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-rw-r--r--servers/physics_2d/area_2d_sw.cpp4
-rw-r--r--servers/physics_2d/area_2d_sw.h4
-rw-r--r--servers/physics_2d/area_pair_2d_sw.cpp8
-rw-r--r--servers/physics_2d/area_pair_2d_sw.h4
-rw-r--r--servers/physics_2d/body_2d_sw.cpp76
-rw-r--r--servers/physics_2d/body_2d_sw.h5
-rw-r--r--servers/physics_2d/body_pair_2d_sw.cpp10
-rw-r--r--servers/physics_2d/body_pair_2d_sw.h4
-rw-r--r--servers/physics_2d/broad_phase_2d_basic.cpp4
-rw-r--r--servers/physics_2d/broad_phase_2d_basic.h4
-rw-r--r--servers/physics_2d/broad_phase_2d_hash_grid.cpp10
-rw-r--r--servers/physics_2d/broad_phase_2d_hash_grid.h4
-rw-r--r--servers/physics_2d/broad_phase_2d_sw.cpp4
-rw-r--r--servers/physics_2d/broad_phase_2d_sw.h4
-rw-r--r--servers/physics_2d/collision_object_2d_sw.cpp55
-rw-r--r--servers/physics_2d/collision_object_2d_sw.h42
-rw-r--r--servers/physics_2d/collision_solver_2d_sat.cpp31
-rw-r--r--servers/physics_2d/collision_solver_2d_sat.h4
-rw-r--r--servers/physics_2d/collision_solver_2d_sw.cpp6
-rw-r--r--servers/physics_2d/collision_solver_2d_sw.h4
-rw-r--r--servers/physics_2d/constraint_2d_sw.h4
-rw-r--r--servers/physics_2d/joints_2d_sw.cpp10
-rw-r--r--servers/physics_2d/joints_2d_sw.h4
-rw-r--r--servers/physics_2d/physics_2d_server_sw.cpp127
-rw-r--r--servers/physics_2d/physics_2d_server_sw.h28
-rw-r--r--servers/physics_2d/physics_2d_server_wrap_mt.cpp6
-rw-r--r--servers/physics_2d/physics_2d_server_wrap_mt.h26
-rw-r--r--servers/physics_2d/shape_2d_sw.cpp54
-rw-r--r--servers/physics_2d/shape_2d_sw.h4
-rw-r--r--servers/physics_2d/space_2d_sw.cpp296
-rw-r--r--servers/physics_2d/space_2d_sw.h8
-rw-r--r--servers/physics_2d/step_2d_sw.cpp6
-rw-r--r--servers/physics_2d/step_2d_sw.h4
33 files changed, 561 insertions, 303 deletions
diff --git a/servers/physics_2d/area_2d_sw.cpp b/servers/physics_2d/area_2d_sw.cpp
index 037c92bac6..9ec1eacd29 100644
--- a/servers/physics_2d/area_2d_sw.cpp
+++ b/servers/physics_2d/area_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/servers/physics_2d/area_2d_sw.h b/servers/physics_2d/area_2d_sw.h
index 90e30f68bc..371ad94c22 100644
--- a/servers/physics_2d/area_2d_sw.h
+++ b/servers/physics_2d/area_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/servers/physics_2d/area_pair_2d_sw.cpp b/servers/physics_2d/area_pair_2d_sw.cpp
index 9d515d2183..7401dbfa89 100644
--- a/servers/physics_2d/area_pair_2d_sw.cpp
+++ b/servers/physics_2d/area_pair_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -147,10 +147,10 @@ Area2Pair2DSW::~Area2Pair2DSW() {
if (colliding) {
- if (area_b->has_area_monitor_callback() && area_a->is_monitorable())
+ if (area_b->has_area_monitor_callback())
area_b->remove_area_from_query(area_a, shape_a, shape_b);
- if (area_a->has_area_monitor_callback() && area_b->is_monitorable())
+ 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/area_pair_2d_sw.h
index 243b99a79c..6972bcd0f5 100644
--- a/servers/physics_2d/area_pair_2d_sw.h
+++ b/servers/physics_2d/area_pair_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp
index aa063d6c1e..6ba159ca0a 100644
--- a/servers/physics_2d/body_2d_sw.cpp
+++ b/servers/physics_2d/body_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -47,8 +47,10 @@ void Body2DSW::update_inertias() {
case Physics2DServer::BODY_MODE_RIGID: {
- if (user_inertia) break;
-
+ if (user_inertia) {
+ _inv_inertia = inertia > 0 ? (1.0 / inertia) : 0;
+ break;
+ }
//update tensor for allshapes, not the best way but should be somehow OK. (inspired from bullet)
real_t total_area = 0;
@@ -57,10 +59,14 @@ void Body2DSW::update_inertias() {
total_area += get_shape_aabb(i).get_area();
}
- real_t _inertia = 0;
+ inertia = 0;
for (int i = 0; i < get_shape_count(); i++) {
+ if (is_shape_disabled(i)) {
+ continue;
+ }
+
const Shape2DSW *shape = get_shape(i);
real_t area = get_shape_aabb(i).get_area();
@@ -69,15 +75,10 @@ void Body2DSW::update_inertias() {
Transform2D mtx = get_shape_transform(i);
Vector2 scale = mtx.get_scale();
- _inertia += shape->get_moment_of_inertia(mass, scale) + mass * mtx.get_origin().length_squared();
- //Rect2 ab = get_shape_aabb(i);
- //_inertia+=mass*ab.size.dot(ab.size)/12.0f;
+ inertia += shape->get_moment_of_inertia(mass, scale) + mass * mtx.get_origin().length_squared();
}
- if (_inertia != 0)
- _inv_inertia = 1.0 / _inertia;
- else
- _inv_inertia = 0.0; //wathever
+ _inv_inertia = inertia > 0 ? (1.0 / inertia) : 0;
if (mass)
_inv_mass = 1.0 / mass;
@@ -156,6 +157,7 @@ void Body2DSW::set_param(Physics2DServer::BodyParameter p_param, real_t p_value)
_update_inertia();
} else {
user_inertia = true;
+ inertia = p_value;
_inv_inertia = 1.0 / p_value;
}
} break;
@@ -170,7 +172,8 @@ void Body2DSW::set_param(Physics2DServer::BodyParameter p_param, real_t p_value)
angular_damp = p_value;
} break;
- default: {}
+ default: {
+ }
}
}
@@ -180,29 +183,30 @@ real_t Body2DSW::get_param(Physics2DServer::BodyParameter p_param) const {
case Physics2DServer::BODY_PARAM_BOUNCE: {
return bounce;
- } break;
+ }
case Physics2DServer::BODY_PARAM_FRICTION: {
return friction;
- } break;
+ }
case Physics2DServer::BODY_PARAM_MASS: {
return mass;
- } break;
+ }
case Physics2DServer::BODY_PARAM_INERTIA: {
- return _inv_inertia == 0 ? 0 : 1.0 / _inv_inertia;
- } break;
+ return inertia;
+ }
case Physics2DServer::BODY_PARAM_GRAVITY_SCALE: {
return gravity_scale;
- } break;
+ }
case Physics2DServer::BODY_PARAM_LINEAR_DAMP: {
return linear_damp;
- } break;
+ }
case Physics2DServer::BODY_PARAM_ANGULAR_DAMP: {
return angular_damp;
- } break;
- default: {}
+ }
+ default: {
+ }
}
return 0;
@@ -220,6 +224,7 @@ void Body2DSW::set_mode(Physics2DServer::BodyMode p_mode) {
_set_inv_transform(get_transform().affine_inverse());
_inv_mass = 0;
+ _inv_inertia = 0;
_set_static(p_mode == Physics2DServer::BODY_MODE_STATIC);
set_active(p_mode == Physics2DServer::BODY_MODE_KINEMATIC && contacts.size());
linear_velocity = Vector2();
@@ -231,17 +236,21 @@ void Body2DSW::set_mode(Physics2DServer::BodyMode p_mode) {
case Physics2DServer::BODY_MODE_RIGID: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
+ _inv_inertia = inertia > 0 ? (1.0 / inertia) : 0;
_set_static(false);
} break;
case Physics2DServer::BODY_MODE_CHARACTER: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
+ _inv_inertia = 0;
_set_static(false);
+ angular_velocity = 0;
} break;
}
-
- _update_inertia();
+ if (p_mode == Physics2DServer::BODY_MODE_RIGID && _inv_inertia == 0) {
+ _update_inertia();
+ }
/*
if (get_space())
_update_queries();
@@ -337,19 +346,19 @@ Variant Body2DSW::get_state(Physics2DServer::BodyState p_state) const {
switch (p_state) {
case Physics2DServer::BODY_STATE_TRANSFORM: {
return get_transform();
- } break;
+ }
case Physics2DServer::BODY_STATE_LINEAR_VELOCITY: {
return linear_velocity;
- } break;
+ }
case Physics2DServer::BODY_STATE_ANGULAR_VELOCITY: {
return angular_velocity;
- } break;
+ }
case Physics2DServer::BODY_STATE_SLEEPING: {
return !is_active();
- } break;
+ }
case Physics2DServer::BODY_STATE_CAN_SLEEP: {
return can_sleep;
- } break;
+ }
}
return Variant();
@@ -439,7 +448,8 @@ void Body2DSW::integrate_forces(real_t p_step) {
_compute_area_gravity_and_dampenings(aa[i].area);
stopped = mode == Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE;
} break;
- default: {}
+ default: {
+ }
}
}
}
@@ -511,8 +521,7 @@ void Body2DSW::integrate_forces(real_t p_step) {
if (continuous_cd_mode != Physics2DServer::CCD_MODE_DISABLED) {
- motion = new_transform.get_origin() - get_transform().get_origin();
- //linear_velocity*p_step;
+ motion = linear_velocity * p_step;
do_motion = true;
}
}
@@ -602,7 +611,7 @@ void Body2DSW::call_queries() {
set_force_integration_callback(0, StringName());
} else {
Variant::CallError ce;
- if (fi_callback->callback_udata.get_type()) {
+ if (fi_callback->callback_udata.get_type() != Variant::NIL) {
obj->call(fi_callback->method, vp, 2, ce);
@@ -662,6 +671,7 @@ Body2DSW::Body2DSW() :
angular_velocity = 0;
biased_angular_velocity = 0;
mass = 1;
+ inertia = 0;
user_inertia = false;
_inv_inertia = 0;
_inv_mass = 1;
diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/body_2d_sw.h
index 97dff69a20..5df184c894 100644
--- a/servers/physics_2d/body_2d_sw.h
+++ b/servers/physics_2d/body_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -52,6 +52,7 @@ class Body2DSW : public CollisionObject2DSW {
real_t gravity_scale;
