool castA, bool castB, bool withMargin> -static void _collision_capsule_convex_polygon(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const CapsuleShape2DSW *capsule_A = static_cast<const CapsuleShape2DSW *>(p_a); - const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW *>(p_b); +static void _collision_capsule_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotCapsuleShape2D *capsule_A = static_cast<const GodotCapsuleShape2D *>(p_a); + const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b); - SeparatorAxisTest2D<CapsuleShape2DSW, ConvexPolygonShape2DSW, castA, castB, withMargin> separator(capsule_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotCapsuleShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(capsule_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -1066,11 +1066,11 @@ static void _collision_capsule_convex_polygon(const Shape2DSW *p_a, const Transf ///////// template <bool castA, bool castB, bool withMargin> -static void _collision_convex_polygon_convex_polygon(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const ConvexPolygonShape2DSW *convex_A = static_cast<const ConvexPolygonShape2DSW *>(p_a); - const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW *>(p_b); +static void _collision_convex_polygon_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotConvexPolygonShape2D *convex_A = static_cast<const GodotConvexPolygonShape2D *>(p_a); + const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b); - SeparatorAxisTest2D<ConvexPolygonShape2DSW, ConvexPolygonShape2DSW, castA, castB, withMargin> separator(convex_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotConvexPolygonShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(convex_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -1107,7 +1107,7 @@ static void _collision_convex_polygon_convex_polygon(const Shape2DSW *p_a, const //////// -bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CollisionSolver2DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap, Vector2 *sep_axis, real_t p_margin_A, real_t p_margin_B) { +bool sat_2d_calculate_penetration(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, GodotCollisionSolver2D::CallbackResult p_result_callback, void *p_userdata, bool p_swap, Vector2 *sep_axis, real_t p_margin_A, real_t p_margin_B) { PhysicsServer2D::ShapeType type_A = p_shape_A->get_type(); ERR_FAIL_COND_V(type_A == PhysicsServer2D::SHAPE_WORLD_BOUNDARY, false); @@ -1359,8 +1359,8 @@ bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D callback.collided = false; callback.sep_axis = sep_axis; - const Shape2DSW *A = p_shape_A; - const Shape2DSW *B = p_shape_B; + const GodotShape2D *A = p_shape_A; + const GodotShape2D *B = p_shape_B; const Transform2D *transform_A = &p_transform_A; const Transform2D *transform_B = &p_transform_B; const Vector2 *motion_A = &p_motion_A; diff --git a/servers/physics_2d/collision_solver_2d_sat.h b/servers/physics_2d/godot_collision_solver_2d_sat.h index 49cc5176f9..1517b90a19 100644 --- a/servers/physics_2d/collision_solver_2d_sat.h +++ b/servers/physics_2d/godot_collision_solver_2d_sat.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* collision_solver_2d_sat.h */ +/* godot_collision_solver_2d_sat.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,11 +28,11 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef COLLISION_SOLVER_2D_SAT_H -#define COLLISION_SOLVER_2D_SAT_H +#ifndef GODOT_COLLISION_SOLVER_2D_SAT_H +#define GODOT_COLLISION_SOLVER_2D_SAT_H -#include "collision_solver_2d_sw.h" +#include "godot_collision_solver_2d.h" -bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CollisionSolver2DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, Vector2 *sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0); +bool sat_2d_calculate_penetration(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, GodotCollisionSolver2D::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, Vector2 *sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0); -#endif // COLLISION_SOLVER_2D_SAT_H +#endif // GODOT_COLLISION_SOLVER_2D_SAT_H diff --git a/servers/physics_2d/constraint_2d_sw.h b/servers/physics_2d/godot_constraint_2d.h index df300d666d..84f975e583 100644 --- a/servers/physics_2d/constraint_2d_sw.h +++ b/servers/physics_2d/godot_constraint_2d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* constraint_2d_sw.h */ +/* godot_constraint_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,13 +28,13 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef CONSTRAINT_2D_SW_H -#define CONSTRAINT_2D_SW_H +#ifndef GODOT_CONSTRAINT_2D_H +#define GODOT_CONSTRAINT_2D_H -#include "body_2d_sw.h" +#include "godot_body_2d.h" -class Constraint2DSW { - Body2DSW **_body_ptr; +class GodotConstraint2D { + GodotBody2D **_body_ptr; int _body_count; uint64_t island_step = 0; bool disabled_collisions_between_bodies = true; @@ -42,7 +42,7 @@ class Constraint2DSW { RID self; protected: - Constraint2DSW(Body2DSW **p_body_ptr = nullptr, int p_body_count = 0) { + GodotConstraint2D(GodotBody2D **p_body_ptr = nullptr, int p_body_count = 0) { _body_ptr = p_body_ptr; _body_count = p_body_count; } @@ -54,7 +54,7 @@ public: _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; } _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; } - _FORCE_INLINE_ Body2DSW **get_body_ptr() const { return _body_ptr; } + _FORCE_INLINE_ GodotBody2D **get_body_ptr() const { return _body_ptr; } _FORCE_INLINE_ int get_body_count() const { return _body_count; } _FORCE_INLINE_ void disable_collisions_between_bodies(const bool p_disabled) { disabled_collisions_between_bodies = p_disabled; } @@ -64,7 +64,7 @@ public: virtual bool pre_solve(real_t p_step) = 0; virtual void solve(real_t p_step) = 0; - virtual ~Constraint2DSW() {} + virtual ~GodotConstraint2D() {} }; -#endif // CONSTRAINT_2D_SW_H +#endif // GODOT_CONSTRAINT_2D_H diff --git a/servers/physics_2d/joints_2d_sw.cpp b/servers/physics_2d/godot_joints_2d.cpp index b46397b8e6..7c08c2f4b4 100644 --- a/servers/physics_2d/joints_2d_sw.cpp +++ b/servers/physics_2d/godot_joints_2d.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* joints_2d_sw.cpp */ +/* godot_joints_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,9 +28,9 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "joints_2d_sw.h" +#include "godot_joints_2d.h" -#include "space_2d_sw.h" +#include "godot_space_2d.h" //based on chipmunk joint constraints @@ -55,7 +55,7 @@ * SOFTWARE. */ -void Joint2DSW::copy_settings_from(Joint2DSW *p_joint) { +void GodotJoint2D::copy_settings_from(GodotJoint2D *p_joint) { set_self(p_joint->get_self()); set_max_force(p_joint->get_max_force()); set_bias(p_joint->get_bias()); @@ -63,7 +63,7 @@ void Joint2DSW::copy_settings_from(Joint2DSW *p_joint) { disable_collisions_between_bodies(p_joint->is_disabled_collisions_between_bodies()); } -static inline real_t k_scalar(Body2DSW *a, Body2DSW *b, const Vector2 &rA, const Vector2 &rB, const Vector2 &n) { +static inline real_t k_scalar(GodotBody2D *a, GodotBody2D *b, const Vector2 &rA, const Vector2 &rB, const Vector2 &n) { real_t value = 0.0; { @@ -82,7 +82,7 @@ static inline real_t k_scalar(Body2DSW *a, Body2DSW *b, const Vector2 &rA, const } static inline Vector2 -relative_velocity(Body2DSW *a, Body2DSW *b, Vector2 rA, Vector2 rB) { +relative_velocity(GodotBody2D *a, GodotBody2D *b, Vector2 rA, Vector2 rB) { Vector2 sum = a->get_linear_velocity() - (rA - a->get_center_of_mass()).orthogonal() * a->get_angular_velocity(); if (b) { return (b->get_linear_velocity() - (rB - b->get_center_of_mass()).orthogonal() * b->get_angular_velocity()) - sum; @@ -92,11 +92,11 @@ relative_velocity(Body2DSW *a, Body2DSW *b, Vector2 rA, Vector2 rB) { } static inline real_t -normal_relative_velocity(Body2DSW *a, Body2DSW *b, Vector2 rA, Vector2 rB, Vector2 n) { +normal_relative_velocity(GodotBody2D *a, GodotBody2D *b, Vector2 rA, Vector2 rB, Vector2 n) { return relative_velocity(a, b, rA, rB).dot(n); } -bool PinJoint2DSW::setup(real_t p_step) { +bool GodotPinJoint2D::setup(real_t p_step) { dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); @@ -104,7 +104,7 @@ bool PinJoint2DSW::setup(real_t p_step) { return false; } - Space2DSW *space = A->get_space(); + GodotSpace2D *space = A->get_space(); ERR_FAIL_COND_V(!space, false); rA = A->get_transform().basis_xform(anchor_A); @@ -158,7 +158,7 @@ inline Vector2 custom_cross(const Vector2 &p_vec, real_t p_other) { return Vector2(p_other * p_vec.y, -p_other * p_vec.x); } -bool PinJoint2DSW::pre_solve(real_t p_step) { +bool GodotPinJoint2D::pre_solve(real_t p_step) { // Apply accumulated impulse. if (dynamic_A) { A->apply_impulse(-P, rA); @@ -170,7 +170,7 @@ bool PinJoint2DSW::pre_solve(real_t p_step) { return true; } -void PinJoint2DSW::solve(real_t p_step) { +void GodotPinJoint2D::solve(real_t p_step) { // compute relative velocity Vector2 vA = A->get_linear_velocity() - custom_cross(rA - A->get_center_of_mass(), A->get_angular_velocity()); @@ -193,21 +193,21 @@ void PinJoint2DSW::solve(real_t p_step) { P += impulse; } -void PinJoint2DSW::set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value) { +void GodotPinJoint2D::set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value) { if (p_param == PhysicsServer2D::PIN_JOINT_SOFTNESS) { softness = p_value; } } -real_t PinJoint2DSW::get_param(PhysicsServer2D::PinJointParam p_param) const { +real_t GodotPinJoint2D::get_param(PhysicsServer2D::PinJointParam p_param) const { if (p_param == PhysicsServer2D::PIN_JOINT_SOFTNESS) { return softness; } ERR_FAIL_V(0); } -PinJoint2DSW::PinJoint2DSW(const Vector2 &p_pos, Body2DSW *p_body_a, Body2DSW *p_body_b) : - Joint2DSW(_arr, p_body_b ? 2 : 1) { +GodotPinJoint2D::GodotPinJoint2D(const Vector2 &p_pos, GodotBody2D *p_body_a, GodotBody2D *p_body_b) : + GodotJoint2D(_arr, p_body_b ? 2 : 1) { A = p_body_a; B = p_body_b; anchor_A = p_body_a->get_inv_transform().xform(p_pos); @@ -224,7 +224,7 @@ PinJoint2DSW::PinJoint2DSW(const Vector2 &p_pos, Body2DSW *p_body_a, Body2DSW *p ////////////////////////////////////////////// static inline void -k_tensor(Body2DSW *a, Body2DSW *b, Vector2 r1, Vector2 r2, Vector2 *k1, Vector2 *k2) { +k_tensor(GodotBody2D *a, GodotBody2D *b, Vector2 r1, Vector2 r2, Vector2 *k1, Vector2 *k2) { // calculate mass matrix // If I wasn't lazy and wrote a proper matrix class, this wouldn't be so gross... real_t k11, k12, k21, k22; @@ -273,7 +273,7 @@ mult_k(const Vector2 &vr, const Vector2 &k1, const Vector2 &k2) { return Vector2(vr.dot(k1), vr.dot(k2)); } -bool GrooveJoint2DSW::setup(real_t p_step) { +bool GodotGrooveJoint2D::setup(real_t p_step) { dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); @@ -281,7 +281,7 @@ bool GrooveJoint2DSW::setup(real_t p_step) { return false; } - Space2DSW *space = A->get_space(); + GodotSpace2D *space = A->get_space(); ERR_FAIL_COND_V(!space, false); // calculate endpoints in worldspace @@ -329,7 +329,7 @@ bool GrooveJoint2DSW::setup(real_t p_step) { return true; } -bool GrooveJoint2DSW::pre_solve(real_t p_step) { +bool GodotGrooveJoint2D::pre_solve(real_t p_step) { // Apply accumulated impulse. if (dynamic_A) { A->apply_impulse(-jn_acc, rA); @@ -341,7 +341,7 @@ bool GrooveJoint2DSW::pre_solve(real_t p_step) { return true; } -void GrooveJoint2DSW::solve(real_t p_step) { +void GodotGrooveJoint2D::solve(real_t p_step) { // compute impulse Vector2 vr = relative_velocity(A, B, rA, rB); @@ -361,8 +361,8 @@ void GrooveJoint2DSW::solve(real_t p_step) { } } -GrooveJoint2DSW::GrooveJoint2DSW(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, Body2DSW *p_body_a, Body2DSW *p_body_b) : - Joint2DSW(_arr, 2) { +GodotGrooveJoint2D::GodotGrooveJoint2D(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, GodotBody2D *p_body_a, GodotBody2D *p_body_b) : + GodotJoint2D(_arr, 2) { A = p_body_a; B = p_body_b; @@ -379,7 +379,7 @@ GrooveJoint2DSW::GrooveJoint2DSW(const Vector2 &p_a_groove1, const Vector2 &p_a_ ////////////////////////////////////////////// ////////////////////////////////////////////// -bool DampedSpringJoint2DSW::setup(real_t p_step) { +bool GodotDampedSpringJoint2D::setup(real_t p_step) { dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); @@ -412,7 +412,7 @@ bool DampedSpringJoint2DSW::setup(real_t p_step) { return true; } -bool DampedSpringJoint2DSW::pre_solve(real_t p_step) { +bool GodotDampedSpringJoint2D::pre_solve(real_t p_step) { // Apply spring force. if (dynamic_A) { A->apply_impulse(-j, rA); @@ -424,7 +424,7 @@ bool DampedSpringJoint2DSW::pre_solve(real_t p_step) { return true; } -void DampedSpringJoint2DSW::solve(real_t p_step) { +void GodotDampedSpringJoint2D::solve(real_t p_step) { // compute relative velocity real_t vrn = normal_relative_velocity(A, B, rA, rB, n) - target_vrn; @@ -442,7 +442,7 @@ void DampedSpringJoint2DSW::solve(real_t p_step) { } } -void DampedSpringJoint2DSW::set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value) { +void GodotDampedSpringJoint2D::set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value) { switch (p_param) { case PhysicsServer2D::DAMPED_SPRING_REST_LENGTH: { rest_length = p_value; @@ -456,7 +456,7 @@ void DampedSpringJoint2DSW::set_param(PhysicsServer2D::DampedSpringParam p_param } } -real_t DampedSpringJoint2DSW::get_param(PhysicsServer2D::DampedSpringParam p_param) const { +real_t GodotDampedSpringJoint2D::get_param(PhysicsServer2D::DampedSpringParam p_param) const { switch (p_param) { case PhysicsServer2D::DAMPED_SPRING_REST_LENGTH: { return rest_length; @@ -472,8 +472,8 @@ real_t DampedSpringJoint2DSW::get_param(PhysicsServer2D::DampedSpringParam p_par ERR_FAIL_V(0); } -DampedSpringJoint2DSW::DampedSpringJoint2DSW(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, Body2DSW *p_body_a, Body2DSW *p_body_b) : - Joint2DSW(_arr, 2) { +GodotDampedSpringJoint2D::GodotDampedSpringJoint2D(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, GodotBody2D *p_body_a, GodotBody2D *p_body_b) : + GodotJoint2D(_arr, 2) { A = p_body_a; B = p_body_b; anchor_A = A->get_inv_transform().xform(p_anchor_a); diff --git a/servers/physics_2d/joints_2d_sw.h b/servers/physics_2d/godot_joints_2d.h index e2a7c0c91e..4c97190d01 100644 --- a/servers/physics_2d/joints_2d_sw.h +++ b/servers/physics_2d/godot_joints_2d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* joints_2d_sw.h */ +/* godot_joints_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,13 +28,13 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef JOINTS_2D_SW_H -#define JOINTS_2D_SW_H +#ifndef GODOT_JOINTS_2D_H +#define GODOT_JOINTS_2D_H -#include "body_2d_sw.h" -#include "constraint_2d_sw.h" +#include "godot_body_2d.h" +#include "godot_constraint_2d.h" -class Joint2DSW : public Constraint2DSW { +class GodotJoint2D : public GodotConstraint2D { real_t bias = 0; real_t max_bias = 3.40282e+38; real_t max_force = 3.40282e+38; @@ -57,15 +57,15 @@ public: virtual bool pre_solve(real_t p_step) override { return false; } virtual void solve(real_t p_step) override {} - void copy_settings_from(Joint2DSW *p_joint); + void copy_settings_from(GodotJoint2D *p_joint); virtual PhysicsServer2D::JointType get_type() const { return PhysicsServer2D::JOINT_TYPE_MAX; } - Joint2DSW(Body2DSW **p_body_ptr = nullptr, int p_body_count = 0) : - Constraint2DSW(p_body_ptr, p_body_count) {} + GodotJoint2D(GodotBody2D **p_body_ptr = nullptr, int p_body_count = 0) : + GodotConstraint2D(p_body_ptr, p_body_count) {} - virtual ~Joint2DSW() { + virtual ~GodotJoint2D() { for (int i = 0; i < get_body_count(); i++) { - Body2DSW *body = get_body_ptr()[i]; + GodotBody2D *body = get_body_ptr()[i]; if (body) { body->remove_constraint(this, i); } @@ -73,14 +73,14 @@ public: }; }; -class PinJoint2DSW : public Joint2DSW { +class GodotPinJoint2D : public GodotJoint2D { union { struct { - Body2DSW *A; - Body2DSW *B; + GodotBody2D *A; + GodotBody2D *B; }; - Body2DSW *_arr[2] = { nullptr, nullptr }; + GodotBody2D *_arr[2] = { nullptr, nullptr }; }; Transform2D M; @@ -101,17 +101,17 @@ public: void set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value); real_t get_param(PhysicsServer2D::PinJointParam p_param) const; - PinJoint2DSW(const Vector2 &p_pos, Body2DSW *p_body_a, Body2DSW *p_body_b = nullptr); + GodotPinJoint2D(const Vector2 &p_pos, GodotBody2D *p_body_a, GodotBody2D *p_body_b = nullptr); }; -class GrooveJoint2DSW : public Joint2DSW { +class GodotGrooveJoint2D : public GodotJoint2D { union { struct { - Body2DSW *A; - Body2DSW *B; + GodotBody2D *A; + GodotBody2D *B; }; - Body2DSW *_arr[2] = { nullptr, nullptr }; + GodotBody2D *_arr[2] = { nullptr, nullptr }; }; Vector2 A_groove_1; @@ -135,17 +135,17 @@ public: virtual bool pre_solve(real_t p_step) override; virtual void solve(real_t p_step) override; - GrooveJoint2DSW(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, Body2DSW *p_body_a, Body2DSW *p_body_b); + GodotGrooveJoint2D(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, GodotBody2D *p_body_a, GodotBody2D *p_body_b); }; -class DampedSpringJoint2DSW : public Joint2DSW { +class GodotDampedSpringJoint2D : public GodotJoint2D { union { struct { - Body2DSW *A; - Body2DSW *B; + GodotBody2D *A; + GodotBody2D *B; }; - Body2DSW *_arr[2] = { nullptr, nullptr }; + GodotBody2D *_arr[2] = { nullptr, nullptr }; }; Vector2 anchor_A; @@ -172,7 +172,7 @@ public: void set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value); real_t get_param(PhysicsServer2D::DampedSpringParam p_param) const; - DampedSpringJoint2DSW(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, Body2DSW *p_body_a, Body2DSW *p_body_b); + GodotDampedSpringJoint2D(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, GodotBody2D *p_body_a, GodotBody2D *p_body_b); }; -#endif // JOINTS_2D_SW_H +#endif // GODOT_JOINTS_2D_H diff --git a/servers/physics_2d/godot_physics_server_2d.cpp b/servers/physics_2d/godot_physics_server_2d.cpp new file mode 100644 index 0000000000..c86f87fc03 --- /dev/null +++ b/servers/physics_2d/godot_physics_server_2d.cpp @@ -0,0 +1,1350 @@ +/*************************************************************************/ +/* godot_physics_server_2d.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 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 */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "godot_physics_server_2d.h" + +#include "godot_body_direct_state_2d.h" +#include "godot_broad_phase_2d_bvh.h" +#include "godot_collision_solver_2d.h" + +#include "core/config/project_settings.h" +#include "core/debugger/engine_debugger.h" +#include "core/os/os.h" + +#define FLUSH_QUERY_CHECK(m_object) \ + ERR_FAIL_COND_MSG(m_object->get_space() && flushing_queries, "Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead."); + +RID GodotPhysicsServer2D::_shape_create(ShapeType p_shape) { + GodotShape2D *shape = nullptr; + switch (p_shape) { + case SHAPE_WORLD_BOUNDARY: { + shape = memnew(GodotWorldBoundaryShape2D); + } break; + case SHAPE_SEPARATION_RAY: { + shape = memnew(GodotSeparationRayShape2D); + } break; + case SHAPE_SEGMENT: { + shape = memnew(GodotSegmentShape2D); + } break; + case SHAPE_CIRCLE: { + shape = memnew(GodotCircleShape2D); + } break; + case SHAPE_RECTANGLE: { + shape = memnew(GodotRectangleShape2D); + } break; + case SHAPE_CAPSULE: { + shape = memnew(GodotCapsuleShape2D); + } break; + case SHAPE_CONVEX_POLYGON: { + shape = memnew(GodotConvexPolygonShape2D); + } break; + case SHAPE_CONCAVE_POLYGON: { + shape = memnew(GodotConcavePolygonShape2D); + } break; + case SHAPE_CUSTOM: { + ERR_FAIL_V(RID()); + + } break; + } + + RID id = shape_owner.make_rid(shape); + shape->set_self(id); + + return id; +} + +RID GodotPhysicsServer2D::world_boundary_shape_create() { + return _shape_create(SHAPE_WORLD_BOUNDARY); +} + +RID GodotPhysicsServer2D::separation_ray_shape_create() { + return _shape_create(SHAPE_SEPARATION_RAY); +} + +RID GodotPhysicsServer2D::segment_shape_create() { + return _shape_create(SHAPE_SEGMENT); +} + +RID GodotPhysicsServer2D::circle_shape_create() { + return _shape_create(SHAPE_CIRCLE); +} + +RID GodotPhysicsServer2D::rectangle_shape_create() { + return _shape_create(SHAPE_RECTANGLE); +} + +RID GodotPhysicsServer2D::capsule_shape_create() { + return _shape_create(SHAPE_CAPSULE); +} + +RID GodotPhysicsServer2D::convex_polygon_shape_create() { + return _shape_create(SHAPE_CONVEX_POLYGON); +} + +RID GodotPhysicsServer2D::concave_polygon_shape_create() { + return _shape_create(SHAPE_CONCAVE_POLYGON); +} + +void GodotPhysicsServer2D::shape_set_data(RID p_shape, const Variant &p_data) { + GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND(!shape); + shape->set_data(p_data); +}; + +void GodotPhysicsServer2D::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) { + GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND(!shape); + shape->set_custom_bias(p_bias); +} + +PhysicsServer2D::ShapeType GodotPhysicsServer2D::shape_get_type(RID p_shape) const { + const GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND_V(!shape, SHAPE_CUSTOM); + return shape->get_type(); +}; + +Variant GodotPhysicsServer2D::shape_get_data(RID p_shape) const { + const GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND_V(!shape, Variant()); + ERR_FAIL_COND_V(!shape->is_configured(), Variant()); + return shape->get_data(); +}; + +real_t GodotPhysicsServer2D::shape_get_custom_solver_bias(RID