diff options
Diffstat (limited to 'servers/physics_2d')
-rw-r--r-- | servers/physics_2d/godot_area_2d.cpp | 6 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_2d.cpp | 51 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_2d.h | 7 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_direct_state_2d.cpp | 2 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_pair_2d.cpp | 2 | ||||
-rw-r--r-- | servers/physics_2d/godot_collision_object_2d.h | 8 | ||||
-rw-r--r-- | servers/physics_2d/godot_collision_solver_2d.cpp | 13 | ||||
-rw-r--r-- | servers/physics_2d/godot_collision_solver_2d.h | 2 | ||||
-rw-r--r-- | servers/physics_2d/godot_collision_solver_2d_sat.cpp | 44 | ||||
-rw-r--r-- | servers/physics_2d/godot_joints_2d.cpp | 6 | ||||
-rw-r--r-- | servers/physics_2d/godot_physics_server_2d.cpp | 73 | ||||
-rw-r--r-- | servers/physics_2d/godot_physics_server_2d.h | 11 | ||||
-rw-r--r-- | servers/physics_2d/godot_shape_2d.cpp | 66 | ||||
-rw-r--r-- | servers/physics_2d/godot_space_2d.cpp | 29 | ||||
-rw-r--r-- | servers/physics_2d/godot_step_2d.cpp | 2 |
15 files changed, 192 insertions, 130 deletions
diff --git a/servers/physics_2d/godot_area_2d.cpp b/servers/physics_2d/godot_area_2d.cpp index af90f96438..3fe062de57 100644 --- a/servers/physics_2d/godot_area_2d.cpp +++ b/servers/physics_2d/godot_area_2d.cpp @@ -304,12 +304,12 @@ void GodotArea2D::call_queries() { 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(); + const real_t gr_distance_scale = get_gravity_distance_scale(); Vector2 v = get_transform().xform(get_gravity_vector()) - p_position; - if (gravity_distance_scale > 0) { + if (gr_distance_scale > 0) { const real_t v_length = v.length(); if (v_length > 0) { - const real_t v_scaled = v_length * gravity_distance_scale; + const real_t v_scaled = v_length * gr_distance_scale; r_gravity = (v.normalized() * (get_gravity() / (v_scaled * v_scaled))); } else { r_gravity = Vector2(); diff --git a/servers/physics_2d/godot_body_2d.cpp b/servers/physics_2d/godot_body_2d.cpp index 268beb1a55..4422be959a 100644 --- a/servers/physics_2d/godot_body_2d.cpp +++ b/servers/physics_2d/godot_body_2d.cpp @@ -44,7 +44,7 @@ void GodotBody2D::update_mass_properties() { //update shapes and motions switch (mode) { - case PhysicsServer2D::BODY_MODE_DYNAMIC: { + case PhysicsServer2D::BODY_MODE_RIGID: { real_t total_area = 0; for (int i = 0; i < get_shape_count(); i++) { if (is_shape_disabled(i)) { @@ -65,10 +65,10 @@ void GodotBody2D::update_mass_properties() { real_t area = get_shape_aabb(i).get_area(); - real_t mass = area * this->mass / total_area; + real_t mass_new = area * mass / total_area; // NOTE: we assume that the shape origin is also its center of mass. - center_of_mass_local += mass * get_shape_transform(i).get_origin(); + center_of_mass_local += mass_new * get_shape_transform(i).get_origin(); } center_of_mass_local /= mass; @@ -90,12 +90,12 @@ void GodotBody2D::update_mass_properties() { continue; } - real_t mass = area * this->mass / total_area; + real_t mass_new = area * mass / total_area; Transform2D mtx = get_shape_transform(i); Vector2 scale = mtx.get_scale(); Vector2 shape_origin = mtx.get_origin() - center_of_mass_local; - inertia += shape->get_moment_of_inertia(mass, scale) + mass * shape_origin.length_squared(); + inertia += shape->get_moment_of_inertia(mass_new, scale) + mass_new * shape_origin.length_squared(); } } @@ -113,7 +113,7 @@ void GodotBody2D::update_mass_properties() { _inv_inertia = 0; _inv_mass = 0; } break; - case PhysicsServer2D::BODY_MODE_DYNAMIC_LINEAR: { + case PhysicsServer2D::BODY_MODE_RIGID_LINEAR: { _inv_inertia = 0; _inv_mass = 1.0 / mass; @@ -160,7 +160,7 @@ void GodotBody2D::set_param(PhysicsServer2D::BodyParameter p_param, const Varian real_t mass_value = p_value; ERR_FAIL_COND(mass_value <= 0); mass = mass_value; - if (mode >= PhysicsServer2D::BODY_MODE_DYNAMIC) { + if (mode >= PhysicsServer2D::BODY_MODE_RIGID) { _mass_properties_changed(); } } break; @@ -168,13 +168,13 @@ void GodotBody2D::set_param(PhysicsServer2D::BodyParameter p_param, const Varian real_t inertia_value = p_value; if (inertia_value <= 0.0) { calculate_inertia = true; - if (mode == PhysicsServer2D::BODY_MODE_DYNAMIC) { + if (mode == PhysicsServer2D::BODY_MODE_RIGID) { _mass_properties_changed(); } } else { calculate_inertia = false; inertia = inertia_value; - if (mode == PhysicsServer2D::BODY_MODE_DYNAMIC) { + if (mode == PhysicsServer2D::BODY_MODE_RIGID) { _inv_inertia = 1.0 / inertia; } } @@ -267,7 +267,7 @@ void GodotBody2D::set_mode(PhysicsServer2D::BodyMode p_mode) { first_time_kinematic = true; } } break; - case PhysicsServer2D::BODY_MODE_DYNAMIC: { + case PhysicsServer2D::BODY_MODE_RIGID: { _inv_mass = mass > 0 ? (1.0 / mass) : 0; if (!calculate_inertia) { _inv_inertia = 1.0 / inertia; @@ -277,7 +277,7 @@ void GodotBody2D::set_mode(PhysicsServer2D::BodyMode p_mode) { set_active(true); } break; - case PhysicsServer2D::BODY_MODE_DYNAMIC_LINEAR: { + case PhysicsServer2D::BODY_MODE_RIGID_LINEAR: { _inv_mass = mass > 0 ? (1.0 / mass) : 0; _inv_inertia = 0; angular_velocity = 0; @@ -358,7 +358,7 @@ void GodotBody2D::set_state(PhysicsServer2D::BodyState p_state, const Variant &p } break; case PhysicsServer2D::BODY_STATE_CAN_SLEEP: { can_sleep = p_variant; - if (mode >= PhysicsServer2D::BODY_MODE_DYNAMIC && !active && !can_sleep) { + if (mode >= PhysicsServer2D::BODY_MODE_RIGID && !active && !can_sleep) { set_active(true); } @@ -578,14 +578,14 @@ void GodotBody2D::integrate_forces(real_t p_step) { damp = 0; } - real_t angular_damp = 1.0 - p_step * total_angular_damp; + real_t angular_damp_new = 1.0 - p_step * total_angular_damp; - if (angular_damp < 0) { // reached zero in the given time - angular_damp = 0; + if (angular_damp_new < 0) { // reached zero in the given time + angular_damp_new = 0; } linear_velocity *= damp; - angular_velocity *= angular_damp; + angular_velocity *= angular_damp_new; linear_velocity += _inv_mass * force * p_step; angular_velocity += _inv_inertia * torque * p_step; @@ -615,7 +615,7 @@ void GodotBody2D::integrate_velocities(real_t p_step) { return; } - if (fi_callback_data || body_state_callback) { + if (fi_callback_data || body_state_callback.get_object()) { get_space()->body_add_to_state_query_list(&direct_state_query_list); } @@ -661,7 +661,7 @@ void GodotBody2D::wakeup_neighbours() { continue; } GodotBody2D *b = n[i]; - if (b->mode < PhysicsServer2D::BODY_MODE_DYNAMIC) { + if (b->mode < PhysicsServer2D::BODY_MODE_RIGID) { continue; } @@ -673,11 +673,12 @@ void GodotBody2D::wakeup_neighbours() { } void GodotBody2D::call_queries() { + Variant direct_state_variant = get_direct_state(); + if (fi_callback_data) { if (!fi_callback_data->callable.get_object()) { set_force_integration_callback(Callable()); } else { - Variant direct_state_variant = get_direct_state(); const Variant *vp[2] = { &direct_state_variant, &fi_callback_data->udata }; Callable::CallError ce; @@ -691,8 +692,11 @@ void GodotBody2D::call_queries() { } } - if (body_state_callback) { - (body_state_callback)(body_state_callback_instance, get_direct_state()); + if (body_state_callback.get_object()) { + const Variant *vp[1] = { &direct_state_variant }; + Callable::CallError ce; + Variant rv; + body_state_callback.callp(vp, 1, rv, ce); } } @@ -713,9 +717,8 @@ bool GodotBody2D::sleep_test(real_t p_step) { } } -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 GodotBody2D::set_state_sync_callback(const Callable &p_callable) { + body_state_callback = p_callable; } void GodotBody2D::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) { diff --git a/servers/physics_2d/godot_body_2d.h b/servers/physics_2d/godot_body_2d.h index 4b87a69d5c..86d42ae7f8 100644 --- a/servers/physics_2d/godot_body_2d.h +++ b/servers/physics_2d/godot_body_2d.h @@ -42,7 +42,7 @@ class GodotConstraint2D; class GodotPhysicsDirectBodyState2D; class GodotBody2D : public GodotCollisionObject2D { - PhysicsServer2D::BodyMode mode = PhysicsServer2D::BODY_MODE_DYNAMIC; + PhysicsServer2D::BodyMode mode = PhysicsServer2D::BODY_MODE_RIGID; Vector2 biased_linear_velocity; real_t biased_angular_velocity = 0.0; @@ -137,8 +137,7 @@ class GodotBody2D : public GodotCollisionObject2D { Vector<Contact> contacts; //no contacts by default int contact_count = 0; - void *body_state_callback_instance = nullptr; - PhysicsServer2D::BodyStateCallback body_state_callback = nullptr; + Callable body_state_callback; struct ForceIntegrationCallbackData { Callable callable; @@ -156,7 +155,7 @@ class GodotBody2D : public GodotCollisionObject2D { 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_state_sync_callback(const Callable &p_callable); void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant()); GodotPhysicsDirectBodyState2D *get_direct_state(); diff --git a/servers/physics_2d/godot_body_direct_state_2d.cpp b/servers/physics_2d/godot_body_direct_state_2d.cpp index cde6e8c991..d413e03be6 100644 --- a/servers/physics_2d/godot_body_direct_state_2d.cpp +++ b/servers/physics_2d/godot_body_direct_state_2d.cpp @@ -138,7 +138,7 @@ void GodotPhysicsDirectBodyState2D::add_constant_torque(real_t p_torque) { } void GodotPhysicsDirectBodyState2D::set_constant_force(const