real_t mass;
+ real_t inertia;
real_t bounce;
real_t friction;
diff --git a/servers/physics_2d/body_pair_2d_sw.cpp b/servers/physics_2d/body_pair_2d_sw.cpp
index 2633edf7bb..46ea0fd65d 100644
--- a/servers/physics_2d/body_pair_2d_sw.cpp
+++ b/servers/physics_2d/body_pair_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -138,7 +138,7 @@ void BodyPair2DSW::_validate_contacts() {
Contact &c = contacts[i];
bool erase = false;
- if (c.reused == false) {
+ if (!c.reused) {
//was left behind in previous frame
erase = true;
} else {
@@ -303,7 +303,7 @@ bool BodyPair2DSW::setup(real_t p_step) {
Contact &c = contacts[i];
if (!c.reused)
continue;
- if (c.normal.dot(direction) < 0)
+ if (c.normal.dot(direction) > 0) //greater (normal inverted)
continue;
valid = true;
@@ -326,7 +326,7 @@ bool BodyPair2DSW::setup(real_t p_step) {
Contact &c = contacts[i];
if (!c.reused)
continue;
- if (c.normal.dot(direction) < 0)
+ if (c.normal.dot(direction) < 0) //less (normal ok)
continue;
valid = true;
diff --git a/servers/physics_2d/body_pair_2d_sw.h b/servers/physics_2d/body_pair_2d_sw.h
index e54a32fb46..a5c07aac05 100644
--- a/servers/physics_2d/body_pair_2d_sw.h
+++ b/servers/physics_2d/body_pair_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/servers/physics_2d/broad_phase_2d_basic.cpp b/servers/physics_2d/broad_phase_2d_basic.cpp
index 067d86f474..6a9c9f783c 100644
--- a/servers/physics_2d/broad_phase_2d_basic.cpp
+++ b/servers/physics_2d/broad_phase_2d_basic.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/servers/physics_2d/broad_phase_2d_basic.h b/servers/physics_2d/broad_phase_2d_basic.h
index da5dc38b8e..595c5d411a 100644
--- a/servers/physics_2d/broad_phase_2d_basic.h
+++ b/servers/physics_2d/broad_phase_2d_basic.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/servers/physics_2d/broad_phase_2d_hash_grid.cpp b/servers/physics_2d/broad_phase_2d_hash_grid.cpp
index 950f0f9d24..6dd19c2868 100644
--- a/servers/physics_2d/broad_phase_2d_hash_grid.cpp
+++ b/servers/physics_2d/broad_phase_2d_hash_grid.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -635,11 +635,15 @@ BroadPhase2DSW *BroadPhase2DHashGrid::_create() {
BroadPhase2DHashGrid::BroadPhase2DHashGrid() {
hash_table_size = GLOBAL_DEF("physics/2d/bp_hash_table_size", 4096);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/bp_hash_table_size", PropertyInfo(Variant::INT, "physics/2d/bp_hash_table_size", PROPERTY_HINT_RANGE, "0,8192,1,or_greater"));
hash_table_size = Math::larger_prime(hash_table_size);
hash_table = memnew_arr(PosBin *, hash_table_size);
cell_size = GLOBAL_DEF("physics/2d/cell_size", 128);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/cell_size", PropertyInfo(Variant::INT, "physics/2d/cell_size", PROPERTY_HINT_RANGE, "0,512,1,or_greater"));
+
large_object_min_surface = GLOBAL_DEF("physics/2d/large_object_surface_threshold_in_cells", 512);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/large_object_surface_threshold_in_cells", PropertyInfo(Variant::INT, "physics/2d/large_object_surface_threshold_in_cells", PROPERTY_HINT_RANGE, "0,1024,1,or_greater"));
for (uint32_t i = 0; i < hash_table_size; i++)
hash_table[i] = NULL;
@@ -669,7 +673,7 @@ public IEnumerable<Point3D> GetCellsOnRay(Ray ray, int maxDepth)
// "A Fast Voxel Traversal Algorithm for Ray Tracing"
// John Amanatides, Andrew Woo
// http://www.cse.yorku.ca/~amana/research/grid.pdf
- // http://www.devmaster.net/articles/raytracing_series/A%20faster%20voxel%20traversal%20algorithm%20for%20ray%20tracing.pdf
+ // https://web.archive.org/web/20100616193049/http://www.devmaster.net/articles/raytracing_series/A%20faster%20voxel%20traversal%20algorithm%20for%20ray%20tracing.pdf
// NOTES:
// * This code assumes that the ray's position and direction are in 'cell coordinates', which means
diff --git a/servers/physics_2d/broad_phase_2d_hash_grid.h b/servers/physics_2d/broad_phase_2d_hash_grid.h
index 0ecb915a7b..61fe5dbcf6 100644
--- a/servers/physics_2d/broad_phase_2d_hash_grid.h
+++ b/servers/physics_2d/broad_phase_2d_hash_grid.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/servers/physics_2d/broad_phase_2d_sw.cpp b/servers/physics_2d/broad_phase_2d_sw.cpp
index 6e3dce000f..20250c5113 100644
--- a/servers/physics_2d/broad_phase_2d_sw.cpp
+++ b/servers/physics_2d/broad_phase_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/servers/physics_2d/broad_phase_2d_sw.h b/servers/physics_2d/broad_phase_2d_sw.h
index 5b512dac76..1ba8e24cff 100644
--- a/servers/physics_2d/broad_phase_2d_sw.h
+++ b/servers/physics_2d/broad_phase_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/servers/physics_2d/collision_object_2d_sw.cpp b/servers/physics_2d/collision_object_2d_sw.cpp
index 4dd5b2040f..f556638db1 100644
--- a/servers/physics_2d/collision_object_2d_sw.cpp
+++ b/servers/physics_2d/collision_object_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -29,21 +29,27 @@
/*************************************************************************/
#include "collision_object_2d_sw.h"
+#include "servers/physics_2d/physics_2d_server_sw.h"
#include "space_2d_sw.h"
-void CollisionObject2DSW::add_shape(Shape2DSW *p_shape, const Transform2D &p_transform) {
+void CollisionObject2DSW::add_shape(Shape2DSW *p_shape, const Transform2D &p_transform, bool p_disabled) {
Shape s;
s.shape = p_shape;
s.xform = p_transform;
s.xform_inv = s.xform.affine_inverse();
s.bpid = 0; //needs update
- s.disabled = false;
+ s.disabled = p_disabled;
s.one_way_collision = false;
+ s.one_way_collision_margin = 0;
shapes.push_back(s);
p_shape->add_owner(this);
- _update_shapes();
- _shapes_changed();
+
+ if (!pending_shape_update_list.in_list()) {
+ Physics2DServerSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ }
+ // _update_shapes();
+ // _shapes_changed();
}
void CollisionObject2DSW::set_shape(int p_index, Shape2DSW *p_shape) {
@@ -53,8 +59,12 @@ void CollisionObject2DSW::set_shape(int p_index, Shape2DSW *p_shape) {
shapes.write[p_index].shape = p_shape;
p_shape->add_owner(this);
- _update_shapes();
- _shapes_changed();
+
+ if (!pending_shape_update_list.in_list()) {
+ Physics2DServerSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ }
+ // _update_shapes();
+ // _shapes_changed();
}
void CollisionObject2DSW::set_shape_metadata(int p_index, const Variant &p_metadata) {
@@ -69,8 +79,12 @@ void CollisionObject2DSW::set_shape_transform(int p_index, const Transform2D &p_
shapes.write[p_index].xform = p_transform;
shapes.write[p_index].xform_inv = p_transform.affine_inverse();
- _update_shapes();
- _shapes_changed();
+
+ if (!pending_shape_update_list.in_list()) {
+ Physics2DServerSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ }
+ // _update_shapes();
+ // _shapes_changed();
}
void CollisionObject2DSW::set_shape_as_disabled(int p_idx, bool p_disabled) {
@@ -88,9 +102,15 @@ void CollisionObject2DSW::set_shape_as_disabled(int p_idx, bool p_disabled) {
if (p_disabled && shape.bpid != 0) {
space->get_broadphase()->remove(shape.bpid);
shape.bpid = 0;
- _update_shapes();
+ if (!pending_shape_update_list.in_list()) {
+ Physics2DServerSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ }
+ //_update_shapes();
} else if (!p_disabled && shape.bpid == 0) {
- _update_shapes(); // automatically adds shape with bpid == 0
+ if (!pending_shape_update_list.in_list()) {
+ Physics2DServerSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ }
+ //_update_shapes(); // automatically adds shape with bpid == 0
}
}
@@ -121,8 +141,11 @@ void CollisionObject2DSW::remove_shape(int p_index) {
shapes[p_index].shape->remove_owner(this);
shapes.remove(p_index);
- _update_shapes();
- _shapes_changed();
+ if (!pending_shape_update_list.in_list()) {
+ Physics2DServerSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ }
+ // _update_shapes();
+ // _shapes_changed();
}
void CollisionObject2DSW::_set_static(bool p_static) {
@@ -238,12 +261,14 @@ void CollisionObject2DSW::_shape_changed() {
_shapes_changed();
}
-CollisionObject2DSW::CollisionObject2DSW(Type p_type) {
+CollisionObject2DSW::CollisionObject2DSW(Type p_type) :
+ pending_shape_update_list(this) {
_static = true;
type = p_type;
space = NULL;
instance_id = 0;
+ canvas_instance_id = 0;
collision_mask = 1;
collision_layer = 1;
pickable = true;
diff --git a/servers/physics_2d/collision_object_2d_sw.h b/servers/physics_2d/collision_object_2d_sw.h
index c3b9e4b713..ed59469878 100644