p_shape) const { + const GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND_V(!shape, 0); + return shape->get_custom_bias(); +} + +void GodotPhysicsServer2D::_shape_col_cbk(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) { + CollCbkData *cbk = (CollCbkData *)p_userdata; + + if (cbk->max == 0) { + return; + } + + Vector2 rel_dir = (p_point_A - p_point_B); + real_t rel_length2 = rel_dir.length_squared(); + if (cbk->valid_dir != Vector2()) { + if (cbk->valid_depth < 10e20) { + if (rel_length2 > cbk->valid_depth * cbk->valid_depth || + (rel_length2 > CMP_EPSILON && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON)) { + cbk->invalid_by_dir++; + return; + } + } else { + if (rel_length2 > 0 && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON) { + return; + } + } + } + + if (cbk->amount == cbk->max) { + //find least deep + real_t min_depth = 1e20; + int min_depth_idx = 0; + for (int i = 0; i < cbk->amount; i++) { + real_t d = cbk->ptr[i * 2 + 0].distance_squared_to(cbk->ptr[i * 2 + 1]); + if (d < min_depth) { + min_depth = d; + min_depth_idx = i; + } + } + + if (rel_length2 < min_depth) { + return; + } + cbk->ptr[min_depth_idx * 2 + 0] = p_point_A; + cbk->ptr[min_depth_idx * 2 + 1] = p_point_B; + cbk->passed++; + + } else { + cbk->ptr[cbk->amount * 2 + 0] = p_point_A; + cbk->ptr[cbk->amount * 2 + 1] = p_point_B; + cbk->amount++; + cbk->passed++; + } +} + +bool GodotPhysicsServer2D::shape_collide(RID p_shape_A, const Transform2D &p_xform_A, const Vector2 &p_motion_A, RID p_shape_B, const Transform2D &p_xform_B, const Vector2 &p_motion_B, Vector2 *r_results, int p_result_max, int &r_result_count) { + GodotShape2D *shape_A = shape_owner.get_or_null(p_shape_A); + ERR_FAIL_COND_V(!shape_A, false); + GodotShape2D *shape_B = shape_owner.get_or_null(p_shape_B); + ERR_FAIL_COND_V(!shape_B, false); + + if (p_result_max == 0) { + return GodotCollisionSolver2D::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, nullptr, nullptr); + } + + CollCbkData cbk; + cbk.max = p_result_max; + cbk.amount = 0; + cbk.passed = 0; + cbk.ptr = r_results; + + bool res = GodotCollisionSolver2D::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, _shape_col_cbk, &cbk); + r_result_count = cbk.amount; + return res; +} + +RID GodotPhysicsServer2D::space_create() { + GodotSpace2D *space = memnew(GodotSpace2D); + RID id = space_owner.make_rid(space); + space->set_self(id); + RID area_id = area_create(); + GodotArea2D *area = area_owner.get_or_null(area_id); + ERR_FAIL_COND_V(!area, RID()); + space->set_default_area(area); + area->set_space(space); + area->set_priority(-1); + + return id; +}; + +void GodotPhysicsServer2D::space_set_active(RID p_space, bool p_active) { + GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND(!space); + if (p_active) { + active_spaces.insert(space); + } else { + active_spaces.erase(space); + } +} + +bool GodotPhysicsServer2D::space_is_active(RID p_space) const { + const GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND_V(!space, false); + + return active_spaces.has(space); +} + +void GodotPhysicsServer2D::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) { + GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND(!space); + + space->set_param(p_param, p_value); +} + +real_t GodotPhysicsServer2D::space_get_param(RID p_space, SpaceParameter p_param) const { + const GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND_V(!space, 0); + return space->get_param(p_param); +} + +void GodotPhysicsServer2D::space_set_debug_contacts(RID p_space, int p_max_contacts) { + GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND(!space); + space->set_debug_contacts(p_max_contacts); +} + +Vector<Vector2> GodotPhysicsServer2D::space_get_contacts(RID p_space) const { + GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND_V(!space, Vector<Vector2>()); + return space->get_debug_contacts(); +} + +int GodotPhysicsServer2D::space_get_contact_count(RID p_space) const { + GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND_V(!space, 0); + return space->get_debug_contact_count(); +} + +PhysicsDirectSpaceState2D *GodotPhysicsServer2D::space_get_direct_state(RID p_space) { + GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND_V(!space, nullptr); + ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification."); + + return space->get_direct_state(); +} + +RID GodotPhysicsServer2D::area_create() { + GodotArea2D *area = memnew(GodotArea2D); + 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); + ERR_FAIL_COND(!area); + + GodotSpace2D *space = nullptr; + if (p_space.is_valid()) { + space = space_owner.get_or_null(p_space); + ERR_FAIL_COND(!space); + } + + if (area->get_space() == space) { + return; //pointless + } + + 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); + ERR_FAIL_COND_V(!area, RID()); + + GodotSpace2D *space = area->get_space(); + if (!space) { + 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) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND(!shape); + + area->add_shape(shape, p_transform, p_disabled); +} + +void GodotPhysicsServer2D::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND(!shape); + ERR_FAIL_COND(!shape->is_configured()); + + area->set_shape(p_shape_idx, shape); +} + +void GodotPhysicsServer2D::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + area->set_shape_transform(p_shape_idx, p_transform); +} + +void GodotPhysicsServer2D::area_set_shape_disabled(RID p_area, int p_shape, bool p_disabled) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + ERR_FAIL_INDEX(p_shape, area->get_shape_count()); + FLUSH_QUERY_CHECK(area); + + area->set_shape_disabled(p_shape, p_disabled); +} + +int GodotPhysicsServer2D::area_get_shape_count(RID p_area) const { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, -1); + + return area->get_shape_count(); +} + +RID GodotPhysicsServer2D::area_get_shape(RID p_area, int p_shape_idx) const { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, RID()); + + GodotShape2D *shape = area->get_shape(p_shape_idx); + ERR_FAIL_COND_V(!shape, RID()); + + return shape->get_self(); +} + +Transform2D GodotPhysicsServer2D::area_get_shape_transform(RID p_area, int p_shape_idx) const { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, Transform2D()); + + return area->get_shape_transform(p_shape_idx); +} + +void GodotPhysicsServer2D::area_remove_shape(RID p_area, int p_shape_idx) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + area->remove_shape(p_shape_idx); +} + +void GodotPhysicsServer2D::area_clear_shapes(RID p_area) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + while (area->get_shape_count()) { + area->remove_shape(0); + } +} + +void GodotPhysicsServer2D::area_attach_object_instance_id(RID p_area, ObjectID p_id) { + if (space_owner.owns(p_area)) { + GodotSpace2D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + area->set_instance_id(p_id); +} + +ObjectID GodotPhysicsServer2D::area_get_object_instance_id(RID p_area) const { + if (space_owner.owns(p_area)) { + GodotSpace2D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, ObjectID()); + return area->get_instance_id(); +} + +void GodotPhysicsServer2D::area_attach_canvas_instance_id(RID p_area, ObjectID p_id) { + if (space_owner.owns(p_area)) { + GodotSpace2D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + area->set_canvas_instance_id(p_id); +} + +ObjectID GodotPhysicsServer2D::area_get_canvas_instance_id(RID p_area) const { + if (space_owner.owns(p_area)) { + GodotSpace2D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, ObjectID()); + return area->get_canvas_instance_id(); +} + +void GodotPhysicsServer2D::area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) { + if (space_owner.owns(p_area)) { + GodotSpace2D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + area->set_param(p_param, p_value); +}; + +void GodotPhysicsServer2D::area_set_transform(RID p_area, const Transform2D &p_transform) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + area->set_transform(p_transform); +}; + +Variant GodotPhysicsServer2D::area_get_param(RID p_area, AreaParameter p_param) const { + if (space_owner.owns(p_area)) { + GodotSpace2D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, Variant()); + + return area->get_param(p_param); +}; + +Transform2D GodotPhysicsServer2D::area_get_transform(RID p_area) const { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, Transform2D()); + + return area->get_transform(); +}; + +void GodotPhysicsServer2D::area_set_pickable(RID p_area, bool p_pickable) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + area->set_pickable(p_pickable); +} + +void GodotPhysicsServer2D::area_set_monitorable(RID p_area, bool p_monitorable) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + FLUSH_QUERY_CHECK(area); + + area->set_monitorable(p_monitorable); +} + +void GodotPhysicsServer2D::area_set_collision_mask(RID p_area, uint32_t p_mask) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + area->set_collision_mask(p_mask); +} + +void GodotPhysicsServer2D::area_set_collision_layer(RID p_area, uint32_t p_layer) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + area->set_collision_layer(p_layer); +} + +void GodotPhysicsServer2D::area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) { + 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); +} + +void GodotPhysicsServer2D::area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) { + 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); +} + +/* BODY API */ + +RID GodotPhysicsServer2D::body_create() { + GodotBody2D *body = memnew(GodotBody2D); + RID rid = body_owner.make_rid(body); + body->set_self(rid); + return rid; +} + +void GodotPhysicsServer2D::body_set_space(RID p_body, RID p_space) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + GodotSpace2D *space = nullptr; + if (p_space.is_valid()) { + space = space_owner.get_or_null(p_space); + ERR_FAIL_COND(!space); + } + + if (body->get_space() == space) { + return; //pointless + } + + body->clear_constraint_list(); + body->set_space(space); +}; + +RID GodotPhysicsServer2D::body_get_space(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, RID()); + + GodotSpace2D *space = body->get_space(); + if (!space) { + return RID(); + } + return space->get_self(); +}; + +void GodotPhysicsServer2D::body_set_mode(RID p_body, BodyMode p_mode) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + FLUSH_QUERY_CHECK(body); + + body->set_mode(p_mode); +}; + +PhysicsServer2D::BodyMode GodotPhysicsServer2D::body_get_mode(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, BODY_MODE_STATIC); + + return body->get_mode(); +}; + +void GodotPhysicsServer2D::body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform, bool p_disabled) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND(!shape); + + body->add_shape(shape, p_transform, p_disabled); +} + +void GodotPhysicsServer2D::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND(!shape); + ERR_FAIL_COND(!shape->is_configured()); + + body->set_shape(p_shape_idx, shape); +} + +void GodotPhysicsServer2D::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_shape_transform(p_shape_idx, p_transform); +} + +int GodotPhysicsServer2D::body_get_shape_count(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, -1); + + return body->get_shape_count(); +} + +RID GodotPhysicsServer2D::body_get_shape(RID p_body, int p_shape_idx) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, RID()); + + GodotShape2D *shape = body->get_shape(p_shape_idx); + ERR_FAIL_COND_V(!shape, RID()); + + return shape->get_self(); +} + +Transform2D GodotPhysicsServer2D::body_get_shape_transform(RID p_body, int p_shape_idx) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, Transform2D()); + + return body->get_shape_transform(p_shape_idx); +} + +void GodotPhysicsServer2D::body_remove_shape(RID p_body, int p_shape_idx) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->remove_shape(p_shape_idx); +} + +void GodotPhysicsServer2D::body_clear_shapes(RID p_body) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + while (body->get_shape_count()) { + body->remove_shape(0); + } +} + +void GodotPhysicsServer2D::body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count()); + FLUSH_QUERY_CHECK(body); + + body->set_shape_disabled(p_shape_idx, p_disabled); +} + +void GodotPhysicsServer2D::body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, real_t p_margin) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count()); + FLUSH_QUERY_CHECK(body); + + body->set_shape_as_one_way_collision(p_shape_idx, p_enable, p_margin); +} + +void GodotPhysicsServer2D::body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + body->set_continuous_collision_detection_mode(p_mode); +} + +GodotPhysicsServer2D::CCDMode GodotPhysicsServer2D::body_get_continuous_collision_detection_mode(RID p_body) const { + const GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, CCD_MODE_DISABLED); + + return body->get_continuous_collision_detection_mode(); +} + +void GodotPhysicsServer2D::body_attach_object_instance_id(RID p_body, ObjectID p_id) { + GodotBody2D *body = body_owner.get_or_null(p_body); + 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); + ERR_FAIL_COND(!body); + + return body->reset_mass_properties(); +} + +void GodotPhysicsServer2D::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) { + GodotBody2D *body = body_owner.get_or_null(p_body); + 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) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_applied_force(p_force); + body->wakeup(); +}; + +Vector2 GodotPhysicsServer2D::body_get_applied_force(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, Vector2()); + return body->get_applied_force(); +}; + +void GodotPhysicsServer2D::body_set_applied_torque(RID p_body, real_t p_torque) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_applied_torque(p_torque); + body->wakeup(); +}; + +real_t GodotPhysicsServer2D::body_get_applied_torque(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, 0); + + return body->get_applied_torque(); +}; + +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->apply_central_impulse(p_impulse); + body->wakeup(); +} + +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(!body); + + _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); + + _update_shapes(); + + body->apply_impulse(p_impulse, p_position); + body->wakeup(); +}; + +void GodotPhysicsServer2D::body_add_central_force(RID p_body, const Vector2 &p_force) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->add_central_force(p_force); + body->wakeup(); +}; + +void GodotPhysicsServer2D::body_add_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_force(p_force, p_position); + body->wakeup(); +}; + +void GodotPhysicsServer2D::body_add_torque(RID p_body, real_t p_torque) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->add_torque(p_torque); + body->wakeup(); +}; + +void GodotPhysicsServer2D::body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + _update_shapes(); + + Vector2 v = body->get_linear_velocity(); + Vector2 axis = p_axis_velocity.normalized(); + v -= axis * axis.dot(v); + v += p_axis_velocity; + body->set_linear_velocity(v); + body->wakeup(); +}; + +void GodotPhysicsServer2D::body_add_collision_exception(RID p_body, RID p_body_b) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->add_exception(p_body_b); + body->wakeup(); +}; + +void GodotPhysicsServer2D::body_remove_collision_exception(RID p_body, RID p_body_b) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->remove_exception(p_body_b); + body->wakeup(); +}; + +void GodotPhysicsServer2D::body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + for (int i = 0; i < body->get_exceptions().size(); i++) { + p_exceptions->push_back(body->get_exceptions()[i]); + } +}; + +void GodotPhysicsServer2D::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); +}; + +real_t GodotPhysicsServer2D::body_get_contacts_reported_depth_threshold(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, 0); + return 0; +}; + +void GodotPhysicsServer2D::body_set_omit_force_integration(RID p_body, bool p_omit) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_omit_force_integration(p_omit); +}; + +bool GodotPhysicsServer2D::body_is_omitting_force_integration(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, false); + return body->get_omit_force_integration(); +}; + +void GodotPhysicsServer2D::body_set_max_contacts_reported(RID p_body, int p_contacts) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + body->set_max_contacts_reported(p_contacts); +} + +int GodotPhysicsServer2D::body_get_max_contacts_reported(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, -1); + return body->get_max_contacts_reported(); +} + +void GodotPhysicsServer2D::body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + body->set_state_sync_callback(p_instance, p_callback); +} + +void GodotPhysicsServer2D::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + body->set_force_integration_callback(p_callable, p_udata); +} + +bool GodotPhysicsServer2D::body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, false); + ERR_FAIL_INDEX_V(p_body_shape, body->get_shape_count(), false); + + return shape_collide(body->get_shape(p_body_shape)->get_self(), body->get_transform() * body->get_shape_transform(p_body_shape), Vector2(), p_shape, p_shape_xform, p_motion, r_results, p_result_max, r_result_count); +} + +void GodotPhysicsServer2D::body_set_pickable(RID p_body, bool p_pickable) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + body->set_pickable(p_pickable); +} + +bool GodotPhysicsServer2D::body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, false); + ERR_FAIL_COND_V(!body->get_space(), false); + ERR_FAIL_COND_V(body->get_space()->is_locked(), false); + + _update_shapes(); + + return body->get_space()->test_body_motion(body, p_parameters, r_result); +} + +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."); + + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, nullptr); + + ERR_FAIL_COND_V(!body->get_space(), 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(); +} + +/* JOINT API */ + +RID GodotPhysicsServer2D::joint_create() { + GodotJoint2D *joint = memnew(GodotJoint2D); + RID joint_rid = joint_owner.make_rid(joint); + joint->set_self(joint_rid); + return joint_rid; +} + +void GodotPhysicsServer2D::joint_clear(RID p_joint) { + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + if (joint->get_type() != JOINT_TYPE_MAX) { + GodotJoint2D *empty_joint = memnew(GodotJoint2D); + empty_joint->copy_settings_from(joint); + + joint_owner.replace(p_joint, empty_joint); + memdelete(joint); + } +} + +void GodotPhysicsServer2D::joint_set_param(RID p_joint, JointParam p_param, real_t p_value) { + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(!joint); + + switch (p_param) { + case JOINT_PARAM_BIAS: + joint->set_bias(p_value); + break; + case JOINT_PARAM_MAX_BIAS: + joint->set_max_bias(p_value); + break; + case JOINT_PARAM_MAX_FORCE: + joint->set_max_force(p_value); + break; + } +} + +real_t GodotPhysicsServer2D::joint_get_param(RID p_joint, JointParam p_param) const { + const GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!joint, -1); + + switch (p_param) { + case JOINT_PARAM_BIAS: + return joint->get_bias(); + break; + case JOINT_PARAM_MAX_BIAS: + return joint->get_max_bias(); + break; + case JOINT_PARAM_MAX_FORCE: + return joint->get_max_force(); + break; + } + + return 0; +} + +void GodotPhysicsServer2D::joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) { + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(!joint); + + joint->disable_collisions_between_bodies(p_disable); + + if (2 == joint->get_body_count()) { + GodotBody2D *body_a = *joint->get_body_ptr(); + GodotBody2D *body_b = *(joint->get_body_ptr() + 1); + + if (p_disable) { + body_add_collision_exception(body_a->get_self(), body_b->get_self()); + body_add_collision_exception(body_b->get_self(), body_a->get_self()); + } else { + body_remove_collision_exception(body_a->get_self(), body_b->get_self()); + body_remove_collision_exception(body_b->get_self(), body_a->get_self()); + } + } +} + +bool GodotPhysicsServer2D::joint_is_disabled_collisions_between_bodies(RID p_joint) const { + const GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!joint, true); + + return joint->is_disabled_collisions_between_bodies(); +} + +void GodotPhysicsServer2D::joint_make_pin(RID p_joint, const Vector2 &p_pos, RID p_body_a, RID p_body_b) { + GodotBody2D *A = body_owner.get_or_null(p_body_a); + ERR_FAIL_COND(!A); + GodotBody2D *B = nullptr; + if (body_owner.owns(p_body_b)) { + B = body_owner.get_or_null(p_body_b); + ERR_FAIL_COND(!B); + } + + GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(prev_joint == nullptr); + + GodotJoint2D *joint = memnew(GodotPinJoint2D(p_pos, A, B)); + + joint_owner.replace(p_joint, joint); + joint->copy_settings_from(prev_joint); + memdelete(prev_joint); +} + +void GodotPhysicsServer2D::joint_make_groove(RID p_joint, const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) { + GodotBody2D *A = body_owner.get_or_null(p_body_a); + ERR_FAIL_COND(!A); + + GodotBody2D *B = body_owner.get_or_null(p_body_b); + ERR_FAIL_COND(!B); + + GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(prev_joint == nullptr); + + GodotJoint2D *joint = memnew(GodotGrooveJoint2D(p_a_groove1, p_a_groove2, p_b_anchor, A, B)); + + joint_owner.replace(p_joint, joint); + joint->copy_settings_from(prev_joint); + memdelete(prev_joint); +} + +void GodotPhysicsServer2D::joint_make_damped_spring(RID p_joint, const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b) { + GodotBody2D *A = body_owner.get_or_null(p_body_a); + ERR_FAIL_COND(!A); + + GodotBody2D *B = body_owner.get_or_null(p_body_b); + ERR_FAIL_COND(!B); + + GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(prev_joint == nullptr); + + GodotJoint2D *joint = memnew(GodotDampedSpringJoint2D(p_anchor_a, p_anchor_b, A, B)); + + joint_owner.replace(p_joint, joint); + joint->copy_settings_from(prev_joint); + memdelete(prev_joint); +} + +void GodotPhysicsServer2D::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) { + GodotJoint2D *j = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(!j); + ERR_FAIL_COND(j->get_type() != JOINT_TYPE_PIN); + + GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(j); + pin_joint->set_param(p_param, p_value); +} + +real_t GodotPhysicsServer2D::pin_joint_get_param(RID p_joint, PinJointParam p_param) const { + GodotJoint2D *j = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!j, 0); + ERR_FAIL_COND_V(j->get_type() != JOINT_TYPE_PIN, 0); + + GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(j); + return pin_joint->get_param(p_param); +} + +void GodotPhysicsServer2D::damped_spring_joint_set_param(RID p_joint, DampedSpringParam p_param, real_t p_value) { + GodotJoint2D *j = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(!j); + ERR_FAIL_COND(j->get_type() != JOINT_TYPE_DAMPED_SPRING); + + GodotDampedSpringJoint2D *dsj = static_cast<GodotDampedSpringJoint2D *>(j); + dsj->set_param(p_param, p_value); +} + +real_t GodotPhysicsServer2D::damped_spring_joint_get_param(RID p_joint, DampedSpringParam p_param) const { + GodotJoint2D *j = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!j, 0); + ERR_FAIL_COND_V(j->get_type() != JOINT_TYPE_DAMPED_SPRING, 0); + + GodotDampedSpringJoint2D *dsj = static_cast<GodotDampedSpringJoint2D *>(j); + return dsj->get_param(p_param); +} + +PhysicsServer2D::JointType GodotPhysicsServer2D::joint_get_type(RID p_joint) const { + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!joint, JOINT_TYPE_PIN); + + return joint->get_type(); +} + +void GodotPhysicsServer2D::free(RID p_rid) { + _update_shapes(); // just in case + + if (shape_owner.owns(p_rid)) { + GodotShape2D *shape = shape_owner.get_or_null(p_rid); + + while (shape->get_owners().size()) { + GodotShapeOwner2D *so = shape->get_owners().front()->key(); + so->remove_shape(shape); + } + + shape_owner.free(p_rid); + memdelete(shape); + } 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()) { + body->remove_shape(0); + } + + body_owner.free(p_rid); + memdelete(body); + + } 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()) { + area->remove_shape(0); + } + + area_owner.free(p_rid); + memdelete(area); + } else if (space_owner.owns(p_rid)) { + GodotSpace2D *space = space_owner.get_or_null(p_rid); + + while (space->get_objects().size()) { + GodotCollisionObject2D *co = (GodotCollisionObject2D *)space->get_objects().front()->get(); + co->set_space(nullptr); + } + + active_spaces.erase(space); + free(space->get_default_area()->get_self()); + space_owner.free(p_rid); + memdelete(space); + } else if (joint_owner.owns(p_rid)) { + GodotJoint2D *joint = joint_owner.get_or_null(p_rid); + + joint_owner.free(p_rid); + memdelete(joint); + + } 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) { + return; + } + + _update_shapes(); + + island_count = 0; + 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); + 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) { + return; + } + + flushing_queries = true; + + 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 = (GodotSpace2D *)E->get(); + space->call_queries(); + } + + flushing_queries = false; + + if (EngineDebugger::is_profiling("servers")) { + uint64_t total_time[GodotSpace2D::ELAPSED_TIME_MAX]; + static const char *time_name[GodotSpace2D::ELAPSED_TIME_MAX] = { + "integrate_forces", + "generate_islands", + "setup_constraints", + "solve_constraints", + "integrate_velocities" + }; + + for (int i = 0; i < GodotSpace2D::ELAPSED_TIME_MAX; i++) { + total_time[i] = 0; + } + + for (Set<const GodotSpace2D *>::Element *E = active_spaces.front(); E; E = E->next()) { + for (int i = 0; i < GodotSpace2D::ELAPSED_TIME_MAX; i++) { + total_time[i] += E->get()->get_elapsed_time(GodotSpace2D::ElapsedTime(i)); + } + } + + Array values; + values.resize(GodotSpace2D::ELAPSED_TIME_MAX * 2); + for (int i = 0; i < GodotSpace2D::ELAPSED_TIME_MAX; i++) { + values[i * 2 + 0] = time_name[i]; + values[i * 2 + 1] = USEC_TO_SEC(total_time[i]); + } + values.push_back("flush_queries"); + values.push_back(USEC_TO_SEC(OS::get_singleton()->get_ticks_usec() - time_beg)); + + values.push_front("physics_2d"); + EngineDebugger::profiler_add_frame_data("servers", values); + } +} + +void GodotPhysicsServer2D::end_sync() { + doing_sync = false; +} + +void GodotPhysicsServer2D::finish() { + memdelete(stepper); +}; + +void GodotPhysicsServer2D::_update_shapes() { + while (pending_shape_update_list.first()) { + pending_shape_update_list.first()->self()->_shape_changed(); + pending_shape_update_list.remove(pending_shape_update_list.first()); + } +} + +int GodotPhysicsServer2D::get_process_info(ProcessInfo p_info) { + switch (p_info) { + case INFO_ACTIVE_OBJECTS: { + return active_objects; + } break; + case INFO_COLLISION_PAIRS: { + return collision_pairs; + } break; + case INFO_ISLAND_COUNT: { + return island_count; + } break; + } + + return 0; +} + +GodotPhysicsServer2D *GodotPhysicsServer2D::godot_singleton = nullptr; + +GodotPhysicsServer2D::GodotPhysicsServer2D(bool p_using_threads) { + godot_singleton = this; + GodotBroadPhase2D::create_func = GodotBroadPhase2DBVH::_create; + + using_threads = p_using_threads; +}; diff --git a/servers/physics_2d/physics_server_2d_sw.h b/servers/physics_2d/godot_physics_server_2d.h index b8e375a087..a8a1e71d13 100644 --- a/servers/physics_2d/physics_server_2d_sw.h +++ b/servers/physics_2d/godot_physics_server_2d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* physics_server_2d_sw.h */ +/* godot_physics_server_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,21 +28,22 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef PHYSICS_2D_SERVER_SW -#define PHYSICS_2D_SERVER_SW +#ifndef GODOT_PHYSICS_SERVER_2D_H +#define GODOT_PHYSICS_SERVER_2D_H + +#include "godot_joints_2d.h" +#include "godot_shape_2d.h" +#include "godot_space_2d.h" +#include "godot_step_2d.h" #include "core/templates/rid_owner.h" -#include "joints_2d_sw.h" #include "servers/physics_server_2d.h" -#include "shape_2d_sw.h" -#include "space_2d_sw.h" -#include "step_2d_sw.h" -class PhysicsServer2DSW : public PhysicsServer2D { - GDCLASS(PhysicsServer2DSW, PhysicsServer2D); +class GodotPhysicsServer2D : public PhysicsServer2D { + GDCLASS(GodotPhysicsServer2D, PhysicsServer2D); - friend class PhysicsDirectSpaceState2DSW; - friend class PhysicsDirectBodyState2DSW; + friend class GodotPhysicsDirectSpaceState2D; + friend class GodotPhysicsDirectBodyState2D; bool active = true; int iterations = 0; bool doing_sync = false; @@ -55,20 +56,19 @@ class PhysicsServer2DSW : public PhysicsServer2D { bool flushing_queries = false; - Step2DSW *stepper = nullptr; - Set<const Space2DSW *> active_spaces; + GodotStep2D *stepper = nullptr; + Set<const GodotSpace2D *> active_spaces; - mutable RID_PtrOwner<Shape2DSW, true> shape_owner; - mutable RID_PtrOwner<Space2DSW, true> space_owner; - mutable RID_PtrOwner<Area2DSW, true> area_owner; - mutable RID_PtrOwner<Body2DSW, true> body_owner; - mutable RID_PtrOwner<Joint2DSW, true> joint_owner; + mutable RID_PtrOwner<GodotShape2D, true> shape_owner; + mutable RID_PtrOwner<GodotSpace2D, true> space_owner; + mutable RID_PtrOwner<GodotArea2D, true> area_owner; + mutable RID_PtrOwner<GodotBody2D, true> body_owner; + mutable RID_PtrOwner<GodotJoint2D, true> joint_owner; - static PhysicsServer2DSW *singletonsw; + static GodotPhysicsServer2D *godot_singleton; - //void _clear_query(Query2DSW *p_query); - friend class CollisionObject2DSW; - SelfList<CollisionObject2DSW>::List pending_shape_update_list; + friend class GodotCollisionObject2D; + SelfList<GodotCollisionObject2D>::List pending_shape_update_list; void _update_shapes(); RID _shape_create(ShapeType p_shape); @@ -292,8 +292,8 @@ public: int get_process_info(ProcessInfo p_info) override; - PhysicsServer2DSW(bool p_using_threads = false); - ~PhysicsServer2DSW() {} + GodotPhysicsServer2D(bool p_using_threads = false); + ~GodotPhysicsServer2D() {} }; -#endif +#endif // GODOT_PHYSICS_SERVER_2D_H diff --git a/servers/physics_2d/shape_2d_sw.cpp b/servers/physics_2d/godot_shape_2d.cpp index bde882ac24..3604004324 100644 --- a/servers/physics_2d/shape_2d_sw.cpp +++ b/servers/physics_2d/godot_shape_2d.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* shape_2d_sw.cpp */ +/* godot_shape_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,29 +28,29 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "shape_2d_sw.h" +#include "godot_shape_2d.h" #include "core/math/geometry_2d.h" #include "core/templates/sort_array.h" -void Shape2DSW::configure(const Rect2 &p_aabb) { +void GodotShape2D::configure(const Rect2 &p_aabb) { aabb = p_aabb; configured = true; - for (const KeyValue<ShapeOwner2DSW *, int> &E : owners) { - ShapeOwner2DSW *co = (ShapeOwner2DSW *)E.key; + for (const KeyValue<GodotShapeOwner2D *, int> &E : owners) { + GodotShapeOwner2D *co = (GodotShapeOwner2D *)E.key; co->_shape_changed(); } } -Vector2 Shape2DSW::get_support(const Vector2 &p_normal) const { +Vector2 GodotShape2D::get_support(const Vector2 &p_normal) const { Vector2 res[2]; int amnt; get_supports(p_normal, res, amnt); return res[0]; } -void Shape2DSW::add_owner(ShapeOwner2DSW *p_owner) { - Map<ShapeOwner2DSW *, int>::Element *E = owners.find(p_owner); +void GodotShape2D::add_owner(GodotShapeOwner2D *p_owner) { + Map<GodotShapeOwner2D *, int>::Element *E = owners.find(p_owner); if (E) { E->get()++; } else { @@ -58,8 +58,8 @@ void Shape2DSW::add_owner(ShapeOwner2DSW *p_owner) { } } -void Shape2DSW::remove_owner(ShapeOwner2DSW *p_owner) { - Map<ShapeOwner2DSW *, int>::Element *E = owners.find(p_owner); +void GodotShape2D::remove_owner(GodotShapeOwner2D *p_owner) { + Map<GodotShapeOwner2D *, int>::Element *E = owners.find(p_owner); ERR_FAIL_COND(!E); E->get()--; if (E->get() == 0) { @@ -67,15 +67,15 @@ void Shape2DSW::remove_owner(ShapeOwner2DSW *p_owner) { } } -bool Shape2DSW::is_owner(ShapeOwner2DSW *p_owner) const { +bool GodotShape2D::is_owner(GodotShapeOwner2D *p_owner) const { return owners.has(p_owner); } -const Map<ShapeOwner2DSW *, int> &Shape2DSW::get_owners() const { +const Map<GodotShapeOwner2D *, int> &GodotShape2D::get_owners() const { return owners; } -Shape2DSW::~Shape2DSW() { +GodotShape2D::~GodotShape2D() { ERR_FAIL_COND(owners.size()); } @@ -83,15 +83,15 @@ Shape2DSW::~Shape2DSW() { /*********************************************************/ /*********************************************************/ -void WorldBoundaryShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { +void GodotWorldBoundaryShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { r_amount = 0; } -bool WorldBoundaryShape2DSW::contains_point(const Vector2 &p_point) const { +bool GodotWorldBoundaryShape2D::contains_point(const Vector2 &p_point) const { return normal.dot(p_point) < d; } -bool WorldBoundaryShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { +bool GodotWorldBoundaryShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { Vector2 segment = p_begin - p_end; real_t den = normal.dot(segment); @@ -113,11 +113,11 @@ bool WorldBoundaryShape2DSW::intersect_segment(const Vector2 &p_begin, const Vec return true; } -real_t WorldBoundaryShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { +real_t GodotWorldBoundaryShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { return 0; } -void WorldBoundaryShape2DSW::set_data(const Variant &p_data) { +void GodotWorldBoundaryShape2D::set_data(const Variant &p_data) { ERR_FAIL_COND(p_data.get_type() != Variant::ARRAY); Array arr = p_data; ERR_FAIL_COND(arr.size() != 2); @@ -126,7 +126,7 @@ void WorldBoundaryShape2DSW::set_data(const Variant &p_data) { configure(Rect2(Vector2(-1e4, -1e4), Vector2(1e4 * 2, 1e4 * 2))); } -Variant WorldBoundaryShape2DSW::get_data() const { +Variant GodotWorldBoundaryShape2D::get_data() const { Array arr; arr.resize(2); arr[0] = normal; @@ -138,7 +138,7 @@ Variant WorldBoundaryShape2DSW::get_data() const { /*********************************************************/ /*********************************************************/ -void SeparationRayShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { +void GodotSeparationRayShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { r_amount = 1; if (p_normal.y > 0) { @@ -148,26 +148,26 @@ void SeparationRayShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_su } } -bool SeparationRayShape2DSW::contains_point(const Vector2 &p_point) const { +bool GodotSeparationRayShape2D::contains_point(const Vector2 &p_point) const { return false; } -bool SeparationRayShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { +bool GodotSeparationRayShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { return false; //rays can't be intersected } -real_t SeparationRayShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { +real_t GodotSeparationRayShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { return 0; //rays are mass-less } -void SeparationRayShape2DSW::set_data(const Variant &p_data) { +void GodotSeparationRayShape2D::set_data(const Variant &p_data) { Dictionary d = p_data; length = d["length"]; slide_on_slope = d["slide_on_slope"]; configure(Rect2(0, 0, 0.001, length)); } -Variant SeparationRayShape2DSW::get_data() const { +Variant GodotSeparationRayShape2D::get_data() const { Dictionary d; d["length"] = length; d["slide_on_slope"] = slide_on_slope; @@ -178,7 +178,7 @@ Variant SeparationRayShape2DSW::get_data() const { /*********************************************************/ /*********************************************************/ -void SegmentShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { +void GodotSegmentShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { if (Math::abs(p_normal.dot(n)) > _SEGMENT_IS_VALID_SUPPORT_THRESHOLD) { r_supports[0] = a; r_supports[1] = b; @@ -195,11 +195,11 @@ void SegmentShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports r_amount = 1; } -bool SegmentShape2DSW::contains_point(const Vector2 &p_point) const { +bool GodotSegmentShape2D::contains_point(const Vector2 &p_point) const { return false; } -bool SegmentShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { +bool GodotSegmentShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { if (!Geometry2D::segment_intersects_segment(p_begin, p_end, a, b, &r_point)) { return false; } @@ -213,11 +213,11 @@ bool SegmentShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 & return true; } -real_t SegmentShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { +real_t GodotSegmentShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { return p_mass * ((a * p_scale).distance_squared_to(b * p_scale)) / 12; } -void SegmentShape2DSW::set_data(const Variant &p_data) { +void GodotSegmentShape2D::set_data(const Variant &p_data) { ERR_FAIL_COND(p_data.get_type() != Variant::RECT2); Rect2 r = p_data; @@ -237,7 +237,7 @@ void SegmentShape2DSW::set_data(const Variant &p_data) { configure(aabb); } -Variant SegmentShape2DSW::get_data() const { +Variant GodotSegmentShape2D::get_data() const { Rect2 r; r.position = a; r.size = b; @@ -248,16 +248,16 @@ Variant SegmentShape2DSW::get_data() const { /*********************************************************/ /*********************************************************/ -void CircleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { +void GodotCircleShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { r_amount = 1; *r_supports = p_normal * radius; } -bool CircleShape2DSW::contains_point(const Vector2 &p_point) const { +bool GodotCircleShape2D::contains_point(const Vector2 &p_point) const { return p_point.length_squared() < radius * radius; } -bool CircleShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { +bool GodotCircleShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { Vector2 line_vec = p_end - p_begin; real_t a, b, c; @@ -283,19 +283,19 @@ bool CircleShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p return true; } -real_t CircleShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { +real_t GodotCircleShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { real_t a = radius * p_scale.x; real_t b = radius * p_scale.y; return p_mass * (a * a + b * b) / 4; } -void CircleShape2DSW::set_data(const Variant &p_data) { +void GodotCircleShape2D::set_data(const Variant &p_data) { ERR_FAIL_COND(!p_data.is_num()); radius = p_data; configure(Rect2(-radius, -radius, radius * 2, radius * 2)); } -Variant CircleShape2DSW::get_data() const { +Variant GodotCircleShape2D::get_data() const { return radius; } @@ -303,7 +303,7 @@ Variant CircleShape2DSW::get_data() const { /*********************************************************/ /*********************************************************/ -void RectangleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { +void GodotRectangleShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { for (int i = 0; i < 2; i++) { Vector2 ag; ag[i] = 1.0; @@ -333,7 +333,7 @@ void RectangleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_suppor (p_normal.y < 0) ? -half_extents.y : half_extents.y); } -bool RectangleShape2DSW::contains_point(const Vector2 &p_point) const { +bool GodotRectangleShape2D::contains_point(const Vector2 &p_point) const { real_t x = p_point.x; real_t y = p_point.y; real_t edge_x = half_extents.x; @@ -341,23 +341,23 @@ bool RectangleShape2DSW::contains_point(const Vector2 &p_point) const { return (x >= -edge_x) && (x < edge_x) && (y >= -edge_y) && (y < edge_y); } -bool RectangleShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { +bool GodotRectangleShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { return get_aabb().intersects_segment(p_begin, p_end, &r_point, &r_normal); } -real_t RectangleShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { +real_t GodotRectangleShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { Vector2 he2 = half_extents * 2 * p_scale; return p_mass * he2.dot(he2) / 12.0; } -void RectangleShape2DSW::set_data(const Variant &p_data) { +void GodotRectangleShape2D::set_data(const Variant &p_data) { ERR_FAIL_COND(p_data.get_type() != Variant::VECTOR2); half_extents = p_data; configure(Rect2(-half_extents, half_extents * 2.0)); } -Variant RectangleShape2DSW::get_data() const { +Variant GodotRectangleShape2D::get_data() const { return half_extents; } @@ -365,7 +365,7 @@ Variant RectangleShape2DSW::get_data() const { /*********************************************************/ /*********************************************************/ -void CapsuleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { +void GodotCapsuleShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { Vector2 n = p_normal; real_t d = n.y; @@ -392,7 +392,7 @@ void CapsuleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports } } -bool CapsuleShape2DSW::contains_point(const Vector2 &p_point) const { +bool GodotCapsuleShape2D::contains_point(const Vector2 &p_point) const { Vector2 p = p_point; p.y = Math::abs(p.y); p.y -= height * 0.5 - radius; @@ -403,7 +403,7 @@ bool CapsuleShape2DSW::contains_point(const Vector2 &p_point) const { return p.length_squared() < radius * radius; } -bool CapsuleShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { +bool GodotCapsuleShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { real_t d = 1e10; Vector2 n = (p_end - p_begin).normalized(); bool collided = false; @@ -463,12 +463,12 @@ bool CapsuleShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 & return collided; //todo } -real_t CapsuleShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { +real_t GodotCapsuleShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { Vector2 he2 = Vector2(radius * 2, height) * p_scale; return p_mass * he2.dot(he2) / 12.0; } -void CapsuleShape2DSW::set_data(const Variant &p_data) { +void GodotCapsuleShape2D::set_data(const Variant &p_data) { ERR_FAIL_COND(p_data.get_type() != Variant::ARRAY && p_data.get_type() != Variant::VECTOR2); if (p_data.get_type() == Variant::ARRAY) { @@ -486,7 +486,7 @@ void CapsuleShape2DSW::set_data(const Variant &p_data) { configure(Rect2(-he, he * 2)); } -Variant CapsuleShape2DSW::get_data() const { +Variant GodotCapsuleShape2D::get_data() const { return Point2(height, radius); } @@ -494,7 +494,7 @@ Variant CapsuleShape2DSW::get_data() const { /*********************************************************/ /*********************************************************/ -void ConvexPolygonShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { +void GodotConvexPolygonShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { int support_idx = -1; real_t d = -1e10; r_amount = 0; @@ -522,7 +522,7 @@ void ConvexPolygonShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_su r_supports[0] = points[support_idx].pos; } -bool ConvexPolygonShape2DSW::contains_point(const Vector2 &p_point) const { +bool GodotConvexPolygonShape2D::contains_point(const Vector2 &p_point) const { bool out = false; bool in = false; @@ -538,7 +538,7 @@ bool ConvexPolygonShape2DSW::contains_point(const Vector2 &p_point) const { return in != out; } -bool ConvexPolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { +bool GodotConvexPolygonShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { Vector2 n = (p_end - p_begin).normalized(); real_t d = 1e10; bool inters = false; @@ -568,7 +568,7 @@ bool ConvexPolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Vec return inters; } -real_t ConvexPolygonShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { +real_t GodotConvexPolygonShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { ERR_FAIL_COND_V_MSG(point_count == 0, 0, "Convex polygon shape has no points."); Rect2 aabb; aabb.position = points[0].pos * p_scale; @@ -579,7 +579,7 @@ real_t ConvexPolygonShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 return p_mass * aabb.size.dot(aabb.size) / 12.0; } -void ConvexPolygonShape2DSW::set_data(const Variant &p_data) { +void GodotConvexPolygonShape2D::set_data(const Variant &p_data) { #ifdef REAL_T_IS_DOUBLE ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT64_ARRAY); #else @@ -635,7 +635,7 @@ void ConvexPolygonShape2DSW::set_data(const Variant &p_data) { configure(aabb); } -Variant ConvexPolygonShape2DSW::get_data() const { +Variant GodotConvexPolygonShape2D::get_data() const { Vector<Vector2> dvr; dvr.resize(point_count); @@ -647,7 +647,7 @@ Variant ConvexPolygonShape2DSW::get_data() const { return dvr; } -ConvexPolygonShape2DSW::~ConvexPolygonShape2DSW() { +GodotConvexPolygonShape2D::~GodotConvexPolygonShape2D() { if (points) { memdelete_arr(points); } @@ -655,7 +655,7 @@ ConvexPolygonShape2DSW::~ConvexPolygonShape2DSW() { ////////////////////////////////////////////////// -void ConcavePolygonShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { +void GodotConcavePolygonShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { real_t d = -1e10; int idx = -1; for (int i = 0; i < points.size(); i++) { @@ -671,11 +671,11 @@ void ConcavePolygonShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_s *r_supports = points[idx]; } -bool ConcavePolygonShape2DSW::contains_point(const Vector2 &p_point) const { +bool GodotConcavePolygonShape2D::contains_point(const Vector2 &p_point) const { return false; //sorry } -bool ConcavePolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { +bool GodotConcavePolygonShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { if (segments.size() == 0 || points.size() == 0) { return false; } @@ -783,7 +783,7 @@ bool ConcavePolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Ve return inters; } -int ConcavePolygonShape2DSW::_generate_bvh(BVH *p_bvh, int p_len, int p_depth) { +int GodotConcavePolygonShape2D::_generate_bvh(BVH *p_bvh, int p_len, int p_depth) { if (p_len == 1) { bvh_depth = MAX(p_depth, bvh_depth); bvh.push_back(*p_bvh); @@ -821,7 +821,7 @@ int ConcavePolygonShape2DSW::_generate_bvh(BVH *p_bvh, int p_len, int p_depth) { return node_idx; } -void ConcavePolygonShape2DSW::set_data(const Variant &p_data) { +void GodotConcavePolygonShape2D::set_data(const Variant &p_data) { #ifdef REAL_T_IS_DOUBLE ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT64_ARRAY); #else @@ -898,7 +898,7 @@ void ConcavePolygonShape2DSW::set_data(const Variant &p_data) { configure(aabb); } -Variant ConcavePolygonShape2DSW::get_data() const { +Variant GodotConcavePolygonShape2D::get_data() const { Vector<Vector2> rsegments; int len = segments.size(); rsegments.resize(len * 2); @@ -911,7 +911,7 @@ Variant ConcavePolygonShape2DSW::get_data() const { return rsegments; } -void ConcavePolygonShape2DSW::cull(const Rect2 &p_local_aabb, QueryCallback p_callback, void *p_userdata) const { +void GodotConcavePolygonShape2D::cull(const Rect2 &p_local_aabb, QueryCallback p_callback, void *p_userdata) const { uint32_t *stack = (uint32_t *)alloca(sizeof(int) * bvh_depth); enum { @@ -957,7 +957,7 @@ void ConcavePolygonShape2DSW::cull(const Rect2 &p_local_aabb, QueryCallback p_ca Vector2 a = pointptr[s.points[0]]; Vector2 b = pointptr[s.points[1]]; - SegmentShape2DSW ss(a, b, (b - a).orthogonal().normalized()); + GodotSegmentShape2D ss(a, b, (b - a).orthogonal().normalized()); if (p_callback(p_userdata, &ss)) { return; diff --git a/servers/physics_2d/shape_2d_sw.h b/servers/physics_2d/godot_shape_2d.h index c118826284..25d113aafb 100644 --- a/servers/physics_2d/shape_2d_sw.h +++ b/servers/physics_2d/godot_shape_2d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* shape_2d_sw.h */ +/* godot_shape_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,29 +28,29 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef SHAPE_2D_2DSW_H -#define SHAPE_2D_2DSW_H +#ifndef GODOT_SHAPE_2D_H +#define GODOT_SHAPE_2D_H #include "servers/physics_server_2d.h" #define _SEGMENT_IS_VALID_SUPPORT_THRESHOLD 0.99998 -class Shape2DSW; +class GodotShape2D; -class ShapeOwner2DSW { +class GodotShapeOwner2D { public: virtual void _shape_changed() = 0; - virtual void remove_shape(Shape2DSW *p_shape) = 0; + virtual void remove_shape(GodotShape2D *p_shape) = 0; - virtual ~ShapeOwner2DSW() {} + virtual ~GodotShapeOwner2D() {} }; -class Shape2DSW { +class GodotShape2D { RID self; Rect2 aabb; bool configured = false; real_t custom_bias = 0.0; - Map<ShapeOwner2DSW *, int> owners; + Map<GodotShapeOwner2D *, int> owners; protected: void configure(const Rect2 &p_aabb); @@ -83,10 +83,10 @@ public: _FORCE_INLINE_ void set_custom_bias(real_t p_bias) { custom_bias = p_bias; } _FORCE_INLINE_ real_t get_custom_bias() const { return custom_bias; } - void add_owner(ShapeOwner2DSW *p_owner); - void remove_owner(ShapeOwner2DSW *p_owner); - bool is_owner(ShapeOwner2DSW *p_owner) const; - const Map<ShapeOwner2DSW *, int> &get_owners() const; + 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; _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); @@ -121,8 +121,8 @@ public: } } } - Shape2DSW() {} - virtual ~Shape2DSW(); + GodotShape2D() {} + virtual ~GodotShape2D(); }; //let the optimizer do the magic @@ -141,7 +141,7 @@ public: r_max = MAX(maxa, maxb); \ } -class WorldBoundaryShape2DSW : public Shape2DSW { +class GodotWorldBoundaryShape2D : public GodotShape2D { Vector2 normal; real_t d = 0.0; @@ -178,7 +178,7 @@ public: } }; -class SeparationRayShape2DSW : public Shape2DSW { +class GodotSeparationRayShape2D : public GodotShape2D { real_t length = 0.0; bool slide_on_slope = false; @@ -211,11 +211,11 @@ public: DEFAULT_PROJECT_RANGE_CAST - _FORCE_INLINE_ SeparationRayShape2DSW() {} - _FORCE_INLINE_ SeparationRayShape2DSW(real_t p_length) { length = p_length; } + _FORCE_INLINE_ GodotSeparationRayShape2D() {} + _FORCE_INLINE_ GodotSeparationRayShape2D(real_t p_length) { length = p_length; } }; -class SegmentShape2DSW : public Shape2DSW { +class GodotSegmentShape2D : public GodotShape2D { Vector2 a; Vector2 b; Vector2 n; @@ -251,15 +251,15 @@ public: DEFAULT_PROJECT_RANGE_CAST - _FORCE_INLINE_ SegmentShape2DSW() {} - _FORCE_INLINE_ SegmentShape2DSW(const Vector2 &p_a, const Vector2 &p_b, const Vector2 &p_n) { + _FORCE_INLINE_ GodotSegmentShape2D() {} + _FORCE_INLINE_ GodotSegmentShape2D(const Vector2 &p_a, const Vector2 &p_b, const Vector2 &p_n) { a = p_a; b = p_b; n = p_n; } }; -class CircleShape2DSW : public Shape2DSW { +class GodotCircleShape2D : public GodotShape2D { real_t radius; public: @@ -292,7 +292,7 @@ public: DEFAULT_PROJECT_RANGE_CAST }; -class RectangleShape2DSW : public Shape2DSW { +class GodotRectangleShape2D : public GodotShape2D { Vector2 half_extents; public: @@ -336,7 +336,7 @@ public: return (p_xform.xform(he) - p_circle).normalized(); } - _FORCE_INLINE_ Vector2 get_box_axis(const Transform2D &p_xform, const Transform2D &p_xform_inv, const RectangleShape2DSW *p_B, const Transform2D &p_B_xform, const Transform2D &p_B_xform_inv) const { + _FORCE_INLINE_ Vector2 get_box_axis(const Transform2D &p_xform, const Transform2D &p_xform_inv, const GodotRectangleShape2D *p_B, const Transform2D &p_B_xform, const Transform2D &p_B_xform_inv) const { Vector2 a, b; { @@ -364,7 +364,7 @@ public: DEFAULT_PROJECT_RANGE_CAST }; -class CapsuleShape2DSW : public Shape2DSW { +class GodotCapsuleShape2D : public GodotShape2D { real_t radius = 0.0; real_t height = 0.0; @@ -405,7 +405,7 @@ public: DEFAULT_PROJECT_RANGE_CAST }; -class ConvexPolygonShape2DSW : public Shape2DSW { +class GodotConvexPolygonShape2D : public GodotShape2D { struct Point { Vector2 pos; Vector2 normal; //normal to next segment @@ -457,21 +457,21 @@ public: DEFAULT_PROJECT_RANGE_CAST - ConvexPolygonShape2DSW() {} - ~ConvexPolygonShape2DSW(); + GodotConvexPolygonShape2D() {} + ~GodotConvexPolygonShape2D(); }; -class ConcaveShape2DSW : public Shape2DSW { +class GodotConcaveShape2D : public GodotShape2D { public: virtual bool is_concave() const override { return true; } // Returns true to stop the query. - typedef bool (*QueryCallback)(void *p_userdata, Shape2DSW *p_convex); + typedef bool (*QueryCallback)(void *p_userdata, GodotShape2D *p_convex); virtual void cull(const Rect2 &p_local_aabb, QueryCallback p_callback, void *p_userdata) const = 0; }; -class ConcavePolygonShape2DSW : public ConcaveShape2DSW { +class GodotConcavePolygonShape2D : public GodotConcaveShape2D { struct Segment { int points[2] = {}; }; @@ -507,13 +507,13 @@ public: virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { r_min = 0; r_max = 0; - ERR_FAIL_MSG("Unsupported call to project_rangev in ConcavePolygonShape2DSW"); + ERR_FAIL_MSG("Unsupported call to project_rangev in GodotConcavePolygonShape2D"); } void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { r_min = 0; r_max = 0; - ERR_FAIL_MSG("Unsupported call to project_range in ConcavePolygonShape2DSW"); + ERR_FAIL_MSG("Unsupported call to project_range in GodotConcavePolygonShape2D"); } virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override; @@ -533,4 +533,4 @@ public: #undef DEFAULT_PROJECT_RANGE_CAST -#endif // SHAPE_2D_2DSW_H +#endif // GODOT_SHAPE_2D_H diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/godot_space_2d.cpp index dd0780b5ff..d72014a8ed 100644 --- a/servers/physics_2d/space_2d_sw.cpp +++ b/servers/physics_2d/godot_space_2d.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* space_2d_sw.cpp */ +/* godot_space_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,32 +28,33 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "space_2d_sw.h" +#include "godot_space_2d.h" + +#include "godot_collision_solver_2d.h" +#include "godot_physics_server_2d.h" -#include "collision_solver_2d_sw.h" #include "core/os/os.h" #include "core/templates/pair.h" -#include "physics_server_2d_sw.h" #define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05 -_FORCE_INLINE_ static bool _can_collide_with(CollisionObject2DSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { +_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) { if (!(p_object->get_collision_layer() & p_collision_mask)) { return false; } - if (p_object->get_type() == CollisionObject2DSW::TYPE_AREA && !p_collide_with_areas) { + if (p_object->get_type() == GodotCollisionObject2D::TYPE_AREA && !p_collide_with_areas) { return false; } - if (p_object->get_type() == CollisionObject2DSW::TYPE_BODY && !p_collide_with_bodies) { + if (p_object->get_type() == GodotCollisionObject2D::TYPE_BODY && !p_collide_with_bodies) { return false; } return true; } -int PhysicsDirectSpaceState2DSW::_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_impl(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point, bool p_filter_by_canvas, ObjectID p_canvas_instance_id) { if (p_result_max <= 0) { return 0; } @@ -62,7 +63,7 @@ int PhysicsDirectSpaceState2DSW::_intersect_point_impl(const Vector2 &p_point, S aabb.position = p_point - Vector2(0.00001, 0.00001); aabb.size = Vector2(0.00002, 0.00002); - int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); int cc = 0; @@ -75,7 +76,7 @@ int PhysicsDirectSpaceState2DSW::_intersect_point_impl(const Vector2 &p_point, S continue; } - const CollisionObject2DSW *col_obj = space->intersection_query_results[i]; + const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; if (p_pick_point && !col_obj->is_pickable()) { continue; @@ -87,7 +88,7 @@ int PhysicsDirectSpaceState2DSW::_intersect_point_impl(const Vector2 &p_point, S int shape_idx = space->intersection_query_subindex_results[i]; - Shape2DSW *shape = col_obj->get_shape(shape_idx); + 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); @@ -112,15 +113,15 @@ int PhysicsDirectSpaceState2DSW::_intersect_point_impl(const Vector2 &p_point, S return cc; } -int PhysicsDirectSpaceState2DSW::intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) { +int 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 PhysicsDirectSpaceState2DSW::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) { +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 PhysicsDirectSpaceState2DSW::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 Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { ERR_FAIL_COND_V(space->locked, false); Vector2 begin, end; @@ -129,14 +130,14 @@ bool PhysicsDirectSpaceState2DSW::intersect_ray(const Vector2 &p_from, const Vec end = p_to; normal = (end - begin).normalized(); - int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); //todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision bool collided = false; Vector2 res_point, res_normal; int res_shape; - const CollisionObject2DSW *res_obj; + const GodotCollisionObject2D *res_obj; real_t min_d = 1e10; for (int i = 0; i < amount; i++) { @@ -148,7 +149,7 @@ bool PhysicsDirectSpaceState2DSW::intersect_ray(const Vector2 &p_from, const Vec continue; } - const CollisionObject2DSW *col_obj = space->intersection_query_results[i]; + const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; int shape_idx = space->intersection_query_subindex_results[i]; Transform2D inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform(); @@ -162,7 +163,7 @@ bool PhysicsDirectSpaceState2DSW::intersect_ray(const Vector2 &p_from, const Vec local_to = col_obj->get_inv_transform().xform(end); local_to = col_obj->get_shape_inv_transform(shape_idx).xform(local_to);*/ - const Shape2DSW *shape = col_obj->get_shape(shape_idx); + const GodotShape2D *shape = col_obj->get_shape(shape_idx); Vector2 shape_point, shape_normal; @@ -199,18 +200,18 @@ bool PhysicsDirectSpaceState2DSW::intersect_ray(const Vector2 &p_from, const Vec return true; } -int PhysicsDirectSpaceState2DSW::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 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) { if (p_result_max <= 0) { return 0; } - Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.get_or_null(p_shape); + GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_shape); ERR_FAIL_COND_V(!shape, 0); Rect2 aabb = p_xform.xform(shape->get_aabb()); aabb = aabb.grow(p_margin); - int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); int cc = 0; @@ -227,10 +228,10 @@ int PhysicsDirectSpaceState2DSW::intersect_shape(const RID &p_shape, const Trans continue; } - const CollisionObject2DSW *col_obj = space->intersection_query_results[i]; + const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; int shape_idx = space->intersection_query_subindex_results[i]; - if (!CollisionSolver2DSW::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_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)) { continue; } @@ -247,15 +248,15 @@ int PhysicsDirectSpaceState2DSW::intersect_shape(const RID &p_shape, const Trans return cc; } -bool PhysicsDirectSpaceState2DSW::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) { - Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.get_or_null(p_shape); +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); 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); - int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); real_t best_safe = 1; real_t best_unsafe = 1; @@ -269,17 +270,17 @@ bool PhysicsDirectSpaceState2DSW::cast_motion(const RID &p_shape, const Transfor continue; //ignore excluded } - const CollisionObject2DSW *col_obj = space->intersection_query_results[i]; + const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; int shape_idx = space->intersection_query_subindex_results[i]; 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 (!CollisionSolver2DSW::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_xform, p_motion, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_margin)) { continue; } //test initial overlap, ignore objects it's inside of. - if (CollisionSolver2DSW::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_xform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_margin)) { continue; } @@ -293,7 +294,7 @@ bool PhysicsDirectSpaceState2DSW::cast_motion(const RID &p_shape, const Transfor real_t fraction = low + (hi - low) * fraction_coeff; Vector2 sep = mnormal; //important optimization for this to work fast enough - bool collided = CollisionSolver2DSW::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_xform, p_motion * fraction, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_margin); if (collided) { hi = fraction; @@ -330,38 +331,38 @@ bool PhysicsDirectSpaceState2DSW::cast_motion(const RID &p_shape, const Transfor return true; } -bool PhysicsDirectSpaceState2DSW::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(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) { if (p_result_max <= 0) { return false; } - Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.get_or_null(p_shape); + GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_shape); 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); - int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); bool collided = false; r_result_count = 0; - PhysicsServer2DSW::CollCbkData cbk; + GodotPhysicsServer2D::CollCbkData cbk; cbk.max = p_result_max; cbk.amount = 0; cbk.passed = 0; cbk.ptr = r_results; - CollisionSolver2DSW::CallbackResult cbkres = PhysicsServer2DSW::_shape_col_cbk; + GodotCollisionSolver2D::CallbackResult cbkres = GodotPhysicsServer2D::_shape_col_cbk; - PhysicsServer2DSW::CollCbkData *cbkptr = &cbk; + 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)) { continue; } - const CollisionObject2DSW *col_obj = space->intersection_query_results[i]; + const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; if (p_exclude.has(col_obj->get_self())) { continue; @@ -372,7 +373,7 @@ bool PhysicsDirectSpaceState2DSW::collide_shape(RID p_shape, const Transform2D & cbk.valid_dir = Vector2(); cbk.valid_depth = 0; - if (CollisionSolver2DSW::solve(shape, p_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, nullptr, p_margin)) { + 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)) { collided = cbk.amount > 0; } } @@ -383,8 +384,8 @@ bool PhysicsDirectSpaceState2DSW::collide_shape(RID p_shape, const Transform2D & } struct _RestCallbackData2D { - const CollisionObject2DSW *object = nullptr; - const CollisionObject2DSW *best_object = nullptr; + const GodotCollisionObject2D *object = nullptr; + const GodotCollisionObject2D *best_object = nullptr; int local_shape = 0; int best_local_shape = 0; int shape = 0; @@ -431,8 +432,8 @@ static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B, rd->best_local_shape = rd->local_shape; } -bool PhysicsDirectSpaceState2DSW::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) { - Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.get_or_null(p_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); ERR_FAIL_COND_V(!shape, 0); real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR; @@ -441,7 +442,7 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion aabb = aabb.grow(p_margin); - int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + 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; @@ -454,7 +455,7 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh continue; } - const CollisionObject2DSW *col_obj = space->intersection_query_results[i]; + const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; if (p_exclude.has(col_obj->get_self())) { continue; @@ -466,7 +467,7 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh rcd.object = col_obj; rcd.shape = shape_idx; rcd.local_shape = 0; - bool sc = CollisionSolver2DSW::solve(shape, p_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, nullptr, p_margin); + 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); if (!sc) { continue; } @@ -481,8 +482,8 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh r_info->normal = rcd.best_normal; r_info->point = rcd.best_contact; r_info->rid = rcd.best_object->get_self(); - if (rcd.best_object->get_type() == CollisionObject2DSW::TYPE_BODY) { - const Body2DSW *body = static_cast<const Body2DSW *>(rcd.best_object); + if (rcd.best_object->get_type() == GodotCollisionObject2D::TYPE_BODY) { + const GodotBody2D *body = static_cast<const GodotBody2D *>(rcd.best_object); Vector2 rel_vec = r_info->point - (body->get_transform().get_origin() + body->get_center_of_mass()); r_info->linear_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity(); @@ -495,7 +496,7 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh //////////////////////////////////////////////////////////////////////////////////////////////////////////// -int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb) { +int GodotSpace2D::_cull_aabb_for_body(GodotBody2D *p_body, const Rect2 &p_aabb) { int amount = broadphase->cull_aabb(p_aabb, intersection_query_results, INTERSECTION_QUERY_MAX, intersection_query_subindex_results); for (int i = 0; i < amount; i++) { @@ -503,11 +504,11 @@ int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb) { if (intersection_query_results[i] == p_body) { keep = false; - } else if (intersection_query_results[i]->get_type() == CollisionObject2DSW::TYPE_AREA) { + } else if (intersection_query_results[i]->get_type() == GodotCollisionObject2D::TYPE_AREA) { keep = false; - } else if (!p_body->collides_with(static_cast<Body2DSW *>(intersection_query_results[i]))) { + } else if (!p_body->collides_with(static_cast<GodotBody2D *>(intersection_query_results[i]))) { keep = false; - } else if (static_cast<Body2DSW *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) { + } else if (static_cast<GodotBody2D *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) { keep = false; } @@ -525,7 +526,7 @@ int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb) { return amount; } -bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result) { +bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result) { //give me back regular physics engine logic //this is madness //and most people using this function will think @@ -587,7 +588,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion Vector2 sr[max_results * 2]; do { - PhysicsServer2DSW::CollCbkData cbk; + GodotPhysicsServer2D::CollCbkData cbk; cbk.max = max_results; cbk.amount = 0; cbk.passed = 0; @@ -595,8 +596,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion cbk.invalid_by_dir = 0; excluded_shape_pair_count = 0; //last step is the one valid - PhysicsServer2DSW::CollCbkData *cbkptr = &cbk; - CollisionSolver2DSW::CallbackResult cbkres = PhysicsServer2DSW::_shape_col_cbk; + GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk; + GodotCollisionSolver2D::CallbackResult cbkres = GodotPhysicsServer2D::_shape_col_cbk; bool collided = false; @@ -607,11 +608,11 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion continue; } - Shape2DSW *body_shape = p_body->get_shape(j); + GodotShape2D *body_shape = p_body->get_shape(j); Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j); for (int i = 0; i < amount; i++) { - const CollisionObject2DSW *col_obj = intersection_query_results[i]; + const GodotCollisionObject2D *col_obj = intersection_query_results[i]; if (p_parameters.exclude_bodies.has(col_obj->get_self())) { continue; } @@ -630,8 +631,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion cbk.valid_depth = MAX(owc_margin, p_parameters.margin); //user specified, but never less than actual margin or it won't work cbk.invalid_by_dir = 0; - if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) { - const Body2DSW *b = static_cast<const Body2DSW *>(col_obj); + if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) { + const GodotBody2D *b = static_cast<const GodotBody2D *>(col_obj); if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_DYNAMIC) { //fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction Vector2 lv = b->get_linear_velocity(); @@ -651,8 +652,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion int current_passed = cbk.passed; //save how many points passed collision bool did_collide = false; - Shape2DSW *against_shape = col_obj->get_shape(shape_idx); - if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, p_parameters.margin)) { + 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)) { did_collide = cbk.passed > current_passed; //more passed, so collision actually existed } @@ -727,13 +728,13 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion continue; } - Shape2DSW *body_shape = p_body->get_shape(body_shape_idx); + GodotShape2D *body_shape = p_body->get_shape(body_shape_idx); // Colliding separation rays allows to properly snap to the ground, // otherwise it's not needed in regular motion. if (!p_parameters.collide_separation_ray && (body_shape->get_type() == PhysicsServer2D::SHAPE_SEPARATION_RAY)) { // When slide on slope is on, separation ray shape acts like a regular shape. - if (!static_cast<SeparationRayShape2DSW *>(body_shape)->get_slide_on_slope()) { + if (!static_cast<GodotSeparationRayShape2D *>(body_shape)->get_slide_on_slope()) { continue; } } @@ -746,7 +747,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion real_t best_unsafe = 1; for (int i = 0; i < amount; i++) { - const CollisionObject2DSW *col_obj = intersection_query_results[i]; + const GodotCollisionObject2D *col_obj = intersection_query_results[i]; if (p_parameters.exclude_bodies.has(col_obj->get_self())) { continue; } @@ -755,7 +756,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion } int col_shape_idx = intersection_query_subindex_results[i]; - Shape2DSW *against_shape = col_obj->get_shape(col_shape_idx); + GodotShape2D *against_shape = col_obj->get_shape(col_shape_idx); bool excluded = false; @@ -772,12 +773,12 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(col_shape_idx); //test initial overlap, does it collide if going all the way? - if (!CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_parameters.motion, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) { + if (!GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) { continue; } //test initial overlap - if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) { + 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(); if (motion_normal.dot(direction) < 0) { @@ -797,7 +798,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion real_t fraction = low + (hi - low) * fraction_coeff; Vector2 sep = motion_normal; //important optimization for this to work fast enough - bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_parameters.motion * fraction, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, &sep, 0); + bool collided = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion * fraction, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, &sep, 0); if (collided) { hi = fraction; @@ -824,7 +825,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) { Vector2 cd[2]; - PhysicsServer2DSW::CollCbkData cbk; + GodotPhysicsServer2D::CollCbkData cbk; cbk.max = 1; cbk.amount = 0; cbk.passed = 0; @@ -834,7 +835,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion cbk.valid_depth = 10e20; Vector2 sep = motion_normal; //important optimization for this to work fast enough - bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_parameters.motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(col_shape_idx), col_obj_shape_xform, Vector2(), PhysicsServer2DSW::_shape_col_cbk, &cbk, &sep, 0); + bool collided = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(col_shape_idx), col_obj_shape_xform, Vector2(), GodotPhysicsServer2D::_shape_col_cbk, &cbk, &sep, 0); if (!collided || cbk.amount == 0) { continue; } @@ -891,14 +892,14 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion } Transform2D body_shape_xform = ugt * p_body->get_shape_transform(j); - Shape2DSW *body_shape = p_body->get_shape(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 CollisionObject2DSW *col_obj = intersection_query_results[i]; + const GodotCollisionObject2D *col_obj = intersection_query_results[i]; if (p_parameters.exclude_bodies.has(col_obj->get_self())) { continue; } @@ -908,7 +909,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion int shape_idx = intersection_query_subindex_results[i]; - Shape2DSW *against_shape = col_obj->get_shape(shape_idx); + GodotShape2D *against_shape = col_obj->get_shape(shape_idx); bool excluded = false; for (int k = 0; k < excluded_shape_pair_count; k++) { @@ -929,8 +930,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion 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 - if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) { - const Body2DSW *b = static_cast<const Body2DSW *>(col_obj); + if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) { + const GodotBody2D *b = static_cast<const GodotBody2D *>(col_obj); if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_DYNAMIC) { //fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction Vector2 lv = b->get_linear_velocity(); @@ -949,7 +950,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion rcd.object = col_obj; rcd.shape = shape_idx; rcd.local_shape = j; - bool sc = CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), _rest_cbk_result, &rcd, 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, p_parameters.margin); if (!sc) { continue; } @@ -968,7 +969,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion r_result->collision_safe_fraction = safe; r_result->collision_unsafe_fraction = unsafe; - const Body2DSW *body = static_cast<const Body2DSW *>(rcd.best_object); + const GodotBody2D *body = static_cast<const GodotBody2D *>(rcd.best_object); Vector2 rel_vec = r_result->collision_point - (body->get_transform().get_origin() + body->get_center_of_mass()); r_result->collider_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity(); @@ -990,134 +991,134 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion return collided; } -void *Space2DSW::_broadphase_pair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_self) { +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; } - CollisionObject2DSW::Type type_A = A->get_type(); - CollisionObject2DSW::Type type_B = B->get_type(); + GodotCollisionObject2D::Type type_A = A->get_type(); + GodotCollisionObject2D::Type type_B = B->get_type(); if (type_A > type_B) { SWAP(A, B); SWAP(p_subindex_A, p_subindex_B); SWAP(type_A, type_B); } - Space2DSW *self = (Space2DSW *)p_self; + GodotSpace2D *self = (GodotSpace2D *)p_self; self->collision_pairs++; - if (type_A == CollisionObject2DSW::TYPE_AREA) { - Area2DSW *area = static_cast<Area2DSW *>(A); - if (type_B == CollisionObject2DSW::TYPE_AREA) { - Area2DSW *area_b = static_cast<Area2DSW *>(B); - Area2Pair2DSW *area2_pair = memnew(Area2Pair2DSW(area_b, p_subindex_B, area, p_subindex_A)); + if (type_A == GodotCollisionObject2D::TYPE_AREA) { + GodotArea2D *area = static_cast<GodotArea2D *>(A); + if (type_B == GodotCollisionObject2D::TYPE_AREA) { + GodotArea2D *area_b = static_cast<GodotArea2D *>(B); + GodotArea2Pair2D *area2_pair = memnew(GodotArea2Pair2D(area_b, p_subindex_B, area, p_subindex_A)); return area2_pair; } else { - Body2DSW *body = static_cast<Body2DSW *>(B); - AreaPair2DSW *area_pair = memnew(AreaPair2DSW(body, p_subindex_B, area, p_subindex_A)); + GodotBody2D *body = static_cast<GodotBody2D *>(B); + GodotAreaPair2D *area_pair = memnew(GodotAreaPair2D(body, p_subindex_B, area, p_subindex_A)); return area_pair; } } else { - BodyPair2DSW *b = memnew(BodyPair2DSW((Body2DSW *)A, p_subindex_A, (Body2DSW *)B, p_subindex_B)); + GodotBodyPair2D *b = memnew(GodotBodyPair2D((GodotBody2D *)A, p_subindex_A, (GodotBody2D *)B, p_subindex_B)); return b; } return nullptr; } -void Space2DSW::_broadphase_unpair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_data, void *p_self) { +void GodotSpace2D::_broadphase_unpair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_self) { if (!p_data) { return; } - Space2DSW *self = (Space2DSW *)p_self; + GodotSpace2D *self = (GodotSpace2D *)p_self; self->collision_pairs--; - Constraint2DSW *c = (Constraint2DSW *)p_data; + GodotConstraint2D *c = (GodotConstraint2D *)p_data; memdelete(c); } -const SelfList<Body2DSW>::List &Space2DSW::get_active_body_list() const { +const SelfList<GodotBody2D>::List &GodotSpace2D::get_active_body_list() const { return active_list; } -void Space2DSW::body_add_to_active_list(SelfList<Body2DSW> *p_body) { +void GodotSpace2D::body_add_to_active_list(SelfList<GodotBody2D> *p_body) { active_list.add(p_body); } -void Space2DSW::body_remove_from_active_list(SelfList<Body2DSW> *p_body) { +void GodotSpace2D::body_remove_from_active_list(SelfList<GodotBody2D> *p_body) { active_list.remove(p_body); } -void Space2DSW::body_add_to_mass_properties_update_list(SelfList<Body2DSW> *p_body) { +void GodotSpace2D::body_add_to_mass_properties_update_list(SelfList<GodotBody2D> *p_body) { mass_properties_update_list.add(p_body); } -void Space2DSW::body_remove_from_mass_properties_update_list(SelfList<Body2DSW> *p_body) { +void GodotSpace2D::body_remove_from_mass_properties_update_list(SelfList<GodotBody2D> *p_body) { mass_properties_update_list.remove(p_body); } -BroadPhase2DSW *Space2DSW::get_broadphase() { +GodotBroadPhase2D *GodotSpace2D::get_broadphase() { return broadphase; } -void Space2DSW::add_object(CollisionObject2DSW *p_object) { +void GodotSpace2D::add_object(GodotCollisionObject2D *p_object) { ERR_FAIL_COND(objects.has(p_object)); objects.insert(p_object); } -void Space2DSW::remove_object(CollisionObject2DSW *p_object) { +void GodotSpace2D::remove_object(GodotCollisionObject2D *p_object) { ERR_FAIL_COND(!objects.has(p_object)); objects.erase(p_object); } -const Set<CollisionObject2DSW *> &Space2DSW::get_objects() const { +const Set<GodotCollisionObject2D *> &GodotSpace2D::get_objects() const { return objects; } -void Space2DSW::body_add_to_state_query_list(SelfList<Body2DSW> *p_body) { +void GodotSpace2D::body_add_to_state_query_list(SelfList<GodotBody2D> *p_body) { state_query_list.add(p_body); } -void Space2DSW::body_remove_from_state_query_list(SelfList<Body2DSW> *p_body) { +void GodotSpace2D::body_remove_from_state_query_list(SelfList<GodotBody2D> *p_body) { state_query_list.remove(p_body); } -void Space2DSW::area_add_to_monitor_query_list(SelfList<Area2DSW> *p_area) { +void GodotSpace2D::area_add_to_monitor_query_list(SelfList<GodotArea2D> *p_area) { monitor_query_list.add(p_area); } -void Space2DSW::area_remove_from_monitor_query_list(SelfList<Area2DSW> *p_area) { +void GodotSpace2D::area_remove_from_monitor_query_list(SelfList<GodotArea2D> *p_area) { monitor_query_list.remove(p_area); } -void Space2DSW::area_add_to_moved_list(SelfList<Area2DSW> *p_area) { +void GodotSpace2D::area_add_to_moved_list(SelfList<GodotArea2D> *p_area) { area_moved_list.add(p_area); } -void Space2DSW::area_remove_from_moved_list(SelfList<Area2DSW> *p_area) { +void GodotSpace2D::area_remove_from_moved_list(SelfList<GodotArea2D> *p_area) { area_moved_list.remove(p_area); } -const SelfList<Area2DSW>::List &Space2DSW::get_moved_area_list() const { +const SelfList<GodotArea2D>::List &GodotSpace2D::get_moved_area_list() const { return area_moved_list; } -void Space2DSW::call_queries() { +void GodotSpace2D::call_queries() { while (state_query_list.first()) { - Body2DSW *b = state_query_list.first()->self(); + GodotBody2D *b = state_query_list.first()->self(); state_query_list.remove(state_query_list.first()); b->call_queries(); } while (monitor_query_list.first()) { - Area2DSW *a = monitor_query_list.first()->self(); + GodotArea2D *a = monitor_query_list.first()->self(); monitor_query_list.remove(monitor_query_list.first()); a->call_queries(); } } -void Space2DSW::setup() { +void GodotSpace2D::setup() { contact_debug_count = 0; while (mass_properties_update_list.first()) { @@ -1126,11 +1127,11 @@ void Space2DSW::setup() { } } -void Space2DSW::update() { +void GodotSpace2D::update() { broadphase->update(); } -void Space2DSW::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_value) { +void GodotSpace2D::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_value) { switch (p_param) { case PhysicsServer2D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: contact_recycle_radius = p_value; @@ -1156,7 +1157,7 @@ void Space2DSW::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_valu } } -real_t Space2DSW::get_param(PhysicsServer2D::SpaceParameter p_param) const { +real_t GodotSpace2D::get_param(PhysicsServer2D::SpaceParameter p_param) const { switch (p_param) { case PhysicsServer2D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: return contact_recycle_radius; @@ -1176,37 +1177,37 @@ real_t Space2DSW::get_param(PhysicsServer2D::SpaceParameter p_param) const { return 0; } -void Space2DSW::lock() { +void GodotSpace2D::lock() { locked = true; } -void Space2DSW::unlock() { +void GodotSpace2D::unlock() { locked = false; } -bool Space2DSW::is_locked() const { +bool GodotSpace2D::is_locked() const { return locked; } -PhysicsDirectSpaceState2DSW *Space2DSW::get_direct_state() { +GodotPhysicsDirectSpaceState2D *GodotSpace2D::get_direct_state() { return direct_access; } -Space2DSW::Space2DSW() { +GodotSpace2D::GodotSpace2D() { body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_linear", 2.0); body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", Math::deg2rad(8.0)); 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")); - broadphase = BroadPhase2DSW::create_func(); + broadphase = GodotBroadPhase2D::create_func(); broadphase->set_pair_callback(_broadphase_pair, this); broadphase->set_unpair_callback(_broadphase_unpair, this); - direct_access = memnew(PhysicsDirectSpaceState2DSW); + direct_access = memnew(GodotPhysicsDirectSpaceState2D); direct_access->space = this; } -Space2DSW::~Space2DSW() { +GodotSpace2D::~GodotSpace2D() { memdelete(broadphase); memdelete(direct_access); } diff --git a/servers/physics_2d/space_2d_sw.h b/servers/physics_2d/godot_space_2d.h index 746b5c6c9a..97e2928a9d 100644 --- a/servers/physics_2d/space_2d_sw.h +++ b/servers/physics_2d/godot_space_2d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* space_2d_sw.h */ +/* godot_space_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,26 +28,27 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef SPACE_2D_SW_H -#define SPACE_2D_SW_H +#ifndef GODOT_SPACE_2D_H +#define GODOT_SPACE_2D_H + +#include "godot_area_2d.h" +#include "godot_area_pair_2d.h" +#include "godot_body_2d.h" +#include "godot_body_pair_2d.h" +#include "godot_broad_phase_2d.h" +#include "godot_collision_object_2d.h" -#include "area_2d_sw.h" -#include "area_pair_2d_sw.h" -#include "body_2d_sw.h" -#include "body_pair_2d_sw.h" -#include "broad_phase_2d_sw.h" -#include "collision_object_2d_sw.h" #include "core/config/project_settings.h" #include "core/templates/hash_map.h" #include "core/typedefs.h" -class PhysicsDirectSpaceState2DSW : public PhysicsDirectSpaceState2D { - GDCLASS(PhysicsDirectSpaceState2DSW, PhysicsDirectSpaceState2D); +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: - Space2DSW *space = nullptr; + 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; @@ -57,10 +58,10 @@ public: 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; - PhysicsDirectSpaceState2DSW() {} + GodotPhysicsDirectSpaceState2D() {} }; -class Space2DSW { +class GodotSpace2D { public: enum ElapsedTime { ELAPSED_TIME_INTEGRATE_FORCES, @@ -74,29 +75,29 @@ public: private: struct ExcludedShapeSW { - Shape2DSW *local_shape = nullptr; - const CollisionObject2DSW *against_object = nullptr; + GodotShape2D *local_shape = nullptr; + const GodotCollisionObject2D *against_object = nullptr; int against_shape_index = 0; }; uint64_t elapsed_time[ELAPSED_TIME_MAX] = {}; - PhysicsDirectSpaceState2DSW *direct_access = nullptr; + GodotPhysicsDirectSpaceState2D *direct_access = nullptr; RID self; - BroadPhase2DSW *broadphase; - SelfList<Body2DSW>::List active_list; - SelfList<Body2DSW>::List mass_properties_update_list; - SelfList<Body2DSW>::List state_query_list; - SelfList<Area2DSW>::List monitor_query_list; - SelfList<Area2DSW>::List area_moved_list; + GodotBroadPhase2D *broadphase; + SelfList<GodotBody2D>::List active_list; + SelfList<GodotBody2D>::List mass_properties_update_list; + SelfList<GodotBody2D>::List state_query_list; + SelfList<GodotArea2D>::List monitor_query_list; + SelfList<GodotArea2D>::List area_moved_list; - static void *_broadphase_pair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_self); - static void _broadphase_unpair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_data, void *p_self); + 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<CollisionObject2DSW *> objects; + Set<GodotCollisionObject2D *> objects; - Area2DSW *area = nullptr; + GodotArea2D *area = nullptr; real_t contact_recycle_radius = 1.0; real_t contact_max_separation = 1.5; @@ -107,7 +108,7 @@ private: INTERSECTION_QUERY_MAX = 2048 }; - CollisionObject2DSW *intersection_query_results[INTERSECTION_QUERY_MAX]; + GodotCollisionObject2D *intersection_query_results[INTERSECTION_QUERY_MAX]; int intersection_query_subindex_results[INTERSECTION_QUERY_MAX]; real_t body_linear_velocity_sleep_threshold = 0.0; @@ -122,40 +123,40 @@ private: int active_objects = 0; int collision_pairs = 0; - int _cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb); + int _cull_aabb_for_body(GodotBody2D *p_body, const Rect2 &p_aabb); Vector<Vector2> contact_debug; int contact_debug_count = 0; - friend class PhysicsDirectSpaceState2DSW; + friend class GodotPhysicsDirectSpaceState2D; public: _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } _FORCE_INLINE_ RID