Vector2 &p_force) { - if (!p_force.is_equal_approx(Vector2())) { + if (!p_force.is_zero_approx()) { body->wakeup(); } body->set_constant_force(p_force); diff --git a/servers/physics_2d/godot_body_pair_2d.cpp b/servers/physics_2d/godot_body_pair_2d.cpp index 2f2af15da7..7b7c67bbc2 100644 --- a/servers/physics_2d/godot_body_pair_2d.cpp +++ b/servers/physics_2d/godot_body_pair_2d.cpp @@ -170,7 +170,7 @@ bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, Vector2 mnormal = motion / mlen; - real_t min, max; + real_t min = 0.0, max = 0.0; p_A->get_shape(p_shape_A)->project_rangev(mnormal, p_xform_A, min, max); // Did it move enough in this direction to even attempt raycast? diff --git a/servers/physics_2d/godot_collision_object_2d.h b/servers/physics_2d/godot_collision_object_2d.h index 1a683a7b0f..7965e8a94d 100644 --- a/servers/physics_2d/godot_collision_object_2d.h +++ b/servers/physics_2d/godot_collision_object_2d.h @@ -70,6 +70,7 @@ private: Transform2D inv_transform; uint32_t collision_mask = 1; uint32_t collision_layer = 1; + real_t collision_priority = 1.0; bool _static = true; SelfList<GodotCollisionObject2D> pending_shape_update_list; @@ -166,6 +167,13 @@ public: } _FORCE_INLINE_ uint32_t get_collision_layer() const { return collision_layer; } + _FORCE_INLINE_ void set_collision_priority(real_t p_priority) { + ERR_FAIL_COND_MSG(p_priority <= 0, "Priority must be greater than 0."); + collision_priority = p_priority; + _shape_changed(); + } + _FORCE_INLINE_ real_t get_collision_priority() const { return collision_priority; } + void remove_shape(GodotShape2D *p_shape) override; void remove_shape(int p_index); diff --git a/servers/physics_2d/godot_collision_solver_2d.cpp b/servers/physics_2d/godot_collision_solver_2d.cpp index 0d7b42b80d..9c7b8fbe53 100644 --- a/servers/physics_2d/godot_collision_solver_2d.cpp +++ b/servers/physics_2d/godot_collision_solver_2d.cpp @@ -34,7 +34,7 @@ #define collision_solver sat_2d_calculate_penetration //#define collision_solver gjk_epa_calculate_penetration -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) { +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, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin) { const GodotWorldBoundaryShape2D *world_boundary = static_cast<const GodotWorldBoundaryShape2D *>(p_shape_A); if (p_shape_B->get_type() == PhysicsServer2D::SHAPE_WORLD_BOUNDARY) { return false; @@ -52,7 +52,9 @@ bool GodotCollisionSolver2D::solve_static_world_boundary(const GodotShape2D *p_s bool found = false; for (int i = 0; i < support_count; i++) { + supports[i] += p_margin * supports[i].normalized(); supports[i] = p_transform_B.xform(supports[i]); + supports[i] += p_motion_B; real_t pd = n.dot(supports[i]); if (pd >= d) { continue; @@ -195,7 +197,7 @@ bool GodotCollisionSolver2D::solve_concave(const GodotShape2D *p_shape_A, const real_t axis_scale = 1.0 / axis.length(); axis *= axis_scale; - real_t smin, smax; + real_t smin = 0.0, smax = 0.0; p_shape_A->project_rangev(axis, rel_transform, smin, smax); smin *= axis_scale; smax *= axis_scale; @@ -227,17 +229,19 @@ bool GodotCollisionSolver2D::solve(const GodotShape2D *p_shape_A, const Transfor if (type_A == PhysicsServer2D::SHAPE_WORLD_BOUNDARY) { if (type_B == PhysicsServer2D::SHAPE_WORLD_BOUNDARY) { + WARN_PRINT_ONCE("Collisions between world boundaries are not supported."); return false; } if (swap) { - return solve_static_world_boundary(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true); + return solve_static_world_boundary(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_motion_A, p_result_callback, p_userdata, true, p_margin_A); } else { - return solve_static_world_boundary(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false); + return solve_static_world_boundary(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_motion_B, p_result_callback, p_userdata, false, p_margin_B); } } else if (type_A == PhysicsServer2D::SHAPE_SEPARATION_RAY) { if (type_B == PhysicsServer2D::SHAPE_SEPARATION_RAY) { + WARN_PRINT_ONCE("Collisions between two rays are not supported."); return false; //no ray-ray } @@ -249,6 +253,7 @@ bool GodotCollisionSolver2D::solve(const GodotShape2D *p_shape_A, const Transfor } else if (concave_B) { if (concave_A) { + WARN_PRINT_ONCE("Collisions between two concave shapes are not supported."); return false; } diff --git a/servers/physics_2d/godot_collision_solver_2d.h b/servers/physics_2d/godot_collision_solver_2d.h index bd90641f04..3aac2751e0 100644 --- a/servers/physics_2d/godot_collision_solver_2d.h +++ b/servers/physics_2d/godot_collision_solver_2d.h @@ -38,7 +38,7 @@ 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 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 solve_static_world_boundary(const GodotShape2D *p_shape_A, const Transform2D &p_transform_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, real_t p_margin = 0); 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); diff --git a/servers/physics_2d/godot_collision_solver_2d_sat.cpp b/servers/physics_2d/godot_collision_solver_2d_sat.cpp index 77186d3810..f8924239ea 100644 --- a/servers/physics_2d/godot_collision_solver_2d_sat.cpp +++ b/servers/physics_2d/godot_collision_solver_2d_sat.cpp @@ -234,7 +234,7 @@ public: axis = Vector2(0.0, 1.0); } - real_t min_A, max_A, min_B, max_B; + real_t min_A = 0.0, max_A = 0.0, min_B = 0.0, max_B = 0.0; if (castA) { shape_A->project_range_cast(motion_A, axis, *transform_A, min_A, max_A); @@ -498,7 +498,7 @@ static void _collision_segment_rectangle(const GodotShape2D *p_a, const Transfor return; } - if (castA) { + if constexpr (castA) { if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, inv, a + p_motion_a))) { return; } @@ -507,7 +507,7 @@ static void _collision_segment_rectangle(const GodotShape2D *p_a, const Transfor } } - if (castB) { + if constexpr (castB) { if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, inv, a - p_motion_b))) { return; } @@ -516,7 +516,7 @@ static void _collision_segment_rectangle(const GodotShape2D *p_a, const Transfor } } - if (castA && castB) { + if constexpr (castA && castB) { if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, inv, a - p_motion_b + p_motion_a))) { return; } @@ -665,21 +665,21 @@ static void _collision_circle_rectangle(const GodotShape2D *p_a, const Transform } } - if (castA) { + if constexpr (castA) { Vector2 sphereofs = sphere + p_motion_a; if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, binv, sphereofs))) { return; } } - if (castB) { + if constexpr (castB) { Vector2 sphereofs = sphere - p_motion_b; if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, binv, sphereofs))) { return; } } - if (castA && castB) { + if constexpr (castA && castB) { Vector2 sphereofs = sphere - p_motion_b + p_motion_a; if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, binv, sphereofs))) { return; @@ -786,7 +786,7 @@ static void _collision_rectangle_rectangle(const GodotShape2D *p_a, const Transf return; } - if (withMargin) { + if constexpr (withMargin) { Transform2D invA = p_transform_a.affine_inverse(); Transform2D invB = p_transform_b.affine_inverse(); @@ -794,29 +794,29 @@ static void _collision_rectangle_rectangle(const GodotShape2D *p_a, const Transf return; } - if (castA || castB) { + if constexpr (castA || castB) { Transform2D aofs = p_transform_a; aofs.columns[2] += p_motion_a; Transform2D bofs = p_transform_b; bofs.columns[2] += p_motion_b; - Transform2D aofsinv = aofs.affine_inverse(); - Transform2D bofsinv = bofs.affine_inverse(); + [[maybe_unused]] Transform2D aofsinv = aofs.affine_inverse(); + [[maybe_unused]] Transform2D bofsinv = bofs.affine_inverse(); - if (castA) { + if constexpr (castA) { if (!separator.test_axis(rectangle_A->get_box_axis(aofs, aofsinv, rectangle_B, p_transform_b, invB))) { return; } } - if (castB) { + if constexpr (castB) { if (!separator.test_axis(rectangle_A->get_box_axis(p_transform_a, invA, rectangle_B, bofs, bofsinv))) { return; } } - if (castA && castB) { + if constexpr (castA && castB) { if (!separator.test_axis(rectangle_A->get_box_axis(aofs, aofsinv, rectangle_B, bofs, bofsinv))) { return; } @@ -871,7 +871,7 @@ static void _collision_rectangle_capsule(const GodotShape2D *p_a, const Transfor } } - if (castA) { + if constexpr (castA) { Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir; capsule_endpoint -= p_motion_a; @@ -880,7 +880,7 @@ static void _collision_rectangle_capsule(const GodotShape2D *p_a, const Transfor } } - if (castB) { + if constexpr (castB) { Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir; capsule_endpoint += p_motion_b; @@ -889,7 +889,7 @@ static void _collision_rectangle_capsule(const GodotShape2D *p_a, const Transfor } } - if (castA && castB) { + if constexpr (castA && castB) { Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir; capsule_endpoint -= p_motion_a; capsule_endpoint += p_motion_b; @@ -931,7 +931,7 @@ static void _collision_rectangle_convex_polygon(const GodotShape2D *p_a, const T //convex faces Transform2D boxinv; - if (withMargin) { + if constexpr (withMargin) { boxinv = p_transform_a.affine_inverse(); } for (int i = 0; i < convex_B->get_point_count(); i++) { @@ -939,22 +939,22 @@ static void _collision_rectangle_convex_polygon(const GodotShape2D *p_a, const T return; } - if (withMargin) { + if constexpr (withMargin) { //all points vs all points need to be tested if margin exist if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, p_transform_b.xform(convex_B->get_point(i))))) { return; } - if (castA) { + if constexpr (castA) { if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, p_transform_b.xform(convex_B->get_point(i)) - p_motion_a))) { return; } } - if (castB) { + if constexpr (castB) { if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, p_transform_b.xform(convex_B->get_point(i)) + p_motion_b))) { return; } } - if (castA && castB) { + if constexpr (castA && castB) { if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, p_transform_b.xform(convex_B->get_point(i)) + p_motion_b - p_motion_a))) { return; } diff --git a/servers/physics_2d/godot_joints_2d.cpp b/servers/physics_2d/godot_joints_2d.cpp index 0c21b08ea9..34eb66500d 100644 --- a/servers/physics_2d/godot_joints_2d.cpp +++ b/servers/physics_2d/godot_joints_2d.cpp @@ -436,13 +436,13 @@ void GodotDampedSpringJoint2D::solve(real_t p_step) { // not 100% certain this is derived correctly, though it makes sense real_t v_damp = -vrn * v_coef; target_vrn = vrn + v_damp; - Vector2 j = n * v_damp * n_mass; + Vector2 j_new = n * v_damp * n_mass; if (dynamic_A) { - A->apply_impulse(-j, rA); + A->apply_impulse(-j_new, rA); } if (dynamic_B) { - B->apply_impulse(j, rB); + B->apply_impulse(j_new, rB); } } diff --git a/servers/physics_2d/godot_physics_server_2d.cpp b/servers/physics_2d/godot_physics_server_2d.cpp index 99e68de07c..f1551df2e3 100644 --- a/servers/physics_2d/godot_physics_server_2d.cpp +++ b/servers/physics_2d/godot_physics_server_2d.cpp @@ -485,6 +485,20 @@ void GodotPhysicsServer2D::area_set_monitorable(RID p_area, bool p_monitorable) area->set_monitorable(p_monitorable); } +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); +} + +uint32_t GodotPhysicsServer2D::area_get_collision_layer(RID p_area) const { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, 0); + + return area->get_collision_layer(); +} + 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); @@ -492,11 +506,11 @@ void GodotPhysicsServer2D::area_set_collision_mask(RID p_area, uint32_t p_mask) area->set_collision_mask(p_mask); } -void GodotPhysicsServer2D::area_set_collision_layer(RID p_area, uint32_t p_layer) { +uint32_t GodotPhysicsServer2D::area_get_collision_mask(RID p_area) const { GodotArea2D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); + ERR_FAIL_COND_V(!area, 0); - area->set_collision_layer(p_layer); + return area->get_collision_mask(); } void GodotPhysicsServer2D::area_set_monitor_callback(RID p_area, const Callable &p_callback) { @@ -718,6 +732,20 @@ uint32_t GodotPhysicsServer2D::body_get_collision_mask(RID p_body) const { return body->get_collision_mask(); } +void GodotPhysicsServer2D::body_set_collision_priority(RID p_body, real_t p_priority) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_collision_priority(p_priority); +} + +real_t GodotPhysicsServer2D::body_get_collision_priority(RID p_body) const { + const GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, 0); + + return body->get_collision_priority(); +} + void GodotPhysicsServer2D::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); @@ -834,7 +862,7 @@ void GodotPhysicsServer2D::body_set_constant_force(RID p_body, const Vector2 &p_ ERR_FAIL_COND(!body); body->set_constant_force(p_force); - if (!p_force.is_equal_approx(Vector2())) { + if (!p_force.is_zero_approx()) { body->wakeup(); } } @@ -937,10 +965,10 @@ int GodotPhysicsServer2D::body_get_max_contacts_reported(RID p_body) const { return body->get_max_contacts_reported(); } -void GodotPhysicsServer2D::body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) { +void GodotPhysicsServer2D::body_set_state_sync_callback(RID p_body, const Callable &p_callable) { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); - body->set_state_sync_callback(p_instance, p_callback); + body->set_state_sync_callback(p_callable); } void GodotPhysicsServer2D::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) { @@ -1004,6 +1032,7 @@ RID GodotPhysicsServer2D::joint_create() { void GodotPhysicsServer2D::joint_clear(RID p_joint) { GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL(joint); if (joint->get_type() != JOINT_TYPE_MAX) { GodotJoint2D *empty_joint = memnew(GodotJoint2D); empty_joint->copy_settings_from(joint); @@ -1130,38 +1159,38 @@ void GodotPhysicsServer2D::joint_make_damped_spring(RID p_joint, const