--- a/servers/physics_2d/collision_object_2d_sw.h
+++ b/servers/physics_2d/collision_object_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -49,6 +49,7 @@ private:
Type type;
RID self;
ObjectID instance_id;
+ ObjectID canvas_instance_id;
bool pickable;
struct Shape {
@@ -61,9 +62,11 @@ private:
Variant metadata;
bool disabled;
bool one_way_collision;
+ float one_way_collision_margin;
Shape() {
disabled = false;
one_way_collision = false;
+ one_way_collision_margin = 0;
}
};
@@ -75,6 +78,8 @@ private:
uint32_t collision_layer;
bool _static;
+ SelfList<CollisionObject2DSW> pending_shape_update_list;
+
void _update_shapes();
protected:
@@ -102,33 +107,40 @@ public:
_FORCE_INLINE_ void set_instance_id(const ObjectID &p_instance_id) { instance_id = p_instance_id; }
_FORCE_INLINE_ ObjectID get_instance_id() const { return instance_id; }
+ _FORCE_INLINE_ void set_canvas_instance_id(const ObjectID &p_canvas_instance_id) { canvas_instance_id = p_canvas_instance_id; }
+ _FORCE_INLINE_ ObjectID get_canvas_instance_id() const { return canvas_instance_id; }
+
void _shape_changed();
_FORCE_INLINE_ Type get_type() const { return type; }
- void add_shape(Shape2DSW *p_shape, const Transform2D &p_transform = Transform2D());
+ 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 set_shape_transform(int p_index, const Transform2D &p_transform);
void set_shape_metadata(int p_index, const Variant &p_metadata);
_FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
+ _FORCE_INLINE_ bool is_shape_disabled(int p_index) const {
+ CRASH_BAD_INDEX(p_index, shapes.size());
+ return shapes[p_index].disabled;
+ }
_FORCE_INLINE_ Shape2DSW *get_shape(int p_index) const {
- ERR_FAIL_INDEX_V(p_index, shapes.size(), NULL);
+ CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].shape;
}
_FORCE_INLINE_ const Transform2D &get_shape_transform(int p_index) const {
- ERR_FAIL_INDEX_V(p_index, shapes.size(), Transform2D());
+ CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].xform;
}
_FORCE_INLINE_ const Transform2D &get_shape_inv_transform(int p_index) const {
- ERR_FAIL_INDEX_V(p_index, shapes.size(), Transform2D());
+ CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].xform_inv;
}
_FORCE_INLINE_ const Rect2 &get_shape_aabb(int p_index) const {
- ERR_FAIL_INDEX_V(p_index, shapes.size(), Rect2());
+ CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].aabb_cache;
}
_FORCE_INLINE_ const Variant &get_shape_metadata(int p_index) const {
- ERR_FAIL_INDEX_V(p_index, shapes.size(), Variant());
+ CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].metadata;
}
@@ -138,19 +150,25 @@ public:
void set_shape_as_disabled(int p_idx, bool p_disabled);
_FORCE_INLINE_ bool is_shape_set_as_disabled(int p_idx) const {
- ERR_FAIL_INDEX_V(p_idx, shapes.size(), false);
+ CRASH_BAD_INDEX(p_idx, shapes.size());
return shapes[p_idx].disabled;
}
- _FORCE_INLINE_ void set_shape_as_one_way_collision(int p_idx, bool p_one_way_collision) {
- ERR_FAIL_INDEX(p_idx, shapes.size());
+ _FORCE_INLINE_ void set_shape_as_one_way_collision(int p_idx, bool p_one_way_collision, float p_margin) {
+ CRASH_BAD_INDEX(p_idx, shapes.size());
shapes.write[p_idx].one_way_collision = p_one_way_collision;
+ shapes.write[p_idx].one_way_collision_margin = p_margin;
}
_FORCE_INLINE_ bool is_shape_set_as_one_way_collision(int p_idx) const {
- ERR_FAIL_INDEX_V(p_idx, shapes.size(), false);
+ CRASH_BAD_INDEX(p_idx, shapes.size());
return shapes[p_idx].one_way_collision;
}
+ _FORCE_INLINE_ float get_shape_one_way_collision_margin(int p_idx) const {
+ CRASH_BAD_INDEX(p_idx, shapes.size());
+ return shapes[p_idx].one_way_collision_margin;
+ }
+
void set_collision_mask(uint32_t p_mask) { collision_mask = p_mask; }
_FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; }
diff --git a/servers/physics_2d/collision_solver_2d_sat.cpp b/servers/physics_2d/collision_solver_2d_sat.cpp
index 0f32f2ec85..19e4b8c1d9 100644
--- a/servers/physics_2d/collision_solver_2d_sat.cpp
+++ b/servers/physics_2d/collision_solver_2d_sat.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -172,8 +172,8 @@ static void _generate_contacts_from_supports(const Vector2 *p_points_A, int p_po
points_B = p_points_B;
}
- int version_A = (pointcount_A > 3 ? 3 : pointcount_A) - 1;
- int version_B = (pointcount_B > 3 ? 3 : pointcount_B) - 1;
+ int version_A = (pointcount_A > 2 ? 2 : pointcount_A) - 1;
+ int version_B = (pointcount_B > 2 ? 2 : pointcount_B) - 1;
GenerateContactsFunc contacts_func = generate_contacts_func_table[version_A][version_B];
ERR_FAIL_COND(!contacts_func);
@@ -237,8 +237,8 @@ public:
Vector2 axis = p_axis;
- if (Math::abs(axis.x) < CMP_EPSILON &&
- Math::abs(axis.y) < CMP_EPSILON) {
+ if (Math::is_zero_approx(axis.x) &&
+ Math::is_zero_approx(axis.y)) {
// strange case, try an upwards separator
axis = Vector2(0.0, 1.0);
}
@@ -313,10 +313,12 @@ public:
if (best_axis == Vector2(0.0, 0.0))
return;
- callback->collided = true;
+ if (callback) {
+ callback->collided = true;
- if (!callback->callback)
- return; //only collide, no callback
+ if (!callback->callback)
+ return; //only collide, no callback
+ }
static const int max_supports = 2;
Vector2 supports_A[max_supports];
@@ -354,12 +356,13 @@ public:
supports_B[i] += best_axis * margin_B;
}
}
+ if (callback) {
+ callback->normal = best_axis;
+ _generate_contacts_from_supports(supports_A, support_count_A, supports_B, support_count_B, callback);
- callback->normal = best_axis;
- _generate_contacts_from_supports(supports_A, support_count_A, supports_B, support_count_B, callback);
-
- if (callback && callback->sep_axis && *callback->sep_axis != Vector2())
- *callback->sep_axis = Vector2(); //invalidate previous axis (no test)
+ if (callback->sep_axis && *callback->sep_axis != Vector2())
+ *callback->sep_axis = Vector2(); //invalidate previous axis (no test)
+ }
}
_FORCE_INLINE_ SeparatorAxisTest2D(const ShapeA *p_shape_A, const Transform2D &p_transform_a, const ShapeB *p_shape_B, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_A = Vector2(), const Vector2 &p_motion_B = Vector2(), real_t p_margin_A = 0, real_t p_margin_B = 0) {
diff --git a/servers/physics_2d/collision_solver_2d_sat.h b/servers/physics_2d/collision_solver_2d_sat.h
index ba35c63fbc..ecf09151e5 100644
--- a/servers/physics_2d/collision_solver_2d_sat.h
+++ b/servers/physics_2d/collision_solver_2d_sat.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/servers/physics_2d/collision_solver_2d_sw.cpp b/servers/physics_2d/collision_solver_2d_sw.cpp
index b03a193d97..03c0fd5981 100644
--- a/servers/physics_2d/collision_solver_2d_sw.cpp
+++ b/servers/physics_2d/collision_solver_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -249,6 +249,4 @@ bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A, const Transform2D &p
return collision_solver(p_shape_A, p_transform_A, p_motion_A, p_shape_B, p_transform_B, p_motion_B, p_result_callback, p_userdata, false, sep_axis, margin_A, margin_B);
}
-
- return false;
}
diff --git a/servers/physics_2d/collision_solver_2d_sw.h b/servers/physics_2d/collision_solver_2d_sw.h
index 6faa166115..0c5ac5245c 100644
--- a/servers/physics_2d/collision_solver_2d_sw.h
+++ b/servers/physics_2d/collision_solver_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/servers/physics_2d/constraint_2d_sw.h b/servers/physics_2d/constraint_2d_sw.h
index c1954935d3..582b92ad46 100644
--- a/servers/physics_2d/constraint_2d_sw.h
+++ b/servers/physics_2d/constraint_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/servers/physics_2d/joints_2d_sw.cpp b/servers/physics_2d/joints_2d_sw.cpp
index 517dce0043..acdaa6e6df 100644
--- a/servers/physics_2d/joints_2d_sw.cpp
+++ b/servers/physics_2d/joints_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -92,7 +92,7 @@ normal_relative_velocity(Body2DSW *a, Body2DSW *b, Vector2 rA, Vector2 rB, Vecto
bool PinJoint2DSW::setup(real_t p_step) {
Space2DSW *space = A->get_space();
- ERR_FAIL_COND_V(!space, false;)
+ ERR_FAIL_COND_V(!space, false);
rA = A->get_transform().basis_xform(anchor_A);
rB = B ? B->get_transform().basis_xform(anchor_B) : anchor_B;
@@ -299,9 +299,7 @@ bool GrooveJoint2DSW::setup(real_t p_step) {
Vector2 delta = (B->get_transform().get_origin() + rB) - (A->get_transform().get_origin() + rA);
- // FIXME: We used to do this assignment and then override it with 0.001 right after. Investigate why.