get_self() const { return self; } - void set_default_area(Area2DSW *p_area) { area = p_area; } - Area2DSW *get_default_area() const { return area; } + void set_default_area(GodotArea2D *p_area) { area = p_area; } + GodotArea2D *get_default_area() const { return area; } - const SelfList<Body2DSW>::List &get_active_body_list() const; - void body_add_to_active_list(SelfList<Body2DSW> *p_body); - void body_remove_from_active_list(SelfList<Body2DSW> *p_body); - void body_add_to_mass_properties_update_list(SelfList<Body2DSW> *p_body); - void body_remove_from_mass_properties_update_list(SelfList<Body2DSW> *p_body); - void area_add_to_moved_list(SelfList<Area2DSW> *p_area); - void area_remove_from_moved_list(SelfList<Area2DSW> *p_area); - const SelfList<Area2DSW>::List &get_moved_area_list() const; + const SelfList<GodotBody2D>::List &get_active_body_list() const; + void body_add_to_active_list(SelfList<GodotBody2D> *p_body); + void body_remove_from_active_list(SelfList<GodotBody2D> *p_body); + void body_add_to_mass_properties_update_list(SelfList<GodotBody2D> *p_body); + void body_remove_from_mass_properties_update_list(SelfList<GodotBody2D> *p_body); + void area_add_to_moved_list(SelfList<GodotArea2D> *p_area); + void area_remove_from_moved_list(SelfList<GodotArea2D> *p_area); + const SelfList<GodotArea2D>::List &get_moved_area_list() const; - void body_add_to_state_query_list(SelfList<Body2DSW> *p_body); - void body_remove_from_state_query_list(SelfList<Body2DSW> *p_body); + void body_add_to_state_query_list(SelfList<GodotBody2D> *p_body); + void body_remove_from_state_query_list(SelfList<GodotBody2D> *p_body); - void area_add_to_monitor_query_list(SelfList<Area2DSW> *p_area); - void area_remove_from_monitor_query_list(SelfList<Area2DSW> *p_area); + void area_add_to_monitor_query_list(SelfList<GodotArea2D> *p_area); + void area_remove_from_monitor_query_list(SelfList<GodotArea2D> *p_area); - BroadPhase2DSW *get_broadphase(); + GodotBroadPhase2D *get_broadphase(); - void add_object(CollisionObject2DSW *p_object); - void remove_object(CollisionObject2DSW *p_object); - const Set<CollisionObject2DSW *> &get_objects() const; + void add_object(GodotCollisionObject2D *p_object); + void remove_object(GodotCollisionObject2D *p_object); + const Set<GodotCollisionObject2D *> &get_objects() const; _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; } @@ -187,7 +188,7 @@ public: int get_collision_pairs() const { return collision_pairs; } - bool test_body_motion(Body2DSW *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result); + bool test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result); void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); } _FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.is_empty(); } @@ -199,13 +200,13 @@ public: _FORCE_INLINE_ Vector<Vector2> get_debug_contacts() { return contact_debug; } _FORCE_INLINE_ int get_debug_contact_count() { return contact_debug_count; } - PhysicsDirectSpaceState2DSW *get_direct_state(); + GodotPhysicsDirectSpaceState2D *get_direct_state(); void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; } uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; } - Space2DSW(); - ~Space2DSW(); + GodotSpace2D(); + ~GodotSpace2D(); }; -#endif // SPACE_2D_SW_H +#endif // GODOT_SPACE_2D_H diff --git a/servers/physics_2d/step_2d_sw.cpp b/servers/physics_2d/godot_step_2d.cpp index a03e30f850..3010315571 100644 --- a/servers/physics_2d/step_2d_sw.cpp +++ b/servers/physics_2d/godot_step_2d.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* step_2d_sw.cpp */ +/* godot_step_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,7 +28,7 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "step_2d_sw.h" +#include "godot_step_2d.h" #include "core/os/os.h" @@ -38,7 +38,7 @@ #define ISLAND_SIZE_RESERVE 512 #define CONSTRAINT_COUNT_RESERVE 1024 -void Step2DSW::_populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_body_island, LocalVector<Constraint2DSW *> &p_constraint_island) { +void GodotStep2D::_populate_island(GodotBody2D *p_body, LocalVector<GodotBody2D *> &p_body_island, LocalVector<GodotConstraint2D *> &p_constraint_island) { p_body->set_island_step(_step); if (p_body->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) { @@ -46,8 +46,8 @@ void Step2DSW::_populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_bod p_body_island.push_back(p_body); } - for (const Pair<Constraint2DSW *, int> &E : p_body->get_constraint_list()) { - Constraint2DSW *constraint = (Constraint2DSW *)E.first; + for (const Pair<GodotConstraint2D *, int> &E : p_body->get_constraint_list()) { + GodotConstraint2D *constraint = (GodotConstraint2D *)E.first; if (constraint->get_island_step() == _step) { continue; // Already processed. } @@ -59,7 +59,7 @@ void Step2DSW::_populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_bod if (i == E.second) { continue; } - Body2DSW *other_body = constraint->get_body_ptr()[i]; + GodotBody2D *other_body = constraint->get_body_ptr()[i]; if (other_body->get_island_step() == _step) { continue; // Already processed. } @@ -71,16 +71,16 @@ void Step2DSW::_populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_bod } } -void Step2DSW::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) { - Constraint2DSW *constraint = all_constraints[p_constraint_index]; +void GodotStep2D::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) { + GodotConstraint2D *constraint = all_constraints[p_constraint_index]; constraint->setup(delta); } -void Step2DSW::_pre_solve_island(LocalVector<Constraint2DSW *> &p_constraint_island) const { +void GodotStep2D::_pre_solve_island(LocalVector<GodotConstraint2D *> &p_constraint_island) const { uint32_t constraint_count = p_constraint_island.size(); uint32_t valid_constraint_count = 0; for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { - Constraint2DSW *constraint = p_constraint_island[constraint_index]; + GodotConstraint2D *constraint = p_constraint_island[constraint_index]; if (p_constraint_island[constraint_index]->pre_solve(delta)) { // Keep this constraint for solving. p_constraint_island[valid_constraint_count++] = constraint; @@ -89,8 +89,8 @@ void Step2DSW::_pre_solve_island(LocalVector<Constraint2DSW *> &p_constraint_isl p_constraint_island.resize(valid_constraint_count); } -void Step2DSW::_solve_island(uint32_t p_island_index, void *p_userdata) const { - const LocalVector<Constraint2DSW *> &constraint_island = constraint_islands[p_island_index]; +void GodotStep2D::_solve_island(uint32_t p_island_index, void *p_userdata) const { + const LocalVector<GodotConstraint2D *> &constraint_island = constraint_islands[p_island_index]; for (int i = 0; i < iterations; i++) { uint32_t constraint_count = constraint_island.size(); @@ -100,12 +100,12 @@ void Step2DSW::_solve_island(uint32_t p_island_index, void *p_userdata) const { } } -void Step2DSW::_check_suspend(LocalVector<Body2DSW *> &p_body_island) const { +void GodotStep2D::_check_suspend(LocalVector<GodotBody2D *> &p_body_island) const { bool can_sleep = true; uint32_t body_count = p_body_island.size(); for (uint32_t body_index = 0; body_index < body_count; ++body_index) { - Body2DSW *body = p_body_island[body_index]; + GodotBody2D *body = p_body_island[body_index]; if (!body->sleep_test(delta)) { can_sleep = false; @@ -114,7 +114,7 @@ void Step2DSW::_check_suspend(LocalVector<Body2DSW *> &p_body_island) const { // Put all to sleep or wake up everyone. for (uint32_t body_index = 0; body_index < body_count; ++body_index) { - Body2DSW *body = p_body_island[body_index]; + GodotBody2D *body = p_body_island[body_index]; bool active = body->is_active(); @@ -124,7 +124,7 @@ void Step2DSW::_check_suspend(LocalVector<Body2DSW *> &p_body_island) const { } } -void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { +void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta, int p_iterations) { p_space->lock(); // can't access space during this p_space->setup(); //update inertias, etc @@ -134,7 +134,7 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { iterations = p_iterations; delta = p_delta; - const SelfList<Body2DSW>::List *body_list = &p_space->get_active_body_list(); + const SelfList<GodotBody2D>::List *body_list = &p_space->get_active_body_list(); /* INTEGRATE FORCES */ @@ -143,7 +143,7 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { int active_count = 0; - const SelfList<Body2DSW> *b = body_list->first(); + const SelfList<GodotBody2D> *b = body_list->first(); while (b) { b->self()->integrate_forces(p_delta); b = b->next(); @@ -154,7 +154,7 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); - p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime); + p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime); profile_begtime = profile_endtime; } @@ -162,11 +162,11 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { uint32_t island_count = 0; - const SelfList<Area2DSW>::List &aml = p_space->get_moved_area_list(); + const SelfList<GodotArea2D>::List &aml = p_space->get_moved_area_list(); while (aml.first()) { - for (const Set<Constraint2DSW *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) { - Constraint2DSW *constraint = E->get(); + for (const Set<GodotConstraint2D *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) { + GodotConstraint2D *constraint = E->get(); if (constraint->get_island_step() == _step) { continue; } @@ -177,13 +177,13 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { if (constraint_islands.size() < island_count) { constraint_islands.resize(island_count); } - LocalVector<Constraint2DSW *> &constraint_island = constraint_islands[island_count - 1]; + LocalVector<GodotConstraint2D *> &constraint_island = constraint_islands[island_count - 1]; constraint_island.clear(); all_constraints.push_back(constraint); constraint_island.push_back(constraint); } - p_space->area_remove_from_moved_list((SelfList<Area2DSW> *)aml.first()); //faster to remove here + p_space->area_remove_from_moved_list((SelfList<GodotArea2D> *)aml.first()); //faster to remove here } /* GENERATE CONSTRAINT ISLANDS FOR ACTIVE RIGID BODIES */ @@ -193,14 +193,14 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { uint32_t body_island_count = 0; while (b) { - Body2DSW *body = b->self(); + GodotBody2D *body = b->self(); if (body->get_island_step() != _step) { ++body_island_count; if (body_islands.size() < body_island_count) { body_islands.resize(body_island_count); } - LocalVector<Body2DSW *> &body_island = body_islands[body_island_count - 1]; + LocalVector<GodotBody2D *> &body_island = body_islands[body_island_count - 1]; body_island.clear(); body_island.reserve(BODY_ISLAND_SIZE_RESERVE); @@ -208,7 +208,7 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { if (constraint_islands.size() < island_count) { constraint_islands.resize(island_count); } - LocalVector<Constraint2DSW *> &constraint_island = constraint_islands[island_count - 1]; + LocalVector<GodotConstraint2D *> &constraint_island = constraint_islands[island_count - 1]; constraint_island.clear(); constraint_island.reserve(ISLAND_SIZE_RESERVE); @@ -229,18 +229,18 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); - p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime); + p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime); profile_begtime = profile_endtime; } /* SETUP CONSTRAINTS / PROCESS COLLISIONS */ uint32_t total_contraint_count = all_constraints.size(); - work_pool.do_work(total_contraint_count, this, &Step2DSW::_setup_contraint, nullptr); + work_pool.do_work(total_contraint_count, this, &GodotStep2D::_setup_contraint, nullptr); { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); - p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime); + p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime); profile_begtime = profile_endtime; } @@ -256,14 +256,14 @@ void Step2DSW::step(Space2DSW *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, &Step2DSW::_solve_island, nullptr); + work_pool.do_work(island_count, this, &GodotStep2D::_solve_island, nullptr); } else if (island_count > 0) { _solve_island(0); } { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); - p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime); + p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime); profile_begtime = profile_endtime; } @@ -271,7 +271,7 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { b = body_list->first(); while (b) { - const SelfList<Body2DSW> *n = b->next(); + const SelfList<GodotBody2D> *n = b->next(); b->self()->integrate_velocities(p_delta); b = n; // in case it shuts itself down } @@ -284,7 +284,7 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); - p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime); + p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime); //profile_begtime=profile_endtime; } @@ -295,7 +295,7 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { _step++; } -Step2DSW::Step2DSW() { +GodotStep2D::GodotStep2D() { body_islands.reserve(BODY_ISLAND_COUNT_RESERVE); constraint_islands.reserve(ISLAND_COUNT_RESERVE); all_constraints.reserve(CONSTRAINT_COUNT_RESERVE); @@ -303,6 +303,6 @@ Step2DSW::Step2DSW() { work_pool.init(); } -Step2DSW::~Step2DSW() { +GodotStep2D::~GodotStep2D() { work_pool.finish(); } diff --git a/servers/physics_2d/step_2d_sw.h b/servers/physics_2d/godot_step_2d.h index de8e76cc99..efec243632 100644 --- a/servers/physics_2d/step_2d_sw.h +++ b/servers/physics_2d/godot_step_2d.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* step_2d_sw.h */ +/* godot_step_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,15 +28,15 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef STEP_2D_SW_H -#define STEP_2D_SW_H +#ifndef GODOT_STEP_2D_H +#define GODOT_STEP_2D_H -#include "space_2d_sw.h" +#include "godot_space_2d.h" #include "core/templates/local_vector.h" #include "core/templates/thread_work_pool.h" -class Step2DSW { +class GodotStep2D { uint64_t _step = 1; int iterations = 0; @@ -44,20 +44,20 @@ class Step2DSW { ThreadWorkPool work_pool; - LocalVector<LocalVector<Body2DSW *>> body_islands; - LocalVector<LocalVector<Constraint2DSW *>> constraint_islands; - LocalVector<Constraint2DSW *> all_constraints; + LocalVector<LocalVector<GodotBody2D *>> body_islands; + LocalVector<LocalVector<GodotConstraint2D *>> constraint_islands; + LocalVector<GodotConstraint2D *> all_constraints; - void _populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_body_island, LocalVector<Constraint2DSW *> &p_constraint_island); + void _populate_island(GodotBody2D *p_body, LocalVector<GodotBody2D *> &p_body_island, LocalVector<GodotConstraint2D *> &p_constraint_island); void _setup_contraint(uint32_t p_constraint_index, void *p_userdata = nullptr); - void _pre_solve_island(LocalVector<Constraint2DSW *> &p_constraint_island) const; + void _pre_solve_island(LocalVector<GodotConstraint2D *> &p_constraint_island) const; void _solve_island(uint32_t p_island_index, void *p_userdata = nullptr) const; - void _check_suspend(LocalVector<Body2DSW *> &p_body_island) const; + void _check_suspend(LocalVector<GodotBody2D *> &p_body_island) const; public: - void step(Space2DSW *p_space, real_t p_delta, int p_iterations); - Step2DSW(); - ~Step2DSW(); + void step(GodotSpace2D *p_space, real_t p_delta, int p_iterations); + GodotStep2D(); + ~GodotStep2D(); }; -#endif // STEP_2D_SW_H +#endif // GODOT_STEP_2D_H diff --git a/servers/physics_2d/physics_server_2d_sw.cpp b/servers/physics_2d/physics_server_2d_sw.cpp deleted file mode 100644 index c2205e33b0..0000000000 --- a/servers/physics_2d/physics_server_2d_sw.cpp +++ /dev/null @@ -1,1349 +0,0 @@ -/*************************************************************************/ -/* physics_server_2d_sw.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 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 */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "physics_server_2d_sw.h" - -#include "body_direct_state_2d_sw.h" -#include "broad_phase_2d_bvh.h" -#include "collision_solver_2d_sw.h" -#include "core/config/project_settings.h" -#include "core/debugger/engine_debugger.h" -#include "core/os/os.h" - -#define FLUSH_QUERY_CHECK(m_object) \ - ERR_FAIL_COND_MSG(m_object->get_space() && flushing_queries, "Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead."); - -RID PhysicsServer2DSW::_shape_create(ShapeType p_shape) { - Shape2DSW *shape = nullptr; - switch (p_shape) { - case SHAPE_WORLD_BOUNDARY: { - shape = memnew(WorldBoundaryShape2DSW); - } break; - case SHAPE_SEPARATION_RAY: { - shape = memnew(SeparationRayShape2DSW); - } break; - case SHAPE_SEGMENT: { - shape = memnew(SegmentShape2DSW); - } break; - case SHAPE_CIRCLE: { - shape = memnew(CircleShape2DSW); - } break; - case SHAPE_RECTANGLE: { - shape = memnew(RectangleShape2DSW); - } break; - case SHAPE_CAPSULE: { - shape = memnew(CapsuleShape2DSW); - } break; - case SHAPE_CONVEX_POLYGON: { - shape = memnew(ConvexPolygonShape2DSW); - } break; - case SHAPE_CONCAVE_POLYGON: { - shape = memnew(ConcavePolygonShape2DSW); - } break; - case SHAPE_CUSTOM: { - ERR_FAIL_V(RID()); - - } break; - } - - RID id = shape_owner.make_rid(shape); - shape->set_self(id); - - return id; -} - -RID PhysicsServer2DSW::world_boundary_shape_create() { - return _shape_create(SHAPE_WORLD_BOUNDARY); -} - -RID PhysicsServer2DSW::separation_ray_shape_create() { - return _shape_create(SHAPE_SEPARATION_RAY); -} - -RID PhysicsServer2DSW::segment_shape_create() { - return _shape_create(SHAPE_SEGMENT); -} - -RID PhysicsServer2DSW::circle_shape_create() { - return _shape_create(SHAPE_CIRCLE); -} - -RID PhysicsServer2DSW::rectangle_shape_create() { - return _shape_create(SHAPE_RECTANGLE); -} - -RID PhysicsServer2DSW::capsule_shape_create() { - return _shape_create(SHAPE_CAPSULE); -} - -RID PhysicsServer2DSW::convex_polygon_shape_create() { - return _shape_create(SHAPE_CONVEX_POLYGON); -} - -RID PhysicsServer2DSW::concave_polygon_shape_create() { - return _shape_create(SHAPE_CONCAVE_POLYGON); -} - -void PhysicsServer2DSW::shape_set_data(RID p_shape, const Variant &p_data) { - Shape2DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); - shape->set_data(p_data); -}; - -void PhysicsServer2DSW::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) { - Shape2DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); - shape->set_custom_bias(p_bias); -} - -PhysicsServer2D::ShapeType PhysicsServer2DSW::shape_get_type(RID p_shape) const { - const Shape2DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND_V(!shape, SHAPE_CUSTOM); - return shape->get_type(); -}; - -Variant PhysicsServer2DSW::shape_get_data(RID p_shape) const { - const Shape2DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND_V(!shape, Variant()); - ERR_FAIL_COND_V(!shape->is_configured(), Variant()); - return shape->get_data(); -}; - -real_t PhysicsServer2DSW::shape_get_custom_solver_bias(RID p_shape) const { - const Shape2DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND_V(!shape, 0); - return shape->get_custom_bias(); -} - -void PhysicsServer2DSW::_shape_col_cbk(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) { - CollCbkData *cbk = (CollCbkData *)p_userdata; - - if (cbk->max == 0) { - return; - } - - Vector2 rel_dir = (p_point_A - p_point_B); - real_t rel_length2 = rel_dir.length_squared(); - if (cbk->valid_dir != Vector2()) { - if (cbk->valid_depth < 10e20) { - if (rel_length2 > cbk->valid_depth * cbk->valid_depth || - (rel_length2 > CMP_EPSILON && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON)) { - cbk->invalid_by_dir++; - return; - } - } else { - if (rel_length2 > 0 && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON) { - return; - } - } - } - - if (cbk->amount == cbk->max) { - //find least deep - real_t min_depth = 1e20; - int min_depth_idx = 0; - for (int i = 0; i < cbk->amount; i++) { - real_t d = cbk->ptr[i * 2 + 0].distance_squared_to(cbk->ptr[i * 2 + 1]); - if (d < min_depth) { - min_depth = d; - min_depth_idx = i; - } - } - - if (rel_length2 < min_depth) { - return; - } - cbk->ptr[min_depth_idx * 2 + 0] = p_point_A; - cbk->ptr[min_depth_idx * 2 + 1] = p_point_B; - cbk->passed++; - - } else { - cbk->ptr[cbk->amount * 2 + 0] = p_point_A; - cbk->ptr[cbk->amount * 2 + 1] = p_point_B; - cbk->amount++; - cbk->passed++; - } -} - -bool PhysicsServer2DSW::shape_collide(RID p_shape_A, const Transform2D &p_xform_A, const Vector2 &p_motion_A, RID p_shape_B, const Transform2D &p_xform_B, const Vector2 &p_motion_B, Vector2 *r_results, int p_result_max, int &r_result_count) { - Shape2DSW *shape_A = shape_owner.get_or_null(p_shape_A); - ERR_FAIL_COND_V(!shape_A, false); - Shape2DSW *shape_B = shape_owner.get_or_null(p_shape_B); - ERR_FAIL_COND_V(!shape_B, false); - - if (p_result_max == 0) { - return CollisionSolver2DSW::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, nullptr, nullptr); - } - - CollCbkData cbk; - cbk.max = p_result_max; - cbk.amount = 0; - cbk.passed = 0; - cbk.ptr = r_results; - - bool res = CollisionSolver2DSW::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, _shape_col_cbk, &cbk); - r_result_count = cbk.amount; - return res; -} - -RID PhysicsServer2DSW::space_create() { - Space2DSW *space = memnew(Space2DSW); - RID id = space_owner.make_rid(space); - space->set_self(id); - RID area_id = area_create(); - Area2DSW *area = area_owner.get_or_null(area_id); - ERR_FAIL_COND_V(!area, RID()); - space->set_default_area(area); - area->set_space(space); - area->set_priority(-1); - - return id; -}; - -void PhysicsServer2DSW::space_set_active(RID p_space, bool p_active) { - Space2DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); - if (p_active) { - active_spaces.insert(space); - } else { - active_spaces.erase(space); - } -} - -bool PhysicsServer2DSW::space_is_active(RID p_space) const { - const Space2DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, false); - - return active_spaces.has(space); -} - -void PhysicsServer2DSW::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) { - Space2DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); - - space->set_param(p_param, p_value); -} - -real_t PhysicsServer2DSW::space_get_param(RID p_space, SpaceParameter p_param) const { - const Space2DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, 0); - return space->get_param(p_param); -} - -void PhysicsServer2DSW::space_set_debug_contacts(RID p_space, int p_max_contacts) { - Space2DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); - space->set_debug_contacts(p_max_contacts); -} - -Vector<Vector2> PhysicsServer2DSW::space_get_contacts(RID p_space) const { - Space2DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, Vector<Vector2>()); - return space->get_debug_contacts(); -} - -int PhysicsServer2DSW::space_get_contact_count(RID p_space) const { - Space2DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, 0); - return space->get_debug_contact_count(); -} - -PhysicsDirectSpaceState2D *PhysicsServer2DSW::space_get_direct_state(RID p_space) { - Space2DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, nullptr); - ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification."); - - return space->get_direct_state(); -} - -RID PhysicsServer2DSW::area_create() { - Area2DSW *area = memnew(Area2DSW); - RID rid = area_owner.make_rid(area); - area->set_self(rid); - return rid; -}; - -void PhysicsServer2DSW::area_set_space(RID p_area, RID p_space) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - Space2DSW *space = nullptr; - if (p_space.is_valid()) { - space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); - } - - if (area->get_space() == space) { - return; //pointless - } - - area->clear_constraints(); - area->set_space(space); -}; - -RID PhysicsServer2DSW::area_get_space(RID p_area) const { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, RID()); - - Space2DSW *space = area->get_space(); - if (!space) { - return RID(); - } - return space->get_self(); -}; - -void PhysicsServer2DSW::area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->set_space_override_mode(p_mode); -} - -PhysicsServer2D::AreaSpaceOverrideMode PhysicsServer2DSW::area_get_space_override_mode(RID p_area) const { - const Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, AREA_SPACE_OVERRIDE_DISABLED); - - return area->get_space_override_mode(); -} - -void PhysicsServer2DSW::area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform, bool p_disabled) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - Shape2DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); - - area->add_shape(shape, p_transform, p_disabled); -} - -void PhysicsServer2DSW::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - Shape2DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); - ERR_FAIL_COND(!shape->is_configured()); - - area->set_shape(p_shape_idx, shape); -} - -void PhysicsServer2DSW::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->set_shape_transform(p_shape_idx, p_transform); -} - -void PhysicsServer2DSW::area_set_shape_disabled(RID p_area, int p_shape, bool p_disabled) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - ERR_FAIL_INDEX(p_shape, area->get_shape_count()); - FLUSH_QUERY_CHECK(area); - - area->set_shape_disabled(p_shape, p_disabled); -} - -int PhysicsServer2DSW::area_get_shape_count(RID p_area) const { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, -1); - - return area->get_shape_count(); -} - -RID PhysicsServer2DSW::area_get_shape(RID p_area, int p_shape_idx) const { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, RID()); - - Shape2DSW *shape = area->get_shape(p_shape_idx); - ERR_FAIL_COND_V(!shape, RID()); - - return shape->get_self(); -} - -Transform2D PhysicsServer2DSW::area_get_shape_transform(RID p_area, int p_shape_idx) const { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, Transform2D()); - - return area->get_shape_transform(p_shape_idx); -} - -void PhysicsServer2DSW::area_remove_shape(RID p_area, int p_shape_idx) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->remove_shape(p_shape_idx); -} - -void PhysicsServer2DSW::area_clear_shapes(RID p_area) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - while (area->get_shape_count()) { - area->remove_shape(0); - } -} - -void PhysicsServer2DSW::area_attach_object_instance_id(RID p_area, ObjectID p_id) { - if (space_owner.owns(p_area)) { - Space2DSW *space = space_owner.get_or_null(p_area); - p_area = space->get_default_area()->get_self(); - } - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - area->set_instance_id(p_id); -} - -ObjectID PhysicsServer2DSW::area_get_object_instance_id(RID p_area) const { - if (space_owner.owns(p_area)) { - Space2DSW *space = space_owner.get_or_null(p_area); - p_area = space->get_default_area()->get_self(); - } - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, ObjectID()); - return area->get_instance_id(); -} - -void PhysicsServer2DSW::area_attach_canvas_instance_id(RID p_area, ObjectID p_id) { - if (space_owner.owns(p_area)) { - Space2DSW *space = space_owner.get_or_null(p_area); - p_area = space->get_default_area()->get_self(); - } - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - area->set_canvas_instance_id(p_id); -} - -ObjectID PhysicsServer2DSW::area_get_canvas_instance_id(RID p_area) const { - if (space_owner.owns(p_area)) { - Space2DSW *space = space_owner.get_or_null(p_area); - p_area = space->get_default_area()->get_self(); - } - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, ObjectID()); - return area->get_canvas_instance_id(); -} - -void PhysicsServer2DSW::area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) { - if (space_owner.owns(p_area)) { - Space2DSW *space = space_owner.get_or_null(p_area); - p_area = space->get_default_area()->get_self(); - } - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - area->set_param(p_param, p_value); -}; - -void PhysicsServer2DSW::area_set_transform(RID p_area, const Transform2D &p_transform) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - area->set_transform(p_transform); -}; - -Variant PhysicsServer2DSW::area_get_param(RID p_area, AreaParameter p_param) const { - if (space_owner.owns(p_area)) { - Space2DSW *space = space_owner.get_or_null(p_area); - p_area = space->get_default_area()->get_self(); - } - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, Variant()); - - return area->get_param(p_param); -}; - -Transform2D PhysicsServer2DSW::area_get_transform(RID p_area) const { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, Transform2D()); - - return area->get_transform(); -}; - -void PhysicsServer2DSW::area_set_pickable(RID p_area, bool p_pickable) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - area->set_pickable(p_pickable); -} - -void PhysicsServer2DSW::area_set_monitorable(RID p_area, bool p_monitorable) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - FLUSH_QUERY_CHECK(area); - - area->set_monitorable(p_monitorable); -} - -void PhysicsServer2DSW::area_set_collision_mask(RID p_area, uint32_t p_mask) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->set_collision_mask(p_mask); -} - -void PhysicsServer2DSW::area_set_collision_layer(RID p_area, uint32_t p_layer) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->set_collision_layer(p_layer); -} - -void PhysicsServer2DSW::area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) { - Area2DSW *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); -} - -void PhysicsServer2DSW::area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) { - Area2DSW *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); -} - -/* BODY API */ - -RID PhysicsServer2DSW::body_create() { - Body2DSW *body = memnew(Body2DSW); - RID rid = body_owner.make_rid(body); - body->set_self(rid); - return rid; -} - -void PhysicsServer2DSW::body_set_space(RID p_body, RID p_space) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - Space2DSW *space = nullptr; - if (p_space.is_valid()) { - space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); - } - - if (body->get_space() == space) { - return; //pointless - } - - body->clear_constraint_list(); - body->set_space(space); -}; - -RID PhysicsServer2DSW::body_get_space(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, RID()); - - Space2DSW *space = body->get_space(); - if (!space) { - return RID(); - } - return space->get_self(); -}; - -void PhysicsServer2DSW::body_set_mode(RID p_body, BodyMode p_mode) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - FLUSH_QUERY_CHECK(body); - - body->set_mode(p_mode); -}; - -PhysicsServer2D::BodyMode PhysicsServer2DSW::body_get_mode(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, BODY_MODE_STATIC); - - return body->get_mode(); -}; - -void PhysicsServer2DSW::body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform, bool p_disabled) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - Shape2DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); - - body->add_shape(shape, p_transform, p_disabled); -} - -void PhysicsServer2DSW::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - Shape2DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); - ERR_FAIL_COND(!shape->is_configured()); - - body->set_shape(p_shape_idx, shape); -} - -void PhysicsServer2DSW::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_shape_transform(p_shape_idx, p_transform); -} - -int PhysicsServer2DSW::body_get_shape_count(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, -1); - - return body->get_shape_count(); -} - -RID PhysicsServer2DSW::body_get_shape(RID p_body, int p_shape_idx) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, RID()); - - Shape2DSW *shape = body->get_shape(p_shape_idx); - ERR_FAIL_COND_V(!shape, RID()); - - return shape->get_self(); -} - -Transform2D PhysicsServer2DSW::body_get_shape_transform(RID p_body, int p_shape_idx) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, Transform2D()); - - return body->get_shape_transform(p_shape_idx); -} - -void PhysicsServer2DSW::body_remove_shape(RID p_body, int p_shape_idx) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->remove_shape(p_shape_idx); -} - -void PhysicsServer2DSW::body_clear_shapes(RID p_body) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - while (body->get_shape_count()) { - body->remove_shape(0); - } -} - -void PhysicsServer2DSW::body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count()); - FLUSH_QUERY_CHECK(body); - - body->set_shape_disabled(p_shape_idx, p_disabled); -} - -void PhysicsServer2DSW::body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, real_t p_margin) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count()); - FLUSH_QUERY_CHECK(body); - - body->set_shape_as_one_way_collision(p_shape_idx, p_enable, p_margin); -} - -void PhysicsServer2DSW::body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - body->set_continuous_collision_detection_mode(p_mode); -} - -PhysicsServer2DSW::CCDMode PhysicsServer2DSW::body_get_continuous_collision_detection_mode(RID p_body) const { - const Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, CCD_MODE_DISABLED); - - return body->get_continuous_collision_detection_mode(); -} - -void PhysicsServer2DSW::body_attach_object_instance_id(RID p_body, ObjectID p_id) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_instance_id(p_id); -}; - -ObjectID PhysicsServer2DSW::body_get_object_instance_id(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, ObjectID()); - - return body->get_instance_id(); -}; - -void PhysicsServer2DSW::body_attach_canvas_instance_id(RID p_body, ObjectID p_id) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_canvas_instance_id(p_id); -}; - -ObjectID PhysicsServer2DSW::body_get_canvas_instance_id(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, ObjectID()); - - return body->get_canvas_instance_id(); -}; - -void PhysicsServer2DSW::body_set_collision_layer(RID p_body, uint32_t p_layer) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - body->set_collision_layer(p_layer); -}; - -uint32_t PhysicsServer2DSW::body_get_collision_layer(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); - - return body->get_collision_layer(); -}; - -void PhysicsServer2DSW::body_set_collision_mask(RID p_body, uint32_t p_mask) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - body->set_collision_mask(p_mask); -}; - -uint32_t PhysicsServer2DSW::body_get_collision_mask(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); - - return body->get_collision_mask(); -}; - -void PhysicsServer2DSW::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_param(p_param, p_value); -}; - -Variant PhysicsServer2DSW::body_get_param(RID p_body, BodyParameter p_param) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); - - return body->get_param(p_param); -}; - -void PhysicsServer2DSW::body_reset_mass_properties(RID p_body) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - return body->reset_mass_properties(); -} - -void PhysicsServer2DSW::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_state(p_state, p_variant); -}; - -Variant PhysicsServer2DSW::body_get_state(RID p_body, BodyState p_state) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, Variant()); - - return body->get_state(p_state); -}; - -void PhysicsServer2DSW::body_set_applied_force(RID p_body, const Vector2 &p_force) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_applied_force(p_force); - body->wakeup(); -}; - -Vector2 PhysicsServer2DSW::body_get_applied_force(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, Vector2()); - return body->get_applied_force(); -}; - -void PhysicsServer2DSW::body_set_applied_torque(RID p_body, real_t p_torque) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_applied_torque(p_torque); - body->wakeup(); -}; - -real_t PhysicsServer2DSW::body_get_applied_torque(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); - - return body->get_applied_torque(); -}; - -void PhysicsServer2DSW::body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->apply_central_impulse(p_impulse); - body->wakeup(); -} - -void PhysicsServer2DSW::body_apply_torque_impulse(RID p_body, real_t p_torque) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - _update_shapes(); - - body->apply_torque_impulse(p_torque); - body->wakeup(); -} - -void PhysicsServer2DSW::body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - _update_shapes(); - - body->apply_impulse(p_impulse, p_position); - body->wakeup(); -}; - -void PhysicsServer2DSW::body_add_central_force(RID p_body, const Vector2 &p_force) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->add_central_force(p_force); - body->wakeup(); -}; - -void PhysicsServer2DSW::body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->add_force(p_force, p_position); - body->wakeup(); -}; - -void PhysicsServer2DSW::body_add_torque(RID p_body, real_t p_torque) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->add_torque(p_torque); - body->wakeup(); -}; - -void PhysicsServer2DSW::body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - _update_shapes(); - - Vector2 v = body->get_linear_velocity(); - Vector2 axis = p_axis_velocity.normalized(); - v -= axis * axis.dot(v); - v += p_axis_velocity; - body->set_linear_velocity(v); - body->wakeup(); -}; - -void PhysicsServer2DSW::body_add_collision_exception(RID p_body, RID p_body_b) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->add_exception(p_body_b); - body->wakeup(); -}; - -void PhysicsServer2DSW::body_remove_collision_exception(RID p_body, RID p_body_b) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->remove_exception(p_body_b); - body->wakeup(); -}; - -void PhysicsServer2DSW::body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - for (int i = 0; i < body->get_exceptions().size(); i++) { - p_exceptions->push_back(body->get_exceptions()[i]); - } -}; - -void PhysicsServer2DSW::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); -}; - -real_t PhysicsServer2DSW::body_get_contacts_reported_depth_threshold(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); - return 0; -}; - -void PhysicsServer2DSW::body_set_omit_force_integration(RID p_body, bool p_omit) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_omit_force_integration(p_omit); -}; - -bool PhysicsServer2DSW::body_is_omitting_force_integration(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, false); - return body->get_omit_force_integration(); -}; - -void PhysicsServer2DSW::body_set_max_contacts_reported(RID p_body, int p_contacts) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - body->set_max_contacts_reported(p_contacts); -} - -int PhysicsServer2DSW::body_get_max_contacts_reported(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, -1); - return body->get_max_contacts_reported(); -} - -void PhysicsServer2DSW::body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - body->set_state_sync_callback(p_instance, p_callback); -} - -void PhysicsServer2DSW::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - body->set_force_integration_callback(p_callable, p_udata); -} - -bool PhysicsServer2DSW::body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, false); - ERR_FAIL_INDEX_V(p_body_shape, body->get_shape_count(), false); - - return shape_collide(body->get_shape(p_body_shape)->get_self(), body->get_transform() * body->get_shape_transform(p_body_shape), Vector2(), p_shape, p_shape_xform, p_motion, r_results, p_result_max, r_result_count); -} - -void PhysicsServer2DSW::body_set_pickable(RID p_body, bool p_pickable) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - body->set_pickable(p_pickable); -} - -bool PhysicsServer2DSW::body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, false); - ERR_FAIL_COND_V(!body->get_space(), false); - ERR_FAIL_COND_V(body->get_space()->is_locked(), false); - - _update_shapes(); - - return body->get_space()->test_body_motion(body, p_parameters, r_result); -} - -PhysicsDirectBodyState2D *PhysicsServer2DSW::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."); - - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, nullptr); - - ERR_FAIL_COND_V(!body->get_space(), 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(); -} - -/* JOINT API */ - -RID PhysicsServer2DSW::joint_create() { - Joint2DSW *joint = memnew(Joint2DSW); - RID joint_rid = joint_owner.make_rid(joint); - joint->set_self(joint_rid); - return joint_rid; -} - -void PhysicsServer2DSW::joint_clear(RID p_joint) { - Joint2DSW *joint = joint_owner.get_or_null(p_joint); - if (joint->get_type() != JOINT_TYPE_MAX) { - Joint2DSW *empty_joint = memnew(Joint2DSW); - empty_joint->copy_settings_from(joint); - - joint_owner.replace(p_joint, empty_joint); - memdelete(joint); - } -} - -void PhysicsServer2DSW::joint_set_param(RID p_joint, JointParam p_param, real_t p_value) { - Joint2DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); - - switch (p_param) { - case JOINT_PARAM_BIAS: - joint->set_bias(p_value); - break; - case JOINT_PARAM_MAX_BIAS: - joint->set_max_bias(p_value); - break; - case JOINT_PARAM_MAX_FORCE: - joint->set_max_force(p_value); - break; - } -} - -real_t PhysicsServer2DSW::joint_get_param(RID p_joint, JointParam p_param) const { - const Joint2DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, -1); - - switch (p_param) { - case JOINT_PARAM_BIAS: - return joint->get_bias(); - break; - case JOINT_PARAM_MAX_BIAS: - return joint->get_max_bias(); - break; - case JOINT_PARAM_MAX_FORCE: - return joint->get_max_force(); - break; - } - - return 0; -} - -void PhysicsServer2DSW::joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) { - Joint2DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); - - joint->disable_collisions_between_bodies(p_disable); - - if (2 == joint->get_body_count()) { - Body2DSW *body_a = *joint->get_body_ptr(); - Body2DSW *body_b = *(joint->get_body_ptr() + 1); - - if (p_disable) { - body_add_collision_exception(body_a->get_self(), body_b->get_self()); - body_add_collision_exception(body_b->get_self(), body_a->get_self()); - } else { - body_remove_collision_exception(body_a->get_self(), body_b->get_self()); - body_remove_collision_exception(body_b->get_self(), body_a->get_self()); - } - } -} - -bool PhysicsServer2DSW::joint_is_disabled_collisions_between_bodies(RID p_joint) const { - const Joint2DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, true); - - return joint->is_disabled_collisions_between_bodies(); -} - -void PhysicsServer2DSW::joint_make_pin(RID p_joint, const Vector2 &p_pos, RID p_body_a, RID p_body_b) { - Body2DSW *A = body_owner.get_or_null(p_body_a); - ERR_FAIL_COND(!A); - Body2DSW *B = nullptr; - if (body_owner.owns(p_body_b)) { - B = body_owner.get_or_null(p_body_b); - ERR_FAIL_COND(!B); - } - - Joint2DSW *prev_joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(prev_joint == nullptr); - - Joint2DSW *joint = memnew(PinJoint2DSW(p_pos, A, B)); - - joint_owner.replace(p_joint, joint); - joint->copy_settings_from(prev_joint); - memdelete(prev_joint); -} - -void PhysicsServer2DSW::joint_make_groove(RID p_joint, const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) { - Body2DSW *A = body_owner.get_or_null(p_body_a); - ERR_FAIL_COND(!A); - - Body2DSW *B = body_owner.get_or_null(p_body_b); - ERR_FAIL_COND(!B); - - Joint2DSW *prev_joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(prev_joint == nullptr); - - Joint2DSW *joint = memnew(GrooveJoint2DSW(p_a_groove1, p_a_groove2, p_b_anchor, A, B)); - - joint_owner.replace(p_joint, joint); - joint->copy_settings_from(prev_joint); - memdelete(prev_joint); -} - -void PhysicsServer2DSW::joint_make_damped_spring(RID p_joint, const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b) { - Body2DSW *A = body_owner.get_or_null(p_body_a); - ERR_FAIL_COND(!A); - - Body2DSW *B = body_owner.get_or_null(p_body_b); - ERR_FAIL_COND(!B); - - Joint2DSW *prev_joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(prev_joint == nullptr); - - Joint2DSW *joint = memnew(DampedSpringJoint2DSW(p_anchor_a, p_anchor_b, A, B)); - - joint_owner.replace(p_joint, joint); - joint->copy_settings_from(prev_joint); - memdelete(prev_joint); -} - -void PhysicsServer2DSW::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) { - Joint2DSW *j = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!j); - ERR_FAIL_COND(j->get_type() != JOINT_TYPE_PIN); - - PinJoint2DSW *pin_joint = static_cast<PinJoint2DSW *>(j); - pin_joint->set_param(p_param, p_value); -} - -real_t PhysicsServer2DSW::pin_joint_get_param(RID p_joint, PinJointParam p_param) const { - Joint2DSW *j = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!j, 0); - ERR_FAIL_COND_V(j->get_type() != JOINT_TYPE_PIN, 0); - - PinJoint2DSW *pin_joint = static_cast<PinJoint2DSW *>(j); - return pin_joint->get_param(p_param); -} - -void PhysicsServer2DSW::damped_spring_joint_set_param(RID p_joint, DampedSpringParam p_param, real_t p_value) { - Joint2DSW *j = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!j); - ERR_FAIL_COND(j->get_type() != JOINT_TYPE_DAMPED_SPRING); - - DampedSpringJoint2DSW *dsj = static_cast<DampedSpringJoint2DSW *>(j); - dsj->set_param(p_param, p_value); -} - -real_t PhysicsServer2DSW::damped_spring_joint_get_param(RID p_joint, DampedSpringParam p_param) const { - Joint2DSW *j = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!j, 0); - ERR_FAIL_COND_V(j->get_type() != JOINT_TYPE_DAMPED_SPRING, 0); - - DampedSpringJoint2DSW *dsj = static_cast<DampedSpringJoint2DSW *>(j); - return dsj->get_param(p_param); -} - -PhysicsServer2D::JointType PhysicsServer2DSW::joint_get_type(RID p_joint) const { - Joint2DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, JOINT_TYPE_PIN); - - return joint->get_type(); -} - -void PhysicsServer2DSW::free(RID p_rid) { - _update_shapes(); // just in case - - if (shape_owner.owns(p_rid)) { - Shape2DSW *shape = shape_owner.get_or_null(p_rid); - - while (shape->get_owners().size()) { - ShapeOwner2DSW *so = shape->get_owners().front()->key(); - so->remove_shape(shape); - } - - shape_owner.free(p_rid); - memdelete(shape); - } else if (body_owner.owns(p_rid)) { - Body2DSW *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()) { - body->remove_shape(0); - } - - body_owner.free(p_rid); - memdelete(body); - - } else if (area_owner.owns(p_rid)) { - Area2DSW *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()) { - area->remove_shape(0); - } - - area_owner.free(p_rid); - memdelete(area); - } else if (space_owner.owns(p_rid)) { - Space2DSW *space = space_owner.get_or_null(p_rid); - - while (space->get_objects().size()) { - CollisionObject2DSW *co = (CollisionObject2DSW *)space->get_objects().front()->get(); - co->set_space(nullptr); - } - - active_spaces.erase(space); - free(space->get_default_area()->get_self()); - space_owner.free(p_rid); - memdelete(space); - } else if (joint_owner.owns(p_rid)) { - Joint2DSW *joint = joint_owner.get_or_null(p_rid); - - joint_owner.free(p_rid); - memdelete(joint); - - } else { - ERR_FAIL_MSG("Invalid ID."); - } -}; - -void PhysicsServer2DSW::set_active(bool p_active) { - active = p_active; -}; - -void PhysicsServer2DSW::set_collision_iterations(int p_iterations) { - iterations = p_iterations; -}; - -void PhysicsServer2DSW::init() { - doing_sync = false; - iterations = 8; // 8? - stepper = memnew(Step2DSW); -}; - -void PhysicsServer2DSW::step(real_t p_step) { - if (!active) { - return; - } - - _update_shapes(); - - island_count = 0; - active_objects = 0; - collision_pairs = 0; - for (Set<const Space2DSW *>::Element *E = active_spaces.front(); E; E = E->next()) { - stepper->step((Space2DSW *)E->get(), p_step, iterations); - island_count += E->get()->get_island_count(); - active_objects += E->get()->get_active_objects(); - collision_pairs += E->get()->get_collision_pairs(); - } -}; - -void PhysicsServer2DSW::sync() { - doing_sync = true; -}; - -void PhysicsServer2DSW::flush_queries() { - if (!active) { - return; - } - - flushing_queries = true; - - uint64_t time_beg = OS::get_singleton()->get_ticks_usec(); - - for (Set<const Space2DSW *>::Element *E = active_spaces.front(); E; E = E->next()) { - Space2DSW *space = (Space2DSW *)E->get(); - space->call_queries(); - } - - flushing_queries = false; - - if (EngineDebugger::is_profiling("servers")) { - uint64_t total_time[Space2DSW::ELAPSED_TIME_MAX]; - static const char *time_name[Space2DSW::ELAPSED_TIME_MAX] = { - "integrate_forces", - "generate_islands", - "setup_constraints", - "solve_constraints", - "integrate_velocities" - }; - - for (int i = 0; i < Space2DSW::ELAPSED_TIME_MAX; i++) { - total_time[i] = 0; - } - - for (Set<const Space2DSW *>::Element *E = active_spaces.front(); E; E = E->next()) { - for (int i = 0; i < Space2DSW::ELAPSED_TIME_MAX; i++) { - total_time[i] += E->get()->get_elapsed_time(Space2DSW::ElapsedTime(i)); - } - } - - Array values; - values.resize(Space2DSW::ELAPSED_TIME_MAX * 2); - for (int i = 0; i < Space2DSW::ELAPSED_TIME_MAX; i++) { - values[i * 2 + 0] = time_name[i]; - values[i * 2 + 1] = USEC_TO_SEC(total_time[i]); - } - values.push_back("flush_queries"); - values.push_back(USEC_TO_SEC(OS::get_singleton()->get_ticks_usec() - time_beg)); - - values.push_front("physics_2d"); - EngineDebugger::profiler_add_frame_data("servers", values); - } -} - -void PhysicsServer2DSW::end_sync() { - doing_sync = false; -} - -void PhysicsServer2DSW::finish() { - memdelete(stepper); -}; - -void PhysicsServer2DSW::_update_shapes() { - while (pending_shape_update_list.first()) { - pending_shape_update_list.first()->self()->_shape_changed(); - pending_shape_update_list.remove(pending_shape_update_list.first()); - } -} - -int PhysicsServer2DSW::get_process_info(ProcessInfo p_info) { - switch (p_info) { - case INFO_ACTIVE_OBJECTS: { - return active_objects; - } break; - case INFO_COLLISION_PAIRS: { - return collision_pairs; - } break; - case INFO_ISLAND_COUNT: { - return island_count; - } break; - } - - return 0; -} - -PhysicsServer2DSW *PhysicsServer2DSW::singletonsw = nullptr; - -PhysicsServer2DSW::PhysicsServer2DSW(bool p_using_threads) { - singletonsw = this; - BroadPhase2DSW::create_func = BroadPhase2DBVH::_create; - - using_threads = p_using_threads; -}; diff --git a/servers/physics_2d/physics_server_2d_wrap_mt.cpp b/servers/physics_2d/physics_server_2d_wrap_mt.cpp deleted file mode 100644 index 33070bf42d..0000000000 --- a/servers/physics_2d/physics_server_2d_wrap_mt.cpp +++ /dev/null @@ -1,137 +0,0 @@ -/*************************************************************************/ -/* physics_server_2d_wrap_mt.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 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 */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "physics_server_2d_wrap_mt.h" - -#include "core/os/os.h" - -void PhysicsServer2DWrapMT::thread_exit() { - exit.set(); -} - -void PhysicsServer2DWrapMT::thread_step(real_t p_delta) { - physics_2d_server->step(p_delta); - step_sem.post(); -} - -void PhysicsServer2DWrapMT::_thread_callback(void *_instance) { - PhysicsServer2DWrapMT *vsmt = reinterpret_cast<PhysicsServer2DWrapMT *>(_instance); - - vsmt->thread_loop(); -} - -void PhysicsServer2DWrapMT::thread_loop() { - server_thread = Thread::get_caller_id(); - - physics_2d_server->init(); - - exit.clear(); - step_thread_up.set(); - while (!exit.is_set()) { - // flush commands one by one, until exit is requested - command_queue.wait_and_flush(); - } - - command_queue.flush_all(); // flush all - - physics_2d_server->finish(); -} - -/* EVENT QUEUING */ - -void PhysicsServer2DWrapMT::step(real_t p_step) { - if (create_thread) { - command_queue.push(this, &PhysicsServer2DWrapMT::thread_step, p_step); - } else { - command_queue.flush_all(); //flush all pending from other threads - physics_2d_server->step(p_step); - } -} - -void PhysicsServer2DWrapMT::sync() { - if (create_thread) { - if (first_frame) { - first_frame = false; - } else { - step_sem.wait(); //must not wait if a step was not issued - } - } - physics_2d_server->sync(); -} - -void PhysicsServer2DWrapMT::flush_queries() { - physics_2d_server->flush_queries(); -} - -void PhysicsServer2DWrapMT::end_sync() { - physics_2d_server->end_sync(); -} - -void PhysicsServer2DWrapMT::init() { - if (create_thread) { - //OS::get_singleton()->release_rendering_thread(); - thread.start(_thread_callback, this); - while (!step_thread_up.is_set()) { - OS::get_singleton()->delay_usec(1000); - } - } else { - physics_2d_server->init(); - } -} - -void PhysicsServer2DWrapMT::finish() { - if (thread.is_started()) { - command_queue.push(this, &PhysicsServer2DWrapMT::thread_exit); - thread.wait_to_finish(); - } else { - physics_2d_server->finish(); - } -} - -PhysicsServer2DWrapMT::PhysicsServer2DWrapMT(PhysicsServer2D *p_contained, bool p_create_thread) : - command_queue(p_create_thread) { - physics_2d_server = p_contained; - create_thread = p_create_thread; - - pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc"); - - if (!p_create_thread) { - server_thread = Thread::get_caller_id(); - } else { - server_thread = 0; - } - - main_thread = Thread::get_caller_id(); -} - -PhysicsServer2DWrapMT::~PhysicsServer2DWrapMT() { - memdelete(physics_2d_server); - //finish(); -} diff --git a/servers/physics_2d/physics_server_2d_wrap_mt.h b/servers/physics_2d/physics_server_2d_wrap_mt.h deleted file mode 100644 index 8d9e366661..0000000000 --- a/servers/physics_2d/physics_server_2d_wrap_mt.h +++ /dev/null @@ -1,333 +0,0 @@ -/*************************************************************************/ -/* physics_server_2d_wrap_mt.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 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 */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#ifndef PHYSICS2DSERVERWRAPMT_H -#define PHYSICS2DSERVERWRAPMT_H - -#include "core/config/project_settings.h" -#include "core/os/thread.h" -#include "core/templates/command_queue_mt.h" -#include "core/templates/safe_refcount.h" -#include "servers/physics_server_2d.h" - -#ifdef DEBUG_SYNC -#define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__)); -#else -#define SYNC_DEBUG -#endif - -class PhysicsServer2DWrapMT : public PhysicsServer2D { - mutable PhysicsServer2D *physics_2d_server; - - mutable CommandQueueMT command_queue; - - static void _thread_callback(void *_instance); - void thread_loop(); - - Thread::ID server_thread; - Thread::ID main_thread; - SafeFlag exit; - Thread thread; - SafeFlag step_thread_up; - bool create_thread = false; - - Semaphore step_sem; - int step_pending = 0; - void thread_step(real_t p_delta); - void thread_flush(); - - void thread_exit(); - - bool first_frame = true; - - Mutex alloc_mutex; - int pool_max_size = 0; - -public: -#define ServerName PhysicsServer2D -#define ServerNameWrapMT PhysicsServer2DWrapMT -#define server_name physics_2d_server -#define WRITE_ACTION - -#include "servers/server_wrap_mt_common.h" - - //FUNC1RID(shape,ShapeType); todo fix - FUNCRID(world_boundary_shape) - FUNCRID(separation_ray_shape) - FUNCRID(segment_shape) - FUNCRID(circle_shape) - FUNCRID(rectangle_shape) - FUNCRID(capsule_shape) - FUNCRID(convex_polygon_shape) - FUNCRID(concave_polygon_shape) - - FUNC2(shape_set_data, RID, const Variant &); - FUNC2(shape_set_custom_solver_bias, RID, real_t); - - FUNC1RC(ShapeType, shape_get_type, RID); - FUNC1RC(Variant, shape_get_data, RID); - FUNC1RC(real_t, shape_get_custom_solver_bias, RID); - - //these work well, but should be used from the main thread only - bool shape_collide(RID p_shape_A, const Transform2D &p_xform_A, const Vector2 &p_motion_A, RID p_shape_B, const Transform2D &p_xform_B, const Vector2 &p_motion_B, Vector2 *r_results, int p_result_max, int &r_result_count) override { - ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false); - return physics_2d_server->shape_collide(p_shape_A, p_xform_A, p_motion_A, p_shape_B, p_xform_B, p_motion_B, r_results, p_result_max, r_result_count); - } - - /* SPACE API */ - - FUNCRID(space); - FUNC2(space_set_active, RID, bool); - FUNC1RC(bool, space_is_active, RID); - - FUNC3(space_set_param, RID, SpaceParameter, real_t); - FUNC2RC(real_t, space_get_param, RID, SpaceParameter); - - // this function only works on physics process, errors and returns null otherwise - PhysicsDirectSpaceState2D *space_get_direct_state(RID p_space) override { - ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), nullptr); - return physics_2d_server->space_get_direct_state(p_space); - } - - FUNC2(space_set_debug_contacts, RID, int); - virtual Vector<Vector2> space_get_contacts(RID p_space) const override { - ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), Vector<Vector2>()); - return physics_2d_server->space_get_contacts(p_space); - } - - virtual int space_get_contact_count(RID p_space) const override { - ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), 0); - return physics_2d_server->space_get_contact_count(p_space); - } - - /* AREA API */ - - //FUNC0RID(area); - FUNCRID(area); - - FUNC2(area_set_space, RID, RID); - FUNC1RC(RID, area_get_space, RID); - - FUNC2(area_set_space_override_mode, RID, AreaSpaceOverrideMode); - FUNC1RC(AreaSpaceOverrideMode, area_get_space_override_mode, RID); - - FUNC4(area_add_shape, RID, RID, const Transform2D &, bool); - FUNC3(area_set_shape, RID, int, RID); - FUNC3(area_set_shape_transform, RID, int, const Transform2D &); - FUNC3(area_set_shape_disabled, RID, int, bool); - - FUNC1RC(int, area_get_shape_count, RID); - FUNC2RC(RID, area_get_shape, RID, int); - FUNC2RC(Transform2D, area_get_shape_transform, RID, int); - FUNC2(area_remove_shape, RID, int); - FUNC1(area_clear_shapes, RID); - - FUNC2(area_attach_object_instance_id, RID, ObjectID); - FUNC1RC(ObjectID, area_get_object_instance_id, RID); - - FUNC2(area_attach_canvas_instance_id, RID, ObjectID); - FUNC1RC(ObjectID, area_get_canvas_instance_id, RID); - - FUNC3(area_set_param, RID, AreaParameter, const Variant &); - FUNC2(area_set_transform, RID, const Transform2D &); - - FUNC2RC(Variant, area_get_param, RID, AreaParameter); - FUNC1RC(Transform2D, area_get_transform, RID); - - FUNC2(area_set_collision_mask, RID, uint32_t); - FUNC2(area_set_collision_layer, RID, uint32_t); - - FUNC2(area_set_monitorable, RID, bool); - FUNC2(area_set_pickable, RID, bool); - - FUNC3(area_set_monitor_callback, RID, Object *, const StringName &); - FUNC3(area_set_area_monitor_callback, RID, Object *, const StringName &); - - /* BODY API */ - - //FUNC2RID(body,BodyMode,bool); - FUNCRID(body) - - FUNC2(body_set_space, RID, RID); - FUNC1RC(RID, body_get_space, RID); - - FUNC2(body_set_mode, RID, BodyMode); - FUNC1RC(BodyMode, body_get_mode, RID); - - FUNC4(body_add_shape, RID, RID, const Transform2D &, bool); - FUNC3(body_set_shape, RID, int, RID); - FUNC3(body_set_shape_transform, RID, int, const Transform2D &); - - FUNC1RC(int, body_get_shape_count, RID); - FUNC2RC(Transform2D, body_get_shape_transform, RID, int); - FUNC2RC(RID, body_get_shape, RID, int); - - FUNC3(body_set_shape_disabled, RID, int, bool); - FUNC4(body_set_shape_as_one_way_collision, RID, int, bool, real_t); - - FUNC2(body_remove_shape, RID, int); - FUNC1(body_clear_shapes, RID); - - FUNC2(body_attach_object_instance_id, RID, ObjectID); - FUNC1RC(ObjectID, body_get_object_instance_id, RID); - - FUNC2(body_attach_canvas_instance_id, RID, ObjectID); - FUNC1RC(ObjectID, body_get_canvas_instance_id, RID); - - FUNC2(body_set_continuous_collision_detection_mode, RID, CCDMode); - FUNC1RC(CCDMode, body_get_continuous_collision_detection_mode, RID); - - FUNC2(body_set_collision_layer, RID, uint32_t); - FUNC1RC(uint32_t, body_get_collision_layer, RID); - - FUNC2(body_set_collision_mask, RID, uint32_t); - FUNC1RC(uint32_t, body_get_collision_mask, RID); - - FUNC3(body_set_param, RID, BodyParameter, const Variant &); - FUNC2RC(Variant, body_get_param, RID, BodyParameter); - - FUNC1(body_reset_mass_properties, RID); - - FUNC3(body_set_state, RID, BodyState, const Variant &); - FUNC2RC(Variant, body_get_state, RID, BodyState); - - FUNC2(body_set_applied_force, RID, const Vector2 &); - FUNC1RC(Vector2, body_get_applied_force, RID); - - FUNC2(body_set_applied_torque, RID, real_t); - FUNC1RC(real_t, body_get_applied_torque, RID); - - FUNC2(body_add_central_force, RID, const Vector2 &); - FUNC3(body_add_force, RID, const Vector2 &, const Vector2 &); - FUNC2(body_add_torque, RID, real_t); - FUNC2(body_apply_central_impulse, RID, const Vector2 &); - FUNC2(body_apply_torque_impulse, RID, real_t); - FUNC3(body_apply_impulse, RID, const Vector2 &, const Vector2 &); - FUNC2(body_set_axis_velocity, RID, const Vector2 &); - - FUNC2(body_add_collision_exception, RID, RID); - FUNC2(body_remove_collision_exception, RID, RID); - FUNC2S(body_get_collision_exceptions, RID, List<RID> *); - - FUNC2(body_set_max_contacts_reported, RID, int); - FUNC1RC(int, body_get_max_contacts_reported, RID); - - FUNC2(body_set_contacts_reported_depth_threshold, RID, real_t); - FUNC1RC(real_t, body_get_contacts_reported_depth_threshold, RID); - - FUNC2(body_set_omit_force_integration, RID, bool); - FUNC1RC(bool, body_is_omitting_force_integration, RID); - - FUNC3(body_set_state_sync_callback, RID, void *, BodyStateCallback); - FUNC3(body_set_force_integration_callback, RID, const Callable &, const Variant &); - - bool body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) override { - return physics_2d_server->body_collide_shape(p_body, p_body_shape, p_shape, p_shape_xform, p_motion, r_results, p_result_max, r_result_count); - } - - FUNC2(body_set_pickable, RID, bool); - - bool body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result = nullptr) override { - ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false); - return physics_2d_server->body_test_motion(p_body, p_parameters, r_result); - } - - // this function only works on physics process, errors and returns null otherwise - PhysicsDirectBodyState2D *body_get_direct_state(RID p_body) override { - ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), nullptr); - return physics_2d_server->body_get_direct_state(p_body); - } - - /* JOINT API */ - - FUNCRID(joint) - - FUNC1(joint_clear, RID) - - FUNC3(joint_set_param, RID, JointParam, real_t); - FUNC2RC(real_t, joint_get_param, RID, JointParam); - - FUNC2(joint_disable_collisions_between_bodies, RID, const bool); - FUNC1RC(bool, joint_is_disabled_collisions_between_bodies, RID); - - ///FUNC3RID(pin_joint,const Vector2&,RID,RID); - ///FUNC5RID(groove_joint,const Vector2&,const Vector2&,const Vector2&,RID,RID); - ///FUNC4RID(damped_spring_joint,const Vector2&,const Vector2&,RID,RID); - - //TODO need to convert this to FUNCRID, but it's a hassle.. - - FUNC4(joint_make_pin, RID, const Vector2 &, RID, RID); - FUNC6(joint_make_groove, RID, const Vector2 &, const Vector2 &, const Vector2 &, RID, RID); - FUNC5(joint_make_damped_spring, RID, const Vector2 &, const Vector2 &, RID, RID); - - FUNC3(pin_joint_set_param, RID, PinJointParam, real_t); - FUNC2RC(real_t, pin_joint_get_param, RID, PinJointParam); - - FUNC3(damped_spring_joint_set_param, RID, DampedSpringParam, real_t); - FUNC2RC(real_t, damped_spring_joint_get_param, RID, DampedSpringParam); - - FUNC1RC(JointType, joint_get_type, RID); - - /* MISC */ - - FUNC1(free, RID); - FUNC1(set_active, bool); - FUNC1(set_collision_iterations, int); - - virtual void init() override; - virtual void step(real_t p_step) override; - virtual void sync() override; - virtual void end_sync() override; - virtual void flush_queries() override; - virtual void finish() override; - - virtual bool is_flushing_queries() const override { - return physics_2d_server->is_flushing_queries(); - } - - int get_process_info(ProcessInfo p_info) override { - return physics_2d_server->get_process_info(p_info); - } - - PhysicsServer2DWrapMT(PhysicsServer2D *p_contained, bool p_create_thread); - ~PhysicsServer2DWrapMT(); - -#undef ServerNameWrapMT -#undef ServerName -#undef server_name -#undef WRITE_ACTION -}; - -#ifdef DEBUG_SYNC -#undef DEBUG_SYNC -#endif -#undef SYNC_DEBUG - -#endif // PHYSICS2DSERVERWRAPMT_H |