Vector2 & } 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); + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL(joint); + ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN); - GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(j); + GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(joint); 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); + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL_V(joint, 0); + ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, 0); - GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(j); + GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(joint); 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); + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL(joint); + ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_DAMPED_SPRING); - GodotDampedSpringJoint2D *dsj = static_cast<GodotDampedSpringJoint2D *>(j); + GodotDampedSpringJoint2D *dsj = static_cast<GodotDampedSpringJoint2D *>(joint); 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); + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL_V(joint, 0); + ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_DAMPED_SPRING, 0); - GodotDampedSpringJoint2D *dsj = static_cast<GodotDampedSpringJoint2D *>(j); + GodotDampedSpringJoint2D *dsj = static_cast<GodotDampedSpringJoint2D *>(joint); return dsj->get_param(p_param); } diff --git a/servers/physics_2d/godot_physics_server_2d.h b/servers/physics_2d/godot_physics_server_2d.h index 2af6e5c97c..b96677700c 100644 --- a/servers/physics_2d/godot_physics_server_2d.h +++ b/servers/physics_2d/godot_physics_server_2d.h @@ -151,8 +151,12 @@ public: virtual Variant area_get_param(RID p_area, AreaParameter p_param) const override; virtual Transform2D area_get_transform(RID p_area) const override; virtual void area_set_monitorable(RID p_area, bool p_monitorable) override; - virtual void area_set_collision_mask(RID p_area, uint32_t p_mask) override; + virtual void area_set_collision_layer(RID p_area, uint32_t p_layer) override; + virtual uint32_t area_get_collision_layer(RID p_area) const override; + + virtual void area_set_collision_mask(RID p_area, uint32_t p_mask) override; + virtual uint32_t area_get_collision_mask(RID p_area) const override; virtual void area_set_monitor_callback(RID p_area, const Callable &p_callback) override; virtual void area_set_area_monitor_callback(RID p_area, const Callable &p_callback) override; @@ -199,6 +203,9 @@ public: virtual void body_set_collision_mask(RID p_body, uint32_t p_mask) override; virtual uint32_t body_get_collision_mask(RID p_body) const override; + virtual void body_set_collision_priority(RID p_body, real_t p_priority) override; + virtual real_t body_get_collision_priority(RID p_body) const override; + virtual void body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) override; virtual Variant body_get_param(RID p_body, BodyParameter p_param) const override; @@ -240,7 +247,7 @@ public: virtual void body_set_max_contacts_reported(RID p_body, int p_contacts) override; virtual int body_get_max_contacts_reported(RID p_body) const override; - virtual void body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) override; + virtual void body_set_state_sync_callback(RID p_body, const Callable &p_callable) override; virtual void body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata = Variant()) override; virtual 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; diff --git a/servers/physics_2d/godot_shape_2d.cpp b/servers/physics_2d/godot_shape_2d.cpp index 72ade3757b..da414ae233 100644 --- a/servers/physics_2d/godot_shape_2d.cpp +++ b/servers/physics_2d/godot_shape_2d.cpp @@ -225,16 +225,16 @@ void GodotSegmentShape2D::set_data(const Variant &p_data) { b = r.size; n = (b - a).orthogonal(); - Rect2 aabb; - aabb.position = a; - aabb.expand_to(b); - if (aabb.size.x == 0) { - aabb.size.x = 0.001; + Rect2 aabb_new; + aabb_new.position = a; + aabb_new.expand_to(b); + if (aabb_new.size.x == 0) { + aabb_new.size.x = 0.001; } - if (aabb.size.y == 0) { - aabb.size.y = 0.001; + if (aabb_new.size.y == 0) { + aabb_new.size.y = 0.001; } - configure(aabb); + configure(aabb_new); } Variant GodotSegmentShape2D::get_data() const { @@ -564,13 +564,13 @@ bool GodotConvexPolygonShape2D::intersect_segment(const Vector2 &p_begin, 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; + Rect2 aabb_new; + aabb_new.position = points[0].pos * p_scale; for (int i = 0; i < point_count; i++) { - aabb.expand_to(points[i].pos * p_scale); + aabb_new.expand_to(points[i].pos * p_scale); } - return p_mass * aabb.size.dot(aabb.size) / 12.0; + return p_mass * aabb_new.size.dot(aabb_new.size) / 12.0; } void GodotConvexPolygonShape2D::set_data(const Variant &p_data) { @@ -620,13 +620,13 @@ void GodotConvexPolygonShape2D::set_data(const Variant &p_data) { } ERR_FAIL_COND(point_count == 0); - Rect2 aabb; - aabb.position = points[0].pos; + Rect2 aabb_new; + aabb_new.position = points[0].pos; for (int i = 1; i < point_count; i++) { - aabb.expand_to(points[i].pos); + aabb_new.expand_to(points[i].pos); } - configure(aabb); + configure(aabb_new); } Variant GodotConvexPolygonShape2D::get_data() const { @@ -705,18 +705,18 @@ bool GodotConcavePolygonShape2D::intersect_segment(const Vector2 &p_begin, const stack[0] = 0; while (true) { uint32_t node = stack[level] & NODE_IDX_MASK; - const BVH &bvh = bvhptr[node]; + const BVH &bvh2 = bvhptr[node]; bool done = false; switch (stack[level] >> VISITED_BIT_SHIFT) { case TEST_AABB_BIT: { - bool valid = bvh.aabb.intersects_segment(p_begin, p_end); + bool valid = bvh2.aabb.intersects_segment(p_begin, p_end); if (!valid) { stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; } else { - if (bvh.left < 0) { - const Segment &s = segmentptr[bvh.right]; + if (bvh2.left < 0) { + const Segment &s = segmentptr[bvh2.right]; Vector2 a = pointptr[s.points[0]]; Vector2 b = pointptr[s.points[1]]; @@ -742,13 +742,13 @@ bool GodotConcavePolygonShape2D::intersect_segment(const Vector2 &p_begin, const continue; case VISIT_LEFT_BIT: { stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node; - stack[level + 1] = bvh.left | TEST_AABB_BIT; + stack[level + 1] = bvh2.left | TEST_AABB_BIT; level++; } continue; case VISIT_RIGHT_BIT: { stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; - stack[level + 1] = bvh.right | TEST_AABB_BIT; + stack[level + 1] = bvh2.right | TEST_AABB_BIT; level++; } continue; @@ -822,7 +822,7 @@ void GodotConcavePolygonShape2D::set_data(const Variant &p_data) { ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT32_ARRAY); #endif - Rect2 aabb; + Rect2 aabb_new; if (p_data.get_type() == Variant::PACKED_VECTOR2_ARRAY) { Vector<Vector2> p2arr = p_data; @@ -835,7 +835,7 @@ void GodotConcavePolygonShape2D::set_data(const Variant &p_data) { bvh_depth = 1; if (len == 0) { - configure(aabb); + configure(aabb_new); return; } @@ -868,9 +868,9 @@ void GodotConcavePolygonShape2D::set_data(const Variant &p_data) { } points.resize(pointmap.size()); - aabb.position = pointmap.begin()->key; + aabb_new.position = pointmap.begin()->key; for (const KeyValue<Point2, int> &E : pointmap) { - aabb.expand_to(E.key); + aabb_new.expand_to(E.key); points.write[E.value] = E.key; } @@ -889,7 +889,7 @@ void GodotConcavePolygonShape2D::set_data(const Variant &p_data) { //dictionary with arrays } - configure(aabb); + configure(aabb_new); } Variant GodotConcavePolygonShape2D::get_data() const { @@ -937,17 +937,17 @@ void GodotConcavePolygonShape2D::cull(const Rect2 &p_local_aabb, QueryCallback p stack[0] = 0; while (true) { uint32_t node = stack[level] & NODE_IDX_MASK; - const BVH &bvh = bvhptr[node]; + const BVH &bvh2 = bvhptr[node]; switch (stack[level] >> VISITED_BIT_SHIFT) { case TEST_AABB_BIT: { - bool valid = p_local_aabb.intersects(bvh.aabb); + bool valid = p_local_aabb.intersects(bvh2.aabb); if (!valid) { stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; } else { - if (bvh.left < 0) { - const Segment &s = segmentptr[bvh.right]; + if (bvh2.left < 0) { + const Segment &s = segmentptr[bvh2.right]; Vector2 a = pointptr[s.points[0]]; Vector2 b = pointptr[s.points[1]]; @@ -966,13 +966,13 @@ void GodotConcavePolygonShape2D::cull(const Rect2 &p_local_aabb, QueryCallback p continue; case VISIT_LEFT_BIT: { stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node; - stack[level + 1] = bvh.left | TEST_AABB_BIT; + stack[level + 1] = bvh2.left | TEST_AABB_BIT; level++; } continue; case VISIT_RIGHT_BIT: { stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; - stack[level + 1] = bvh.right | TEST_AABB_BIT; + stack[level + 1] = bvh2.right | TEST_AABB_BIT; level++; } continue; diff --git a/servers/physics_2d/godot_space_2d.cpp b/servers/physics_2d/godot_space_2d.cpp index 166ec3049e..89afb0e2a0 100644 --- a/servers/physics_2d/godot_space_2d.cpp +++ b/servers/physics_2d/godot_space_2d.cpp @@ -129,8 +129,8 @@ bool GodotPhysicsDirectSpaceState2D::intersect_ray(const RayParameters &p_parame bool collided = false; Vector2 res_point, res_normal; - int res_shape; - const GodotCollisionObject2D *res_obj; + int res_shape = -1; + const GodotCollisionObject2D *res_obj = nullptr; real_t min_d = 1e10; for (int i = 0; i < amount; i++) { @@ -190,6 +190,7 @@ bool GodotPhysicsDirectSpaceState2D::intersect_ray(const RayParameters &p_parame if (!collided) { return false; } + ERR_FAIL_NULL_V(res_obj, false); // Shouldn't happen but silences warning. r_result.collider_id = res_obj->get_instance_id(); if (r_result.collider_id.is_valid()) { @@ -594,6 +595,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: const int max_results = 32; int recover_attempts = 4; Vector2 sr[max_results * 2]; + real_t priorities[max_results]; do { GodotPhysicsServer2D::CollCbkData cbk; @@ -606,6 +608,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk; GodotCollisionSolver2D::CallbackResult cbkres = GodotPhysicsServer2D::_shape_col_cbk; + int priority_amount = 0; bool collided = false; @@ -641,7 +644,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: 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) { + if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_RIGID) { //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(); //compute displacement from linear velocity @@ -664,6 +667,10 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: if (GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, margin)) { did_collide = cbk.passed > current_passed; //more passed, so collision actually existed } + while (cbk.amount > priority_amount) { + priorities[priority_amount] = col_obj->get_collision_priority(); + priority_amount++; + } if (!did_collide && cbk.invalid_by_dir > 0) { //this shape must be excluded @@ -686,6 +693,12 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: break; } + real_t inv_total_weight = 0.0; + for (int i = 0; i < cbk.amount; i++) { + inv_total_weight += priorities[i]; + } + inv_total_weight = Math::is_zero_approx(inv_total_weight) ? 1.0 : (real_t)cbk.amount / inv_total_weight; + recovered = true; Vector2 recover_motion; @@ -701,7 +714,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: real_t depth = n.dot(a + recover_motion) - d; if (depth > min_contact_depth + CMP_EPSILON) { // Only recover if there is penetration. - recover_motion -= n * (depth - min_contact_depth) * 0.4; + recover_motion -= n * (depth - min_contact_depth) * 0.4 * priorities[i] * inv_total_weight; } } @@ -936,7 +949,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: 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) { + if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_RIGID) { //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(); //compute displacement from linear velocity @@ -1024,8 +1037,6 @@ void *GodotSpace2D::_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A GodotBodyPair2D *b = memnew(GodotBodyPair2D(static_cast<GodotBody2D *>(A), p_subindex_A, static_cast<GodotBody2D *>(B), p_subindex_B)); return b; } - - return nullptr; } void GodotSpace2D::_broadphase_unpair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_self) { @@ -1206,7 +1217,7 @@ GodotPhysicsDirectSpaceState2D *GodotSpace2D::get_direct_state() { 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_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", Math::deg_to_rad(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")); @@ -1214,7 +1225,7 @@ GodotSpace2D::GodotSpace2D() { ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/solver_iterations", PropertyInfo(Variant::INT, "physics/2d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater")); contact_recycle_radius = GLOBAL_DEF("physics/2d/solver/contact_recycle_radius", 1.0); - ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/contact_recycle_radius", PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater")); + ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/contact_recycle_radius", PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_recycle_radius", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater")); contact_max_separation = GLOBAL_DEF("physics/2d/solver/contact_max_separation", 1.5); ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/contact_max_separation", PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater")); diff --git a/servers/physics_2d/godot_step_2d.cpp b/servers/physics_2d/godot_step_2d.cpp index 0603458acd..46718c8819 100644 --- a/servers/physics_2d/godot_step_2d.cpp +++ b/servers/physics_2d/godot_step_2d.cpp @@ -42,7 +42,7 @@ void GodotStep2D::_populate_island(GodotBody2D *p_body, LocalVector<GodotBody2D p_body->set_island_step(_step); if (p_body->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) { - // Only dynamic bodies are tested for activation. + // Only rigid bodies are tested for activation. p_body_island.push_back(p_body); } |