- //real_t _b = get_bias();
- real_t _b = 0.001;
+ real_t _b = get_bias();
gbias = (delta * -(_b == 0 ? space->get_constraint_bias() : _b) * (1.0 / p_step)).clamped(get_max_bias());
// apply accumulated impulse
diff --git a/servers/physics_2d/joints_2d_sw.h b/servers/physics_2d/joints_2d_sw.h
index e2002eef0d..981d80328b 100644
--- a/servers/physics_2d/joints_2d_sw.h
+++ b/servers/physics_2d/joints_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/servers/physics_2d/physics_2d_server_sw.cpp b/servers/physics_2d/physics_2d_server_sw.cpp
index 000e38c4a2..80e204087a 100644
--- a/servers/physics_2d/physics_2d_server_sw.cpp
+++ b/servers/physics_2d/physics_2d_server_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -36,6 +36,9 @@
#include "core/project_settings.h"
#include "core/script_language.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 Physics2DServerSW::_shape_create(ShapeType p_shape) {
Shape2DSW *shape = NULL;
@@ -169,7 +172,9 @@ void Physics2DServerSW::_shape_col_cbk(const Vector2 &p_point_A, const Vector2 &
cbk->invalid_by_dir++;
return;
}
- if (cbk->valid_dir.dot((p_point_A - p_point_B).normalized()) < 0.7071) {
+ Vector2 rel_dir = (p_point_A - p_point_B).normalized();
+
+ if (cbk->valid_dir.dot(rel_dir) < 0.7071) { //sqrt(2)/2.0 - 45 degrees
cbk->invalid_by_dir++;
/*
@@ -201,12 +206,14 @@ void Physics2DServerSW::_shape_col_cbk(const Vector2 &p_point_A, const Vector2 &
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++;
}
}
@@ -225,6 +232,7 @@ bool Physics2DServerSW::shape_collide(RID p_shape_A, const Transform2D &p_xform_
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);
@@ -305,11 +313,7 @@ Physics2DDirectSpaceState *Physics2DServerSW::space_get_direct_state(RID p_space
Space2DSW *space = space_owner.get(p_space);
ERR_FAIL_COND_V(!space, NULL);
- if ((using_threads && !doing_sync) || space->is_locked()) {
-
- ERR_EXPLAIN("Space state is inaccessible right now, wait for iteration or physics process notification.");
- ERR_FAIL_V(NULL);
- }
+ ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), NULL, "Space state is inaccessible right now, wait for iteration or physics process notification.");
return space->get_direct_state();
}
@@ -367,7 +371,7 @@ Physics2DServer::AreaSpaceOverrideMode Physics2DServerSW::area_get_space_overrid
return area->get_space_override_mode();
}
-void Physics2DServerSW::area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform) {
+void Physics2DServerSW::area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform, bool p_disabled) {
Area2DSW *area = area_owner.get(p_area);
ERR_FAIL_COND(!area);
@@ -375,7 +379,7 @@ void Physics2DServerSW::area_add_shape(RID p_area, RID p_shape, const Transform2
Shape2DSW *shape = shape_owner.get(p_shape);
ERR_FAIL_COND(!shape);
- area->add_shape(shape, p_transform);
+ area->add_shape(shape, p_transform, p_disabled);
}
void Physics2DServerSW::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) {
@@ -401,8 +405,9 @@ void Physics2DServerSW::area_set_shape_disabled(RID p_area, int p_shape, bool p_
Area2DSW *area = area_owner.get(p_area);
ERR_FAIL_COND(!area);
-
ERR_FAIL_INDEX(p_shape, area->get_shape_count());
+ FLUSH_QUERY_CHECK(area);
+
area->set_shape_as_disabled(p_shape, p_disabled);
}
@@ -448,7 +453,7 @@ void Physics2DServerSW::area_clear_shapes(RID p_area) {
area->remove_shape(0);
}
-void Physics2DServerSW::area_attach_object_instance_id(RID p_area, ObjectID p_ID) {
+void Physics2DServerSW::area_attach_object_instance_id(RID p_area, ObjectID p_id) {
if (space_owner.owns(p_area)) {
Space2DSW *space = space_owner.get(p_area);
@@ -456,7 +461,7 @@ void Physics2DServerSW::area_attach_object_instance_id(RID p_area, ObjectID p_ID
}
Area2DSW *area = area_owner.get(p_area);
ERR_FAIL_COND(!area);
- area->set_instance_id(p_ID);
+ area->set_instance_id(p_id);
}
ObjectID Physics2DServerSW::area_get_object_instance_id(RID p_area) const {
@@ -469,6 +474,27 @@ ObjectID Physics2DServerSW::area_get_object_instance_id(RID p_area) const {
return area->get_instance_id();
}
+void Physics2DServerSW::area_attach_canvas_instance_id(RID p_area, ObjectID p_id) {
+
+ if (space_owner.owns(p_area)) {
+ Space2DSW *space = space_owner.get(p_area);
+ p_area = space->get_default_area()->get_self();
+ }
+ Area2DSW *area = area_owner.get(p_area);
+ ERR_FAIL_COND(!area);
+ area->set_canvas_instance_id(p_id);
+}
+ObjectID Physics2DServerSW::area_get_canvas_instance_id(RID p_area) const {
+
+ if (space_owner.owns(p_area)) {
+ Space2DSW *space = space_owner.get(p_area);
+ p_area = space->get_default_area()->get_self();
+ }
+ Area2DSW *area = area_owner.get(p_area);
+ ERR_FAIL_COND_V(!area, 0);
+ return area->get_canvas_instance_id();
+}
+
void Physics2DServerSW::area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) {
if (space_owner.owns(p_area)) {
@@ -518,6 +544,7 @@ void Physics2DServerSW::area_set_monitorable(RID p_area, bool p_monitorable) {
Area2DSW *area = area_owner.get(p_area);
ERR_FAIL_COND(!area);
+ FLUSH_QUERY_CHECK(area);
area->set_monitorable(p_monitorable);
}
@@ -596,6 +623,7 @@ void Physics2DServerSW::body_set_mode(RID p_body, BodyMode p_mode) {
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND(!body);
+ FLUSH_QUERY_CHECK(body);
body->set_mode(p_mode);
};
@@ -608,7 +636,7 @@ Physics2DServer::BodyMode Physics2DServerSW::body_get_mode(RID p_body) const {
return body->get_mode();
};
-void Physics2DServerSW::body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform) {
+void Physics2DServerSW::body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform, bool p_disabled) {
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND(!body);
@@ -616,7 +644,7 @@ void Physics2DServerSW::body_add_shape(RID p_body, RID p_shape, const Transform2
Shape2DSW *shape = shape_owner.get(p_shape);
ERR_FAIL_COND(!shape);
- body->add_shape(shape, p_transform);
+ body->add_shape(shape, p_transform, p_disabled);
}
void Physics2DServerSW::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) {
@@ -698,19 +726,19 @@ void Physics2DServerSW::body_set_shape_disabled(RID p_body, int p_shape_idx, boo
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND(!body);
-
ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count());
+ FLUSH_QUERY_CHECK(body);
body->set_shape_as_disabled(p_shape_idx, p_disabled);
}
-void Physics2DServerSW::body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable) {
+void Physics2DServerSW::body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, float p_margin) {
Body2DSW *body = body_owner.get(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);
+ body->set_shape_as_one_way_collision(p_shape_idx, p_enable, p_margin);
}
void Physics2DServerSW::body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) {
@@ -728,12 +756,12 @@ Physics2DServerSW::CCDMode Physics2DServerSW::body_get_continuous_collision_dete
return body->get_continuous_collision_detection_mode();
}
-void Physics2DServerSW::body_attach_object_instance_id(RID p_body, uint32_t p_ID) {
+void Physics2DServerSW::body_attach_object_instance_id(RID p_body, uint32_t p_id) {
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND(!body);
- body->set_instance_id(p_ID);
+ body->set_instance_id(p_id);
};
uint32_t Physics2DServerSW::body_get_object_instance_id(RID p_body) const {
@@ -744,6 +772,22 @@ uint32_t Physics2DServerSW::body_get_object_instance_id(RID p_body) const {
return body->get_instance_id();
};
+void Physics2DServerSW::body_attach_canvas_instance_id(RID p_body, uint32_t p_id) {
+
+ Body2DSW *body = body_owner.get(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_canvas_instance_id(p_id);
+};
+
+uint32_t Physics2DServerSW::body_get_canvas_instance_id(RID p_body) const {
+
+ Body2DSW *body = body_owner.get(p_body);
+ ERR_FAIL_COND_V(!body, 0);
+
+ return body->get_canvas_instance_id();
+};
+
void Physics2DServerSW::body_set_collision_layer(RID p_body, uint32_t p_layer) {
Body2DSW *body = body_owner.get(p_body);
@@ -851,6 +895,8 @@ void Physics2DServerSW::body_apply_torque_impulse(RID p_body, real_t p_torque) {
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND(!body);
+ _update_shapes();
+
body->apply_torque_impulse(p_torque);
}
@@ -859,6 +905,8 @@ void Physics2DServerSW::body_apply_impulse(RID p_body, const Vector2 &p_pos, con
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND(!body);
+ _update_shapes();
+
body->apply_impulse(p_pos, p_impulse);
body->wakeup();
};
@@ -893,6 +941,8 @@ void Physics2DServerSW::body_set_axis_velocity(RID p_body, const Vector2 &p_axis
Body2DSW *body = body_owner.get(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);
@@ -1001,6 +1051,8 @@ bool Physics2DServerSW::body_test_motion(RID p_body, const Transform2D &p_from,
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_from, p_motion, p_infinite_inertia, p_margin, r_result, p_exclude_raycast_shapes);
}
@@ -1016,22 +1068,15 @@ int Physics2DServerSW::body_test_ray_separation(RID p_body, const Transform2D &p
Physics2DDirectBodyState *Physics2DServerSW::body_get_direct_state(RID p_body) {
- if ((using_threads && !doing_sync)) {
- ERR_EXPLAIN("Body state is inaccessible right now, wait for iteration or physics process notification.");
- ERR_FAIL_V(NULL);
- }
+ ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), NULL, "Body state is inaccessible right now, wait for iteration or physics process notification.");
if (!body_owner.owns(p_body))
return NULL;
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND_V(!body, NULL);
-
- if (body->get_space()->is_locked()) {
-
- ERR_EXPLAIN("Body state is inaccessible right now, wait for iteration or physics process notification.");
- ERR_FAIL_V(NULL);
- }
+ ERR_FAIL_COND_V(!body->get_space(), NULL);
+ ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), NULL, "Body state is inaccessible right now, wait for iteration or physics process notification.");
direct_state->body = body;
return direct_state;
@@ -1186,6 +1231,8 @@ Physics2DServer::JointType Physics2DServerSW::joint_get_type(RID p_joint) const
void Physics2DServerSW::free(RID p_rid) {
+ _update_shapes(); // just in case
+
if (shape_owner.owns(p_rid)) {
Shape2DSW *shape = shape_owner.get(p_rid);
@@ -1259,8 +1306,7 @@ void Physics2DServerSW::free(RID p_rid) {
} else {
- ERR_EXPLAIN("Invalid ID");
- ERR_FAIL();
+ ERR_FAIL_MSG("Invalid ID.");
}
};
@@ -1283,6 +1329,8 @@ void Physics2DServerSW::step(real_t p_step) {
if (!active)
return;
+ _update_shapes();
+
doing_sync = false;
last_step = p_step;
@@ -1309,6 +1357,8 @@ void Physics2DServerSW::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()) {
@@ -1317,6 +1367,8 @@ void Physics2DServerSW::flush_queries() {
space->call_queries();
}
+ flushing_queries = false;
+
if (ScriptDebugger::get_singleton() && ScriptDebugger::get_singleton()->is_profiling()) {
uint64_t total_time[Space2DSW::ELAPSED_TIME_MAX];
@@ -1362,6 +1414,14 @@ void Physics2DServerSW::finish() {
memdelete(direct_state);
};
+void Physics2DServerSW::_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 Physics2DServerSW::get_process_info(ProcessInfo p_info) {
switch (p_info) {
@@ -1395,6 +1455,7 @@ Physics2DServerSW::Physics2DServerSW() {
active_objects = 0;
collision_pairs = 0;
using_threads = int(ProjectSettings::get_singleton()->get("physics/2d/thread_model")) == 2;
+ flushing_queries = false;
};
Physics2DServerSW::~Physics2DServerSW(){
diff --git a/servers/physics_2d/physics_2d_server_sw.h b/servers/physics_2d/physics_2d_server_sw.h
index d4fc44b1d7..72625c397c 100644
--- a/servers/physics_2d/physics_2d_server_sw.h
+++ b/servers/physics_2d/physics_2d_server_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -54,6 +54,8 @@ class Physics2DServerSW : public Physics2DServer {
bool using_threads;
+ bool flushing_queries;
+
Step2DSW *stepper;
Set<const Space2DSW *> active_spaces;
@@ -68,6 +70,9 @@ class Physics2DServerSW : public Physics2DServer {
static Physics2DServerSW *singletonsw;
//void _clear_query(Query2DSW *p_query);
+ friend class CollisionObject2DSW;
+ SelfList<CollisionObject2DSW>::List pending_shape_update_list;
+ void _update_shapes();
RID _shape_create(ShapeType p_shape);
@@ -78,6 +83,7 @@ public:
real_t valid_depth;
int max;
int amount;
+ int passed;
int invalid_by_dir;
Vector2 *ptr;
};
@@ -128,7 +134,7 @@ public:
virtual void area_set_space(RID p_area, RID p_space);
virtual RID area_get_space(RID p_area) const;
- virtual void area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform = Transform2D());
+ virtual void area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false);
virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape);
virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform);
@@ -141,9 +147,12 @@ public:
virtual void area_remove_shape(RID p_area, int p_shape_idx);
virtual void area_clear_shapes(RID p_area);
- virtual void area_attach_object_instance_id(RID p_area, ObjectID p_ID);
+ virtual void area_attach_object_instance_id(RID p_area, ObjectID p_id);
virtual ObjectID area_get_object_instance_id(RID p_area) const;
+ virtual void area_attach_canvas_instance_id(RID p_area, ObjectID p_id);
+ virtual ObjectID area_get_canvas_instance_id(RID p_area) const;
+
virtual void area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value);
virtual void area_set_transform(RID p_area, const Transform2D &p_transform);
@@ -169,7 +178,7 @@ public:
virtual void body_set_mode(RID p_body, BodyMode p_mode);
virtual BodyMode body_get_mode(RID p_body) const;
- virtual void body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform = Transform2D());
+ virtual void body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false);
virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape);
virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform);
virtual void body_set_shape_metadata(RID p_body, int p_shape_idx, const Variant &p_metadata);
@@ -183,11 +192,14 @@ public:
virtual void body_clear_shapes(RID p_body);
virtual void body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled);
- virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable);
+ virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, float p_margin);
- virtual void body_attach_object_instance_id(RID p_body, uint32_t p_ID);
+ virtual void body_attach_object_instance_id(RID p_body, uint32_t p_id);
virtual uint32_t body_get_object_instance_id(RID p_body) const;
+ virtual void body_attach_canvas_instance_id(RID p_body, uint32_t p_id);
+ virtual uint32_t body_get_canvas_instance_id(RID p_body) const;
+
virtual void body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode);
virtual CCDMode body_get_continuous_collision_detection_mode(RID p_body) const;
@@ -272,6 +284,8 @@ public:
virtual void end_sync();
virtual void finish();
+ virtual bool is_flushing_queries() const { return flushing_queries; }
+
int get_process_info(ProcessInfo p_info);
Physics2DServerSW();
diff --git a/servers/physics_2d/physics_2d_server_wrap_mt.cpp b/servers/physics_2d/physics_2d_server_wrap_mt.cpp
index 3ded4b717a..c698290fd9 100644
--- a/servers/physics_2d/physics_2d_server_wrap_mt.cpp
+++ b/servers/physics_2d/physics_2d_server_wrap_mt.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -54,8 +54,6 @@ void Physics2DServerWrapMT::thread_loop() {
server_thread = Thread::get_caller_id();
- OS::get_singleton()->make_rendering_thread();
-
physics_2d_server->init();
exit = false;
diff --git a/servers/physics_2d/physics_2d_server_wrap_mt.h b/servers/physics_2d/physics_2d_server_wrap_mt.h
index 5f5fd3866f..33a184ba3f 100644
--- a/servers/physics_2d/physics_2d_server_wrap_mt.h
+++ b/servers/physics_2d/physics_2d_server_wrap_mt.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -140,7 +140,7 @@ public:
FUNC2(area_set_space_override_mode, RID, AreaSpaceOverrideMode);
FUNC1RC(AreaSpaceOverrideMode, area_get_space_override_mode, RID);
- FUNC3(area_add_shape, RID, RID, const Transform2D &);
+ 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);
@@ -154,6 +154,9 @@ public:
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 &);
@@ -180,7 +183,7 @@ public:
FUNC2(body_set_mode, RID, BodyMode);
FUNC1RC(BodyMode, body_get_mode, RID);
- FUNC3(body_add_shape, RID, RID, const Transform2D &);
+ 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 &);
FUNC3(body_set_shape_metadata, RID, int, const Variant &);
@@ -191,7 +194,7 @@ public:
FUNC2RC(RID, body_get_shape, RID, int);
FUNC3(body_set_shape_disabled, RID, int, bool);
- FUNC3(body_set_shape_as_one_way_collision, RID, int, bool);
+ FUNC4(body_set_shape_as_one_way_collision, RID, int, bool, float);
FUNC2(body_remove_shape, RID, int);
FUNC1(body_clear_shapes, RID);
@@ -199,6 +202,9 @@ public:
FUNC2(body_attach_object_instance_id, RID, uint32_t);
FUNC1RC(uint32_t, body_get_object_instance_id, RID);
+ FUNC2(body_attach_canvas_instance_id, RID, uint32_t);
+ FUNC1RC(uint32_t, body_get_canvas_instance_id, RID);
+
FUNC2(body_set_continuous_collision_detection_mode, RID, CCDMode);
FUNC1RC(CCDMode, body_get_continuous_collision_detection_mode, RID);
@@ -306,6 +312,10 @@ public:
virtual void flush_queries();
virtual void finish();
+ virtual bool is_flushing_queries() const {
+ return physics_2d_server->is_flushing_queries();
+ }
+
int get_process_info(ProcessInfo p_info) {
return physics_2d_server->get_process_info(p_info);
}
@@ -317,11 +327,11 @@ public:
static Physics2DServer *init_server() {
int tm = GLOBAL_DEF("physics/2d/thread_model", 1);
- if (tm == 0) //single unsafe
+ if (tm == 0) // single unsafe
return memnew(T);
- else if (tm == 1) //single saef
+ else if (tm == 1) // single safe
return memnew(Physics2DServerWrapMT(memnew(T), false));
- else //single unsafe
+ else // multi threaded
return memnew(Physics2DServerWrapMT(memnew(T), true));
}
diff --git a/servers/physics_2d/shape_2d_sw.cpp b/servers/physics_2d/shape_2d_sw.cpp
index 94b0a0a0c7..48799a56fb 100644
--- a/servers/physics_2d/shape_2d_sw.cpp
+++ b/servers/physics_2d/shape_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -31,7 +31,7 @@
#include "shape_2d_sw.h"
#include "core/math/geometry.h"
-#include "core/sort.h"
+#include "core/sort_array.h"
void Shape2DSW::configure(const Rect2 &p_aabb) {
aabb = p_aabb;
@@ -240,12 +240,7 @@ bool SegmentShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &
real_t SegmentShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
- Vector2 s[2] = { a * p_scale, b * p_scale };
-
- real_t l = s[1].distance_to(s[0]);
- Vector2 ofs = (s[0] + s[1]) * 0.5;
-
- return p_mass * (l * l / 12.0 + ofs.length_squared());
+ return p_mass * ((a * p_scale).distance_squared_to(b * p_scale)) / 12;
}
void SegmentShape2DSW::set_data(const Variant &p_data) {
@@ -318,7 +313,9 @@ bool CircleShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p
real_t CircleShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
- return (radius * radius) * (p_scale.x * 0.5 + p_scale.y * 0.5);
+ 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) {
@@ -369,8 +366,11 @@ void RectangleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_suppor
}
bool RectangleShape2DSW::contains_point(const Vector2 &p_point) const {
-
- return Math::abs(p_point.x) < half_extents.x && Math::abs(p_point.y) < half_extents.y;
+ float x = p_point.x;
+ float y = p_point.y;
+ float edge_x = half_extents.x;
+ float edge_y = half_extents.y;
+ 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 {
@@ -583,7 +583,7 @@ bool ConvexPolygonShape2DSW::contains_point(const Vector2 &p_point) const {
in = true;
}
- return (in && !out) || (!in && out);
+ return in != out;
}
bool ConvexPolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
@@ -634,7 +634,7 @@ real_t ConvexPolygonShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2
aabb.expand_to(points[i].pos * p_scale);
}
- return p_mass * aabb.size.dot(aabb.size) / 12.0 + p_mass * (aabb.position + aabb.size * 0.5).length_squared();
+ return p_mass * aabb.size.dot(aabb.size) / 12.0;
}
void ConvexPolygonShape2DSW::set_data(const Variant &p_data) {
@@ -775,22 +775,22 @@ bool ConcavePolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Ve
while (true) {
uint32_t node = stack[level] & NODE_IDX_MASK;
- const BVH &b = bvhptr[node];
+ const BVH &bvh = bvhptr[node];
bool done = false;
switch (stack[level] >> VISITED_BIT_SHIFT) {
case TEST_AABB_BIT: {
- bool valid = b.aabb.intersects_segment(p_begin, p_end);
+ bool valid = bvh.aabb.intersects_segment(p_begin, p_end);
if (!valid) {
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
} else {
- if (b.left < 0) {
+ if (bvh.left < 0) {
- const Segment &s = segmentptr[b.right];
+ const Segment &s = segmentptr[bvh.right];
Vector2 a = pointptr[s.points[0]];
Vector2 b = pointptr[s.points[1]];
@@ -820,14 +820,14 @@ bool ConcavePolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Ve
case VISIT_LEFT_BIT: {
stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
- stack[level + 1] = b.left | TEST_AABB_BIT;
+ stack[level + 1] = bvh.left | TEST_AABB_BIT;
level++;
}
continue;
case VISIT_RIGHT_BIT: {
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
- stack[level + 1] = b.right | TEST_AABB_BIT;
+ stack[level + 1] = bvh.right | TEST_AABB_BIT;
level++;
}
continue;
@@ -986,7 +986,7 @@ Variant ConcavePolygonShape2DSW::get_data() const {
w[(i << 1) + 1] = points[segments[i].points[1]];
}
- w = PoolVector<Vector2>::Write();
+ w.release();
return rsegments;
}
@@ -1025,21 +1025,21 @@ void ConcavePolygonShape2DSW::cull(const Rect2 &p_local_aabb, Callback p_callbac
while (true) {
uint32_t node = stack[level] & NODE_IDX_MASK;
- const BVH &b = bvhptr[node];
+ const BVH &bvh = bvhptr[node];
switch (stack[level] >> VISITED_BIT_SHIFT) {
case TEST_AABB_BIT: {
- bool valid = p_local_aabb.intersects(b.aabb);
+ bool valid = p_local_aabb.intersects(bvh.aabb);
if (!valid) {
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
} else {
- if (b.left < 0) {
+ if (bvh.left < 0) {
- const Segment &s = segmentptr[b.right];
+ const Segment &s = segmentptr[bvh.right];
Vector2 a = pointptr[s.points[0]];
Vector2 b = pointptr[s.points[1]];
@@ -1058,14 +1058,14 @@ void ConcavePolygonShape2DSW::cull(const Rect2 &p_local_aabb, Callback p_callbac
case VISIT_LEFT_BIT: {
stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
- stack[level + 1] = b.left | TEST_AABB_BIT;
+ stack[level + 1] = bvh.left | TEST_AABB_BIT;
level++;
}
continue;
case VISIT_RIGHT_BIT: {
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
- stack[level + 1] = b.right | TEST_AABB_BIT;
+ stack[level + 1] = bvh.right | TEST_AABB_BIT;
level++;
}
continue;
diff --git a/servers/physics_2d/shape_2d_sw.h b/servers/physics_2d/shape_2d_sw.h
index d937301f3c..632032cc23 100644
--- a/servers/physics_2d/shape_2d_sw.h
+++ b/servers/physics_2d/shape_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp
index f36328c985..2778775446 100644
--- a/servers/physics_2d/space_2d_sw.cpp
+++ b/servers/physics_2d/space_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -31,9 +31,9 @@
#include "space_2d_sw.h"
#include "collision_solver_2d_sw.h"
+#include "core/os/os.h"
#include "core/pair.h"
#include "physics_2d_server_sw.h"
-
_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) {
if (!(p_object->get_collision_layer() & p_collision_mask)) {
@@ -49,7 +49,7 @@ _FORCE_INLINE_ static bool _can_collide_with(CollisionObject2DSW *p_object, uint
return true;
}
-int Physics2DDirectSpaceStateSW::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 Physics2DDirectSpaceStateSW::_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;
@@ -75,6 +75,9 @@ int Physics2DDirectSpaceStateSW::intersect_point(const Vector2 &p_point, ShapeRe
if (p_pick_point && !col_obj->is_pickable())
continue;
+ if (p_filter_by_canvas && col_obj->get_canvas_instance_id() != p_canvas_instance_id)
+ continue;
+
int shape_idx = space->intersection_query_subindex_results[i];
Shape2DSW *shape = col_obj->get_shape(shape_idx);
@@ -100,6 +103,16 @@ int Physics2DDirectSpaceStateSW::intersect_point(const Vector2 &p_point, ShapeRe
return cc;
}
+int Physics2DDirectSpaceStateSW::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 Physics2DDirectSpaceStateSW::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 Physics2DDirectSpaceStateSW::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);
@@ -267,7 +280,7 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID &p_shape, const Transfor
real_t hi = 1;
Vector2 mnormal = p_motion.normalized();
- for (int i = 0; i < 8; i++) { //steps should be customizable..
+ for (int j = 0; j < 8; j++) { //steps should be customizable..
real_t ofs = (low + hi) * 0.5;
@@ -315,14 +328,11 @@ bool Physics2DDirectSpaceStateSW::collide_shape(RID p_shape, const Transform2D &
Physics2DServerSW::CollCbkData cbk;
cbk.max = p_result_max;
cbk.amount = 0;
+ cbk.passed = 0;
cbk.ptr = r_results;
- CollisionSolver2DSW::CallbackResult cbkres = NULL;
+ CollisionSolver2DSW::CallbackResult cbkres = Physics2DServerSW::_shape_col_cbk;
- Physics2DServerSW::CollCbkData *cbkptr = NULL;
- if (p_result_max > 0) {
- cbkptr = &cbk;
- cbkres = Physics2DServerSW::_shape_col_cbk;
- }
+ Physics2DServerSW::CollCbkData *cbkptr = &cbk;
for (int i = 0; i < amount; i++) {
@@ -339,7 +349,7 @@ bool Physics2DDirectSpaceStateSW::collide_shape(RID p_shape, const Transform2D &
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, NULL, p_margin)) {
- collided = p_result_max == 0 || cbk.amount > 0;
+ collided = cbk.amount > 0;
}
}
@@ -352,6 +362,8 @@ struct _RestCallbackData2D {
const CollisionObject2DSW *object;
const CollisionObject2DSW *best_object;
+ int local_shape;
+ int best_local_shape;
int shape;
int best_shape;
Vector2 best_contact;
@@ -359,6 +371,7 @@ struct _RestCallbackData2D {
real_t best_len;
Vector2 valid_dir;
real_t valid_depth;
+ real_t min_allowed_depth;
};
static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) {
@@ -374,6 +387,10 @@ static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B,
Vector2 contact_rel = p_point_B - p_point_A;
real_t len = contact_rel.length();
+
+ if (len < rd->min_allowed_depth)
+ return;
+
if (len <= rd->best_len)
return;
@@ -382,6 +399,7 @@ static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B,
rd->best_normal = contact_rel / len;
rd->best_object = rd->object;
rd->best_shape = rd->shape;
+ rd->best_local_shape = rd->local_shape;
}
bool Physics2DDirectSpaceStateSW::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) {
@@ -399,6 +417,7 @@ bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Transform2D &p_sh
rcd.best_len = 0;
rcd.best_object = NULL;
rcd.best_shape = 0;
+ rcd.min_allowed_depth = space->test_motion_min_contact_depth;
for (int i = 0; i < amount; i++) {
@@ -415,12 +434,13 @@ bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Transform2D &p_sh
rcd.valid_depth = 0;
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, NULL, p_margin);
if (!sc)
continue;
}
- if (rcd.best_len == 0)
+ if (rcd.best_len == 0 || !rcd.best_object)
return false;
r_info->collider_id = rcd.best_object->get_instance_id();
@@ -487,12 +507,26 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
Rect2 body_aabb;
+ bool shapes_found = false;
+
for (int i = 0; i < p_body->get_shape_count(); i++) {
- if (i == 0)
+ if (p_body->is_shape_set_as_disabled(i))
+ continue;
+
+ if (p_body->get_shape(i)->get_type() != Physics2DServer::SHAPE_RAY)
+ continue;
+
+ if (!shapes_found) {
body_aabb = p_body->get_shape_aabb(i);
- else
+ shapes_found = true;
+ } else {
body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
+ }
+ }
+
+ if (!shapes_found) {
+ return 0;
}
// Undo the currently transform the physics server is aware of and apply the provided one
@@ -526,7 +560,6 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
bool collided = false;
int amount = _cull_aabb_for_body(p_body, body_aabb);
- int ray_index = 0;
for (int j = 0; j < p_body->get_shape_count(); j++) {
if (p_body->is_shape_set_as_disabled(j))
@@ -545,6 +578,7 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
int shape_idx = intersection_query_subindex_results[i];
cbk.amount = 0;
+ cbk.passed = 0;
cbk.ptr = sr;
cbk.invalid_by_dir = 0;
@@ -555,25 +589,49 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
}
}
+ Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
+
+ /*
+ * There is no point in supporting one way collisions with ray shapes, as they will always collide in the desired
+ * direction. Use a short ray shape if you want to achieve a similar effect.
+ *
if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
- cbk.valid_dir = body_shape_xform.get_axis(1).normalized();
+ cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
cbk.valid_depth = p_margin; //only valid depth is the collision margin
cbk.invalid_by_dir = 0;
} else {
- cbk.valid_dir = Vector2();
- cbk.valid_depth = 0;
- cbk.invalid_by_dir = 0;
+*/
+
+ cbk.valid_dir = Vector2();
+ cbk.valid_depth = 0;
+ cbk.invalid_by_dir = 0;
+
+ /*
}
+ */
Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
- if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, NULL, p_margin)) {
+ if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, NULL, p_margin)) {
if (cbk.amount > 0) {
collided = true;
}
- if (ray_index < p_result_max) {
+ int ray_index = -1; //reuse shape
+ for (int k = 0; k < rays_found; k++) {
+ if (r_results[ray_index].collision_local_shape == j) {
+ ray_index = k;
+ }
+ }
+
+ if (ray_index == -1 && rays_found < p_result_max) {
+ ray_index = rays_found;
+ rays_found++;
+ }
+
+ if (ray_index != -1) {
+
Physics2DServer::SeparationResult &result = r_results[ray_index];
for (int k = 0; k < cbk.amount; k++) {
@@ -588,7 +646,8 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
result.collision_depth = depth;
result.collision_point = b;
result.collision_normal = (b - a).normalized();
- result.collision_local_shape = shape_idx;
+ result.collision_local_shape = j;
+ result.collider_shape = shape_idx;
result.collider = col_obj->get_self();
result.collider_id = col_obj->get_instance_id();
result.collider_metadata = col_obj->get_shape_metadata(shape_idx);
@@ -603,12 +662,8 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
}
}
}
-
- ray_index++;
}
- rays_found = MAX(ray_index, rays_found);
-
if (!collided || recover_motion == Vector2()) {
break;
}
@@ -647,12 +702,30 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
}
Rect2 body_aabb;
+ bool shapes_found = false;
+
for (int i = 0; i < p_body->get_shape_count(); i++) {
- if (i == 0)
+ if (p_body->is_shape_set_as_disabled(i))
+ continue;
+
+ if (p_exclude_raycast_shapes && p_body->get_shape(i)->get_type() == Physics2DServer::SHAPE_RAY)
+ continue;
+
+ if (!shapes_found) {
body_aabb = p_body->get_shape_aabb(i);
- else
+ shapes_found = true;
+ } else {
body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
+ }
+ }
+
+ if (!shapes_found) {
+ if (r_result) {
+ *r_result = Physics2DServer::MotionResult();
+ r_result->motion = p_motion;
+ }
+ return false;
}
// Undo the currently transform the physics server is aware of and apply the provided one
@@ -663,6 +736,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
ExcludedShapeSW excluded_shape_pairs[max_excluded_shape_pairs];
int excluded_shape_pair_count = 0;
+ float separation_margin = MIN(p_margin, MAX(0.0, p_motion.length() - CMP_EPSILON)); //don't separate by more than the intended motion
+
Transform2D body_transform = p_from;
{
@@ -677,6 +752,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
Physics2DServerSW::CollCbkData cbk;
cbk.max = max_results;
cbk.amount = 0;
+ cbk.passed = 0;
cbk.ptr = sr;
cbk.invalid_by_dir = 0;
excluded_shape_pair_count = 0; //last step is the one valid
@@ -710,24 +786,43 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
}
}
+ Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
+
if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
- cbk.valid_dir = body_shape_xform.get_axis(1).normalized();
- cbk.valid_depth = p_margin; //only valid depth is the collision margin
+ cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
+
+ float owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
+ cbk.valid_depth = MAX(owc_margin, p_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 (b->get_mode() == Physics2DServer::BODY_MODE_KINEMATIC || b->get_mode() == Physics2DServer::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
+ Vector2 motion = lv * Physics2DDirectBodyStateSW::singleton->step;
+ float motion_len = motion.length();
+ motion.normalize();
+ cbk.valid_depth += motion_len * MAX(motion.dot(-cbk.valid_dir), 0.0);
+ }
+ }
} else {
cbk.valid_dir = Vector2();
cbk.valid_depth = 0;
cbk.invalid_by_dir = 0;
}
+ 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->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, NULL, p_margin)) {
- collided = cbk.amount > 0;
+ if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, NULL, separation_margin)) {
+ did_collide = cbk.passed > current_passed; //more passed, so collision actually existed
}
- if (!collided && cbk.invalid_by_dir > 0) {
+ if (!did_collide && cbk.invalid_by_dir > 0) {
//this shape must be excluded
if (excluded_shape_pair_count < max_excluded_shape_pairs) {
ExcludedShapeSW esp;
@@ -737,6 +832,10 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
excluded_shape_pairs[excluded_shape_pair_count++] = esp;
}
}
+
+ if (did_collide) {
+ collided = true;
+ }
}
}
@@ -824,14 +923,14 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
continue;
}
- Transform2D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(col_shape_idx);
+ 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_motion, against_shape, col_obj_xform, Vector2(), NULL, NULL, NULL, 0)) {
+ if (!CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion, against_shape, col_obj_shape_xform, Vector2(), NULL, NULL, NULL, 0)) {
continue;
}
//test initial overlap
- if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_xform, Vector2(), NULL, NULL, NULL, 0)) {
+ if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), NULL, NULL, NULL, 0)) {
if (col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
continue;
@@ -851,7 +950,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
real_t ofs = (low + hi) * 0.5;
Vector2 sep = mnormal; //important optimization for this to work fast enough
- bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * ofs, against_shape, col_obj_xform, Vector2(), NULL, NULL, &sep, 0);
+ bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * ofs, against_shape, col_obj_shape_xform, Vector2(), NULL, NULL, &sep, 0);
if (collided) {
@@ -868,13 +967,14 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
Physics2DServerSW::CollCbkData cbk;
cbk.max = 1;
cbk.amount = 0;
+ cbk.passed = 0;
cbk.ptr = cd;
- cbk.valid_dir = body_shape_xform.get_axis(1).normalized();
+ cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
cbk.valid_depth = 10e20;
Vector2 sep = mnormal; //important optimization for this to work fast enough
- bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(col_shape_idx), col_obj_xform, Vector2(), Physics2DServerSW::_shape_col_cbk, &cbk, &sep, 0);
+ bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(col_shape_idx), col_obj_shape_xform, Vector2(), Physics2DServerSW::_shape_col_cbk, &cbk, &sep, 0);
if (!collided || cbk.amount == 0) {
continue;
}
@@ -907,16 +1007,10 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
bool collided = false;
if (safe >= 1) {
- //not collided
- collided = false;
- if (r_result) {
-
- r_result->motion = p_motion;
- r_result->remainder = Vector2();
- r_result->motion += (body_transform.get_origin() - p_from.get_origin());
- }
+ best_shape = -1; //no best shape with cast, reset to -1
+ }
- } else {
+ {
//it collided, let's get the rest info in unsafe advance
Transform2D ugt = body_transform;
@@ -926,53 +1020,71 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
rcd.best_len = 0;
rcd.best_object = NULL;
rcd.best_shape = 0;
+ rcd.min_allowed_depth = test_motion_min_contact_depth;
- Transform2D body_shape_xform = ugt * p_body->get_shape_transform(best_shape);
- Shape2DSW *body_shape = p_body->get_shape(best_shape);
+ //optimization
+ int from_shape = best_shape != -1 ? best_shape : 0;
+ int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
- body_aabb.position += p_motion * unsafe;
+ for (int j = from_shape; j < to_shape; j++) {
- int amount = _cull_aabb_for_body(p_body, body_aabb);
+ if (p_body->is_shape_set_as_disabled(j))
+ continue;
- for (int i = 0; i < amount; i++) {
+ Transform2D body_shape_xform = ugt * p_body->get_shape_transform(j);
+ Shape2DSW *body_shape = p_body->get_shape(j);
- const CollisionObject2DSW *col_obj = intersection_query_results[i];
- int shape_idx = intersection_query_subindex_results[i];
+ if (p_exclude_raycast_shapes && body_shape->get_type() == Physics2DServer::SHAPE_RAY) {
+ continue;
+ }
- if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) {
- const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
- if (p_infinite_inertia && Physics2DServer::BODY_MODE_STATIC != b->get_mode() && Physics2DServer::BODY_MODE_KINEMATIC != b->get_mode()) {
- continue;
+ body_aabb.position += p_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];
+ int shape_idx = intersection_query_subindex_results[i];
+
+ if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) {
+ const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
+ if (p_infinite_inertia && Physics2DServer::BODY_MODE_STATIC != b->get_mode() && Physics2DServer::BODY_MODE_KINEMATIC != b->get_mode()) {
+ continue;
+ }
}
- }
- Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
+ Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
- bool excluded = false;
- for (int k = 0; k < excluded_shape_pair_count; k++) {
+ bool excluded = false;
+ for (int k = 0; k < excluded_shape_pair_count; k++) {
- if (excluded_shape_pairs[k].local_shape == body_shape && excluded_shape_pairs[k].against_object == col_obj && excluded_shape_pairs[k].against_shape_index == shape_idx) {
- excluded = true;
- break;
+ if (excluded_shape_pairs[k].local_shape == body_shape && excluded_shape_pairs[k].against_object == col_obj && excluded_shape_pairs[k].against_shape_index == shape_idx) {
+ excluded = true;
+ break;
+ }
}
- }
- if (excluded)
- continue;
+ if (excluded)
+ continue;
- if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
+ Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
- rcd.valid_dir = body_shape_xform.get_axis(1).normalized();
- rcd.valid_depth = 10e20;
- } else {
- rcd.valid_dir = Vector2();
- rcd.valid_depth = 0;
- }
+ if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
- rcd.object = col_obj;
- rcd.shape = shape_idx;
- bool sc = CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, NULL, p_margin);
- if (!sc)
- continue;
+ rcd.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
+ rcd.valid_depth = 10e20;
+ } else {
+ rcd.valid_dir = Vector2();
+ rcd.valid_depth = 0;
+ }
+
+ 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, NULL, p_margin);
+ if (!sc)
+ continue;
+ }
}
if (rcd.best_len != 0) {
@@ -981,7 +1093,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
r_result->collider = rcd.best_object->get_self();
r_result->collider_id = rcd.best_object->get_instance_id();
r_result->collider_shape = rcd.best_shape;
- r_result->collision_local_shape = best_shape;
+ r_result->collision_local_shape = rcd.best_local_shape;
r_result->collision_normal = rcd.best_normal;
r_result->collision_point = rcd.best_contact;
r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);
@@ -996,16 +1108,14 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
}
collided = true;
- } else {
- if (r_result) {
+ }
+ }
- r_result->motion = p_motion;
- r_result->remainder = Vector2();
- r_result->motion += (body_transform.get_origin() - p_from.get_origin());
- }
+ if (!collided && r_result) {
- collided = false;
- }
+ r_result->motion = p_motion;
+ r_result->remainder = Vector2();
+ r_result->motion += (body_transform.get_origin() - p_from.get_origin());
}
return collided;
@@ -1178,6 +1288,7 @@ void Space2DSW::set_param(Physics2DServer::SpaceParameter p_param, real_t p_valu
case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: body_angular_velocity_sleep_threshold = p_value; break;
case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: body_time_to_sleep = p_value; break;
case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: constraint_bias = p_value; break;
+ case Physics2DServer::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: test_motion_min_contact_depth = p_value; break;
}
}
@@ -1192,6 +1303,7 @@ real_t Space2DSW::get_param(Physics2DServer::SpaceParameter p_param) const {
case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: return body_angular_velocity_sleep_threshold;
case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: return body_time_to_sleep;
case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: return constraint_bias;
+ case Physics2DServer::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: return test_motion_min_contact_depth;
}
return 0;
}
@@ -1228,11 +1340,13 @@ Space2DSW::Space2DSW() {
contact_recycle_radius = 1.0;
contact_max_separation = 1.5;
contact_max_allowed_penetration = 0.3;
+ test_motion_min_contact_depth = 0.005;
constraint_bias = 0.2;
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", (8.0 / 180.0 * Math_PI));
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::REAL, "physics/2d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
broadphase = BroadPhase2DSW::create_func();
broadphase->set_pair_callback(_broadphase_pair, this);
diff --git a/servers/physics_2d/space_2d_sw.h b/servers/physics_2d/space_2d_sw.h
index c894eb9c40..14c24959b7 100644
--- a/servers/physics_2d/space_2d_sw.h
+++ b/servers/physics_2d/space_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -45,10 +45,13 @@ class Physics2DDirectSpaceStateSW : public Physics2DDirectSpaceState {
GDCLASS(Physics2DDirectSpaceStateSW, Physics2DDirectSpaceState);
+ 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 = 0);
+
public:
Space2DSW *space;
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 = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false);
+ 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 = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false);
virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
virtual int 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 = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
virtual bool 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 = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
@@ -101,6 +104,7 @@ private:
real_t contact_max_separation;
real_t contact_max_allowed_penetration;
real_t constraint_bias;
+ real_t test_motion_min_contact_depth;
enum {
diff --git a/servers/physics_2d/step_2d_sw.cpp b/servers/physics_2d/step_2d_sw.cpp
index 0fb7af0c94..6c23160cb7 100644
--- a/servers/physics_2d/step_2d_sw.cpp
+++ b/servers/physics_2d/step_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -222,7 +222,7 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
Constraint2DSW *prev_ci = NULL;
while (ci) {
- if (_setup_island(ci, p_delta) == true) {
+ if (_setup_island(ci, p_delta)) {
//removed the root from the island graph because it is not to be processed
diff --git a/servers/physics_2d/step_2d_sw.h b/servers/physics_2d/step_2d_sw.h
index 4aa669d3a7..23385f6950 100644
--- a/servers/physics_2d/step_2d_sw.h
+++ b/servers/physics_2d/step_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */