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-rw-r--r--servers/audio/audio_filter_sw.cpp14
-rw-r--r--servers/audio/effects/audio_effect_limiter.h2
-rw-r--r--servers/audio/effects/audio_effect_record.h1
-rw-r--r--servers/audio/effects/audio_effect_reverb.h2
-rw-r--r--servers/audio_server.cpp22
-rw-r--r--servers/display_server.cpp17
-rw-r--r--servers/display_server.h6
-rw-r--r--servers/physics_2d/godot_area_2d.cpp (renamed from servers/physics_2d/area_2d_sw.cpp)191
-rw-r--r--servers/physics_2d/godot_area_2d.h (renamed from servers/physics_2d/area_2d_sw.h)81
-rw-r--r--servers/physics_2d/godot_area_pair_2d.cpp (renamed from servers/physics_2d/area_pair_2d_sw.cpp)50
-rw-r--r--servers/physics_2d/godot_area_pair_2d.h (renamed from servers/physics_2d/area_pair_2d_sw.h)35
-rw-r--r--servers/physics_2d/godot_body_2d.cpp (renamed from servers/physics_2d/body_2d_sw.cpp)282
-rw-r--r--servers/physics_2d/godot_body_2d.h (renamed from servers/physics_2d/body_2d_sw.h)77
-rw-r--r--servers/physics_2d/godot_body_direct_state_2d.cpp (renamed from servers/physics_2d/body_direct_state_2d_sw.cpp)82
-rw-r--r--servers/physics_2d/godot_body_direct_state_2d.h (renamed from servers/physics_2d/body_direct_state_2d_sw.h)17
-rw-r--r--servers/physics_2d/godot_body_pair_2d.cpp (renamed from servers/physics_2d/body_pair_2d_sw.cpp)44
-rw-r--r--servers/physics_2d/godot_body_pair_2d.h (renamed from servers/physics_2d/body_pair_2d_sw.h)28
-rw-r--r--servers/physics_2d/godot_broad_phase_2d.cpp (renamed from servers/physics_2d/broad_phase_2d_sw.cpp)8
-rw-r--r--servers/physics_2d/godot_broad_phase_2d.h (renamed from servers/physics_2d/broad_phase_2d_sw.h)28
-rw-r--r--servers/physics_2d/godot_broad_phase_2d_bvh.cpp (renamed from servers/physics_2d/broad_phase_2d_bvh.cpp)48
-rw-r--r--servers/physics_2d/godot_broad_phase_2d_bvh.h (renamed from servers/physics_2d/broad_phase_2d_bvh.h)31
-rw-r--r--servers/physics_2d/godot_collision_object_2d.cpp (renamed from servers/physics_2d/collision_object_2d_sw.cpp)48
-rw-r--r--servers/physics_2d/godot_collision_object_2d.h (renamed from servers/physics_2d/collision_object_2d_sw.h)47
-rw-r--r--servers/physics_2d/godot_collision_solver_2d.cpp (renamed from servers/physics_2d/collision_solver_2d_sw.cpp)26
-rw-r--r--servers/physics_2d/godot_collision_solver_2d.h (renamed from servers/physics_2d/collision_solver_2d_sw.h)22
-rw-r--r--servers/physics_2d/godot_collision_solver_2d_sat.cpp (renamed from servers/physics_2d/collision_solver_2d_sat.cpp)134
-rw-r--r--servers/physics_2d/godot_collision_solver_2d_sat.h (renamed from servers/physics_2d/collision_solver_2d_sat.h)12
-rw-r--r--servers/physics_2d/godot_constraint_2d.h (renamed from servers/physics_2d/constraint_2d_sw.h)20
-rw-r--r--servers/physics_2d/godot_joints_2d.cpp (renamed from servers/physics_2d/joints_2d_sw.cpp)58
-rw-r--r--servers/physics_2d/godot_joints_2d.h (renamed from servers/physics_2d/joints_2d_sw.h)54
-rw-r--r--servers/physics_2d/godot_physics_server_2d.cpp1343
-rw-r--r--servers/physics_2d/godot_physics_server_2d.h (renamed from servers/physics_2d/physics_server_2d_sw.h)57
-rw-r--r--servers/physics_2d/godot_shape_2d.cpp (renamed from servers/physics_2d/shape_2d_sw.cpp)128
-rw-r--r--servers/physics_2d/godot_shape_2d.h (renamed from servers/physics_2d/shape_2d_sw.h)70
-rw-r--r--servers/physics_2d/godot_space_2d.cpp (renamed from servers/physics_2d/space_2d_sw.cpp)336
-rw-r--r--servers/physics_2d/godot_space_2d.h (renamed from servers/physics_2d/space_2d_sw.h)122
-rw-r--r--servers/physics_2d/godot_step_2d.cpp (renamed from servers/physics_2d/step_2d_sw.cpp)76
-rw-r--r--servers/physics_2d/godot_step_2d.h (renamed from servers/physics_2d/step_2d_sw.h)30
-rw-r--r--servers/physics_2d/physics_server_2d_sw.cpp1349
-rw-r--r--servers/physics_3d/gjk_epa.cpp28
-rw-r--r--servers/physics_3d/gjk_epa.h8
-rw-r--r--servers/physics_3d/godot_area_3d.cpp (renamed from servers/physics_3d/area_3d_sw.cpp)194
-rw-r--r--servers/physics_3d/godot_area_3d.h (renamed from servers/physics_3d/area_3d_sw.h)98
-rw-r--r--servers/physics_3d/godot_area_pair_3d.cpp (renamed from servers/physics_3d/area_pair_3d_sw.cpp)80
-rw-r--r--servers/physics_3d/godot_area_pair_3d.h (renamed from servers/physics_3d/area_pair_3d_sw.h)48
-rw-r--r--servers/physics_3d/godot_body_3d.cpp (renamed from servers/physics_3d/body_3d_sw.cpp)301
-rw-r--r--servers/physics_3d/godot_body_3d.h (renamed from servers/physics_3d/body_3d_sw.h)71
-rw-r--r--servers/physics_3d/godot_body_direct_state_3d.cpp (renamed from servers/physics_3d/body_direct_state_3d_sw.cpp)86
-rw-r--r--servers/physics_3d/godot_body_direct_state_3d.h (renamed from servers/physics_3d/body_direct_state_3d_sw.h)17
-rw-r--r--servers/physics_3d/godot_body_pair_3d.cpp (renamed from servers/physics_3d/body_pair_3d_sw.cpp)81
-rw-r--r--servers/physics_3d/godot_body_pair_3d.h (renamed from servers/physics_3d/body_pair_3d_sw.h)49
-rw-r--r--servers/physics_3d/godot_broad_phase_3d.cpp (renamed from servers/physics_3d/broad_phase_3d_sw.cpp)8
-rw-r--r--servers/physics_3d/godot_broad_phase_3d.h (renamed from servers/physics_3d/broad_phase_3d_sw.h)30
-rw-r--r--servers/physics_3d/godot_broad_phase_3d_bvh.cpp (renamed from servers/physics_3d/broad_phase_3d_bvh.cpp)51
-rw-r--r--servers/physics_3d/godot_broad_phase_3d_bvh.h (renamed from servers/physics_3d/broad_phase_3d_bvh.h)33
-rw-r--r--servers/physics_3d/godot_collision_object_3d.cpp (renamed from servers/physics_3d/collision_object_3d_sw.cpp)51
-rw-r--r--servers/physics_3d/godot_collision_object_3d.h (renamed from servers/physics_3d/collision_object_3d_sw.h)47
-rw-r--r--servers/physics_3d/godot_collision_solver_3d.cpp (renamed from servers/physics_3d/collision_solver_3d_sw.cpp)74
-rw-r--r--servers/physics_3d/godot_collision_solver_3d.h (renamed from servers/physics_3d/collision_solver_3d_sw.h)32
-rw-r--r--servers/physics_3d/godot_collision_solver_3d_sat.cpp (renamed from servers/physics_3d/collision_solver_3d_sat.cpp)203
-rw-r--r--servers/physics_3d/godot_collision_solver_3d_sat.h (renamed from servers/physics_3d/collision_solver_3d_sat.h)12
-rw-r--r--servers/physics_3d/godot_constraint_3d.h (renamed from servers/physics_3d/constraint_3d_sw.h)24
-rw-r--r--servers/physics_3d/godot_joint_3d.h (renamed from servers/physics_3d/joints_3d_sw.h)24
-rw-r--r--servers/physics_3d/godot_physics_server_3d.cpp1740
-rw-r--r--servers/physics_3d/godot_physics_server_3d.h (renamed from servers/physics_3d/physics_server_3d_sw.h)56
-rw-r--r--servers/physics_3d/godot_shape_3d.cpp (renamed from servers/physics_3d/shape_3d_sw.cpp)348
-rw-r--r--servers/physics_3d/godot_shape_3d.h (renamed from servers/physics_3d/shape_3d_sw.h)132
-rw-r--r--servers/physics_3d/godot_soft_body_3d.cpp (renamed from servers/physics_3d/soft_body_3d_sw.cpp)248
-rw-r--r--servers/physics_3d/godot_soft_body_3d.h (renamed from servers/physics_3d/soft_body_3d_sw.h)70
-rw-r--r--servers/physics_3d/godot_space_3d.cpp (renamed from servers/physics_3d/space_3d_sw.cpp)339
-rw-r--r--servers/physics_3d/godot_space_3d.h (renamed from servers/physics_3d/space_3d_sw.h)127
-rw-r--r--servers/physics_3d/godot_step_3d.cpp (renamed from servers/physics_3d/step_3d_sw.cpp)101
-rw-r--r--servers/physics_3d/godot_step_3d.h (renamed from servers/physics_3d/step_3d_sw.h)32
-rw-r--r--servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp (renamed from servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp)47
-rw-r--r--servers/physics_3d/joints/godot_cone_twist_joint_3d.h (renamed from servers/physics_3d/joints/cone_twist_joint_3d_sw.h)28
-rw-r--r--servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp (renamed from servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp)102
-rw-r--r--servers/physics_3d/joints/godot_generic_6dof_joint_3d.h (renamed from servers/physics_3d/joints/generic_6dof_joint_3d_sw.h)131
-rw-r--r--servers/physics_3d/joints/godot_hinge_joint_3d.cpp (renamed from servers/physics_3d/joints/hinge_joint_3d_sw.cpp)98
-rw-r--r--servers/physics_3d/joints/godot_hinge_joint_3d.h (renamed from servers/physics_3d/joints/hinge_joint_3d_sw.h)28
-rw-r--r--servers/physics_3d/joints/godot_jacobian_entry_3d.h (renamed from servers/physics_3d/joints/jacobian_entry_3d_sw.h)28
-rw-r--r--servers/physics_3d/joints/godot_pin_joint_3d.cpp (renamed from servers/physics_3d/joints/pin_joint_3d_sw.cpp)40
-rw-r--r--servers/physics_3d/joints/godot_pin_joint_3d.h (renamed from servers/physics_3d/joints/pin_joint_3d_sw.h)26
-rw-r--r--servers/physics_3d/joints/godot_slider_joint_3d.cpp (renamed from servers/physics_3d/joints/slider_joint_3d_sw.cpp)80
-rw-r--r--servers/physics_3d/joints/godot_slider_joint_3d.h (renamed from servers/physics_3d/joints/slider_joint_3d_sw.h)30
-rw-r--r--servers/physics_3d/physics_server_3d_sw.cpp1748
-rw-r--r--servers/physics_server_2d.cpp276
-rw-r--r--servers/physics_server_2d.h233
-rw-r--r--servers/physics_server_2d_wrap_mt.cpp (renamed from servers/physics_2d/physics_server_2d_wrap_mt.cpp)0
-rw-r--r--servers/physics_server_2d_wrap_mt.h (renamed from servers/physics_2d/physics_server_2d_wrap_mt.h)15
-rw-r--r--servers/physics_server_3d.cpp233
-rw-r--r--servers/physics_server_3d.h237
-rw-r--r--servers/physics_server_3d_wrap_mt.cpp (renamed from servers/physics_3d/physics_server_3d_wrap_mt.cpp)0
-rw-r--r--servers/physics_server_3d_wrap_mt.h (renamed from servers/physics_3d/physics_server_3d_wrap_mt.h)15
-rw-r--r--servers/register_server_types.cpp21
-rw-r--r--servers/rendering/rasterizer_dummy.h30
-rw-r--r--servers/rendering/renderer_canvas_cull.cpp3
-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.h2
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp8
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h4
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp98
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h14
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp96
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h23
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp18
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h3
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp15
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h4
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.cpp6
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp23
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h4
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp9
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_environment_rd.h9
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp14
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp775
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h179
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp30
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.h4
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp229
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.h48
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.cpp3
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl45
-rw-r--r--servers/rendering/renderer_rd/shaders/particles.glsl10
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl121
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl63
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl51
-rw-r--r--servers/rendering/renderer_rd/shaders/tonemap.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog.glsl739
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl741
-rw-r--r--servers/rendering/renderer_scene.h8
-rw-r--r--servers/rendering/renderer_scene_cull.cpp271
-rw-r--r--servers/rendering/renderer_scene_cull.h35
-rw-r--r--servers/rendering/renderer_scene_render.cpp8
-rw-r--r--servers/rendering/renderer_scene_render.h13
-rw-r--r--servers/rendering/renderer_storage.h17
-rw-r--r--servers/rendering/renderer_viewport.cpp11
-rw-r--r--servers/rendering/rendering_device_binds.h2
-rw-r--r--servers/rendering/rendering_server_default.cpp26
-rw-r--r--servers/rendering/rendering_server_default.h30
-rw-r--r--servers/rendering/shader_language.cpp341
-rw-r--r--servers/rendering/shader_language.h11
-rw-r--r--servers/rendering/shader_types.cpp19
-rw-r--r--servers/rendering_server.cpp85
-rw-r--r--servers/rendering_server.h40
-rw-r--r--servers/text/text_server_extension.cpp60
-rw-r--r--servers/text/text_server_extension.h20
-rw-r--r--servers/text_server.cpp160
-rw-r--r--servers/text_server.h27
-rw-r--r--servers/xr/xr_interface.cpp67
-rw-r--r--servers/xr/xr_interface.h33
-rw-r--r--servers/xr/xr_interface_extension.cpp70
-rw-r--r--servers/xr/xr_interface_extension.h19
-rw-r--r--servers/xr/xr_pose.cpp110
-rw-r--r--servers/xr/xr_pose.h68
-rw-r--r--servers/xr/xr_positional_tracker.cpp247
-rw-r--r--servers/xr/xr_positional_tracker.h42
-rw-r--r--servers/xr_server.cpp227
-rw-r--r--servers/xr_server.h23
159 files changed, 10829 insertions, 7951 deletions
diff --git a/servers/audio/audio_filter_sw.cpp b/servers/audio/audio_filter_sw.cpp
index bcfa4c4c37..b31014bd21 100644
--- a/servers/audio/audio_filter_sw.cpp
+++ b/servers/audio/audio_filter_sw.cpp
@@ -173,28 +173,20 @@ void AudioFilterSW::prepare_coefficients(Coeffs *p_coeffs) {
p_coeffs->a2 = ((tmpgain + 1.0) - (tmpgain - 1.0) * cos_v - beta * sin_v);
} break;
- };
+ }
p_coeffs->b0 /= a0;
p_coeffs->b1 /= a0;
p_coeffs->b2 /= a0;
p_coeffs->a1 /= 0.0 - a0;
p_coeffs->a2 /= 0.0 - a0;
-
- //undenormalise
- /* p_coeffs->b0=undenormalise(p_coeffs->b0);
- p_coeffs->b1=undenormalise(p_coeffs->b1);
- p_coeffs->b2=undenormalise(p_coeffs->b2);
- p_coeffs->a1=undenormalise(p_coeffs->a1);
- p_coeffs->a2=undenormalise(p_coeffs->a2);*/
}
-void AudioFilterSW::set_stages(int p_stages) { //adjust for multiple stages
-
+void AudioFilterSW::set_stages(int p_stages) {
stages = p_stages;
}
-/* Fouriertransform kernel to obtain response */
+/* Fourier transform kernel to obtain response */
float AudioFilterSW::get_response(float p_freq, Coeffs *p_coeffs) {
float freq = p_freq / sampling_rate * Math_TAU;
diff --git a/servers/audio/effects/audio_effect_limiter.h b/servers/audio/effects/audio_effect_limiter.h
index d5def670a4..398613aa44 100644
--- a/servers/audio/effects/audio_effect_limiter.h
+++ b/servers/audio/effects/audio_effect_limiter.h
@@ -72,8 +72,6 @@ public:
float get_soft_clip_ratio() const;
Ref<AudioEffectInstance> instantiate() override;
- void set_volume_db(float p_volume);
- float get_volume_db() const;
AudioEffectLimiter();
};
diff --git a/servers/audio/effects/audio_effect_record.h b/servers/audio/effects/audio_effect_record.h
index 1a89821f80..6e862b1377 100644
--- a/servers/audio/effects/audio_effect_record.h
+++ b/servers/audio/effects/audio_effect_record.h
@@ -93,7 +93,6 @@ class AudioEffectRecord : public AudioEffect {
protected:
static void _bind_methods();
- static void debug(uint64_t time_diff, int p_frame_count);
public:
Ref<AudioEffectInstance> instantiate() override;
diff --git a/servers/audio/effects/audio_effect_reverb.h b/servers/audio/effects/audio_effect_reverb.h
index d01d1120bd..eaa66352f6 100644
--- a/servers/audio/effects/audio_effect_reverb.h
+++ b/servers/audio/effects/audio_effect_reverb.h
@@ -90,8 +90,6 @@ public:
float get_hpf() const;
Ref<AudioEffectInstance> instantiate() override;
- void set_volume_db(float p_volume);
- float get_volume_db() const;
AudioEffectReverb();
};
diff --git a/servers/audio_server.cpp b/servers/audio_server.cpp
index a420134626..774a5b1da0 100644
--- a/servers/audio_server.cpp
+++ b/servers/audio_server.cpp
@@ -1131,8 +1131,10 @@ void AudioServer::start_playback_stream(Ref<AudioStreamPlayback> p_playback, Map
AudioStreamPlaybackBusDetails *new_bus_details = new AudioStreamPlaybackBusDetails();
int idx = 0;
for (KeyValue<StringName, Vector<AudioFrame>> pair : p_bus_volumes) {
- ERR_FAIL_COND(pair.value.size() < channel_count);
- ERR_FAIL_COND(pair.value.size() != MAX_CHANNELS_PER_BUS);
+ if (pair.value.size() < channel_count || pair.value.size() != MAX_CHANNELS_PER_BUS) {
+ delete new_bus_details;
+ ERR_FAIL();
+ }
new_bus_details->bus_active[idx] = true;
new_bus_details->bus[idx] = pair.key;
@@ -1862,16 +1864,16 @@ bool AudioBusLayout::_get(const StringName &p_name, Variant &r_ret) const {
void AudioBusLayout::_get_property_list(List<PropertyInfo> *p_list) const {
for (int i = 0; i < buses.size(); i++) {
- p_list->push_back(PropertyInfo(Variant::STRING, "bus/" + itos(i) + "/name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
- p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/solo", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
- p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/mute", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
- p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/bypass_fx", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "bus/" + itos(i) + "/volume_db", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "bus/" + itos(i) + "/send", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
+ p_list->push_back(PropertyInfo(Variant::STRING, "bus/" + itos(i) + "/name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
+ p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/solo", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
+ p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/mute", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
+ p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/bypass_fx", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "bus/" + itos(i) + "/volume_db", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "bus/" + itos(i) + "/send", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
for (int j = 0; j < buses[i].effects.size(); j++) {
- p_list->push_back(PropertyInfo(Variant::OBJECT, "bus/" + itos(i) + "/effect/" + itos(j) + "/effect", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
- p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/effect/" + itos(j) + "/enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
+ p_list->push_back(PropertyInfo(Variant::OBJECT, "bus/" + itos(i) + "/effect/" + itos(j) + "/effect", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
+ p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/effect/" + itos(j) + "/enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
}
}
}
diff --git a/servers/display_server.cpp b/servers/display_server.cpp
index 3897e5e7c2..8b5a965738 100644
--- a/servers/display_server.cpp
+++ b/servers/display_server.cpp
@@ -148,7 +148,7 @@ Point2i DisplayServer::mouse_get_position() const {
}
MouseButton DisplayServer::mouse_get_button_state() const {
- ERR_FAIL_V_MSG(MOUSE_BUTTON_NONE, "Mouse is not supported by this display server.");
+ ERR_FAIL_V_MSG(MouseButton::NONE, "Mouse is not supported by this display server.");
}
void DisplayServer::clipboard_set(const String &p_text) {
@@ -159,6 +159,14 @@ String DisplayServer::clipboard_get() const {
ERR_FAIL_V_MSG(String(), "Clipboard is not supported by this display server.");
}
+void DisplayServer::clipboard_set_primary(const String &p_text) {
+ WARN_PRINT("Primary clipboard is not supported by this display server.");
+}
+
+String DisplayServer::clipboard_get_primary() const {
+ ERR_FAIL_V_MSG(String(), "Primary clipboard is not supported by this display server.");
+}
+
void DisplayServer::screen_set_orientation(ScreenOrientation p_orientation, int p_screen) {
WARN_PRINT("Orientation not supported by this display server.");
}
@@ -200,6 +208,10 @@ void DisplayServer::window_set_mouse_passthrough(const Vector<Vector2> &p_region
ERR_FAIL_MSG("Mouse passthrough not supported by this display server.");
}
+void DisplayServer::gl_window_make_current(DisplayServer::WindowID p_window_id) {
+ // noop except in gles
+}
+
void DisplayServer::window_set_ime_active(const bool p_active, WindowID p_window) {
WARN_PRINT("IME not supported by this display server.");
}
@@ -360,6 +372,8 @@ void DisplayServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("clipboard_set", "clipboard"), &DisplayServer::clipboard_set);
ClassDB::bind_method(D_METHOD("clipboard_get"), &DisplayServer::clipboard_get);
+ ClassDB::bind_method(D_METHOD("clipboard_set_primary", "clipboard_primary"), &DisplayServer::clipboard_set_primary);
+ ClassDB::bind_method(D_METHOD("clipboard_get_primary"), &DisplayServer::clipboard_get_primary);
ClassDB::bind_method(D_METHOD("get_screen_count"), &DisplayServer::get_screen_count);
ClassDB::bind_method(D_METHOD("screen_get_position", "screen"), &DisplayServer::screen_get_position, DEFVAL(SCREEN_OF_MAIN_WINDOW));
@@ -487,6 +501,7 @@ void DisplayServer::_bind_methods() {
BIND_ENUM_CONSTANT(FEATURE_NATIVE_ICON);
BIND_ENUM_CONSTANT(FEATURE_ORIENTATION);
BIND_ENUM_CONSTANT(FEATURE_SWAP_BUFFERS);
+ BIND_ENUM_CONSTANT(FEATURE_CLIPBOARD_PRIMARY);
BIND_ENUM_CONSTANT(MOUSE_MODE_VISIBLE);
BIND_ENUM_CONSTANT(MOUSE_MODE_HIDDEN);
diff --git a/servers/display_server.h b/servers/display_server.h
index f411a72aa3..2d837dbef9 100644
--- a/servers/display_server.h
+++ b/servers/display_server.h
@@ -114,6 +114,7 @@ public:
FEATURE_ORIENTATION,
FEATURE_SWAP_BUFFERS,
FEATURE_KEEP_SCREEN_ON,
+ FEATURE_CLIPBOARD_PRIMARY,
};
virtual bool has_feature(Feature p_feature) const = 0;
@@ -161,6 +162,8 @@ public:
virtual void clipboard_set(const String &p_text);
virtual String clipboard_get() const;
+ virtual void clipboard_set_primary(const String &p_text);
+ virtual String clipboard_get_primary() const;
enum {
SCREEN_OF_MAIN_WINDOW = -1
@@ -295,6 +298,9 @@ public:
virtual void window_set_ime_active(const bool p_active, WindowID p_window = MAIN_WINDOW_ID);
virtual void window_set_ime_position(const Point2i &p_pos, WindowID p_window = MAIN_WINDOW_ID);
+ // necessary for GL focus, may be able to use one of the existing functions for this, not sure yet
+ virtual void gl_window_make_current(DisplayServer::WindowID p_window_id);
+
virtual Point2i ime_get_selection() const;
virtual String ime_get_text() const;
diff --git a/servers/physics_2d/area_2d_sw.cpp b/servers/physics_2d/godot_area_2d.cpp
index c85b1575e3..fb9d38e7ea 100644
--- a/servers/physics_2d/area_2d_sw.cpp
+++ b/servers/physics_2d/godot_area_2d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* area_2d_sw.cpp */
+/* godot_area_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,31 +28,31 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "area_2d_sw.h"
-#include "body_2d_sw.h"
-#include "space_2d_sw.h"
+#include "godot_area_2d.h"
+#include "godot_body_2d.h"
+#include "godot_space_2d.h"
-Area2DSW::BodyKey::BodyKey(Body2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
+GodotArea2D::BodyKey::BodyKey(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
rid = p_body->get_self();
instance_id = p_body->get_instance_id();
body_shape = p_body_shape;
area_shape = p_area_shape;
}
-Area2DSW::BodyKey::BodyKey(Area2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
+GodotArea2D::BodyKey::BodyKey(GodotArea2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
rid = p_body->get_self();
instance_id = p_body->get_instance_id();
body_shape = p_body_shape;
area_shape = p_area_shape;
}
-void Area2DSW::_shapes_changed() {
+void GodotArea2D::_shapes_changed() {
if (!moved_list.in_list() && get_space()) {
get_space()->area_add_to_moved_list(&moved_list);
}
}
-void Area2DSW::set_transform(const Transform2D &p_transform) {
+void GodotArea2D::set_transform(const Transform2D &p_transform) {
if (!moved_list.in_list() && get_space()) {
get_space()->area_add_to_moved_list(&moved_list);
}
@@ -61,7 +61,7 @@ void Area2DSW::set_transform(const Transform2D &p_transform) {
_set_inv_transform(p_transform.affine_inverse());
}
-void Area2DSW::set_space(Space2DSW *p_space) {
+void GodotArea2D::set_space(GodotSpace2D *p_space) {
if (get_space()) {
if (monitor_query_list.in_list()) {
get_space()->area_remove_from_monitor_query_list(&monitor_query_list);
@@ -77,16 +77,17 @@ void Area2DSW::set_space(Space2DSW *p_space) {
_set_space(p_space);
}
-void Area2DSW::set_monitor_callback(ObjectID p_id, const StringName &p_method) {
- if (p_id == monitor_callback_id) {
- monitor_callback_method = p_method;
+void GodotArea2D::set_monitor_callback(const Callable &p_callback) {
+ ObjectID id = p_callback.get_object_id();
+
+ if (id == monitor_callback.get_object_id()) {
+ monitor_callback = p_callback;
return;
}
_unregister_shapes();
- monitor_callback_id = p_id;
- monitor_callback_method = p_method;
+ monitor_callback = p_callback;
monitored_bodies.clear();
monitored_areas.clear();
@@ -98,16 +99,17 @@ void Area2DSW::set_monitor_callback(ObjectID p_id, const StringName &p_method) {
}
}
-void Area2DSW::set_area_monitor_callback(ObjectID p_id, const StringName &p_method) {
- if (p_id == area_monitor_callback_id) {
- area_monitor_callback_method = p_method;
+void GodotArea2D::set_area_monitor_callback(const Callable &p_callback) {
+ ObjectID id = p_callback.get_object_id();
+
+ if (id == area_monitor_callback.get_object_id()) {
+ area_monitor_callback = p_callback;
return;
}
_unregister_shapes();
- area_monitor_callback_id = p_id;
- area_monitor_callback_method = p_method;
+ area_monitor_callback = p_callback;
monitored_bodies.clear();
monitored_areas.clear();
@@ -119,18 +121,21 @@ void Area2DSW::set_area_monitor_callback(ObjectID p_id, const StringName &p_meth
}
}
-void Area2DSW::set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode p_mode) {
- bool do_override = p_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED;
- if (do_override == (space_override_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED)) {
+void GodotArea2D::_set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode &r_mode, PhysicsServer2D::AreaSpaceOverrideMode p_new_mode) {
+ bool do_override = p_new_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED;
+ if (do_override == (r_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED)) {
return;
}
_unregister_shapes();
- space_override_mode = p_mode;
+ r_mode = p_new_mode;
_shape_changed();
}
-void Area2DSW::set_param(PhysicsServer2D::AreaParameter p_param, const Variant &p_value) {
+void GodotArea2D::set_param(PhysicsServer2D::AreaParameter p_param, const Variant &p_value) {
switch (p_param) {
+ case PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE:
+ _set_space_override_mode(gravity_override_mode, (PhysicsServer2D::AreaSpaceOverrideMode)(int)p_value);
+ break;
case PhysicsServer2D::AREA_PARAM_GRAVITY:
gravity = p_value;
break;
@@ -146,9 +151,15 @@ void Area2DSW::set_param(PhysicsServer2D::AreaParameter p_param, const Variant &
case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
point_attenuation = p_value;
break;
+ case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE:
+ _set_space_override_mode(linear_damping_override_mode, (PhysicsServer2D::AreaSpaceOverrideMode)(int)p_value);
+ break;
case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP:
linear_damp = p_value;
break;
+ case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE:
+ _set_space_override_mode(angular_damping_override_mode, (PhysicsServer2D::AreaSpaceOverrideMode)(int)p_value);
+ break;
case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP:
angular_damp = p_value;
break;
@@ -158,8 +169,10 @@ void Area2DSW::set_param(PhysicsServer2D::AreaParameter p_param, const Variant &
}
}
-Variant Area2DSW::get_param(PhysicsServer2D::AreaParameter p_param) const {
+Variant GodotArea2D::get_param(PhysicsServer2D::AreaParameter p_param) const {
switch (p_param) {
+ case PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE:
+ return gravity_override_mode;
case PhysicsServer2D::AREA_PARAM_GRAVITY:
return gravity;
case PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR:
@@ -170,8 +183,12 @@ Variant Area2DSW::get_param(PhysicsServer2D::AreaParameter p_param) const {
return gravity_distance_scale;
case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
return point_attenuation;
+ case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE:
+ return linear_damping_override_mode;
case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP:
return linear_damp;
+ case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE:
+ return angular_damping_override_mode;
case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP:
return angular_damp;
case PhysicsServer2D::AREA_PARAM_PRIORITY:
@@ -181,7 +198,7 @@ Variant Area2DSW::get_param(PhysicsServer2D::AreaParameter p_param) const {
return Variant();
}
-void Area2DSW::_queue_monitor_update() {
+void GodotArea2D::_queue_monitor_update() {
ERR_FAIL_COND(!get_space());
if (!monitor_query_list.in_list()) {
@@ -189,7 +206,7 @@ void Area2DSW::_queue_monitor_update() {
}
}
-void Area2DSW::set_monitorable(bool p_monitorable) {
+void GodotArea2D::set_monitorable(bool p_monitorable) {
if (monitorable == p_monitorable) {
return;
}
@@ -198,83 +215,81 @@ void Area2DSW::set_monitorable(bool p_monitorable) {
_set_static(!monitorable);
}
-void Area2DSW::call_queries() {
- if (monitor_callback_id.is_valid() && !monitored_bodies.is_empty()) {
- Variant res[5];
- Variant *resptr[5];
- for (int i = 0; i < 5; i++) {
- resptr[i] = &res[i];
- }
+void GodotArea2D::call_queries() {
+ if (!monitor_callback.is_null() && !monitored_bodies.is_empty()) {
+ if (monitor_callback.is_valid()) {
+ Variant res[5];
+ Variant *resptr[5];
+ for (int i = 0; i < 5; i++) {
+ resptr[i] = &res[i];
+ }
- Object *obj = ObjectDB::get_instance(monitor_callback_id);
- if (!obj) {
- monitored_bodies.clear();
- monitor_callback_id = ObjectID();
- return;
- }
+ for (Map<BodyKey, BodyState>::Element *E = monitored_bodies.front(); E;) {
+ if (E->get().state == 0) { // Nothing happened
+ Map<BodyKey, BodyState>::Element *next = E->next();
+ monitored_bodies.erase(E);
+ E = next;
+ continue;
+ }
+
+ res[0] = E->get().state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED;
+ res[1] = E->key().rid;
+ res[2] = E->key().instance_id;
+ res[3] = E->key().body_shape;
+ res[4] = E->key().area_shape;
- for (Map<BodyKey, BodyState>::Element *E = monitored_bodies.front(); E;) {
- if (E->get().state == 0) { // Nothing happened
Map<BodyKey, BodyState>::Element *next = E->next();
monitored_bodies.erase(E);
E = next;
- continue;
- }
- res[0] = E->get().state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED;
- res[1] = E->key().rid;
- res[2] = E->key().instance_id;
- res[3] = E->key().body_shape;
- res[4] = E->key().area_shape;
-
- Map<BodyKey, BodyState>::Element *next = E->next();
- monitored_bodies.erase(E);
- E = next;
-
- Callable::CallError ce;
- obj->call(monitor_callback_method, (const Variant **)resptr, 5, ce);
+ Callable::CallError ce;
+ Variant ret;
+ monitor_callback.call((const Variant **)resptr, 5, ret, ce);
+ }
+ } else {
+ monitored_bodies.clear();
+ monitor_callback = Callable();
}
}
- if (area_monitor_callback_id.is_valid() && !monitored_areas.is_empty()) {
- Variant res[5];
- Variant *resptr[5];
- for (int i = 0; i < 5; i++) {
- resptr[i] = &res[i];
- }
+ if (!area_monitor_callback.is_null() && !monitored_areas.is_empty()) {
+ if (area_monitor_callback.is_valid()) {
+ Variant res[5];
+ Variant *resptr[5];
+ for (int i = 0; i < 5; i++) {
+ resptr[i] = &res[i];
+ }
- Object *obj = ObjectDB::get_instance(area_monitor_callback_id);
- if (!obj) {
- monitored_areas.clear();
- area_monitor_callback_id = ObjectID();
- return;
- }
+ for (Map<BodyKey, BodyState>::Element *E = monitored_areas.front(); E;) {
+ if (E->get().state == 0) { // Nothing happened
+ Map<BodyKey, BodyState>::Element *next = E->next();
+ monitored_areas.erase(E);
+ E = next;
+ continue;
+ }
+
+ res[0] = E->get().state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED;
+ res[1] = E->key().rid;
+ res[2] = E->key().instance_id;
+ res[3] = E->key().body_shape;
+ res[4] = E->key().area_shape;
- for (Map<BodyKey, BodyState>::Element *E = monitored_areas.front(); E;) {
- if (E->get().state == 0) { // Nothing happened
Map<BodyKey, BodyState>::Element *next = E->next();
monitored_areas.erase(E);
E = next;
- continue;
- }
-
- res[0] = E->get().state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED;
- res[1] = E->key().rid;
- res[2] = E->key().instance_id;
- res[3] = E->key().body_shape;
- res[4] = E->key().area_shape;
-
- Map<BodyKey, BodyState>::Element *next = E->next();
- monitored_areas.erase(E);
- E = next;
- Callable::CallError ce;
- obj->call(area_monitor_callback_method, (const Variant **)resptr, 5, ce);
+ Callable::CallError ce;
+ Variant ret;
+ area_monitor_callback.call((const Variant **)resptr, 5, ret, ce);
+ }
+ } else {
+ monitored_areas.clear();
+ area_monitor_callback = Callable();
}
}
}
-void Area2DSW::compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const {
+void GodotArea2D::compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const {
if (is_gravity_point()) {
const real_t gravity_distance_scale = get_gravity_distance_scale();
Vector2 v = get_transform().xform(get_gravity_vector()) - p_position;
@@ -294,12 +309,12 @@ void Area2DSW::compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) co
}
}
-Area2DSW::Area2DSW() :
- CollisionObject2DSW(TYPE_AREA),
+GodotArea2D::GodotArea2D() :
+ GodotCollisionObject2D(TYPE_AREA),
monitor_query_list(this),
moved_list(this) {
_set_static(true); //areas are not active by default
}
-Area2DSW::~Area2DSW() {
+GodotArea2D::~GodotArea2D() {
}
diff --git a/servers/physics_2d/area_2d_sw.h b/servers/physics_2d/godot_area_2d.h
index 0b7c791ed5..699c1c1bc8 100644
--- a/servers/physics_2d/area_2d_sw.h
+++ b/servers/physics_2d/godot_area_2d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* area_2d_sw.h */
+/* godot_area_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,19 +28,23 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef AREA_2D_SW_H
-#define AREA_2D_SW_H
+#ifndef GODOT_AREA_2D_H
+#define GODOT_AREA_2D_H
+
+#include "godot_collision_object_2d.h"
-#include "collision_object_2d_sw.h"
#include "core/templates/self_list.h"
#include "servers/physics_server_2d.h"
-class Space2DSW;
-class Body2DSW;
-class Constraint2DSW;
+class GodotSpace2D;
+class GodotBody2D;
+class GodotConstraint2D;
+
+class GodotArea2D : public GodotCollisionObject2D {
+ PhysicsServer2D::AreaSpaceOverrideMode gravity_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED;
+ PhysicsServer2D::AreaSpaceOverrideMode linear_damping_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED;
+ PhysicsServer2D::AreaSpaceOverrideMode angular_damping_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED;
-class Area2DSW : public CollisionObject2DSW {
- PhysicsServer2D::AreaSpaceOverrideMode space_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED;
real_t gravity = 9.80665;
Vector2 gravity_vector = Vector2(0, -1);
bool gravity_is_point = false;
@@ -51,14 +55,12 @@ class Area2DSW : public CollisionObject2DSW {
int priority = 0;
bool monitorable = false;
- ObjectID monitor_callback_id;
- StringName monitor_callback_method;
+ Callable monitor_callback;
- ObjectID area_monitor_callback_id;
- StringName area_monitor_callback_method;
+ Callable area_monitor_callback;
- SelfList<Area2DSW> monitor_query_list;
- SelfList<Area2DSW> moved_list;
+ SelfList<GodotArea2D> monitor_query_list;
+ SelfList<GodotArea2D> moved_list;
struct BodyKey {
RID rid;
@@ -79,8 +81,8 @@ class Area2DSW : public CollisionObject2DSW {
}
_FORCE_INLINE_ BodyKey() {}
- BodyKey(Body2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
- BodyKey(Area2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
+ BodyKey(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
+ BodyKey(GodotArea2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
};
struct BodyState {
@@ -92,30 +94,29 @@ class Area2DSW : public CollisionObject2DSW {
Map<BodyKey, BodyState> monitored_bodies;
Map<BodyKey, BodyState> monitored_areas;
- Set<Constraint2DSW *> constraints;
+ Set<GodotConstraint2D *> constraints;
virtual void _shapes_changed();
void _queue_monitor_update();
+ void _set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode &r_mode, PhysicsServer2D::AreaSpaceOverrideMode p_new_mode);
+
public:
- void set_monitor_callback(ObjectID p_id, const StringName &p_method);
- _FORCE_INLINE_ bool has_monitor_callback() const { return monitor_callback_id.is_valid(); }
+ void set_monitor_callback(const Callable &p_callback);
+ _FORCE_INLINE_ bool has_monitor_callback() const { return !monitor_callback.is_null(); }
- void set_area_monitor_callback(ObjectID p_id, const StringName &p_method);
- _FORCE_INLINE_ bool has_area_monitor_callback() const { return area_monitor_callback_id.is_valid(); }
+ void set_area_monitor_callback(const Callable &p_callback);
+ _FORCE_INLINE_ bool has_area_monitor_callback() const { return !area_monitor_callback.is_null(); }
- _FORCE_INLINE_ void add_body_to_query(Body2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
- _FORCE_INLINE_ void remove_body_from_query(Body2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
+ _FORCE_INLINE_ void add_body_to_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
+ _FORCE_INLINE_ void remove_body_from_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
- _FORCE_INLINE_ void add_area_to_query(Area2DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
- _FORCE_INLINE_ void remove_area_from_query(Area2DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
+ _FORCE_INLINE_ void add_area_to_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
+ _FORCE_INLINE_ void remove_area_from_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
void set_param(PhysicsServer2D::AreaParameter p_param, const Variant &p_value);
Variant get_param(PhysicsServer2D::AreaParameter p_param) const;
- void set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode p_mode);
- PhysicsServer2D::AreaSpaceOverrideMode get_space_override_mode() const { return space_override_mode; }
-
_FORCE_INLINE_ void set_gravity(real_t p_gravity) { gravity = p_gravity; }
_FORCE_INLINE_ real_t get_gravity() const { return gravity; }
@@ -140,9 +141,9 @@ public:
_FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
_FORCE_INLINE_ int get_priority() const { return priority; }
- _FORCE_INLINE_ void add_constraint(Constraint2DSW *p_constraint) { constraints.insert(p_constraint); }
- _FORCE_INLINE_ void remove_constraint(Constraint2DSW *p_constraint) { constraints.erase(p_constraint); }
- _FORCE_INLINE_ const Set<Constraint2DSW *> &get_constraints() const { return constraints; }
+ _FORCE_INLINE_ void add_constraint(GodotConstraint2D *p_constraint) { constraints.insert(p_constraint); }
+ _FORCE_INLINE_ void remove_constraint(GodotConstraint2D *p_constraint) { constraints.erase(p_constraint); }
+ _FORCE_INLINE_ const Set<GodotConstraint2D *> &get_constraints() const { return constraints; }
_FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
void set_monitorable(bool p_monitorable);
@@ -150,17 +151,17 @@ public:
void set_transform(const Transform2D &p_transform);
- void set_space(Space2DSW *p_space);
+ void set_space(GodotSpace2D *p_space);
void call_queries();
void compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const;
- Area2DSW();
- ~Area2DSW();
+ GodotArea2D();
+ ~GodotArea2D();
};
-void Area2DSW::add_body_to_query(Body2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
+void GodotArea2D::add_body_to_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
BodyKey bk(p_body, p_body_shape, p_area_shape);
monitored_bodies[bk].inc();
if (!monitor_query_list.in_list()) {
@@ -168,7 +169,7 @@ void Area2DSW::add_body_to_query(Body2DSW *p_body, uint32_t p_body_shape, uint32
}
}
-void Area2DSW::remove_body_from_query(Body2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
+void GodotArea2D::remove_body_from_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
BodyKey bk(p_body, p_body_shape, p_area_shape);
monitored_bodies[bk].dec();
if (!monitor_query_list.in_list()) {
@@ -176,7 +177,7 @@ void Area2DSW::remove_body_from_query(Body2DSW *p_body, uint32_t p_body_shape, u
}
}
-void Area2DSW::add_area_to_query(Area2DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape) {
+void GodotArea2D::add_area_to_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) {
BodyKey bk(p_area, p_area_shape, p_self_shape);
monitored_areas[bk].inc();
if (!monitor_query_list.in_list()) {
@@ -184,7 +185,7 @@ void Area2DSW::add_area_to_query(Area2DSW *p_area, uint32_t p_area_shape, uint32
}
}
-void Area2DSW::remove_area_from_query(Area2DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape) {
+void GodotArea2D::remove_area_from_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) {
BodyKey bk(p_area, p_area_shape, p_self_shape);
monitored_areas[bk].dec();
if (!monitor_query_list.in_list()) {
@@ -192,4 +193,4 @@ void Area2DSW::remove_area_from_query(Area2DSW *p_area, uint32_t p_area_shape, u
}
}
-#endif // AREA_2D_SW_H
+#endif // GODOT_AREA_2D_H
diff --git a/servers/physics_2d/area_pair_2d_sw.cpp b/servers/physics_2d/godot_area_pair_2d.cpp
index 4f1148c26f..a98513004d 100644
--- a/servers/physics_2d/area_pair_2d_sw.cpp
+++ b/servers/physics_2d/godot_area_pair_2d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* area_pair_2d_sw.cpp */
+/* godot_area_pair_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,20 +28,28 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "area_pair_2d_sw.h"
-#include "collision_solver_2d_sw.h"
+#include "godot_area_pair_2d.h"
+#include "godot_collision_solver_2d.h"
-bool AreaPair2DSW::setup(real_t p_step) {
+bool GodotAreaPair2D::setup(real_t p_step) {
bool result = false;
- if (area->collides_with(body) && CollisionSolver2DSW::solve(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), Vector2(), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), Vector2(), nullptr, this)) {
+ if (area->collides_with(body) && GodotCollisionSolver2D::solve(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), Vector2(), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), Vector2(), nullptr, this)) {
result = true;
}
process_collision = false;
+ has_space_override = false;
if (result != colliding) {
- if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
- process_collision = true;
- } else if (area->has_monitor_callback()) {
+ if ((int)area->get_param(PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE) != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ has_space_override = true;
+ } else if ((int)area->get_param(PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE) != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ has_space_override = true;
+ } else if ((int)area->get_param(PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE) != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ has_space_override = true;
+ }
+ process_collision = has_space_override;
+
+ if (area->has_monitor_callback()) {
process_collision = true;
}
@@ -51,13 +59,13 @@ bool AreaPair2DSW::setup(real_t p_step) {
return process_collision;
}
-bool AreaPair2DSW::pre_solve(real_t p_step) {
+bool GodotAreaPair2D::pre_solve(real_t p_step) {
if (!process_collision) {
return false;
}
if (colliding) {
- if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ if (has_space_override) {
body->add_area(area);
}
@@ -65,7 +73,7 @@ bool AreaPair2DSW::pre_solve(real_t p_step) {
area->add_body_to_query(body, body_shape, area_shape);
}
} else {
- if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ if (has_space_override) {
body->remove_area(area);
}
@@ -77,11 +85,11 @@ bool AreaPair2DSW::pre_solve(real_t p_step) {
return false; // Never do any post solving.
}
-void AreaPair2DSW::solve(real_t p_step) {
+void GodotAreaPair2D::solve(real_t p_step) {
// Nothing to do.
}
-AreaPair2DSW::AreaPair2DSW(Body2DSW *p_body, int p_body_shape, Area2DSW *p_area, int p_area_shape) {
+GodotAreaPair2D::GodotAreaPair2D(GodotBody2D *p_body, int p_body_shape, GodotArea2D *p_area, int p_area_shape) {
body = p_body;
area = p_area;
body_shape = p_body_shape;
@@ -93,9 +101,9 @@ AreaPair2DSW::AreaPair2DSW(Body2DSW *p_body, int p_body_shape, Area2DSW *p_area,
}
}
-AreaPair2DSW::~AreaPair2DSW() {
+GodotAreaPair2D::~GodotAreaPair2D() {
if (colliding) {
- if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ if (has_space_override) {
body->remove_area(area);
}
if (area->has_monitor_callback()) {
@@ -108,10 +116,10 @@ AreaPair2DSW::~AreaPair2DSW() {
//////////////////////////////////
-bool Area2Pair2DSW::setup(real_t p_step) {
+bool GodotArea2Pair2D::setup(real_t p_step) {
bool result_a = area_a->collides_with(area_b);
bool result_b = area_b->collides_with(area_a);
- if ((result_a || result_b) && !CollisionSolver2DSW::solve(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), Vector2(), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), Vector2(), nullptr, this)) {
+ if ((result_a || result_b) && !GodotCollisionSolver2D::solve(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), Vector2(), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), Vector2(), nullptr, this)) {
result_a = false;
result_b = false;
}
@@ -139,7 +147,7 @@ bool Area2Pair2DSW::setup(real_t p_step) {
return process_collision;
}
-bool Area2Pair2DSW::pre_solve(real_t p_step) {
+bool GodotArea2Pair2D::pre_solve(real_t p_step) {
if (process_collision_a) {
if (colliding_a) {
area_a->add_area_to_query(area_b, shape_b, shape_a);
@@ -159,11 +167,11 @@ bool Area2Pair2DSW::pre_solve(real_t p_step) {
return false; // Never do any post solving.
}
-void Area2Pair2DSW::solve(real_t p_step) {
+void GodotArea2Pair2D::solve(real_t p_step) {
// Nothing to do.
}
-Area2Pair2DSW::Area2Pair2DSW(Area2DSW *p_area_a, int p_shape_a, Area2DSW *p_area_b, int p_shape_b) {
+GodotArea2Pair2D::GodotArea2Pair2D(GodotArea2D *p_area_a, int p_shape_a, GodotArea2D *p_area_b, int p_shape_b) {
area_a = p_area_a;
area_b = p_area_b;
shape_a = p_shape_a;
@@ -172,7 +180,7 @@ Area2Pair2DSW::Area2Pair2DSW(Area2DSW *p_area_a, int p_shape_a, Area2DSW *p_area
area_b->add_constraint(this);
}
-Area2Pair2DSW::~Area2Pair2DSW() {
+GodotArea2Pair2D::~GodotArea2Pair2D() {
if (colliding_a) {
if (area_a->has_area_monitor_callback()) {
area_a->remove_area_from_query(area_b, shape_b, shape_a);
diff --git a/servers/physics_2d/area_pair_2d_sw.h b/servers/physics_2d/godot_area_pair_2d.h
index 66e9f1afee..45bd3df1ed 100644
--- a/servers/physics_2d/area_pair_2d_sw.h
+++ b/servers/physics_2d/godot_area_pair_2d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* area_pair_2d_sw.h */
+/* godot_area_pair_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,19 +28,20 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef AREA_PAIR_2D_SW_H
-#define AREA_PAIR_2D_SW_H
+#ifndef GODOT_AREA_PAIR_2D_H
+#define GODOT_AREA_PAIR_2D_H
-#include "area_2d_sw.h"
-#include "body_2d_sw.h"
-#include "constraint_2d_sw.h"
+#include "godot_area_2d.h"
+#include "godot_body_2d.h"
+#include "godot_constraint_2d.h"
-class AreaPair2DSW : public Constraint2DSW {
- Body2DSW *body = nullptr;
- Area2DSW *area = nullptr;
+class GodotAreaPair2D : public GodotConstraint2D {
+ GodotBody2D *body = nullptr;
+ GodotArea2D *area = nullptr;
int body_shape = 0;
int area_shape = 0;
bool colliding = false;
+ bool has_space_override = false;
bool process_collision = false;
public:
@@ -48,13 +49,13 @@ public:
virtual bool pre_solve(real_t p_step) override;
virtual void solve(real_t p_step) override;
- AreaPair2DSW(Body2DSW *p_body, int p_body_shape, Area2DSW *p_area, int p_area_shape);
- ~AreaPair2DSW();
+ GodotAreaPair2D(GodotBody2D *p_body, int p_body_shape, GodotArea2D *p_area, int p_area_shape);
+ ~GodotAreaPair2D();
};
-class Area2Pair2DSW : public Constraint2DSW {
- Area2DSW *area_a = nullptr;
- Area2DSW *area_b = nullptr;
+class GodotArea2Pair2D : public GodotConstraint2D {
+ GodotArea2D *area_a = nullptr;
+ GodotArea2D *area_b = nullptr;
int shape_a = 0;
int shape_b = 0;
bool colliding_a = false;
@@ -67,8 +68,8 @@ public:
virtual bool pre_solve(real_t p_step) override;
virtual void solve(real_t p_step) override;
- Area2Pair2DSW(Area2DSW *p_area_a, int p_shape_a, Area2DSW *p_area_b, int p_shape_b);
- ~Area2Pair2DSW();
+ GodotArea2Pair2D(GodotArea2D *p_area_a, int p_shape_a, GodotArea2D *p_area_b, int p_shape_b);
+ ~GodotArea2Pair2D();
};
-#endif // AREA_PAIR_2D_SW_H
+#endif // GODOT_AREA_PAIR_2D_H
diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/godot_body_2d.cpp
index 38b98b7bca..9b97583300 100644
--- a/servers/physics_2d/body_2d_sw.cpp
+++ b/servers/physics_2d/godot_body_2d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* body_2d_sw.cpp */
+/* godot_body_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,19 +28,19 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "body_2d_sw.h"
+#include "godot_body_2d.h"
-#include "area_2d_sw.h"
-#include "body_direct_state_2d_sw.h"
-#include "space_2d_sw.h"
+#include "godot_area_2d.h"
+#include "godot_body_direct_state_2d.h"
+#include "godot_space_2d.h"
-void Body2DSW::_mass_properties_changed() {
+void GodotBody2D::_mass_properties_changed() {
if (get_space() && !mass_properties_update_list.in_list() && (calculate_inertia || calculate_center_of_mass)) {
get_space()->body_add_to_mass_properties_update_list(&mass_properties_update_list);
}
}
-void Body2DSW::update_mass_properties() {
+void GodotBody2D::update_mass_properties() {
//update shapes and motions
switch (mode) {
@@ -55,7 +55,7 @@ void Body2DSW::update_mass_properties() {
if (calculate_center_of_mass) {
// We have to recompute the center of mass.
- center_of_mass = Vector2();
+ center_of_mass_local = Vector2();
if (total_area != 0.0) {
for (int i = 0; i < get_shape_count(); i++) {
@@ -68,10 +68,10 @@ void Body2DSW::update_mass_properties() {
real_t mass = area * this->mass / total_area;
// NOTE: we assume that the shape origin is also its center of mass.
- center_of_mass += mass * get_shape_transform(i).get_origin();
+ center_of_mass_local += mass * get_shape_transform(i).get_origin();
}
- center_of_mass /= mass;
+ center_of_mass_local /= mass;
}
}
@@ -83,7 +83,7 @@ void Body2DSW::update_mass_properties() {
continue;
}
- const Shape2DSW *shape = get_shape(i);
+ const GodotShape2D *shape = get_shape(i);
real_t area = get_shape_aabb(i).get_area();
if (area == 0.0) {
@@ -94,7 +94,7 @@ void Body2DSW::update_mass_properties() {
Transform2D mtx = get_shape_transform(i);
Vector2 scale = mtx.get_scale();
- Vector2 shape_origin = mtx.get_origin() - center_of_mass;
+ Vector2 shape_origin = mtx.get_origin() - center_of_mass_local;
inertia += shape->get_moment_of_inertia(mass, scale) + mass * shape_origin.length_squared();
}
}
@@ -119,15 +119,17 @@ void Body2DSW::update_mass_properties() {
} break;
}
+
+ _update_transform_dependent();
}
-void Body2DSW::reset_mass_properties() {
+void GodotBody2D::reset_mass_properties() {
calculate_inertia = true;
calculate_center_of_mass = true;
_mass_properties_changed();
}
-void Body2DSW::set_active(bool p_active) {
+void GodotBody2D::set_active(bool p_active) {
if (active == p_active) {
return;
}
@@ -146,7 +148,7 @@ void Body2DSW::set_active(bool p_active) {
}
}
-void Body2DSW::set_param(PhysicsServer2D::BodyParameter p_param, const Variant &p_value) {
+void GodotBody2D::set_param(PhysicsServer2D::BodyParameter p_param, const Variant &p_value) {
switch (p_param) {
case PhysicsServer2D::BODY_PARAM_BOUNCE: {
bounce = p_value;
@@ -179,11 +181,20 @@ void Body2DSW::set_param(PhysicsServer2D::BodyParameter p_param, const Variant &
} break;
case PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS: {
calculate_center_of_mass = false;
- center_of_mass = p_value;
+ center_of_mass_local = p_value;
+ _update_transform_dependent();
} break;
case PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE: {
gravity_scale = p_value;
} break;
+ case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE: {
+ int mode_value = p_value;
+ linear_damp_mode = (PhysicsServer2D::BodyDampMode)mode_value;
+ } break;
+ case PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE: {
+ int mode_value = p_value;
+ angular_damp_mode = (PhysicsServer2D::BodyDampMode)mode_value;
+ } break;
case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP: {
linear_damp = p_value;
} break;
@@ -195,7 +206,7 @@ void Body2DSW::set_param(PhysicsServer2D::BodyParameter p_param, const Variant &
}
}
-Variant Body2DSW::get_param(PhysicsServer2D::BodyParameter p_param) const {
+Variant GodotBody2D::get_param(PhysicsServer2D::BodyParameter p_param) const {
switch (p_param) {
case PhysicsServer2D::BODY_PARAM_BOUNCE: {
return bounce;
@@ -210,11 +221,17 @@ Variant Body2DSW::get_param(PhysicsServer2D::BodyParameter p_param) const {
return inertia;
}
case PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS: {
- return center_of_mass;
+ return center_of_mass_local;
}
case PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE: {
return gravity_scale;
}
+ case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE: {
+ return linear_damp_mode;
+ }
+ case PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE: {
+ return angular_damp_mode;
+ }
case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP: {
return linear_damp;
}
@@ -228,7 +245,7 @@ Variant Body2DSW::get_param(PhysicsServer2D::BodyParameter p_param) const {
return 0;
}
-void Body2DSW::set_mode(PhysicsServer2D::BodyMode p_mode) {
+void GodotBody2D::set_mode(PhysicsServer2D::BodyMode p_mode) {
PhysicsServer2D::BodyMode prev = mode;
mode = p_mode;
@@ -267,16 +284,17 @@ void Body2DSW::set_mode(PhysicsServer2D::BodyMode p_mode) {
}
}
-PhysicsServer2D::BodyMode Body2DSW::get_mode() const {
+PhysicsServer2D::BodyMode GodotBody2D::get_mode() const {
return mode;
}
-void Body2DSW::_shapes_changed() {
+void GodotBody2D::_shapes_changed() {
_mass_properties_changed();
+ wakeup();
wakeup_neighbours();
}
-void Body2DSW::set_state(PhysicsServer2D::BodyState p_state, const Variant &p_variant) {
+void GodotBody2D::set_state(PhysicsServer2D::BodyState p_state, const Variant &p_variant) {
switch (p_state) {
case PhysicsServer2D::BODY_STATE_TRANSFORM: {
if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC) {
@@ -301,6 +319,7 @@ void Body2DSW::set_state(PhysicsServer2D::BodyState p_state, const Variant &p_va
}
_set_transform(t);
_set_inv_transform(get_transform().inverse());
+ _update_transform_dependent();
}
wakeup();
@@ -344,7 +363,7 @@ void Body2DSW::set_state(PhysicsServer2D::BodyState p_state, const Variant &p_va
}
}
-Variant Body2DSW::get_state(PhysicsServer2D::BodyState p_state) const {
+Variant GodotBody2D::get_state(PhysicsServer2D::BodyState p_state) const {
switch (p_state) {
case PhysicsServer2D::BODY_STATE_TRANSFORM: {
return get_transform();
@@ -366,7 +385,7 @@ Variant Body2DSW::get_state(PhysicsServer2D::BodyState p_state) const {
return Variant();
}
-void Body2DSW::set_space(Space2DSW *p_space) {
+void GodotBody2D::set_space(GodotSpace2D *p_space) {
if (get_space()) {
wakeup_neighbours();
@@ -391,75 +410,141 @@ void Body2DSW::set_space(Space2DSW *p_space) {
}
}
-void Body2DSW::_compute_area_gravity_and_damping(const Area2DSW *p_area) {
- Vector2 area_gravity;
- p_area->compute_gravity(get_transform().get_origin(), area_gravity);
- gravity += area_gravity;
-
- area_linear_damp += p_area->get_linear_damp();
- area_angular_damp += p_area->get_angular_damp();
+void GodotBody2D::_update_transform_dependent() {
+ center_of_mass = get_transform().basis_xform(center_of_mass_local);
}
-void Body2DSW::integrate_forces(real_t p_step) {
+void GodotBody2D::integrate_forces(real_t p_step) {
if (mode == PhysicsServer2D::BODY_MODE_STATIC) {
return;
}
- Area2DSW *def_area = get_space()->get_default_area();
- // Area2DSW *damp_area = def_area;
- ERR_FAIL_COND(!def_area);
+ ERR_FAIL_COND(!get_space());
int ac = areas.size();
+
+ bool gravity_done = false;
+ bool linear_damp_done = false;
+ bool angular_damp_done = false;
+
bool stopped = false;
+
gravity = Vector2(0, 0);
- area_angular_damp = 0;
- area_linear_damp = 0;
+
+ total_linear_damp = 0.0;
+ total_angular_damp = 0.0;
+
+ // Combine gravity and damping from overlapping areas in priority order.
if (ac) {
areas.sort();
const AreaCMP *aa = &areas[0];
- // damp_area = aa[ac-1].area;
for (int i = ac - 1; i >= 0 && !stopped; i--) {
- PhysicsServer2D::AreaSpaceOverrideMode mode = aa[i].area->get_space_override_mode();
- switch (mode) {
- case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE:
- case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
- _compute_area_gravity_and_damping(aa[i].area);
- stopped = mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
- } break;
- case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE:
- case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
- gravity = Vector2(0, 0);
- area_angular_damp = 0;
- area_linear_damp = 0;
- _compute_area_gravity_and_damping(aa[i].area);
- stopped = mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE;
- } break;
- default: {
+ if (!gravity_done) {
+ PhysicsServer2D::AreaSpaceOverrideMode area_gravity_mode = (PhysicsServer2D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE);
+ if (area_gravity_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ Vector2 area_gravity;
+ aa[i].area->compute_gravity(get_transform().get_origin(), area_gravity);
+ switch (area_gravity_mode) {
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ gravity += area_gravity;
+ gravity_done = area_gravity_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ gravity = area_gravity;
+ gravity_done = area_gravity_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
+ }
+ }
+ if (!linear_damp_done) {
+ PhysicsServer2D::AreaSpaceOverrideMode area_linear_damp_mode = (PhysicsServer2D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE);
+ if (area_linear_damp_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ real_t area_linear_damp = aa[i].area->get_linear_damp();
+ switch (area_linear_damp_mode) {
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ total_linear_damp += area_linear_damp;
+ linear_damp_done = area_linear_damp_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ total_linear_damp = area_linear_damp;
+ linear_damp_done = area_linear_damp_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
}
}
+ if (!angular_damp_done) {
+ PhysicsServer2D::AreaSpaceOverrideMode area_angular_damp_mode = (PhysicsServer2D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE);
+ if (area_angular_damp_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ real_t area_angular_damp = aa[i].area->get_angular_damp();
+ switch (area_angular_damp_mode) {
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ total_angular_damp += area_angular_damp;
+ angular_damp_done = area_angular_damp_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ total_angular_damp = area_angular_damp;
+ angular_damp_done = area_angular_damp_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
+ }
+ }
+ stopped = gravity_done && linear_damp_done && angular_damp_done;
}
}
+
+ // Add default gravity and damping from space area.
if (!stopped) {
- _compute_area_gravity_and_damping(def_area);
+ GodotArea2D *default_area = get_space()->get_default_area();
+ ERR_FAIL_COND(!default_area);
+
+ if (!gravity_done) {
+ Vector2 default_gravity;
+ default_area->compute_gravity(get_transform().get_origin(), default_gravity);
+ gravity += default_gravity;
+ }
+
+ if (!linear_damp_done) {
+ total_linear_damp += default_area->get_linear_damp();
+ }
+
+ if (!angular_damp_done) {
+ total_angular_damp += default_area->get_angular_damp();
+ }
}
- gravity *= gravity_scale;
- // If less than 0, override dampenings with that of the Body2D
- if (angular_damp >= 0) {
- area_angular_damp = angular_damp;
+ // Override linear damping with body's value.
+ switch (linear_damp_mode) {
+ case PhysicsServer2D::BODY_DAMP_MODE_COMBINE: {
+ total_linear_damp += linear_damp;
+ } break;
+ case PhysicsServer2D::BODY_DAMP_MODE_REPLACE: {
+ total_linear_damp = linear_damp;
+ } break;
}
- /*
- else
- area_angular_damp=damp_area->get_angular_damp();
- */
- if (linear_damp >= 0) {
- area_linear_damp = linear_damp;
+ // Override angular damping with body's value.
+ switch (angular_damp_mode) {
+ case PhysicsServer2D::BODY_DAMP_MODE_COMBINE: {
+ total_angular_damp += angular_damp;
+ } break;
+ case PhysicsServer2D::BODY_DAMP_MODE_REPLACE: {
+ total_angular_damp = angular_damp;
+ } break;
}
- /*
- else
- area_linear_damp=damp_area->get_linear_damp();
- */
+
+ gravity *= gravity_scale;
Vector2 motion;
bool do_motion = false;
@@ -474,13 +559,6 @@ void Body2DSW::integrate_forces(real_t p_step) {
do_motion = true;
- /*
- for(int i=0;i<get_shape_count();i++) {
- set_shape_kinematic_advance(i,Vector2());
- set_shape_kinematic_retreat(i,0);
- }
- */
-
} else {
if (!omit_force_integration) {
//overridden by direct state query
@@ -489,13 +567,13 @@ void Body2DSW::integrate_forces(real_t p_step) {
force += applied_force;
real_t torque = applied_torque;
- real_t damp = 1.0 - p_step * area_linear_damp;
+ real_t damp = 1.0 - p_step * total_linear_damp;
if (damp < 0) { // reached zero in the given time
damp = 0;
}
- real_t angular_damp = 1.0 - p_step * area_angular_damp;
+ real_t angular_damp = 1.0 - p_step * total_angular_damp;
if (angular_damp < 0) { // reached zero in the given time
angular_damp = 0;
@@ -514,8 +592,6 @@ void Body2DSW::integrate_forces(real_t p_step) {
}
}
- //motion=linear_velocity*p_step;
-
biased_angular_velocity = 0;
biased_linear_velocity = Vector2();
@@ -523,12 +599,10 @@ void Body2DSW::integrate_forces(real_t p_step) {
_update_shapes_with_motion(motion);
}
- // damp_area=nullptr; // clear the area, so it is set in the next frame
- def_area = nullptr; // clear the area, so it is set in the next frame
contact_count = 0;
}
-void Body2DSW::integrate_velocities(real_t p_step) {
+void GodotBody2D::integrate_velocities(real_t p_step) {
if (mode == PhysicsServer2D::BODY_MODE_STATIC) {
return;
}
@@ -549,17 +623,13 @@ void Body2DSW::integrate_velocities(real_t p_step) {
real_t total_angular_velocity = angular_velocity + biased_angular_velocity;
Vector2 total_linear_velocity = linear_velocity + biased_linear_velocity;
- real_t angle = get_transform().get_rotation() + total_angular_velocity * p_step;
+ real_t angle_delta = total_angular_velocity * p_step;
+ real_t angle = get_transform().get_rotation() + angle_delta;
Vector2 pos = get_transform().get_origin() + total_linear_velocity * p_step;
- real_t center_of_mass_distance = center_of_mass.length();
- if (center_of_mass_distance > CMP_EPSILON) {
+ if (center_of_mass.length_squared() > CMP_EPSILON2) {
// Calculate displacement due to center of mass offset.
- real_t prev_angle = get_transform().get_rotation();
- real_t angle_base = Math::atan2(center_of_mass.y, center_of_mass.x);
- Vector2 point1(Math::cos(angle_base + prev_angle), Math::sin(angle_base + prev_angle));
- Vector2 point2(Math::cos(angle_base + angle), Math::sin(angle_base + angle));
- pos += center_of_mass_distance * (point1 - point2);
+ pos += center_of_mass - center_of_mass.rotated(angle_delta);
}
_set_transform(Transform2D(angle, pos), continuous_cd_mode == PhysicsServer2D::CCD_MODE_DISABLED);
@@ -568,19 +638,21 @@ void Body2DSW::integrate_velocities(real_t p_step) {
if (continuous_cd_mode != PhysicsServer2D::CCD_MODE_DISABLED) {
new_transform = get_transform();
}
+
+ _update_transform_dependent();
}
-void Body2DSW::wakeup_neighbours() {
- for (const Pair<Constraint2DSW *, int> &E : constraint_list) {
- const Constraint2DSW *c = E.first;
- Body2DSW **n = c->get_body_ptr();
+void GodotBody2D::wakeup_neighbours() {
+ for (const Pair<GodotConstraint2D *, int> &E : constraint_list) {
+ const GodotConstraint2D *c = E.first;
+ GodotBody2D **n = c->get_body_ptr();
int bc = c->get_body_count();
for (int i = 0; i < bc; i++) {
if (i == E.second) {
continue;
}
- Body2DSW *b = n[i];
+ GodotBody2D *b = n[i];
if (b->mode < PhysicsServer2D::BODY_MODE_DYNAMIC) {
continue;
}
@@ -592,7 +664,7 @@ void Body2DSW::wakeup_neighbours() {
}
}
-void Body2DSW::call_queries() {
+void GodotBody2D::call_queries() {
if (fi_callback_data) {
if (!fi_callback_data->callable.get_object()) {
set_force_integration_callback(Callable());
@@ -616,7 +688,7 @@ void Body2DSW::call_queries() {
}
}
-bool Body2DSW::sleep_test(real_t p_step) {
+bool GodotBody2D::sleep_test(real_t p_step) {
if (mode == PhysicsServer2D::BODY_MODE_STATIC || mode == PhysicsServer2D::BODY_MODE_KINEMATIC) {
return true;
} else if (!can_sleep) {
@@ -633,12 +705,12 @@ bool Body2DSW::sleep_test(real_t p_step) {
}
}
-void Body2DSW::set_state_sync_callback(void *p_instance, PhysicsServer2D::BodyStateCallback p_callback) {
+void GodotBody2D::set_state_sync_callback(void *p_instance, PhysicsServer2D::BodyStateCallback p_callback) {
body_state_callback_instance = p_instance;
body_state_callback = p_callback;
}
-void Body2DSW::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) {
+void GodotBody2D::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) {
if (p_callable.get_object()) {
if (!fi_callback_data) {
fi_callback_data = memnew(ForceIntegrationCallbackData);
@@ -651,23 +723,23 @@ void Body2DSW::set_force_integration_callback(const Callable &p_callable, const
}
}
-PhysicsDirectBodyState2DSW *Body2DSW::get_direct_state() {
+GodotPhysicsDirectBodyState2D *GodotBody2D::get_direct_state() {
if (!direct_state) {
- direct_state = memnew(PhysicsDirectBodyState2DSW);
+ direct_state = memnew(GodotPhysicsDirectBodyState2D);
direct_state->body = this;
}
return direct_state;
}
-Body2DSW::Body2DSW() :
- CollisionObject2DSW(TYPE_BODY),
+GodotBody2D::GodotBody2D() :
+ GodotCollisionObject2D(TYPE_BODY),
active_list(this),
mass_properties_update_list(this),
direct_state_query_list(this) {
_set_static(false);
}
-Body2DSW::~Body2DSW() {
+GodotBody2D::~GodotBody2D() {
if (fi_callback_data) {
memdelete(fi_callback_data);
}
diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/godot_body_2d.h
index 822ff76fae..d1dbf92c1b 100644
--- a/servers/physics_2d/body_2d_sw.h
+++ b/servers/physics_2d/godot_body_2d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* body_2d_sw.h */
+/* godot_body_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,19 +28,20 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef BODY_2D_SW_H
-#define BODY_2D_SW_H
+#ifndef GODOT_BODY_2D_H
+#define GODOT_BODY_2D_H
+
+#include "godot_area_2d.h"
+#include "godot_collision_object_2d.h"
-#include "area_2d_sw.h"
-#include "collision_object_2d_sw.h"
#include "core/templates/list.h"
#include "core/templates/pair.h"
#include "core/templates/vset.h"
-class Constraint2DSW;
-class PhysicsDirectBodyState2DSW;
+class GodotConstraint2D;
+class GodotPhysicsDirectBodyState2D;
-class Body2DSW : public CollisionObject2DSW {
+class GodotBody2D : public GodotCollisionObject2D {
PhysicsServer2D::BodyMode mode = PhysicsServer2D::BODY_MODE_DYNAMIC;
Vector2 biased_linear_velocity;
@@ -52,8 +53,15 @@ class Body2DSW : public CollisionObject2DSW {
Vector2 constant_linear_velocity;
real_t constant_angular_velocity = 0.0;
- real_t linear_damp = -1.0;
- real_t angular_damp = -1.0;
+ PhysicsServer2D::BodyDampMode linear_damp_mode = PhysicsServer2D::BODY_DAMP_MODE_COMBINE;
+ PhysicsServer2D::BodyDampMode angular_damp_mode = PhysicsServer2D::BODY_DAMP_MODE_COMBINE;
+
+ real_t linear_damp = 0.0;
+ real_t angular_damp = 0.0;
+
+ real_t total_linear_damp = 0.0;
+ real_t total_angular_damp = 0.0;
+
real_t gravity_scale = 1.0;
real_t bounce = 0.0;
@@ -65,23 +73,22 @@ class Body2DSW : public CollisionObject2DSW {
real_t inertia = 0.0;
real_t _inv_inertia = 0.0;
+ Vector2 center_of_mass_local;
Vector2 center_of_mass;
bool calculate_inertia = true;
bool calculate_center_of_mass = true;
Vector2 gravity;
- real_t area_linear_damp = 0.0;
- real_t area_angular_damp = 0.0;
real_t still_time = 0.0;
Vector2 applied_force;
real_t applied_torque = 0.0;
- SelfList<Body2DSW> active_list;
- SelfList<Body2DSW> mass_properties_update_list;
- SelfList<Body2DSW> direct_state_query_list;
+ SelfList<GodotBody2D> active_list;
+ SelfList<GodotBody2D> mass_properties_update_list;
+ SelfList<GodotBody2D> direct_state_query_list;
VSet<RID> exceptions;
PhysicsServer2D::CCDMode continuous_cd_mode = PhysicsServer2D::CCD_MODE_DISABLED;
@@ -93,15 +100,15 @@ class Body2DSW : public CollisionObject2DSW {
virtual void _shapes_changed();
Transform2D new_transform;
- List<Pair<Constraint2DSW *, int>> constraint_list;
+ List<Pair<GodotConstraint2D *, int>> constraint_list;
struct AreaCMP {
- Area2DSW *area = nullptr;
+ GodotArea2D *area = nullptr;
int refCount = 0;
_FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); }
_FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); }
_FORCE_INLINE_ AreaCMP() {}
- _FORCE_INLINE_ AreaCMP(Area2DSW *p_area) {
+ _FORCE_INLINE_ AreaCMP(GodotArea2D *p_area) {
area = p_area;
refCount = 1;
}
@@ -134,21 +141,21 @@ class Body2DSW : public CollisionObject2DSW {
ForceIntegrationCallbackData *fi_callback_data = nullptr;
- PhysicsDirectBodyState2DSW *direct_state = nullptr;
+ GodotPhysicsDirectBodyState2D *direct_state = nullptr;
uint64_t island_step = 0;
- _FORCE_INLINE_ void _compute_area_gravity_and_damping(const Area2DSW *p_area);
+ void _update_transform_dependent();
- friend class PhysicsDirectBodyState2DSW; // i give up, too many functions to expose
+ friend class GodotPhysicsDirectBodyState2D; // i give up, too many functions to expose
public:
void set_state_sync_callback(void *p_instance, PhysicsServer2D::BodyStateCallback p_callback);
void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant());
- PhysicsDirectBodyState2DSW *get_direct_state();
+ GodotPhysicsDirectBodyState2D *get_direct_state();
- _FORCE_INLINE_ void add_area(Area2DSW *p_area) {
+ _FORCE_INLINE_ void add_area(GodotArea2D *p_area) {
int index = areas.find(AreaCMP(p_area));
if (index > -1) {
areas.write[index].refCount += 1;
@@ -157,7 +164,7 @@ public:
}
}
- _FORCE_INLINE_ void remove_area(Area2DSW *p_area) {
+ _FORCE_INLINE_ void remove_area(GodotArea2D *p_area) {
int index = areas.find(AreaCMP(p_area));
if (index > -1) {
areas.write[index].refCount -= 1;
@@ -188,9 +195,9 @@ public:
_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
- _FORCE_INLINE_ void add_constraint(Constraint2DSW *p_constraint, int p_pos) { constraint_list.push_back({ p_constraint, p_pos }); }
- _FORCE_INLINE_ void remove_constraint(Constraint2DSW *p_constraint, int p_pos) { constraint_list.erase({ p_constraint, p_pos }); }
- const List<Pair<Constraint2DSW *, int>> &get_constraint_list() const { return constraint_list; }
+ _FORCE_INLINE_ void add_constraint(GodotConstraint2D *p_constraint, int p_pos) { constraint_list.push_back({ p_constraint, p_pos }); }
+ _FORCE_INLINE_ void remove_constraint(GodotConstraint2D *p_constraint, int p_pos) { constraint_list.erase({ p_constraint, p_pos }); }
+ const List<Pair<GodotConstraint2D *, int>> &get_constraint_list() const { return constraint_list; }
_FORCE_INLINE_ void clear_constraint_list() { constraint_list.clear(); }
_FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration = p_omit_force_integration; }
@@ -267,19 +274,17 @@ public:
_FORCE_INLINE_ void set_continuous_collision_detection_mode(PhysicsServer2D::CCDMode p_mode) { continuous_cd_mode = p_mode; }
_FORCE_INLINE_ PhysicsServer2D::CCDMode get_continuous_collision_detection_mode() const { return continuous_cd_mode; }
- void set_space(Space2DSW *p_space);
+ void set_space(GodotSpace2D *p_space);
void update_mass_properties();
void reset_mass_properties();
- _FORCE_INLINE_ Vector2 get_center_of_mass() const { return center_of_mass; }
+ _FORCE_INLINE_ const Vector2 &get_center_of_mass() const { return center_of_mass; }
+ _FORCE_INLINE_ const Vector2 &get_center_of_mass_local() const { return center_of_mass_local; }
_FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; }
_FORCE_INLINE_ real_t get_inv_inertia() const { return _inv_inertia; }
_FORCE_INLINE_ real_t get_friction() const { return friction; }
- _FORCE_INLINE_ Vector2 get_gravity() const { return gravity; }
_FORCE_INLINE_ real_t get_bounce() const { return bounce; }
- _FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; }
- _FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; }
void integrate_forces(real_t p_step);
void integrate_velocities(real_t p_step);
@@ -302,13 +307,13 @@ public:
bool sleep_test(real_t p_step);
- Body2DSW();
- ~Body2DSW();
+ GodotBody2D();
+ ~GodotBody2D();
};
//add contact inline
-void Body2DSW::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos) {
+void GodotBody2D::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos) {
int c_max = contacts.size();
if (c_max == 0) {
@@ -350,4 +355,4 @@ void Body2DSW::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_no
c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos;
}
-#endif // BODY_2D_SW_H
+#endif // GODOT_BODY_2D_H
diff --git a/servers/physics_2d/body_direct_state_2d_sw.cpp b/servers/physics_2d/godot_body_direct_state_2d.cpp
index b0673b9006..9c9bd56268 100644
--- a/servers/physics_2d/body_direct_state_2d_sw.cpp
+++ b/servers/physics_2d/godot_body_direct_state_2d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* body_direct_state_2d_sw.cpp */
+/* godot_body_direct_state_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,151 +28,155 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "body_direct_state_2d_sw.h"
+#include "godot_body_direct_state_2d.h"
-#include "body_2d_sw.h"
-#include "physics_server_2d_sw.h"
-#include "space_2d_sw.h"
+#include "godot_body_2d.h"
+#include "godot_physics_server_2d.h"
+#include "godot_space_2d.h"
-Vector2 PhysicsDirectBodyState2DSW::get_total_gravity() const {
+Vector2 GodotPhysicsDirectBodyState2D::get_total_gravity() const {
return body->gravity;
}
-real_t PhysicsDirectBodyState2DSW::get_total_angular_damp() const {
- return body->area_angular_damp;
+real_t GodotPhysicsDirectBodyState2D::get_total_angular_damp() const {
+ return body->total_angular_damp;
}
-real_t PhysicsDirectBodyState2DSW::get_total_linear_damp() const {
- return body->area_linear_damp;
+real_t GodotPhysicsDirectBodyState2D::get_total_linear_damp() const {
+ return body->total_linear_damp;
}
-Vector2 PhysicsDirectBodyState2DSW::get_center_of_mass() const {
+Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass() const {
return body->get_center_of_mass();
}
-real_t PhysicsDirectBodyState2DSW::get_inverse_mass() const {
+Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass_local() const {
+ return body->get_center_of_mass_local();
+}
+
+real_t GodotPhysicsDirectBodyState2D::get_inverse_mass() const {
return body->get_inv_mass();
}
-real_t PhysicsDirectBodyState2DSW::get_inverse_inertia() const {
+real_t GodotPhysicsDirectBodyState2D::get_inverse_inertia() const {
return body->get_inv_inertia();
}
-void PhysicsDirectBodyState2DSW::set_linear_velocity(const Vector2 &p_velocity) {
+void GodotPhysicsDirectBodyState2D::set_linear_velocity(const Vector2 &p_velocity) {
body->wakeup();
body->set_linear_velocity(p_velocity);
}
-Vector2 PhysicsDirectBodyState2DSW::get_linear_velocity() const {
+Vector2 GodotPhysicsDirectBodyState2D::get_linear_velocity() const {
return body->get_linear_velocity();
}
-void PhysicsDirectBodyState2DSW::set_angular_velocity(real_t p_velocity) {
+void GodotPhysicsDirectBodyState2D::set_angular_velocity(real_t p_velocity) {
body->wakeup();
body->set_angular_velocity(p_velocity);
}
-real_t PhysicsDirectBodyState2DSW::get_angular_velocity() const {
+real_t GodotPhysicsDirectBodyState2D::get_angular_velocity() const {
return body->get_angular_velocity();
}
-void PhysicsDirectBodyState2DSW::set_transform(const Transform2D &p_transform) {
+void GodotPhysicsDirectBodyState2D::set_transform(const Transform2D &p_transform) {
body->set_state(PhysicsServer2D::BODY_STATE_TRANSFORM, p_transform);
}
-Transform2D PhysicsDirectBodyState2DSW::get_transform() const {
+Transform2D GodotPhysicsDirectBodyState2D::get_transform() const {
return body->get_transform();
}
-Vector2 PhysicsDirectBodyState2DSW::get_velocity_at_local_position(const Vector2 &p_position) const {
+Vector2 GodotPhysicsDirectBodyState2D::get_velocity_at_local_position(const Vector2 &p_position) const {
return body->get_velocity_in_local_point(p_position);
}
-void PhysicsDirectBodyState2DSW::add_central_force(const Vector2 &p_force) {
+void GodotPhysicsDirectBodyState2D::add_central_force(const Vector2 &p_force) {
body->wakeup();
body->add_central_force(p_force);
}
-void PhysicsDirectBodyState2DSW::add_force(const Vector2 &p_force, const Vector2 &p_position) {
+void GodotPhysicsDirectBodyState2D::add_force(const Vector2 &p_force, const Vector2 &p_position) {
body->wakeup();
body->add_force(p_force, p_position);
}
-void PhysicsDirectBodyState2DSW::add_torque(real_t p_torque) {
+void GodotPhysicsDirectBodyState2D::add_torque(real_t p_torque) {
body->wakeup();
body->add_torque(p_torque);
}
-void PhysicsDirectBodyState2DSW::apply_central_impulse(const Vector2 &p_impulse) {
+void GodotPhysicsDirectBodyState2D::apply_central_impulse(const Vector2 &p_impulse) {
body->wakeup();
body->apply_central_impulse(p_impulse);
}
-void PhysicsDirectBodyState2DSW::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
+void GodotPhysicsDirectBodyState2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
body->wakeup();
body->apply_impulse(p_impulse, p_position);
}
-void PhysicsDirectBodyState2DSW::apply_torque_impulse(real_t p_torque) {
+void GodotPhysicsDirectBodyState2D::apply_torque_impulse(real_t p_torque) {
body->wakeup();
body->apply_torque_impulse(p_torque);
}
-void PhysicsDirectBodyState2DSW::set_sleep_state(bool p_enable) {
+void GodotPhysicsDirectBodyState2D::set_sleep_state(bool p_enable) {
body->set_active(!p_enable);
}
-bool PhysicsDirectBodyState2DSW::is_sleeping() const {
+bool GodotPhysicsDirectBodyState2D::is_sleeping() const {
return !body->is_active();
}
-int PhysicsDirectBodyState2DSW::get_contact_count() const {
+int GodotPhysicsDirectBodyState2D::get_contact_count() const {
return body->contact_count;
}
-Vector2 PhysicsDirectBodyState2DSW::get_contact_local_position(int p_contact_idx) const {
+Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_position(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
return body->contacts[p_contact_idx].local_pos;
}
-Vector2 PhysicsDirectBodyState2DSW::get_contact_local_normal(int p_contact_idx) const {
+Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_normal(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
return body->contacts[p_contact_idx].local_normal;
}
-int PhysicsDirectBodyState2DSW::get_contact_local_shape(int p_contact_idx) const {
+int GodotPhysicsDirectBodyState2D::get_contact_local_shape(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1);
return body->contacts[p_contact_idx].local_shape;
}
-RID PhysicsDirectBodyState2DSW::get_contact_collider(int p_contact_idx) const {
+RID GodotPhysicsDirectBodyState2D::get_contact_collider(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID());
return body->contacts[p_contact_idx].collider;
}
-Vector2 PhysicsDirectBodyState2DSW::get_contact_collider_position(int p_contact_idx) const {
+Vector2 GodotPhysicsDirectBodyState2D::get_contact_collider_position(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
return body->contacts[p_contact_idx].collider_pos;
}
-ObjectID PhysicsDirectBodyState2DSW::get_contact_collider_id(int p_contact_idx) const {
+ObjectID GodotPhysicsDirectBodyState2D::get_contact_collider_id(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID());
return body->contacts[p_contact_idx].collider_instance_id;
}
-int PhysicsDirectBodyState2DSW::get_contact_collider_shape(int p_contact_idx) const {
+int GodotPhysicsDirectBodyState2D::get_contact_collider_shape(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0);
return body->contacts[p_contact_idx].collider_shape;
}
-Vector2 PhysicsDirectBodyState2DSW::get_contact_collider_velocity_at_position(int p_contact_idx) const {
+Vector2 GodotPhysicsDirectBodyState2D::get_contact_collider_velocity_at_position(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
return body->contacts[p_contact_idx].collider_velocity_at_pos;
}
-PhysicsDirectSpaceState2D *PhysicsDirectBodyState2DSW::get_space_state() {
+PhysicsDirectSpaceState2D *GodotPhysicsDirectBodyState2D::get_space_state() {
return body->get_space()->get_direct_state();
}
-real_t PhysicsDirectBodyState2DSW::get_step() const {
+real_t GodotPhysicsDirectBodyState2D::get_step() const {
return body->get_space()->get_last_step();
}
diff --git a/servers/physics_2d/body_direct_state_2d_sw.h b/servers/physics_2d/godot_body_direct_state_2d.h
index 4266b24842..ff25205d52 100644
--- a/servers/physics_2d/body_direct_state_2d_sw.h
+++ b/servers/physics_2d/godot_body_direct_state_2d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* body_direct_state_2d_sw.h */
+/* godot_body_direct_state_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,24 +28,25 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef BODY_DIRECT_STATE_2D_SW_H
-#define BODY_DIRECT_STATE_2D_SW_H
+#ifndef GODOT_BODY_DIRECT_STATE_2D_H
+#define GODOT_BODY_DIRECT_STATE_2D_H
#include "servers/physics_server_2d.h"
-class Body2DSW;
+class GodotBody2D;
-class PhysicsDirectBodyState2DSW : public PhysicsDirectBodyState2D {
- GDCLASS(PhysicsDirectBodyState2DSW, PhysicsDirectBodyState2D);
+class GodotPhysicsDirectBodyState2D : public PhysicsDirectBodyState2D {
+ GDCLASS(GodotPhysicsDirectBodyState2D, PhysicsDirectBodyState2D);
public:
- Body2DSW *body = nullptr;
+ GodotBody2D *body = nullptr;
virtual Vector2 get_total_gravity() const override;
virtual real_t get_total_angular_damp() const override;
virtual real_t get_total_linear_damp() const override;
virtual Vector2 get_center_of_mass() const override;
+ virtual Vector2 get_center_of_mass_local() const override;
virtual real_t get_inverse_mass() const override;
virtual real_t get_inverse_inertia() const override;
@@ -88,4 +89,4 @@ public:
virtual real_t get_step() const override;
};
-#endif // BODY_2D_SW_H
+#endif // GODOT_BODY_DIRECT_STATE_2D_H
diff --git a/servers/physics_2d/body_pair_2d_sw.cpp b/servers/physics_2d/godot_body_pair_2d.cpp
index 8bcc4609f4..97eeefbfe6 100644
--- a/servers/physics_2d/body_pair_2d_sw.cpp
+++ b/servers/physics_2d/godot_body_pair_2d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* body_pair_2d_sw.cpp */
+/* godot_body_pair_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,20 +28,20 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "body_pair_2d_sw.h"
-#include "collision_solver_2d_sw.h"
-#include "space_2d_sw.h"
+#include "godot_body_pair_2d.h"
+#include "godot_collision_solver_2d.h"
+#include "godot_space_2d.h"
#define POSITION_CORRECTION
#define ACCUMULATE_IMPULSES
-void BodyPair2DSW::_add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self) {
- BodyPair2DSW *self = (BodyPair2DSW *)p_self;
+void GodotBodyPair2D::_add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self) {
+ GodotBodyPair2D *self = (GodotBodyPair2D *)p_self;
self->_contact_added_callback(p_point_A, p_point_B);
}
-void BodyPair2DSW::_contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B) {
+void GodotBodyPair2D::_contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B) {
// check if we already have the contact
Vector2 local_A = A->get_inv_transform().basis_xform(p_point_A);
@@ -121,7 +121,7 @@ void BodyPair2DSW::_contact_added_callback(const Vector2 &p_point_A, const Vecto
}
}
-void BodyPair2DSW::_validate_contacts() {
+void GodotBodyPair2D::_validate_contacts() {
//make sure to erase contacts that are no longer valid
real_t max_separation = space->get_contact_max_separation();
@@ -164,7 +164,7 @@ void BodyPair2DSW::_validate_contacts() {
}
}
-bool BodyPair2DSW::_test_ccd(real_t p_step, Body2DSW *p_A, int p_shape_A, const Transform2D &p_xform_A, Body2DSW *p_B, int p_shape_B, const Transform2D &p_xform_B, bool p_swap_result) {
+bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, const Transform2D &p_xform_A, GodotBody2D *p_B, int p_shape_B, const Transform2D &p_xform_B, bool p_swap_result) {
Vector2 motion = p_A->get_linear_velocity() * p_step;
real_t mlen = motion.length();
if (mlen < CMP_EPSILON) {
@@ -217,15 +217,15 @@ bool BodyPair2DSW::_test_ccd(real_t p_step, Body2DSW *p_A, int p_shape_A, const
return true;
}
-real_t combine_bounce(Body2DSW *A, Body2DSW *B) {
+real_t combine_bounce(GodotBody2D *A, GodotBody2D *B) {
return CLAMP(A->get_bounce() + B->get_bounce(), 0, 1);
}
-real_t combine_friction(Body2DSW *A, Body2DSW *B) {
+real_t combine_friction(GodotBody2D *A, GodotBody2D *B) {
return ABS(MIN(A->get_friction(), B->get_friction()));
}
-bool BodyPair2DSW::setup(real_t p_step) {
+bool GodotBodyPair2D::setup(real_t p_step) {
if (!A->interacts_with(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self())) {
collided = false;
return false;
@@ -257,8 +257,8 @@ bool BodyPair2DSW::setup(real_t p_step) {
xform_Bu.elements[2] -= offset_A;
Transform2D xform_B = xform_Bu * B->get_shape_transform(shape_B);
- Shape2DSW *shape_A_ptr = A->get_shape(shape_A);
- Shape2DSW *shape_B_ptr = B->get_shape(shape_B);
+ GodotShape2D *shape_A_ptr = A->get_shape(shape_A);
+ GodotShape2D *shape_B_ptr = B->get_shape(shape_B);
Vector2 motion_A, motion_B;
@@ -271,7 +271,7 @@ bool BodyPair2DSW::setup(real_t p_step) {
bool prev_collided = collided;
- collided = CollisionSolver2DSW::solve(shape_A_ptr, xform_A, motion_A, shape_B_ptr, xform_B, motion_B, _add_contact, this, &sep_axis);
+ collided = GodotCollisionSolver2D::solve(shape_A_ptr, xform_A, motion_A, shape_B_ptr, xform_B, motion_B, _add_contact, this, &sep_axis);
if (!collided) {
//test ccd (currently just a raycast)
@@ -344,7 +344,7 @@ bool BodyPair2DSW::setup(real_t p_step) {
return true;
}
-bool BodyPair2DSW::pre_solve(real_t p_step) {
+bool GodotBodyPair2D::pre_solve(real_t p_step) {
if (!collided || oneway_disabled) {
return false;
}
@@ -353,8 +353,8 @@ bool BodyPair2DSW::pre_solve(real_t p_step) {
real_t bias = 0.3;
- Shape2DSW *shape_A_ptr = A->get_shape(shape_A);
- Shape2DSW *shape_B_ptr = B->get_shape(shape_B);
+ GodotShape2D *shape_A_ptr = A->get_shape(shape_A);
+ GodotShape2D *shape_B_ptr = B->get_shape(shape_B);
if (shape_A_ptr->get_custom_bias() || shape_B_ptr->get_custom_bias()) {
if (shape_A_ptr->get_custom_bias() == 0) {
@@ -466,7 +466,7 @@ bool BodyPair2DSW::pre_solve(real_t p_step) {
return do_process;
}
-void BodyPair2DSW::solve(real_t p_step) {
+void GodotBodyPair2D::solve(real_t p_step) {
if (!collided || oneway_disabled) {
return;
}
@@ -528,8 +528,8 @@ void BodyPair2DSW::solve(real_t p_step) {
}
}
-BodyPair2DSW::BodyPair2DSW(Body2DSW *p_A, int p_shape_A, Body2DSW *p_B, int p_shape_B) :
- Constraint2DSW(_arr, 2) {
+GodotBodyPair2D::GodotBodyPair2D(GodotBody2D *p_A, int p_shape_A, GodotBody2D *p_B, int p_shape_B) :
+ GodotConstraint2D(_arr, 2) {
A = p_A;
B = p_B;
shape_A = p_shape_A;
@@ -539,7 +539,7 @@ BodyPair2DSW::BodyPair2DSW(Body2DSW *p_A, int p_shape_A, Body2DSW *p_B, int p_sh
B->add_constraint(this, 1);
}
-BodyPair2DSW::~BodyPair2DSW() {
+GodotBodyPair2D::~GodotBodyPair2D() {
A->remove_constraint(this, 0);
B->remove_constraint(this, 1);
}
diff --git a/servers/physics_2d/body_pair_2d_sw.h b/servers/physics_2d/godot_body_pair_2d.h
index db4f3eba69..0938ab542b 100644
--- a/servers/physics_2d/body_pair_2d_sw.h
+++ b/servers/physics_2d/godot_body_pair_2d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* body_pair_2d_sw.h */
+/* godot_body_pair_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,23 +28,23 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef BODY_PAIR_2D_SW_H
-#define BODY_PAIR_2D_SW_H
+#ifndef GODOT_BODY_PAIR_2D_H
+#define GODOT_BODY_PAIR_2D_H
-#include "body_2d_sw.h"
-#include "constraint_2d_sw.h"
+#include "godot_body_2d.h"
+#include "godot_constraint_2d.h"
-class BodyPair2DSW : public Constraint2DSW {
+class GodotBodyPair2D : public GodotConstraint2D {
enum {
MAX_CONTACTS = 2
};
union {
struct {
- Body2DSW *A;
- Body2DSW *B;
+ GodotBody2D *A;
+ GodotBody2D *B;
};
- Body2DSW *_arr[2] = { nullptr, nullptr };
+ GodotBody2D *_arr[2] = { nullptr, nullptr };
};
int shape_A = 0;
@@ -53,7 +53,7 @@ class BodyPair2DSW : public Constraint2DSW {
bool collide_A = false;
bool collide_B = false;
- Space2DSW *space = nullptr;
+ GodotSpace2D *space = nullptr;
struct Contact {
Vector2 position;
@@ -81,7 +81,7 @@ class BodyPair2DSW : public Constraint2DSW {
bool oneway_disabled = false;
bool report_contacts_only = false;
- bool _test_ccd(real_t p_step, Body2DSW *p_A, int p_shape_A, const Transform2D &p_xform_A, Body2DSW *p_B, int p_shape_B, const Transform2D &p_xform_B, bool p_swap_result = false);
+ bool _test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, const Transform2D &p_xform_A, GodotBody2D *p_B, int p_shape_B, const Transform2D &p_xform_B, bool p_swap_result = false);
void _validate_contacts();
static void _add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self);
_FORCE_INLINE_ void _contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B);
@@ -91,8 +91,8 @@ public:
virtual bool pre_solve(real_t p_step) override;
virtual void solve(real_t p_step) override;
- BodyPair2DSW(Body2DSW *p_A, int p_shape_A, Body2DSW *p_B, int p_shape_B);
- ~BodyPair2DSW();
+ GodotBodyPair2D(GodotBody2D *p_A, int p_shape_A, GodotBody2D *p_B, int p_shape_B);
+ ~GodotBodyPair2D();
};
-#endif // BODY_PAIR_2D_SW_H
+#endif // GODOT_BODY_PAIR_2D_H
diff --git a/servers/physics_2d/broad_phase_2d_sw.cpp b/servers/physics_2d/godot_broad_phase_2d.cpp
index 7f0af48b1f..4b35f8d996 100644
--- a/servers/physics_2d/broad_phase_2d_sw.cpp
+++ b/servers/physics_2d/godot_broad_phase_2d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* broad_phase_2d_sw.cpp */
+/* godot_broad_phase_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,9 +28,9 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "broad_phase_2d_sw.h"
+#include "godot_broad_phase_2d.h"
-BroadPhase2DSW::CreateFunction BroadPhase2DSW::create_func = nullptr;
+GodotBroadPhase2D::CreateFunction GodotBroadPhase2D::create_func = nullptr;
-BroadPhase2DSW::~BroadPhase2DSW() {
+GodotBroadPhase2D::~GodotBroadPhase2D() {
}
diff --git a/servers/physics_2d/broad_phase_2d_sw.h b/servers/physics_2d/godot_broad_phase_2d.h
index 0f82f06b9c..7017a6e41f 100644
--- a/servers/physics_2d/broad_phase_2d_sw.h
+++ b/servers/physics_2d/godot_broad_phase_2d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* broad_phase_2d_sw.h */
+/* godot_broad_phase_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,44 +28,44 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef BROAD_PHASE_2D_SW_H
-#define BROAD_PHASE_2D_SW_H
+#ifndef GODOT_BROAD_PHASE_2D_H
+#define GODOT_BROAD_PHASE_2D_H
#include "core/math/math_funcs.h"
#include "core/math/rect2.h"
-class CollisionObject2DSW;
+class GodotCollisionObject2D;
-class BroadPhase2DSW {
+class GodotBroadPhase2D {
public:
- typedef BroadPhase2DSW *(*CreateFunction)();
+ typedef GodotBroadPhase2D *(*CreateFunction)();
static CreateFunction create_func;
typedef uint32_t ID;
- typedef void *(*PairCallback)(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_userdata);
- typedef void (*UnpairCallback)(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_data, void *p_userdata);
+ typedef void *(*PairCallback)(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_userdata);
+ typedef void (*UnpairCallback)(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_userdata);
// 0 is an invalid ID
- virtual ID create(CollisionObject2DSW *p_object_, int p_subindex = 0, const Rect2 &p_aabb = Rect2(), bool p_static = false) = 0;
+ virtual ID create(GodotCollisionObject2D *p_object_, int p_subindex = 0, const Rect2 &p_aabb = Rect2(), bool p_static = false) = 0;
virtual void move(ID p_id, const Rect2 &p_aabb) = 0;
virtual void set_static(ID p_id, bool p_static) = 0;
virtual void remove(ID p_id) = 0;
- virtual CollisionObject2DSW *get_object(ID p_id) const = 0;
+ virtual GodotCollisionObject2D *get_object(ID p_id) const = 0;
virtual bool is_static(ID p_id) const = 0;
virtual int get_subindex(ID p_id) const = 0;
- virtual int cull_segment(const Vector2 &p_from, const Vector2 &p_to, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices = nullptr) = 0;
- virtual int cull_aabb(const Rect2 &p_aabb, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices = nullptr) = 0;
+ virtual int cull_segment(const Vector2 &p_from, const Vector2 &p_to, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices = nullptr) = 0;
+ virtual int cull_aabb(const Rect2 &p_aabb, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices = nullptr) = 0;
virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata) = 0;
virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) = 0;
virtual void update() = 0;
- virtual ~BroadPhase2DSW();
+ virtual ~GodotBroadPhase2D();
};
-#endif // BROAD_PHASE_2D_SW_H
+#endif // GODOT_BROAD_PHASE_2D_H
diff --git a/servers/physics_2d/broad_phase_2d_bvh.cpp b/servers/physics_2d/godot_broad_phase_2d_bvh.cpp
index 0df7086c5a..9ec6b0a6b7 100644
--- a/servers/physics_2d/broad_phase_2d_bvh.cpp
+++ b/servers/physics_2d/godot_broad_phase_2d_bvh.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* broad_phase_2d_bvh.cpp */
+/* godot_broad_phase_2d_bvh.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,51 +28,51 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "broad_phase_2d_bvh.h"
-#include "collision_object_2d_sw.h"
+#include "godot_broad_phase_2d_bvh.h"
+#include "godot_collision_object_2d.h"
-BroadPhase2DSW::ID BroadPhase2DBVH::create(CollisionObject2DSW *p_object, int p_subindex, const Rect2 &p_aabb, bool p_static) {
+GodotBroadPhase2D::ID GodotBroadPhase2DBVH::create(GodotCollisionObject2D *p_object, int p_subindex, const Rect2 &p_aabb, bool p_static) {
ID oid = bvh.create(p_object, true, p_aabb, p_subindex, !p_static, 1 << p_object->get_type(), p_static ? 0 : 0xFFFFF); // Pair everything, don't care?
return oid + 1;
}
-void BroadPhase2DBVH::move(ID p_id, const Rect2 &p_aabb) {
+void GodotBroadPhase2DBVH::move(ID p_id, const Rect2 &p_aabb) {
bvh.move(p_id - 1, p_aabb);
}
-void BroadPhase2DBVH::set_static(ID p_id, bool p_static) {
- CollisionObject2DSW *it = bvh.get(p_id - 1);
+void GodotBroadPhase2DBVH::set_static(ID p_id, bool p_static) {
+ GodotCollisionObject2D *it = bvh.get(p_id - 1);
bvh.set_pairable(p_id - 1, !p_static, 1 << it->get_type(), p_static ? 0 : 0xFFFFF, false); // Pair everything, don't care?
}
-void BroadPhase2DBVH::remove(ID p_id) {
+void GodotBroadPhase2DBVH::remove(ID p_id) {
bvh.erase(p_id - 1);
}
-CollisionObject2DSW *BroadPhase2DBVH::get_object(ID p_id) const {
- CollisionObject2DSW *it = bvh.get(p_id - 1);
+GodotCollisionObject2D *GodotBroadPhase2DBVH::get_object(ID p_id) const {
+ GodotCollisionObject2D *it = bvh.get(p_id - 1);
ERR_FAIL_COND_V(!it, nullptr);
return it;
}
-bool BroadPhase2DBVH::is_static(ID p_id) const {
+bool GodotBroadPhase2DBVH::is_static(ID p_id) const {
return !bvh.is_pairable(p_id - 1);
}
-int BroadPhase2DBVH::get_subindex(ID p_id) const {
+int GodotBroadPhase2DBVH::get_subindex(ID p_id) const {
return bvh.get_subindex(p_id - 1);
}
-int BroadPhase2DBVH::cull_segment(const Vector2 &p_from, const Vector2 &p_to, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices) {
+int GodotBroadPhase2DBVH::cull_segment(const Vector2 &p_from, const Vector2 &p_to, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices) {
return bvh.cull_segment(p_from, p_to, p_results, p_max_results, p_result_indices);
}
-int BroadPhase2DBVH::cull_aabb(const Rect2 &p_aabb, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices) {
+int GodotBroadPhase2DBVH::cull_aabb(const Rect2 &p_aabb, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices) {
return bvh.cull_aabb(p_aabb, p_results, p_max_results, p_result_indices);
}
-void *BroadPhase2DBVH::_pair_callback(void *self, uint32_t p_A, CollisionObject2DSW *p_object_A, int subindex_A, uint32_t p_B, CollisionObject2DSW *p_object_B, int subindex_B) {
- BroadPhase2DBVH *bpo = (BroadPhase2DBVH *)(self);
+void *GodotBroadPhase2DBVH::_pair_callback(void *self, uint32_t p_A, GodotCollisionObject2D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject2D *p_object_B, int subindex_B) {
+ GodotBroadPhase2DBVH *bpo = (GodotBroadPhase2DBVH *)(self);
if (!bpo->pair_callback) {
return nullptr;
}
@@ -80,8 +80,8 @@ void *BroadPhase2DBVH::_pair_callback(void *self, uint32_t p_A, CollisionObject2
return bpo->pair_callback(p_object_A, subindex_A, p_object_B, subindex_B, bpo->pair_userdata);
}
-void BroadPhase2DBVH::_unpair_callback(void *self, uint32_t p_A, CollisionObject2DSW *p_object_A, int subindex_A, uint32_t p_B, CollisionObject2DSW *p_object_B, int subindex_B, void *pairdata) {
- BroadPhase2DBVH *bpo = (BroadPhase2DBVH *)(self);
+void GodotBroadPhase2DBVH::_unpair_callback(void *self, uint32_t p_A, GodotCollisionObject2D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject2D *p_object_B, int subindex_B, void *pairdata) {
+ GodotBroadPhase2DBVH *bpo = (GodotBroadPhase2DBVH *)(self);
if (!bpo->unpair_callback) {
return;
}
@@ -89,25 +89,25 @@ void BroadPhase2DBVH::_unpair_callback(void *self, uint32_t p_A, CollisionObject
bpo->unpair_callback(p_object_A, subindex_A, p_object_B, subindex_B, pairdata, bpo->unpair_userdata);
}
-void BroadPhase2DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {
+void GodotBroadPhase2DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {
pair_callback = p_pair_callback;
pair_userdata = p_userdata;
}
-void BroadPhase2DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
+void GodotBroadPhase2DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
unpair_callback = p_unpair_callback;
unpair_userdata = p_userdata;
}
-void BroadPhase2DBVH::update() {
+void GodotBroadPhase2DBVH::update() {
bvh.update();
}
-BroadPhase2DSW *BroadPhase2DBVH::_create() {
- return memnew(BroadPhase2DBVH);
+GodotBroadPhase2D *GodotBroadPhase2DBVH::_create() {
+ return memnew(GodotBroadPhase2DBVH);
}
-BroadPhase2DBVH::BroadPhase2DBVH() {
+GodotBroadPhase2DBVH::GodotBroadPhase2DBVH() {
bvh.set_pair_callback(_pair_callback, this);
bvh.set_unpair_callback(_unpair_callback, this);
}
diff --git a/servers/physics_2d/broad_phase_2d_bvh.h b/servers/physics_2d/godot_broad_phase_2d_bvh.h
index ea02a98417..19b49f3499 100644
--- a/servers/physics_2d/broad_phase_2d_bvh.h
+++ b/servers/physics_2d/godot_broad_phase_2d_bvh.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* broad_phase_2d_bvh.h */
+/* godot_broad_phase_2d_bvh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,19 +28,20 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef BROAD_PHASE_2D_BVH_H
-#define BROAD_PHASE_2D_BVH_H
+#ifndef GODOT_BROAD_PHASE_2D_BVH_H
+#define GODOT_BROAD_PHASE_2D_BVH_H
+
+#include "godot_broad_phase_2d.h"
-#include "broad_phase_2d_sw.h"
#include "core/math/bvh.h"
#include "core/math/rect2.h"
#include "core/math/vector2.h"
-class BroadPhase2DBVH : public BroadPhase2DSW {
- BVH_Manager<CollisionObject2DSW, true, 128, Rect2, Vector2> bvh;
+class GodotBroadPhase2DBVH : public GodotBroadPhase2D {
+ BVH_Manager<GodotCollisionObject2D, true, 128, Rect2, Vector2> bvh;
- static void *_pair_callback(void *, uint32_t, CollisionObject2DSW *, int, uint32_t, CollisionObject2DSW *, int);
- static void _unpair_callback(void *, uint32_t, CollisionObject2DSW *, int, uint32_t, CollisionObject2DSW *, int, void *);
+ static void *_pair_callback(void *, uint32_t, GodotCollisionObject2D *, int, uint32_t, GodotCollisionObject2D *, int);
+ static void _unpair_callback(void *, uint32_t, GodotCollisionObject2D *, int, uint32_t, GodotCollisionObject2D *, int, void *);
PairCallback pair_callback = nullptr;
void *pair_userdata = nullptr;
@@ -49,25 +50,25 @@ class BroadPhase2DBVH : public BroadPhase2DSW {
public:
// 0 is an invalid ID
- virtual ID create(CollisionObject2DSW *p_object, int p_subindex = 0, const Rect2 &p_aabb = Rect2(), bool p_static = false);
+ virtual ID create(GodotCollisionObject2D *p_object, int p_subindex = 0, const Rect2 &p_aabb = Rect2(), bool p_static = false);
virtual void move(ID p_id, const Rect2 &p_aabb);
virtual void set_static(ID p_id, bool p_static);
virtual void remove(ID p_id);
- virtual CollisionObject2DSW *get_object(ID p_id) const;
+ virtual GodotCollisionObject2D *get_object(ID p_id) const;
virtual bool is_static(ID p_id) const;
virtual int get_subindex(ID p_id) const;
- virtual int cull_segment(const Vector2 &p_from, const Vector2 &p_to, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices = nullptr);
- virtual int cull_aabb(const Rect2 &p_aabb, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices = nullptr);
+ virtual int cull_segment(const Vector2 &p_from, const Vector2 &p_to, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices = nullptr);
+ virtual int cull_aabb(const Rect2 &p_aabb, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices = nullptr);
virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata);
virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata);
virtual void update();
- static BroadPhase2DSW *_create();
- BroadPhase2DBVH();
+ static GodotBroadPhase2D *_create();
+ GodotBroadPhase2DBVH();
};
-#endif // BROAD_PHASE_2D_BVH_H
+#endif // GODOT_BROAD_PHASE_2D_BVH_H
diff --git a/servers/physics_2d/collision_object_2d_sw.cpp b/servers/physics_2d/godot_collision_object_2d.cpp
index bc7d277152..3d4ebbedcd 100644
--- a/servers/physics_2d/collision_object_2d_sw.cpp
+++ b/servers/physics_2d/godot_collision_object_2d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* collision_object_2d_sw.cpp */
+/* godot_collision_object_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,11 +28,11 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "collision_object_2d_sw.h"
-#include "servers/physics_2d/physics_server_2d_sw.h"
-#include "space_2d_sw.h"
+#include "godot_collision_object_2d.h"
+#include "godot_physics_server_2d.h"
+#include "godot_space_2d.h"
-void CollisionObject2DSW::add_shape(Shape2DSW *p_shape, const Transform2D &p_transform, bool p_disabled) {
+void GodotCollisionObject2D::add_shape(GodotShape2D *p_shape, const Transform2D &p_transform, bool p_disabled) {
Shape s;
s.shape = p_shape;
s.xform = p_transform;
@@ -45,11 +45,11 @@ void CollisionObject2DSW::add_shape(Shape2DSW *p_shape, const Transform2D &p_tra
p_shape->add_owner(this);
if (!pending_shape_update_list.in_list()) {
- PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
}
-void CollisionObject2DSW::set_shape(int p_index, Shape2DSW *p_shape) {
+void GodotCollisionObject2D::set_shape(int p_index, GodotShape2D *p_shape) {
ERR_FAIL_INDEX(p_index, shapes.size());
shapes[p_index].shape->remove_owner(this);
shapes.write[p_index].shape = p_shape;
@@ -57,25 +57,25 @@ void CollisionObject2DSW::set_shape(int p_index, Shape2DSW *p_shape) {
p_shape->add_owner(this);
if (!pending_shape_update_list.in_list()) {
- PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
}
-void CollisionObject2DSW::set_shape_transform(int p_index, const Transform2D &p_transform) {
+void GodotCollisionObject2D::set_shape_transform(int p_index, const Transform2D &p_transform) {
ERR_FAIL_INDEX(p_index, shapes.size());
shapes.write[p_index].xform = p_transform;
shapes.write[p_index].xform_inv = p_transform.affine_inverse();
if (!pending_shape_update_list.in_list()) {
- PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
}
-void CollisionObject2DSW::set_shape_disabled(int p_idx, bool p_disabled) {
+void GodotCollisionObject2D::set_shape_disabled(int p_idx, bool p_disabled) {
ERR_FAIL_INDEX(p_idx, shapes.size());
- CollisionObject2DSW::Shape &shape = shapes.write[p_idx];
+ GodotCollisionObject2D::Shape &shape = shapes.write[p_idx];
if (shape.disabled == p_disabled) {
return;
}
@@ -90,16 +90,16 @@ void CollisionObject2DSW::set_shape_disabled(int p_idx, bool p_disabled) {
space->get_broadphase()->remove(shape.bpid);
shape.bpid = 0;
if (!pending_shape_update_list.in_list()) {
- PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
} else if (!p_disabled && shape.bpid == 0) {
if (!pending_shape_update_list.in_list()) {
- PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
}
}
-void CollisionObject2DSW::remove_shape(Shape2DSW *p_shape) {
+void GodotCollisionObject2D::remove_shape(GodotShape2D *p_shape) {
//remove a shape, all the times it appears
for (int i = 0; i < shapes.size(); i++) {
if (shapes[i].shape == p_shape) {
@@ -109,7 +109,7 @@ void CollisionObject2DSW::remove_shape(Shape2DSW *p_shape) {
}
}
-void CollisionObject2DSW::remove_shape(int p_index) {
+void GodotCollisionObject2D::remove_shape(int p_index) {
//remove anything from shape to be erased to end, so subindices don't change
ERR_FAIL_INDEX(p_index, shapes.size());
for (int i = p_index; i < shapes.size(); i++) {
@@ -124,13 +124,13 @@ void CollisionObject2DSW::remove_shape(int p_index) {
shapes.remove(p_index);
if (!pending_shape_update_list.in_list()) {
- PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
// _update_shapes();
// _shapes_changed();
}
-void CollisionObject2DSW::_set_static(bool p_static) {
+void GodotCollisionObject2D::_set_static(bool p_static) {
if (_static == p_static) {
return;
}
@@ -147,7 +147,7 @@ void CollisionObject2DSW::_set_static(bool p_static) {
}
}
-void CollisionObject2DSW::_unregister_shapes() {
+void GodotCollisionObject2D::_unregister_shapes() {
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes.write[i];
if (s.bpid > 0) {
@@ -157,7 +157,7 @@ void CollisionObject2DSW::_unregister_shapes() {
}
}
-void CollisionObject2DSW::_update_shapes() {
+void GodotCollisionObject2D::_update_shapes() {
if (!space) {
return;
}
@@ -184,7 +184,7 @@ void CollisionObject2DSW::_update_shapes() {
}
}
-void CollisionObject2DSW::_update_shapes_with_motion(const Vector2 &p_motion) {
+void GodotCollisionObject2D::_update_shapes_with_motion(const Vector2 &p_motion) {
if (!space) {
return;
}
@@ -211,7 +211,7 @@ void CollisionObject2DSW::_update_shapes_with_motion(const Vector2 &p_motion) {
}
}
-void CollisionObject2DSW::_set_space(Space2DSW *p_space) {
+void GodotCollisionObject2D::_set_space(GodotSpace2D *p_space) {
if (space) {
space->remove_object(this);
@@ -232,12 +232,12 @@ void CollisionObject2DSW::_set_space(Space2DSW *p_space) {
}
}
-void CollisionObject2DSW::_shape_changed() {
+void GodotCollisionObject2D::_shape_changed() {
_update_shapes();
_shapes_changed();
}
-CollisionObject2DSW::CollisionObject2DSW(Type p_type) :
+GodotCollisionObject2D::GodotCollisionObject2D(Type p_type) :
pending_shape_update_list(this) {
type = p_type;
}
diff --git a/servers/physics_2d/collision_object_2d_sw.h b/servers/physics_2d/godot_collision_object_2d.h
index ca258a906a..7233857808 100644
--- a/servers/physics_2d/collision_object_2d_sw.h
+++ b/servers/physics_2d/godot_collision_object_2d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* collision_object_2d_sw.h */
+/* godot_collision_object_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,17 +28,18 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef COLLISION_OBJECT_2D_SW_H
-#define COLLISION_OBJECT_2D_SW_H
+#ifndef GODOT_COLLISION_OBJECT_2D_H
+#define GODOT_COLLISION_OBJECT_2D_H
+
+#include "godot_broad_phase_2d.h"
+#include "godot_shape_2d.h"
-#include "broad_phase_2d_sw.h"
#include "core/templates/self_list.h"
#include "servers/physics_server_2d.h"
-#include "shape_2d_sw.h"
-class Space2DSW;
+class GodotSpace2D;
-class CollisionObject2DSW : public ShapeOwner2DSW {
+class GodotCollisionObject2D : public GodotShapeOwner2D {
public:
enum Type {
TYPE_AREA,
@@ -55,23 +56,23 @@ private:
struct Shape {
Transform2D xform;
Transform2D xform_inv;
- BroadPhase2DSW::ID bpid = 0;
+ GodotBroadPhase2D::ID bpid = 0;
Rect2 aabb_cache; //for rayqueries
- Shape2DSW *shape = nullptr;
+ GodotShape2D *shape = nullptr;
bool disabled = false;
bool one_way_collision = false;
real_t one_way_collision_margin = 0.0;
};
Vector<Shape> shapes;
- Space2DSW *space = nullptr;
+ GodotSpace2D *space = nullptr;
Transform2D transform;
Transform2D inv_transform;
uint32_t collision_mask = 1;
uint32_t collision_layer = 1;
bool _static = true;
- SelfList<CollisionObject2DSW> pending_shape_update_list;
+ SelfList<GodotCollisionObject2D> pending_shape_update_list;
void _update_shapes();
@@ -89,9 +90,9 @@ protected:
void _set_static(bool p_static);
virtual void _shapes_changed() = 0;
- void _set_space(Space2DSW *p_space);
+ void _set_space(GodotSpace2D *p_space);
- CollisionObject2DSW(Type p_type);
+ GodotCollisionObject2D(Type p_type);
public:
_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
@@ -106,12 +107,12 @@ public:
void _shape_changed();
_FORCE_INLINE_ Type get_type() const { return type; }
- void add_shape(Shape2DSW *p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false);
- void set_shape(int p_index, Shape2DSW *p_shape);
+ void add_shape(GodotShape2D *p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false);
+ void set_shape(int p_index, GodotShape2D *p_shape);
void set_shape_transform(int p_index, const Transform2D &p_transform);
_FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
- _FORCE_INLINE_ Shape2DSW *get_shape(int p_index) const {
+ _FORCE_INLINE_ GodotShape2D *get_shape(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].shape;
}
@@ -130,7 +131,7 @@ public:
_FORCE_INLINE_ const Transform2D &get_transform() const { return transform; }
_FORCE_INLINE_ const Transform2D &get_inv_transform() const { return inv_transform; }
- _FORCE_INLINE_ Space2DSW *get_space() const { return space; }
+ _FORCE_INLINE_ GodotSpace2D *get_space() const { return space; }
void set_shape_disabled(int p_idx, bool p_disabled);
_FORCE_INLINE_ bool is_shape_disabled(int p_idx) const {
@@ -165,25 +166,25 @@ public:
}
_FORCE_INLINE_ uint32_t get_collision_layer() const { return collision_layer; }
- void remove_shape(Shape2DSW *p_shape);
+ void remove_shape(GodotShape2D *p_shape);
void remove_shape(int p_index);
- virtual void set_space(Space2DSW *p_space) = 0;
+ virtual void set_space(GodotSpace2D *p_space) = 0;
_FORCE_INLINE_ bool is_static() const { return _static; }
void set_pickable(bool p_pickable) { pickable = p_pickable; }
_FORCE_INLINE_ bool is_pickable() const { return pickable; }
- _FORCE_INLINE_ bool collides_with(CollisionObject2DSW *p_other) const {
+ _FORCE_INLINE_ bool collides_with(GodotCollisionObject2D *p_other) const {
return p_other->collision_layer & collision_mask;
}
- _FORCE_INLINE_ bool interacts_with(CollisionObject2DSW *p_other) const {
+ _FORCE_INLINE_ bool interacts_with(GodotCollisionObject2D *p_other) const {
return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask;
}
- virtual ~CollisionObject2DSW() {}
+ virtual ~GodotCollisionObject2D() {}
};
-#endif // COLLISION_OBJECT_2D_SW_H
+#endif // GODOT_COLLISION_OBJECT_2D_H
diff --git a/servers/physics_2d/collision_solver_2d_sw.cpp b/servers/physics_2d/godot_collision_solver_2d.cpp
index 527bb1b0b2..25371b9885 100644
--- a/servers/physics_2d/collision_solver_2d_sw.cpp
+++ b/servers/physics_2d/godot_collision_solver_2d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* collision_solver_2d_sw.cpp */
+/* godot_collision_solver_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,14 +28,14 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "collision_solver_2d_sw.h"
-#include "collision_solver_2d_sat.h"
+#include "godot_collision_solver_2d.h"
+#include "godot_collision_solver_2d_sat.h"
#define collision_solver sat_2d_calculate_penetration
//#define collision_solver gjk_epa_calculate_penetration
-bool CollisionSolver2DSW::solve_static_world_boundary(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
- const WorldBoundaryShape2DSW *world_boundary = static_cast<const WorldBoundaryShape2DSW *>(p_shape_A);
+bool GodotCollisionSolver2D::solve_static_world_boundary(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
+ const GodotWorldBoundaryShape2D *world_boundary = static_cast<const GodotWorldBoundaryShape2D *>(p_shape_A);
if (p_shape_B->get_type() == PhysicsServer2D::SHAPE_WORLD_BOUNDARY) {
return false;
}
@@ -73,8 +73,8 @@ bool CollisionSolver2DSW::solve_static_world_boundary(const Shape2DSW *p_shape_A
return found;
}
-bool CollisionSolver2DSW::solve_separation_ray(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis, real_t p_margin) {
- const SeparationRayShape2DSW *ray = static_cast<const SeparationRayShape2DSW *>(p_shape_A);
+bool GodotCollisionSolver2D::solve_separation_ray(const GodotShape2D *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis, real_t p_margin) {
+ const GodotSeparationRayShape2D *ray = static_cast<const GodotSeparationRayShape2D *>(p_shape_A);
if (p_shape_B->get_type() == PhysicsServer2D::SHAPE_SEPARATION_RAY) {
return false;
}
@@ -134,13 +134,13 @@ bool CollisionSolver2DSW::solve_separation_ray(const Shape2DSW *p_shape_A, const
struct _ConcaveCollisionInfo2D {
const Transform2D *transform_A = nullptr;
- const Shape2DSW *shape_A = nullptr;
+ const GodotShape2D *shape_A = nullptr;
const Transform2D *transform_B = nullptr;
Vector2 motion_A;
Vector2 motion_B;
real_t margin_A = 0.0;
real_t margin_B = 0.0;
- CollisionSolver2DSW::CallbackResult result_callback;
+ GodotCollisionSolver2D::CallbackResult result_callback;
void *userdata = nullptr;
bool swap_result = false;
bool collided = false;
@@ -149,7 +149,7 @@ struct _ConcaveCollisionInfo2D {
Vector2 *sep_axis = nullptr;
};
-bool CollisionSolver2DSW::concave_callback(void *p_userdata, Shape2DSW *p_convex) {
+bool GodotCollisionSolver2D::concave_callback(void *p_userdata, GodotShape2D *p_convex) {
_ConcaveCollisionInfo2D &cinfo = *(_ConcaveCollisionInfo2D *)(p_userdata);
cinfo.aabb_tests++;
@@ -165,8 +165,8 @@ bool CollisionSolver2DSW::concave_callback(void *p_userdata, Shape2DSW *p_convex
return !cinfo.result_callback;
}
-bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) {
- const ConcaveShape2DSW *concave_B = static_cast<const ConcaveShape2DSW *>(p_shape_B);
+bool GodotCollisionSolver2D::solve_concave(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) {
+ const GodotConcaveShape2D *concave_B = static_cast<const GodotConcaveShape2D *>(p_shape_B);
_ConcaveCollisionInfo2D cinfo;
cinfo.transform_A = &p_transform_A;
@@ -209,7 +209,7 @@ bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A, const Transf
return cinfo.collided;
}
-bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) {
+bool GodotCollisionSolver2D::solve(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) {
PhysicsServer2D::ShapeType type_A = p_shape_A->get_type();
PhysicsServer2D::ShapeType type_B = p_shape_B->get_type();
bool concave_A = p_shape_A->is_concave();
diff --git a/servers/physics_2d/collision_solver_2d_sw.h b/servers/physics_2d/godot_collision_solver_2d.h
index b87247b89a..f10815a444 100644
--- a/servers/physics_2d/collision_solver_2d_sw.h
+++ b/servers/physics_2d/godot_collision_solver_2d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* collision_solver_2d_sw.h */
+/* godot_collision_solver_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,23 +28,23 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef COLLISION_SOLVER_2D_SW_H
-#define COLLISION_SOLVER_2D_SW_H
+#ifndef GODOT_COLLISION_SOLVER_2D_H
+#define GODOT_COLLISION_SOLVER_2D_H
-#include "shape_2d_sw.h"
+#include "godot_shape_2d.h"
-class CollisionSolver2DSW {
+class GodotCollisionSolver2D {
public:
typedef void (*CallbackResult)(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata);
private:
- static bool solve_static_world_boundary(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
- static bool concave_callback(void *p_userdata, Shape2DSW *p_convex);
- static bool solve_concave(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
- static bool solve_separation_ray(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis = nullptr, real_t p_margin = 0);
+ static bool solve_static_world_boundary(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
+ static bool concave_callback(void *p_userdata, GodotShape2D *p_convex);
+ static bool solve_concave(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
+ static bool solve_separation_ray(const GodotShape2D *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis = nullptr, real_t p_margin = 0);
public:
- static bool solve(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
+ static bool solve(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
};
-#endif // COLLISION_SOLVER_2D_SW_H
+#endif // GODOT_COLLISION_SOLVER_2D_H
diff --git a/servers/physics_2d/collision_solver_2d_sat.cpp b/servers/physics_2d/godot_collision_solver_2d_sat.cpp
index 2e67cc6520..63053e8259 100644
--- a/servers/physics_2d/collision_solver_2d_sat.cpp
+++ b/servers/physics_2d/godot_collision_solver_2d_sat.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* collision_solver_2d_sat.cpp */
+/* godot_collision_solver_2d_sat.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,12 +28,12 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "collision_solver_2d_sat.h"
+#include "godot_collision_solver_2d_sat.h"
#include "core/math/geometry_2d.h"
struct _CollectorCallback2D {
- CollisionSolver2DSW::CallbackResult callback;
+ GodotCollisionSolver2D::CallbackResult callback;
void *userdata = nullptr;
bool swap = false;
bool collided = false;
@@ -384,14 +384,14 @@ public:
(castB && !separator.test_axis(((m_a) - ((m_b) + p_motion_b)).normalized())) || \
(castA && castB && !separator.test_axis(((m_a) + p_motion_a - ((m_b) + p_motion_b)).normalized())))
-typedef void (*CollisionFunc)(const Shape2DSW *, const Transform2D &, const Shape2DSW *, const Transform2D &, _CollectorCallback2D *p_collector, const Vector2 &, const Vector2 &, real_t, real_t);
+typedef void (*CollisionFunc)(const GodotShape2D *, const Transform2D &, const GodotShape2D *, const Transform2D &, _CollectorCallback2D *p_collector, const Vector2 &, const Vector2 &, real_t, real_t);
template <bool castA, bool castB, bool withMargin>
-static void _collision_segment_segment(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
- const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW *>(p_a);
- const SegmentShape2DSW *segment_B = static_cast<const SegmentShape2DSW *>(p_b);
+static void _collision_segment_segment(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a);
+ const GodotSegmentShape2D *segment_B = static_cast<const GodotSegmentShape2D *>(p_b);
- SeparatorAxisTest2D<SegmentShape2DSW, SegmentShape2DSW, castA, castB, withMargin> separator(segment_A, p_transform_a, segment_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+ SeparatorAxisTest2D<GodotSegmentShape2D, GodotSegmentShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, segment_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
if (!separator.test_previous_axis()) {
return;
@@ -430,11 +430,11 @@ static void _collision_segment_segment(const Shape2DSW *p_a, const Transform2D &
}
template <bool castA, bool castB, bool withMargin>
-static void _collision_segment_circle(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
- const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW *>(p_a);
- const CircleShape2DSW *circle_B = static_cast<const CircleShape2DSW *>(p_b);
+static void _collision_segment_circle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a);
+ const GodotCircleShape2D *circle_B = static_cast<const GodotCircleShape2D *>(p_b);
- SeparatorAxisTest2D<SegmentShape2DSW, CircleShape2DSW, castA, castB, withMargin> separator(segment_A, p_transform_a, circle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+ SeparatorAxisTest2D<GodotSegmentShape2D, GodotCircleShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, circle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
if (!separator.test_previous_axis()) {
return;
@@ -463,11 +463,11 @@ static void _collision_segment_circle(const Shape2DSW *p_a, const Transform2D &p
}
template <bool castA, bool castB, bool withMargin>
-static void _collision_segment_rectangle(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
- const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW *>(p_a);
- const RectangleShape2DSW *rectangle_B = static_cast<const RectangleShape2DSW *>(p_b);
+static void _collision_segment_rectangle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a);
+ const GodotRectangleShape2D *rectangle_B = static_cast<const GodotRectangleShape2D *>(p_b);
- SeparatorAxisTest2D<SegmentShape2DSW, RectangleShape2DSW, castA, castB, withMargin> separator(segment_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+ SeparatorAxisTest2D<GodotSegmentShape2D, GodotRectangleShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
if (!separator.test_previous_axis()) {
return;
@@ -534,11 +534,11 @@ static void _collision_segment_rectangle(const Shape2DSW *p_a, const Transform2D
}
template <bool castA, bool castB, bool withMargin>
-static void _collision_segment_capsule(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
- const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW *>(p_a);
- const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW *>(p_b);
+static void _collision_segment_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a);
+ const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b);
- SeparatorAxisTest2D<SegmentShape2DSW, CapsuleShape2DSW, castA, castB, withMargin> separator(segment_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+ SeparatorAxisTest2D<GodotSegmentShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
if (!separator.test_previous_axis()) {
return;
@@ -575,11 +575,11 @@ static void _collision_segment_capsule(const Shape2DSW *p_a, const Transform2D &
}
template <bool castA, bool castB, bool withMargin>
-static void _collision_segment_convex_polygon(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
- const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW *>(p_a);
- const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW *>(p_b);
+static void _collision_segment_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a);
+ const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b);
- SeparatorAxisTest2D<SegmentShape2DSW, ConvexPolygonShape2DSW, castA, castB, withMargin> separator(segment_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+ SeparatorAxisTest2D<GodotSegmentShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
if (!separator.test_previous_axis()) {
return;
@@ -614,11 +614,11 @@ static void _collision_segment_convex_polygon(const Shape2DSW *p_a, const Transf
/////////
template <bool castA, bool castB, bool withMargin>
-static void _collision_circle_circle(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
- const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW *>(p_a);
- const CircleShape2DSW *circle_B = static_cast<const CircleShape2DSW *>(p_b);
+static void _collision_circle_circle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a);
+ const GodotCircleShape2D *circle_B = static_cast<const GodotCircleShape2D *>(p_b);
- SeparatorAxisTest2D<CircleShape2DSW, CircleShape2DSW, castA, castB, withMargin> separator(circle_A, p_transform_a, circle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+ SeparatorAxisTest2D<GodotCircleShape2D, GodotCircleShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, circle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
if (!separator.test_previous_axis()) {
return;
@@ -636,11 +636,11 @@ static void _collision_circle_circle(const Shape2DSW *p_a, const Transform2D &p_
}
template <bool castA, bool castB, bool withMargin>
-static void _collision_circle_rectangle(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
- const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW *>(p_a);
- const RectangleShape2DSW *rectangle_B = static_cast<const RectangleShape2DSW *>(p_b);
+static void _collision_circle_rectangle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a);
+ const GodotRectangleShape2D *rectangle_B = static_cast<const GodotRectangleShape2D *>(p_b);
- SeparatorAxisTest2D<CircleShape2DSW, RectangleShape2DSW, castA, castB, withMargin> separator(circle_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+ SeparatorAxisTest2D<GodotCircleShape2D, GodotRectangleShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
if (!separator.test_previous_axis()) {
return;
@@ -694,11 +694,11 @@ static void _collision_circle_rectangle(const Shape2DSW *p_a, const Transform2D
}
template <bool castA, bool castB, bool withMargin>
-static void _collision_circle_capsule(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
- const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW *>(p_a);
- const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW *>(p_b);
+static void _collision_circle_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a);
+ const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b);
- SeparatorAxisTest2D<CircleShape2DSW, CapsuleShape2DSW, castA, castB, withMargin> separator(circle_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+ SeparatorAxisTest2D<GodotCircleShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
if (!separator.test_previous_axis()) {
return;
@@ -727,11 +727,11 @@ static void _collision_circle_capsule(const Shape2DSW *p_a, const Transform2D &p
}
template <bool castA, bool castB, bool withMargin>
-static void _collision_circle_convex_polygon(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
- const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW *>(p_a);
- const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW *>(p_b);
+static void _collision_circle_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a);
+ const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b);
- SeparatorAxisTest2D<CircleShape2DSW, ConvexPolygonShape2DSW, castA, castB, withMargin> separator(circle_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+ SeparatorAxisTest2D<GodotCircleShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
if (!separator.test_previous_axis()) {
return;
@@ -758,11 +758,11 @@ static void _collision_circle_convex_polygon(const Shape2DSW *p_a, const Transfo
/////////
template <bool castA, bool castB, bool withMargin>
-static void _collision_rectangle_rectangle(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
- const RectangleShape2DSW *rectangle_A = static_cast<const RectangleShape2DSW *>(p_a);
- const RectangleShape2DSW *rectangle_B = static_cast<const RectangleShape2DSW *>(p_b);
+static void _collision_rectangle_rectangle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotRectangleShape2D *rectangle_A = static_cast<const GodotRectangleShape2D *>(p_a);
+ const GodotRectangleShape2D *rectangle_B = static_cast<const GodotRectangleShape2D *>(p_b);
- SeparatorAxisTest2D<RectangleShape2DSW, RectangleShape2DSW, castA, castB, withMargin> separator(rectangle_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+ SeparatorAxisTest2D<GodotRectangleShape2D, GodotRectangleShape2D, castA, castB, withMargin> separator(rectangle_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
if (!separator.test_previous_axis()) {
return;
@@ -832,11 +832,11 @@ static void _collision_rectangle_rectangle(const Shape2DSW *p_a, const Transform
}
template <bool castA, bool castB, bool withMargin>
-static void _collision_rectangle_capsule(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
- const RectangleShape2DSW *rectangle_A = static_cast<const RectangleShape2DSW *>(p_a);
- const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW *>(p_b);
+static void _collision_rectangle_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotRectangleShape2D *rectangle_A = static_cast<const GodotRectangleShape2D *>(p_a);
+ const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b);
- SeparatorAxisTest2D<RectangleShape2DSW, CapsuleShape2DSW, castA, castB, withMargin> separator(rectangle_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+ SeparatorAxisTest2D<GodotRectangleShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(rectangle_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
if (!separator.test_previous_axis()) {
return;
@@ -910,11 +910,11 @@ static void _collision_rectangle_capsule(const Shape2DSW *p_a, const Transform2D
}
template <bool castA, bool castB, bool withMargin>
-static void _collision_rectangle_convex_polygon(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
- const RectangleShape2DSW *rectangle_A = static_cast<const RectangleShape2DSW *>(p_a);
- const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW *>(p_b);
+static void _collision_rectangle_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotRectangleShape2D *rectangle_A = static_cast<const GodotRectangleShape2D *>(p_a);
+ const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b);
- SeparatorAxisTest2D<RectangleShape2DSW, ConvexPolygonShape2DSW, castA, castB, withMargin> separator(rectangle_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+ SeparatorAxisTest2D<GodotRectangleShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(rectangle_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
if (!separator.test_previous_axis()) {
return;
@@ -972,11 +972,11 @@ static void _collision_rectangle_convex_polygon(const Shape2DSW *p_a, const Tran
/////////
template <bool castA, bool castB, bool withMargin>
-static void _collision_capsule_capsule(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
- const CapsuleShape2DSW *capsule_A = static_cast<const CapsuleShape2DSW *>(p_a);
- const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW *>(p_b);
+static void _collision_capsule_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotCapsuleShape2D *capsule_A = static_cast<const GodotCapsuleShape2D *>(p_a);
+ const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b);
- SeparatorAxisTest2D<CapsuleShape2DSW, CapsuleShape2DSW, castA, castB, withMargin> separator(capsule_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+ SeparatorAxisTest2D<GodotCapsuleShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(capsule_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
if (!separator.test_previous_axis()) {
return;
@@ -1020,11 +1020,11 @@ static void _collision_capsule_capsule(const Shape2DSW *p_a, const Transform2D &
}
template <bool castA, bool castB, bool withMargin>
-static void _collision_capsule_convex_polygon(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
- const CapsuleShape2DSW *capsule_A = static_cast<const CapsuleShape2DSW *>(p_a);
- const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW *>(p_b);
+static void _collision_capsule_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotCapsuleShape2D *capsule_A = static_cast<const GodotCapsuleShape2D *>(p_a);
+ const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b);
- SeparatorAxisTest2D<CapsuleShape2DSW, ConvexPolygonShape2DSW, castA, castB, withMargin> separator(capsule_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+ SeparatorAxisTest2D<GodotCapsuleShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(capsule_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
if (!separator.test_previous_axis()) {
return;
@@ -1066,11 +1066,11 @@ static void _collision_capsule_convex_polygon(const Shape2DSW *p_a, const Transf
/////////
template <bool castA, bool castB, bool withMargin>
-static void _collision_convex_polygon_convex_polygon(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
- const ConvexPolygonShape2DSW *convex_A = static_cast<const ConvexPolygonShape2DSW *>(p_a);
- const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW *>(p_b);
+static void _collision_convex_polygon_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotConvexPolygonShape2D *convex_A = static_cast<const GodotConvexPolygonShape2D *>(p_a);
+ const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b);
- SeparatorAxisTest2D<ConvexPolygonShape2DSW, ConvexPolygonShape2DSW, castA, castB, withMargin> separator(convex_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+ SeparatorAxisTest2D<GodotConvexPolygonShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(convex_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
if (!separator.test_previous_axis()) {
return;
@@ -1107,7 +1107,7 @@ static void _collision_convex_polygon_convex_polygon(const Shape2DSW *p_a, const
////////
-bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CollisionSolver2DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap, Vector2 *sep_axis, real_t p_margin_A, real_t p_margin_B) {
+bool sat_2d_calculate_penetration(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, GodotCollisionSolver2D::CallbackResult p_result_callback, void *p_userdata, bool p_swap, Vector2 *sep_axis, real_t p_margin_A, real_t p_margin_B) {
PhysicsServer2D::ShapeType type_A = p_shape_A->get_type();
ERR_FAIL_COND_V(type_A == PhysicsServer2D::SHAPE_WORLD_BOUNDARY, false);
@@ -1359,8 +1359,8 @@ bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D
callback.collided = false;
callback.sep_axis = sep_axis;
- const Shape2DSW *A = p_shape_A;
- const Shape2DSW *B = p_shape_B;
+ const GodotShape2D *A = p_shape_A;
+ const GodotShape2D *B = p_shape_B;
const Transform2D *transform_A = &p_transform_A;
const Transform2D *transform_B = &p_transform_B;
const Vector2 *motion_A = &p_motion_A;
diff --git a/servers/physics_2d/collision_solver_2d_sat.h b/servers/physics_2d/godot_collision_solver_2d_sat.h
index 49cc5176f9..1517b90a19 100644
--- a/servers/physics_2d/collision_solver_2d_sat.h
+++ b/servers/physics_2d/godot_collision_solver_2d_sat.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* collision_solver_2d_sat.h */
+/* godot_collision_solver_2d_sat.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,11 +28,11 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef COLLISION_SOLVER_2D_SAT_H
-#define COLLISION_SOLVER_2D_SAT_H
+#ifndef GODOT_COLLISION_SOLVER_2D_SAT_H
+#define GODOT_COLLISION_SOLVER_2D_SAT_H
-#include "collision_solver_2d_sw.h"
+#include "godot_collision_solver_2d.h"
-bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CollisionSolver2DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, Vector2 *sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
+bool sat_2d_calculate_penetration(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, GodotCollisionSolver2D::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, Vector2 *sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
-#endif // COLLISION_SOLVER_2D_SAT_H
+#endif // GODOT_COLLISION_SOLVER_2D_SAT_H
diff --git a/servers/physics_2d/constraint_2d_sw.h b/servers/physics_2d/godot_constraint_2d.h
index df300d666d..84f975e583 100644
--- a/servers/physics_2d/constraint_2d_sw.h
+++ b/servers/physics_2d/godot_constraint_2d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* constraint_2d_sw.h */
+/* godot_constraint_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,13 +28,13 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef CONSTRAINT_2D_SW_H
-#define CONSTRAINT_2D_SW_H
+#ifndef GODOT_CONSTRAINT_2D_H
+#define GODOT_CONSTRAINT_2D_H
-#include "body_2d_sw.h"
+#include "godot_body_2d.h"
-class Constraint2DSW {
- Body2DSW **_body_ptr;
+class GodotConstraint2D {
+ GodotBody2D **_body_ptr;
int _body_count;
uint64_t island_step = 0;
bool disabled_collisions_between_bodies = true;
@@ -42,7 +42,7 @@ class Constraint2DSW {
RID self;
protected:
- Constraint2DSW(Body2DSW **p_body_ptr = nullptr, int p_body_count = 0) {
+ GodotConstraint2D(GodotBody2D **p_body_ptr = nullptr, int p_body_count = 0) {
_body_ptr = p_body_ptr;
_body_count = p_body_count;
}
@@ -54,7 +54,7 @@ public:
_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
- _FORCE_INLINE_ Body2DSW **get_body_ptr() const { return _body_ptr; }
+ _FORCE_INLINE_ GodotBody2D **get_body_ptr() const { return _body_ptr; }
_FORCE_INLINE_ int get_body_count() const { return _body_count; }
_FORCE_INLINE_ void disable_collisions_between_bodies(const bool p_disabled) { disabled_collisions_between_bodies = p_disabled; }
@@ -64,7 +64,7 @@ public:
virtual bool pre_solve(real_t p_step) = 0;
virtual void solve(real_t p_step) = 0;
- virtual ~Constraint2DSW() {}
+ virtual ~GodotConstraint2D() {}
};
-#endif // CONSTRAINT_2D_SW_H
+#endif // GODOT_CONSTRAINT_2D_H
diff --git a/servers/physics_2d/joints_2d_sw.cpp b/servers/physics_2d/godot_joints_2d.cpp
index b46397b8e6..7c08c2f4b4 100644
--- a/servers/physics_2d/joints_2d_sw.cpp
+++ b/servers/physics_2d/godot_joints_2d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* joints_2d_sw.cpp */
+/* godot_joints_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,9 +28,9 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "joints_2d_sw.h"
+#include "godot_joints_2d.h"
-#include "space_2d_sw.h"
+#include "godot_space_2d.h"
//based on chipmunk joint constraints
@@ -55,7 +55,7 @@
* SOFTWARE.
*/
-void Joint2DSW::copy_settings_from(Joint2DSW *p_joint) {
+void GodotJoint2D::copy_settings_from(GodotJoint2D *p_joint) {
set_self(p_joint->get_self());
set_max_force(p_joint->get_max_force());
set_bias(p_joint->get_bias());
@@ -63,7 +63,7 @@ void Joint2DSW::copy_settings_from(Joint2DSW *p_joint) {
disable_collisions_between_bodies(p_joint->is_disabled_collisions_between_bodies());
}
-static inline real_t k_scalar(Body2DSW *a, Body2DSW *b, const Vector2 &rA, const Vector2 &rB, const Vector2 &n) {
+static inline real_t k_scalar(GodotBody2D *a, GodotBody2D *b, const Vector2 &rA, const Vector2 &rB, const Vector2 &n) {
real_t value = 0.0;
{
@@ -82,7 +82,7 @@ static inline real_t k_scalar(Body2DSW *a, Body2DSW *b, const Vector2 &rA, const
}
static inline Vector2
-relative_velocity(Body2DSW *a, Body2DSW *b, Vector2 rA, Vector2 rB) {
+relative_velocity(GodotBody2D *a, GodotBody2D *b, Vector2 rA, Vector2 rB) {
Vector2 sum = a->get_linear_velocity() - (rA - a->get_center_of_mass()).orthogonal() * a->get_angular_velocity();
if (b) {
return (b->get_linear_velocity() - (rB - b->get_center_of_mass()).orthogonal() * b->get_angular_velocity()) - sum;
@@ -92,11 +92,11 @@ relative_velocity(Body2DSW *a, Body2DSW *b, Vector2 rA, Vector2 rB) {
}
static inline real_t
-normal_relative_velocity(Body2DSW *a, Body2DSW *b, Vector2 rA, Vector2 rB, Vector2 n) {
+normal_relative_velocity(GodotBody2D *a, GodotBody2D *b, Vector2 rA, Vector2 rB, Vector2 n) {
return relative_velocity(a, b, rA, rB).dot(n);
}
-bool PinJoint2DSW::setup(real_t p_step) {
+bool GodotPinJoint2D::setup(real_t p_step) {
dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
@@ -104,7 +104,7 @@ bool PinJoint2DSW::setup(real_t p_step) {
return false;
}
- Space2DSW *space = A->get_space();
+ GodotSpace2D *space = A->get_space();
ERR_FAIL_COND_V(!space, false);
rA = A->get_transform().basis_xform(anchor_A);
@@ -158,7 +158,7 @@ inline Vector2 custom_cross(const Vector2 &p_vec, real_t p_other) {
return Vector2(p_other * p_vec.y, -p_other * p_vec.x);
}
-bool PinJoint2DSW::pre_solve(real_t p_step) {
+bool GodotPinJoint2D::pre_solve(real_t p_step) {
// Apply accumulated impulse.
if (dynamic_A) {
A->apply_impulse(-P, rA);
@@ -170,7 +170,7 @@ bool PinJoint2DSW::pre_solve(real_t p_step) {
return true;
}
-void PinJoint2DSW::solve(real_t p_step) {
+void GodotPinJoint2D::solve(real_t p_step) {
// compute relative velocity
Vector2 vA = A->get_linear_velocity() - custom_cross(rA - A->get_center_of_mass(), A->get_angular_velocity());
@@ -193,21 +193,21 @@ void PinJoint2DSW::solve(real_t p_step) {
P += impulse;
}
-void PinJoint2DSW::set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value) {
+void GodotPinJoint2D::set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value) {
if (p_param == PhysicsServer2D::PIN_JOINT_SOFTNESS) {
softness = p_value;
}
}
-real_t PinJoint2DSW::get_param(PhysicsServer2D::PinJointParam p_param) const {
+real_t GodotPinJoint2D::get_param(PhysicsServer2D::PinJointParam p_param) const {
if (p_param == PhysicsServer2D::PIN_JOINT_SOFTNESS) {
return softness;
}
ERR_FAIL_V(0);
}
-PinJoint2DSW::PinJoint2DSW(const Vector2 &p_pos, Body2DSW *p_body_a, Body2DSW *p_body_b) :
- Joint2DSW(_arr, p_body_b ? 2 : 1) {
+GodotPinJoint2D::GodotPinJoint2D(const Vector2 &p_pos, GodotBody2D *p_body_a, GodotBody2D *p_body_b) :
+ GodotJoint2D(_arr, p_body_b ? 2 : 1) {
A = p_body_a;
B = p_body_b;
anchor_A = p_body_a->get_inv_transform().xform(p_pos);
@@ -224,7 +224,7 @@ PinJoint2DSW::PinJoint2DSW(const Vector2 &p_pos, Body2DSW *p_body_a, Body2DSW *p
//////////////////////////////////////////////
static inline void
-k_tensor(Body2DSW *a, Body2DSW *b, Vector2 r1, Vector2 r2, Vector2 *k1, Vector2 *k2) {
+k_tensor(GodotBody2D *a, GodotBody2D *b, Vector2 r1, Vector2 r2, Vector2 *k1, Vector2 *k2) {
// calculate mass matrix
// If I wasn't lazy and wrote a proper matrix class, this wouldn't be so gross...
real_t k11, k12, k21, k22;
@@ -273,7 +273,7 @@ mult_k(const Vector2 &vr, const Vector2 &k1, const Vector2 &k2) {
return Vector2(vr.dot(k1), vr.dot(k2));
}
-bool GrooveJoint2DSW::setup(real_t p_step) {
+bool GodotGrooveJoint2D::setup(real_t p_step) {
dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
@@ -281,7 +281,7 @@ bool GrooveJoint2DSW::setup(real_t p_step) {
return false;
}
- Space2DSW *space = A->get_space();
+ GodotSpace2D *space = A->get_space();
ERR_FAIL_COND_V(!space, false);
// calculate endpoints in worldspace
@@ -329,7 +329,7 @@ bool GrooveJoint2DSW::setup(real_t p_step) {
return true;
}
-bool GrooveJoint2DSW::pre_solve(real_t p_step) {
+bool GodotGrooveJoint2D::pre_solve(real_t p_step) {
// Apply accumulated impulse.
if (dynamic_A) {
A->apply_impulse(-jn_acc, rA);
@@ -341,7 +341,7 @@ bool GrooveJoint2DSW::pre_solve(real_t p_step) {
return true;
}
-void GrooveJoint2DSW::solve(real_t p_step) {
+void GodotGrooveJoint2D::solve(real_t p_step) {
// compute impulse
Vector2 vr = relative_velocity(A, B, rA, rB);
@@ -361,8 +361,8 @@ void GrooveJoint2DSW::solve(real_t p_step) {
}
}
-GrooveJoint2DSW::GrooveJoint2DSW(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, Body2DSW *p_body_a, Body2DSW *p_body_b) :
- Joint2DSW(_arr, 2) {
+GodotGrooveJoint2D::GodotGrooveJoint2D(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, GodotBody2D *p_body_a, GodotBody2D *p_body_b) :
+ GodotJoint2D(_arr, 2) {
A = p_body_a;
B = p_body_b;
@@ -379,7 +379,7 @@ GrooveJoint2DSW::GrooveJoint2DSW(const Vector2 &p_a_groove1, const Vector2 &p_a_
//////////////////////////////////////////////
//////////////////////////////////////////////
-bool DampedSpringJoint2DSW::setup(real_t p_step) {
+bool GodotDampedSpringJoint2D::setup(real_t p_step) {
dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
@@ -412,7 +412,7 @@ bool DampedSpringJoint2DSW::setup(real_t p_step) {
return true;
}
-bool DampedSpringJoint2DSW::pre_solve(real_t p_step) {
+bool GodotDampedSpringJoint2D::pre_solve(real_t p_step) {
// Apply spring force.
if (dynamic_A) {
A->apply_impulse(-j, rA);
@@ -424,7 +424,7 @@ bool DampedSpringJoint2DSW::pre_solve(real_t p_step) {
return true;
}
-void DampedSpringJoint2DSW::solve(real_t p_step) {
+void GodotDampedSpringJoint2D::solve(real_t p_step) {
// compute relative velocity
real_t vrn = normal_relative_velocity(A, B, rA, rB, n) - target_vrn;
@@ -442,7 +442,7 @@ void DampedSpringJoint2DSW::solve(real_t p_step) {
}
}
-void DampedSpringJoint2DSW::set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value) {
+void GodotDampedSpringJoint2D::set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value) {
switch (p_param) {
case PhysicsServer2D::DAMPED_SPRING_REST_LENGTH: {
rest_length = p_value;
@@ -456,7 +456,7 @@ void DampedSpringJoint2DSW::set_param(PhysicsServer2D::DampedSpringParam p_param
}
}
-real_t DampedSpringJoint2DSW::get_param(PhysicsServer2D::DampedSpringParam p_param) const {
+real_t GodotDampedSpringJoint2D::get_param(PhysicsServer2D::DampedSpringParam p_param) const {
switch (p_param) {
case PhysicsServer2D::DAMPED_SPRING_REST_LENGTH: {
return rest_length;
@@ -472,8 +472,8 @@ real_t DampedSpringJoint2DSW::get_param(PhysicsServer2D::DampedSpringParam p_par
ERR_FAIL_V(0);
}
-DampedSpringJoint2DSW::DampedSpringJoint2DSW(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, Body2DSW *p_body_a, Body2DSW *p_body_b) :
- Joint2DSW(_arr, 2) {
+GodotDampedSpringJoint2D::GodotDampedSpringJoint2D(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, GodotBody2D *p_body_a, GodotBody2D *p_body_b) :
+ GodotJoint2D(_arr, 2) {
A = p_body_a;
B = p_body_b;
anchor_A = A->get_inv_transform().xform(p_anchor_a);
diff --git a/servers/physics_2d/joints_2d_sw.h b/servers/physics_2d/godot_joints_2d.h
index e2a7c0c91e..4c97190d01 100644
--- a/servers/physics_2d/joints_2d_sw.h
+++ b/servers/physics_2d/godot_joints_2d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* joints_2d_sw.h */
+/* godot_joints_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,13 +28,13 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef JOINTS_2D_SW_H
-#define JOINTS_2D_SW_H
+#ifndef GODOT_JOINTS_2D_H
+#define GODOT_JOINTS_2D_H
-#include "body_2d_sw.h"
-#include "constraint_2d_sw.h"
+#include "godot_body_2d.h"
+#include "godot_constraint_2d.h"
-class Joint2DSW : public Constraint2DSW {
+class GodotJoint2D : public GodotConstraint2D {
real_t bias = 0;
real_t max_bias = 3.40282e+38;
real_t max_force = 3.40282e+38;
@@ -57,15 +57,15 @@ public:
virtual bool pre_solve(real_t p_step) override { return false; }
virtual void solve(real_t p_step) override {}
- void copy_settings_from(Joint2DSW *p_joint);
+ void copy_settings_from(GodotJoint2D *p_joint);
virtual PhysicsServer2D::JointType get_type() const { return PhysicsServer2D::JOINT_TYPE_MAX; }
- Joint2DSW(Body2DSW **p_body_ptr = nullptr, int p_body_count = 0) :
- Constraint2DSW(p_body_ptr, p_body_count) {}
+ GodotJoint2D(GodotBody2D **p_body_ptr = nullptr, int p_body_count = 0) :
+ GodotConstraint2D(p_body_ptr, p_body_count) {}
- virtual ~Joint2DSW() {
+ virtual ~GodotJoint2D() {
for (int i = 0; i < get_body_count(); i++) {
- Body2DSW *body = get_body_ptr()[i];
+ GodotBody2D *body = get_body_ptr()[i];
if (body) {
body->remove_constraint(this, i);
}
@@ -73,14 +73,14 @@ public:
};
};
-class PinJoint2DSW : public Joint2DSW {
+class GodotPinJoint2D : public GodotJoint2D {
union {
struct {
- Body2DSW *A;
- Body2DSW *B;
+ GodotBody2D *A;
+ GodotBody2D *B;
};
- Body2DSW *_arr[2] = { nullptr, nullptr };
+ GodotBody2D *_arr[2] = { nullptr, nullptr };
};
Transform2D M;
@@ -101,17 +101,17 @@ public:
void set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value);
real_t get_param(PhysicsServer2D::PinJointParam p_param) const;
- PinJoint2DSW(const Vector2 &p_pos, Body2DSW *p_body_a, Body2DSW *p_body_b = nullptr);
+ GodotPinJoint2D(const Vector2 &p_pos, GodotBody2D *p_body_a, GodotBody2D *p_body_b = nullptr);
};
-class GrooveJoint2DSW : public Joint2DSW {
+class GodotGrooveJoint2D : public GodotJoint2D {
union {
struct {
- Body2DSW *A;
- Body2DSW *B;
+ GodotBody2D *A;
+ GodotBody2D *B;
};
- Body2DSW *_arr[2] = { nullptr, nullptr };
+ GodotBody2D *_arr[2] = { nullptr, nullptr };
};
Vector2 A_groove_1;
@@ -135,17 +135,17 @@ public:
virtual bool pre_solve(real_t p_step) override;
virtual void solve(real_t p_step) override;
- GrooveJoint2DSW(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, Body2DSW *p_body_a, Body2DSW *p_body_b);
+ GodotGrooveJoint2D(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, GodotBody2D *p_body_a, GodotBody2D *p_body_b);
};
-class DampedSpringJoint2DSW : public Joint2DSW {
+class GodotDampedSpringJoint2D : public GodotJoint2D {
union {
struct {
- Body2DSW *A;
- Body2DSW *B;
+ GodotBody2D *A;
+ GodotBody2D *B;
};
- Body2DSW *_arr[2] = { nullptr, nullptr };
+ GodotBody2D *_arr[2] = { nullptr, nullptr };
};
Vector2 anchor_A;
@@ -172,7 +172,7 @@ public:
void set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value);
real_t get_param(PhysicsServer2D::DampedSpringParam p_param) const;
- DampedSpringJoint2DSW(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, Body2DSW *p_body_a, Body2DSW *p_body_b);
+ GodotDampedSpringJoint2D(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, GodotBody2D *p_body_a, GodotBody2D *p_body_b);
};
-#endif // JOINTS_2D_SW_H
+#endif // GODOT_JOINTS_2D_H
diff --git a/servers/physics_2d/godot_physics_server_2d.cpp b/servers/physics_2d/godot_physics_server_2d.cpp
new file mode 100644
index 0000000000..8ac27077fc
--- /dev/null
+++ b/servers/physics_2d/godot_physics_server_2d.cpp
@@ -0,0 +1,1343 @@
+/*************************************************************************/
+/* godot_physics_server_2d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "godot_physics_server_2d.h"
+
+#include "godot_body_direct_state_2d.h"
+#include "godot_broad_phase_2d_bvh.h"
+#include "godot_collision_solver_2d.h"
+
+#include "core/config/project_settings.h"
+#include "core/debugger/engine_debugger.h"
+#include "core/os/os.h"
+
+#define FLUSH_QUERY_CHECK(m_object) \
+ ERR_FAIL_COND_MSG(m_object->get_space() && flushing_queries, "Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead.");
+
+RID GodotPhysicsServer2D::_shape_create(ShapeType p_shape) {
+ GodotShape2D *shape = nullptr;
+ switch (p_shape) {
+ case SHAPE_WORLD_BOUNDARY: {
+ shape = memnew(GodotWorldBoundaryShape2D);
+ } break;
+ case SHAPE_SEPARATION_RAY: {
+ shape = memnew(GodotSeparationRayShape2D);
+ } break;
+ case SHAPE_SEGMENT: {
+ shape = memnew(GodotSegmentShape2D);
+ } break;
+ case SHAPE_CIRCLE: {
+ shape = memnew(GodotCircleShape2D);
+ } break;
+ case SHAPE_RECTANGLE: {
+ shape = memnew(GodotRectangleShape2D);
+ } break;
+ case SHAPE_CAPSULE: {
+ shape = memnew(GodotCapsuleShape2D);
+ } break;
+ case SHAPE_CONVEX_POLYGON: {
+ shape = memnew(GodotConvexPolygonShape2D);
+ } break;
+ case SHAPE_CONCAVE_POLYGON: {
+ shape = memnew(GodotConcavePolygonShape2D);
+ } break;
+ case SHAPE_CUSTOM: {
+ ERR_FAIL_V(RID());
+
+ } break;
+ }
+
+ RID id = shape_owner.make_rid(shape);
+ shape->set_self(id);
+
+ return id;
+}
+
+RID GodotPhysicsServer2D::world_boundary_shape_create() {
+ return _shape_create(SHAPE_WORLD_BOUNDARY);
+}
+
+RID GodotPhysicsServer2D::separation_ray_shape_create() {
+ return _shape_create(SHAPE_SEPARATION_RAY);
+}
+
+RID GodotPhysicsServer2D::segment_shape_create() {
+ return _shape_create(SHAPE_SEGMENT);
+}
+
+RID GodotPhysicsServer2D::circle_shape_create() {
+ return _shape_create(SHAPE_CIRCLE);
+}
+
+RID GodotPhysicsServer2D::rectangle_shape_create() {
+ return _shape_create(SHAPE_RECTANGLE);
+}
+
+RID GodotPhysicsServer2D::capsule_shape_create() {
+ return _shape_create(SHAPE_CAPSULE);
+}
+
+RID GodotPhysicsServer2D::convex_polygon_shape_create() {
+ return _shape_create(SHAPE_CONVEX_POLYGON);
+}
+
+RID GodotPhysicsServer2D::concave_polygon_shape_create() {
+ return _shape_create(SHAPE_CONCAVE_POLYGON);
+}
+
+void GodotPhysicsServer2D::shape_set_data(RID p_shape, const Variant &p_data) {
+ GodotShape2D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND(!shape);
+ shape->set_data(p_data);
+};
+
+void GodotPhysicsServer2D::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) {
+ GodotShape2D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND(!shape);
+ shape->set_custom_bias(p_bias);
+}
+
+PhysicsServer2D::ShapeType GodotPhysicsServer2D::shape_get_type(RID p_shape) const {
+ const GodotShape2D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND_V(!shape, SHAPE_CUSTOM);
+ return shape->get_type();
+};
+
+Variant GodotPhysicsServer2D::shape_get_data(RID p_shape) const {
+ const GodotShape2D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND_V(!shape, Variant());
+ ERR_FAIL_COND_V(!shape->is_configured(), Variant());
+ return shape->get_data();
+};
+
+real_t GodotPhysicsServer2D::shape_get_custom_solver_bias(RID p_shape) const {
+ const GodotShape2D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND_V(!shape, 0);
+ return shape->get_custom_bias();
+}
+
+void GodotPhysicsServer2D::_shape_col_cbk(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) {
+ CollCbkData *cbk = (CollCbkData *)p_userdata;
+
+ if (cbk->max == 0) {
+ return;
+ }
+
+ Vector2 rel_dir = (p_point_A - p_point_B);
+ real_t rel_length2 = rel_dir.length_squared();
+ if (cbk->valid_dir != Vector2()) {
+ if (cbk->valid_depth < 10e20) {
+ if (rel_length2 > cbk->valid_depth * cbk->valid_depth ||
+ (rel_length2 > CMP_EPSILON && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON)) {
+ cbk->invalid_by_dir++;
+ return;
+ }
+ } else {
+ if (rel_length2 > 0 && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON) {
+ return;
+ }
+ }
+ }
+
+ if (cbk->amount == cbk->max) {
+ //find least deep
+ real_t min_depth = 1e20;
+ int min_depth_idx = 0;
+ for (int i = 0; i < cbk->amount; i++) {
+ real_t d = cbk->ptr[i * 2 + 0].distance_squared_to(cbk->ptr[i * 2 + 1]);
+ if (d < min_depth) {
+ min_depth = d;
+ min_depth_idx = i;
+ }
+ }
+
+ if (rel_length2 < min_depth) {
+ return;
+ }
+ cbk->ptr[min_depth_idx * 2 + 0] = p_point_A;
+ cbk->ptr[min_depth_idx * 2 + 1] = p_point_B;
+ cbk->passed++;
+
+ } else {
+ cbk->ptr[cbk->amount * 2 + 0] = p_point_A;
+ cbk->ptr[cbk->amount * 2 + 1] = p_point_B;
+ cbk->amount++;
+ cbk->passed++;
+ }
+}
+
+bool GodotPhysicsServer2D::shape_collide(RID p_shape_A, const Transform2D &p_xform_A, const Vector2 &p_motion_A, RID p_shape_B, const Transform2D &p_xform_B, const Vector2 &p_motion_B, Vector2 *r_results, int p_result_max, int &r_result_count) {
+ GodotShape2D *shape_A = shape_owner.get_or_null(p_shape_A);
+ ERR_FAIL_COND_V(!shape_A, false);
+ GodotShape2D *shape_B = shape_owner.get_or_null(p_shape_B);
+ ERR_FAIL_COND_V(!shape_B, false);
+
+ if (p_result_max == 0) {
+ return GodotCollisionSolver2D::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, nullptr, nullptr);
+ }
+
+ CollCbkData cbk;
+ cbk.max = p_result_max;
+ cbk.amount = 0;
+ cbk.passed = 0;
+ cbk.ptr = r_results;
+
+ bool res = GodotCollisionSolver2D::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, _shape_col_cbk, &cbk);
+ r_result_count = cbk.amount;
+ return res;
+}
+
+RID GodotPhysicsServer2D::space_create() {
+ GodotSpace2D *space = memnew(GodotSpace2D);
+ RID id = space_owner.make_rid(space);
+ space->set_self(id);
+ RID area_id = area_create();
+ GodotArea2D *area = area_owner.get_or_null(area_id);
+ ERR_FAIL_COND_V(!area, RID());
+ space->set_default_area(area);
+ area->set_space(space);
+ area->set_priority(-1);
+
+ return id;
+};
+
+void GodotPhysicsServer2D::space_set_active(RID p_space, bool p_active) {
+ GodotSpace2D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND(!space);
+ if (p_active) {
+ active_spaces.insert(space);
+ } else {
+ active_spaces.erase(space);
+ }
+}
+
+bool GodotPhysicsServer2D::space_is_active(RID p_space) const {
+ const GodotSpace2D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND_V(!space, false);
+
+ return active_spaces.has(space);
+}
+
+void GodotPhysicsServer2D::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) {
+ GodotSpace2D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND(!space);
+
+ space->set_param(p_param, p_value);
+}
+
+real_t GodotPhysicsServer2D::space_get_param(RID p_space, SpaceParameter p_param) const {
+ const GodotSpace2D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND_V(!space, 0);
+ return space->get_param(p_param);
+}
+
+void GodotPhysicsServer2D::space_set_debug_contacts(RID p_space, int p_max_contacts) {
+ GodotSpace2D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND(!space);
+ space->set_debug_contacts(p_max_contacts);
+}
+
+Vector<Vector2> GodotPhysicsServer2D::space_get_contacts(RID p_space) const {
+ GodotSpace2D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND_V(!space, Vector<Vector2>());
+ return space->get_debug_contacts();
+}
+
+int GodotPhysicsServer2D::space_get_contact_count(RID p_space) const {
+ GodotSpace2D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND_V(!space, 0);
+ return space->get_debug_contact_count();
+}
+
+PhysicsDirectSpaceState2D *GodotPhysicsServer2D::space_get_direct_state(RID p_space) {
+ GodotSpace2D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND_V(!space, nullptr);
+ ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification.");
+
+ return space->get_direct_state();
+}
+
+RID GodotPhysicsServer2D::area_create() {
+ GodotArea2D *area = memnew(GodotArea2D);
+ RID rid = area_owner.make_rid(area);
+ area->set_self(rid);
+ return rid;
+}
+
+void GodotPhysicsServer2D::area_set_space(RID p_area, RID p_space) {
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ GodotSpace2D *space = nullptr;
+ if (p_space.is_valid()) {
+ space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND(!space);
+ }
+
+ if (area->get_space() == space) {
+ return; //pointless
+ }
+
+ area->clear_constraints();
+ area->set_space(space);
+}
+
+RID GodotPhysicsServer2D::area_get_space(RID p_area) const {
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND_V(!area, RID());
+
+ GodotSpace2D *space = area->get_space();
+ if (!space) {
+ return RID();
+ }
+ return space->get_self();
+}
+
+void GodotPhysicsServer2D::area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform, bool p_disabled) {
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ GodotShape2D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND(!shape);
+
+ area->add_shape(shape, p_transform, p_disabled);
+}
+
+void GodotPhysicsServer2D::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) {
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ GodotShape2D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND(!shape);
+ ERR_FAIL_COND(!shape->is_configured());
+
+ area->set_shape(p_shape_idx, shape);
+}
+
+void GodotPhysicsServer2D::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform) {
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ area->set_shape_transform(p_shape_idx, p_transform);
+}
+
+void GodotPhysicsServer2D::area_set_shape_disabled(RID p_area, int p_shape, bool p_disabled) {
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+ ERR_FAIL_INDEX(p_shape, area->get_shape_count());
+ FLUSH_QUERY_CHECK(area);
+
+ area->set_shape_disabled(p_shape, p_disabled);
+}
+
+int GodotPhysicsServer2D::area_get_shape_count(RID p_area) const {
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND_V(!area, -1);
+
+ return area->get_shape_count();
+}
+
+RID GodotPhysicsServer2D::area_get_shape(RID p_area, int p_shape_idx) const {
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND_V(!area, RID());
+
+ GodotShape2D *shape = area->get_shape(p_shape_idx);
+ ERR_FAIL_COND_V(!shape, RID());
+
+ return shape->get_self();
+}
+
+Transform2D GodotPhysicsServer2D::area_get_shape_transform(RID p_area, int p_shape_idx) const {
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND_V(!area, Transform2D());
+
+ return area->get_shape_transform(p_shape_idx);
+}
+
+void GodotPhysicsServer2D::area_remove_shape(RID p_area, int p_shape_idx) {
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ area->remove_shape(p_shape_idx);
+}
+
+void GodotPhysicsServer2D::area_clear_shapes(RID p_area) {
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ while (area->get_shape_count()) {
+ area->remove_shape(0);
+ }
+}
+
+void GodotPhysicsServer2D::area_attach_object_instance_id(RID p_area, ObjectID p_id) {
+ if (space_owner.owns(p_area)) {
+ GodotSpace2D *space = space_owner.get_or_null(p_area);
+ p_area = space->get_default_area()->get_self();
+ }
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+ area->set_instance_id(p_id);
+}
+
+ObjectID GodotPhysicsServer2D::area_get_object_instance_id(RID p_area) const {
+ if (space_owner.owns(p_area)) {
+ GodotSpace2D *space = space_owner.get_or_null(p_area);
+ p_area = space->get_default_area()->get_self();
+ }
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND_V(!area, ObjectID());
+ return area->get_instance_id();
+}
+
+void GodotPhysicsServer2D::area_attach_canvas_instance_id(RID p_area, ObjectID p_id) {
+ if (space_owner.owns(p_area)) {
+ GodotSpace2D *space = space_owner.get_or_null(p_area);
+ p_area = space->get_default_area()->get_self();
+ }
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+ area->set_canvas_instance_id(p_id);
+}
+
+ObjectID GodotPhysicsServer2D::area_get_canvas_instance_id(RID p_area) const {
+ if (space_owner.owns(p_area)) {
+ GodotSpace2D *space = space_owner.get_or_null(p_area);
+ p_area = space->get_default_area()->get_self();
+ }
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND_V(!area, ObjectID());
+ return area->get_canvas_instance_id();
+}
+
+void GodotPhysicsServer2D::area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) {
+ if (space_owner.owns(p_area)) {
+ GodotSpace2D *space = space_owner.get_or_null(p_area);
+ p_area = space->get_default_area()->get_self();
+ }
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+ area->set_param(p_param, p_value);
+};
+
+void GodotPhysicsServer2D::area_set_transform(RID p_area, const Transform2D &p_transform) {
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+ area->set_transform(p_transform);
+};
+
+Variant GodotPhysicsServer2D::area_get_param(RID p_area, AreaParameter p_param) const {
+ if (space_owner.owns(p_area)) {
+ GodotSpace2D *space = space_owner.get_or_null(p_area);
+ p_area = space->get_default_area()->get_self();
+ }
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND_V(!area, Variant());
+
+ return area->get_param(p_param);
+};
+
+Transform2D GodotPhysicsServer2D::area_get_transform(RID p_area) const {
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND_V(!area, Transform2D());
+
+ return area->get_transform();
+};
+
+void GodotPhysicsServer2D::area_set_pickable(RID p_area, bool p_pickable) {
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+ area->set_pickable(p_pickable);
+}
+
+void GodotPhysicsServer2D::area_set_monitorable(RID p_area, bool p_monitorable) {
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+ FLUSH_QUERY_CHECK(area);
+
+ area->set_monitorable(p_monitorable);
+}
+
+void GodotPhysicsServer2D::area_set_collision_mask(RID p_area, uint32_t p_mask) {
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ area->set_collision_mask(p_mask);
+}
+
+void GodotPhysicsServer2D::area_set_collision_layer(RID p_area, uint32_t p_layer) {
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ area->set_collision_layer(p_layer);
+}
+
+void GodotPhysicsServer2D::area_set_monitor_callback(RID p_area, const Callable &p_callback) {
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ area->set_monitor_callback(p_callback.is_valid() ? p_callback : Callable());
+}
+
+void GodotPhysicsServer2D::area_set_area_monitor_callback(RID p_area, const Callable &p_callback) {
+ GodotArea2D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ area->set_area_monitor_callback(p_callback.is_valid() ? p_callback : Callable());
+}
+
+/* BODY API */
+
+RID GodotPhysicsServer2D::body_create() {
+ GodotBody2D *body = memnew(GodotBody2D);
+ RID rid = body_owner.make_rid(body);
+ body->set_self(rid);
+ return rid;
+}
+
+void GodotPhysicsServer2D::body_set_space(RID p_body, RID p_space) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+ GodotSpace2D *space = nullptr;
+ if (p_space.is_valid()) {
+ space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND(!space);
+ }
+
+ if (body->get_space() == space) {
+ return; //pointless
+ }
+
+ body->clear_constraint_list();
+ body->set_space(space);
+};
+
+RID GodotPhysicsServer2D::body_get_space(RID p_body) const {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, RID());
+
+ GodotSpace2D *space = body->get_space();
+ if (!space) {
+ return RID();
+ }
+ return space->get_self();
+};
+
+void GodotPhysicsServer2D::body_set_mode(RID p_body, BodyMode p_mode) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+ FLUSH_QUERY_CHECK(body);
+
+ body->set_mode(p_mode);
+};
+
+PhysicsServer2D::BodyMode GodotPhysicsServer2D::body_get_mode(RID p_body) const {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, BODY_MODE_STATIC);
+
+ return body->get_mode();
+};
+
+void GodotPhysicsServer2D::body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform, bool p_disabled) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ GodotShape2D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND(!shape);
+
+ body->add_shape(shape, p_transform, p_disabled);
+}
+
+void GodotPhysicsServer2D::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ GodotShape2D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND(!shape);
+ ERR_FAIL_COND(!shape->is_configured());
+
+ body->set_shape(p_shape_idx, shape);
+}
+
+void GodotPhysicsServer2D::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_shape_transform(p_shape_idx, p_transform);
+}
+
+int GodotPhysicsServer2D::body_get_shape_count(RID p_body) const {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, -1);
+
+ return body->get_shape_count();
+}
+
+RID GodotPhysicsServer2D::body_get_shape(RID p_body, int p_shape_idx) const {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, RID());
+
+ GodotShape2D *shape = body->get_shape(p_shape_idx);
+ ERR_FAIL_COND_V(!shape, RID());
+
+ return shape->get_self();
+}
+
+Transform2D GodotPhysicsServer2D::body_get_shape_transform(RID p_body, int p_shape_idx) const {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, Transform2D());
+
+ return body->get_shape_transform(p_shape_idx);
+}
+
+void GodotPhysicsServer2D::body_remove_shape(RID p_body, int p_shape_idx) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->remove_shape(p_shape_idx);
+}
+
+void GodotPhysicsServer2D::body_clear_shapes(RID p_body) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ while (body->get_shape_count()) {
+ body->remove_shape(0);
+ }
+}
+
+void GodotPhysicsServer2D::body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+ ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count());
+ FLUSH_QUERY_CHECK(body);
+
+ body->set_shape_disabled(p_shape_idx, p_disabled);
+}
+
+void GodotPhysicsServer2D::body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, real_t p_margin) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+ ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count());
+ FLUSH_QUERY_CHECK(body);
+
+ body->set_shape_as_one_way_collision(p_shape_idx, p_enable, p_margin);
+}
+
+void GodotPhysicsServer2D::body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+ body->set_continuous_collision_detection_mode(p_mode);
+}
+
+GodotPhysicsServer2D::CCDMode GodotPhysicsServer2D::body_get_continuous_collision_detection_mode(RID p_body) const {
+ const GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, CCD_MODE_DISABLED);
+
+ return body->get_continuous_collision_detection_mode();
+}
+
+void GodotPhysicsServer2D::body_attach_object_instance_id(RID p_body, ObjectID p_id) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_instance_id(p_id);
+};
+
+ObjectID GodotPhysicsServer2D::body_get_object_instance_id(RID p_body) const {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, ObjectID());
+
+ return body->get_instance_id();
+};
+
+void GodotPhysicsServer2D::body_attach_canvas_instance_id(RID p_body, ObjectID p_id) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_canvas_instance_id(p_id);
+};
+
+ObjectID GodotPhysicsServer2D::body_get_canvas_instance_id(RID p_body) const {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, ObjectID());
+
+ return body->get_canvas_instance_id();
+};
+
+void GodotPhysicsServer2D::body_set_collision_layer(RID p_body, uint32_t p_layer) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+ body->set_collision_layer(p_layer);
+};
+
+uint32_t GodotPhysicsServer2D::body_get_collision_layer(RID p_body) const {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, 0);
+
+ return body->get_collision_layer();
+};
+
+void GodotPhysicsServer2D::body_set_collision_mask(RID p_body, uint32_t p_mask) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+ body->set_collision_mask(p_mask);
+};
+
+uint32_t GodotPhysicsServer2D::body_get_collision_mask(RID p_body) const {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, 0);
+
+ return body->get_collision_mask();
+};
+
+void GodotPhysicsServer2D::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_param(p_param, p_value);
+};
+
+Variant GodotPhysicsServer2D::body_get_param(RID p_body, BodyParameter p_param) const {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, 0);
+
+ return body->get_param(p_param);
+};
+
+void GodotPhysicsServer2D::body_reset_mass_properties(RID p_body) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ return body->reset_mass_properties();
+}
+
+void GodotPhysicsServer2D::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_state(p_state, p_variant);
+};
+
+Variant GodotPhysicsServer2D::body_get_state(RID p_body, BodyState p_state) const {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, Variant());
+
+ return body->get_state(p_state);
+};
+
+void GodotPhysicsServer2D::body_set_applied_force(RID p_body, const Vector2 &p_force) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_applied_force(p_force);
+ body->wakeup();
+};
+
+Vector2 GodotPhysicsServer2D::body_get_applied_force(RID p_body) const {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, Vector2());
+ return body->get_applied_force();
+};
+
+void GodotPhysicsServer2D::body_set_applied_torque(RID p_body, real_t p_torque) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_applied_torque(p_torque);
+ body->wakeup();
+};
+
+real_t GodotPhysicsServer2D::body_get_applied_torque(RID p_body) const {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, 0);
+
+ return body->get_applied_torque();
+};
+
+void GodotPhysicsServer2D::body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->apply_central_impulse(p_impulse);
+ body->wakeup();
+}
+
+void GodotPhysicsServer2D::body_apply_torque_impulse(RID p_body, real_t p_torque) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ _update_shapes();
+
+ body->apply_torque_impulse(p_torque);
+ body->wakeup();
+}
+
+void GodotPhysicsServer2D::body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ _update_shapes();
+
+ body->apply_impulse(p_impulse, p_position);
+ body->wakeup();
+};
+
+void GodotPhysicsServer2D::body_add_central_force(RID p_body, const Vector2 &p_force) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->add_central_force(p_force);
+ body->wakeup();
+};
+
+void GodotPhysicsServer2D::body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->add_force(p_force, p_position);
+ body->wakeup();
+};
+
+void GodotPhysicsServer2D::body_add_torque(RID p_body, real_t p_torque) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->add_torque(p_torque);
+ body->wakeup();
+};
+
+void GodotPhysicsServer2D::body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ _update_shapes();
+
+ Vector2 v = body->get_linear_velocity();
+ Vector2 axis = p_axis_velocity.normalized();
+ v -= axis * axis.dot(v);
+ v += p_axis_velocity;
+ body->set_linear_velocity(v);
+ body->wakeup();
+};
+
+void GodotPhysicsServer2D::body_add_collision_exception(RID p_body, RID p_body_b) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->add_exception(p_body_b);
+ body->wakeup();
+};
+
+void GodotPhysicsServer2D::body_remove_collision_exception(RID p_body, RID p_body_b) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->remove_exception(p_body_b);
+ body->wakeup();
+};
+
+void GodotPhysicsServer2D::body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ for (int i = 0; i < body->get_exceptions().size(); i++) {
+ p_exceptions->push_back(body->get_exceptions()[i]);
+ }
+};
+
+void GodotPhysicsServer2D::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+};
+
+real_t GodotPhysicsServer2D::body_get_contacts_reported_depth_threshold(RID p_body) const {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, 0);
+ return 0;
+};
+
+void GodotPhysicsServer2D::body_set_omit_force_integration(RID p_body, bool p_omit) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_omit_force_integration(p_omit);
+};
+
+bool GodotPhysicsServer2D::body_is_omitting_force_integration(RID p_body) const {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, false);
+ return body->get_omit_force_integration();
+};
+
+void GodotPhysicsServer2D::body_set_max_contacts_reported(RID p_body, int p_contacts) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+ body->set_max_contacts_reported(p_contacts);
+}
+
+int GodotPhysicsServer2D::body_get_max_contacts_reported(RID p_body) const {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, -1);
+ return body->get_max_contacts_reported();
+}
+
+void GodotPhysicsServer2D::body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+ body->set_state_sync_callback(p_instance, p_callback);
+}
+
+void GodotPhysicsServer2D::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+ body->set_force_integration_callback(p_callable, p_udata);
+}
+
+bool GodotPhysicsServer2D::body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, false);
+ ERR_FAIL_INDEX_V(p_body_shape, body->get_shape_count(), false);
+
+ return shape_collide(body->get_shape(p_body_shape)->get_self(), body->get_transform() * body->get_shape_transform(p_body_shape), Vector2(), p_shape, p_shape_xform, p_motion, r_results, p_result_max, r_result_count);
+}
+
+void GodotPhysicsServer2D::body_set_pickable(RID p_body, bool p_pickable) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+ body->set_pickable(p_pickable);
+}
+
+bool GodotPhysicsServer2D::body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result) {
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, false);
+ ERR_FAIL_COND_V(!body->get_space(), false);
+ ERR_FAIL_COND_V(body->get_space()->is_locked(), false);
+
+ _update_shapes();
+
+ return body->get_space()->test_body_motion(body, p_parameters, r_result);
+}
+
+PhysicsDirectBodyState2D *GodotPhysicsServer2D::body_get_direct_state(RID p_body) {
+ ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
+
+ if (!body_owner.owns(p_body)) {
+ return nullptr;
+ }
+
+ GodotBody2D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, nullptr);
+
+ if (!body->get_space()) {
+ return nullptr;
+ }
+
+ ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
+
+ return body->get_direct_state();
+}
+
+/* JOINT API */
+
+RID GodotPhysicsServer2D::joint_create() {
+ GodotJoint2D *joint = memnew(GodotJoint2D);
+ RID joint_rid = joint_owner.make_rid(joint);
+ joint->set_self(joint_rid);
+ return joint_rid;
+}
+
+void GodotPhysicsServer2D::joint_clear(RID p_joint) {
+ GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
+ if (joint->get_type() != JOINT_TYPE_MAX) {
+ GodotJoint2D *empty_joint = memnew(GodotJoint2D);
+ empty_joint->copy_settings_from(joint);
+
+ joint_owner.replace(p_joint, empty_joint);
+ memdelete(joint);
+ }
+}
+
+void GodotPhysicsServer2D::joint_set_param(RID p_joint, JointParam p_param, real_t p_value) {
+ GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(!joint);
+
+ switch (p_param) {
+ case JOINT_PARAM_BIAS:
+ joint->set_bias(p_value);
+ break;
+ case JOINT_PARAM_MAX_BIAS:
+ joint->set_max_bias(p_value);
+ break;
+ case JOINT_PARAM_MAX_FORCE:
+ joint->set_max_force(p_value);
+ break;
+ }
+}
+
+real_t GodotPhysicsServer2D::joint_get_param(RID p_joint, JointParam p_param) const {
+ const GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND_V(!joint, -1);
+
+ switch (p_param) {
+ case JOINT_PARAM_BIAS:
+ return joint->get_bias();
+ break;
+ case JOINT_PARAM_MAX_BIAS:
+ return joint->get_max_bias();
+ break;
+ case JOINT_PARAM_MAX_FORCE:
+ return joint->get_max_force();
+ break;
+ }
+
+ return 0;
+}
+
+void GodotPhysicsServer2D::joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) {
+ GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(!joint);
+
+ joint->disable_collisions_between_bodies(p_disable);
+
+ if (2 == joint->get_body_count()) {
+ GodotBody2D *body_a = *joint->get_body_ptr();
+ GodotBody2D *body_b = *(joint->get_body_ptr() + 1);
+
+ if (p_disable) {
+ body_add_collision_exception(body_a->get_self(), body_b->get_self());
+ body_add_collision_exception(body_b->get_self(), body_a->get_self());
+ } else {
+ body_remove_collision_exception(body_a->get_self(), body_b->get_self());
+ body_remove_collision_exception(body_b->get_self(), body_a->get_self());
+ }
+ }
+}
+
+bool GodotPhysicsServer2D::joint_is_disabled_collisions_between_bodies(RID p_joint) const {
+ const GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND_V(!joint, true);
+
+ return joint->is_disabled_collisions_between_bodies();
+}
+
+void GodotPhysicsServer2D::joint_make_pin(RID p_joint, const Vector2 &p_pos, RID p_body_a, RID p_body_b) {
+ GodotBody2D *A = body_owner.get_or_null(p_body_a);
+ ERR_FAIL_COND(!A);
+ GodotBody2D *B = nullptr;
+ if (body_owner.owns(p_body_b)) {
+ B = body_owner.get_or_null(p_body_b);
+ ERR_FAIL_COND(!B);
+ }
+
+ GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(prev_joint == nullptr);
+
+ GodotJoint2D *joint = memnew(GodotPinJoint2D(p_pos, A, B));
+
+ joint_owner.replace(p_joint, joint);
+ joint->copy_settings_from(prev_joint);
+ memdelete(prev_joint);
+}
+
+void GodotPhysicsServer2D::joint_make_groove(RID p_joint, const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) {
+ GodotBody2D *A = body_owner.get_or_null(p_body_a);
+ ERR_FAIL_COND(!A);
+
+ GodotBody2D *B = body_owner.get_or_null(p_body_b);
+ ERR_FAIL_COND(!B);
+
+ GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(prev_joint == nullptr);
+
+ GodotJoint2D *joint = memnew(GodotGrooveJoint2D(p_a_groove1, p_a_groove2, p_b_anchor, A, B));
+
+ joint_owner.replace(p_joint, joint);
+ joint->copy_settings_from(prev_joint);
+ memdelete(prev_joint);
+}
+
+void GodotPhysicsServer2D::joint_make_damped_spring(RID p_joint, const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b) {
+ GodotBody2D *A = body_owner.get_or_null(p_body_a);
+ ERR_FAIL_COND(!A);
+
+ GodotBody2D *B = body_owner.get_or_null(p_body_b);
+ ERR_FAIL_COND(!B);
+
+ GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(prev_joint == nullptr);
+
+ GodotJoint2D *joint = memnew(GodotDampedSpringJoint2D(p_anchor_a, p_anchor_b, A, B));
+
+ joint_owner.replace(p_joint, joint);
+ joint->copy_settings_from(prev_joint);
+ memdelete(prev_joint);
+}
+
+void GodotPhysicsServer2D::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) {
+ GodotJoint2D *j = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(!j);
+ ERR_FAIL_COND(j->get_type() != JOINT_TYPE_PIN);
+
+ GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(j);
+ pin_joint->set_param(p_param, p_value);
+}
+
+real_t GodotPhysicsServer2D::pin_joint_get_param(RID p_joint, PinJointParam p_param) const {
+ GodotJoint2D *j = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND_V(!j, 0);
+ ERR_FAIL_COND_V(j->get_type() != JOINT_TYPE_PIN, 0);
+
+ GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(j);
+ return pin_joint->get_param(p_param);
+}
+
+void GodotPhysicsServer2D::damped_spring_joint_set_param(RID p_joint, DampedSpringParam p_param, real_t p_value) {
+ GodotJoint2D *j = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(!j);
+ ERR_FAIL_COND(j->get_type() != JOINT_TYPE_DAMPED_SPRING);
+
+ GodotDampedSpringJoint2D *dsj = static_cast<GodotDampedSpringJoint2D *>(j);
+ dsj->set_param(p_param, p_value);
+}
+
+real_t GodotPhysicsServer2D::damped_spring_joint_get_param(RID p_joint, DampedSpringParam p_param) const {
+ GodotJoint2D *j = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND_V(!j, 0);
+ ERR_FAIL_COND_V(j->get_type() != JOINT_TYPE_DAMPED_SPRING, 0);
+
+ GodotDampedSpringJoint2D *dsj = static_cast<GodotDampedSpringJoint2D *>(j);
+ return dsj->get_param(p_param);
+}
+
+PhysicsServer2D::JointType GodotPhysicsServer2D::joint_get_type(RID p_joint) const {
+ GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND_V(!joint, JOINT_TYPE_PIN);
+
+ return joint->get_type();
+}
+
+void GodotPhysicsServer2D::free(RID p_rid) {
+ _update_shapes(); // just in case
+
+ if (shape_owner.owns(p_rid)) {
+ GodotShape2D *shape = shape_owner.get_or_null(p_rid);
+
+ while (shape->get_owners().size()) {
+ GodotShapeOwner2D *so = shape->get_owners().front()->key();
+ so->remove_shape(shape);
+ }
+
+ shape_owner.free(p_rid);
+ memdelete(shape);
+ } else if (body_owner.owns(p_rid)) {
+ GodotBody2D *body = body_owner.get_or_null(p_rid);
+
+ /*
+ if (body->get_state_query())
+ _clear_query(body->get_state_query());
+
+ if (body->get_direct_state_query())
+ _clear_query(body->get_direct_state_query());
+ */
+
+ body_set_space(p_rid, RID());
+
+ while (body->get_shape_count()) {
+ body->remove_shape(0);
+ }
+
+ body_owner.free(p_rid);
+ memdelete(body);
+
+ } else if (area_owner.owns(p_rid)) {
+ GodotArea2D *area = area_owner.get_or_null(p_rid);
+
+ /*
+ if (area->get_monitor_query())
+ _clear_query(area->get_monitor_query());
+ */
+
+ area->set_space(nullptr);
+
+ while (area->get_shape_count()) {
+ area->remove_shape(0);
+ }
+
+ area_owner.free(p_rid);
+ memdelete(area);
+ } else if (space_owner.owns(p_rid)) {
+ GodotSpace2D *space = space_owner.get_or_null(p_rid);
+
+ while (space->get_objects().size()) {
+ GodotCollisionObject2D *co = (GodotCollisionObject2D *)space->get_objects().front()->get();
+ co->set_space(nullptr);
+ }
+
+ active_spaces.erase(space);
+ free(space->get_default_area()->get_self());
+ space_owner.free(p_rid);
+ memdelete(space);
+ } else if (joint_owner.owns(p_rid)) {
+ GodotJoint2D *joint = joint_owner.get_or_null(p_rid);
+
+ joint_owner.free(p_rid);
+ memdelete(joint);
+
+ } else {
+ ERR_FAIL_MSG("Invalid ID.");
+ }
+};
+
+void GodotPhysicsServer2D::set_active(bool p_active) {
+ active = p_active;
+};
+
+void GodotPhysicsServer2D::set_collision_iterations(int p_iterations) {
+ iterations = p_iterations;
+};
+
+void GodotPhysicsServer2D::init() {
+ doing_sync = false;
+ iterations = 8; // 8?
+ stepper = memnew(GodotStep2D);
+};
+
+void GodotPhysicsServer2D::step(real_t p_step) {
+ if (!active) {
+ return;
+ }
+
+ _update_shapes();
+
+ island_count = 0;
+ active_objects = 0;
+ collision_pairs = 0;
+ for (Set<const GodotSpace2D *>::Element *E = active_spaces.front(); E; E = E->next()) {
+ stepper->step((GodotSpace2D *)E->get(), p_step, iterations);
+ island_count += E->get()->get_island_count();
+ active_objects += E->get()->get_active_objects();
+ collision_pairs += E->get()->get_collision_pairs();
+ }
+};
+
+void GodotPhysicsServer2D::sync() {
+ doing_sync = true;
+};
+
+void GodotPhysicsServer2D::flush_queries() {
+ if (!active) {
+ return;
+ }
+
+ flushing_queries = true;
+
+ uint64_t time_beg = OS::get_singleton()->get_ticks_usec();
+
+ for (Set<const GodotSpace2D *>::Element *E = active_spaces.front(); E; E = E->next()) {
+ GodotSpace2D *space = (GodotSpace2D *)E->get();
+ space->call_queries();
+ }
+
+ flushing_queries = false;
+
+ if (EngineDebugger::is_profiling("servers")) {
+ uint64_t total_time[GodotSpace2D::ELAPSED_TIME_MAX];
+ static const char *time_name[GodotSpace2D::ELAPSED_TIME_MAX] = {
+ "integrate_forces",
+ "generate_islands",
+ "setup_constraints",
+ "solve_constraints",
+ "integrate_velocities"
+ };
+
+ for (int i = 0; i < GodotSpace2D::ELAPSED_TIME_MAX; i++) {
+ total_time[i] = 0;
+ }
+
+ for (Set<const GodotSpace2D *>::Element *E = active_spaces.front(); E; E = E->next()) {
+ for (int i = 0; i < GodotSpace2D::ELAPSED_TIME_MAX; i++) {
+ total_time[i] += E->get()->get_elapsed_time(GodotSpace2D::ElapsedTime(i));
+ }
+ }
+
+ Array values;
+ values.resize(GodotSpace2D::ELAPSED_TIME_MAX * 2);
+ for (int i = 0; i < GodotSpace2D::ELAPSED_TIME_MAX; i++) {
+ values[i * 2 + 0] = time_name[i];
+ values[i * 2 + 1] = USEC_TO_SEC(total_time[i]);
+ }
+ values.push_back("flush_queries");
+ values.push_back(USEC_TO_SEC(OS::get_singleton()->get_ticks_usec() - time_beg));
+
+ values.push_front("physics_2d");
+ EngineDebugger::profiler_add_frame_data("servers", values);
+ }
+}
+
+void GodotPhysicsServer2D::end_sync() {
+ doing_sync = false;
+}
+
+void GodotPhysicsServer2D::finish() {
+ memdelete(stepper);
+};
+
+void GodotPhysicsServer2D::_update_shapes() {
+ while (pending_shape_update_list.first()) {
+ pending_shape_update_list.first()->self()->_shape_changed();
+ pending_shape_update_list.remove(pending_shape_update_list.first());
+ }
+}
+
+int GodotPhysicsServer2D::get_process_info(ProcessInfo p_info) {
+ switch (p_info) {
+ case INFO_ACTIVE_OBJECTS: {
+ return active_objects;
+ } break;
+ case INFO_COLLISION_PAIRS: {
+ return collision_pairs;
+ } break;
+ case INFO_ISLAND_COUNT: {
+ return island_count;
+ } break;
+ }
+
+ return 0;
+}
+
+GodotPhysicsServer2D *GodotPhysicsServer2D::godot_singleton = nullptr;
+
+GodotPhysicsServer2D::GodotPhysicsServer2D(bool p_using_threads) {
+ godot_singleton = this;
+ GodotBroadPhase2D::create_func = GodotBroadPhase2DBVH::_create;
+
+ using_threads = p_using_threads;
+};
diff --git a/servers/physics_2d/physics_server_2d_sw.h b/servers/physics_2d/godot_physics_server_2d.h
index b8e375a087..1f544fee72 100644
--- a/servers/physics_2d/physics_server_2d_sw.h
+++ b/servers/physics_2d/godot_physics_server_2d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* physics_server_2d_sw.h */
+/* godot_physics_server_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,21 +28,22 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef PHYSICS_2D_SERVER_SW
-#define PHYSICS_2D_SERVER_SW
+#ifndef GODOT_PHYSICS_SERVER_2D_H
+#define GODOT_PHYSICS_SERVER_2D_H
+
+#include "godot_joints_2d.h"
+#include "godot_shape_2d.h"
+#include "godot_space_2d.h"
+#include "godot_step_2d.h"
#include "core/templates/rid_owner.h"
-#include "joints_2d_sw.h"
#include "servers/physics_server_2d.h"
-#include "shape_2d_sw.h"
-#include "space_2d_sw.h"
-#include "step_2d_sw.h"
-class PhysicsServer2DSW : public PhysicsServer2D {
- GDCLASS(PhysicsServer2DSW, PhysicsServer2D);
+class GodotPhysicsServer2D : public PhysicsServer2D {
+ GDCLASS(GodotPhysicsServer2D, PhysicsServer2D);
- friend class PhysicsDirectSpaceState2DSW;
- friend class PhysicsDirectBodyState2DSW;
+ friend class GodotPhysicsDirectSpaceState2D;
+ friend class GodotPhysicsDirectBodyState2D;
bool active = true;
int iterations = 0;
bool doing_sync = false;
@@ -55,20 +56,19 @@ class PhysicsServer2DSW : public PhysicsServer2D {
bool flushing_queries = false;
- Step2DSW *stepper = nullptr;
- Set<const Space2DSW *> active_spaces;
+ GodotStep2D *stepper = nullptr;
+ Set<const GodotSpace2D *> active_spaces;
- mutable RID_PtrOwner<Shape2DSW, true> shape_owner;
- mutable RID_PtrOwner<Space2DSW, true> space_owner;
- mutable RID_PtrOwner<Area2DSW, true> area_owner;
- mutable RID_PtrOwner<Body2DSW, true> body_owner;
- mutable RID_PtrOwner<Joint2DSW, true> joint_owner;
+ mutable RID_PtrOwner<GodotShape2D, true> shape_owner;
+ mutable RID_PtrOwner<GodotSpace2D, true> space_owner;
+ mutable RID_PtrOwner<GodotArea2D, true> area_owner;
+ mutable RID_PtrOwner<GodotBody2D, true> body_owner;
+ mutable RID_PtrOwner<GodotJoint2D, true> joint_owner;
- static PhysicsServer2DSW *singletonsw;
+ static GodotPhysicsServer2D *godot_singleton;
- //void _clear_query(Query2DSW *p_query);
- friend class CollisionObject2DSW;
- SelfList<CollisionObject2DSW>::List pending_shape_update_list;
+ friend class GodotCollisionObject2D;
+ SelfList<GodotCollisionObject2D>::List pending_shape_update_list;
void _update_shapes();
RID _shape_create(ShapeType p_shape);
@@ -124,9 +124,6 @@ public:
virtual RID area_create() override;
- virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) override;
- virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const override;
-
virtual void area_set_space(RID p_area, RID p_space) override;
virtual RID area_get_space(RID p_area) const override;
@@ -158,8 +155,8 @@ public:
virtual void area_set_collision_mask(RID p_area, uint32_t p_mask) override;
virtual void area_set_collision_layer(RID p_area, uint32_t p_layer) override;
- virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) override;
- virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) override;
+ virtual void area_set_monitor_callback(RID p_area, const Callable &p_callback) override;
+ virtual void area_set_area_monitor_callback(RID p_area, const Callable &p_callback) override;
virtual void area_set_pickable(RID p_area, bool p_pickable) override;
@@ -292,8 +289,8 @@ public:
int get_process_info(ProcessInfo p_info) override;
- PhysicsServer2DSW(bool p_using_threads = false);
- ~PhysicsServer2DSW() {}
+ GodotPhysicsServer2D(bool p_using_threads = false);
+ ~GodotPhysicsServer2D() {}
};
-#endif
+#endif // GODOT_PHYSICS_SERVER_2D_H
diff --git a/servers/physics_2d/shape_2d_sw.cpp b/servers/physics_2d/godot_shape_2d.cpp
index bde882ac24..3604004324 100644
--- a/servers/physics_2d/shape_2d_sw.cpp
+++ b/servers/physics_2d/godot_shape_2d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* shape_2d_sw.cpp */
+/* godot_shape_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,29 +28,29 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "shape_2d_sw.h"
+#include "godot_shape_2d.h"
#include "core/math/geometry_2d.h"
#include "core/templates/sort_array.h"
-void Shape2DSW::configure(const Rect2 &p_aabb) {
+void GodotShape2D::configure(const Rect2 &p_aabb) {
aabb = p_aabb;
configured = true;
- for (const KeyValue<ShapeOwner2DSW *, int> &E : owners) {
- ShapeOwner2DSW *co = (ShapeOwner2DSW *)E.key;
+ for (const KeyValue<GodotShapeOwner2D *, int> &E : owners) {
+ GodotShapeOwner2D *co = (GodotShapeOwner2D *)E.key;
co->_shape_changed();
}
}
-Vector2 Shape2DSW::get_support(const Vector2 &p_normal) const {
+Vector2 GodotShape2D::get_support(const Vector2 &p_normal) const {
Vector2 res[2];
int amnt;
get_supports(p_normal, res, amnt);
return res[0];
}
-void Shape2DSW::add_owner(ShapeOwner2DSW *p_owner) {
- Map<ShapeOwner2DSW *, int>::Element *E = owners.find(p_owner);
+void GodotShape2D::add_owner(GodotShapeOwner2D *p_owner) {
+ Map<GodotShapeOwner2D *, int>::Element *E = owners.find(p_owner);
if (E) {
E->get()++;
} else {
@@ -58,8 +58,8 @@ void Shape2DSW::add_owner(ShapeOwner2DSW *p_owner) {
}
}
-void Shape2DSW::remove_owner(ShapeOwner2DSW *p_owner) {
- Map<ShapeOwner2DSW *, int>::Element *E = owners.find(p_owner);
+void GodotShape2D::remove_owner(GodotShapeOwner2D *p_owner) {
+ Map<GodotShapeOwner2D *, int>::Element *E = owners.find(p_owner);
ERR_FAIL_COND(!E);
E->get()--;
if (E->get() == 0) {
@@ -67,15 +67,15 @@ void Shape2DSW::remove_owner(ShapeOwner2DSW *p_owner) {
}
}
-bool Shape2DSW::is_owner(ShapeOwner2DSW *p_owner) const {
+bool GodotShape2D::is_owner(GodotShapeOwner2D *p_owner) const {
return owners.has(p_owner);
}
-const Map<ShapeOwner2DSW *, int> &Shape2DSW::get_owners() const {
+const Map<GodotShapeOwner2D *, int> &GodotShape2D::get_owners() const {
return owners;
}
-Shape2DSW::~Shape2DSW() {
+GodotShape2D::~GodotShape2D() {
ERR_FAIL_COND(owners.size());
}
@@ -83,15 +83,15 @@ Shape2DSW::~Shape2DSW() {
/*********************************************************/
/*********************************************************/
-void WorldBoundaryShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
+void GodotWorldBoundaryShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
r_amount = 0;
}
-bool WorldBoundaryShape2DSW::contains_point(const Vector2 &p_point) const {
+bool GodotWorldBoundaryShape2D::contains_point(const Vector2 &p_point) const {
return normal.dot(p_point) < d;
}
-bool WorldBoundaryShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
+bool GodotWorldBoundaryShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
Vector2 segment = p_begin - p_end;
real_t den = normal.dot(segment);
@@ -113,11 +113,11 @@ bool WorldBoundaryShape2DSW::intersect_segment(const Vector2 &p_begin, const Vec
return true;
}
-real_t WorldBoundaryShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
+real_t GodotWorldBoundaryShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
return 0;
}
-void WorldBoundaryShape2DSW::set_data(const Variant &p_data) {
+void GodotWorldBoundaryShape2D::set_data(const Variant &p_data) {
ERR_FAIL_COND(p_data.get_type() != Variant::ARRAY);
Array arr = p_data;
ERR_FAIL_COND(arr.size() != 2);
@@ -126,7 +126,7 @@ void WorldBoundaryShape2DSW::set_data(const Variant &p_data) {
configure(Rect2(Vector2(-1e4, -1e4), Vector2(1e4 * 2, 1e4 * 2)));
}
-Variant WorldBoundaryShape2DSW::get_data() const {
+Variant GodotWorldBoundaryShape2D::get_data() const {
Array arr;
arr.resize(2);
arr[0] = normal;
@@ -138,7 +138,7 @@ Variant WorldBoundaryShape2DSW::get_data() const {
/*********************************************************/
/*********************************************************/
-void SeparationRayShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
+void GodotSeparationRayShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
r_amount = 1;
if (p_normal.y > 0) {
@@ -148,26 +148,26 @@ void SeparationRayShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_su
}
}
-bool SeparationRayShape2DSW::contains_point(const Vector2 &p_point) const {
+bool GodotSeparationRayShape2D::contains_point(const Vector2 &p_point) const {
return false;
}
-bool SeparationRayShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
+bool GodotSeparationRayShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
return false; //rays can't be intersected
}
-real_t SeparationRayShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
+real_t GodotSeparationRayShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
return 0; //rays are mass-less
}
-void SeparationRayShape2DSW::set_data(const Variant &p_data) {
+void GodotSeparationRayShape2D::set_data(const Variant &p_data) {
Dictionary d = p_data;
length = d["length"];
slide_on_slope = d["slide_on_slope"];
configure(Rect2(0, 0, 0.001, length));
}
-Variant SeparationRayShape2DSW::get_data() const {
+Variant GodotSeparationRayShape2D::get_data() const {
Dictionary d;
d["length"] = length;
d["slide_on_slope"] = slide_on_slope;
@@ -178,7 +178,7 @@ Variant SeparationRayShape2DSW::get_data() const {
/*********************************************************/
/*********************************************************/
-void SegmentShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
+void GodotSegmentShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
if (Math::abs(p_normal.dot(n)) > _SEGMENT_IS_VALID_SUPPORT_THRESHOLD) {
r_supports[0] = a;
r_supports[1] = b;
@@ -195,11 +195,11 @@ void SegmentShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports
r_amount = 1;
}
-bool SegmentShape2DSW::contains_point(const Vector2 &p_point) const {
+bool GodotSegmentShape2D::contains_point(const Vector2 &p_point) const {
return false;
}
-bool SegmentShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
+bool GodotSegmentShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
if (!Geometry2D::segment_intersects_segment(p_begin, p_end, a, b, &r_point)) {
return false;
}
@@ -213,11 +213,11 @@ bool SegmentShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &
return true;
}
-real_t SegmentShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
+real_t GodotSegmentShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
return p_mass * ((a * p_scale).distance_squared_to(b * p_scale)) / 12;
}
-void SegmentShape2DSW::set_data(const Variant &p_data) {
+void GodotSegmentShape2D::set_data(const Variant &p_data) {
ERR_FAIL_COND(p_data.get_type() != Variant::RECT2);
Rect2 r = p_data;
@@ -237,7 +237,7 @@ void SegmentShape2DSW::set_data(const Variant &p_data) {
configure(aabb);
}
-Variant SegmentShape2DSW::get_data() const {
+Variant GodotSegmentShape2D::get_data() const {
Rect2 r;
r.position = a;
r.size = b;
@@ -248,16 +248,16 @@ Variant SegmentShape2DSW::get_data() const {
/*********************************************************/
/*********************************************************/
-void CircleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
+void GodotCircleShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
r_amount = 1;
*r_supports = p_normal * radius;
}
-bool CircleShape2DSW::contains_point(const Vector2 &p_point) const {
+bool GodotCircleShape2D::contains_point(const Vector2 &p_point) const {
return p_point.length_squared() < radius * radius;
}
-bool CircleShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
+bool GodotCircleShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
Vector2 line_vec = p_end - p_begin;
real_t a, b, c;
@@ -283,19 +283,19 @@ bool CircleShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p
return true;
}
-real_t CircleShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
+real_t GodotCircleShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
real_t a = radius * p_scale.x;
real_t b = radius * p_scale.y;
return p_mass * (a * a + b * b) / 4;
}
-void CircleShape2DSW::set_data(const Variant &p_data) {
+void GodotCircleShape2D::set_data(const Variant &p_data) {
ERR_FAIL_COND(!p_data.is_num());
radius = p_data;
configure(Rect2(-radius, -radius, radius * 2, radius * 2));
}
-Variant CircleShape2DSW::get_data() const {
+Variant GodotCircleShape2D::get_data() const {
return radius;
}
@@ -303,7 +303,7 @@ Variant CircleShape2DSW::get_data() const {
/*********************************************************/
/*********************************************************/
-void RectangleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
+void GodotRectangleShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
for (int i = 0; i < 2; i++) {
Vector2 ag;
ag[i] = 1.0;
@@ -333,7 +333,7 @@ void RectangleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_suppor
(p_normal.y < 0) ? -half_extents.y : half_extents.y);
}
-bool RectangleShape2DSW::contains_point(const Vector2 &p_point) const {
+bool GodotRectangleShape2D::contains_point(const Vector2 &p_point) const {
real_t x = p_point.x;
real_t y = p_point.y;
real_t edge_x = half_extents.x;
@@ -341,23 +341,23 @@ bool RectangleShape2DSW::contains_point(const Vector2 &p_point) const {
return (x >= -edge_x) && (x < edge_x) && (y >= -edge_y) && (y < edge_y);
}
-bool RectangleShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
+bool GodotRectangleShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
return get_aabb().intersects_segment(p_begin, p_end, &r_point, &r_normal);
}
-real_t RectangleShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
+real_t GodotRectangleShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
Vector2 he2 = half_extents * 2 * p_scale;
return p_mass * he2.dot(he2) / 12.0;
}
-void RectangleShape2DSW::set_data(const Variant &p_data) {
+void GodotRectangleShape2D::set_data(const Variant &p_data) {
ERR_FAIL_COND(p_data.get_type() != Variant::VECTOR2);
half_extents = p_data;
configure(Rect2(-half_extents, half_extents * 2.0));
}
-Variant RectangleShape2DSW::get_data() const {
+Variant GodotRectangleShape2D::get_data() const {
return half_extents;
}
@@ -365,7 +365,7 @@ Variant RectangleShape2DSW::get_data() const {
/*********************************************************/
/*********************************************************/
-void CapsuleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
+void GodotCapsuleShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
Vector2 n = p_normal;
real_t d = n.y;
@@ -392,7 +392,7 @@ void CapsuleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports
}
}
-bool CapsuleShape2DSW::contains_point(const Vector2 &p_point) const {
+bool GodotCapsuleShape2D::contains_point(const Vector2 &p_point) const {
Vector2 p = p_point;
p.y = Math::abs(p.y);
p.y -= height * 0.5 - radius;
@@ -403,7 +403,7 @@ bool CapsuleShape2DSW::contains_point(const Vector2 &p_point) const {
return p.length_squared() < radius * radius;
}
-bool CapsuleShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
+bool GodotCapsuleShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
real_t d = 1e10;
Vector2 n = (p_end - p_begin).normalized();
bool collided = false;
@@ -463,12 +463,12 @@ bool CapsuleShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &
return collided; //todo
}
-real_t CapsuleShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
+real_t GodotCapsuleShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
Vector2 he2 = Vector2(radius * 2, height) * p_scale;
return p_mass * he2.dot(he2) / 12.0;
}
-void CapsuleShape2DSW::set_data(const Variant &p_data) {
+void GodotCapsuleShape2D::set_data(const Variant &p_data) {
ERR_FAIL_COND(p_data.get_type() != Variant::ARRAY && p_data.get_type() != Variant::VECTOR2);
if (p_data.get_type() == Variant::ARRAY) {
@@ -486,7 +486,7 @@ void CapsuleShape2DSW::set_data(const Variant &p_data) {
configure(Rect2(-he, he * 2));
}
-Variant CapsuleShape2DSW::get_data() const {
+Variant GodotCapsuleShape2D::get_data() const {
return Point2(height, radius);
}
@@ -494,7 +494,7 @@ Variant CapsuleShape2DSW::get_data() const {
/*********************************************************/
/*********************************************************/
-void ConvexPolygonShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
+void GodotConvexPolygonShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
int support_idx = -1;
real_t d = -1e10;
r_amount = 0;
@@ -522,7 +522,7 @@ void ConvexPolygonShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_su
r_supports[0] = points[support_idx].pos;
}
-bool ConvexPolygonShape2DSW::contains_point(const Vector2 &p_point) const {
+bool GodotConvexPolygonShape2D::contains_point(const Vector2 &p_point) const {
bool out = false;
bool in = false;
@@ -538,7 +538,7 @@ bool ConvexPolygonShape2DSW::contains_point(const Vector2 &p_point) const {
return in != out;
}
-bool ConvexPolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
+bool GodotConvexPolygonShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
Vector2 n = (p_end - p_begin).normalized();
real_t d = 1e10;
bool inters = false;
@@ -568,7 +568,7 @@ bool ConvexPolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Vec
return inters;
}
-real_t ConvexPolygonShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
+real_t GodotConvexPolygonShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
ERR_FAIL_COND_V_MSG(point_count == 0, 0, "Convex polygon shape has no points.");
Rect2 aabb;
aabb.position = points[0].pos * p_scale;
@@ -579,7 +579,7 @@ real_t ConvexPolygonShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2
return p_mass * aabb.size.dot(aabb.size) / 12.0;
}
-void ConvexPolygonShape2DSW::set_data(const Variant &p_data) {
+void GodotConvexPolygonShape2D::set_data(const Variant &p_data) {
#ifdef REAL_T_IS_DOUBLE
ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT64_ARRAY);
#else
@@ -635,7 +635,7 @@ void ConvexPolygonShape2DSW::set_data(const Variant &p_data) {
configure(aabb);
}
-Variant ConvexPolygonShape2DSW::get_data() const {
+Variant GodotConvexPolygonShape2D::get_data() const {
Vector<Vector2> dvr;
dvr.resize(point_count);
@@ -647,7 +647,7 @@ Variant ConvexPolygonShape2DSW::get_data() const {
return dvr;
}
-ConvexPolygonShape2DSW::~ConvexPolygonShape2DSW() {
+GodotConvexPolygonShape2D::~GodotConvexPolygonShape2D() {
if (points) {
memdelete_arr(points);
}
@@ -655,7 +655,7 @@ ConvexPolygonShape2DSW::~ConvexPolygonShape2DSW() {
//////////////////////////////////////////////////
-void ConcavePolygonShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
+void GodotConcavePolygonShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
real_t d = -1e10;
int idx = -1;
for (int i = 0; i < points.size(); i++) {
@@ -671,11 +671,11 @@ void ConcavePolygonShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_s
*r_supports = points[idx];
}
-bool ConcavePolygonShape2DSW::contains_point(const Vector2 &p_point) const {
+bool GodotConcavePolygonShape2D::contains_point(const Vector2 &p_point) const {
return false; //sorry
}
-bool ConcavePolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
+bool GodotConcavePolygonShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
if (segments.size() == 0 || points.size() == 0) {
return false;
}
@@ -783,7 +783,7 @@ bool ConcavePolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Ve
return inters;
}
-int ConcavePolygonShape2DSW::_generate_bvh(BVH *p_bvh, int p_len, int p_depth) {
+int GodotConcavePolygonShape2D::_generate_bvh(BVH *p_bvh, int p_len, int p_depth) {
if (p_len == 1) {
bvh_depth = MAX(p_depth, bvh_depth);
bvh.push_back(*p_bvh);
@@ -821,7 +821,7 @@ int ConcavePolygonShape2DSW::_generate_bvh(BVH *p_bvh, int p_len, int p_depth) {
return node_idx;
}
-void ConcavePolygonShape2DSW::set_data(const Variant &p_data) {
+void GodotConcavePolygonShape2D::set_data(const Variant &p_data) {
#ifdef REAL_T_IS_DOUBLE
ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT64_ARRAY);
#else
@@ -898,7 +898,7 @@ void ConcavePolygonShape2DSW::set_data(const Variant &p_data) {
configure(aabb);
}
-Variant ConcavePolygonShape2DSW::get_data() const {
+Variant GodotConcavePolygonShape2D::get_data() const {
Vector<Vector2> rsegments;
int len = segments.size();
rsegments.resize(len * 2);
@@ -911,7 +911,7 @@ Variant ConcavePolygonShape2DSW::get_data() const {
return rsegments;
}
-void ConcavePolygonShape2DSW::cull(const Rect2 &p_local_aabb, QueryCallback p_callback, void *p_userdata) const {
+void GodotConcavePolygonShape2D::cull(const Rect2 &p_local_aabb, QueryCallback p_callback, void *p_userdata) const {
uint32_t *stack = (uint32_t *)alloca(sizeof(int) * bvh_depth);
enum {
@@ -957,7 +957,7 @@ void ConcavePolygonShape2DSW::cull(const Rect2 &p_local_aabb, QueryCallback p_ca
Vector2 a = pointptr[s.points[0]];
Vector2 b = pointptr[s.points[1]];
- SegmentShape2DSW ss(a, b, (b - a).orthogonal().normalized());
+ GodotSegmentShape2D ss(a, b, (b - a).orthogonal().normalized());
if (p_callback(p_userdata, &ss)) {
return;
diff --git a/servers/physics_2d/shape_2d_sw.h b/servers/physics_2d/godot_shape_2d.h
index c118826284..25d113aafb 100644
--- a/servers/physics_2d/shape_2d_sw.h
+++ b/servers/physics_2d/godot_shape_2d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* shape_2d_sw.h */
+/* godot_shape_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,29 +28,29 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef SHAPE_2D_2DSW_H
-#define SHAPE_2D_2DSW_H
+#ifndef GODOT_SHAPE_2D_H
+#define GODOT_SHAPE_2D_H
#include "servers/physics_server_2d.h"
#define _SEGMENT_IS_VALID_SUPPORT_THRESHOLD 0.99998
-class Shape2DSW;
+class GodotShape2D;
-class ShapeOwner2DSW {
+class GodotShapeOwner2D {
public:
virtual void _shape_changed() = 0;
- virtual void remove_shape(Shape2DSW *p_shape) = 0;
+ virtual void remove_shape(GodotShape2D *p_shape) = 0;
- virtual ~ShapeOwner2DSW() {}
+ virtual ~GodotShapeOwner2D() {}
};
-class Shape2DSW {
+class GodotShape2D {
RID self;
Rect2 aabb;
bool configured = false;
real_t custom_bias = 0.0;
- Map<ShapeOwner2DSW *, int> owners;
+ Map<GodotShapeOwner2D *, int> owners;
protected:
void configure(const Rect2 &p_aabb);
@@ -83,10 +83,10 @@ public:
_FORCE_INLINE_ void set_custom_bias(real_t p_bias) { custom_bias = p_bias; }
_FORCE_INLINE_ real_t get_custom_bias() const { return custom_bias; }
- void add_owner(ShapeOwner2DSW *p_owner);
- void remove_owner(ShapeOwner2DSW *p_owner);
- bool is_owner(ShapeOwner2DSW *p_owner) const;
- const Map<ShapeOwner2DSW *, int> &get_owners() const;
+ void add_owner(GodotShapeOwner2D *p_owner);
+ void remove_owner(GodotShapeOwner2D *p_owner);
+ bool is_owner(GodotShapeOwner2D *p_owner) const;
+ const Map<GodotShapeOwner2D *, int> &get_owners() const;
_FORCE_INLINE_ void get_supports_transformed_cast(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_xform, Vector2 *r_supports, int &r_amount) const {
get_supports(p_xform.basis_xform_inv(p_normal).normalized(), r_supports, r_amount);
@@ -121,8 +121,8 @@ public:
}
}
}
- Shape2DSW() {}
- virtual ~Shape2DSW();
+ GodotShape2D() {}
+ virtual ~GodotShape2D();
};
//let the optimizer do the magic
@@ -141,7 +141,7 @@ public:
r_max = MAX(maxa, maxb); \
}
-class WorldBoundaryShape2DSW : public Shape2DSW {
+class GodotWorldBoundaryShape2D : public GodotShape2D {
Vector2 normal;
real_t d = 0.0;
@@ -178,7 +178,7 @@ public:
}
};
-class SeparationRayShape2DSW : public Shape2DSW {
+class GodotSeparationRayShape2D : public GodotShape2D {
real_t length = 0.0;
bool slide_on_slope = false;
@@ -211,11 +211,11 @@ public:
DEFAULT_PROJECT_RANGE_CAST
- _FORCE_INLINE_ SeparationRayShape2DSW() {}
- _FORCE_INLINE_ SeparationRayShape2DSW(real_t p_length) { length = p_length; }
+ _FORCE_INLINE_ GodotSeparationRayShape2D() {}
+ _FORCE_INLINE_ GodotSeparationRayShape2D(real_t p_length) { length = p_length; }
};
-class SegmentShape2DSW : public Shape2DSW {
+class GodotSegmentShape2D : public GodotShape2D {
Vector2 a;
Vector2 b;
Vector2 n;
@@ -251,15 +251,15 @@ public:
DEFAULT_PROJECT_RANGE_CAST
- _FORCE_INLINE_ SegmentShape2DSW() {}
- _FORCE_INLINE_ SegmentShape2DSW(const Vector2 &p_a, const Vector2 &p_b, const Vector2 &p_n) {
+ _FORCE_INLINE_ GodotSegmentShape2D() {}
+ _FORCE_INLINE_ GodotSegmentShape2D(const Vector2 &p_a, const Vector2 &p_b, const Vector2 &p_n) {
a = p_a;
b = p_b;
n = p_n;
}
};
-class CircleShape2DSW : public Shape2DSW {
+class GodotCircleShape2D : public GodotShape2D {
real_t radius;
public:
@@ -292,7 +292,7 @@ public:
DEFAULT_PROJECT_RANGE_CAST
};
-class RectangleShape2DSW : public Shape2DSW {
+class GodotRectangleShape2D : public GodotShape2D {
Vector2 half_extents;
public:
@@ -336,7 +336,7 @@ public:
return (p_xform.xform(he) - p_circle).normalized();
}
- _FORCE_INLINE_ Vector2 get_box_axis(const Transform2D &p_xform, const Transform2D &p_xform_inv, const RectangleShape2DSW *p_B, const Transform2D &p_B_xform, const Transform2D &p_B_xform_inv) const {
+ _FORCE_INLINE_ Vector2 get_box_axis(const Transform2D &p_xform, const Transform2D &p_xform_inv, const GodotRectangleShape2D *p_B, const Transform2D &p_B_xform, const Transform2D &p_B_xform_inv) const {
Vector2 a, b;
{
@@ -364,7 +364,7 @@ public:
DEFAULT_PROJECT_RANGE_CAST
};
-class CapsuleShape2DSW : public Shape2DSW {
+class GodotCapsuleShape2D : public GodotShape2D {
real_t radius = 0.0;
real_t height = 0.0;
@@ -405,7 +405,7 @@ public:
DEFAULT_PROJECT_RANGE_CAST
};
-class ConvexPolygonShape2DSW : public Shape2DSW {
+class GodotConvexPolygonShape2D : public GodotShape2D {
struct Point {
Vector2 pos;
Vector2 normal; //normal to next segment
@@ -457,21 +457,21 @@ public:
DEFAULT_PROJECT_RANGE_CAST
- ConvexPolygonShape2DSW() {}
- ~ConvexPolygonShape2DSW();
+ GodotConvexPolygonShape2D() {}
+ ~GodotConvexPolygonShape2D();
};
-class ConcaveShape2DSW : public Shape2DSW {
+class GodotConcaveShape2D : public GodotShape2D {
public:
virtual bool is_concave() const override { return true; }
// Returns true to stop the query.
- typedef bool (*QueryCallback)(void *p_userdata, Shape2DSW *p_convex);
+ typedef bool (*QueryCallback)(void *p_userdata, GodotShape2D *p_convex);
virtual void cull(const Rect2 &p_local_aabb, QueryCallback p_callback, void *p_userdata) const = 0;
};
-class ConcavePolygonShape2DSW : public ConcaveShape2DSW {
+class GodotConcavePolygonShape2D : public GodotConcaveShape2D {
struct Segment {
int points[2] = {};
};
@@ -507,13 +507,13 @@ public:
virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override {
r_min = 0;
r_max = 0;
- ERR_FAIL_MSG("Unsupported call to project_rangev in ConcavePolygonShape2DSW");
+ ERR_FAIL_MSG("Unsupported call to project_rangev in GodotConcavePolygonShape2D");
}
void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
r_min = 0;
r_max = 0;
- ERR_FAIL_MSG("Unsupported call to project_range in ConcavePolygonShape2DSW");
+ ERR_FAIL_MSG("Unsupported call to project_range in GodotConcavePolygonShape2D");
}
virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override;
@@ -533,4 +533,4 @@ public:
#undef DEFAULT_PROJECT_RANGE_CAST
-#endif // SHAPE_2D_2DSW_H
+#endif // GODOT_SHAPE_2D_H
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/godot_space_2d.cpp
index dd0780b5ff..6465a5542c 100644
--- a/servers/physics_2d/space_2d_sw.cpp
+++ b/servers/physics_2d/godot_space_2d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* space_2d_sw.cpp */
+/* godot_space_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,68 +28,69 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "space_2d_sw.h"
+#include "godot_space_2d.h"
+
+#include "godot_collision_solver_2d.h"
+#include "godot_physics_server_2d.h"
-#include "collision_solver_2d_sw.h"
#include "core/os/os.h"
#include "core/templates/pair.h"
-#include "physics_server_2d_sw.h"
#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
-_FORCE_INLINE_ static bool _can_collide_with(CollisionObject2DSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+_FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject2D *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
if (!(p_object->get_collision_layer() & p_collision_mask)) {
return false;
}
- if (p_object->get_type() == CollisionObject2DSW::TYPE_AREA && !p_collide_with_areas) {
+ if (p_object->get_type() == GodotCollisionObject2D::TYPE_AREA && !p_collide_with_areas) {
return false;
}
- if (p_object->get_type() == CollisionObject2DSW::TYPE_BODY && !p_collide_with_bodies) {
+ if (p_object->get_type() == GodotCollisionObject2D::TYPE_BODY && !p_collide_with_bodies) {
return false;
}
return true;
}
-int PhysicsDirectSpaceState2DSW::_intersect_point_impl(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point, bool p_filter_by_canvas, ObjectID p_canvas_instance_id) {
+int GodotPhysicsDirectSpaceState2D::intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
if (p_result_max <= 0) {
return 0;
}
Rect2 aabb;
- aabb.position = p_point - Vector2(0.00001, 0.00001);
+ aabb.position = p_parameters.position - Vector2(0.00001, 0.00001);
aabb.size = Vector2(0.00002, 0.00002);
- int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
int cc = 0;
for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
- if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue;
}
- const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
+ const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
- if (p_pick_point && !col_obj->is_pickable()) {
+ if (p_parameters.pick_point && !col_obj->is_pickable()) {
continue;
}
- if (p_filter_by_canvas && col_obj->get_canvas_instance_id() != p_canvas_instance_id) {
+ if (p_parameters.canvas_instance_id.is_valid() && col_obj->get_canvas_instance_id() != p_parameters.canvas_instance_id) {
continue;
}
int shape_idx = space->intersection_query_subindex_results[i];
- Shape2DSW *shape = col_obj->get_shape(shape_idx);
+ GodotShape2D *shape = col_obj->get_shape(shape_idx);
- Vector2 local_point = (col_obj->get_transform() * col_obj->get_shape_transform(shape_idx)).affine_inverse().xform(p_point);
+ Vector2 local_point = (col_obj->get_transform() * col_obj->get_shape_transform(shape_idx)).affine_inverse().xform(p_parameters.position);
if (!shape->contains_point(local_point)) {
continue;
@@ -112,43 +113,35 @@ int PhysicsDirectSpaceState2DSW::_intersect_point_impl(const Vector2 &p_point, S
return cc;
}
-int PhysicsDirectSpaceState2DSW::intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) {
- return _intersect_point_impl(p_point, r_results, p_result_max, p_exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_pick_point);
-}
-
-int PhysicsDirectSpaceState2DSW::intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) {
- return _intersect_point_impl(p_point, r_results, p_result_max, p_exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_pick_point, true, p_canvas_instance_id);
-}
-
-bool PhysicsDirectSpaceState2DSW::intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+bool GodotPhysicsDirectSpaceState2D::intersect_ray(const RayParameters &p_parameters, RayResult &r_result) {
ERR_FAIL_COND_V(space->locked, false);
Vector2 begin, end;
Vector2 normal;
- begin = p_from;
- end = p_to;
+ begin = p_parameters.from;
+ end = p_parameters.to;
normal = (end - begin).normalized();
- int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+ int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
//todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
bool collided = false;
Vector2 res_point, res_normal;
int res_shape;
- const CollisionObject2DSW *res_obj;
+ const GodotCollisionObject2D *res_obj;
real_t min_d = 1e10;
for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
- if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue;
}
- const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
+ const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
int shape_idx = space->intersection_query_subindex_results[i];
Transform2D inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform();
@@ -156,16 +149,26 @@ bool PhysicsDirectSpaceState2DSW::intersect_ray(const Vector2 &p_from, const Vec
Vector2 local_from = inv_xform.xform(begin);
Vector2 local_to = inv_xform.xform(end);
- /*local_from = col_obj->get_inv_transform().xform(begin);
- local_from = col_obj->get_shape_inv_transform(shape_idx).xform(local_from);
-
- local_to = col_obj->get_inv_transform().xform(end);
- local_to = col_obj->get_shape_inv_transform(shape_idx).xform(local_to);*/
-
- const Shape2DSW *shape = col_obj->get_shape(shape_idx);
+ const GodotShape2D *shape = col_obj->get_shape(shape_idx);
Vector2 shape_point, shape_normal;
+ if (shape->contains_point(local_from)) {
+ if (p_parameters.hit_from_inside) {
+ // Hit shape at starting point.
+ min_d = 0;
+ res_point = local_from;
+ res_normal = Vector2();
+ res_shape = shape_idx;
+ res_obj = col_obj;
+ collided = true;
+ break;
+ } else {
+ // Ignore shape when starting inside.
+ continue;
+ }
+ }
+
if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal)) {
Transform2D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
shape_point = xform.xform(shape_point);
@@ -199,18 +202,19 @@ bool PhysicsDirectSpaceState2DSW::intersect_ray(const Vector2 &p_from, const Vec
return true;
}
-int PhysicsDirectSpaceState2DSW::intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+int GodotPhysicsDirectSpaceState2D::intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
if (p_result_max <= 0) {
return 0;
}
- Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.get_or_null(p_shape);
+ GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, 0);
- Rect2 aabb = p_xform.xform(shape->get_aabb());
- aabb = aabb.grow(p_margin);
+ Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
+ aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
+ aabb = aabb.grow(p_parameters.margin);
- int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
int cc = 0;
@@ -219,18 +223,18 @@ int PhysicsDirectSpaceState2DSW::intersect_shape(const RID &p_shape, const Trans
break;
}
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
- if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue;
}
- const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
+ const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
int shape_idx = space->intersection_query_subindex_results[i];
- if (!CollisionSolver2DSW::solve(shape, p_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), nullptr, nullptr, nullptr, p_margin)) {
+ if (!GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) {
continue;
}
@@ -247,43 +251,43 @@ int PhysicsDirectSpaceState2DSW::intersect_shape(const RID &p_shape, const Trans
return cc;
}
-bool PhysicsDirectSpaceState2DSW::cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
- Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.get_or_null(p_shape);
+bool GodotPhysicsDirectSpaceState2D::cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) {
+ GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, false);
- Rect2 aabb = p_xform.xform(shape->get_aabb());
- aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
- aabb = aabb.grow(p_margin);
+ Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
+ aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
+ aabb = aabb.grow(p_parameters.margin);
- int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
real_t best_safe = 1;
real_t best_unsafe = 1;
for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
- if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue; //ignore excluded
}
- const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
+ const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
int shape_idx = space->intersection_query_subindex_results[i];
Transform2D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
//test initial overlap, does it collide if going all the way?
- if (!CollisionSolver2DSW::solve(shape, p_xform, p_motion, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_margin)) {
+ if (!GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) {
continue;
}
//test initial overlap, ignore objects it's inside of.
- if (CollisionSolver2DSW::solve(shape, p_xform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_margin)) {
+ if (GodotCollisionSolver2D::solve(shape, p_parameters.transform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) {
continue;
}
- Vector2 mnormal = p_motion.normalized();
+ Vector2 mnormal = p_parameters.motion.normalized();
//just do kinematic solving
real_t low = 0.0;
@@ -293,7 +297,7 @@ bool PhysicsDirectSpaceState2DSW::cast_motion(const RID &p_shape, const Transfor
real_t fraction = low + (hi - low) * fraction_coeff;
Vector2 sep = mnormal; //important optimization for this to work fast enough
- bool collided = CollisionSolver2DSW::solve(shape, p_xform, p_motion * fraction, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_margin);
+ bool collided = GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion * fraction, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_parameters.margin);
if (collided) {
hi = fraction;
@@ -330,40 +334,40 @@ bool PhysicsDirectSpaceState2DSW::cast_motion(const RID &p_shape, const Transfor
return true;
}
-bool PhysicsDirectSpaceState2DSW::collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+bool GodotPhysicsDirectSpaceState2D::collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) {
if (p_result_max <= 0) {
return false;
}
- Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.get_or_null(p_shape);
+ GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, 0);
- Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
- aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
- aabb = aabb.grow(p_margin);
+ Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
+ aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
+ aabb = aabb.grow(p_parameters.margin);
- int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
bool collided = false;
r_result_count = 0;
- PhysicsServer2DSW::CollCbkData cbk;
+ GodotPhysicsServer2D::CollCbkData cbk;
cbk.max = p_result_max;
cbk.amount = 0;
cbk.passed = 0;
cbk.ptr = r_results;
- CollisionSolver2DSW::CallbackResult cbkres = PhysicsServer2DSW::_shape_col_cbk;
+ GodotCollisionSolver2D::CallbackResult cbkres = GodotPhysicsServer2D::_shape_col_cbk;
- PhysicsServer2DSW::CollCbkData *cbkptr = &cbk;
+ GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk;
for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
- const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
+ const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
- if (p_exclude.has(col_obj->get_self())) {
+ if (p_parameters.exclude.has(col_obj->get_self())) {
continue;
}
@@ -372,7 +376,7 @@ bool PhysicsDirectSpaceState2DSW::collide_shape(RID p_shape, const Transform2D &
cbk.valid_dir = Vector2();
cbk.valid_depth = 0;
- if (CollisionSolver2DSW::solve(shape, p_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, nullptr, p_margin)) {
+ if (GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, nullptr, p_parameters.margin)) {
collided = cbk.amount > 0;
}
}
@@ -383,8 +387,8 @@ bool PhysicsDirectSpaceState2DSW::collide_shape(RID p_shape, const Transform2D &
}
struct _RestCallbackData2D {
- const CollisionObject2DSW *object = nullptr;
- const CollisionObject2DSW *best_object = nullptr;
+ const GodotCollisionObject2D *object = nullptr;
+ const GodotCollisionObject2D *best_object = nullptr;
int local_shape = 0;
int best_local_shape = 0;
int shape = 0;
@@ -431,17 +435,17 @@ static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B,
rd->best_local_shape = rd->local_shape;
}
-bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
- Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.get_or_null(p_shape);
+bool GodotPhysicsDirectSpaceState2D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) {
+ GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, 0);
- real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+ real_t min_contact_depth = p_parameters.margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
- Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
- aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
- aabb = aabb.grow(p_margin);
+ Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
+ aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
+ aabb = aabb.grow(p_parameters.margin);
- int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
_RestCallbackData2D rcd;
rcd.best_len = 0;
@@ -450,13 +454,13 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh
rcd.min_allowed_depth = min_contact_depth;
for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
- const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
+ const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
- if (p_exclude.has(col_obj->get_self())) {
+ if (p_parameters.exclude.has(col_obj->get_self())) {
continue;
}
@@ -466,7 +470,7 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh
rcd.object = col_obj;
rcd.shape = shape_idx;
rcd.local_shape = 0;
- bool sc = CollisionSolver2DSW::solve(shape, p_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, nullptr, p_margin);
+ bool sc = GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, nullptr, p_parameters.margin);
if (!sc) {
continue;
}
@@ -481,8 +485,8 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh
r_info->normal = rcd.best_normal;
r_info->point = rcd.best_contact;
r_info->rid = rcd.best_object->get_self();
- if (rcd.best_object->get_type() == CollisionObject2DSW::TYPE_BODY) {
- const Body2DSW *body = static_cast<const Body2DSW *>(rcd.best_object);
+ if (rcd.best_object->get_type() == GodotCollisionObject2D::TYPE_BODY) {
+ const GodotBody2D *body = static_cast<const GodotBody2D *>(rcd.best_object);
Vector2 rel_vec = r_info->point - (body->get_transform().get_origin() + body->get_center_of_mass());
r_info->linear_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
@@ -495,7 +499,7 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh
////////////////////////////////////////////////////////////////////////////////////////////////////////////
-int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb) {
+int GodotSpace2D::_cull_aabb_for_body(GodotBody2D *p_body, const Rect2 &p_aabb) {
int amount = broadphase->cull_aabb(p_aabb, intersection_query_results, INTERSECTION_QUERY_MAX, intersection_query_subindex_results);
for (int i = 0; i < amount; i++) {
@@ -503,11 +507,11 @@ int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb) {
if (intersection_query_results[i] == p_body) {
keep = false;
- } else if (intersection_query_results[i]->get_type() == CollisionObject2DSW::TYPE_AREA) {
+ } else if (intersection_query_results[i]->get_type() == GodotCollisionObject2D::TYPE_AREA) {
keep = false;
- } else if (!p_body->collides_with(static_cast<Body2DSW *>(intersection_query_results[i]))) {
+ } else if (!p_body->collides_with(static_cast<GodotBody2D *>(intersection_query_results[i]))) {
keep = false;
- } else if (static_cast<Body2DSW *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) {
+ } else if (static_cast<GodotBody2D *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) {
keep = false;
}
@@ -525,7 +529,7 @@ int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb) {
return amount;
}
-bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result) {
+bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result) {
//give me back regular physics engine logic
//this is madness
//and most people using this function will think
@@ -587,7 +591,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion
Vector2 sr[max_results * 2];
do {
- PhysicsServer2DSW::CollCbkData cbk;
+ GodotPhysicsServer2D::CollCbkData cbk;
cbk.max = max_results;
cbk.amount = 0;
cbk.passed = 0;
@@ -595,8 +599,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion
cbk.invalid_by_dir = 0;
excluded_shape_pair_count = 0; //last step is the one valid
- PhysicsServer2DSW::CollCbkData *cbkptr = &cbk;
- CollisionSolver2DSW::CallbackResult cbkres = PhysicsServer2DSW::_shape_col_cbk;
+ GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk;
+ GodotCollisionSolver2D::CallbackResult cbkres = GodotPhysicsServer2D::_shape_col_cbk;
bool collided = false;
@@ -607,11 +611,11 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion
continue;
}
- Shape2DSW *body_shape = p_body->get_shape(j);
+ GodotShape2D *body_shape = p_body->get_shape(j);
Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j);
for (int i = 0; i < amount; i++) {
- const CollisionObject2DSW *col_obj = intersection_query_results[i];
+ const GodotCollisionObject2D *col_obj = intersection_query_results[i];
if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
continue;
}
@@ -630,8 +634,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion
cbk.valid_depth = MAX(owc_margin, p_parameters.margin); //user specified, but never less than actual margin or it won't work
cbk.invalid_by_dir = 0;
- if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
- const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
+ if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) {
+ const GodotBody2D *b = static_cast<const GodotBody2D *>(col_obj);
if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_DYNAMIC) {
//fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction
Vector2 lv = b->get_linear_velocity();
@@ -651,8 +655,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion
int current_passed = cbk.passed; //save how many points passed collision
bool did_collide = false;
- Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
- if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, p_parameters.margin)) {
+ GodotShape2D *against_shape = col_obj->get_shape(shape_idx);
+ if (GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, p_parameters.margin)) {
did_collide = cbk.passed > current_passed; //more passed, so collision actually existed
}
@@ -727,13 +731,13 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion
continue;
}
- Shape2DSW *body_shape = p_body->get_shape(body_shape_idx);
+ GodotShape2D *body_shape = p_body->get_shape(body_shape_idx);
// Colliding separation rays allows to properly snap to the ground,
// otherwise it's not needed in regular motion.
if (!p_parameters.collide_separation_ray && (body_shape->get_type() == PhysicsServer2D::SHAPE_SEPARATION_RAY)) {
// When slide on slope is on, separation ray shape acts like a regular shape.
- if (!static_cast<SeparationRayShape2DSW *>(body_shape)->get_slide_on_slope()) {
+ if (!static_cast<GodotSeparationRayShape2D *>(body_shape)->get_slide_on_slope()) {
continue;
}
}
@@ -746,7 +750,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion
real_t best_unsafe = 1;
for (int i = 0; i < amount; i++) {
- const CollisionObject2DSW *col_obj = intersection_query_results[i];
+ const GodotCollisionObject2D *col_obj = intersection_query_results[i];
if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
continue;
}
@@ -755,7 +759,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion
}
int col_shape_idx = intersection_query_subindex_results[i];
- Shape2DSW *against_shape = col_obj->get_shape(col_shape_idx);
+ GodotShape2D *against_shape = col_obj->get_shape(col_shape_idx);
bool excluded = false;
@@ -772,12 +776,12 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion
Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(col_shape_idx);
//test initial overlap, does it collide if going all the way?
- if (!CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_parameters.motion, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) {
+ if (!GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) {
continue;
}
//test initial overlap
- if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) {
+ if (GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) {
if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
Vector2 direction = col_obj_shape_xform.get_axis(1).normalized();
if (motion_normal.dot(direction) < 0) {
@@ -797,7 +801,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion
real_t fraction = low + (hi - low) * fraction_coeff;
Vector2 sep = motion_normal; //important optimization for this to work fast enough
- bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_parameters.motion * fraction, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, &sep, 0);
+ bool collided = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion * fraction, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, &sep, 0);
if (collided) {
hi = fraction;
@@ -824,7 +828,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion
if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
Vector2 cd[2];
- PhysicsServer2DSW::CollCbkData cbk;
+ GodotPhysicsServer2D::CollCbkData cbk;
cbk.max = 1;
cbk.amount = 0;
cbk.passed = 0;
@@ -834,7 +838,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion
cbk.valid_depth = 10e20;
Vector2 sep = motion_normal; //important optimization for this to work fast enough
- bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_parameters.motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(col_shape_idx), col_obj_shape_xform, Vector2(), PhysicsServer2DSW::_shape_col_cbk, &cbk, &sep, 0);
+ bool collided = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(col_shape_idx), col_obj_shape_xform, Vector2(), GodotPhysicsServer2D::_shape_col_cbk, &cbk, &sep, 0);
if (!collided || cbk.amount == 0) {
continue;
}
@@ -891,14 +895,14 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion
}
Transform2D body_shape_xform = ugt * p_body->get_shape_transform(j);
- Shape2DSW *body_shape = p_body->get_shape(j);
+ GodotShape2D *body_shape = p_body->get_shape(j);
body_aabb.position += p_parameters.motion * unsafe;
int amount = _cull_aabb_for_body(p_body, body_aabb);
for (int i = 0; i < amount; i++) {
- const CollisionObject2DSW *col_obj = intersection_query_results[i];
+ const GodotCollisionObject2D *col_obj = intersection_query_results[i];
if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
continue;
}
@@ -908,7 +912,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion
int shape_idx = intersection_query_subindex_results[i];
- Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
+ GodotShape2D *against_shape = col_obj->get_shape(shape_idx);
bool excluded = false;
for (int k = 0; k < excluded_shape_pair_count; k++) {
@@ -929,8 +933,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion
real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
rcd.valid_depth = MAX(owc_margin, p_parameters.margin); //user specified, but never less than actual margin or it won't work
- if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
- const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
+ if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) {
+ const GodotBody2D *b = static_cast<const GodotBody2D *>(col_obj);
if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_DYNAMIC) {
//fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction
Vector2 lv = b->get_linear_velocity();
@@ -949,7 +953,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion
rcd.object = col_obj;
rcd.shape = shape_idx;
rcd.local_shape = j;
- bool sc = CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), _rest_cbk_result, &rcd, nullptr, p_parameters.margin);
+ bool sc = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), _rest_cbk_result, &rcd, nullptr, p_parameters.margin);
if (!sc) {
continue;
}
@@ -968,7 +972,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion
r_result->collision_safe_fraction = safe;
r_result->collision_unsafe_fraction = unsafe;
- const Body2DSW *body = static_cast<const Body2DSW *>(rcd.best_object);
+ const GodotBody2D *body = static_cast<const GodotBody2D *>(rcd.best_object);
Vector2 rel_vec = r_result->collision_point - (body->get_transform().get_origin() + body->get_center_of_mass());
r_result->collider_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
@@ -990,134 +994,134 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion
return collided;
}
-void *Space2DSW::_broadphase_pair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_self) {
+void *GodotSpace2D::_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_self) {
if (!A->interacts_with(B)) {
return nullptr;
}
- CollisionObject2DSW::Type type_A = A->get_type();
- CollisionObject2DSW::Type type_B = B->get_type();
+ GodotCollisionObject2D::Type type_A = A->get_type();
+ GodotCollisionObject2D::Type type_B = B->get_type();
if (type_A > type_B) {
SWAP(A, B);
SWAP(p_subindex_A, p_subindex_B);
SWAP(type_A, type_B);
}
- Space2DSW *self = (Space2DSW *)p_self;
+ GodotSpace2D *self = (GodotSpace2D *)p_self;
self->collision_pairs++;
- if (type_A == CollisionObject2DSW::TYPE_AREA) {
- Area2DSW *area = static_cast<Area2DSW *>(A);
- if (type_B == CollisionObject2DSW::TYPE_AREA) {
- Area2DSW *area_b = static_cast<Area2DSW *>(B);
- Area2Pair2DSW *area2_pair = memnew(Area2Pair2DSW(area_b, p_subindex_B, area, p_subindex_A));
+ if (type_A == GodotCollisionObject2D::TYPE_AREA) {
+ GodotArea2D *area = static_cast<GodotArea2D *>(A);
+ if (type_B == GodotCollisionObject2D::TYPE_AREA) {
+ GodotArea2D *area_b = static_cast<GodotArea2D *>(B);
+ GodotArea2Pair2D *area2_pair = memnew(GodotArea2Pair2D(area_b, p_subindex_B, area, p_subindex_A));
return area2_pair;
} else {
- Body2DSW *body = static_cast<Body2DSW *>(B);
- AreaPair2DSW *area_pair = memnew(AreaPair2DSW(body, p_subindex_B, area, p_subindex_A));
+ GodotBody2D *body = static_cast<GodotBody2D *>(B);
+ GodotAreaPair2D *area_pair = memnew(GodotAreaPair2D(body, p_subindex_B, area, p_subindex_A));
return area_pair;
}
} else {
- BodyPair2DSW *b = memnew(BodyPair2DSW((Body2DSW *)A, p_subindex_A, (Body2DSW *)B, p_subindex_B));
+ GodotBodyPair2D *b = memnew(GodotBodyPair2D((GodotBody2D *)A, p_subindex_A, (GodotBody2D *)B, p_subindex_B));
return b;
}
return nullptr;
}
-void Space2DSW::_broadphase_unpair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_data, void *p_self) {
+void GodotSpace2D::_broadphase_unpair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_self) {
if (!p_data) {
return;
}
- Space2DSW *self = (Space2DSW *)p_self;
+ GodotSpace2D *self = (GodotSpace2D *)p_self;
self->collision_pairs--;
- Constraint2DSW *c = (Constraint2DSW *)p_data;
+ GodotConstraint2D *c = (GodotConstraint2D *)p_data;
memdelete(c);
}
-const SelfList<Body2DSW>::List &Space2DSW::get_active_body_list() const {
+const SelfList<GodotBody2D>::List &GodotSpace2D::get_active_body_list() const {
return active_list;
}
-void Space2DSW::body_add_to_active_list(SelfList<Body2DSW> *p_body) {
+void GodotSpace2D::body_add_to_active_list(SelfList<GodotBody2D> *p_body) {
active_list.add(p_body);
}
-void Space2DSW::body_remove_from_active_list(SelfList<Body2DSW> *p_body) {
+void GodotSpace2D::body_remove_from_active_list(SelfList<GodotBody2D> *p_body) {
active_list.remove(p_body);
}
-void Space2DSW::body_add_to_mass_properties_update_list(SelfList<Body2DSW> *p_body) {
+void GodotSpace2D::body_add_to_mass_properties_update_list(SelfList<GodotBody2D> *p_body) {
mass_properties_update_list.add(p_body);
}
-void Space2DSW::body_remove_from_mass_properties_update_list(SelfList<Body2DSW> *p_body) {
+void GodotSpace2D::body_remove_from_mass_properties_update_list(SelfList<GodotBody2D> *p_body) {
mass_properties_update_list.remove(p_body);
}
-BroadPhase2DSW *Space2DSW::get_broadphase() {
+GodotBroadPhase2D *GodotSpace2D::get_broadphase() {
return broadphase;
}
-void Space2DSW::add_object(CollisionObject2DSW *p_object) {
+void GodotSpace2D::add_object(GodotCollisionObject2D *p_object) {
ERR_FAIL_COND(objects.has(p_object));
objects.insert(p_object);
}
-void Space2DSW::remove_object(CollisionObject2DSW *p_object) {
+void GodotSpace2D::remove_object(GodotCollisionObject2D *p_object) {
ERR_FAIL_COND(!objects.has(p_object));
objects.erase(p_object);
}
-const Set<CollisionObject2DSW *> &Space2DSW::get_objects() const {
+const Set<GodotCollisionObject2D *> &GodotSpace2D::get_objects() const {
return objects;
}
-void Space2DSW::body_add_to_state_query_list(SelfList<Body2DSW> *p_body) {
+void GodotSpace2D::body_add_to_state_query_list(SelfList<GodotBody2D> *p_body) {
state_query_list.add(p_body);
}
-void Space2DSW::body_remove_from_state_query_list(SelfList<Body2DSW> *p_body) {
+void GodotSpace2D::body_remove_from_state_query_list(SelfList<GodotBody2D> *p_body) {
state_query_list.remove(p_body);
}
-void Space2DSW::area_add_to_monitor_query_list(SelfList<Area2DSW> *p_area) {
+void GodotSpace2D::area_add_to_monitor_query_list(SelfList<GodotArea2D> *p_area) {
monitor_query_list.add(p_area);
}
-void Space2DSW::area_remove_from_monitor_query_list(SelfList<Area2DSW> *p_area) {
+void GodotSpace2D::area_remove_from_monitor_query_list(SelfList<GodotArea2D> *p_area) {
monitor_query_list.remove(p_area);
}
-void Space2DSW::area_add_to_moved_list(SelfList<Area2DSW> *p_area) {
+void GodotSpace2D::area_add_to_moved_list(SelfList<GodotArea2D> *p_area) {
area_moved_list.add(p_area);
}
-void Space2DSW::area_remove_from_moved_list(SelfList<Area2DSW> *p_area) {
+void GodotSpace2D::area_remove_from_moved_list(SelfList<GodotArea2D> *p_area) {
area_moved_list.remove(p_area);
}
-const SelfList<Area2DSW>::List &Space2DSW::get_moved_area_list() const {
+const SelfList<GodotArea2D>::List &GodotSpace2D::get_moved_area_list() const {
return area_moved_list;
}
-void Space2DSW::call_queries() {
+void GodotSpace2D::call_queries() {
while (state_query_list.first()) {
- Body2DSW *b = state_query_list.first()->self();
+ GodotBody2D *b = state_query_list.first()->self();
state_query_list.remove(state_query_list.first());
b->call_queries();
}
while (monitor_query_list.first()) {
- Area2DSW *a = monitor_query_list.first()->self();
+ GodotArea2D *a = monitor_query_list.first()->self();
monitor_query_list.remove(monitor_query_list.first());
a->call_queries();
}
}
-void Space2DSW::setup() {
+void GodotSpace2D::setup() {
contact_debug_count = 0;
while (mass_properties_update_list.first()) {
@@ -1126,11 +1130,11 @@ void Space2DSW::setup() {
}
}
-void Space2DSW::update() {
+void GodotSpace2D::update() {
broadphase->update();
}
-void Space2DSW::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_value) {
+void GodotSpace2D::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_value) {
switch (p_param) {
case PhysicsServer2D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
contact_recycle_radius = p_value;
@@ -1156,7 +1160,7 @@ void Space2DSW::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_valu
}
}
-real_t Space2DSW::get_param(PhysicsServer2D::SpaceParameter p_param) const {
+real_t GodotSpace2D::get_param(PhysicsServer2D::SpaceParameter p_param) const {
switch (p_param) {
case PhysicsServer2D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
return contact_recycle_radius;
@@ -1176,37 +1180,37 @@ real_t Space2DSW::get_param(PhysicsServer2D::SpaceParameter p_param) const {
return 0;
}
-void Space2DSW::lock() {
+void GodotSpace2D::lock() {
locked = true;
}
-void Space2DSW::unlock() {
+void GodotSpace2D::unlock() {
locked = false;
}
-bool Space2DSW::is_locked() const {
+bool GodotSpace2D::is_locked() const {
return locked;
}
-PhysicsDirectSpaceState2DSW *Space2DSW::get_direct_state() {
+GodotPhysicsDirectSpaceState2D *GodotSpace2D::get_direct_state() {
return direct_access;
}
-Space2DSW::Space2DSW() {
+GodotSpace2D::GodotSpace2D() {
body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_linear", 2.0);
body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", Math::deg2rad(8.0));
body_time_to_sleep = GLOBAL_DEF("physics/2d/time_before_sleep", 0.5);
ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/2d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
- broadphase = BroadPhase2DSW::create_func();
+ broadphase = GodotBroadPhase2D::create_func();
broadphase->set_pair_callback(_broadphase_pair, this);
broadphase->set_unpair_callback(_broadphase_unpair, this);
- direct_access = memnew(PhysicsDirectSpaceState2DSW);
+ direct_access = memnew(GodotPhysicsDirectSpaceState2D);
direct_access->space = this;
}
-Space2DSW::~Space2DSW() {
+GodotSpace2D::~GodotSpace2D() {
memdelete(broadphase);
memdelete(direct_access);
}
diff --git a/servers/physics_2d/space_2d_sw.h b/servers/physics_2d/godot_space_2d.h
index 746b5c6c9a..b155a834b6 100644
--- a/servers/physics_2d/space_2d_sw.h
+++ b/servers/physics_2d/godot_space_2d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* space_2d_sw.h */
+/* godot_space_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,39 +28,37 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef SPACE_2D_SW_H
-#define SPACE_2D_SW_H
+#ifndef GODOT_SPACE_2D_H
+#define GODOT_SPACE_2D_H
+
+#include "godot_area_2d.h"
+#include "godot_area_pair_2d.h"
+#include "godot_body_2d.h"
+#include "godot_body_pair_2d.h"
+#include "godot_broad_phase_2d.h"
+#include "godot_collision_object_2d.h"
-#include "area_2d_sw.h"
-#include "area_pair_2d_sw.h"
-#include "body_2d_sw.h"
-#include "body_pair_2d_sw.h"
-#include "broad_phase_2d_sw.h"
-#include "collision_object_2d_sw.h"
#include "core/config/project_settings.h"
#include "core/templates/hash_map.h"
#include "core/typedefs.h"
-class PhysicsDirectSpaceState2DSW : public PhysicsDirectSpaceState2D {
- GDCLASS(PhysicsDirectSpaceState2DSW, PhysicsDirectSpaceState2D);
-
- int _intersect_point_impl(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point, bool p_filter_by_canvas = false, ObjectID p_canvas_instance_id = ObjectID());
+class GodotPhysicsDirectSpaceState2D : public PhysicsDirectSpaceState2D {
+ GDCLASS(GodotPhysicsDirectSpaceState2D, PhysicsDirectSpaceState2D);
public:
- Space2DSW *space = nullptr;
+ GodotSpace2D *space = nullptr;
- virtual int intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) override;
- virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) override;
- 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 = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- 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 = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- 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 = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) override;
+ virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) override;
+ virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) override;
+ virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) override;
+ virtual bool collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) override;
+ virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) override;
- PhysicsDirectSpaceState2DSW() {}
+ GodotPhysicsDirectSpaceState2D() {}
};
-class Space2DSW {
+class GodotSpace2D {
public:
enum ElapsedTime {
ELAPSED_TIME_INTEGRATE_FORCES,
@@ -74,29 +72,29 @@ public:
private:
struct ExcludedShapeSW {
- Shape2DSW *local_shape = nullptr;
- const CollisionObject2DSW *against_object = nullptr;
+ GodotShape2D *local_shape = nullptr;
+ const GodotCollisionObject2D *against_object = nullptr;
int against_shape_index = 0;
};
uint64_t elapsed_time[ELAPSED_TIME_MAX] = {};
- PhysicsDirectSpaceState2DSW *direct_access = nullptr;
+ GodotPhysicsDirectSpaceState2D *direct_access = nullptr;
RID self;
- BroadPhase2DSW *broadphase;
- SelfList<Body2DSW>::List active_list;
- SelfList<Body2DSW>::List mass_properties_update_list;
- SelfList<Body2DSW>::List state_query_list;
- SelfList<Area2DSW>::List monitor_query_list;
- SelfList<Area2DSW>::List area_moved_list;
+ GodotBroadPhase2D *broadphase;
+ SelfList<GodotBody2D>::List active_list;
+ SelfList<GodotBody2D>::List mass_properties_update_list;
+ SelfList<GodotBody2D>::List state_query_list;
+ SelfList<GodotArea2D>::List monitor_query_list;
+ SelfList<GodotArea2D>::List area_moved_list;
- static void *_broadphase_pair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_self);
- static void _broadphase_unpair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_data, void *p_self);
+ static void *_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_self);
+ static void _broadphase_unpair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_self);
- Set<CollisionObject2DSW *> objects;
+ Set<GodotCollisionObject2D *> objects;
- Area2DSW *area = nullptr;
+ GodotArea2D *area = nullptr;
real_t contact_recycle_radius = 1.0;
real_t contact_max_separation = 1.5;
@@ -107,7 +105,7 @@ private:
INTERSECTION_QUERY_MAX = 2048
};
- CollisionObject2DSW *intersection_query_results[INTERSECTION_QUERY_MAX];
+ GodotCollisionObject2D *intersection_query_results[INTERSECTION_QUERY_MAX];
int intersection_query_subindex_results[INTERSECTION_QUERY_MAX];
real_t body_linear_velocity_sleep_threshold = 0.0;
@@ -122,40 +120,40 @@ private:
int active_objects = 0;
int collision_pairs = 0;
- int _cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb);
+ int _cull_aabb_for_body(GodotBody2D *p_body, const Rect2 &p_aabb);
Vector<Vector2> contact_debug;
int contact_debug_count = 0;
- friend class PhysicsDirectSpaceState2DSW;
+ friend class GodotPhysicsDirectSpaceState2D;
public:
_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
_FORCE_INLINE_ RID get_self() const { return self; }
- void set_default_area(Area2DSW *p_area) { area = p_area; }
- Area2DSW *get_default_area() const { return area; }
+ void set_default_area(GodotArea2D *p_area) { area = p_area; }
+ GodotArea2D *get_default_area() const { return area; }
- const SelfList<Body2DSW>::List &get_active_body_list() const;
- void body_add_to_active_list(SelfList<Body2DSW> *p_body);
- void body_remove_from_active_list(SelfList<Body2DSW> *p_body);
- void body_add_to_mass_properties_update_list(SelfList<Body2DSW> *p_body);
- void body_remove_from_mass_properties_update_list(SelfList<Body2DSW> *p_body);
- void area_add_to_moved_list(SelfList<Area2DSW> *p_area);
- void area_remove_from_moved_list(SelfList<Area2DSW> *p_area);
- const SelfList<Area2DSW>::List &get_moved_area_list() const;
+ const SelfList<GodotBody2D>::List &get_active_body_list() const;
+ void body_add_to_active_list(SelfList<GodotBody2D> *p_body);
+ void body_remove_from_active_list(SelfList<GodotBody2D> *p_body);
+ void body_add_to_mass_properties_update_list(SelfList<GodotBody2D> *p_body);
+ void body_remove_from_mass_properties_update_list(SelfList<GodotBody2D> *p_body);
+ void area_add_to_moved_list(SelfList<GodotArea2D> *p_area);
+ void area_remove_from_moved_list(SelfList<GodotArea2D> *p_area);
+ const SelfList<GodotArea2D>::List &get_moved_area_list() const;
- void body_add_to_state_query_list(SelfList<Body2DSW> *p_body);
- void body_remove_from_state_query_list(SelfList<Body2DSW> *p_body);
+ void body_add_to_state_query_list(SelfList<GodotBody2D> *p_body);
+ void body_remove_from_state_query_list(SelfList<GodotBody2D> *p_body);
- void area_add_to_monitor_query_list(SelfList<Area2DSW> *p_area);
- void area_remove_from_monitor_query_list(SelfList<Area2DSW> *p_area);
+ void area_add_to_monitor_query_list(SelfList<GodotArea2D> *p_area);
+ void area_remove_from_monitor_query_list(SelfList<GodotArea2D> *p_area);
- BroadPhase2DSW *get_broadphase();
+ GodotBroadPhase2D *get_broadphase();
- void add_object(CollisionObject2DSW *p_object);
- void remove_object(CollisionObject2DSW *p_object);
- const Set<CollisionObject2DSW *> &get_objects() const;
+ void add_object(GodotCollisionObject2D *p_object);
+ void remove_object(GodotCollisionObject2D *p_object);
+ const Set<GodotCollisionObject2D *> &get_objects() const;
_FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; }
_FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; }
@@ -187,7 +185,7 @@ public:
int get_collision_pairs() const { return collision_pairs; }
- bool test_body_motion(Body2DSW *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result);
+ bool test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result);
void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); }
_FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.is_empty(); }
@@ -199,13 +197,13 @@ public:
_FORCE_INLINE_ Vector<Vector2> get_debug_contacts() { return contact_debug; }
_FORCE_INLINE_ int get_debug_contact_count() { return contact_debug_count; }
- PhysicsDirectSpaceState2DSW *get_direct_state();
+ GodotPhysicsDirectSpaceState2D *get_direct_state();
void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; }
uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; }
- Space2DSW();
- ~Space2DSW();
+ GodotSpace2D();
+ ~GodotSpace2D();
};
-#endif // SPACE_2D_SW_H
+#endif // GODOT_SPACE_2D_H
diff --git a/servers/physics_2d/step_2d_sw.cpp b/servers/physics_2d/godot_step_2d.cpp
index a03e30f850..84ec0e3c63 100644
--- a/servers/physics_2d/step_2d_sw.cpp
+++ b/servers/physics_2d/godot_step_2d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* step_2d_sw.cpp */
+/* godot_step_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,7 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "step_2d_sw.h"
+#include "godot_step_2d.h"
#include "core/os/os.h"
@@ -38,7 +38,7 @@
#define ISLAND_SIZE_RESERVE 512
#define CONSTRAINT_COUNT_RESERVE 1024
-void Step2DSW::_populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_body_island, LocalVector<Constraint2DSW *> &p_constraint_island) {
+void GodotStep2D::_populate_island(GodotBody2D *p_body, LocalVector<GodotBody2D *> &p_body_island, LocalVector<GodotConstraint2D *> &p_constraint_island) {
p_body->set_island_step(_step);
if (p_body->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) {
@@ -46,8 +46,8 @@ void Step2DSW::_populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_bod
p_body_island.push_back(p_body);
}
- for (const Pair<Constraint2DSW *, int> &E : p_body->get_constraint_list()) {
- Constraint2DSW *constraint = (Constraint2DSW *)E.first;
+ for (const Pair<GodotConstraint2D *, int> &E : p_body->get_constraint_list()) {
+ GodotConstraint2D *constraint = (GodotConstraint2D *)E.first;
if (constraint->get_island_step() == _step) {
continue; // Already processed.
}
@@ -59,7 +59,7 @@ void Step2DSW::_populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_bod
if (i == E.second) {
continue;
}
- Body2DSW *other_body = constraint->get_body_ptr()[i];
+ GodotBody2D *other_body = constraint->get_body_ptr()[i];
if (other_body->get_island_step() == _step) {
continue; // Already processed.
}
@@ -71,16 +71,16 @@ void Step2DSW::_populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_bod
}
}
-void Step2DSW::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) {
- Constraint2DSW *constraint = all_constraints[p_constraint_index];
+void GodotStep2D::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) {
+ GodotConstraint2D *constraint = all_constraints[p_constraint_index];
constraint->setup(delta);
}
-void Step2DSW::_pre_solve_island(LocalVector<Constraint2DSW *> &p_constraint_island) const {
+void GodotStep2D::_pre_solve_island(LocalVector<GodotConstraint2D *> &p_constraint_island) const {
uint32_t constraint_count = p_constraint_island.size();
uint32_t valid_constraint_count = 0;
for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) {
- Constraint2DSW *constraint = p_constraint_island[constraint_index];
+ GodotConstraint2D *constraint = p_constraint_island[constraint_index];
if (p_constraint_island[constraint_index]->pre_solve(delta)) {
// Keep this constraint for solving.
p_constraint_island[valid_constraint_count++] = constraint;
@@ -89,8 +89,8 @@ void Step2DSW::_pre_solve_island(LocalVector<Constraint2DSW *> &p_constraint_isl
p_constraint_island.resize(valid_constraint_count);
}
-void Step2DSW::_solve_island(uint32_t p_island_index, void *p_userdata) const {
- const LocalVector<Constraint2DSW *> &constraint_island = constraint_islands[p_island_index];
+void GodotStep2D::_solve_island(uint32_t p_island_index, void *p_userdata) const {
+ const LocalVector<GodotConstraint2D *> &constraint_island = constraint_islands[p_island_index];
for (int i = 0; i < iterations; i++) {
uint32_t constraint_count = constraint_island.size();
@@ -100,12 +100,12 @@ void Step2DSW::_solve_island(uint32_t p_island_index, void *p_userdata) const {
}
}
-void Step2DSW::_check_suspend(LocalVector<Body2DSW *> &p_body_island) const {
+void GodotStep2D::_check_suspend(LocalVector<GodotBody2D *> &p_body_island) const {
bool can_sleep = true;
uint32_t body_count = p_body_island.size();
for (uint32_t body_index = 0; body_index < body_count; ++body_index) {
- Body2DSW *body = p_body_island[body_index];
+ GodotBody2D *body = p_body_island[body_index];
if (!body->sleep_test(delta)) {
can_sleep = false;
@@ -114,7 +114,7 @@ void Step2DSW::_check_suspend(LocalVector<Body2DSW *> &p_body_island) const {
// Put all to sleep or wake up everyone.
for (uint32_t body_index = 0; body_index < body_count; ++body_index) {
- Body2DSW *body = p_body_island[body_index];
+ GodotBody2D *body = p_body_island[body_index];
bool active = body->is_active();
@@ -124,7 +124,7 @@ void Step2DSW::_check_suspend(LocalVector<Body2DSW *> &p_body_island) const {
}
}
-void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
+void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta, int p_iterations) {
p_space->lock(); // can't access space during this
p_space->setup(); //update inertias, etc
@@ -134,7 +134,7 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
iterations = p_iterations;
delta = p_delta;
- const SelfList<Body2DSW>::List *body_list = &p_space->get_active_body_list();
+ const SelfList<GodotBody2D>::List *body_list = &p_space->get_active_body_list();
/* INTEGRATE FORCES */
@@ -143,7 +143,7 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
int active_count = 0;
- const SelfList<Body2DSW> *b = body_list->first();
+ const SelfList<GodotBody2D> *b = body_list->first();
while (b) {
b->self()->integrate_forces(p_delta);
b = b->next();
@@ -154,7 +154,7 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
- p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime);
+ p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime);
profile_begtime = profile_endtime;
}
@@ -162,11 +162,11 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
uint32_t island_count = 0;
- const SelfList<Area2DSW>::List &aml = p_space->get_moved_area_list();
+ const SelfList<GodotArea2D>::List &aml = p_space->get_moved_area_list();
while (aml.first()) {
- for (const Set<Constraint2DSW *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
- Constraint2DSW *constraint = E->get();
+ for (const Set<GodotConstraint2D *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
+ GodotConstraint2D *constraint = E->get();
if (constraint->get_island_step() == _step) {
continue;
}
@@ -177,13 +177,13 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
if (constraint_islands.size() < island_count) {
constraint_islands.resize(island_count);
}
- LocalVector<Constraint2DSW *> &constraint_island = constraint_islands[island_count - 1];
+ LocalVector<GodotConstraint2D *> &constraint_island = constraint_islands[island_count - 1];
constraint_island.clear();
all_constraints.push_back(constraint);
constraint_island.push_back(constraint);
}
- p_space->area_remove_from_moved_list((SelfList<Area2DSW> *)aml.first()); //faster to remove here
+ p_space->area_remove_from_moved_list((SelfList<GodotArea2D> *)aml.first()); //faster to remove here
}
/* GENERATE CONSTRAINT ISLANDS FOR ACTIVE RIGID BODIES */
@@ -193,14 +193,14 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
uint32_t body_island_count = 0;
while (b) {
- Body2DSW *body = b->self();
+ GodotBody2D *body = b->self();
if (body->get_island_step() != _step) {
++body_island_count;
if (body_islands.size() < body_island_count) {
body_islands.resize(body_island_count);
}
- LocalVector<Body2DSW *> &body_island = body_islands[body_island_count - 1];
+ LocalVector<GodotBody2D *> &body_island = body_islands[body_island_count - 1];
body_island.clear();
body_island.reserve(BODY_ISLAND_SIZE_RESERVE);
@@ -208,7 +208,7 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
if (constraint_islands.size() < island_count) {
constraint_islands.resize(island_count);
}
- LocalVector<Constraint2DSW *> &constraint_island = constraint_islands[island_count - 1];
+ LocalVector<GodotConstraint2D *> &constraint_island = constraint_islands[island_count - 1];
constraint_island.clear();
constraint_island.reserve(ISLAND_SIZE_RESERVE);
@@ -229,18 +229,18 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
- p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime);
+ p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime);
profile_begtime = profile_endtime;
}
/* SETUP CONSTRAINTS / PROCESS COLLISIONS */
uint32_t total_contraint_count = all_constraints.size();
- work_pool.do_work(total_contraint_count, this, &Step2DSW::_setup_contraint, nullptr);
+ work_pool.do_work(total_contraint_count, this, &GodotStep2D::_setup_contraint, nullptr);
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
- p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime);
+ p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime);
profile_begtime = profile_endtime;
}
@@ -255,15 +255,11 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
// Warning: _solve_island modifies the constraint islands for optimization purpose,
// their content is not reliable after these calls and shouldn't be used anymore.
- if (island_count > 1) {
- work_pool.do_work(island_count, this, &Step2DSW::_solve_island, nullptr);
- } else if (island_count > 0) {
- _solve_island(0);
- }
+ work_pool.do_work(island_count, this, &GodotStep2D::_solve_island, nullptr);
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
- p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime);
+ p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime);
profile_begtime = profile_endtime;
}
@@ -271,7 +267,7 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
b = body_list->first();
while (b) {
- const SelfList<Body2DSW> *n = b->next();
+ const SelfList<GodotBody2D> *n = b->next();
b->self()->integrate_velocities(p_delta);
b = n; // in case it shuts itself down
}
@@ -284,7 +280,7 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
- p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime);
+ p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime);
//profile_begtime=profile_endtime;
}
@@ -295,7 +291,7 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
_step++;
}
-Step2DSW::Step2DSW() {
+GodotStep2D::GodotStep2D() {
body_islands.reserve(BODY_ISLAND_COUNT_RESERVE);
constraint_islands.reserve(ISLAND_COUNT_RESERVE);
all_constraints.reserve(CONSTRAINT_COUNT_RESERVE);
@@ -303,6 +299,6 @@ Step2DSW::Step2DSW() {
work_pool.init();
}
-Step2DSW::~Step2DSW() {
+GodotStep2D::~GodotStep2D() {
work_pool.finish();
}
diff --git a/servers/physics_2d/step_2d_sw.h b/servers/physics_2d/godot_step_2d.h
index de8e76cc99..efec243632 100644
--- a/servers/physics_2d/step_2d_sw.h
+++ b/servers/physics_2d/godot_step_2d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* step_2d_sw.h */
+/* godot_step_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,15 +28,15 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef STEP_2D_SW_H
-#define STEP_2D_SW_H
+#ifndef GODOT_STEP_2D_H
+#define GODOT_STEP_2D_H
-#include "space_2d_sw.h"
+#include "godot_space_2d.h"
#include "core/templates/local_vector.h"
#include "core/templates/thread_work_pool.h"
-class Step2DSW {
+class GodotStep2D {
uint64_t _step = 1;
int iterations = 0;
@@ -44,20 +44,20 @@ class Step2DSW {
ThreadWorkPool work_pool;
- LocalVector<LocalVector<Body2DSW *>> body_islands;
- LocalVector<LocalVector<Constraint2DSW *>> constraint_islands;
- LocalVector<Constraint2DSW *> all_constraints;
+ LocalVector<LocalVector<GodotBody2D *>> body_islands;
+ LocalVector<LocalVector<GodotConstraint2D *>> constraint_islands;
+ LocalVector<GodotConstraint2D *> all_constraints;
- void _populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_body_island, LocalVector<Constraint2DSW *> &p_constraint_island);
+ void _populate_island(GodotBody2D *p_body, LocalVector<GodotBody2D *> &p_body_island, LocalVector<GodotConstraint2D *> &p_constraint_island);
void _setup_contraint(uint32_t p_constraint_index, void *p_userdata = nullptr);
- void _pre_solve_island(LocalVector<Constraint2DSW *> &p_constraint_island) const;
+ void _pre_solve_island(LocalVector<GodotConstraint2D *> &p_constraint_island) const;
void _solve_island(uint32_t p_island_index, void *p_userdata = nullptr) const;
- void _check_suspend(LocalVector<Body2DSW *> &p_body_island) const;
+ void _check_suspend(LocalVector<GodotBody2D *> &p_body_island) const;
public:
- void step(Space2DSW *p_space, real_t p_delta, int p_iterations);
- Step2DSW();
- ~Step2DSW();
+ void step(GodotSpace2D *p_space, real_t p_delta, int p_iterations);
+ GodotStep2D();
+ ~GodotStep2D();
};
-#endif // STEP_2D_SW_H
+#endif // GODOT_STEP_2D_H
diff --git a/servers/physics_2d/physics_server_2d_sw.cpp b/servers/physics_2d/physics_server_2d_sw.cpp
deleted file mode 100644
index c2205e33b0..0000000000
--- a/servers/physics_2d/physics_server_2d_sw.cpp
+++ /dev/null
@@ -1,1349 +0,0 @@
-/*************************************************************************/
-/* physics_server_2d_sw.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#include "physics_server_2d_sw.h"
-
-#include "body_direct_state_2d_sw.h"
-#include "broad_phase_2d_bvh.h"
-#include "collision_solver_2d_sw.h"
-#include "core/config/project_settings.h"
-#include "core/debugger/engine_debugger.h"
-#include "core/os/os.h"
-
-#define FLUSH_QUERY_CHECK(m_object) \
- ERR_FAIL_COND_MSG(m_object->get_space() && flushing_queries, "Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead.");
-
-RID PhysicsServer2DSW::_shape_create(ShapeType p_shape) {
- Shape2DSW *shape = nullptr;
- switch (p_shape) {
- case SHAPE_WORLD_BOUNDARY: {
- shape = memnew(WorldBoundaryShape2DSW);
- } break;
- case SHAPE_SEPARATION_RAY: {
- shape = memnew(SeparationRayShape2DSW);
- } break;
- case SHAPE_SEGMENT: {
- shape = memnew(SegmentShape2DSW);
- } break;
- case SHAPE_CIRCLE: {
- shape = memnew(CircleShape2DSW);
- } break;
- case SHAPE_RECTANGLE: {
- shape = memnew(RectangleShape2DSW);
- } break;
- case SHAPE_CAPSULE: {
- shape = memnew(CapsuleShape2DSW);
- } break;
- case SHAPE_CONVEX_POLYGON: {
- shape = memnew(ConvexPolygonShape2DSW);
- } break;
- case SHAPE_CONCAVE_POLYGON: {
- shape = memnew(ConcavePolygonShape2DSW);
- } break;
- case SHAPE_CUSTOM: {
- ERR_FAIL_V(RID());
-
- } break;
- }
-
- RID id = shape_owner.make_rid(shape);
- shape->set_self(id);
-
- return id;
-}
-
-RID PhysicsServer2DSW::world_boundary_shape_create() {
- return _shape_create(SHAPE_WORLD_BOUNDARY);
-}
-
-RID PhysicsServer2DSW::separation_ray_shape_create() {
- return _shape_create(SHAPE_SEPARATION_RAY);
-}
-
-RID PhysicsServer2DSW::segment_shape_create() {
- return _shape_create(SHAPE_SEGMENT);
-}
-
-RID PhysicsServer2DSW::circle_shape_create() {
- return _shape_create(SHAPE_CIRCLE);
-}
-
-RID PhysicsServer2DSW::rectangle_shape_create() {
- return _shape_create(SHAPE_RECTANGLE);
-}
-
-RID PhysicsServer2DSW::capsule_shape_create() {
- return _shape_create(SHAPE_CAPSULE);
-}
-
-RID PhysicsServer2DSW::convex_polygon_shape_create() {
- return _shape_create(SHAPE_CONVEX_POLYGON);
-}
-
-RID PhysicsServer2DSW::concave_polygon_shape_create() {
- return _shape_create(SHAPE_CONCAVE_POLYGON);
-}
-
-void PhysicsServer2DSW::shape_set_data(RID p_shape, const Variant &p_data) {
- Shape2DSW *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND(!shape);
- shape->set_data(p_data);
-};
-
-void PhysicsServer2DSW::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) {
- Shape2DSW *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND(!shape);
- shape->set_custom_bias(p_bias);
-}
-
-PhysicsServer2D::ShapeType PhysicsServer2DSW::shape_get_type(RID p_shape) const {
- const Shape2DSW *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND_V(!shape, SHAPE_CUSTOM);
- return shape->get_type();
-};
-
-Variant PhysicsServer2DSW::shape_get_data(RID p_shape) const {
- const Shape2DSW *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND_V(!shape, Variant());
- ERR_FAIL_COND_V(!shape->is_configured(), Variant());
- return shape->get_data();
-};
-
-real_t PhysicsServer2DSW::shape_get_custom_solver_bias(RID p_shape) const {
- const Shape2DSW *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND_V(!shape, 0);
- return shape->get_custom_bias();
-}
-
-void PhysicsServer2DSW::_shape_col_cbk(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) {
- CollCbkData *cbk = (CollCbkData *)p_userdata;
-
- if (cbk->max == 0) {
- return;
- }
-
- Vector2 rel_dir = (p_point_A - p_point_B);
- real_t rel_length2 = rel_dir.length_squared();
- if (cbk->valid_dir != Vector2()) {
- if (cbk->valid_depth < 10e20) {
- if (rel_length2 > cbk->valid_depth * cbk->valid_depth ||
- (rel_length2 > CMP_EPSILON && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON)) {
- cbk->invalid_by_dir++;
- return;
- }
- } else {
- if (rel_length2 > 0 && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON) {
- return;
- }
- }
- }
-
- if (cbk->amount == cbk->max) {
- //find least deep
- real_t min_depth = 1e20;
- int min_depth_idx = 0;
- for (int i = 0; i < cbk->amount; i++) {
- real_t d = cbk->ptr[i * 2 + 0].distance_squared_to(cbk->ptr[i * 2 + 1]);
- if (d < min_depth) {
- min_depth = d;
- min_depth_idx = i;
- }
- }
-
- if (rel_length2 < min_depth) {
- return;
- }
- cbk->ptr[min_depth_idx * 2 + 0] = p_point_A;
- cbk->ptr[min_depth_idx * 2 + 1] = p_point_B;
- cbk->passed++;
-
- } else {
- cbk->ptr[cbk->amount * 2 + 0] = p_point_A;
- cbk->ptr[cbk->amount * 2 + 1] = p_point_B;
- cbk->amount++;
- cbk->passed++;
- }
-}
-
-bool PhysicsServer2DSW::shape_collide(RID p_shape_A, const Transform2D &p_xform_A, const Vector2 &p_motion_A, RID p_shape_B, const Transform2D &p_xform_B, const Vector2 &p_motion_B, Vector2 *r_results, int p_result_max, int &r_result_count) {
- Shape2DSW *shape_A = shape_owner.get_or_null(p_shape_A);
- ERR_FAIL_COND_V(!shape_A, false);
- Shape2DSW *shape_B = shape_owner.get_or_null(p_shape_B);
- ERR_FAIL_COND_V(!shape_B, false);
-
- if (p_result_max == 0) {
- return CollisionSolver2DSW::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, nullptr, nullptr);
- }
-
- CollCbkData cbk;
- cbk.max = p_result_max;
- cbk.amount = 0;
- cbk.passed = 0;
- cbk.ptr = r_results;
-
- bool res = CollisionSolver2DSW::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, _shape_col_cbk, &cbk);
- r_result_count = cbk.amount;
- return res;
-}
-
-RID PhysicsServer2DSW::space_create() {
- Space2DSW *space = memnew(Space2DSW);
- RID id = space_owner.make_rid(space);
- space->set_self(id);
- RID area_id = area_create();
- Area2DSW *area = area_owner.get_or_null(area_id);
- ERR_FAIL_COND_V(!area, RID());
- space->set_default_area(area);
- area->set_space(space);
- area->set_priority(-1);
-
- return id;
-};
-
-void PhysicsServer2DSW::space_set_active(RID p_space, bool p_active) {
- Space2DSW *space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND(!space);
- if (p_active) {
- active_spaces.insert(space);
- } else {
- active_spaces.erase(space);
- }
-}
-
-bool PhysicsServer2DSW::space_is_active(RID p_space) const {
- const Space2DSW *space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND_V(!space, false);
-
- return active_spaces.has(space);
-}
-
-void PhysicsServer2DSW::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) {
- Space2DSW *space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND(!space);
-
- space->set_param(p_param, p_value);
-}
-
-real_t PhysicsServer2DSW::space_get_param(RID p_space, SpaceParameter p_param) const {
- const Space2DSW *space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND_V(!space, 0);
- return space->get_param(p_param);
-}
-
-void PhysicsServer2DSW::space_set_debug_contacts(RID p_space, int p_max_contacts) {
- Space2DSW *space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND(!space);
- space->set_debug_contacts(p_max_contacts);
-}
-
-Vector<Vector2> PhysicsServer2DSW::space_get_contacts(RID p_space) const {
- Space2DSW *space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND_V(!space, Vector<Vector2>());
- return space->get_debug_contacts();
-}
-
-int PhysicsServer2DSW::space_get_contact_count(RID p_space) const {
- Space2DSW *space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND_V(!space, 0);
- return space->get_debug_contact_count();
-}
-
-PhysicsDirectSpaceState2D *PhysicsServer2DSW::space_get_direct_state(RID p_space) {
- Space2DSW *space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND_V(!space, nullptr);
- ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification.");
-
- return space->get_direct_state();
-}
-
-RID PhysicsServer2DSW::area_create() {
- Area2DSW *area = memnew(Area2DSW);
- RID rid = area_owner.make_rid(area);
- area->set_self(rid);
- return rid;
-};
-
-void PhysicsServer2DSW::area_set_space(RID p_area, RID p_space) {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- Space2DSW *space = nullptr;
- if (p_space.is_valid()) {
- space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND(!space);
- }
-
- if (area->get_space() == space) {
- return; //pointless
- }
-
- area->clear_constraints();
- area->set_space(space);
-};
-
-RID PhysicsServer2DSW::area_get_space(RID p_area) const {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, RID());
-
- Space2DSW *space = area->get_space();
- if (!space) {
- return RID();
- }
- return space->get_self();
-};
-
-void PhysicsServer2DSW::area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- area->set_space_override_mode(p_mode);
-}
-
-PhysicsServer2D::AreaSpaceOverrideMode PhysicsServer2DSW::area_get_space_override_mode(RID p_area) const {
- const Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, AREA_SPACE_OVERRIDE_DISABLED);
-
- return area->get_space_override_mode();
-}
-
-void PhysicsServer2DSW::area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform, bool p_disabled) {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- Shape2DSW *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND(!shape);
-
- area->add_shape(shape, p_transform, p_disabled);
-}
-
-void PhysicsServer2DSW::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- Shape2DSW *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND(!shape);
- ERR_FAIL_COND(!shape->is_configured());
-
- area->set_shape(p_shape_idx, shape);
-}
-
-void PhysicsServer2DSW::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform) {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- area->set_shape_transform(p_shape_idx, p_transform);
-}
-
-void PhysicsServer2DSW::area_set_shape_disabled(RID p_area, int p_shape, bool p_disabled) {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
- ERR_FAIL_INDEX(p_shape, area->get_shape_count());
- FLUSH_QUERY_CHECK(area);
-
- area->set_shape_disabled(p_shape, p_disabled);
-}
-
-int PhysicsServer2DSW::area_get_shape_count(RID p_area) const {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, -1);
-
- return area->get_shape_count();
-}
-
-RID PhysicsServer2DSW::area_get_shape(RID p_area, int p_shape_idx) const {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, RID());
-
- Shape2DSW *shape = area->get_shape(p_shape_idx);
- ERR_FAIL_COND_V(!shape, RID());
-
- return shape->get_self();
-}
-
-Transform2D PhysicsServer2DSW::area_get_shape_transform(RID p_area, int p_shape_idx) const {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, Transform2D());
-
- return area->get_shape_transform(p_shape_idx);
-}
-
-void PhysicsServer2DSW::area_remove_shape(RID p_area, int p_shape_idx) {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- area->remove_shape(p_shape_idx);
-}
-
-void PhysicsServer2DSW::area_clear_shapes(RID p_area) {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- while (area->get_shape_count()) {
- area->remove_shape(0);
- }
-}
-
-void PhysicsServer2DSW::area_attach_object_instance_id(RID p_area, ObjectID p_id) {
- if (space_owner.owns(p_area)) {
- Space2DSW *space = space_owner.get_or_null(p_area);
- p_area = space->get_default_area()->get_self();
- }
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
- area->set_instance_id(p_id);
-}
-
-ObjectID PhysicsServer2DSW::area_get_object_instance_id(RID p_area) const {
- if (space_owner.owns(p_area)) {
- Space2DSW *space = space_owner.get_or_null(p_area);
- p_area = space->get_default_area()->get_self();
- }
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, ObjectID());
- return area->get_instance_id();
-}
-
-void PhysicsServer2DSW::area_attach_canvas_instance_id(RID p_area, ObjectID p_id) {
- if (space_owner.owns(p_area)) {
- Space2DSW *space = space_owner.get_or_null(p_area);
- p_area = space->get_default_area()->get_self();
- }
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
- area->set_canvas_instance_id(p_id);
-}
-
-ObjectID PhysicsServer2DSW::area_get_canvas_instance_id(RID p_area) const {
- if (space_owner.owns(p_area)) {
- Space2DSW *space = space_owner.get_or_null(p_area);
- p_area = space->get_default_area()->get_self();
- }
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, ObjectID());
- return area->get_canvas_instance_id();
-}
-
-void PhysicsServer2DSW::area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) {
- if (space_owner.owns(p_area)) {
- Space2DSW *space = space_owner.get_or_null(p_area);
- p_area = space->get_default_area()->get_self();
- }
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
- area->set_param(p_param, p_value);
-};
-
-void PhysicsServer2DSW::area_set_transform(RID p_area, const Transform2D &p_transform) {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
- area->set_transform(p_transform);
-};
-
-Variant PhysicsServer2DSW::area_get_param(RID p_area, AreaParameter p_param) const {
- if (space_owner.owns(p_area)) {
- Space2DSW *space = space_owner.get_or_null(p_area);
- p_area = space->get_default_area()->get_self();
- }
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, Variant());
-
- return area->get_param(p_param);
-};
-
-Transform2D PhysicsServer2DSW::area_get_transform(RID p_area) const {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, Transform2D());
-
- return area->get_transform();
-};
-
-void PhysicsServer2DSW::area_set_pickable(RID p_area, bool p_pickable) {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
- area->set_pickable(p_pickable);
-}
-
-void PhysicsServer2DSW::area_set_monitorable(RID p_area, bool p_monitorable) {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
- FLUSH_QUERY_CHECK(area);
-
- area->set_monitorable(p_monitorable);
-}
-
-void PhysicsServer2DSW::area_set_collision_mask(RID p_area, uint32_t p_mask) {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- area->set_collision_mask(p_mask);
-}
-
-void PhysicsServer2DSW::area_set_collision_layer(RID p_area, uint32_t p_layer) {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- area->set_collision_layer(p_layer);
-}
-
-void PhysicsServer2DSW::area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- area->set_monitor_callback(p_receiver ? p_receiver->get_instance_id() : ObjectID(), p_method);
-}
-
-void PhysicsServer2DSW::area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) {
- Area2DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- area->set_area_monitor_callback(p_receiver ? p_receiver->get_instance_id() : ObjectID(), p_method);
-}
-
-/* BODY API */
-
-RID PhysicsServer2DSW::body_create() {
- Body2DSW *body = memnew(Body2DSW);
- RID rid = body_owner.make_rid(body);
- body->set_self(rid);
- return rid;
-}
-
-void PhysicsServer2DSW::body_set_space(RID p_body, RID p_space) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
- Space2DSW *space = nullptr;
- if (p_space.is_valid()) {
- space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND(!space);
- }
-
- if (body->get_space() == space) {
- return; //pointless
- }
-
- body->clear_constraint_list();
- body->set_space(space);
-};
-
-RID PhysicsServer2DSW::body_get_space(RID p_body) const {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, RID());
-
- Space2DSW *space = body->get_space();
- if (!space) {
- return RID();
- }
- return space->get_self();
-};
-
-void PhysicsServer2DSW::body_set_mode(RID p_body, BodyMode p_mode) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
- FLUSH_QUERY_CHECK(body);
-
- body->set_mode(p_mode);
-};
-
-PhysicsServer2D::BodyMode PhysicsServer2DSW::body_get_mode(RID p_body) const {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, BODY_MODE_STATIC);
-
- return body->get_mode();
-};
-
-void PhysicsServer2DSW::body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform, bool p_disabled) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- Shape2DSW *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND(!shape);
-
- body->add_shape(shape, p_transform, p_disabled);
-}
-
-void PhysicsServer2DSW::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- Shape2DSW *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND(!shape);
- ERR_FAIL_COND(!shape->is_configured());
-
- body->set_shape(p_shape_idx, shape);
-}
-
-void PhysicsServer2DSW::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->set_shape_transform(p_shape_idx, p_transform);
-}
-
-int PhysicsServer2DSW::body_get_shape_count(RID p_body) const {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, -1);
-
- return body->get_shape_count();
-}
-
-RID PhysicsServer2DSW::body_get_shape(RID p_body, int p_shape_idx) const {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, RID());
-
- Shape2DSW *shape = body->get_shape(p_shape_idx);
- ERR_FAIL_COND_V(!shape, RID());
-
- return shape->get_self();
-}
-
-Transform2D PhysicsServer2DSW::body_get_shape_transform(RID p_body, int p_shape_idx) const {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, Transform2D());
-
- return body->get_shape_transform(p_shape_idx);
-}
-
-void PhysicsServer2DSW::body_remove_shape(RID p_body, int p_shape_idx) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->remove_shape(p_shape_idx);
-}
-
-void PhysicsServer2DSW::body_clear_shapes(RID p_body) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- while (body->get_shape_count()) {
- body->remove_shape(0);
- }
-}
-
-void PhysicsServer2DSW::body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
- ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count());
- FLUSH_QUERY_CHECK(body);
-
- body->set_shape_disabled(p_shape_idx, p_disabled);
-}
-
-void PhysicsServer2DSW::body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, real_t p_margin) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
- ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count());
- FLUSH_QUERY_CHECK(body);
-
- body->set_shape_as_one_way_collision(p_shape_idx, p_enable, p_margin);
-}
-
-void PhysicsServer2DSW::body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
- body->set_continuous_collision_detection_mode(p_mode);
-}
-
-PhysicsServer2DSW::CCDMode PhysicsServer2DSW::body_get_continuous_collision_detection_mode(RID p_body) const {
- const Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, CCD_MODE_DISABLED);
-
- return body->get_continuous_collision_detection_mode();
-}
-
-void PhysicsServer2DSW::body_attach_object_instance_id(RID p_body, ObjectID p_id) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->set_instance_id(p_id);
-};
-
-ObjectID PhysicsServer2DSW::body_get_object_instance_id(RID p_body) const {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, ObjectID());
-
- return body->get_instance_id();
-};
-
-void PhysicsServer2DSW::body_attach_canvas_instance_id(RID p_body, ObjectID p_id) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->set_canvas_instance_id(p_id);
-};
-
-ObjectID PhysicsServer2DSW::body_get_canvas_instance_id(RID p_body) const {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, ObjectID());
-
- return body->get_canvas_instance_id();
-};
-
-void PhysicsServer2DSW::body_set_collision_layer(RID p_body, uint32_t p_layer) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
- body->set_collision_layer(p_layer);
-};
-
-uint32_t PhysicsServer2DSW::body_get_collision_layer(RID p_body) const {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, 0);
-
- return body->get_collision_layer();
-};
-
-void PhysicsServer2DSW::body_set_collision_mask(RID p_body, uint32_t p_mask) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
- body->set_collision_mask(p_mask);
-};
-
-uint32_t PhysicsServer2DSW::body_get_collision_mask(RID p_body) const {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, 0);
-
- return body->get_collision_mask();
-};
-
-void PhysicsServer2DSW::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->set_param(p_param, p_value);
-};
-
-Variant PhysicsServer2DSW::body_get_param(RID p_body, BodyParameter p_param) const {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, 0);
-
- return body->get_param(p_param);
-};
-
-void PhysicsServer2DSW::body_reset_mass_properties(RID p_body) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- return body->reset_mass_properties();
-}
-
-void PhysicsServer2DSW::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->set_state(p_state, p_variant);
-};
-
-Variant PhysicsServer2DSW::body_get_state(RID p_body, BodyState p_state) const {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, Variant());
-
- return body->get_state(p_state);
-};
-
-void PhysicsServer2DSW::body_set_applied_force(RID p_body, const Vector2 &p_force) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->set_applied_force(p_force);
- body->wakeup();
-};
-
-Vector2 PhysicsServer2DSW::body_get_applied_force(RID p_body) const {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, Vector2());
- return body->get_applied_force();
-};
-
-void PhysicsServer2DSW::body_set_applied_torque(RID p_body, real_t p_torque) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->set_applied_torque(p_torque);
- body->wakeup();
-};
-
-real_t PhysicsServer2DSW::body_get_applied_torque(RID p_body) const {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, 0);
-
- return body->get_applied_torque();
-};
-
-void PhysicsServer2DSW::body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->apply_central_impulse(p_impulse);
- body->wakeup();
-}
-
-void PhysicsServer2DSW::body_apply_torque_impulse(RID p_body, real_t p_torque) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- _update_shapes();
-
- body->apply_torque_impulse(p_torque);
- body->wakeup();
-}
-
-void PhysicsServer2DSW::body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- _update_shapes();
-
- body->apply_impulse(p_impulse, p_position);
- body->wakeup();
-};
-
-void PhysicsServer2DSW::body_add_central_force(RID p_body, const Vector2 &p_force) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->add_central_force(p_force);
- body->wakeup();
-};
-
-void PhysicsServer2DSW::body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->add_force(p_force, p_position);
- body->wakeup();
-};
-
-void PhysicsServer2DSW::body_add_torque(RID p_body, real_t p_torque) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->add_torque(p_torque);
- body->wakeup();
-};
-
-void PhysicsServer2DSW::body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- _update_shapes();
-
- Vector2 v = body->get_linear_velocity();
- Vector2 axis = p_axis_velocity.normalized();
- v -= axis * axis.dot(v);
- v += p_axis_velocity;
- body->set_linear_velocity(v);
- body->wakeup();
-};
-
-void PhysicsServer2DSW::body_add_collision_exception(RID p_body, RID p_body_b) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->add_exception(p_body_b);
- body->wakeup();
-};
-
-void PhysicsServer2DSW::body_remove_collision_exception(RID p_body, RID p_body_b) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->remove_exception(p_body_b);
- body->wakeup();
-};
-
-void PhysicsServer2DSW::body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- for (int i = 0; i < body->get_exceptions().size(); i++) {
- p_exceptions->push_back(body->get_exceptions()[i]);
- }
-};
-
-void PhysicsServer2DSW::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-};
-
-real_t PhysicsServer2DSW::body_get_contacts_reported_depth_threshold(RID p_body) const {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, 0);
- return 0;
-};
-
-void PhysicsServer2DSW::body_set_omit_force_integration(RID p_body, bool p_omit) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->set_omit_force_integration(p_omit);
-};
-
-bool PhysicsServer2DSW::body_is_omitting_force_integration(RID p_body) const {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, false);
- return body->get_omit_force_integration();
-};
-
-void PhysicsServer2DSW::body_set_max_contacts_reported(RID p_body, int p_contacts) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
- body->set_max_contacts_reported(p_contacts);
-}
-
-int PhysicsServer2DSW::body_get_max_contacts_reported(RID p_body) const {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, -1);
- return body->get_max_contacts_reported();
-}
-
-void PhysicsServer2DSW::body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
- body->set_state_sync_callback(p_instance, p_callback);
-}
-
-void PhysicsServer2DSW::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
- body->set_force_integration_callback(p_callable, p_udata);
-}
-
-bool PhysicsServer2DSW::body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, false);
- ERR_FAIL_INDEX_V(p_body_shape, body->get_shape_count(), false);
-
- return shape_collide(body->get_shape(p_body_shape)->get_self(), body->get_transform() * body->get_shape_transform(p_body_shape), Vector2(), p_shape, p_shape_xform, p_motion, r_results, p_result_max, r_result_count);
-}
-
-void PhysicsServer2DSW::body_set_pickable(RID p_body, bool p_pickable) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
- body->set_pickable(p_pickable);
-}
-
-bool PhysicsServer2DSW::body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result) {
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, false);
- ERR_FAIL_COND_V(!body->get_space(), false);
- ERR_FAIL_COND_V(body->get_space()->is_locked(), false);
-
- _update_shapes();
-
- return body->get_space()->test_body_motion(body, p_parameters, r_result);
-}
-
-PhysicsDirectBodyState2D *PhysicsServer2DSW::body_get_direct_state(RID p_body) {
- ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
-
- Body2DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, nullptr);
-
- ERR_FAIL_COND_V(!body->get_space(), nullptr);
- ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
-
- return body->get_direct_state();
-}
-
-/* JOINT API */
-
-RID PhysicsServer2DSW::joint_create() {
- Joint2DSW *joint = memnew(Joint2DSW);
- RID joint_rid = joint_owner.make_rid(joint);
- joint->set_self(joint_rid);
- return joint_rid;
-}
-
-void PhysicsServer2DSW::joint_clear(RID p_joint) {
- Joint2DSW *joint = joint_owner.get_or_null(p_joint);
- if (joint->get_type() != JOINT_TYPE_MAX) {
- Joint2DSW *empty_joint = memnew(Joint2DSW);
- empty_joint->copy_settings_from(joint);
-
- joint_owner.replace(p_joint, empty_joint);
- memdelete(joint);
- }
-}
-
-void PhysicsServer2DSW::joint_set_param(RID p_joint, JointParam p_param, real_t p_value) {
- Joint2DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(!joint);
-
- switch (p_param) {
- case JOINT_PARAM_BIAS:
- joint->set_bias(p_value);
- break;
- case JOINT_PARAM_MAX_BIAS:
- joint->set_max_bias(p_value);
- break;
- case JOINT_PARAM_MAX_FORCE:
- joint->set_max_force(p_value);
- break;
- }
-}
-
-real_t PhysicsServer2DSW::joint_get_param(RID p_joint, JointParam p_param) const {
- const Joint2DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND_V(!joint, -1);
-
- switch (p_param) {
- case JOINT_PARAM_BIAS:
- return joint->get_bias();
- break;
- case JOINT_PARAM_MAX_BIAS:
- return joint->get_max_bias();
- break;
- case JOINT_PARAM_MAX_FORCE:
- return joint->get_max_force();
- break;
- }
-
- return 0;
-}
-
-void PhysicsServer2DSW::joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) {
- Joint2DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(!joint);
-
- joint->disable_collisions_between_bodies(p_disable);
-
- if (2 == joint->get_body_count()) {
- Body2DSW *body_a = *joint->get_body_ptr();
- Body2DSW *body_b = *(joint->get_body_ptr() + 1);
-
- if (p_disable) {
- body_add_collision_exception(body_a->get_self(), body_b->get_self());
- body_add_collision_exception(body_b->get_self(), body_a->get_self());
- } else {
- body_remove_collision_exception(body_a->get_self(), body_b->get_self());
- body_remove_collision_exception(body_b->get_self(), body_a->get_self());
- }
- }
-}
-
-bool PhysicsServer2DSW::joint_is_disabled_collisions_between_bodies(RID p_joint) const {
- const Joint2DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND_V(!joint, true);
-
- return joint->is_disabled_collisions_between_bodies();
-}
-
-void PhysicsServer2DSW::joint_make_pin(RID p_joint, const Vector2 &p_pos, RID p_body_a, RID p_body_b) {
- Body2DSW *A = body_owner.get_or_null(p_body_a);
- ERR_FAIL_COND(!A);
- Body2DSW *B = nullptr;
- if (body_owner.owns(p_body_b)) {
- B = body_owner.get_or_null(p_body_b);
- ERR_FAIL_COND(!B);
- }
-
- Joint2DSW *prev_joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(prev_joint == nullptr);
-
- Joint2DSW *joint = memnew(PinJoint2DSW(p_pos, A, B));
-
- joint_owner.replace(p_joint, joint);
- joint->copy_settings_from(prev_joint);
- memdelete(prev_joint);
-}
-
-void PhysicsServer2DSW::joint_make_groove(RID p_joint, const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) {
- Body2DSW *A = body_owner.get_or_null(p_body_a);
- ERR_FAIL_COND(!A);
-
- Body2DSW *B = body_owner.get_or_null(p_body_b);
- ERR_FAIL_COND(!B);
-
- Joint2DSW *prev_joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(prev_joint == nullptr);
-
- Joint2DSW *joint = memnew(GrooveJoint2DSW(p_a_groove1, p_a_groove2, p_b_anchor, A, B));
-
- joint_owner.replace(p_joint, joint);
- joint->copy_settings_from(prev_joint);
- memdelete(prev_joint);
-}
-
-void PhysicsServer2DSW::joint_make_damped_spring(RID p_joint, const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b) {
- Body2DSW *A = body_owner.get_or_null(p_body_a);
- ERR_FAIL_COND(!A);
-
- Body2DSW *B = body_owner.get_or_null(p_body_b);
- ERR_FAIL_COND(!B);
-
- Joint2DSW *prev_joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(prev_joint == nullptr);
-
- Joint2DSW *joint = memnew(DampedSpringJoint2DSW(p_anchor_a, p_anchor_b, A, B));
-
- joint_owner.replace(p_joint, joint);
- joint->copy_settings_from(prev_joint);
- memdelete(prev_joint);
-}
-
-void PhysicsServer2DSW::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) {
- Joint2DSW *j = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(!j);
- ERR_FAIL_COND(j->get_type() != JOINT_TYPE_PIN);
-
- PinJoint2DSW *pin_joint = static_cast<PinJoint2DSW *>(j);
- pin_joint->set_param(p_param, p_value);
-}
-
-real_t PhysicsServer2DSW::pin_joint_get_param(RID p_joint, PinJointParam p_param) const {
- Joint2DSW *j = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND_V(!j, 0);
- ERR_FAIL_COND_V(j->get_type() != JOINT_TYPE_PIN, 0);
-
- PinJoint2DSW *pin_joint = static_cast<PinJoint2DSW *>(j);
- return pin_joint->get_param(p_param);
-}
-
-void PhysicsServer2DSW::damped_spring_joint_set_param(RID p_joint, DampedSpringParam p_param, real_t p_value) {
- Joint2DSW *j = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(!j);
- ERR_FAIL_COND(j->get_type() != JOINT_TYPE_DAMPED_SPRING);
-
- DampedSpringJoint2DSW *dsj = static_cast<DampedSpringJoint2DSW *>(j);
- dsj->set_param(p_param, p_value);
-}
-
-real_t PhysicsServer2DSW::damped_spring_joint_get_param(RID p_joint, DampedSpringParam p_param) const {
- Joint2DSW *j = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND_V(!j, 0);
- ERR_FAIL_COND_V(j->get_type() != JOINT_TYPE_DAMPED_SPRING, 0);
-
- DampedSpringJoint2DSW *dsj = static_cast<DampedSpringJoint2DSW *>(j);
- return dsj->get_param(p_param);
-}
-
-PhysicsServer2D::JointType PhysicsServer2DSW::joint_get_type(RID p_joint) const {
- Joint2DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND_V(!joint, JOINT_TYPE_PIN);
-
- return joint->get_type();
-}
-
-void PhysicsServer2DSW::free(RID p_rid) {
- _update_shapes(); // just in case
-
- if (shape_owner.owns(p_rid)) {
- Shape2DSW *shape = shape_owner.get_or_null(p_rid);
-
- while (shape->get_owners().size()) {
- ShapeOwner2DSW *so = shape->get_owners().front()->key();
- so->remove_shape(shape);
- }
-
- shape_owner.free(p_rid);
- memdelete(shape);
- } else if (body_owner.owns(p_rid)) {
- Body2DSW *body = body_owner.get_or_null(p_rid);
-
- /*
- if (body->get_state_query())
- _clear_query(body->get_state_query());
-
- if (body->get_direct_state_query())
- _clear_query(body->get_direct_state_query());
- */
-
- body_set_space(p_rid, RID());
-
- while (body->get_shape_count()) {
- body->remove_shape(0);
- }
-
- body_owner.free(p_rid);
- memdelete(body);
-
- } else if (area_owner.owns(p_rid)) {
- Area2DSW *area = area_owner.get_or_null(p_rid);
-
- /*
- if (area->get_monitor_query())
- _clear_query(area->get_monitor_query());
- */
-
- area->set_space(nullptr);
-
- while (area->get_shape_count()) {
- area->remove_shape(0);
- }
-
- area_owner.free(p_rid);
- memdelete(area);
- } else if (space_owner.owns(p_rid)) {
- Space2DSW *space = space_owner.get_or_null(p_rid);
-
- while (space->get_objects().size()) {
- CollisionObject2DSW *co = (CollisionObject2DSW *)space->get_objects().front()->get();
- co->set_space(nullptr);
- }
-
- active_spaces.erase(space);
- free(space->get_default_area()->get_self());
- space_owner.free(p_rid);
- memdelete(space);
- } else if (joint_owner.owns(p_rid)) {
- Joint2DSW *joint = joint_owner.get_or_null(p_rid);
-
- joint_owner.free(p_rid);
- memdelete(joint);
-
- } else {
- ERR_FAIL_MSG("Invalid ID.");
- }
-};
-
-void PhysicsServer2DSW::set_active(bool p_active) {
- active = p_active;
-};
-
-void PhysicsServer2DSW::set_collision_iterations(int p_iterations) {
- iterations = p_iterations;
-};
-
-void PhysicsServer2DSW::init() {
- doing_sync = false;
- iterations = 8; // 8?
- stepper = memnew(Step2DSW);
-};
-
-void PhysicsServer2DSW::step(real_t p_step) {
- if (!active) {
- return;
- }
-
- _update_shapes();
-
- island_count = 0;
- active_objects = 0;
- collision_pairs = 0;
- for (Set<const Space2DSW *>::Element *E = active_spaces.front(); E; E = E->next()) {
- stepper->step((Space2DSW *)E->get(), p_step, iterations);
- island_count += E->get()->get_island_count();
- active_objects += E->get()->get_active_objects();
- collision_pairs += E->get()->get_collision_pairs();
- }
-};
-
-void PhysicsServer2DSW::sync() {
- doing_sync = true;
-};
-
-void PhysicsServer2DSW::flush_queries() {
- if (!active) {
- return;
- }
-
- flushing_queries = true;
-
- uint64_t time_beg = OS::get_singleton()->get_ticks_usec();
-
- for (Set<const Space2DSW *>::Element *E = active_spaces.front(); E; E = E->next()) {
- Space2DSW *space = (Space2DSW *)E->get();
- space->call_queries();
- }
-
- flushing_queries = false;
-
- if (EngineDebugger::is_profiling("servers")) {
- uint64_t total_time[Space2DSW::ELAPSED_TIME_MAX];
- static const char *time_name[Space2DSW::ELAPSED_TIME_MAX] = {
- "integrate_forces",
- "generate_islands",
- "setup_constraints",
- "solve_constraints",
- "integrate_velocities"
- };
-
- for (int i = 0; i < Space2DSW::ELAPSED_TIME_MAX; i++) {
- total_time[i] = 0;
- }
-
- for (Set<const Space2DSW *>::Element *E = active_spaces.front(); E; E = E->next()) {
- for (int i = 0; i < Space2DSW::ELAPSED_TIME_MAX; i++) {
- total_time[i] += E->get()->get_elapsed_time(Space2DSW::ElapsedTime(i));
- }
- }
-
- Array values;
- values.resize(Space2DSW::ELAPSED_TIME_MAX * 2);
- for (int i = 0; i < Space2DSW::ELAPSED_TIME_MAX; i++) {
- values[i * 2 + 0] = time_name[i];
- values[i * 2 + 1] = USEC_TO_SEC(total_time[i]);
- }
- values.push_back("flush_queries");
- values.push_back(USEC_TO_SEC(OS::get_singleton()->get_ticks_usec() - time_beg));
-
- values.push_front("physics_2d");
- EngineDebugger::profiler_add_frame_data("servers", values);
- }
-}
-
-void PhysicsServer2DSW::end_sync() {
- doing_sync = false;
-}
-
-void PhysicsServer2DSW::finish() {
- memdelete(stepper);
-};
-
-void PhysicsServer2DSW::_update_shapes() {
- while (pending_shape_update_list.first()) {
- pending_shape_update_list.first()->self()->_shape_changed();
- pending_shape_update_list.remove(pending_shape_update_list.first());
- }
-}
-
-int PhysicsServer2DSW::get_process_info(ProcessInfo p_info) {
- switch (p_info) {
- case INFO_ACTIVE_OBJECTS: {
- return active_objects;
- } break;
- case INFO_COLLISION_PAIRS: {
- return collision_pairs;
- } break;
- case INFO_ISLAND_COUNT: {
- return island_count;
- } break;
- }
-
- return 0;
-}
-
-PhysicsServer2DSW *PhysicsServer2DSW::singletonsw = nullptr;
-
-PhysicsServer2DSW::PhysicsServer2DSW(bool p_using_threads) {
- singletonsw = this;
- BroadPhase2DSW::create_func = BroadPhase2DBVH::_create;
-
- using_threads = p_using_threads;
-};
diff --git a/servers/physics_3d/gjk_epa.cpp b/servers/physics_3d/gjk_epa.cpp
index a1dbdd0a70..ef6535a878 100644
--- a/servers/physics_3d/gjk_epa.cpp
+++ b/servers/physics_3d/gjk_epa.cpp
@@ -105,7 +105,7 @@ typedef unsigned char U1;
// MinkowskiDiff
struct MinkowskiDiff {
- const Shape3DSW* m_shapes[2];
+ const GodotShape3D* m_shapes[2];
Transform3D transform_A;
Transform3D transform_B;
@@ -113,10 +113,10 @@ struct MinkowskiDiff {
real_t margin_A = 0.0;
real_t margin_B = 0.0;
- Vector3 (*get_support)(const Shape3DSW*, const Vector3&, real_t);
+ Vector3 (*get_support)(const GodotShape3D*, const Vector3&, real_t);
- void Initialize(const Shape3DSW* shape0, const Transform3D& wtrs0, const real_t margin0,
- const Shape3DSW* shape1, const Transform3D& wtrs1, const real_t margin1) {
+ void Initialize(const GodotShape3D* shape0, const Transform3D& wtrs0, const real_t margin0,
+ const GodotShape3D* shape1, const Transform3D& wtrs1, const real_t margin1) {
m_shapes[0] = shape0;
m_shapes[1] = shape1;
transform_A = wtrs0;
@@ -131,11 +131,11 @@ struct MinkowskiDiff {
}
}
- static Vector3 get_support_without_margin(const Shape3DSW* p_shape, const Vector3& p_dir, real_t p_margin) {
+ static Vector3 get_support_without_margin(const GodotShape3D* p_shape, const Vector3& p_dir, real_t p_margin) {
return p_shape->get_support(p_dir.normalized());
}
- static Vector3 get_support_with_margin(const Shape3DSW* p_shape, const Vector3& p_dir, real_t p_margin) {
+ static Vector3 get_support_with_margin(const GodotShape3D* p_shape, const Vector3& p_dir, real_t p_margin) {
Vector3 local_dir_norm = p_dir;
if (local_dir_norm.length_squared() < CMP_EPSILON2) {
local_dir_norm = Vector3(-1.0, -1.0, -1.0);
@@ -862,8 +862,8 @@ struct GJK
};
//
- static void Initialize( const Shape3DSW* shape0, const Transform3D& wtrs0, real_t margin0,
- const Shape3DSW* shape1, const Transform3D& wtrs1, real_t margin1,
+ static void Initialize( const GodotShape3D* shape0, const Transform3D& wtrs0, real_t margin0,
+ const GodotShape3D* shape1, const Transform3D& wtrs1, real_t margin1,
sResults& results,
tShape& shape)
{
@@ -884,10 +884,10 @@ struct GJK
//
//
-bool Distance( const Shape3DSW* shape0,
+bool Distance( const GodotShape3D* shape0,
const Transform3D& wtrs0,
real_t margin0,
- const Shape3DSW* shape1,
+ const GodotShape3D* shape1,
const Transform3D& wtrs1,
real_t margin1,
const Vector3& guess,
@@ -925,10 +925,10 @@ bool Distance( const Shape3DSW* shape0,
//
-bool Penetration( const Shape3DSW* shape0,
+bool Penetration( const GodotShape3D* shape0,
const Transform3D& wtrs0,
real_t margin0,
- const Shape3DSW* shape1,
+ const GodotShape3D* shape1,
const Transform3D& wtrs1,
real_t margin1,
const Vector3& guess,
@@ -993,7 +993,7 @@ bool Penetration( const Shape3DSW* shape0,
/* clang-format on */
-bool gjk_epa_calculate_distance(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_result_A, Vector3 &r_result_B) {
+bool gjk_epa_calculate_distance(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_result_A, Vector3 &r_result_B) {
GjkEpa2::sResults res;
if (GjkEpa2::Distance(p_shape_A, p_transform_A, 0.0, p_shape_B, p_transform_B, 0.0, p_transform_B.origin - p_transform_A.origin, res)) {
@@ -1005,7 +1005,7 @@ bool gjk_epa_calculate_distance(const Shape3DSW *p_shape_A, const Transform3D &p
return false;
}
-bool gjk_epa_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CollisionSolver3DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap, real_t p_margin_A, real_t p_margin_B) {
+bool gjk_epa_calculate_penetration(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, GodotCollisionSolver3D::CallbackResult p_result_callback, void *p_userdata, bool p_swap, real_t p_margin_A, real_t p_margin_B) {
GjkEpa2::sResults res;
if (GjkEpa2::Penetration(p_shape_A, p_transform_A, p_margin_A, p_shape_B, p_transform_B, p_margin_B, p_transform_B.origin - p_transform_A.origin, res)) {
diff --git a/servers/physics_3d/gjk_epa.h b/servers/physics_3d/gjk_epa.h
index 69e85d2bc0..39a7d03435 100644
--- a/servers/physics_3d/gjk_epa.h
+++ b/servers/physics_3d/gjk_epa.h
@@ -31,10 +31,10 @@
#ifndef GJK_EPA_H
#define GJK_EPA_H
-#include "collision_solver_3d_sw.h"
-#include "shape_3d_sw.h"
+#include "godot_collision_solver_3d.h"
+#include "godot_shape_3d.h"
-bool gjk_epa_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CollisionSolver3DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, real_t p_margin_A = 0.0, real_t p_margin_B = 0.0);
-bool gjk_epa_calculate_distance(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_result_A, Vector3 &r_result_B);
+bool gjk_epa_calculate_penetration(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, GodotCollisionSolver3D::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, real_t p_margin_A = 0.0, real_t p_margin_B = 0.0);
+bool gjk_epa_calculate_distance(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_result_A, Vector3 &r_result_B);
#endif
diff --git a/servers/physics_3d/area_3d_sw.cpp b/servers/physics_3d/godot_area_3d.cpp
index 630ab7e229..9cdad069fe 100644
--- a/servers/physics_3d/area_3d_sw.cpp
+++ b/servers/physics_3d/godot_area_3d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* area_3d_sw.cpp */
+/* godot_area_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,39 +28,40 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "area_3d_sw.h"
-#include "body_3d_sw.h"
-#include "soft_body_3d_sw.h"
-#include "space_3d_sw.h"
+#include "godot_area_3d.h"
-Area3DSW::BodyKey::BodyKey(SoftBody3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
+#include "godot_body_3d.h"
+#include "godot_soft_body_3d.h"
+#include "godot_space_3d.h"
+
+GodotArea3D::BodyKey::BodyKey(GodotSoftBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
rid = p_body->get_self();
instance_id = p_body->get_instance_id();
body_shape = p_body_shape;
area_shape = p_area_shape;
}
-Area3DSW::BodyKey::BodyKey(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
+GodotArea3D::BodyKey::BodyKey(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
rid = p_body->get_self();
instance_id = p_body->get_instance_id();
body_shape = p_body_shape;
area_shape = p_area_shape;
}
-Area3DSW::BodyKey::BodyKey(Area3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
+GodotArea3D::BodyKey::BodyKey(GodotArea3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
rid = p_body->get_self();
instance_id = p_body->get_instance_id();
body_shape = p_body_shape;
area_shape = p_area_shape;
}
-void Area3DSW::_shapes_changed() {
+void GodotArea3D::_shapes_changed() {
if (!moved_list.in_list() && get_space()) {
get_space()->area_add_to_moved_list(&moved_list);
}
}
-void Area3DSW::set_transform(const Transform3D &p_transform) {
+void GodotArea3D::set_transform(const Transform3D &p_transform) {
if (!moved_list.in_list() && get_space()) {
get_space()->area_add_to_moved_list(&moved_list);
}
@@ -69,7 +70,7 @@ void Area3DSW::set_transform(const Transform3D &p_transform) {
_set_inv_transform(p_transform.affine_inverse());
}
-void Area3DSW::set_space(Space3DSW *p_space) {
+void GodotArea3D::set_space(GodotSpace3D *p_space) {
if (get_space()) {
if (monitor_query_list.in_list()) {
get_space()->area_remove_from_monitor_query_list(&monitor_query_list);
@@ -85,16 +86,16 @@ void Area3DSW::set_space(Space3DSW *p_space) {
_set_space(p_space);
}
-void Area3DSW::set_monitor_callback(ObjectID p_id, const StringName &p_method) {
- if (p_id == monitor_callback_id) {
- monitor_callback_method = p_method;
+void GodotArea3D::set_monitor_callback(const Callable &p_callback) {
+ ObjectID id = p_callback.get_object_id();
+ if (id == monitor_callback.get_object_id()) {
+ monitor_callback = p_callback;
return;
}
_unregister_shapes();
- monitor_callback_id = p_id;
- monitor_callback_method = p_method;
+ monitor_callback = p_callback;
monitored_bodies.clear();
monitored_areas.clear();
@@ -106,16 +107,16 @@ void Area3DSW::set_monitor_callback(ObjectID p_id, const StringName &p_method) {
}
}
-void Area3DSW::set_area_monitor_callback(ObjectID p_id, const StringName &p_method) {
- if (p_id == area_monitor_callback_id) {
- area_monitor_callback_method = p_method;
+void GodotArea3D::set_area_monitor_callback(const Callable &p_callback) {
+ ObjectID id = p_callback.get_object_id();
+ if (id == area_monitor_callback.get_object_id()) {
+ area_monitor_callback = p_callback;
return;
}
_unregister_shapes();
- area_monitor_callback_id = p_id;
- area_monitor_callback_method = p_method;
+ area_monitor_callback = p_callback;
monitored_bodies.clear();
monitored_areas.clear();
@@ -127,18 +128,21 @@ void Area3DSW::set_area_monitor_callback(ObjectID p_id, const StringName &p_meth
}
}
-void Area3DSW::set_space_override_mode(PhysicsServer3D::AreaSpaceOverrideMode p_mode) {
- bool do_override = p_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
- if (do_override == (space_override_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED)) {
+void GodotArea3D::_set_space_override_mode(PhysicsServer3D::AreaSpaceOverrideMode &r_mode, PhysicsServer3D::AreaSpaceOverrideMode p_new_mode) {
+ bool do_override = p_new_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
+ if (do_override == (r_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED)) {
return;
}
_unregister_shapes();
- space_override_mode = p_mode;
+ r_mode = p_new_mode;
_shape_changed();
}
-void Area3DSW::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value) {
+void GodotArea3D::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value) {
switch (p_param) {
+ case PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE:
+ _set_space_override_mode(gravity_override_mode, (PhysicsServer3D::AreaSpaceOverrideMode)(int)p_value);
+ break;
case PhysicsServer3D::AREA_PARAM_GRAVITY:
gravity = p_value;
break;
@@ -154,9 +158,15 @@ void Area3DSW::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &
case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
point_attenuation = p_value;
break;
+ case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE:
+ _set_space_override_mode(linear_damping_override_mode, (PhysicsServer3D::AreaSpaceOverrideMode)(int)p_value);
+ break;
case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
linear_damp = p_value;
break;
+ case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE:
+ _set_space_override_mode(angular_damping_override_mode, (PhysicsServer3D::AreaSpaceOverrideMode)(int)p_value);
+ break;
case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
angular_damp = p_value;
break;
@@ -180,8 +190,10 @@ void Area3DSW::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &
}
}
-Variant Area3DSW::get_param(PhysicsServer3D::AreaParameter p_param) const {
+Variant GodotArea3D::get_param(PhysicsServer3D::AreaParameter p_param) const {
switch (p_param) {
+ case PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE:
+ return gravity_override_mode;
case PhysicsServer3D::AREA_PARAM_GRAVITY:
return gravity;
case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
@@ -192,8 +204,12 @@ Variant Area3DSW::get_param(PhysicsServer3D::AreaParameter p_param) const {
return gravity_distance_scale;
case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
return point_attenuation;
+ case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE:
+ return linear_damping_override_mode;
case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
return linear_damp;
+ case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE:
+ return angular_damping_override_mode;
case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
return angular_damp;
case PhysicsServer3D::AREA_PARAM_PRIORITY:
@@ -211,7 +227,7 @@ Variant Area3DSW::get_param(PhysicsServer3D::AreaParameter p_param) const {
return Variant();
}
-void Area3DSW::_queue_monitor_update() {
+void GodotArea3D::_queue_monitor_update() {
ERR_FAIL_COND(!get_space());
if (!monitor_query_list.in_list()) {
@@ -219,7 +235,7 @@ void Area3DSW::_queue_monitor_update() {
}
}
-void Area3DSW::set_monitorable(bool p_monitorable) {
+void GodotArea3D::set_monitorable(bool p_monitorable) {
if (monitorable == p_monitorable) {
return;
}
@@ -228,83 +244,81 @@ void Area3DSW::set_monitorable(bool p_monitorable) {
_set_static(!monitorable);
}
-void Area3DSW::call_queries() {
- if (monitor_callback_id.is_valid() && !monitored_bodies.is_empty()) {
- Variant res[5];
- Variant *resptr[5];
- for (int i = 0; i < 5; i++) {
- resptr[i] = &res[i];
- }
+void GodotArea3D::call_queries() {
+ if (!monitor_callback.is_null() && !monitored_bodies.is_empty()) {
+ if (monitor_callback.is_valid()) {
+ Variant res[5];
+ Variant *resptr[5];
+ for (int i = 0; i < 5; i++) {
+ resptr[i] = &res[i];
+ }
- Object *obj = ObjectDB::get_instance(monitor_callback_id);
- if (!obj) {
- monitored_bodies.clear();
- monitor_callback_id = ObjectID();
- return;
- }
+ for (Map<BodyKey, BodyState>::Element *E = monitored_bodies.front(); E;) {
+ if (E->get().state == 0) { // Nothing happened
+ Map<BodyKey, BodyState>::Element *next = E->next();
+ monitored_bodies.erase(E);
+ E = next;
+ continue;
+ }
+
+ res[0] = E->get().state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED;
+ res[1] = E->key().rid;
+ res[2] = E->key().instance_id;
+ res[3] = E->key().body_shape;
+ res[4] = E->key().area_shape;
- for (Map<BodyKey, BodyState>::Element *E = monitored_bodies.front(); E;) {
- if (E->get().state == 0) { // Nothing happened
Map<BodyKey, BodyState>::Element *next = E->next();
monitored_bodies.erase(E);
E = next;
- continue;
- }
- res[0] = E->get().state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED;
- res[1] = E->key().rid;
- res[2] = E->key().instance_id;
- res[3] = E->key().body_shape;
- res[4] = E->key().area_shape;
-
- Map<BodyKey, BodyState>::Element *next = E->next();
- monitored_bodies.erase(E);
- E = next;
-
- Callable::CallError ce;
- obj->call(monitor_callback_method, (const Variant **)resptr, 5, ce);
+ Callable::CallError ce;
+ Variant ret;
+ monitor_callback.call((const Variant **)resptr, 5, ret, ce);
+ }
+ } else {
+ monitored_bodies.clear();
+ monitor_callback = Callable();
}
}
- if (area_monitor_callback_id.is_valid() && !monitored_areas.is_empty()) {
- Variant res[5];
- Variant *resptr[5];
- for (int i = 0; i < 5; i++) {
- resptr[i] = &res[i];
- }
+ if (!area_monitor_callback.is_null() && !monitored_areas.is_empty()) {
+ if (area_monitor_callback.is_valid()) {
+ Variant res[5];
+ Variant *resptr[5];
+ for (int i = 0; i < 5; i++) {
+ resptr[i] = &res[i];
+ }
- Object *obj = ObjectDB::get_instance(area_monitor_callback_id);
- if (!obj) {
- monitored_areas.clear();
- area_monitor_callback_id = ObjectID();
- return;
- }
+ for (Map<BodyKey, BodyState>::Element *E = monitored_areas.front(); E;) {
+ if (E->get().state == 0) { // Nothing happened
+ Map<BodyKey, BodyState>::Element *next = E->next();
+ monitored_areas.erase(E);
+ E = next;
+ continue;
+ }
+
+ res[0] = E->get().state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED;
+ res[1] = E->key().rid;
+ res[2] = E->key().instance_id;
+ res[3] = E->key().body_shape;
+ res[4] = E->key().area_shape;
- for (Map<BodyKey, BodyState>::Element *E = monitored_areas.front(); E;) {
- if (E->get().state == 0) { // Nothing happened
Map<BodyKey, BodyState>::Element *next = E->next();
monitored_areas.erase(E);
E = next;
- continue;
- }
-
- res[0] = E->get().state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED;
- res[1] = E->key().rid;
- res[2] = E->key().instance_id;
- res[3] = E->key().body_shape;
- res[4] = E->key().area_shape;
-
- Map<BodyKey, BodyState>::Element *next = E->next();
- monitored_areas.erase(E);
- E = next;
- Callable::CallError ce;
- obj->call(area_monitor_callback_method, (const Variant **)resptr, 5, ce);
+ Callable::CallError ce;
+ Variant ret;
+ area_monitor_callback.call((const Variant **)resptr, 5, ret, ce);
+ }
+ } else {
+ monitored_areas.clear();
+ area_monitor_callback = Callable();
}
}
}
-void Area3DSW::compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const {
+void GodotArea3D::compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const {
if (is_gravity_point()) {
const real_t gravity_distance_scale = get_gravity_distance_scale();
Vector3 v = get_transform().xform(get_gravity_vector()) - p_position;
@@ -324,13 +338,13 @@ void Area3DSW::compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) co
}
}
-Area3DSW::Area3DSW() :
- CollisionObject3DSW(TYPE_AREA),
+GodotArea3D::GodotArea3D() :
+ GodotCollisionObject3D(TYPE_AREA),
monitor_query_list(this),
moved_list(this) {
_set_static(true); //areas are never active
set_ray_pickable(false);
}
-Area3DSW::~Area3DSW() {
+GodotArea3D::~GodotArea3D() {
}
diff --git a/servers/physics_3d/area_3d_sw.h b/servers/physics_3d/godot_area_3d.h
index af5c23949c..0dcf89b2b4 100644
--- a/servers/physics_3d/area_3d_sw.h
+++ b/servers/physics_3d/godot_area_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* area_3d_sw.h */
+/* godot_area_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,20 +28,24 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef AREA_SW_H
-#define AREA_SW_H
+#ifndef GODOT_AREA_3D_H
+#define GODOT_AREA_3D_H
+
+#include "godot_collision_object_3d.h"
-#include "collision_object_3d_sw.h"
#include "core/templates/self_list.h"
#include "servers/physics_server_3d.h"
-class Space3DSW;
-class Body3DSW;
-class SoftBody3DSW;
-class Constraint3DSW;
+class GodotSpace3D;
+class GodotBody3D;
+class GodotSoftBody3D;
+class GodotConstraint3D;
+
+class GodotArea3D : public GodotCollisionObject3D {
+ PhysicsServer3D::AreaSpaceOverrideMode gravity_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
+ PhysicsServer3D::AreaSpaceOverrideMode linear_damping_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
+ PhysicsServer3D::AreaSpaceOverrideMode angular_damping_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
-class Area3DSW : public CollisionObject3DSW {
- PhysicsServer3D::AreaSpaceOverrideMode space_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
real_t gravity = 9.80665;
Vector3 gravity_vector = Vector3(0, -1, 0);
bool gravity_is_point = false;
@@ -56,14 +60,11 @@ class Area3DSW : public CollisionObject3DSW {
int priority = 0;
bool monitorable = false;
- ObjectID monitor_callback_id;
- StringName monitor_callback_method;
-
- ObjectID area_monitor_callback_id;
- StringName area_monitor_callback_method;
+ Callable monitor_callback;
+ Callable area_monitor_callback;
- SelfList<Area3DSW> monitor_query_list;
- SelfList<Area3DSW> moved_list;
+ SelfList<GodotArea3D> monitor_query_list;
+ SelfList<GodotArea3D> moved_list;
struct BodyKey {
RID rid;
@@ -84,9 +85,9 @@ class Area3DSW : public CollisionObject3DSW {
}
_FORCE_INLINE_ BodyKey() {}
- BodyKey(SoftBody3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
- BodyKey(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
- BodyKey(Area3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
+ BodyKey(GodotSoftBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
+ BodyKey(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
+ BodyKey(GodotArea3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
};
struct BodyState {
@@ -99,33 +100,32 @@ class Area3DSW : public CollisionObject3DSW {
Map<BodyKey, BodyState> monitored_bodies;
Map<BodyKey, BodyState> monitored_areas;
- Set<Constraint3DSW *> constraints;
+ Set<GodotConstraint3D *> constraints;
virtual void _shapes_changed();
void _queue_monitor_update();
+ void _set_space_override_mode(PhysicsServer3D::AreaSpaceOverrideMode &r_mode, PhysicsServer3D::AreaSpaceOverrideMode p_new_mode);
+
public:
- void set_monitor_callback(ObjectID p_id, const StringName &p_method);
- _FORCE_INLINE_ bool has_monitor_callback() const { return monitor_callback_id.is_valid(); }
+ void set_monitor_callback(const Callable &p_callback);
+ _FORCE_INLINE_ bool has_monitor_callback() const { return !monitor_callback.is_null(); }
- void set_area_monitor_callback(ObjectID p_id, const StringName &p_method);
- _FORCE_INLINE_ bool has_area_monitor_callback() const { return area_monitor_callback_id.is_valid(); }
+ void set_area_monitor_callback(const Callable &p_callback);
+ _FORCE_INLINE_ bool has_area_monitor_callback() const { return !area_monitor_callback.is_null(); }
- _FORCE_INLINE_ void add_body_to_query(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
- _FORCE_INLINE_ void remove_body_from_query(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
+ _FORCE_INLINE_ void add_body_to_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
+ _FORCE_INLINE_ void remove_body_from_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
- _FORCE_INLINE_ void add_soft_body_to_query(SoftBody3DSW *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape);
- _FORCE_INLINE_ void remove_soft_body_from_query(SoftBody3DSW *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape);
+ _FORCE_INLINE_ void add_soft_body_to_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape);
+ _FORCE_INLINE_ void remove_soft_body_from_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape);
- _FORCE_INLINE_ void add_area_to_query(Area3DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
- _FORCE_INLINE_ void remove_area_from_query(Area3DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
+ _FORCE_INLINE_ void add_area_to_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
+ _FORCE_INLINE_ void remove_area_from_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
void set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value);
Variant get_param(PhysicsServer3D::AreaParameter p_param) const;
- void set_space_override_mode(PhysicsServer3D::AreaSpaceOverrideMode p_mode);
- PhysicsServer3D::AreaSpaceOverrideMode get_space_override_mode() const { return space_override_mode; }
-
_FORCE_INLINE_ void set_gravity(real_t p_gravity) { gravity = p_gravity; }
_FORCE_INLINE_ real_t get_gravity() const { return gravity; }
@@ -162,9 +162,9 @@ public:
_FORCE_INLINE_ void set_wind_direction(const Vector3 &p_wind_direction) { wind_direction = p_wind_direction; }
_FORCE_INLINE_ const Vector3 &get_wind_direction() const { return wind_direction; }
- _FORCE_INLINE_ void add_constraint(Constraint3DSW *p_constraint) { constraints.insert(p_constraint); }
- _FORCE_INLINE_ void remove_constraint(Constraint3DSW *p_constraint) { constraints.erase(p_constraint); }
- _FORCE_INLINE_ const Set<Constraint3DSW *> &get_constraints() const { return constraints; }
+ _FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint) { constraints.insert(p_constraint); }
+ _FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraints.erase(p_constraint); }
+ _FORCE_INLINE_ const Set<GodotConstraint3D *> &get_constraints() const { return constraints; }
_FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
void set_monitorable(bool p_monitorable);
@@ -172,17 +172,17 @@ public:
void set_transform(const Transform3D &p_transform);
- void set_space(Space3DSW *p_space);
+ void set_space(GodotSpace3D *p_space);
void call_queries();
void compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const;
- Area3DSW();
- ~Area3DSW();
+ GodotArea3D();
+ ~GodotArea3D();
};
-void Area3DSW::add_soft_body_to_query(SoftBody3DSW *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) {
+void GodotArea3D::add_soft_body_to_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) {
BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape);
monitored_soft_bodies[bk].inc();
if (!monitor_query_list.in_list()) {
@@ -190,7 +190,7 @@ void Area3DSW::add_soft_body_to_query(SoftBody3DSW *p_soft_body, uint32_t p_soft
}
}
-void Area3DSW::remove_soft_body_from_query(SoftBody3DSW *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) {
+void GodotArea3D::remove_soft_body_from_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) {
BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape);
monitored_soft_bodies[bk].dec();
if (!monitor_query_list.in_list()) {
@@ -198,7 +198,7 @@ void Area3DSW::remove_soft_body_from_query(SoftBody3DSW *p_soft_body, uint32_t p
}
}
-void Area3DSW::add_body_to_query(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
+void GodotArea3D::add_body_to_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
BodyKey bk(p_body, p_body_shape, p_area_shape);
monitored_bodies[bk].inc();
if (!monitor_query_list.in_list()) {
@@ -206,7 +206,7 @@ void Area3DSW::add_body_to_query(Body3DSW *p_body, uint32_t p_body_shape, uint32
}
}
-void Area3DSW::remove_body_from_query(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
+void GodotArea3D::remove_body_from_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
BodyKey bk(p_body, p_body_shape, p_area_shape);
monitored_bodies[bk].dec();
if (!monitor_query_list.in_list()) {
@@ -214,7 +214,7 @@ void Area3DSW::remove_body_from_query(Body3DSW *p_body, uint32_t p_body_shape, u
}
}
-void Area3DSW::add_area_to_query(Area3DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape) {
+void GodotArea3D::add_area_to_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) {
BodyKey bk(p_area, p_area_shape, p_self_shape);
monitored_areas[bk].inc();
if (!monitor_query_list.in_list()) {
@@ -222,7 +222,7 @@ void Area3DSW::add_area_to_query(Area3DSW *p_area, uint32_t p_area_shape, uint32
}
}
-void Area3DSW::remove_area_from_query(Area3DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape) {
+void GodotArea3D::remove_area_from_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) {
BodyKey bk(p_area, p_area_shape, p_self_shape);
monitored_areas[bk].dec();
if (!monitor_query_list.in_list()) {
@@ -231,15 +231,15 @@ void Area3DSW::remove_area_from_query(Area3DSW *p_area, uint32_t p_area_shape, u
}
struct AreaCMP {
- Area3DSW *area = nullptr;
+ GodotArea3D *area = nullptr;
int refCount = 0;
_FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); }
_FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); }
_FORCE_INLINE_ AreaCMP() {}
- _FORCE_INLINE_ AreaCMP(Area3DSW *p_area) {
+ _FORCE_INLINE_ AreaCMP(GodotArea3D *p_area) {
area = p_area;
refCount = 1;
}
};
-#endif // AREA__SW_H
+#endif // GODOT_AREA_3D_H
diff --git a/servers/physics_3d/area_pair_3d_sw.cpp b/servers/physics_3d/godot_area_pair_3d.cpp
index bf4f0035b4..d3623178d5 100644
--- a/servers/physics_3d/area_pair_3d_sw.cpp
+++ b/servers/physics_3d/godot_area_pair_3d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* area_pair_3d_sw.cpp */
+/* godot_area_pair_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,20 +28,29 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "area_pair_3d_sw.h"
-#include "collision_solver_3d_sw.h"
+#include "godot_area_pair_3d.h"
-bool AreaPair3DSW::setup(real_t p_step) {
+#include "godot_collision_solver_3d.h"
+
+bool GodotAreaPair3D::setup(real_t p_step) {
bool result = false;
- if (area->collides_with(body) && CollisionSolver3DSW::solve_static(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), nullptr, this)) {
+ if (area->collides_with(body) && GodotCollisionSolver3D::solve_static(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), nullptr, this)) {
result = true;
}
process_collision = false;
+ has_space_override = false;
if (result != colliding) {
- if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
- process_collision = true;
- } else if (area->has_monitor_callback()) {
+ if ((int)area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE) != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ has_space_override = true;
+ } else if ((int)area->get_param(PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE) != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ has_space_override = true;
+ } else if ((int)area->get_param(PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE) != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ has_space_override = true;
+ }
+ process_collision = has_space_override;
+
+ if (area->has_monitor_callback()) {
process_collision = true;
}
@@ -51,13 +60,13 @@ bool AreaPair3DSW::setup(real_t p_step) {
return process_collision;
}
-bool AreaPair3DSW::pre_solve(real_t p_step) {
+bool GodotAreaPair3D::pre_solve(real_t p_step) {
if (!process_collision) {
return false;
}
if (colliding) {
- if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ if (has_space_override) {
body->add_area(area);
}
@@ -65,7 +74,7 @@ bool AreaPair3DSW::pre_solve(real_t p_step) {
area->add_body_to_query(body, body_shape, area_shape);
}
} else {
- if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ if (has_space_override) {
body->remove_area(area);
}
@@ -77,11 +86,11 @@ bool AreaPair3DSW::pre_solve(real_t p_step) {
return false; // Never do any post solving.
}
-void AreaPair3DSW::solve(real_t p_step) {
+void GodotAreaPair3D::solve(real_t p_step) {
// Nothing to do.
}
-AreaPair3DSW::AreaPair3DSW(Body3DSW *p_body, int p_body_shape, Area3DSW *p_area, int p_area_shape) {
+GodotAreaPair3D::GodotAreaPair3D(GodotBody3D *p_body, int p_body_shape, GodotArea3D *p_area, int p_area_shape) {
body = p_body;
area = p_area;
body_shape = p_body_shape;
@@ -93,9 +102,9 @@ AreaPair3DSW::AreaPair3DSW(Body3DSW *p_body, int p_body_shape, Area3DSW *p_area,
}
}
-AreaPair3DSW::~AreaPair3DSW() {
+GodotAreaPair3D::~GodotAreaPair3D() {
if (colliding) {
- if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ if (has_space_override) {
body->remove_area(area);
}
if (area->has_monitor_callback()) {
@@ -108,10 +117,10 @@ AreaPair3DSW::~AreaPair3DSW() {
////////////////////////////////////////////////////
-bool Area2Pair3DSW::setup(real_t p_step) {
+bool GodotArea2Pair3D::setup(real_t p_step) {
bool result_a = area_a->collides_with(area_b);
bool result_b = area_b->collides_with(area_a);
- if ((result_a || result_b) && !CollisionSolver3DSW::solve_static(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), nullptr, this)) {
+ if ((result_a || result_b) && !GodotCollisionSolver3D::solve_static(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), nullptr, this)) {
result_a = false;
result_b = false;
}
@@ -139,7 +148,7 @@ bool Area2Pair3DSW::setup(real_t p_step) {
return process_collision;
}
-bool Area2Pair3DSW::pre_solve(real_t p_step) {
+bool GodotArea2Pair3D::pre_solve(real_t p_step) {
if (process_collision_a) {
if (colliding_a) {
area_a->add_area_to_query(area_b, shape_b, shape_a);
@@ -159,11 +168,11 @@ bool Area2Pair3DSW::pre_solve(real_t p_step) {
return false; // Never do any post solving.
}
-void Area2Pair3DSW::solve(real_t p_step) {
+void GodotArea2Pair3D::solve(real_t p_step) {
// Nothing to do.
}
-Area2Pair3DSW::Area2Pair3DSW(Area3DSW *p_area_a, int p_shape_a, Area3DSW *p_area_b, int p_shape_b) {
+GodotArea2Pair3D::GodotArea2Pair3D(GodotArea3D *p_area_a, int p_shape_a, GodotArea3D *p_area_b, int p_shape_b) {
area_a = p_area_a;
area_b = p_area_b;
shape_a = p_shape_a;
@@ -172,7 +181,7 @@ Area2Pair3DSW::Area2Pair3DSW(Area3DSW *p_area_a, int p_shape_a, Area3DSW *p_area
area_b->add_constraint(this);
}
-Area2Pair3DSW::~Area2Pair3DSW() {
+GodotArea2Pair3D::~GodotArea2Pair3D() {
if (colliding_a) {
if (area_a->has_area_monitor_callback()) {
area_a->remove_area_from_query(area_b, shape_b, shape_a);
@@ -191,11 +200,11 @@ Area2Pair3DSW::~Area2Pair3DSW() {
////////////////////////////////////////////////////
-bool AreaSoftBodyPair3DSW::setup(real_t p_step) {
+bool GodotAreaSoftBodyPair3D::setup(real_t p_step) {
bool result = false;
if (
area->collides_with(soft_body) &&
- CollisionSolver3DSW::solve_static(
+ GodotCollisionSolver3D::solve_static(
soft_body->get_shape(soft_body_shape),
soft_body->get_transform() * soft_body->get_shape_transform(soft_body_shape),
area->get_shape(area_shape),
@@ -206,10 +215,15 @@ bool AreaSoftBodyPair3DSW::setup(real_t p_step) {
}
process_collision = false;
+ has_space_override = false;
if (result != colliding) {
- if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
- process_collision = true;
- } else if (area->has_monitor_callback()) {
+ if ((int)area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE) != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ has_space_override = true;
+ } else if (area->get_wind_force_magnitude() > CMP_EPSILON) {
+ has_space_override = true;
+ }
+
+ if (area->has_monitor_callback()) {
process_collision = true;
}
@@ -219,13 +233,13 @@ bool AreaSoftBodyPair3DSW::setup(real_t p_step) {
return process_collision;
}
-bool AreaSoftBodyPair3DSW::pre_solve(real_t p_step) {
+bool GodotAreaSoftBodyPair3D::pre_solve(real_t p_step) {
if (!process_collision) {
return false;
}
if (colliding) {
- if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ if (has_space_override) {
soft_body->add_area(area);
}
@@ -233,7 +247,7 @@ bool AreaSoftBodyPair3DSW::pre_solve(real_t p_step) {
area->add_soft_body_to_query(soft_body, soft_body_shape, area_shape);
}
} else {
- if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ if (has_space_override) {
soft_body->remove_area(area);
}
@@ -245,11 +259,11 @@ bool AreaSoftBodyPair3DSW::pre_solve(real_t p_step) {
return false; // Never do any post solving.
}
-void AreaSoftBodyPair3DSW::solve(real_t p_step) {
+void GodotAreaSoftBodyPair3D::solve(real_t p_step) {
// Nothing to do.
}
-AreaSoftBodyPair3DSW::AreaSoftBodyPair3DSW(SoftBody3DSW *p_soft_body, int p_soft_body_shape, Area3DSW *p_area, int p_area_shape) {
+GodotAreaSoftBodyPair3D::GodotAreaSoftBodyPair3D(GodotSoftBody3D *p_soft_body, int p_soft_body_shape, GodotArea3D *p_area, int p_area_shape) {
soft_body = p_soft_body;
area = p_area;
soft_body_shape = p_soft_body_shape;
@@ -258,9 +272,9 @@ AreaSoftBodyPair3DSW::AreaSoftBodyPair3DSW(SoftBody3DSW *p_soft_body, int p_soft
area->add_constraint(this);
}
-AreaSoftBodyPair3DSW::~AreaSoftBodyPair3DSW() {
+GodotAreaSoftBodyPair3D::~GodotAreaSoftBodyPair3D() {
if (colliding) {
- if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ if (has_space_override) {
soft_body->remove_area(area);
}
if (area->has_monitor_callback()) {
diff --git a/servers/physics_3d/area_pair_3d_sw.h b/servers/physics_3d/godot_area_pair_3d.h
index 4572dcbb23..16175e9fa8 100644
--- a/servers/physics_3d/area_pair_3d_sw.h
+++ b/servers/physics_3d/godot_area_pair_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* area_pair_3d_sw.h */
+/* godot_area_pair_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,34 +28,35 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef AREA_PAIR_SW_H
-#define AREA_PAIR_SW_H
+#ifndef GODOT_AREA_PAIR_3D_H
+#define GODOT_AREA_PAIR_3D_H
-#include "area_3d_sw.h"
-#include "body_3d_sw.h"
-#include "constraint_3d_sw.h"
-#include "soft_body_3d_sw.h"
+#include "godot_area_3d.h"
+#include "godot_body_3d.h"
+#include "godot_constraint_3d.h"
+#include "godot_soft_body_3d.h"
-class AreaPair3DSW : public Constraint3DSW {
- Body3DSW *body;
- Area3DSW *area;
+class GodotAreaPair3D : public GodotConstraint3D {
+ GodotBody3D *body;
+ GodotArea3D *area;
int body_shape;
int area_shape;
bool colliding = false;
bool process_collision = false;
+ bool has_space_override = false;
public:
virtual bool setup(real_t p_step) override;
virtual bool pre_solve(real_t p_step) override;
virtual void solve(real_t p_step) override;
- AreaPair3DSW(Body3DSW *p_body, int p_body_shape, Area3DSW *p_area, int p_area_shape);
- ~AreaPair3DSW();
+ GodotAreaPair3D(GodotBody3D *p_body, int p_body_shape, GodotArea3D *p_area, int p_area_shape);
+ ~GodotAreaPair3D();
};
-class Area2Pair3DSW : public Constraint3DSW {
- Area3DSW *area_a;
- Area3DSW *area_b;
+class GodotArea2Pair3D : public GodotConstraint3D {
+ GodotArea3D *area_a;
+ GodotArea3D *area_b;
int shape_a;
int shape_b;
bool colliding_a = false;
@@ -68,25 +69,26 @@ public:
virtual bool pre_solve(real_t p_step) override;
virtual void solve(real_t p_step) override;
- Area2Pair3DSW(Area3DSW *p_area_a, int p_shape_a, Area3DSW *p_area_b, int p_shape_b);
- ~Area2Pair3DSW();
+ GodotArea2Pair3D(GodotArea3D *p_area_a, int p_shape_a, GodotArea3D *p_area_b, int p_shape_b);
+ ~GodotArea2Pair3D();
};
-class AreaSoftBodyPair3DSW : public Constraint3DSW {
- SoftBody3DSW *soft_body;
- Area3DSW *area;
+class GodotAreaSoftBodyPair3D : public GodotConstraint3D {
+ GodotSoftBody3D *soft_body;
+ GodotArea3D *area;
int soft_body_shape;
int area_shape;
bool colliding = false;
bool process_collision = false;
+ bool has_space_override = false;
public:
virtual bool setup(real_t p_step) override;
virtual bool pre_solve(real_t p_step) override;
virtual void solve(real_t p_step) override;
- AreaSoftBodyPair3DSW(SoftBody3DSW *p_sof_body, int p_soft_body_shape, Area3DSW *p_area, int p_area_shape);
- ~AreaSoftBodyPair3DSW();
+ GodotAreaSoftBodyPair3D(GodotSoftBody3D *p_sof_body, int p_soft_body_shape, GodotArea3D *p_area, int p_area_shape);
+ ~GodotAreaSoftBodyPair3D();
};
-#endif // AREA_PAIR__SW_H
+#endif // GODOT_AREA_PAIR_3D_H
diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/godot_body_3d.cpp
index 069374d122..0e21dd303f 100644
--- a/servers/physics_3d/body_3d_sw.cpp
+++ b/servers/physics_3d/godot_body_3d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* body_3d_sw.cpp */
+/* godot_body_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,19 +28,19 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "body_3d_sw.h"
+#include "godot_body_3d.h"
-#include "area_3d_sw.h"
-#include "body_direct_state_3d_sw.h"
-#include "space_3d_sw.h"
+#include "godot_area_3d.h"
+#include "godot_body_direct_state_3d.h"
+#include "godot_space_3d.h"
-void Body3DSW::_mass_properties_changed() {
+void GodotBody3D::_mass_properties_changed() {
if (get_space() && !mass_properties_update_list.in_list() && (calculate_inertia || calculate_center_of_mass)) {
get_space()->body_add_to_mass_properties_update_list(&mass_properties_update_list);
}
}
-void Body3DSW::_update_transform_dependant() {
+void GodotBody3D::_update_transform_dependent() {
center_of_mass = get_transform().basis.xform(center_of_mass_local);
principal_inertia_axes = get_transform().basis * principal_inertia_axes_local;
@@ -52,7 +52,7 @@ void Body3DSW::_update_transform_dependant() {
_inv_inertia_tensor = tb * diag * tbt;
}
-void Body3DSW::update_mass_properties() {
+void GodotBody3D::update_mass_properties() {
// Update shapes and motions.
switch (mode) {
@@ -106,7 +106,7 @@ void Body3DSW::update_mass_properties() {
inertia_set = true;
- const Shape3DSW *shape = get_shape(i);
+ const GodotShape3D *shape = get_shape(i);
real_t mass = area * this->mass / total_area;
@@ -161,16 +161,16 @@ void Body3DSW::update_mass_properties() {
} break;
}
- _update_transform_dependant();
+ _update_transform_dependent();
}
-void Body3DSW::reset_mass_properties() {
+void GodotBody3D::reset_mass_properties() {
calculate_inertia = true;
calculate_center_of_mass = true;
_mass_properties_changed();
}
-void Body3DSW::set_active(bool p_active) {
+void GodotBody3D::set_active(bool p_active) {
if (active == p_active) {
return;
}
@@ -189,7 +189,7 @@ void Body3DSW::set_active(bool p_active) {
}
}
-void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value) {
+void GodotBody3D::set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value) {
switch (p_param) {
case PhysicsServer3D::BODY_PARAM_BOUNCE: {
bounce = p_value;
@@ -217,18 +217,26 @@ void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, const Variant &
if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
principal_inertia_axes_local = Basis();
_inv_inertia = inertia.inverse();
- _update_transform_dependant();
+ _update_transform_dependent();
}
}
} break;
case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: {
calculate_center_of_mass = false;
center_of_mass_local = p_value;
- _update_transform_dependant();
+ _update_transform_dependent();
} break;
case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: {
gravity_scale = p_value;
} break;
+ case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE: {
+ int mode_value = p_value;
+ linear_damp_mode = (PhysicsServer3D::BodyDampMode)mode_value;
+ } break;
+ case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE: {
+ int mode_value = p_value;
+ angular_damp_mode = (PhysicsServer3D::BodyDampMode)mode_value;
+ } break;
case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: {
linear_damp = p_value;
} break;
@@ -240,7 +248,7 @@ void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, const Variant &
}
}
-Variant Body3DSW::get_param(PhysicsServer3D::BodyParameter p_param) const {
+Variant GodotBody3D::get_param(PhysicsServer3D::BodyParameter p_param) const {
switch (p_param) {
case PhysicsServer3D::BODY_PARAM_BOUNCE: {
return bounce;
@@ -259,11 +267,17 @@ Variant Body3DSW::get_param(PhysicsServer3D::BodyParameter p_param) const {
}
} break;
case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: {
- return center_of_mass;
+ return center_of_mass_local;
} break;
case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: {
return gravity_scale;
} break;
+ case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE: {
+ return linear_damp_mode;
+ }
+ case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE: {
+ return angular_damp_mode;
+ }
case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: {
return linear_damp;
} break;
@@ -278,7 +292,7 @@ Variant Body3DSW::get_param(PhysicsServer3D::BodyParameter p_param) const {
return 0;
}
-void Body3DSW::set_mode(PhysicsServer3D::BodyMode p_mode) {
+void GodotBody3D::set_mode(PhysicsServer3D::BodyMode p_mode) {
PhysicsServer3D::BodyMode prev = mode;
mode = p_mode;
@@ -295,7 +309,7 @@ void Body3DSW::set_mode(PhysicsServer3D::BodyMode p_mode) {
if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC && prev != mode) {
first_time_kinematic = true;
}
- _update_transform_dependant();
+ _update_transform_dependent();
} break;
case PhysicsServer3D::BODY_MODE_DYNAMIC: {
@@ -303,7 +317,7 @@ void Body3DSW::set_mode(PhysicsServer3D::BodyMode p_mode) {
if (!calculate_inertia) {
principal_inertia_axes_local = Basis();
_inv_inertia = inertia.inverse();
- _update_transform_dependant();
+ _update_transform_dependent();
}
_mass_properties_changed();
_set_static(false);
@@ -314,22 +328,24 @@ void Body3DSW::set_mode(PhysicsServer3D::BodyMode p_mode) {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
_inv_inertia = Vector3();
angular_velocity = Vector3();
- _update_transform_dependant();
+ _update_transform_dependent();
_set_static(false);
set_active(true);
}
}
}
-PhysicsServer3D::BodyMode Body3DSW::get_mode() const {
+PhysicsServer3D::BodyMode GodotBody3D::get_mode() const {
return mode;
}
-void Body3DSW::_shapes_changed() {
+void GodotBody3D::_shapes_changed() {
_mass_properties_changed();
+ wakeup();
+ wakeup_neighbours();
}
-void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
+void GodotBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
switch (p_state) {
case PhysicsServer3D::BODY_STATE_TRANSFORM: {
if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
@@ -355,6 +371,7 @@ void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_va
}
_set_transform(t);
_set_inv_transform(get_transform().inverse());
+ _update_transform_dependent();
}
wakeup();
@@ -395,7 +412,7 @@ void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_va
}
}
-Variant Body3DSW::get_state(PhysicsServer3D::BodyState p_state) const {
+Variant GodotBody3D::get_state(PhysicsServer3D::BodyState p_state) const {
switch (p_state) {
case PhysicsServer3D::BODY_STATE_TRANSFORM: {
return get_transform();
@@ -417,7 +434,7 @@ Variant Body3DSW::get_state(PhysicsServer3D::BodyState p_state) const {
return Variant();
}
-void Body3DSW::set_space(Space3DSW *p_space) {
+void GodotBody3D::set_space(GodotSpace3D *p_space) {
if (get_space()) {
if (mass_properties_update_list.in_list()) {
get_space()->body_remove_from_mass_properties_update_list(&mass_properties_update_list);
@@ -440,16 +457,7 @@ void Body3DSW::set_space(Space3DSW *p_space) {
}
}
-void Body3DSW::_compute_area_gravity_and_damping(const Area3DSW *p_area) {
- Vector3 area_gravity;
- p_area->compute_gravity(get_transform().get_origin(), area_gravity);
- gravity += area_gravity;
-
- area_linear_damp += p_area->get_linear_damp();
- area_angular_damp += p_area->get_angular_damp();
-}
-
-void Body3DSW::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock) {
+void GodotBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock) {
if (lock) {
locked_axis |= p_axis;
} else {
@@ -457,73 +465,141 @@ void Body3DSW::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock) {
}
}
-bool Body3DSW::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const {
+bool GodotBody3D::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const {
return locked_axis & p_axis;
}
-void Body3DSW::integrate_forces(real_t p_step) {
+void GodotBody3D::integrate_forces(real_t p_step) {
if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
return;
}
- Area3DSW *def_area = get_space()->get_default_area();
- // AreaSW *damp_area = def_area;
-
- ERR_FAIL_COND(!def_area);
+ ERR_FAIL_COND(!get_space());
int ac = areas.size();
+
+ bool gravity_done = false;
+ bool linear_damp_done = false;
+ bool angular_damp_done = false;
+
bool stopped = false;
+
gravity = Vector3(0, 0, 0);
- area_linear_damp = 0;
- area_angular_damp = 0;
+
+ total_linear_damp = 0.0;
+ total_angular_damp = 0.0;
+
+ // Combine gravity and damping from overlapping areas in priority order.
if (ac) {
areas.sort();
const AreaCMP *aa = &areas[0];
- // damp_area = aa[ac-1].area;
for (int i = ac - 1; i >= 0 && !stopped; i--) {
- PhysicsServer3D::AreaSpaceOverrideMode mode = aa[i].area->get_space_override_mode();
- switch (mode) {
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
- _compute_area_gravity_and_damping(aa[i].area);
- stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
- } break;
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
- gravity = Vector3(0, 0, 0);
- area_angular_damp = 0;
- area_linear_damp = 0;
- _compute_area_gravity_and_damping(aa[i].area);
- stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
- } break;
- default: {
+ if (!gravity_done) {
+ PhysicsServer3D::AreaSpaceOverrideMode area_gravity_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE);
+ if (area_gravity_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ Vector3 area_gravity;
+ aa[i].area->compute_gravity(get_transform().get_origin(), area_gravity);
+ switch (area_gravity_mode) {
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ gravity += area_gravity;
+ gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ gravity = area_gravity;
+ gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
+ }
+ }
+ if (!linear_damp_done) {
+ PhysicsServer3D::AreaSpaceOverrideMode area_linear_damp_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE);
+ if (area_linear_damp_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ real_t area_linear_damp = aa[i].area->get_linear_damp();
+ switch (area_linear_damp_mode) {
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ total_linear_damp += area_linear_damp;
+ linear_damp_done = area_linear_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ total_linear_damp = area_linear_damp;
+ linear_damp_done = area_linear_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
}
}
+ if (!angular_damp_done) {
+ PhysicsServer3D::AreaSpaceOverrideMode area_angular_damp_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE);
+ if (area_angular_damp_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ real_t area_angular_damp = aa[i].area->get_angular_damp();
+ switch (area_angular_damp_mode) {
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ total_angular_damp += area_angular_damp;
+ angular_damp_done = area_angular_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ total_angular_damp = area_angular_damp;
+ angular_damp_done = area_angular_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
+ }
+ }
+ stopped = gravity_done && linear_damp_done && angular_damp_done;
}
}
+ // Add default gravity and damping from space area.
if (!stopped) {
- _compute_area_gravity_and_damping(def_area);
- }
+ GodotArea3D *default_area = get_space()->get_default_area();
+ ERR_FAIL_COND(!default_area);
- gravity *= gravity_scale;
+ if (!gravity_done) {
+ Vector3 default_gravity;
+ default_area->compute_gravity(get_transform().get_origin(), default_gravity);
+ gravity += default_gravity;
+ }
+
+ if (!linear_damp_done) {
+ total_linear_damp += default_area->get_linear_damp();
+ }
- // If less than 0, override dampenings with that of the Body
- if (angular_damp >= 0) {
- area_angular_damp = angular_damp;
+ if (!angular_damp_done) {
+ total_angular_damp += default_area->get_angular_damp();
+ }
}
- /*
- else
- area_angular_damp=damp_area->get_angular_damp();
- */
- if (linear_damp >= 0) {
- area_linear_damp = linear_damp;
+ // Override linear damping with body's value.
+ switch (linear_damp_mode) {
+ case PhysicsServer3D::BODY_DAMP_MODE_COMBINE: {
+ total_linear_damp += linear_damp;
+ } break;
+ case PhysicsServer3D::BODY_DAMP_MODE_REPLACE: {
+ total_linear_damp = linear_damp;
+ } break;
}
- /*
- else
- area_linear_damp=damp_area->get_linear_damp();
- */
+
+ // Override angular damping with body's value.
+ switch (angular_damp_mode) {
+ case PhysicsServer3D::BODY_DAMP_MODE_COMBINE: {
+ total_angular_damp += angular_damp;
+ } break;
+ case PhysicsServer3D::BODY_DAMP_MODE_REPLACE: {
+ total_angular_damp = angular_damp;
+ } break;
+ }
+
+ gravity *= gravity_scale;
Vector3 motion;
bool do_motion = false;
@@ -550,13 +626,13 @@ void Body3DSW::integrate_forces(real_t p_step) {
force += applied_force;
Vector3 torque = applied_torque;
- real_t damp = 1.0 - p_step * area_linear_damp;
+ real_t damp = 1.0 - p_step * total_linear_damp;
if (damp < 0) { // reached zero in the given time
damp = 0;
}
- real_t angular_damp = 1.0 - p_step * area_angular_damp;
+ real_t angular_damp = 1.0 - p_step * total_angular_damp;
if (angular_damp < 0) { // reached zero in the given time
angular_damp = 0;
@@ -578,8 +654,6 @@ void Body3DSW::integrate_forces(real_t p_step) {
applied_force = Vector3();
applied_torque = Vector3();
- //motion=linear_velocity*p_step;
-
biased_angular_velocity = Vector3();
biased_linear_velocity = Vector3();
@@ -587,11 +661,10 @@ void Body3DSW::integrate_forces(real_t p_step) {
_update_shapes_with_motion(motion);
}
- def_area = nullptr; // clear the area, so it is set in the next frame
contact_count = 0;
}
-void Body3DSW::integrate_velocities(real_t p_step) {
+void GodotBody3D::integrate_velocities(real_t p_step) {
if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
return;
}
@@ -652,52 +725,20 @@ void Body3DSW::integrate_velocities(real_t p_step) {
_set_transform(transform);
_set_inv_transform(get_transform().inverse());
- _update_transform_dependant();
+ _update_transform_dependent();
}
-/*
-void BodySW::simulate_motion(const Transform3D& p_xform,real_t p_step) {
- Transform3D inv_xform = p_xform.affine_inverse();
- if (!get_space()) {
- _set_transform(p_xform);
- _set_inv_transform(inv_xform);
-
- return;
- }
-
- //compute a FAKE linear velocity - this is easy
-
- linear_velocity=(p_xform.origin - get_transform().origin)/p_step;
-
- //compute a FAKE angular velocity, not so easy
- Basis rot=get_transform().basis.orthonormalized().transposed() * p_xform.basis.orthonormalized();
- Vector3 axis;
- real_t angle;
-
- rot.get_axis_angle(axis,angle);
- axis.normalize();
- angular_velocity=axis.normalized() * (angle/p_step);
- linear_velocity = (p_xform.origin - get_transform().origin)/p_step;
-
- if (!direct_state_query_list.in_list())// - callalways, so lv and av are cleared && (state_query || direct_state_query))
- get_space()->body_add_to_state_query_list(&direct_state_query_list);
- simulated_motion=true;
- _set_transform(p_xform);
-}
-
-*/
-
-void Body3DSW::wakeup_neighbours() {
- for (const KeyValue<Constraint3DSW *, int> &E : constraint_map) {
- const Constraint3DSW *c = E.key;
- Body3DSW **n = c->get_body_ptr();
+void GodotBody3D::wakeup_neighbours() {
+ for (const KeyValue<GodotConstraint3D *, int> &E : constraint_map) {
+ const GodotConstraint3D *c = E.key;
+ GodotBody3D **n = c->get_body_ptr();
int bc = c->get_body_count();
for (int i = 0; i < bc; i++) {
if (i == E.value) {
continue;
}
- Body3DSW *b = n[i];
+ GodotBody3D *b = n[i];
if (b->mode < PhysicsServer3D::BODY_MODE_DYNAMIC) {
continue;
}
@@ -709,7 +750,7 @@ void Body3DSW::wakeup_neighbours() {
}
}
-void Body3DSW::call_queries() {
+void GodotBody3D::call_queries() {
if (fi_callback_data) {
if (!fi_callback_data->callable.get_object()) {
set_force_integration_callback(Callable());
@@ -729,7 +770,7 @@ void Body3DSW::call_queries() {
}
}
-bool Body3DSW::sleep_test(real_t p_step) {
+bool GodotBody3D::sleep_test(real_t p_step) {
if (mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
return true;
} else if (!can_sleep) {
@@ -746,12 +787,12 @@ bool Body3DSW::sleep_test(real_t p_step) {
}
}
-void Body3DSW::set_state_sync_callback(void *p_instance, PhysicsServer3D::BodyStateCallback p_callback) {
+void GodotBody3D::set_state_sync_callback(void *p_instance, PhysicsServer3D::BodyStateCallback p_callback) {
body_state_callback_instance = p_instance;
body_state_callback = p_callback;
}
-void Body3DSW::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) {
+void GodotBody3D::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) {
if (p_callable.get_object()) {
if (!fi_callback_data) {
fi_callback_data = memnew(ForceIntegrationCallbackData);
@@ -764,23 +805,23 @@ void Body3DSW::set_force_integration_callback(const Callable &p_callable, const
}
}
-PhysicsDirectBodyState3DSW *Body3DSW::get_direct_state() {
+GodotPhysicsDirectBodyState3D *GodotBody3D::get_direct_state() {
if (!direct_state) {
- direct_state = memnew(PhysicsDirectBodyState3DSW);
+ direct_state = memnew(GodotPhysicsDirectBodyState3D);
direct_state->body = this;
}
return direct_state;
}
-Body3DSW::Body3DSW() :
- CollisionObject3DSW(TYPE_BODY),
+GodotBody3D::GodotBody3D() :
+ GodotCollisionObject3D(TYPE_BODY),
active_list(this),
mass_properties_update_list(this),
direct_state_query_list(this) {
_set_static(false);
}
-Body3DSW::~Body3DSW() {
+GodotBody3D::~GodotBody3D() {
if (fi_callback_data) {
memdelete(fi_callback_data);
}
diff --git a/servers/physics_3d/body_3d_sw.h b/servers/physics_3d/godot_body_3d.h
index fc47040389..ac3131ab44 100644
--- a/servers/physics_3d/body_3d_sw.h
+++ b/servers/physics_3d/godot_body_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* body_3d_sw.h */
+/* godot_body_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,17 +28,18 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef BODY_3D_SW_H
-#define BODY_3D_SW_H
+#ifndef GODOT_BODY_3D_H
+#define GODOT_BODY_3D_H
+
+#include "godot_area_3d.h"
+#include "godot_collision_object_3d.h"
-#include "area_3d_sw.h"
-#include "collision_object_3d_sw.h"
#include "core/templates/vset.h"
-class Constraint3DSW;
-class PhysicsDirectBodyState3DSW;
+class GodotConstraint3D;
+class GodotPhysicsDirectBodyState3D;
-class Body3DSW : public CollisionObject3DSW {
+class GodotBody3D : public GodotCollisionObject3D {
PhysicsServer3D::BodyMode mode = PhysicsServer3D::BODY_MODE_DYNAMIC;
Vector3 linear_velocity;
@@ -54,8 +55,15 @@ class Body3DSW : public CollisionObject3DSW {
real_t friction = 1.0;
Vector3 inertia;
- real_t linear_damp = -1.0;
- real_t angular_damp = -1.0;
+ PhysicsServer3D::BodyDampMode linear_damp_mode = PhysicsServer3D::BODY_DAMP_MODE_COMBINE;
+ PhysicsServer3D::BodyDampMode angular_damp_mode = PhysicsServer3D::BODY_DAMP_MODE_COMBINE;
+
+ real_t linear_damp = 0.0;
+ real_t angular_damp = 0.0;
+
+ real_t total_linear_damp = 0.0;
+ real_t total_angular_damp = 0.0;
+
real_t gravity_scale = 1.0;
uint16_t locked_axis = 0;
@@ -82,12 +90,9 @@ class Body3DSW : public CollisionObject3DSW {
Vector3 applied_force;
Vector3 applied_torque;
- real_t area_angular_damp = 0.0;
- real_t area_linear_damp = 0.0;
-
- SelfList<Body3DSW> active_list;
- SelfList<Body3DSW> mass_properties_update_list;
- SelfList<Body3DSW> direct_state_query_list;
+ SelfList<GodotBody3D> active_list;
+ SelfList<GodotBody3D> mass_properties_update_list;
+ SelfList<GodotBody3D> direct_state_query_list;
VSet<RID> exceptions;
bool omit_force_integration = false;
@@ -101,7 +106,7 @@ class Body3DSW : public CollisionObject3DSW {
virtual void _shapes_changed();
Transform3D new_transform;
- Map<Constraint3DSW *, int> constraint_map;
+ Map<GodotConstraint3D *, int> constraint_map;
Vector<AreaCMP> areas;
@@ -130,23 +135,21 @@ class Body3DSW : public CollisionObject3DSW {
ForceIntegrationCallbackData *fi_callback_data = nullptr;
- PhysicsDirectBodyState3DSW *direct_state = nullptr;
+ GodotPhysicsDirectBodyState3D *direct_state = nullptr;
uint64_t island_step = 0;
- _FORCE_INLINE_ void _compute_area_gravity_and_damping(const Area3DSW *p_area);
-
- _FORCE_INLINE_ void _update_transform_dependant();
+ void _update_transform_dependent();
- friend class PhysicsDirectBodyState3DSW; // i give up, too many functions to expose
+ friend class GodotPhysicsDirectBodyState3D; // i give up, too many functions to expose
public:
void set_state_sync_callback(void *p_instance, PhysicsServer3D::BodyStateCallback p_callback);
void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant());
- PhysicsDirectBodyState3DSW *get_direct_state();
+ GodotPhysicsDirectBodyState3D *get_direct_state();
- _FORCE_INLINE_ void add_area(Area3DSW *p_area) {
+ _FORCE_INLINE_ void add_area(GodotArea3D *p_area) {
int index = areas.find(AreaCMP(p_area));
if (index > -1) {
areas.write[index].refCount += 1;
@@ -155,7 +158,7 @@ public:
}
}
- _FORCE_INLINE_ void remove_area(Area3DSW *p_area) {
+ _FORCE_INLINE_ void remove_area(GodotArea3D *p_area) {
int index = areas.find(AreaCMP(p_area));
if (index > -1) {
areas.write[index].refCount -= 1;
@@ -185,9 +188,9 @@ public:
_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
- _FORCE_INLINE_ void add_constraint(Constraint3DSW *p_constraint, int p_pos) { constraint_map[p_constraint] = p_pos; }
- _FORCE_INLINE_ void remove_constraint(Constraint3DSW *p_constraint) { constraint_map.erase(p_constraint); }
- const Map<Constraint3DSW *, int> &get_constraint_map() const { return constraint_map; }
+ _FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint, int p_pos) { constraint_map[p_constraint] = p_pos; }
+ _FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraint_map.erase(p_constraint); }
+ const Map<GodotConstraint3D *, int> &get_constraint_map() const { return constraint_map; }
_FORCE_INLINE_ void clear_constraint_map() { constraint_map.clear(); }
_FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration = p_omit_force_integration; }
@@ -195,6 +198,7 @@ public:
_FORCE_INLINE_ Basis get_principal_inertia_axes() const { return principal_inertia_axes; }
_FORCE_INLINE_ Vector3 get_center_of_mass() const { return center_of_mass; }
+ _FORCE_INLINE_ Vector3 get_center_of_mass_local() const { return center_of_mass_local; }
_FORCE_INLINE_ Vector3 xform_local_to_principal(const Vector3 &p_pos) const { return principal_inertia_axes_local.xform(p_pos - center_of_mass_local); }
_FORCE_INLINE_ void set_linear_velocity(const Vector3 &p_velocity) { linear_velocity = p_velocity; }
@@ -275,7 +279,7 @@ public:
_FORCE_INLINE_ void set_continuous_collision_detection(bool p_enable) { continuous_cd = p_enable; }
_FORCE_INLINE_ bool is_continuous_collision_detection_enabled() const { return continuous_cd; }
- void set_space(Space3DSW *p_space);
+ void set_space(GodotSpace3D *p_space);
void update_mass_properties();
void reset_mass_properties();
@@ -284,7 +288,6 @@ public:
_FORCE_INLINE_ const Vector3 &get_inv_inertia() const { return _inv_inertia; }
_FORCE_INLINE_ const Basis &get_inv_inertia_tensor() const { return _inv_inertia_tensor; }
_FORCE_INLINE_ real_t get_friction() const { return friction; }
- _FORCE_INLINE_ const Vector3 &get_gravity() const { return gravity; }
_FORCE_INLINE_ real_t get_bounce() const { return bounce; }
void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock);
@@ -317,13 +320,13 @@ public:
bool sleep_test(real_t p_step);
- Body3DSW();
- ~Body3DSW();
+ GodotBody3D();
+ ~GodotBody3D();
};
//add contact inline
-void Body3DSW::add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_normal, real_t p_depth, int p_local_shape, const Vector3 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector3 &p_collider_velocity_at_pos) {
+void GodotBody3D::add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_normal, real_t p_depth, int p_local_shape, const Vector3 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector3 &p_collider_velocity_at_pos) {
int c_max = contacts.size();
if (c_max == 0) {
@@ -365,4 +368,4 @@ void Body3DSW::add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_no
c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos;
}
-#endif // BODY_3D_SW_H
+#endif // GODOT_BODY_3D_H
diff --git a/servers/physics_3d/body_direct_state_3d_sw.cpp b/servers/physics_3d/godot_body_direct_state_3d.cpp
index d61a6ac8e4..a929cab6f9 100644
--- a/servers/physics_3d/body_direct_state_3d_sw.cpp
+++ b/servers/physics_3d/godot_body_direct_state_3d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* body_direct_state_3d_sw.cpp */
+/* godot_body_direct_state_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,163 +28,167 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "body_direct_state_3d_sw.h"
+#include "godot_body_direct_state_3d.h"
-#include "body_3d_sw.h"
-#include "space_3d_sw.h"
+#include "godot_body_3d.h"
+#include "godot_space_3d.h"
-Vector3 PhysicsDirectBodyState3DSW::get_total_gravity() const {
+Vector3 GodotPhysicsDirectBodyState3D::get_total_gravity() const {
return body->gravity;
}
-real_t PhysicsDirectBodyState3DSW::get_total_angular_damp() const {
- return body->area_angular_damp;
+real_t GodotPhysicsDirectBodyState3D::get_total_angular_damp() const {
+ return body->total_angular_damp;
}
-real_t PhysicsDirectBodyState3DSW::get_total_linear_damp() const {
- return body->area_linear_damp;
+real_t GodotPhysicsDirectBodyState3D::get_total_linear_damp() const {
+ return body->total_linear_damp;
}
-Vector3 PhysicsDirectBodyState3DSW::get_center_of_mass() const {
+Vector3 GodotPhysicsDirectBodyState3D::get_center_of_mass() const {
return body->get_center_of_mass();
}
-Basis PhysicsDirectBodyState3DSW::get_principal_inertia_axes() const {
+Vector3 GodotPhysicsDirectBodyState3D::get_center_of_mass_local() const {
+ return body->get_center_of_mass_local();
+}
+
+Basis GodotPhysicsDirectBodyState3D::get_principal_inertia_axes() const {
return body->get_principal_inertia_axes();
}
-real_t PhysicsDirectBodyState3DSW::get_inverse_mass() const {
+real_t GodotPhysicsDirectBodyState3D::get_inverse_mass() const {
return body->get_inv_mass();
}
-Vector3 PhysicsDirectBodyState3DSW::get_inverse_inertia() const {
+Vector3 GodotPhysicsDirectBodyState3D::get_inverse_inertia() const {
return body->get_inv_inertia();
}
-Basis PhysicsDirectBodyState3DSW::get_inverse_inertia_tensor() const {
+Basis GodotPhysicsDirectBodyState3D::get_inverse_inertia_tensor() const {
return body->get_inv_inertia_tensor();
}
-void PhysicsDirectBodyState3DSW::set_linear_velocity(const Vector3 &p_velocity) {
+void GodotPhysicsDirectBodyState3D::set_linear_velocity(const Vector3 &p_velocity) {
body->wakeup();
body->set_linear_velocity(p_velocity);
}
-Vector3 PhysicsDirectBodyState3DSW::get_linear_velocity() const {
+Vector3 GodotPhysicsDirectBodyState3D::get_linear_velocity() const {
return body->get_linear_velocity();
}
-void PhysicsDirectBodyState3DSW::set_angular_velocity(const Vector3 &p_velocity) {
+void GodotPhysicsDirectBodyState3D::set_angular_velocity(const Vector3 &p_velocity) {
body->wakeup();
body->set_angular_velocity(p_velocity);
}
-Vector3 PhysicsDirectBodyState3DSW::get_angular_velocity() const {
+Vector3 GodotPhysicsDirectBodyState3D::get_angular_velocity() const {
return body->get_angular_velocity();
}
-void PhysicsDirectBodyState3DSW::set_transform(const Transform3D &p_transform) {
+void GodotPhysicsDirectBodyState3D::set_transform(const Transform3D &p_transform) {
body->set_state(PhysicsServer3D::BODY_STATE_TRANSFORM, p_transform);
}
-Transform3D PhysicsDirectBodyState3DSW::get_transform() const {
+Transform3D GodotPhysicsDirectBodyState3D::get_transform() const {
return body->get_transform();
}
-Vector3 PhysicsDirectBodyState3DSW::get_velocity_at_local_position(const Vector3 &p_position) const {
+Vector3 GodotPhysicsDirectBodyState3D::get_velocity_at_local_position(const Vector3 &p_position) const {
return body->get_velocity_in_local_point(p_position);
}
-void PhysicsDirectBodyState3DSW::add_central_force(const Vector3 &p_force) {
+void GodotPhysicsDirectBodyState3D::add_central_force(const Vector3 &p_force) {
body->wakeup();
body->add_central_force(p_force);
}
-void PhysicsDirectBodyState3DSW::add_force(const Vector3 &p_force, const Vector3 &p_position) {
+void GodotPhysicsDirectBodyState3D::add_force(const Vector3 &p_force, const Vector3 &p_position) {
body->wakeup();
body->add_force(p_force, p_position);
}
-void PhysicsDirectBodyState3DSW::add_torque(const Vector3 &p_torque) {
+void GodotPhysicsDirectBodyState3D::add_torque(const Vector3 &p_torque) {
body->wakeup();
body->add_torque(p_torque);
}
-void PhysicsDirectBodyState3DSW::apply_central_impulse(const Vector3 &p_impulse) {
+void GodotPhysicsDirectBodyState3D::apply_central_impulse(const Vector3 &p_impulse) {
body->wakeup();
body->apply_central_impulse(p_impulse);
}
-void PhysicsDirectBodyState3DSW::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
+void GodotPhysicsDirectBodyState3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
body->wakeup();
body->apply_impulse(p_impulse, p_position);
}
-void PhysicsDirectBodyState3DSW::apply_torque_impulse(const Vector3 &p_impulse) {
+void GodotPhysicsDirectBodyState3D::apply_torque_impulse(const Vector3 &p_impulse) {
body->wakeup();
body->apply_torque_impulse(p_impulse);
}
-void PhysicsDirectBodyState3DSW::set_sleep_state(bool p_sleep) {
+void GodotPhysicsDirectBodyState3D::set_sleep_state(bool p_sleep) {
body->set_active(!p_sleep);
}
-bool PhysicsDirectBodyState3DSW::is_sleeping() const {
+bool GodotPhysicsDirectBodyState3D::is_sleeping() const {
return !body->is_active();
}
-int PhysicsDirectBodyState3DSW::get_contact_count() const {
+int GodotPhysicsDirectBodyState3D::get_contact_count() const {
return body->contact_count;
}
-Vector3 PhysicsDirectBodyState3DSW::get_contact_local_position(int p_contact_idx) const {
+Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_position(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
return body->contacts[p_contact_idx].local_pos;
}
-Vector3 PhysicsDirectBodyState3DSW::get_contact_local_normal(int p_contact_idx) const {
+Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_normal(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
return body->contacts[p_contact_idx].local_normal;
}
-real_t PhysicsDirectBodyState3DSW::get_contact_impulse(int p_contact_idx) const {
+real_t GodotPhysicsDirectBodyState3D::get_contact_impulse(int p_contact_idx) const {
return 0.0f; // Only implemented for bullet
}
-int PhysicsDirectBodyState3DSW::get_contact_local_shape(int p_contact_idx) const {
+int GodotPhysicsDirectBodyState3D::get_contact_local_shape(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1);
return body->contacts[p_contact_idx].local_shape;
}
-RID PhysicsDirectBodyState3DSW::get_contact_collider(int p_contact_idx) const {
+RID GodotPhysicsDirectBodyState3D::get_contact_collider(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID());
return body->contacts[p_contact_idx].collider;
}
-Vector3 PhysicsDirectBodyState3DSW::get_contact_collider_position(int p_contact_idx) const {
+Vector3 GodotPhysicsDirectBodyState3D::get_contact_collider_position(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
return body->contacts[p_contact_idx].collider_pos;
}
-ObjectID PhysicsDirectBodyState3DSW::get_contact_collider_id(int p_contact_idx) const {
+ObjectID GodotPhysicsDirectBodyState3D::get_contact_collider_id(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID());
return body->contacts[p_contact_idx].collider_instance_id;
}
-int PhysicsDirectBodyState3DSW::get_contact_collider_shape(int p_contact_idx) const {
+int GodotPhysicsDirectBodyState3D::get_contact_collider_shape(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0);
return body->contacts[p_contact_idx].collider_shape;
}
-Vector3 PhysicsDirectBodyState3DSW::get_contact_collider_velocity_at_position(int p_contact_idx) const {
+Vector3 GodotPhysicsDirectBodyState3D::get_contact_collider_velocity_at_position(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
return body->contacts[p_contact_idx].collider_velocity_at_pos;
}
-PhysicsDirectSpaceState3D *PhysicsDirectBodyState3DSW::get_space_state() {
+PhysicsDirectSpaceState3D *GodotPhysicsDirectBodyState3D::get_space_state() {
return body->get_space()->get_direct_state();
}
-real_t PhysicsDirectBodyState3DSW::get_step() const {
+real_t GodotPhysicsDirectBodyState3D::get_step() const {
return body->get_space()->get_last_step();
}
diff --git a/servers/physics_3d/body_direct_state_3d_sw.h b/servers/physics_3d/godot_body_direct_state_3d.h
index 5132376715..35fd1543b0 100644
--- a/servers/physics_3d/body_direct_state_3d_sw.h
+++ b/servers/physics_3d/godot_body_direct_state_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* body_direct_state_3d_sw.h */
+/* godot_body_direct_state_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,24 +28,25 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef BODY_DIRECT_STATE_3D_SW_H
-#define BODY_DIRECT_STATE_3D_SW_H
+#ifndef GODOT_BODY_DIRECT_STATE_3D_H
+#define GODOT_BODY_DIRECT_STATE_3D_H
#include "servers/physics_server_3d.h"
-class Body3DSW;
+class GodotBody3D;
-class PhysicsDirectBodyState3DSW : public PhysicsDirectBodyState3D {
- GDCLASS(PhysicsDirectBodyState3DSW, PhysicsDirectBodyState3D);
+class GodotPhysicsDirectBodyState3D : public PhysicsDirectBodyState3D {
+ GDCLASS(GodotPhysicsDirectBodyState3D, PhysicsDirectBodyState3D);
public:
- Body3DSW *body = nullptr;
+ GodotBody3D *body = nullptr;
virtual Vector3 get_total_gravity() const override;
virtual real_t get_total_angular_damp() const override;
virtual real_t get_total_linear_damp() const override;
virtual Vector3 get_center_of_mass() const override;
+ virtual Vector3 get_center_of_mass_local() const override;
virtual Basis get_principal_inertia_axes() const override;
virtual real_t get_inverse_mass() const override;
@@ -91,4 +92,4 @@ public:
virtual real_t get_step() const override;
};
-#endif // BODY_DIRECT_STATE_3D_SW_H
+#endif // GODOT_BODY_DIRECT_STATE_3D_H
diff --git a/servers/physics_3d/body_pair_3d_sw.cpp b/servers/physics_3d/godot_body_pair_3d.cpp
index c27a2ecced..f0002870ae 100644
--- a/servers/physics_3d/body_pair_3d_sw.cpp
+++ b/servers/physics_3d/godot_body_pair_3d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* body_pair_3d_sw.cpp */
+/* godot_body_pair_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,11 +28,12 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "body_pair_3d_sw.h"
+#include "godot_body_pair_3d.h"
+
+#include "godot_collision_solver_3d.h"
+#include "godot_space_3d.h"
-#include "collision_solver_3d_sw.h"
#include "core/os/os.h"
-#include "space_3d_sw.h"
/*
#define NO_ACCUMULATE_IMPULSES
@@ -49,12 +50,12 @@
#define MIN_VELOCITY 0.0001
#define MAX_BIAS_ROTATION (Math_PI / 8)
-void BodyPair3DSW::_contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) {
- BodyPair3DSW *pair = (BodyPair3DSW *)p_userdata;
+void GodotBodyPair3D::_contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) {
+ GodotBodyPair3D *pair = (GodotBodyPair3D *)p_userdata;
pair->contact_added_callback(p_point_A, p_index_A, p_point_B, p_index_B);
}
-void BodyPair3DSW::contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B) {
+void GodotBodyPair3D::contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B) {
// check if we already have the contact
//Vector3 local_A = A->get_inv_transform().xform(p_point_A);
@@ -135,7 +136,7 @@ void BodyPair3DSW::contact_added_callback(const Vector3 &p_point_A, int p_index_
}
}
-void BodyPair3DSW::validate_contacts() {
+void GodotBodyPair3D::validate_contacts() {
//make sure to erase contacts that are no longer valid
real_t contact_max_separation = space->get_contact_max_separation();
@@ -161,7 +162,7 @@ void BodyPair3DSW::validate_contacts() {
}
}
-bool BodyPair3DSW::_test_ccd(real_t p_step, Body3DSW *p_A, int p_shape_A, const Transform3D &p_xform_A, Body3DSW *p_B, int p_shape_B, const Transform3D &p_xform_B) {
+bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, const Transform3D &p_xform_A, GodotBody3D *p_B, int p_shape_B, const Transform3D &p_xform_B) {
Vector3 motion = p_A->get_linear_velocity() * p_step;
real_t mlen = motion.length();
if (mlen < CMP_EPSILON) {
@@ -190,7 +191,7 @@ bool BodyPair3DSW::_test_ccd(real_t p_step, Body3DSW *p_A, int p_shape_A, const
Vector3 local_to = from_inv.xform(to);
Vector3 rpos, rnorm;
- if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm)) {
+ if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm, true)) {
return false;
}
@@ -203,15 +204,15 @@ bool BodyPair3DSW::_test_ccd(real_t p_step, Body3DSW *p_A, int p_shape_A, const
return true;
}
-real_t combine_bounce(Body3DSW *A, Body3DSW *B) {
+real_t combine_bounce(GodotBody3D *A, GodotBody3D *B) {
return CLAMP(A->get_bounce() + B->get_bounce(), 0, 1);
}
-real_t combine_friction(Body3DSW *A, Body3DSW *B) {
+real_t combine_friction(GodotBody3D *A, GodotBody3D *B) {
return ABS(MIN(A->get_friction(), B->get_friction()));
}
-bool BodyPair3DSW::setup(real_t p_step) {
+bool GodotBodyPair3D::setup(real_t p_step) {
if (!A->interacts_with(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self())) {
collided = false;
return false;
@@ -242,10 +243,10 @@ bool BodyPair3DSW::setup(real_t p_step) {
xform_Bu.origin -= offset_A;
Transform3D xform_B = xform_Bu * B->get_shape_transform(shape_B);
- Shape3DSW *shape_A_ptr = A->get_shape(shape_A);
- Shape3DSW *shape_B_ptr = B->get_shape(shape_B);
+ GodotShape3D *shape_A_ptr = A->get_shape(shape_A);
+ GodotShape3D *shape_B_ptr = B->get_shape(shape_B);
- collided = CollisionSolver3DSW::solve_static(shape_A_ptr, xform_A, shape_B_ptr, xform_B, _contact_added_callback, this, &sep_axis);
+ collided = GodotCollisionSolver3D::solve_static(shape_A_ptr, xform_A, shape_B_ptr, xform_B, _contact_added_callback, this, &sep_axis);
if (!collided) {
//test ccd (currently just a raycast)
@@ -264,7 +265,7 @@ bool BodyPair3DSW::setup(real_t p_step) {
return true;
}
-bool BodyPair3DSW::pre_solve(real_t p_step) {
+bool GodotBodyPair3D::pre_solve(real_t p_step) {
if (!collided) {
return false;
}
@@ -273,8 +274,8 @@ bool BodyPair3DSW::pre_solve(real_t p_step) {
real_t bias = (real_t)0.3;
- Shape3DSW *shape_A_ptr = A->get_shape(shape_A);
- Shape3DSW *shape_B_ptr = B->get_shape(shape_B);
+ GodotShape3D *shape_A_ptr = A->get_shape(shape_A);
+ GodotShape3D *shape_B_ptr = B->get_shape(shape_B);
if (shape_A_ptr->get_custom_bias() || shape_B_ptr->get_custom_bias()) {
if (shape_A_ptr->get_custom_bias() == 0) {
@@ -380,7 +381,7 @@ bool BodyPair3DSW::pre_solve(real_t p_step) {
return do_process;
}
-void BodyPair3DSW::solve(real_t p_step) {
+void GodotBodyPair3D::solve(real_t p_step) {
if (!collided) {
return;
}
@@ -494,8 +495,7 @@ void BodyPair3DSW::solve(real_t p_step) {
Vector3 temp1 = inv_inertia_tensor_A.xform(c.rA.cross(tv));
Vector3 temp2 = inv_inertia_tensor_B.xform(c.rB.cross(tv));
- real_t t = -tvl /
- (inv_mass_A + inv_mass_B + tv.dot(temp1.cross(c.rA) + temp2.cross(c.rB)));
+ real_t t = -tvl / (inv_mass_A + inv_mass_B + tv.dot(temp1.cross(c.rA) + temp2.cross(c.rB)));
Vector3 jt = t * tv;
@@ -523,8 +523,8 @@ void BodyPair3DSW::solve(real_t p_step) {
}
}
-BodyPair3DSW::BodyPair3DSW(Body3DSW *p_A, int p_shape_A, Body3DSW *p_B, int p_shape_B) :
- BodyContact3DSW(_arr, 2) {
+GodotBodyPair3D::GodotBodyPair3D(GodotBody3D *p_A, int p_shape_A, GodotBody3D *p_B, int p_shape_B) :
+ GodotBodyContact3D(_arr, 2) {
A = p_A;
B = p_B;
shape_A = p_shape_A;
@@ -534,17 +534,17 @@ BodyPair3DSW::BodyPair3DSW(Body3DSW *p_A, int p_shape_A, Body3DSW *p_B, int p_sh
B->add_constraint(this, 1);
}
-BodyPair3DSW::~BodyPair3DSW() {
+GodotBodyPair3D::~GodotBodyPair3D() {
A->remove_constraint(this);
B->remove_constraint(this);
}
-void BodySoftBodyPair3DSW::_contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) {
- BodySoftBodyPair3DSW *pair = (BodySoftBodyPair3DSW *)p_userdata;
+void GodotBodySoftBodyPair3D::_contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) {
+ GodotBodySoftBodyPair3D *pair = (GodotBodySoftBodyPair3D *)p_userdata;
pair->contact_added_callback(p_point_A, p_index_A, p_point_B, p_index_B);
}
-void BodySoftBodyPair3DSW::contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B) {
+void GodotBodySoftBodyPair3D::contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B) {
Vector3 local_A = body->get_inv_transform().xform(p_point_A);
Vector3 local_B = p_point_B - soft_body->get_node_position(p_index_B);
@@ -582,7 +582,7 @@ void BodySoftBodyPair3DSW::contact_added_callback(const Vector3 &p_point_A, int
contacts.push_back(contact);
}
-void BodySoftBodyPair3DSW::validate_contacts() {
+void GodotBodySoftBodyPair3D::validate_contacts() {
// Make sure to erase contacts that are no longer valid.
const Transform3D &transform_A = body->get_transform();
@@ -612,7 +612,7 @@ void BodySoftBodyPair3DSW::validate_contacts() {
contacts.resize(contact_count);
}
-bool BodySoftBodyPair3DSW::setup(real_t p_step) {
+bool GodotBodySoftBodyPair3D::setup(real_t p_step) {
if (!body->interacts_with(soft_body) || body->has_exception(soft_body->get_self()) || soft_body->has_exception(body->get_self())) {
collided = false;
return false;
@@ -638,15 +638,15 @@ bool BodySoftBodyPair3DSW::setup(real_t p_step) {
validate_contacts();
- Shape3DSW *shape_A_ptr = body->get_shape(body_shape);
- Shape3DSW *shape_B_ptr = soft_body->get_shape(0);
+ GodotShape3D *shape_A_ptr = body->get_shape(body_shape);
+ GodotShape3D *shape_B_ptr = soft_body->get_shape(0);
- collided = CollisionSolver3DSW::solve_static(shape_A_ptr, xform_A, shape_B_ptr, xform_B, _contact_added_callback, this, &sep_axis);
+ collided = GodotCollisionSolver3D::solve_static(shape_A_ptr, xform_A, shape_B_ptr, xform_B, _contact_added_callback, this, &sep_axis);
return collided;
}
-bool BodySoftBodyPair3DSW::pre_solve(real_t p_step) {
+bool GodotBodySoftBodyPair3D::pre_solve(real_t p_step) {
if (!collided) {
return false;
}
@@ -655,7 +655,7 @@ bool BodySoftBodyPair3DSW::pre_solve(real_t p_step) {
real_t bias = (real_t)0.3;
- Shape3DSW *shape_A_ptr = body->get_shape(body_shape);
+ GodotShape3D *shape_A_ptr = body->get_shape(body_shape);
if (shape_A_ptr->get_custom_bias()) {
bias = shape_A_ptr->get_custom_bias();
@@ -753,7 +753,7 @@ bool BodySoftBodyPair3DSW::pre_solve(real_t p_step) {
return do_process;
}
-void BodySoftBodyPair3DSW::solve(real_t p_step) {
+void GodotBodySoftBodyPair3D::solve(real_t p_step) {
if (!collided) {
return;
}
@@ -862,8 +862,7 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
Vector3 temp1 = body_inv_inertia_tensor.xform(c.rA.cross(tv));
- real_t t = -tvl /
- (body_inv_mass + node_inv_mass + tv.dot(temp1.cross(c.rA)));
+ real_t t = -tvl / (body_inv_mass + node_inv_mass + tv.dot(temp1.cross(c.rA)));
Vector3 jt = t * tv;
@@ -891,8 +890,8 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
}
}
-BodySoftBodyPair3DSW::BodySoftBodyPair3DSW(Body3DSW *p_A, int p_shape_A, SoftBody3DSW *p_B) :
- BodyContact3DSW(&body, 1) {
+GodotBodySoftBodyPair3D::GodotBodySoftBodyPair3D(GodotBody3D *p_A, int p_shape_A, GodotSoftBody3D *p_B) :
+ GodotBodyContact3D(&body, 1) {
body = p_A;
soft_body = p_B;
body_shape = p_shape_A;
@@ -901,7 +900,7 @@ BodySoftBodyPair3DSW::BodySoftBodyPair3DSW(Body3DSW *p_A, int p_shape_A, SoftBod
soft_body->add_constraint(this);
}
-BodySoftBodyPair3DSW::~BodySoftBodyPair3DSW() {
+GodotBodySoftBodyPair3D::~GodotBodySoftBodyPair3D() {
body->remove_constraint(this);
soft_body->remove_constraint(this);
}
diff --git a/servers/physics_3d/body_pair_3d_sw.h b/servers/physics_3d/godot_body_pair_3d.h
index 01afb07e13..c0a2424e05 100644
--- a/servers/physics_3d/body_pair_3d_sw.h
+++ b/servers/physics_3d/godot_body_pair_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* body_pair_3d_sw.h */
+/* godot_body_pair_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,15 +28,16 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef BODY_PAIR_3D_SW_H
-#define BODY_PAIR_3D_SW_H
+#ifndef GODOT_BODY_PAIR_3D_H
+#define GODOT_BODY_PAIR_3D_H
+
+#include "godot_body_3d.h"
+#include "godot_constraint_3d.h"
+#include "godot_soft_body_3d.h"
-#include "body_3d_sw.h"
-#include "constraint_3d_sw.h"
#include "core/templates/local_vector.h"
-#include "soft_body_3d_sw.h"
-class BodyContact3DSW : public Constraint3DSW {
+class GodotBodyContact3D : public GodotConstraint3D {
protected:
struct Contact {
Vector3 position;
@@ -59,25 +60,25 @@ protected:
Vector3 sep_axis;
bool collided = false;
- Space3DSW *space = nullptr;
+ GodotSpace3D *space = nullptr;
- BodyContact3DSW(Body3DSW **p_body_ptr = nullptr, int p_body_count = 0) :
- Constraint3DSW(p_body_ptr, p_body_count) {
+ GodotBodyContact3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) :
+ GodotConstraint3D(p_body_ptr, p_body_count) {
}
};
-class BodyPair3DSW : public BodyContact3DSW {
+class GodotBodyPair3D : public GodotBodyContact3D {
enum {
MAX_CONTACTS = 4
};
union {
struct {
- Body3DSW *A;
- Body3DSW *B;
+ GodotBody3D *A;
+ GodotBody3D *B;
};
- Body3DSW *_arr[2] = { nullptr, nullptr };
+ GodotBody3D *_arr[2] = { nullptr, nullptr };
};
int shape_A = 0;
@@ -98,20 +99,20 @@ class BodyPair3DSW : public BodyContact3DSW {
void contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B);
void validate_contacts();
- bool _test_ccd(real_t p_step, Body3DSW *p_A, int p_shape_A, const Transform3D &p_xform_A, Body3DSW *p_B, int p_shape_B, const Transform3D &p_xform_B);
+ bool _test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, const Transform3D &p_xform_A, GodotBody3D *p_B, int p_shape_B, const Transform3D &p_xform_B);
public:
virtual bool setup(real_t p_step) override;
virtual bool pre_solve(real_t p_step) override;
virtual void solve(real_t p_step) override;
- BodyPair3DSW(Body3DSW *p_A, int p_shape_A, Body3DSW *p_B, int p_shape_B);
- ~BodyPair3DSW();
+ GodotBodyPair3D(GodotBody3D *p_A, int p_shape_A, GodotBody3D *p_B, int p_shape_B);
+ ~GodotBodyPair3D();
};
-class BodySoftBodyPair3DSW : public BodyContact3DSW {
- Body3DSW *body = nullptr;
- SoftBody3DSW *soft_body = nullptr;
+class GodotBodySoftBodyPair3D : public GodotBodyContact3D {
+ GodotBody3D *body = nullptr;
+ GodotSoftBody3D *soft_body = nullptr;
int body_shape = 0;
@@ -133,11 +134,11 @@ public:
virtual bool pre_solve(real_t p_step) override;
virtual void solve(real_t p_step) override;
- virtual SoftBody3DSW *get_soft_body_ptr(int p_index) const override { return soft_body; }
+ virtual GodotSoftBody3D *get_soft_body_ptr(int p_index) const override { return soft_body; }
virtual int get_soft_body_count() const override { return 1; }
- BodySoftBodyPair3DSW(Body3DSW *p_A, int p_shape_A, SoftBody3DSW *p_B);
- ~BodySoftBodyPair3DSW();
+ GodotBodySoftBodyPair3D(GodotBody3D *p_A, int p_shape_A, GodotSoftBody3D *p_B);
+ ~GodotBodySoftBodyPair3D();
};
-#endif // BODY_PAIR_3D_SW_H
+#endif // GODOT_BODY_PAIR_3D_H
diff --git a/servers/physics_3d/broad_phase_3d_sw.cpp b/servers/physics_3d/godot_broad_phase_3d.cpp
index 8aa64034ec..db51dfb2b6 100644
--- a/servers/physics_3d/broad_phase_3d_sw.cpp
+++ b/servers/physics_3d/godot_broad_phase_3d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* broad_phase_3d_sw.cpp */
+/* godot_broad_phase_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,9 +28,9 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "broad_phase_3d_sw.h"
+#include "godot_broad_phase_3d.h"
-BroadPhase3DSW::CreateFunction BroadPhase3DSW::create_func = nullptr;
+GodotBroadPhase3D::CreateFunction GodotBroadPhase3D::create_func = nullptr;
-BroadPhase3DSW::~BroadPhase3DSW() {
+GodotBroadPhase3D::~GodotBroadPhase3D() {
}
diff --git a/servers/physics_3d/broad_phase_3d_sw.h b/servers/physics_3d/godot_broad_phase_3d.h
index 98313cb216..65423f293c 100644
--- a/servers/physics_3d/broad_phase_3d_sw.h
+++ b/servers/physics_3d/godot_broad_phase_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* broad_phase_3d_sw.h */
+/* godot_broad_phase_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,45 +28,45 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef BROAD_PHASE_SW_H
-#define BROAD_PHASE_SW_H
+#ifndef GODOT_BROAD_PHASE_3D_H
+#define GODOT_BROAD_PHASE_3D_H
#include "core/math/aabb.h"
#include "core/math/math_funcs.h"
-class CollisionObject3DSW;
+class GodotCollisionObject3D;
-class BroadPhase3DSW {
+class GodotBroadPhase3D {
public:
- typedef BroadPhase3DSW *(*CreateFunction)();
+ typedef GodotBroadPhase3D *(*CreateFunction)();
static CreateFunction create_func;
typedef uint32_t ID;
- typedef void *(*PairCallback)(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_userdata);
- typedef void (*UnpairCallback)(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_data, void *p_userdata);
+ typedef void *(*PairCallback)(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_userdata);
+ typedef void (*UnpairCallback)(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_data, void *p_userdata);
// 0 is an invalid ID
- virtual ID create(CollisionObject3DSW *p_object_, int p_subindex = 0, const AABB &p_aabb = AABB(), bool p_static = false) = 0;
+ virtual ID create(GodotCollisionObject3D *p_object_, int p_subindex = 0, const AABB &p_aabb = AABB(), bool p_static = false) = 0;
virtual void move(ID p_id, const AABB &p_aabb) = 0;
virtual void set_static(ID p_id, bool p_static) = 0;
virtual void remove(ID p_id) = 0;
- virtual CollisionObject3DSW *get_object(ID p_id) const = 0;
+ virtual GodotCollisionObject3D *get_object(ID p_id) const = 0;
virtual bool is_static(ID p_id) const = 0;
virtual int get_subindex(ID p_id) const = 0;
- virtual int cull_point(const Vector3 &p_point, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices = nullptr) = 0;
- virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices = nullptr) = 0;
- virtual int cull_aabb(const AABB &p_aabb, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices = nullptr) = 0;
+ virtual int cull_point(const Vector3 &p_point, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr) = 0;
+ virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr) = 0;
+ virtual int cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr) = 0;
virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata) = 0;
virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) = 0;
virtual void update() = 0;
- virtual ~BroadPhase3DSW();
+ virtual ~GodotBroadPhase3D();
};
-#endif // BROAD_PHASE__SW_H
+#endif // GODOT_BROAD_PHASE_3D_H
diff --git a/servers/physics_3d/broad_phase_3d_bvh.cpp b/servers/physics_3d/godot_broad_phase_3d_bvh.cpp
index d89e0e1f6d..0f2061a1ea 100644
--- a/servers/physics_3d/broad_phase_3d_bvh.cpp
+++ b/servers/physics_3d/godot_broad_phase_3d_bvh.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* broad_phase_3d_bvh.cpp */
+/* godot_broad_phase_3d_bvh.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,55 +28,56 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "broad_phase_3d_bvh.h"
-#include "collision_object_3d_sw.h"
+#include "godot_broad_phase_3d_bvh.h"
-BroadPhase3DBVH::ID BroadPhase3DBVH::create(CollisionObject3DSW *p_object, int p_subindex, const AABB &p_aabb, bool p_static) {
+#include "godot_collision_object_3d.h"
+
+GodotBroadPhase3DBVH::ID GodotBroadPhase3DBVH::create(GodotCollisionObject3D *p_object, int p_subindex, const AABB &p_aabb, bool p_static) {
ID oid = bvh.create(p_object, true, p_aabb, p_subindex, !p_static, 1 << p_object->get_type(), p_static ? 0 : 0xFFFFF); // Pair everything, don't care?
return oid + 1;
}
-void BroadPhase3DBVH::move(ID p_id, const AABB &p_aabb) {
+void GodotBroadPhase3DBVH::move(ID p_id, const AABB &p_aabb) {
bvh.move(p_id - 1, p_aabb);
}
-void BroadPhase3DBVH::set_static(ID p_id, bool p_static) {
- CollisionObject3DSW *it = bvh.get(p_id - 1);
+void GodotBroadPhase3DBVH::set_static(ID p_id, bool p_static) {
+ GodotCollisionObject3D *it = bvh.get(p_id - 1);
bvh.set_pairable(p_id - 1, !p_static, 1 << it->get_type(), p_static ? 0 : 0xFFFFF, false); // Pair everything, don't care?
}
-void BroadPhase3DBVH::remove(ID p_id) {
+void GodotBroadPhase3DBVH::remove(ID p_id) {
bvh.erase(p_id - 1);
}
-CollisionObject3DSW *BroadPhase3DBVH::get_object(ID p_id) const {
- CollisionObject3DSW *it = bvh.get(p_id - 1);
+GodotCollisionObject3D *GodotBroadPhase3DBVH::get_object(ID p_id) const {
+ GodotCollisionObject3D *it = bvh.get(p_id - 1);
ERR_FAIL_COND_V(!it, nullptr);
return it;
}
-bool BroadPhase3DBVH::is_static(ID p_id) const {
+bool GodotBroadPhase3DBVH::is_static(ID p_id) const {
return !bvh.is_pairable(p_id - 1);
}
-int BroadPhase3DBVH::get_subindex(ID p_id) const {
+int GodotBroadPhase3DBVH::get_subindex(ID p_id) const {
return bvh.get_subindex(p_id - 1);
}
-int BroadPhase3DBVH::cull_point(const Vector3 &p_point, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices) {
+int GodotBroadPhase3DBVH::cull_point(const Vector3 &p_point, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
return bvh.cull_point(p_point, p_results, p_max_results, p_result_indices);
}
-int BroadPhase3DBVH::cull_segment(const Vector3 &p_from, const Vector3 &p_to, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices) {
+int GodotBroadPhase3DBVH::cull_segment(const Vector3 &p_from, const Vector3 &p_to, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
return bvh.cull_segment(p_from, p_to, p_results, p_max_results, p_result_indices);
}
-int BroadPhase3DBVH::cull_aabb(const AABB &p_aabb, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices) {
+int GodotBroadPhase3DBVH::cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
return bvh.cull_aabb(p_aabb, p_results, p_max_results, p_result_indices);
}
-void *BroadPhase3DBVH::_pair_callback(void *self, uint32_t p_A, CollisionObject3DSW *p_object_A, int subindex_A, uint32_t p_B, CollisionObject3DSW *p_object_B, int subindex_B) {
- BroadPhase3DBVH *bpo = (BroadPhase3DBVH *)(self);
+void *GodotBroadPhase3DBVH::_pair_callback(void *self, uint32_t p_A, GodotCollisionObject3D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject3D *p_object_B, int subindex_B) {
+ GodotBroadPhase3DBVH *bpo = (GodotBroadPhase3DBVH *)(self);
if (!bpo->pair_callback) {
return nullptr;
}
@@ -84,8 +85,8 @@ void *BroadPhase3DBVH::_pair_callback(void *self, uint32_t p_A, CollisionObject3
return bpo->pair_callback(p_object_A, subindex_A, p_object_B, subindex_B, bpo->pair_userdata);
}
-void BroadPhase3DBVH::_unpair_callback(void *self, uint32_t p_A, CollisionObject3DSW *p_object_A, int subindex_A, uint32_t p_B, CollisionObject3DSW *p_object_B, int subindex_B, void *pairdata) {
- BroadPhase3DBVH *bpo = (BroadPhase3DBVH *)(self);
+void GodotBroadPhase3DBVH::_unpair_callback(void *self, uint32_t p_A, GodotCollisionObject3D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject3D *p_object_B, int subindex_B, void *pairdata) {
+ GodotBroadPhase3DBVH *bpo = (GodotBroadPhase3DBVH *)(self);
if (!bpo->unpair_callback) {
return;
}
@@ -93,25 +94,25 @@ void BroadPhase3DBVH::_unpair_callback(void *self, uint32_t p_A, CollisionObject
bpo->unpair_callback(p_object_A, subindex_A, p_object_B, subindex_B, pairdata, bpo->unpair_userdata);
}
-void BroadPhase3DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {
+void GodotBroadPhase3DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {
pair_callback = p_pair_callback;
pair_userdata = p_userdata;
}
-void BroadPhase3DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
+void GodotBroadPhase3DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
unpair_callback = p_unpair_callback;
unpair_userdata = p_userdata;
}
-void BroadPhase3DBVH::update() {
+void GodotBroadPhase3DBVH::update() {
bvh.update();
}
-BroadPhase3DSW *BroadPhase3DBVH::_create() {
- return memnew(BroadPhase3DBVH);
+GodotBroadPhase3D *GodotBroadPhase3DBVH::_create() {
+ return memnew(GodotBroadPhase3DBVH);
}
-BroadPhase3DBVH::BroadPhase3DBVH() {
+GodotBroadPhase3DBVH::GodotBroadPhase3DBVH() {
bvh.set_pair_callback(_pair_callback, this);
bvh.set_unpair_callback(_unpair_callback, this);
}
diff --git a/servers/physics_3d/broad_phase_3d_bvh.h b/servers/physics_3d/godot_broad_phase_3d_bvh.h
index 03131c9db2..61127e52c1 100644
--- a/servers/physics_3d/broad_phase_3d_bvh.h
+++ b/servers/physics_3d/godot_broad_phase_3d_bvh.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* broad_phase_3d_bvh.h */
+/* godot_broad_phase_3d_bvh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,17 +28,18 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef BROAD_PHASE_3D_BVH_H
-#define BROAD_PHASE_3D_BVH_H
+#ifndef GODOT_BROAD_PHASE_3D_BVH_H
+#define GODOT_BROAD_PHASE_3D_BVH_H
+
+#include "godot_broad_phase_3d.h"
-#include "broad_phase_3d_sw.h"
#include "core/math/bvh.h"
-class BroadPhase3DBVH : public BroadPhase3DSW {
- BVH_Manager<CollisionObject3DSW, true, 128> bvh;
+class GodotBroadPhase3DBVH : public GodotBroadPhase3D {
+ BVH_Manager<GodotCollisionObject3D, true, 128> bvh;
- static void *_pair_callback(void *, uint32_t, CollisionObject3DSW *, int, uint32_t, CollisionObject3DSW *, int);
- static void _unpair_callback(void *, uint32_t, CollisionObject3DSW *, int, uint32_t, CollisionObject3DSW *, int, void *);
+ static void *_pair_callback(void *, uint32_t, GodotCollisionObject3D *, int, uint32_t, GodotCollisionObject3D *, int);
+ static void _unpair_callback(void *, uint32_t, GodotCollisionObject3D *, int, uint32_t, GodotCollisionObject3D *, int, void *);
PairCallback pair_callback = nullptr;
void *pair_userdata = nullptr;
@@ -47,26 +48,26 @@ class BroadPhase3DBVH : public BroadPhase3DSW {
public:
// 0 is an invalid ID
- virtual ID create(CollisionObject3DSW *p_object, int p_subindex = 0, const AABB &p_aabb = AABB(), bool p_static = false);
+ virtual ID create(GodotCollisionObject3D *p_object, int p_subindex = 0, const AABB &p_aabb = AABB(), bool p_static = false);
virtual void move(ID p_id, const AABB &p_aabb);
virtual void set_static(ID p_id, bool p_static);
virtual void remove(ID p_id);
- virtual CollisionObject3DSW *get_object(ID p_id) const;
+ virtual GodotCollisionObject3D *get_object(ID p_id) const;
virtual bool is_static(ID p_id) const;
virtual int get_subindex(ID p_id) const;
- virtual int cull_point(const Vector3 &p_point, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices = nullptr);
- virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices = nullptr);
- virtual int cull_aabb(const AABB &p_aabb, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices = nullptr);
+ virtual int cull_point(const Vector3 &p_point, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr);
+ virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr);
+ virtual int cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr);
virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata);
virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata);
virtual void update();
- static BroadPhase3DSW *_create();
- BroadPhase3DBVH();
+ static GodotBroadPhase3D *_create();
+ GodotBroadPhase3DBVH();
};
-#endif // BROAD_PHASE_3D_BVH_H
+#endif // GODOT_BROAD_PHASE_3D_BVH_H
diff --git a/servers/physics_3d/collision_object_3d_sw.cpp b/servers/physics_3d/godot_collision_object_3d.cpp
index 098f627d11..deb058b3ac 100644
--- a/servers/physics_3d/collision_object_3d_sw.cpp
+++ b/servers/physics_3d/godot_collision_object_3d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* collision_object_3d_sw.cpp */
+/* godot_collision_object_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,11 +28,12 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "collision_object_3d_sw.h"
-#include "servers/physics_3d/physics_server_3d_sw.h"
-#include "space_3d_sw.h"
+#include "godot_collision_object_3d.h"
-void CollisionObject3DSW::add_shape(Shape3DSW *p_shape, const Transform3D &p_transform, bool p_disabled) {
+#include "godot_physics_server_3d.h"
+#include "godot_space_3d.h"
+
+void GodotCollisionObject3D::add_shape(GodotShape3D *p_shape, const Transform3D &p_transform, bool p_disabled) {
Shape s;
s.shape = p_shape;
s.xform = p_transform;
@@ -43,35 +44,35 @@ void CollisionObject3DSW::add_shape(Shape3DSW *p_shape, const Transform3D &p_tra
p_shape->add_owner(this);
if (!pending_shape_update_list.in_list()) {
- PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
}
-void CollisionObject3DSW::set_shape(int p_index, Shape3DSW *p_shape) {
+void GodotCollisionObject3D::set_shape(int p_index, GodotShape3D *p_shape) {
ERR_FAIL_INDEX(p_index, shapes.size());
shapes[p_index].shape->remove_owner(this);
shapes.write[p_index].shape = p_shape;
p_shape->add_owner(this);
if (!pending_shape_update_list.in_list()) {
- PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
}
-void CollisionObject3DSW::set_shape_transform(int p_index, const Transform3D &p_transform) {
+void GodotCollisionObject3D::set_shape_transform(int p_index, const Transform3D &p_transform) {
ERR_FAIL_INDEX(p_index, shapes.size());
shapes.write[p_index].xform = p_transform;
shapes.write[p_index].xform_inv = p_transform.affine_inverse();
if (!pending_shape_update_list.in_list()) {
- PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
}
-void CollisionObject3DSW::set_shape_disabled(int p_idx, bool p_disabled) {
+void GodotCollisionObject3D::set_shape_disabled(int p_idx, bool p_disabled) {
ERR_FAIL_INDEX(p_idx, shapes.size());
- CollisionObject3DSW::Shape &shape = shapes.write[p_idx];
+ GodotCollisionObject3D::Shape &shape = shapes.write[p_idx];
if (shape.disabled == p_disabled) {
return;
}
@@ -86,16 +87,16 @@ void CollisionObject3DSW::set_shape_disabled(int p_idx, bool p_disabled) {
space->get_broadphase()->remove(shape.bpid);
shape.bpid = 0;
if (!pending_shape_update_list.in_list()) {
- PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
} else if (!p_disabled && shape.bpid == 0) {
if (!pending_shape_update_list.in_list()) {
- PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
}
}
-void CollisionObject3DSW::remove_shape(Shape3DSW *p_shape) {
+void GodotCollisionObject3D::remove_shape(GodotShape3D *p_shape) {
//remove a shape, all the times it appears
for (int i = 0; i < shapes.size(); i++) {
if (shapes[i].shape == p_shape) {
@@ -105,7 +106,7 @@ void CollisionObject3DSW::remove_shape(Shape3DSW *p_shape) {
}
}
-void CollisionObject3DSW::remove_shape(int p_index) {
+void GodotCollisionObject3D::remove_shape(int p_index) {
//remove anything from shape to be erased to end, so subindices don't change
ERR_FAIL_INDEX(p_index, shapes.size());
for (int i = p_index; i < shapes.size(); i++) {
@@ -120,11 +121,11 @@ void CollisionObject3DSW::remove_shape(int p_index) {
shapes.remove(p_index);
if (!pending_shape_update_list.in_list()) {
- PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
}
-void CollisionObject3DSW::_set_static(bool p_static) {
+void GodotCollisionObject3D::_set_static(bool p_static) {
if (_static == p_static) {
return;
}
@@ -141,7 +142,7 @@ void CollisionObject3DSW::_set_static(bool p_static) {
}
}
-void CollisionObject3DSW::_unregister_shapes() {
+void GodotCollisionObject3D::_unregister_shapes() {
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes.write[i];
if (s.bpid > 0) {
@@ -151,7 +152,7 @@ void CollisionObject3DSW::_unregister_shapes() {
}
}
-void CollisionObject3DSW::_update_shapes() {
+void GodotCollisionObject3D::_update_shapes() {
if (!space) {
return;
}
@@ -170,7 +171,7 @@ void CollisionObject3DSW::_update_shapes() {
s.aabb_cache = shape_aabb;
Vector3 scale = xform.get_basis().get_scale();
- s.area_cache = s.shape->get_area() * scale.x * scale.y * scale.z;
+ s.area_cache = s.shape->get_volume() * scale.x * scale.y * scale.z;
if (s.bpid == 0) {
s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static);
@@ -181,7 +182,7 @@ void CollisionObject3DSW::_update_shapes() {
}
}
-void CollisionObject3DSW::_update_shapes_with_motion(const Vector3 &p_motion) {
+void GodotCollisionObject3D::_update_shapes_with_motion(const Vector3 &p_motion) {
if (!space) {
return;
}
@@ -208,7 +209,7 @@ void CollisionObject3DSW::_update_shapes_with_motion(const Vector3 &p_motion) {
}
}
-void CollisionObject3DSW::_set_space(Space3DSW *p_space) {
+void GodotCollisionObject3D::_set_space(GodotSpace3D *p_space) {
if (space) {
space->remove_object(this);
@@ -229,12 +230,12 @@ void CollisionObject3DSW::_set_space(Space3DSW *p_space) {
}
}
-void CollisionObject3DSW::_shape_changed() {
+void GodotCollisionObject3D::_shape_changed() {
_update_shapes();
_shapes_changed();
}
-CollisionObject3DSW::CollisionObject3DSW(Type p_type) :
+GodotCollisionObject3D::GodotCollisionObject3D(Type p_type) :
pending_shape_update_list(this) {
type = p_type;
}
diff --git a/servers/physics_3d/collision_object_3d_sw.h b/servers/physics_3d/godot_collision_object_3d.h
index 3aa48946b7..43558034e0 100644
--- a/servers/physics_3d/collision_object_3d_sw.h
+++ b/servers/physics_3d/godot_collision_object_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* collision_object_3d_sw.h */
+/* godot_collision_object_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,13 +28,14 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef COLLISION_OBJECT_SW_H
-#define COLLISION_OBJECT_SW_H
+#ifndef GODOT_COLLISION_OBJECT_3D_H
+#define GODOT_COLLISION_OBJECT_3D_H
+
+#include "godot_broad_phase_3d.h"
+#include "godot_shape_3d.h"
-#include "broad_phase_3d_sw.h"
#include "core/templates/self_list.h"
#include "servers/physics_server_3d.h"
-#include "shape_3d_sw.h"
#ifdef DEBUG_ENABLED
#define MAX_OBJECT_DISTANCE 3.1622776601683791e+18
@@ -42,9 +43,9 @@
#define MAX_OBJECT_DISTANCE_X2 (MAX_OBJECT_DISTANCE * MAX_OBJECT_DISTANCE)
#endif
-class Space3DSW;
+class GodotSpace3D;
-class CollisionObject3DSW : public ShapeOwner3DSW {
+class GodotCollisionObject3D : public GodotShapeOwner3D {
public:
enum Type {
TYPE_AREA,
@@ -62,20 +63,20 @@ private:
struct Shape {
Transform3D xform;
Transform3D xform_inv;
- BroadPhase3DSW::ID bpid;
+ GodotBroadPhase3D::ID bpid;
AABB aabb_cache; //for rayqueries
real_t area_cache = 0.0;
- Shape3DSW *shape = nullptr;
+ GodotShape3D *shape = nullptr;
bool disabled = false;
};
Vector<Shape> shapes;
- Space3DSW *space = nullptr;
+ GodotSpace3D *space = nullptr;
Transform3D transform;
Transform3D inv_transform;
bool _static = true;
- SelfList<CollisionObject3DSW> pending_shape_update_list;
+ SelfList<GodotCollisionObject3D> pending_shape_update_list;
void _update_shapes();
@@ -98,11 +99,11 @@ protected:
void _set_static(bool p_static);
virtual void _shapes_changed() = 0;
- void _set_space(Space3DSW *p_space);
+ void _set_space(GodotSpace3D *p_space);
bool ray_pickable = true;
- CollisionObject3DSW(Type p_type);
+ GodotCollisionObject3D(Type p_type);
public:
_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
@@ -114,11 +115,11 @@ public:
void _shape_changed();
_FORCE_INLINE_ Type get_type() const { return type; }
- void add_shape(Shape3DSW *p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false);
- void set_shape(int p_index, Shape3DSW *p_shape);
+ void add_shape(GodotShape3D *p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false);
+ void set_shape(int p_index, GodotShape3D *p_shape);
void set_shape_transform(int p_index, const Transform3D &p_transform);
_FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
- _FORCE_INLINE_ Shape3DSW *get_shape(int p_index) const {
+ _FORCE_INLINE_ GodotShape3D *get_shape(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].shape;
}
@@ -141,7 +142,7 @@ public:
_FORCE_INLINE_ const Transform3D &get_transform() const { return transform; }
_FORCE_INLINE_ const Transform3D &get_inv_transform() const { return inv_transform; }
- _FORCE_INLINE_ Space3DSW *get_space() const { return space; }
+ _FORCE_INLINE_ GodotSpace3D *get_space() const { return space; }
_FORCE_INLINE_ void set_ray_pickable(bool p_enable) { ray_pickable = p_enable; }
_FORCE_INLINE_ bool is_ray_pickable() const { return ray_pickable; }
@@ -164,22 +165,22 @@ public:
}
_FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; }
- _FORCE_INLINE_ bool collides_with(CollisionObject3DSW *p_other) const {
+ _FORCE_INLINE_ bool collides_with(GodotCollisionObject3D *p_other) const {
return p_other->collision_layer & collision_mask;
}
- _FORCE_INLINE_ bool interacts_with(CollisionObject3DSW *p_other) const {
+ _FORCE_INLINE_ bool interacts_with(GodotCollisionObject3D *p_other) const {
return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask;
}
- void remove_shape(Shape3DSW *p_shape);
+ void remove_shape(GodotShape3D *p_shape);
void remove_shape(int p_index);
- virtual void set_space(Space3DSW *p_space) = 0;
+ virtual void set_space(GodotSpace3D *p_space) = 0;
_FORCE_INLINE_ bool is_static() const { return _static; }
- virtual ~CollisionObject3DSW() {}
+ virtual ~GodotCollisionObject3D() {}
};
-#endif // COLLISION_OBJECT_SW_H
+#endif // GODOT_COLLISION_OBJECT_3D_H
diff --git a/servers/physics_3d/collision_solver_3d_sw.cpp b/servers/physics_3d/godot_collision_solver_3d.cpp
index dcc363638e..686f3e4d59 100644
--- a/servers/physics_3d/collision_solver_3d_sw.cpp
+++ b/servers/physics_3d/godot_collision_solver_3d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* collision_solver_3d_sw.cpp */
+/* godot_collision_solver_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,17 +28,17 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "collision_solver_3d_sw.h"
-#include "collision_solver_3d_sat.h"
-#include "soft_body_3d_sw.h"
+#include "godot_collision_solver_3d.h"
+#include "godot_collision_solver_3d_sat.h"
+#include "godot_soft_body_3d.h"
#include "gjk_epa.h"
#define collision_solver sat_calculate_penetration
//#define collision_solver gjk_epa_calculate_penetration
-bool CollisionSolver3DSW::solve_static_world_boundary(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
- const WorldBoundaryShape3DSW *world_boundary = static_cast<const WorldBoundaryShape3DSW *>(p_shape_A);
+bool GodotCollisionSolver3D::solve_static_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
+ const GodotWorldBoundaryShape3D *world_boundary = static_cast<const GodotWorldBoundaryShape3D *>(p_shape_A);
if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
return false;
}
@@ -47,10 +47,10 @@ bool CollisionSolver3DSW::solve_static_world_boundary(const Shape3DSW *p_shape_A
static const int max_supports = 16;
Vector3 supports[max_supports];
int support_count;
- Shape3DSW::FeatureType support_type;
+ GodotShape3D::FeatureType support_type;
p_shape_B->get_supports(p_transform_B.basis.xform_inv(-p.normal).normalized(), max_supports, supports, support_count, support_type);
- if (support_type == Shape3DSW::FEATURE_CIRCLE) {
+ if (support_type == GodotShape3D::FEATURE_CIRCLE) {
ERR_FAIL_COND_V(support_count != 3, false);
Vector3 circle_pos = supports[0];
@@ -89,8 +89,8 @@ bool CollisionSolver3DSW::solve_static_world_boundary(const Shape3DSW *p_shape_A
return found;
}
-bool CollisionSolver3DSW::solve_separation_ray(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin) {
- const SeparationRayShape3DSW *ray = static_cast<const SeparationRayShape3DSW *>(p_shape_A);
+bool GodotCollisionSolver3D::solve_separation_ray(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin) {
+ const GodotSeparationRayShape3D *ray = static_cast<const GodotSeparationRayShape3D *>(p_shape_A);
Vector3 from = p_transform_A.origin;
Vector3 to = from + p_transform_A.basis.get_axis(2) * (ray->get_length() + p_margin);
@@ -102,7 +102,7 @@ bool CollisionSolver3DSW::solve_separation_ray(const Shape3DSW *p_shape_A, const
to = ai.xform(to);
Vector3 p, n;
- if (!p_shape_B->intersect_segment(from, to, p, n)) {
+ if (!p_shape_B->intersect_segment(from, to, p, n, true)) {
return false;
}
@@ -134,13 +134,13 @@ bool CollisionSolver3DSW::solve_separation_ray(const Shape3DSW *p_shape_A, const
struct _SoftBodyContactCollisionInfo {
int node_index = 0;
- CollisionSolver3DSW::CallbackResult result_callback = nullptr;
+ GodotCollisionSolver3D::CallbackResult result_callback = nullptr;
void *userdata = nullptr;
bool swap_result = false;
int contact_count = 0;
};
-void CollisionSolver3DSW::soft_body_contact_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) {
+void GodotCollisionSolver3D::soft_body_contact_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) {
_SoftBodyContactCollisionInfo &cinfo = *(_SoftBodyContactCollisionInfo *)(p_userdata);
++cinfo.contact_count;
@@ -157,9 +157,9 @@ void CollisionSolver3DSW::soft_body_contact_callback(const Vector3 &p_point_A, i
}
struct _SoftBodyQueryInfo {
- SoftBody3DSW *soft_body = nullptr;
- const Shape3DSW *shape_A = nullptr;
- const Shape3DSW *shape_B = nullptr;
+ GodotSoftBody3D *soft_body = nullptr;
+ const GodotShape3D *shape_A = nullptr;
+ const GodotShape3D *shape_B = nullptr;
Transform3D transform_A;
Transform3D node_transform;
_SoftBodyContactCollisionInfo contact_info;
@@ -169,7 +169,7 @@ struct _SoftBodyQueryInfo {
#endif
};
-bool CollisionSolver3DSW::soft_body_query_callback(uint32_t p_node_index, void *p_userdata) {
+bool GodotCollisionSolver3D::soft_body_query_callback(uint32_t p_node_index, void *p_userdata) {
_SoftBodyQueryInfo &query_cinfo = *(_SoftBodyQueryInfo *)(p_userdata);
Vector3 node_position = query_cinfo.soft_body->get_node_position(p_node_index);
@@ -188,7 +188,7 @@ bool CollisionSolver3DSW::soft_body_query_callback(uint32_t p_node_index, void *
return (collided && !query_cinfo.contact_info.result_callback);
}
-bool CollisionSolver3DSW::soft_body_concave_callback(void *p_userdata, Shape3DSW *p_convex) {
+bool GodotCollisionSolver3D::soft_body_concave_callback(void *p_userdata, GodotShape3D *p_convex) {
_SoftBodyQueryInfo &query_cinfo = *(_SoftBodyQueryInfo *)(p_userdata);
query_cinfo.shape_A = p_convex;
@@ -220,15 +220,15 @@ bool CollisionSolver3DSW::soft_body_concave_callback(void *p_userdata, Shape3DSW
return (collided && !query_cinfo.contact_info.result_callback);
}
-bool CollisionSolver3DSW::solve_soft_body(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
- const SoftBodyShape3DSW *soft_body_shape_B = static_cast<const SoftBodyShape3DSW *>(p_shape_B);
+bool GodotCollisionSolver3D::solve_soft_body(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
+ const GodotSoftBodyShape3D *soft_body_shape_B = static_cast<const GodotSoftBodyShape3D *>(p_shape_B);
- SoftBody3DSW *soft_body = soft_body_shape_B->get_soft_body();
+ GodotSoftBody3D *soft_body = soft_body_shape_B->get_soft_body();
const Transform3D &world_to_local = soft_body->get_inv_transform();
const real_t collision_margin = soft_body->get_collision_margin();
- SphereShape3DSW sphere_shape;
+ GodotSphereShape3D sphere_shape;
sphere_shape.set_data(collision_margin);
_SoftBodyQueryInfo query_cinfo;
@@ -243,7 +243,7 @@ bool CollisionSolver3DSW::solve_soft_body(const Shape3DSW *p_shape_A, const Tran
if (p_shape_A->is_concave()) {
// In case of concave shape, query convex shapes first.
- const ConcaveShape3DSW *concave_shape_A = static_cast<const ConcaveShape3DSW *>(p_shape_A);
+ const GodotConcaveShape3D *concave_shape_A = static_cast<const GodotConcaveShape3D *>(p_shape_A);
AABB soft_body_aabb = soft_body->get_bounds();
soft_body_aabb.grow_by(collision_margin);
@@ -277,9 +277,9 @@ bool CollisionSolver3DSW::solve_soft_body(const Shape3DSW *p_shape_A, const Tran
struct _ConcaveCollisionInfo {
const Transform3D *transform_A;
- const Shape3DSW *shape_A;
+ const GodotShape3D *shape_A;
const Transform3D *transform_B;
- CollisionSolver3DSW::CallbackResult result_callback;
+ GodotCollisionSolver3D::CallbackResult result_callback;
void *userdata;
bool swap_result;
bool collided;
@@ -291,7 +291,7 @@ struct _ConcaveCollisionInfo {
Vector3 close_A, close_B;
};
-bool CollisionSolver3DSW::concave_callback(void *p_userdata, Shape3DSW *p_convex) {
+bool GodotCollisionSolver3D::concave_callback(void *p_userdata, GodotShape3D *p_convex) {
_ConcaveCollisionInfo &cinfo = *(_ConcaveCollisionInfo *)(p_userdata);
cinfo.aabb_tests++;
@@ -307,8 +307,8 @@ bool CollisionSolver3DSW::concave_callback(void *p_userdata, Shape3DSW *p_convex
return !cinfo.result_callback;
}
-bool CollisionSolver3DSW::solve_concave(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A, real_t p_margin_B) {
- const ConcaveShape3DSW *concave_B = static_cast<const ConcaveShape3DSW *>(p_shape_B);
+bool GodotCollisionSolver3D::solve_concave(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A, real_t p_margin_B) {
+ const GodotConcaveShape3D *concave_B = static_cast<const GodotConcaveShape3D *>(p_shape_B);
_ConcaveCollisionInfo cinfo;
cinfo.transform_A = &p_transform_A;
@@ -351,7 +351,7 @@ bool CollisionSolver3DSW::solve_concave(const Shape3DSW *p_shape_A, const Transf
return cinfo.collided;
}
-bool CollisionSolver3DSW::solve_static(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, Vector3 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) {
+bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, Vector3 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) {
PhysicsServer3D::ShapeType type_A = p_shape_A->get_type();
PhysicsServer3D::ShapeType type_B = p_shape_B->get_type();
bool concave_A = p_shape_A->is_concave();
@@ -421,7 +421,7 @@ bool CollisionSolver3DSW::solve_static(const Shape3DSW *p_shape_A, const Transfo
}
}
-bool CollisionSolver3DSW::concave_distance_callback(void *p_userdata, Shape3DSW *p_convex) {
+bool GodotCollisionSolver3D::concave_distance_callback(void *p_userdata, GodotShape3D *p_convex) {
_ConcaveCollisionInfo &cinfo = *(_ConcaveCollisionInfo *)(p_userdata);
cinfo.aabb_tests++;
@@ -443,8 +443,8 @@ bool CollisionSolver3DSW::concave_distance_callback(void *p_userdata, Shape3DSW
return false;
}
-bool CollisionSolver3DSW::solve_distance_world_boundary(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B) {
- const WorldBoundaryShape3DSW *world_boundary = static_cast<const WorldBoundaryShape3DSW *>(p_shape_A);
+bool GodotCollisionSolver3D::solve_distance_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B) {
+ const GodotWorldBoundaryShape3D *world_boundary = static_cast<const GodotWorldBoundaryShape3D *>(p_shape_A);
if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
return false;
}
@@ -453,11 +453,11 @@ bool CollisionSolver3DSW::solve_distance_world_boundary(const Shape3DSW *p_shape
static const int max_supports = 16;
Vector3 supports[max_supports];
int support_count;
- Shape3DSW::FeatureType support_type;
+ GodotShape3D::FeatureType support_type;
p_shape_B->get_supports(p_transform_B.basis.xform_inv(-p.normal).normalized(), max_supports, supports, support_count, support_type);
- if (support_type == Shape3DSW::FEATURE_CIRCLE) {
+ if (support_type == GodotShape3D::FEATURE_CIRCLE) {
ERR_FAIL_COND_V(support_count != 3, false);
Vector3 circle_pos = supports[0];
@@ -495,7 +495,7 @@ bool CollisionSolver3DSW::solve_distance_world_boundary(const Shape3DSW *p_shape
return collided;
}
-bool CollisionSolver3DSW::solve_distance(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B, const AABB &p_concave_hint, Vector3 *r_sep_axis) {
+bool GodotCollisionSolver3D::solve_distance(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B, const AABB &p_concave_hint, Vector3 *r_sep_axis) {
if (p_shape_A->is_concave()) {
return false;
}
@@ -512,7 +512,7 @@ bool CollisionSolver3DSW::solve_distance(const Shape3DSW *p_shape_A, const Trans
return false;
}
- const ConcaveShape3DSW *concave_B = static_cast<const ConcaveShape3DSW *>(p_shape_B);
+ const GodotConcaveShape3D *concave_B = static_cast<const GodotConcaveShape3D *>(p_shape_B);
_ConcaveCollisionInfo cinfo;
cinfo.transform_A = &p_transform_A;
@@ -547,7 +547,7 @@ bool CollisionSolver3DSW::solve_distance(const Shape3DSW *p_shape_A, const Trans
real_t smin, smax;
if (use_cc_hint) {
- cc_hint_aabb.project_range_in_plane(Plane(axis, 0), smin, smax);
+ cc_hint_aabb.project_range_in_plane(Plane(axis), smin, smax);
} else {
p_shape_A->project_range(axis, rel_transform, smin, smax);
}
diff --git a/servers/physics_3d/collision_solver_3d_sw.h b/servers/physics_3d/godot_collision_solver_3d.h
index 0a9ea7c0eb..133635ca7e 100644
--- a/servers/physics_3d/collision_solver_3d_sw.h
+++ b/servers/physics_3d/godot_collision_solver_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* collision_solver_3d_sw.h */
+/* godot_collision_solver_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,30 +28,30 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef COLLISION_SOLVER_SW_H
-#define COLLISION_SOLVER_SW_H
+#ifndef GODOT_COLLISION_SOLVER_3D_H
+#define GODOT_COLLISION_SOLVER_3D_H
-#include "shape_3d_sw.h"
+#include "godot_shape_3d.h"
-class CollisionSolver3DSW {
+class GodotCollisionSolver3D {
public:
typedef void (*CallbackResult)(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata);
private:
static bool soft_body_query_callback(uint32_t p_node_index, void *p_userdata);
static void soft_body_contact_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata);
- static bool soft_body_concave_callback(void *p_userdata, Shape3DSW *p_convex);
- static bool concave_callback(void *p_userdata, Shape3DSW *p_convex);
- static bool solve_static_world_boundary(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
- static bool solve_separation_ray(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin = 0);
- static bool solve_soft_body(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
- static bool solve_concave(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A = 0, real_t p_margin_B = 0);
- static bool concave_distance_callback(void *p_userdata, Shape3DSW *p_convex);
- static bool solve_distance_world_boundary(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B);
+ static bool soft_body_concave_callback(void *p_userdata, GodotShape3D *p_convex);
+ static bool concave_callback(void *p_userdata, GodotShape3D *p_convex);
+ static bool solve_static_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
+ static bool solve_separation_ray(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin = 0);
+ static bool solve_soft_body(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
+ static bool solve_concave(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A = 0, real_t p_margin_B = 0);
+ static bool concave_distance_callback(void *p_userdata, GodotShape3D *p_convex);
+ static bool solve_distance_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B);
public:
- static bool solve_static(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, Vector3 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
- static bool solve_distance(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B, const AABB &p_concave_hint, Vector3 *r_sep_axis = nullptr);
+ static bool solve_static(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, Vector3 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
+ static bool solve_distance(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B, const AABB &p_concave_hint, Vector3 *r_sep_axis = nullptr);
};
-#endif // COLLISION_SOLVER__SW_H
+#endif // GODOT_COLLISION_SOLVER_3D_H
diff --git a/servers/physics_3d/collision_solver_3d_sat.cpp b/servers/physics_3d/godot_collision_solver_3d_sat.cpp
index 76738bb746..0790333f65 100644
--- a/servers/physics_3d/collision_solver_3d_sat.cpp
+++ b/servers/physics_3d/godot_collision_solver_3d_sat.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* collision_solver_3d_sat.cpp */
+/* godot_collision_solver_3d_sat.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,11 +28,12 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "collision_solver_3d_sat.h"
-#include "core/math/geometry_3d.h"
+#include "godot_collision_solver_3d_sat.h"
#include "gjk_epa.h"
+#include "core/math/geometry_3d.h"
+
#define fallback_collision_solver gjk_epa_calculate_penetration
// Cylinder SAT analytic methods and face-circle contact points for cylinder-trimesh and cylinder-box collision are based on ODE colliders.
@@ -65,7 +66,7 @@
*************************************************************************/
struct _CollectorCallback {
- CollisionSolver3DSW::CallbackResult callback;
+ GodotCollisionSolver3D::CallbackResult callback;
void *userdata = nullptr;
bool swap = false;
bool collided = false;
@@ -183,7 +184,7 @@ static void _generate_contacts_edge_circle(const Vector3 *p_points_A, int p_poin
real_t circle_B_radius = circle_B_line_1.length();
Vector3 circle_B_normal = circle_B_line_1.cross(circle_B_line_2).normalized();
- Plane circle_plane(circle_B_pos, circle_B_normal);
+ Plane circle_plane(circle_B_normal, circle_B_pos);
static const int max_clip = 2;
Vector3 contact_points[max_clip];
@@ -299,7 +300,7 @@ static void _generate_contacts_face_face(const Vector3 *p_points_A, int p_point_
Vector3 clip_normal = (edge0_B - edge1_B).cross(plane_B.normal).normalized();
// make a clip plane
- Plane clip(edge0_B, clip_normal);
+ Plane clip(clip_normal, edge0_B);
// avoid double clip if A is edge
int dst_idx = 0;
bool edge = clipbuf_len == 2;
@@ -385,7 +386,7 @@ static void _generate_contacts_face_circle(const Vector3 *p_points_A, int p_poin
// Clip face with circle plane.
Vector3 circle_B_normal = circle_B_line_1.cross(circle_B_line_2).normalized();
- Plane circle_plane(circle_B_pos, circle_B_normal);
+ Plane circle_plane(circle_B_normal, circle_B_pos);
static const int max_clip = 32;
Vector3 contact_points[max_clip];
@@ -522,7 +523,7 @@ static void _generate_contacts_circle_circle(const Vector3 *p_points_A, int p_po
}
}
- Plane circle_B_plane(circle_B_pos, circle_B_normal);
+ Plane circle_B_plane(circle_B_normal, circle_B_pos);
// Generate contact points.
for (int i = 0; i < num_points; i++) {
@@ -539,7 +540,7 @@ static void _generate_contacts_circle_circle(const Vector3 *p_points_A, int p_po
}
}
-static void _generate_contacts_from_supports(const Vector3 *p_points_A, int p_point_count_A, Shape3DSW::FeatureType p_feature_type_A, const Vector3 *p_points_B, int p_point_count_B, Shape3DSW::FeatureType p_feature_type_B, _CollectorCallback *p_callback) {
+static void _generate_contacts_from_supports(const Vector3 *p_points_A, int p_point_count_A, GodotShape3D::FeatureType p_feature_type_A, const Vector3 *p_points_B, int p_point_count_B, GodotShape3D::FeatureType p_feature_type_B, _CollectorCallback *p_callback) {
#ifdef DEBUG_ENABLED
ERR_FAIL_COND(p_point_count_A < 1);
ERR_FAIL_COND(p_point_count_B < 1);
@@ -713,7 +714,7 @@ public:
Vector3 supports_A[max_supports];
int support_count_A;
- Shape3DSW::FeatureType support_type_A;
+ GodotShape3D::FeatureType support_type_A;
shape_A->get_supports(transform_A->basis.xform_inv(-best_axis).normalized(), max_supports, supports_A, support_count_A, support_type_A);
for (int i = 0; i < support_count_A; i++) {
supports_A[i] = transform_A->xform(supports_A[i]);
@@ -727,7 +728,7 @@ public:
Vector3 supports_B[max_supports];
int support_count_B;
- Shape3DSW::FeatureType support_type_B;
+ GodotShape3D::FeatureType support_type_B;
shape_B->get_supports(transform_B->basis.xform_inv(best_axis).normalized(), max_supports, supports_B, support_count_B, support_type_B);
for (int i = 0; i < support_count_B; i++) {
supports_B[i] = transform_B->xform(supports_B[i]);
@@ -761,14 +762,14 @@ public:
/****** SAT TESTS *******/
-typedef void (*CollisionFunc)(const Shape3DSW *, const Transform3D &, const Shape3DSW *, const Transform3D &, _CollectorCallback *p_callback, real_t, real_t);
+typedef void (*CollisionFunc)(const GodotShape3D *, const Transform3D &, const GodotShape3D *, const Transform3D &, _CollectorCallback *p_callback, real_t, real_t);
template <bool withMargin>
-static void _collision_sphere_sphere(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a);
- const SphereShape3DSW *sphere_B = static_cast<const SphereShape3DSW *>(p_b);
+static void _collision_sphere_sphere(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
+ const GodotSphereShape3D *sphere_B = static_cast<const GodotSphereShape3D *>(p_b);
- SeparatorAxisTest<SphereShape3DSW, SphereShape3DSW, withMargin> separator(sphere_A, p_transform_a, sphere_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotSphereShape3D, GodotSphereShape3D, withMargin> separator(sphere_A, p_transform_a, sphere_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
// previous axis
@@ -784,11 +785,11 @@ static void _collision_sphere_sphere(const Shape3DSW *p_a, const Transform3D &p_
}
template <bool withMargin>
-static void _collision_sphere_box(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a);
- const BoxShape3DSW *box_B = static_cast<const BoxShape3DSW *>(p_b);
+static void _collision_sphere_box(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
+ const GodotBoxShape3D *box_B = static_cast<const GodotBoxShape3D *>(p_b);
- SeparatorAxisTest<SphereShape3DSW, BoxShape3DSW, withMargin> separator(sphere_A, p_transform_a, box_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotSphereShape3D, GodotBoxShape3D, withMargin> separator(sphere_A, p_transform_a, box_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
if (!separator.test_previous_axis()) {
return;
@@ -835,11 +836,11 @@ static void _collision_sphere_box(const Shape3DSW *p_a, const Transform3D &p_tra
}
template <bool withMargin>
-static void _collision_sphere_capsule(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a);
- const CapsuleShape3DSW *capsule_B = static_cast<const CapsuleShape3DSW *>(p_b);
+static void _collision_sphere_capsule(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
+ const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b);
- SeparatorAxisTest<SphereShape3DSW, CapsuleShape3DSW, withMargin> separator(sphere_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotSphereShape3D, GodotCapsuleShape3D, withMargin> separator(sphere_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
if (!separator.test_previous_axis()) {
return;
@@ -877,11 +878,11 @@ static void _collision_sphere_capsule(const Shape3DSW *p_a, const Transform3D &p
}
template <bool withMargin>
-static void _collision_sphere_cylinder(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a);
- const CylinderShape3DSW *cylinder_B = static_cast<const CylinderShape3DSW *>(p_b);
+static void _collision_sphere_cylinder(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
+ const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b);
- SeparatorAxisTest<SphereShape3DSW, CylinderShape3DSW, withMargin> separator(sphere_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotSphereShape3D, GodotCylinderShape3D, withMargin> separator(sphere_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
if (!separator.test_previous_axis()) {
return;
@@ -936,11 +937,11 @@ static void _collision_sphere_cylinder(const Shape3DSW *p_a, const Transform3D &
}
template <bool withMargin>
-static void _collision_sphere_convex_polygon(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a);
- const ConvexPolygonShape3DSW *convex_polygon_B = static_cast<const ConvexPolygonShape3DSW *>(p_b);
+static void _collision_sphere_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
+ const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b);
- SeparatorAxisTest<SphereShape3DSW, ConvexPolygonShape3DSW, withMargin> separator(sphere_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotSphereShape3D, GodotConvexPolygonShape3D, withMargin> separator(sphere_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
if (!separator.test_previous_axis()) {
return;
@@ -999,11 +1000,11 @@ static void _collision_sphere_convex_polygon(const Shape3DSW *p_a, const Transfo
}
template <bool withMargin>
-static void _collision_sphere_face(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a);
- const FaceShape3DSW *face_B = static_cast<const FaceShape3DSW *>(p_b);
+static void _collision_sphere_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
+ const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b);
- SeparatorAxisTest<SphereShape3DSW, FaceShape3DSW, withMargin> separator(sphere_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotSphereShape3D, GodotFaceShape3D, withMargin> separator(sphere_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
Vector3 vertex[3] = {
p_transform_b.xform(face_B->vertex[0]),
@@ -1044,11 +1045,11 @@ static void _collision_sphere_face(const Shape3DSW *p_a, const Transform3D &p_tr
}
template <bool withMargin>
-static void _collision_box_box(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const BoxShape3DSW *box_A = static_cast<const BoxShape3DSW *>(p_a);
- const BoxShape3DSW *box_B = static_cast<const BoxShape3DSW *>(p_b);
+static void _collision_box_box(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a);
+ const GodotBoxShape3D *box_B = static_cast<const GodotBoxShape3D *>(p_b);
- SeparatorAxisTest<BoxShape3DSW, BoxShape3DSW, withMargin> separator(box_A, p_transform_a, box_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotBoxShape3D, GodotBoxShape3D, withMargin> separator(box_A, p_transform_a, box_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
if (!separator.test_previous_axis()) {
return;
@@ -1142,11 +1143,11 @@ static void _collision_box_box(const Shape3DSW *p_a, const Transform3D &p_transf
}
template <bool withMargin>
-static void _collision_box_capsule(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const BoxShape3DSW *box_A = static_cast<const BoxShape3DSW *>(p_a);
- const CapsuleShape3DSW *capsule_B = static_cast<const CapsuleShape3DSW *>(p_b);
+static void _collision_box_capsule(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a);
+ const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b);
- SeparatorAxisTest<BoxShape3DSW, CapsuleShape3DSW, withMargin> separator(box_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotBoxShape3D, GodotCapsuleShape3D, withMargin> separator(box_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
if (!separator.test_previous_axis()) {
return;
@@ -1194,7 +1195,7 @@ static void _collision_box_capsule(const Shape3DSW *p_a, const Transform3D &p_tr
}
//Vector3 axis = (point - cyl_axis * cyl_axis.dot(point)).normalized();
- Vector3 axis = Plane(cyl_axis, 0).project(point).normalized();
+ Vector3 axis = Plane(cyl_axis).project(point).normalized();
if (!separator.test_axis(axis)) {
return;
@@ -1240,11 +1241,11 @@ static void _collision_box_capsule(const Shape3DSW *p_a, const Transform3D &p_tr
}
template <bool withMargin>
-static void _collision_box_cylinder(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const BoxShape3DSW *box_A = static_cast<const BoxShape3DSW *>(p_a);
- const CylinderShape3DSW *cylinder_B = static_cast<const CylinderShape3DSW *>(p_b);
+static void _collision_box_cylinder(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a);
+ const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b);
- SeparatorAxisTest<BoxShape3DSW, CylinderShape3DSW, withMargin> separator(box_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotBoxShape3D, GodotCylinderShape3D, withMargin> separator(box_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
if (!separator.test_previous_axis()) {
return;
@@ -1303,7 +1304,7 @@ static void _collision_box_cylinder(const Shape3DSW *p_a, const Transform3D &p_t
// Points of A, cylinder lateral surface.
for (int i = 0; i < 8; i++) {
const Vector3 &point = vertices_A[i];
- Vector3 axis = Plane(cyl_axis, 0).project(point).normalized();
+ Vector3 axis = Plane(cyl_axis).project(point).normalized();
if (!separator.test_axis(axis)) {
return;
@@ -1353,11 +1354,11 @@ static void _collision_box_cylinder(const Shape3DSW *p_a, const Transform3D &p_t
}
template <bool withMargin>
-static void _collision_box_convex_polygon(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const BoxShape3DSW *box_A = static_cast<const BoxShape3DSW *>(p_a);
- const ConvexPolygonShape3DSW *convex_polygon_B = static_cast<const ConvexPolygonShape3DSW *>(p_b);
+static void _collision_box_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a);
+ const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b);
- SeparatorAxisTest<BoxShape3DSW, ConvexPolygonShape3DSW, withMargin> separator(box_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotBoxShape3D, GodotConvexPolygonShape3D, withMargin> separator(box_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
if (!separator.test_previous_axis()) {
return;
@@ -1471,11 +1472,11 @@ static void _collision_box_convex_polygon(const Shape3DSW *p_a, const Transform3
}
template <bool withMargin>
-static void _collision_box_face(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const BoxShape3DSW *box_A = static_cast<const BoxShape3DSW *>(p_a);
- const FaceShape3DSW *face_B = static_cast<const FaceShape3DSW *>(p_b);
+static void _collision_box_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a);
+ const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b);
- SeparatorAxisTest<BoxShape3DSW, FaceShape3DSW, withMargin> separator(box_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotBoxShape3D, GodotFaceShape3D, withMargin> separator(box_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
Vector3 vertex[3] = {
p_transform_b.xform(face_B->vertex[0]),
@@ -1594,11 +1595,11 @@ static void _collision_box_face(const Shape3DSW *p_a, const Transform3D &p_trans
}
template <bool withMargin>
-static void _collision_capsule_capsule(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const CapsuleShape3DSW *capsule_A = static_cast<const CapsuleShape3DSW *>(p_a);
- const CapsuleShape3DSW *capsule_B = static_cast<const CapsuleShape3DSW *>(p_b);
+static void _collision_capsule_capsule(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a);
+ const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b);
- SeparatorAxisTest<CapsuleShape3DSW, CapsuleShape3DSW, withMargin> separator(capsule_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotCapsuleShape3D, GodotCapsuleShape3D, withMargin> separator(capsule_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
if (!separator.test_previous_axis()) {
return;
@@ -1658,11 +1659,11 @@ static void _collision_capsule_capsule(const Shape3DSW *p_a, const Transform3D &
}
template <bool withMargin>
-static void _collision_capsule_cylinder(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const CapsuleShape3DSW *capsule_A = static_cast<const CapsuleShape3DSW *>(p_a);
- const CylinderShape3DSW *cylinder_B = static_cast<const CylinderShape3DSW *>(p_b);
+static void _collision_capsule_cylinder(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a);
+ const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b);
- SeparatorAxisTest<CapsuleShape3DSW, CylinderShape3DSW, withMargin> separator(capsule_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotCapsuleShape3D, GodotCylinderShape3D, withMargin> separator(capsule_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
if (!separator.test_previous_axis()) {
return;
@@ -1709,7 +1710,7 @@ static void _collision_capsule_cylinder(const Shape3DSW *p_a, const Transform3D
return;
}
- CollisionSolver3DSW::CallbackResult callback = SeparatorAxisTest<CapsuleShape3DSW, CylinderShape3DSW, withMargin>::test_contact_points;
+ GodotCollisionSolver3D::CallbackResult callback = SeparatorAxisTest<GodotCapsuleShape3D, GodotCylinderShape3D, withMargin>::test_contact_points;
// Fallback to generic algorithm to find the best separating axis.
if (!fallback_collision_solver(p_a, p_transform_a, p_b, p_transform_b, callback, &separator, false, p_margin_a, p_margin_b)) {
@@ -1720,11 +1721,11 @@ static void _collision_capsule_cylinder(const Shape3DSW *p_a, const Transform3D
}
template <bool withMargin>
-static void _collision_capsule_convex_polygon(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const CapsuleShape3DSW *capsule_A = static_cast<const CapsuleShape3DSW *>(p_a);
- const ConvexPolygonShape3DSW *convex_polygon_B = static_cast<const ConvexPolygonShape3DSW *>(p_b);
+static void _collision_capsule_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a);
+ const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b);
- SeparatorAxisTest<CapsuleShape3DSW, ConvexPolygonShape3DSW, withMargin> separator(capsule_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotCapsuleShape3D, GodotConvexPolygonShape3D, withMargin> separator(capsule_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
if (!separator.test_previous_axis()) {
return;
@@ -1787,11 +1788,11 @@ static void _collision_capsule_convex_polygon(const Shape3DSW *p_a, const Transf
}
template <bool withMargin>
-static void _collision_capsule_face(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const CapsuleShape3DSW *capsule_A = static_cast<const CapsuleShape3DSW *>(p_a);
- const FaceShape3DSW *face_B = static_cast<const FaceShape3DSW *>(p_b);
+static void _collision_capsule_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a);
+ const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b);
- SeparatorAxisTest<CapsuleShape3DSW, FaceShape3DSW, withMargin> separator(capsule_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotCapsuleShape3D, GodotFaceShape3D, withMargin> separator(capsule_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
Vector3 vertex[3] = {
p_transform_b.xform(face_B->vertex[0]),
@@ -1861,11 +1862,11 @@ static void _collision_capsule_face(const Shape3DSW *p_a, const Transform3D &p_t
}
template <bool withMargin>
-static void _collision_cylinder_cylinder(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const CylinderShape3DSW *cylinder_A = static_cast<const CylinderShape3DSW *>(p_a);
- const CylinderShape3DSW *cylinder_B = static_cast<const CylinderShape3DSW *>(p_b);
+static void _collision_cylinder_cylinder(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotCylinderShape3D *cylinder_A = static_cast<const GodotCylinderShape3D *>(p_a);
+ const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b);
- SeparatorAxisTest<CylinderShape3DSW, CylinderShape3DSW, withMargin> separator(cylinder_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotCylinderShape3D, GodotCylinderShape3D, withMargin> separator(cylinder_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
Vector3 cylinder_A_axis = p_transform_a.basis.get_axis(1);
Vector3 cylinder_B_axis = p_transform_b.basis.get_axis(1);
@@ -1904,7 +1905,7 @@ static void _collision_cylinder_cylinder(const Shape3DSW *p_a, const Transform3D
return;
}
- CollisionSolver3DSW::CallbackResult callback = SeparatorAxisTest<CylinderShape3DSW, CylinderShape3DSW, withMargin>::test_contact_points;
+ GodotCollisionSolver3D::CallbackResult callback = SeparatorAxisTest<GodotCylinderShape3D, GodotCylinderShape3D, withMargin>::test_contact_points;
// Fallback to generic algorithm to find the best separating axis.
if (!fallback_collision_solver(p_a, p_transform_a, p_b, p_transform_b, callback, &separator, false, p_margin_a, p_margin_b)) {
@@ -1915,13 +1916,13 @@ static void _collision_cylinder_cylinder(const Shape3DSW *p_a, const Transform3D
}
template <bool withMargin>
-static void _collision_cylinder_convex_polygon(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const CylinderShape3DSW *cylinder_A = static_cast<const CylinderShape3DSW *>(p_a);
- const ConvexPolygonShape3DSW *convex_polygon_B = static_cast<const ConvexPolygonShape3DSW *>(p_b);
+static void _collision_cylinder_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotCylinderShape3D *cylinder_A = static_cast<const GodotCylinderShape3D *>(p_a);
+ const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b);
- SeparatorAxisTest<CylinderShape3DSW, ConvexPolygonShape3DSW, withMargin> separator(cylinder_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotCylinderShape3D, GodotConvexPolygonShape3D, withMargin> separator(cylinder_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
- CollisionSolver3DSW::CallbackResult callback = SeparatorAxisTest<CylinderShape3DSW, ConvexPolygonShape3DSW, withMargin>::test_contact_points;
+ GodotCollisionSolver3D::CallbackResult callback = SeparatorAxisTest<GodotCylinderShape3D, GodotConvexPolygonShape3D, withMargin>::test_contact_points;
// Fallback to generic algorithm to find the best separating axis.
if (!fallback_collision_solver(p_a, p_transform_a, p_b, p_transform_b, callback, &separator, false, p_margin_a, p_margin_b)) {
@@ -1932,11 +1933,11 @@ static void _collision_cylinder_convex_polygon(const Shape3DSW *p_a, const Trans
}
template <bool withMargin>
-static void _collision_cylinder_face(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const CylinderShape3DSW *cylinder_A = static_cast<const CylinderShape3DSW *>(p_a);
- const FaceShape3DSW *face_B = static_cast<const FaceShape3DSW *>(p_b);
+static void _collision_cylinder_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotCylinderShape3D *cylinder_A = static_cast<const GodotCylinderShape3D *>(p_a);
+ const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b);
- SeparatorAxisTest<CylinderShape3DSW, FaceShape3DSW, withMargin> separator(cylinder_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotCylinderShape3D, GodotFaceShape3D, withMargin> separator(cylinder_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
if (!separator.test_previous_axis()) {
return;
@@ -1985,7 +1986,7 @@ static void _collision_cylinder_face(const Shape3DSW *p_a, const Transform3D &p_
// Points of B, cylinder lateral surface.
for (int i = 0; i < 3; i++) {
const Vector3 &point = vertex[i];
- Vector3 axis = Plane(cyl_axis, 0).project(point).normalized();
+ Vector3 axis = Plane(cyl_axis).project(point).normalized();
if (axis.dot(normal) < 0.0) {
axis *= -1.0;
}
@@ -2037,11 +2038,11 @@ static void _collision_cylinder_face(const Shape3DSW *p_a, const Transform3D &p_
}
template <bool withMargin>
-static void _collision_convex_polygon_convex_polygon(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const ConvexPolygonShape3DSW *convex_polygon_A = static_cast<const ConvexPolygonShape3DSW *>(p_a);
- const ConvexPolygonShape3DSW *convex_polygon_B = static_cast<const ConvexPolygonShape3DSW *>(p_b);
+static void _collision_convex_polygon_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotConvexPolygonShape3D *convex_polygon_A = static_cast<const GodotConvexPolygonShape3D *>(p_a);
+ const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b);
- SeparatorAxisTest<ConvexPolygonShape3DSW, ConvexPolygonShape3DSW, withMargin> separator(convex_polygon_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotConvexPolygonShape3D, GodotConvexPolygonShape3D, withMargin> separator(convex_polygon_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
if (!separator.test_previous_axis()) {
return;
@@ -2150,11 +2151,11 @@ static void _collision_convex_polygon_convex_polygon(const Shape3DSW *p_a, const
}
template <bool withMargin>
-static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const ConvexPolygonShape3DSW *convex_polygon_A = static_cast<const ConvexPolygonShape3DSW *>(p_a);
- const FaceShape3DSW *face_B = static_cast<const FaceShape3DSW *>(p_b);
+static void _collision_convex_polygon_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotConvexPolygonShape3D *convex_polygon_A = static_cast<const GodotConvexPolygonShape3D *>(p_a);
+ const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b);
- SeparatorAxisTest<ConvexPolygonShape3DSW, FaceShape3DSW, withMargin> separator(convex_polygon_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ SeparatorAxisTest<GodotConvexPolygonShape3D, GodotFaceShape3D, withMargin> separator(convex_polygon_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
const Geometry3D::MeshData &mesh = convex_polygon_A->get_mesh();
@@ -2268,7 +2269,7 @@ static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform
separator.generate_contacts();
}
-bool sat_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CollisionSolver3DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap, Vector3 *r_prev_axis, real_t p_margin_a, real_t p_margin_b) {
+bool sat_calculate_penetration(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, GodotCollisionSolver3D::CallbackResult p_result_callback, void *p_userdata, bool p_swap, Vector3 *r_prev_axis, real_t p_margin_a, real_t p_margin_b) {
PhysicsServer3D::ShapeType type_A = p_shape_A->get_type();
ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_WORLD_BOUNDARY, false);
@@ -2366,8 +2367,8 @@ bool sat_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_
callback.collided = false;
callback.prev_axis = r_prev_axis;
- const Shape3DSW *A = p_shape_A;
- const Shape3DSW *B = p_shape_B;
+ const GodotShape3D *A = p_shape_A;
+ const GodotShape3D *B = p_shape_B;
const Transform3D *transform_A = &p_transform_A;
const Transform3D *transform_B = &p_transform_B;
real_t margin_A = p_margin_a;
diff --git a/servers/physics_3d/collision_solver_3d_sat.h b/servers/physics_3d/godot_collision_solver_3d_sat.h
index e50da7b101..069a701cba 100644
--- a/servers/physics_3d/collision_solver_3d_sat.h
+++ b/servers/physics_3d/godot_collision_solver_3d_sat.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* collision_solver_3d_sat.h */
+/* godot_collision_solver_3d_sat.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,11 +28,11 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef COLLISION_SOLVER_SAT_H
-#define COLLISION_SOLVER_SAT_H
+#ifndef GODOT_COLLISION_SOLVER_SAT_H
+#define GODOT_COLLISION_SOLVER_SAT_H
-#include "collision_solver_3d_sw.h"
+#include "godot_collision_solver_3d.h"
-bool sat_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CollisionSolver3DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, Vector3 *r_prev_axis = nullptr, real_t p_margin_a = 0, real_t p_margin_b = 0);
+bool sat_calculate_penetration(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, GodotCollisionSolver3D::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, Vector3 *r_prev_axis = nullptr, real_t p_margin_a = 0, real_t p_margin_b = 0);
-#endif // COLLISION_SOLVER_SAT_H
+#endif // GODOT_COLLISION_SOLVER_SAT_H
diff --git a/servers/physics_3d/constraint_3d_sw.h b/servers/physics_3d/godot_constraint_3d.h
index 7b44726ef5..840c81716c 100644
--- a/servers/physics_3d/constraint_3d_sw.h
+++ b/servers/physics_3d/godot_constraint_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* constraint_3d_sw.h */
+/* godot_constraint_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,14 +28,14 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef CONSTRAINT_SW_H
-#define CONSTRAINT_SW_H
+#ifndef GODOT_CONSTRAINT_3D_H
+#define GODOT_CONSTRAINT_3D_H
-class Body3DSW;
-class SoftBody3DSW;
+class GodotBody3D;
+class GodotSoftBody3D;
-class Constraint3DSW {
- Body3DSW **_body_ptr;
+class GodotConstraint3D {
+ GodotBody3D **_body_ptr;
int _body_count;
uint64_t island_step;
int priority;
@@ -44,7 +44,7 @@ class Constraint3DSW {
RID self;
protected:
- Constraint3DSW(Body3DSW **p_body_ptr = nullptr, int p_body_count = 0) {
+ GodotConstraint3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) {
_body_ptr = p_body_ptr;
_body_count = p_body_count;
island_step = 0;
@@ -59,10 +59,10 @@ public:
_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
- _FORCE_INLINE_ Body3DSW **get_body_ptr() const { return _body_ptr; }
+ _FORCE_INLINE_ GodotBody3D **get_body_ptr() const { return _body_ptr; }
_FORCE_INLINE_ int get_body_count() const { return _body_count; }
- virtual SoftBody3DSW *get_soft_body_ptr(int p_index) const { return nullptr; }
+ virtual GodotSoftBody3D *get_soft_body_ptr(int p_index) const { return nullptr; }
virtual int get_soft_body_count() const { return 0; }
_FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
@@ -75,7 +75,7 @@ public:
virtual bool pre_solve(real_t p_step) = 0;
virtual void solve(real_t p_step) = 0;
- virtual ~Constraint3DSW() {}
+ virtual ~GodotConstraint3D() {}
};
-#endif // CONSTRAINT__SW_H
+#endif // GODOT_CONSTRAINT_3D_H
diff --git a/servers/physics_3d/joints_3d_sw.h b/servers/physics_3d/godot_joint_3d.h
index e2514674ea..4086bb53e1 100644
--- a/servers/physics_3d/joints_3d_sw.h
+++ b/servers/physics_3d/godot_joint_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* joints_3d_sw.h */
+/* godot_joint_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,13 +28,13 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef JOINTS_SW_H
-#define JOINTS_SW_H
+#ifndef GODOT_JOINT_3D_H
+#define GODOT_JOINT_3D_H
-#include "body_3d_sw.h"
-#include "constraint_3d_sw.h"
+#include "godot_body_3d.h"
+#include "godot_constraint_3d.h"
-class Joint3DSW : public Constraint3DSW {
+class GodotJoint3D : public GodotConstraint3D {
protected:
bool dynamic_A = false;
bool dynamic_B = false;
@@ -44,20 +44,20 @@ public:
virtual bool pre_solve(real_t p_step) override { return true; }
virtual void solve(real_t p_step) override {}
- void copy_settings_from(Joint3DSW *p_joint) {
+ void copy_settings_from(GodotJoint3D *p_joint) {
set_self(p_joint->get_self());
set_priority(p_joint->get_priority());
disable_collisions_between_bodies(p_joint->is_disabled_collisions_between_bodies());
}
virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_MAX; }
- _FORCE_INLINE_ Joint3DSW(Body3DSW **p_body_ptr = nullptr, int p_body_count = 0) :
- Constraint3DSW(p_body_ptr, p_body_count) {
+ _FORCE_INLINE_ GodotJoint3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) :
+ GodotConstraint3D(p_body_ptr, p_body_count) {
}
- virtual ~Joint3DSW() {
+ virtual ~GodotJoint3D() {
for (int i = 0; i < get_body_count(); i++) {
- Body3DSW *body = get_body_ptr()[i];
+ GodotBody3D *body = get_body_ptr()[i];
if (body) {
body->remove_constraint(this);
}
@@ -65,4 +65,4 @@ public:
}
};
-#endif // JOINTS_SW_H
+#endif // GODOT_JOINT_3D_H
diff --git a/servers/physics_3d/godot_physics_server_3d.cpp b/servers/physics_3d/godot_physics_server_3d.cpp
new file mode 100644
index 0000000000..9acae62382
--- /dev/null
+++ b/servers/physics_3d/godot_physics_server_3d.cpp
@@ -0,0 +1,1740 @@
+/*************************************************************************/
+/* godot_physics_server_3d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "godot_physics_server_3d.h"
+
+#include "godot_body_direct_state_3d.h"
+#include "godot_broad_phase_3d_bvh.h"
+#include "joints/godot_cone_twist_joint_3d.h"
+#include "joints/godot_generic_6dof_joint_3d.h"
+#include "joints/godot_hinge_joint_3d.h"
+#include "joints/godot_pin_joint_3d.h"
+#include "joints/godot_slider_joint_3d.h"
+
+#include "core/debugger/engine_debugger.h"
+#include "core/os/os.h"
+
+#define FLUSH_QUERY_CHECK(m_object) \
+ ERR_FAIL_COND_MSG(m_object->get_space() && flushing_queries, "Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead.");
+
+RID GodotPhysicsServer3D::world_boundary_shape_create() {
+ GodotShape3D *shape = memnew(GodotWorldBoundaryShape3D);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID GodotPhysicsServer3D::separation_ray_shape_create() {
+ GodotShape3D *shape = memnew(GodotSeparationRayShape3D);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID GodotPhysicsServer3D::sphere_shape_create() {
+ GodotShape3D *shape = memnew(GodotSphereShape3D);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID GodotPhysicsServer3D::box_shape_create() {
+ GodotShape3D *shape = memnew(GodotBoxShape3D);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID GodotPhysicsServer3D::capsule_shape_create() {
+ GodotShape3D *shape = memnew(GodotCapsuleShape3D);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID GodotPhysicsServer3D::cylinder_shape_create() {
+ GodotShape3D *shape = memnew(GodotCylinderShape3D);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID GodotPhysicsServer3D::convex_polygon_shape_create() {
+ GodotShape3D *shape = memnew(GodotConvexPolygonShape3D);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID GodotPhysicsServer3D::concave_polygon_shape_create() {
+ GodotShape3D *shape = memnew(GodotConcavePolygonShape3D);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID GodotPhysicsServer3D::heightmap_shape_create() {
+ GodotShape3D *shape = memnew(GodotHeightMapShape3D);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID GodotPhysicsServer3D::custom_shape_create() {
+ ERR_FAIL_V(RID());
+}
+
+void GodotPhysicsServer3D::shape_set_data(RID p_shape, const Variant &p_data) {
+ GodotShape3D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND(!shape);
+ shape->set_data(p_data);
+};
+
+void GodotPhysicsServer3D::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) {
+ GodotShape3D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND(!shape);
+ shape->set_custom_bias(p_bias);
+}
+
+PhysicsServer3D::ShapeType GodotPhysicsServer3D::shape_get_type(RID p_shape) const {
+ const GodotShape3D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND_V(!shape, SHAPE_CUSTOM);
+ return shape->get_type();
+};
+
+Variant GodotPhysicsServer3D::shape_get_data(RID p_shape) const {
+ const GodotShape3D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND_V(!shape, Variant());
+ ERR_FAIL_COND_V(!shape->is_configured(), Variant());
+ return shape->get_data();
+};
+
+void GodotPhysicsServer3D::shape_set_margin(RID p_shape, real_t p_margin) {
+}
+
+real_t GodotPhysicsServer3D::shape_get_margin(RID p_shape) const {
+ return 0.0;
+}
+
+real_t GodotPhysicsServer3D::shape_get_custom_solver_bias(RID p_shape) const {
+ const GodotShape3D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND_V(!shape, 0);
+ return shape->get_custom_bias();
+}
+
+RID GodotPhysicsServer3D::space_create() {
+ GodotSpace3D *space = memnew(GodotSpace3D);
+ RID id = space_owner.make_rid(space);
+ space->set_self(id);
+ RID area_id = area_create();
+ GodotArea3D *area = area_owner.get_or_null(area_id);
+ ERR_FAIL_COND_V(!area, RID());
+ space->set_default_area(area);
+ area->set_space(space);
+ area->set_priority(-1);
+ RID sgb = body_create();
+ body_set_space(sgb, id);
+ body_set_mode(sgb, BODY_MODE_STATIC);
+ space->set_static_global_body(sgb);
+
+ return id;
+};
+
+void GodotPhysicsServer3D::space_set_active(RID p_space, bool p_active) {
+ GodotSpace3D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND(!space);
+ if (p_active) {
+ active_spaces.insert(space);
+ } else {
+ active_spaces.erase(space);
+ }
+}
+
+bool GodotPhysicsServer3D::space_is_active(RID p_space) const {
+ const GodotSpace3D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND_V(!space, false);
+
+ return active_spaces.has(space);
+}
+
+void GodotPhysicsServer3D::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) {
+ GodotSpace3D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND(!space);
+
+ space->set_param(p_param, p_value);
+}
+
+real_t GodotPhysicsServer3D::space_get_param(RID p_space, SpaceParameter p_param) const {
+ const GodotSpace3D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND_V(!space, 0);
+ return space->get_param(p_param);
+}
+
+PhysicsDirectSpaceState3D *GodotPhysicsServer3D::space_get_direct_state(RID p_space) {
+ GodotSpace3D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND_V(!space, nullptr);
+ ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification.");
+
+ return space->get_direct_state();
+}
+
+void GodotPhysicsServer3D::space_set_debug_contacts(RID p_space, int p_max_contacts) {
+ GodotSpace3D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND(!space);
+ space->set_debug_contacts(p_max_contacts);
+}
+
+Vector<Vector3> GodotPhysicsServer3D::space_get_contacts(RID p_space) const {
+ GodotSpace3D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND_V(!space, Vector<Vector3>());
+ return space->get_debug_contacts();
+}
+
+int GodotPhysicsServer3D::space_get_contact_count(RID p_space) const {
+ GodotSpace3D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND_V(!space, 0);
+ return space->get_debug_contact_count();
+}
+
+RID GodotPhysicsServer3D::area_create() {
+ GodotArea3D *area = memnew(GodotArea3D);
+ RID rid = area_owner.make_rid(area);
+ area->set_self(rid);
+ return rid;
+}
+
+void GodotPhysicsServer3D::area_set_space(RID p_area, RID p_space) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ GodotSpace3D *space = nullptr;
+ if (p_space.is_valid()) {
+ space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND(!space);
+ }
+
+ if (area->get_space() == space) {
+ return; //pointless
+ }
+
+ area->clear_constraints();
+ area->set_space(space);
+}
+
+RID GodotPhysicsServer3D::area_get_space(RID p_area) const {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND_V(!area, RID());
+
+ GodotSpace3D *space = area->get_space();
+ if (!space) {
+ return RID();
+ }
+ return space->get_self();
+}
+
+void GodotPhysicsServer3D::area_add_shape(RID p_area, RID p_shape, const Transform3D &p_transform, bool p_disabled) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ GodotShape3D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND(!shape);
+
+ area->add_shape(shape, p_transform, p_disabled);
+}
+
+void GodotPhysicsServer3D::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ GodotShape3D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND(!shape);
+ ERR_FAIL_COND(!shape->is_configured());
+
+ area->set_shape(p_shape_idx, shape);
+}
+
+void GodotPhysicsServer3D::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform3D &p_transform) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ area->set_shape_transform(p_shape_idx, p_transform);
+}
+
+int GodotPhysicsServer3D::area_get_shape_count(RID p_area) const {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND_V(!area, -1);
+
+ return area->get_shape_count();
+}
+
+RID GodotPhysicsServer3D::area_get_shape(RID p_area, int p_shape_idx) const {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND_V(!area, RID());
+
+ GodotShape3D *shape = area->get_shape(p_shape_idx);
+ ERR_FAIL_COND_V(!shape, RID());
+
+ return shape->get_self();
+}
+
+Transform3D GodotPhysicsServer3D::area_get_shape_transform(RID p_area, int p_shape_idx) const {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND_V(!area, Transform3D());
+
+ return area->get_shape_transform(p_shape_idx);
+}
+
+void GodotPhysicsServer3D::area_remove_shape(RID p_area, int p_shape_idx) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ area->remove_shape(p_shape_idx);
+}
+
+void GodotPhysicsServer3D::area_clear_shapes(RID p_area) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ while (area->get_shape_count()) {
+ area->remove_shape(0);
+ }
+}
+
+void GodotPhysicsServer3D::area_set_shape_disabled(RID p_area, int p_shape_idx, bool p_disabled) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+ ERR_FAIL_INDEX(p_shape_idx, area->get_shape_count());
+ FLUSH_QUERY_CHECK(area);
+ area->set_shape_disabled(p_shape_idx, p_disabled);
+}
+
+void GodotPhysicsServer3D::area_attach_object_instance_id(RID p_area, ObjectID p_id) {
+ if (space_owner.owns(p_area)) {
+ GodotSpace3D *space = space_owner.get_or_null(p_area);
+ p_area = space->get_default_area()->get_self();
+ }
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+ area->set_instance_id(p_id);
+}
+
+ObjectID GodotPhysicsServer3D::area_get_object_instance_id(RID p_area) const {
+ if (space_owner.owns(p_area)) {
+ GodotSpace3D *space = space_owner.get_or_null(p_area);
+ p_area = space->get_default_area()->get_self();
+ }
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND_V(!area, ObjectID());
+ return area->get_instance_id();
+}
+
+void GodotPhysicsServer3D::area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) {
+ if (space_owner.owns(p_area)) {
+ GodotSpace3D *space = space_owner.get_or_null(p_area);
+ p_area = space->get_default_area()->get_self();
+ }
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+ area->set_param(p_param, p_value);
+};
+
+void GodotPhysicsServer3D::area_set_transform(RID p_area, const Transform3D &p_transform) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+ area->set_transform(p_transform);
+};
+
+Variant GodotPhysicsServer3D::area_get_param(RID p_area, AreaParameter p_param) const {
+ if (space_owner.owns(p_area)) {
+ GodotSpace3D *space = space_owner.get_or_null(p_area);
+ p_area = space->get_default_area()->get_self();
+ }
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND_V(!area, Variant());
+
+ return area->get_param(p_param);
+};
+
+Transform3D GodotPhysicsServer3D::area_get_transform(RID p_area) const {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND_V(!area, Transform3D());
+
+ return area->get_transform();
+};
+
+void GodotPhysicsServer3D::area_set_collision_layer(RID p_area, uint32_t p_layer) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ area->set_collision_layer(p_layer);
+}
+
+void GodotPhysicsServer3D::area_set_collision_mask(RID p_area, uint32_t p_mask) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ area->set_collision_mask(p_mask);
+}
+
+void GodotPhysicsServer3D::area_set_monitorable(RID p_area, bool p_monitorable) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+ FLUSH_QUERY_CHECK(area);
+
+ area->set_monitorable(p_monitorable);
+}
+
+void GodotPhysicsServer3D::area_set_monitor_callback(RID p_area, const Callable &p_callback) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ area->set_monitor_callback(p_callback.is_valid() ? p_callback : Callable());
+}
+
+void GodotPhysicsServer3D::area_set_ray_pickable(RID p_area, bool p_enable) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ area->set_ray_pickable(p_enable);
+}
+
+void GodotPhysicsServer3D::area_set_area_monitor_callback(RID p_area, const Callable &p_callback) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND(!area);
+
+ area->set_area_monitor_callback(p_callback.is_valid() ? p_callback : Callable());
+}
+
+/* BODY API */
+
+RID GodotPhysicsServer3D::body_create() {
+ GodotBody3D *body = memnew(GodotBody3D);
+ RID rid = body_owner.make_rid(body);
+ body->set_self(rid);
+ return rid;
+};
+
+void GodotPhysicsServer3D::body_set_space(RID p_body, RID p_space) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ GodotSpace3D *space = nullptr;
+ if (p_space.is_valid()) {
+ space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND(!space);
+ }
+
+ if (body->get_space() == space) {
+ return; //pointless
+ }
+
+ body->clear_constraint_map();
+ body->set_space(space);
+};
+
+RID GodotPhysicsServer3D::body_get_space(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, RID());
+
+ GodotSpace3D *space = body->get_space();
+ if (!space) {
+ return RID();
+ }
+ return space->get_self();
+};
+
+void GodotPhysicsServer3D::body_set_mode(RID p_body, BodyMode p_mode) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_mode(p_mode);
+};
+
+PhysicsServer3D::BodyMode GodotPhysicsServer3D::body_get_mode(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, BODY_MODE_STATIC);
+
+ return body->get_mode();
+};
+
+void GodotPhysicsServer3D::body_add_shape(RID p_body, RID p_shape, const Transform3D &p_transform, bool p_disabled) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ GodotShape3D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND(!shape);
+
+ body->add_shape(shape, p_transform, p_disabled);
+}
+
+void GodotPhysicsServer3D::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ GodotShape3D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_COND(!shape);
+ ERR_FAIL_COND(!shape->is_configured());
+
+ body->set_shape(p_shape_idx, shape);
+}
+void GodotPhysicsServer3D::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform3D &p_transform) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_shape_transform(p_shape_idx, p_transform);
+}
+
+int GodotPhysicsServer3D::body_get_shape_count(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, -1);
+
+ return body->get_shape_count();
+}
+
+RID GodotPhysicsServer3D::body_get_shape(RID p_body, int p_shape_idx) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, RID());
+
+ GodotShape3D *shape = body->get_shape(p_shape_idx);
+ ERR_FAIL_COND_V(!shape, RID());
+
+ return shape->get_self();
+}
+
+void GodotPhysicsServer3D::body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+ ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count());
+ FLUSH_QUERY_CHECK(body);
+
+ body->set_shape_disabled(p_shape_idx, p_disabled);
+}
+
+Transform3D GodotPhysicsServer3D::body_get_shape_transform(RID p_body, int p_shape_idx) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, Transform3D());
+
+ return body->get_shape_transform(p_shape_idx);
+}
+
+void GodotPhysicsServer3D::body_remove_shape(RID p_body, int p_shape_idx) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->remove_shape(p_shape_idx);
+}
+
+void GodotPhysicsServer3D::body_clear_shapes(RID p_body) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ while (body->get_shape_count()) {
+ body->remove_shape(0);
+ }
+}
+
+void GodotPhysicsServer3D::body_set_enable_continuous_collision_detection(RID p_body, bool p_enable) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_continuous_collision_detection(p_enable);
+}
+
+bool GodotPhysicsServer3D::body_is_continuous_collision_detection_enabled(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, false);
+
+ return body->is_continuous_collision_detection_enabled();
+}
+
+void GodotPhysicsServer3D::body_set_collision_layer(RID p_body, uint32_t p_layer) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_collision_layer(p_layer);
+}
+
+uint32_t GodotPhysicsServer3D::body_get_collision_layer(RID p_body) const {
+ const GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, 0);
+
+ return body->get_collision_layer();
+}
+
+void GodotPhysicsServer3D::body_set_collision_mask(RID p_body, uint32_t p_mask) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_collision_mask(p_mask);
+}
+
+uint32_t GodotPhysicsServer3D::body_get_collision_mask(RID p_body) const {
+ const GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, 0);
+
+ return body->get_collision_mask();
+}
+
+void GodotPhysicsServer3D::body_attach_object_instance_id(RID p_body, ObjectID p_id) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ if (body) {
+ body->set_instance_id(p_id);
+ return;
+ }
+
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ if (soft_body) {
+ soft_body->set_instance_id(p_id);
+ return;
+ }
+
+ ERR_FAIL_MSG("Invalid ID.");
+};
+
+ObjectID GodotPhysicsServer3D::body_get_object_instance_id(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, ObjectID());
+
+ return body->get_instance_id();
+};
+
+void GodotPhysicsServer3D::body_set_user_flags(RID p_body, uint32_t p_flags) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+};
+
+uint32_t GodotPhysicsServer3D::body_get_user_flags(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, 0);
+
+ return 0;
+};
+
+void GodotPhysicsServer3D::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_param(p_param, p_value);
+};
+
+Variant GodotPhysicsServer3D::body_get_param(RID p_body, BodyParameter p_param) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, 0);
+
+ return body->get_param(p_param);
+};
+
+void GodotPhysicsServer3D::body_reset_mass_properties(RID p_body) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ return body->reset_mass_properties();
+}
+
+void GodotPhysicsServer3D::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_state(p_state, p_variant);
+};
+
+Variant GodotPhysicsServer3D::body_get_state(RID p_body, BodyState p_state) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, Variant());
+
+ return body->get_state(p_state);
+};
+
+void GodotPhysicsServer3D::body_set_applied_force(RID p_body, const Vector3 &p_force) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_applied_force(p_force);
+ body->wakeup();
+};
+
+Vector3 GodotPhysicsServer3D::body_get_applied_force(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, Vector3());
+ return body->get_applied_force();
+};
+
+void GodotPhysicsServer3D::body_set_applied_torque(RID p_body, const Vector3 &p_torque) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_applied_torque(p_torque);
+ body->wakeup();
+};
+
+Vector3 GodotPhysicsServer3D::body_get_applied_torque(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, Vector3());
+
+ return body->get_applied_torque();
+};
+
+void GodotPhysicsServer3D::body_add_central_force(RID p_body, const Vector3 &p_force) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->add_central_force(p_force);
+ body->wakeup();
+}
+
+void GodotPhysicsServer3D::body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->add_force(p_force, p_position);
+ body->wakeup();
+};
+
+void GodotPhysicsServer3D::body_add_torque(RID p_body, const Vector3 &p_torque) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->add_torque(p_torque);
+ body->wakeup();
+};
+
+void GodotPhysicsServer3D::body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ _update_shapes();
+
+ body->apply_central_impulse(p_impulse);
+ body->wakeup();
+}
+
+void GodotPhysicsServer3D::body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ _update_shapes();
+
+ body->apply_impulse(p_impulse, p_position);
+ body->wakeup();
+};
+
+void GodotPhysicsServer3D::body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ _update_shapes();
+
+ body->apply_torque_impulse(p_impulse);
+ body->wakeup();
+};
+
+void GodotPhysicsServer3D::body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ _update_shapes();
+
+ Vector3 v = body->get_linear_velocity();
+ Vector3 axis = p_axis_velocity.normalized();
+ v -= axis * axis.dot(v);
+ v += p_axis_velocity;
+ body->set_linear_velocity(v);
+ body->wakeup();
+};
+
+void GodotPhysicsServer3D::body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_axis_lock(p_axis, p_lock);
+ body->wakeup();
+}
+
+bool GodotPhysicsServer3D::body_is_axis_locked(RID p_body, BodyAxis p_axis) const {
+ const GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, 0);
+ return body->is_axis_locked(p_axis);
+}
+
+void GodotPhysicsServer3D::body_add_collision_exception(RID p_body, RID p_body_b) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->add_exception(p_body_b);
+ body->wakeup();
+};
+
+void GodotPhysicsServer3D::body_remove_collision_exception(RID p_body, RID p_body_b) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->remove_exception(p_body_b);
+ body->wakeup();
+};
+
+void GodotPhysicsServer3D::body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ for (int i = 0; i < body->get_exceptions().size(); i++) {
+ p_exceptions->push_back(body->get_exceptions()[i]);
+ }
+};
+
+void GodotPhysicsServer3D::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+};
+
+real_t GodotPhysicsServer3D::body_get_contacts_reported_depth_threshold(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, 0);
+ return 0;
+};
+
+void GodotPhysicsServer3D::body_set_omit_force_integration(RID p_body, bool p_omit) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_omit_force_integration(p_omit);
+};
+
+bool GodotPhysicsServer3D::body_is_omitting_force_integration(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, false);
+ return body->get_omit_force_integration();
+};
+
+void GodotPhysicsServer3D::body_set_max_contacts_reported(RID p_body, int p_contacts) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+ body->set_max_contacts_reported(p_contacts);
+}
+
+int GodotPhysicsServer3D::body_get_max_contacts_reported(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, -1);
+ return body->get_max_contacts_reported();
+}
+
+void GodotPhysicsServer3D::body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+ body->set_state_sync_callback(p_instance, p_callback);
+}
+
+void GodotPhysicsServer3D::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+ body->set_force_integration_callback(p_callable, p_udata);
+}
+
+void GodotPhysicsServer3D::body_set_ray_pickable(RID p_body, bool p_enable) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+ body->set_ray_pickable(p_enable);
+}
+
+bool GodotPhysicsServer3D::body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, false);
+ ERR_FAIL_COND_V(!body->get_space(), false);
+ ERR_FAIL_COND_V(body->get_space()->is_locked(), false);
+
+ _update_shapes();
+
+ return body->get_space()->test_body_motion(body, p_parameters, r_result);
+}
+
+PhysicsDirectBodyState3D *GodotPhysicsServer3D::body_get_direct_state(RID p_body) {
+ ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
+
+ if (!body_owner.owns(p_body)) {
+ return nullptr;
+ }
+
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, nullptr);
+
+ if (!body->get_space()) {
+ return nullptr;
+ }
+
+ ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
+
+ return body->get_direct_state();
+}
+
+/* SOFT BODY */
+
+RID GodotPhysicsServer3D::soft_body_create() {
+ GodotSoftBody3D *soft_body = memnew(GodotSoftBody3D);
+ RID rid = soft_body_owner.make_rid(soft_body);
+ soft_body->set_self(rid);
+ return rid;
+}
+
+void GodotPhysicsServer3D::soft_body_update_rendering_server(RID p_body, RenderingServerHandler *p_rendering_server_handler) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->update_rendering_server(p_rendering_server_handler);
+}
+
+void GodotPhysicsServer3D::soft_body_set_space(RID p_body, RID p_space) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ GodotSpace3D *space = nullptr;
+ if (p_space.is_valid()) {
+ space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND(!space);
+ }
+
+ if (soft_body->get_space() == space) {
+ return;
+ }
+
+ soft_body->set_space(space);
+}
+
+RID GodotPhysicsServer3D::soft_body_get_space(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, RID());
+
+ GodotSpace3D *space = soft_body->get_space();
+ if (!space) {
+ return RID();
+ }
+ return space->get_self();
+}
+
+void GodotPhysicsServer3D::soft_body_set_collision_layer(RID p_body, uint32_t p_layer) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_collision_layer(p_layer);
+}
+
+uint32_t GodotPhysicsServer3D::soft_body_get_collision_layer(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, 0);
+
+ return soft_body->get_collision_layer();
+}
+
+void GodotPhysicsServer3D::soft_body_set_collision_mask(RID p_body, uint32_t p_mask) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_collision_mask(p_mask);
+}
+
+uint32_t GodotPhysicsServer3D::soft_body_get_collision_mask(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, 0);
+
+ return soft_body->get_collision_mask();
+}
+
+void GodotPhysicsServer3D::soft_body_add_collision_exception(RID p_body, RID p_body_b) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->add_exception(p_body_b);
+}
+
+void GodotPhysicsServer3D::soft_body_remove_collision_exception(RID p_body, RID p_body_b) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->remove_exception(p_body_b);
+}
+
+void GodotPhysicsServer3D::soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ for (int i = 0; i < soft_body->get_exceptions().size(); i++) {
+ p_exceptions->push_back(soft_body->get_exceptions()[i]);
+ }
+}
+
+void GodotPhysicsServer3D::soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_state(p_state, p_variant);
+}
+
+Variant GodotPhysicsServer3D::soft_body_get_state(RID p_body, BodyState p_state) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, Variant());
+
+ return soft_body->get_state(p_state);
+}
+
+void GodotPhysicsServer3D::soft_body_set_transform(RID p_body, const Transform3D &p_transform) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_state(BODY_STATE_TRANSFORM, p_transform);
+}
+
+void GodotPhysicsServer3D::soft_body_set_ray_pickable(RID p_body, bool p_enable) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_ray_pickable(p_enable);
+}
+
+void GodotPhysicsServer3D::soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_iteration_count(p_simulation_precision);
+}
+
+int GodotPhysicsServer3D::soft_body_get_simulation_precision(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, 0.f);
+
+ return soft_body->get_iteration_count();
+}
+
+void GodotPhysicsServer3D::soft_body_set_total_mass(RID p_body, real_t p_total_mass) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_total_mass(p_total_mass);
+}
+
+real_t GodotPhysicsServer3D::soft_body_get_total_mass(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, 0.f);
+
+ return soft_body->get_total_mass();
+}
+
+void GodotPhysicsServer3D::soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_linear_stiffness(p_stiffness);
+}
+
+real_t GodotPhysicsServer3D::soft_body_get_linear_stiffness(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, 0.f);
+
+ return soft_body->get_linear_stiffness();
+}
+
+void GodotPhysicsServer3D::soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_pressure_coefficient(p_pressure_coefficient);
+}
+
+real_t GodotPhysicsServer3D::soft_body_get_pressure_coefficient(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, 0.f);
+
+ return soft_body->get_pressure_coefficient();
+}
+
+void GodotPhysicsServer3D::soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_damping_coefficient(p_damping_coefficient);
+}
+
+real_t GodotPhysicsServer3D::soft_body_get_damping_coefficient(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, 0.f);
+
+ return soft_body->get_damping_coefficient();
+}
+
+void GodotPhysicsServer3D::soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_drag_coefficient(p_drag_coefficient);
+}
+
+real_t GodotPhysicsServer3D::soft_body_get_drag_coefficient(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, 0.f);
+
+ return soft_body->get_drag_coefficient();
+}
+
+void GodotPhysicsServer3D::soft_body_set_mesh(RID p_body, RID p_mesh) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_mesh(p_mesh);
+}
+
+AABB GodotPhysicsServer3D::soft_body_get_bounds(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, AABB());
+
+ return soft_body->get_bounds();
+}
+
+void GodotPhysicsServer3D::soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_vertex_position(p_point_index, p_global_position);
+}
+
+Vector3 GodotPhysicsServer3D::soft_body_get_point_global_position(RID p_body, int p_point_index) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, Vector3());
+
+ return soft_body->get_vertex_position(p_point_index);
+}
+
+void GodotPhysicsServer3D::soft_body_remove_all_pinned_points(RID p_body) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->unpin_all_vertices();
+}
+
+void GodotPhysicsServer3D::soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ if (p_pin) {
+ soft_body->pin_vertex(p_point_index);
+ } else {
+ soft_body->unpin_vertex(p_point_index);
+ }
+}
+
+bool GodotPhysicsServer3D::soft_body_is_point_pinned(RID p_body, int p_point_index) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, false);
+
+ return soft_body->is_vertex_pinned(p_point_index);
+}
+
+/* JOINT API */
+
+RID GodotPhysicsServer3D::joint_create() {
+ GodotJoint3D *joint = memnew(GodotJoint3D);
+ RID rid = joint_owner.make_rid(joint);
+ joint->set_self(rid);
+ return rid;
+}
+
+void GodotPhysicsServer3D::joint_clear(RID p_joint) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ if (joint->get_type() != JOINT_TYPE_MAX) {
+ GodotJoint3D *empty_joint = memnew(GodotJoint3D);
+ empty_joint->copy_settings_from(joint);
+
+ joint_owner.replace(p_joint, empty_joint);
+ memdelete(joint);
+ }
+}
+
+void GodotPhysicsServer3D::joint_make_pin(RID p_joint, RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) {
+ GodotBody3D *body_A = body_owner.get_or_null(p_body_A);
+ ERR_FAIL_COND(!body_A);
+
+ if (!p_body_B.is_valid()) {
+ ERR_FAIL_COND(!body_A->get_space());
+ p_body_B = body_A->get_space()->get_static_global_body();
+ }
+
+ GodotBody3D *body_B = body_owner.get_or_null(p_body_B);
+ ERR_FAIL_COND(!body_B);
+
+ ERR_FAIL_COND(body_A == body_B);
+
+ GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(prev_joint == nullptr);
+
+ GodotJoint3D *joint = memnew(GodotPinJoint3D(body_A, p_local_A, body_B, p_local_B));
+
+ joint->copy_settings_from(prev_joint);
+ joint_owner.replace(p_joint, joint);
+ memdelete(prev_joint);
+}
+
+void GodotPhysicsServer3D::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(!joint);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN);
+ GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint);
+ pin_joint->set_param(p_param, p_value);
+}
+
+real_t GodotPhysicsServer3D::pin_joint_get_param(RID p_joint, PinJointParam p_param) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND_V(!joint, 0);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, 0);
+ GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint);
+ return pin_joint->get_param(p_param);
+}
+
+void GodotPhysicsServer3D::pin_joint_set_local_a(RID p_joint, const Vector3 &p_A) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(!joint);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN);
+ GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint);
+ pin_joint->set_pos_a(p_A);
+}
+
+Vector3 GodotPhysicsServer3D::pin_joint_get_local_a(RID p_joint) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND_V(!joint, Vector3());
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, Vector3());
+ GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint);
+ return pin_joint->get_position_a();
+}
+
+void GodotPhysicsServer3D::pin_joint_set_local_b(RID p_joint, const Vector3 &p_B) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(!joint);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN);
+ GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint);
+ pin_joint->set_pos_b(p_B);
+}
+
+Vector3 GodotPhysicsServer3D::pin_joint_get_local_b(RID p_joint) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND_V(!joint, Vector3());
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, Vector3());
+ GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint);
+ return pin_joint->get_position_b();
+}
+
+void GodotPhysicsServer3D::joint_make_hinge(RID p_joint, RID p_body_A, const Transform3D &p_frame_A, RID p_body_B, const Transform3D &p_frame_B) {
+ GodotBody3D *body_A = body_owner.get_or_null(p_body_A);
+ ERR_FAIL_COND(!body_A);
+
+ if (!p_body_B.is_valid()) {
+ ERR_FAIL_COND(!body_A->get_space());
+ p_body_B = body_A->get_space()->get_static_global_body();
+ }
+
+ GodotBody3D *body_B = body_owner.get_or_null(p_body_B);
+ ERR_FAIL_COND(!body_B);
+
+ ERR_FAIL_COND(body_A == body_B);
+
+ GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(prev_joint == nullptr);
+
+ GodotJoint3D *joint = memnew(GodotHingeJoint3D(body_A, body_B, p_frame_A, p_frame_B));
+
+ joint->copy_settings_from(prev_joint);
+ joint_owner.replace(p_joint, joint);
+ memdelete(prev_joint);
+}
+
+void GodotPhysicsServer3D::joint_make_hinge_simple(RID p_joint, RID p_body_A, const Vector3 &p_pivot_A, const Vector3 &p_axis_A, RID p_body_B, const Vector3 &p_pivot_B, const Vector3 &p_axis_B) {
+ GodotBody3D *body_A = body_owner.get_or_null(p_body_A);
+ ERR_FAIL_COND(!body_A);
+
+ if (!p_body_B.is_valid()) {
+ ERR_FAIL_COND(!body_A->get_space());
+ p_body_B = body_A->get_space()->get_static_global_body();
+ }
+
+ GodotBody3D *body_B = body_owner.get_or_null(p_body_B);
+ ERR_FAIL_COND(!body_B);
+
+ ERR_FAIL_COND(body_A == body_B);
+
+ GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(prev_joint == nullptr);
+
+ GodotJoint3D *joint = memnew(GodotHingeJoint3D(body_A, body_B, p_pivot_A, p_pivot_B, p_axis_A, p_axis_B));
+
+ joint->copy_settings_from(prev_joint);
+ joint_owner.replace(p_joint, joint);
+ memdelete(prev_joint);
+}
+
+void GodotPhysicsServer3D::hinge_joint_set_param(RID p_joint, HingeJointParam p_param, real_t p_value) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(!joint);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_HINGE);
+ GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint);
+ hinge_joint->set_param(p_param, p_value);
+}
+
+real_t GodotPhysicsServer3D::hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND_V(!joint, 0);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_HINGE, 0);
+ GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint);
+ return hinge_joint->get_param(p_param);
+}
+
+void GodotPhysicsServer3D::hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(!joint);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_HINGE);
+ GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint);
+ hinge_joint->set_flag(p_flag, p_value);
+}
+
+bool GodotPhysicsServer3D::hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND_V(!joint, false);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_HINGE, false);
+ GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint);
+ return hinge_joint->get_flag(p_flag);
+}
+
+void GodotPhysicsServer3D::joint_set_solver_priority(RID p_joint, int p_priority) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(!joint);
+ joint->set_priority(p_priority);
+}
+
+int GodotPhysicsServer3D::joint_get_solver_priority(RID p_joint) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND_V(!joint, 0);
+ return joint->get_priority();
+}
+
+void GodotPhysicsServer3D::joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(!joint);
+
+ joint->disable_collisions_between_bodies(p_disable);
+
+ if (2 == joint->get_body_count()) {
+ GodotBody3D *body_a = *joint->get_body_ptr();
+ GodotBody3D *body_b = *(joint->get_body_ptr() + 1);
+
+ if (p_disable) {
+ body_add_collision_exception(body_a->get_self(), body_b->get_self());
+ body_add_collision_exception(body_b->get_self(), body_a->get_self());
+ } else {
+ body_remove_collision_exception(body_a->get_self(), body_b->get_self());
+ body_remove_collision_exception(body_b->get_self(), body_a->get_self());
+ }
+ }
+}
+
+bool GodotPhysicsServer3D::joint_is_disabled_collisions_between_bodies(RID p_joint) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND_V(!joint, true);
+
+ return joint->is_disabled_collisions_between_bodies();
+}
+
+GodotPhysicsServer3D::JointType GodotPhysicsServer3D::joint_get_type(RID p_joint) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND_V(!joint, JOINT_TYPE_PIN);
+ return joint->get_type();
+}
+
+void GodotPhysicsServer3D::joint_make_slider(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) {
+ GodotBody3D *body_A = body_owner.get_or_null(p_body_A);
+ ERR_FAIL_COND(!body_A);
+
+ if (!p_body_B.is_valid()) {
+ ERR_FAIL_COND(!body_A->get_space());
+ p_body_B = body_A->get_space()->get_static_global_body();
+ }
+
+ GodotBody3D *body_B = body_owner.get_or_null(p_body_B);
+ ERR_FAIL_COND(!body_B);
+
+ ERR_FAIL_COND(body_A == body_B);
+
+ GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(prev_joint == nullptr);
+
+ GodotJoint3D *joint = memnew(GodotSliderJoint3D(body_A, body_B, p_local_frame_A, p_local_frame_B));
+
+ joint->copy_settings_from(prev_joint);
+ joint_owner.replace(p_joint, joint);
+ memdelete(prev_joint);
+}
+
+void GodotPhysicsServer3D::slider_joint_set_param(RID p_joint, SliderJointParam p_param, real_t p_value) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(!joint);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_SLIDER);
+ GodotSliderJoint3D *slider_joint = static_cast<GodotSliderJoint3D *>(joint);
+ slider_joint->set_param(p_param, p_value);
+}
+
+real_t GodotPhysicsServer3D::slider_joint_get_param(RID p_joint, SliderJointParam p_param) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND_V(!joint, 0);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_CONE_TWIST, 0);
+ GodotSliderJoint3D *slider_joint = static_cast<GodotSliderJoint3D *>(joint);
+ return slider_joint->get_param(p_param);
+}
+
+void GodotPhysicsServer3D::joint_make_cone_twist(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) {
+ GodotBody3D *body_A = body_owner.get_or_null(p_body_A);
+ ERR_FAIL_COND(!body_A);
+
+ if (!p_body_B.is_valid()) {
+ ERR_FAIL_COND(!body_A->get_space());
+ p_body_B = body_A->get_space()->get_static_global_body();
+ }
+
+ GodotBody3D *body_B = body_owner.get_or_null(p_body_B);
+ ERR_FAIL_COND(!body_B);
+
+ ERR_FAIL_COND(body_A == body_B);
+
+ GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(prev_joint == nullptr);
+
+ GodotJoint3D *joint = memnew(GodotConeTwistJoint3D(body_A, body_B, p_local_frame_A, p_local_frame_B));
+
+ joint->copy_settings_from(prev_joint);
+ joint_owner.replace(p_joint, joint);
+ memdelete(prev_joint);
+}
+
+void GodotPhysicsServer3D::cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, real_t p_value) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(!joint);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_CONE_TWIST);
+ GodotConeTwistJoint3D *cone_twist_joint = static_cast<GodotConeTwistJoint3D *>(joint);
+ cone_twist_joint->set_param(p_param, p_value);
+}
+
+real_t GodotPhysicsServer3D::cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND_V(!joint, 0);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_CONE_TWIST, 0);
+ GodotConeTwistJoint3D *cone_twist_joint = static_cast<GodotConeTwistJoint3D *>(joint);
+ return cone_twist_joint->get_param(p_param);
+}
+
+void GodotPhysicsServer3D::joint_make_generic_6dof(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) {
+ GodotBody3D *body_A = body_owner.get_or_null(p_body_A);
+ ERR_FAIL_COND(!body_A);
+
+ if (!p_body_B.is_valid()) {
+ ERR_FAIL_COND(!body_A->get_space());
+ p_body_B = body_A->get_space()->get_static_global_body();
+ }
+
+ GodotBody3D *body_B = body_owner.get_or_null(p_body_B);
+ ERR_FAIL_COND(!body_B);
+
+ ERR_FAIL_COND(body_A == body_B);
+
+ GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(prev_joint == nullptr);
+
+ GodotJoint3D *joint = memnew(GodotGeneric6DOFJoint3D(body_A, body_B, p_local_frame_A, p_local_frame_B, true));
+
+ joint->copy_settings_from(prev_joint);
+ joint_owner.replace(p_joint, joint);
+ memdelete(prev_joint);
+}
+
+void GodotPhysicsServer3D::generic_6dof_joint_set_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param, real_t p_value) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(!joint);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_6DOF);
+ GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint);
+ generic_6dof_joint->set_param(p_axis, p_param, p_value);
+}
+
+real_t GodotPhysicsServer3D::generic_6dof_joint_get_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND_V(!joint, 0);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_6DOF, 0);
+ GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint);
+ return generic_6dof_joint->get_param(p_axis, p_param);
+}
+
+void GodotPhysicsServer3D::generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag, bool p_enable) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(!joint);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_6DOF);
+ GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint);
+ generic_6dof_joint->set_flag(p_axis, p_flag, p_enable);
+}
+
+bool GodotPhysicsServer3D::generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND_V(!joint, false);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_6DOF, false);
+ GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint);
+ return generic_6dof_joint->get_flag(p_axis, p_flag);
+}
+
+void GodotPhysicsServer3D::free(RID p_rid) {
+ _update_shapes(); //just in case
+
+ if (shape_owner.owns(p_rid)) {
+ GodotShape3D *shape = shape_owner.get_or_null(p_rid);
+
+ while (shape->get_owners().size()) {
+ GodotShapeOwner3D *so = shape->get_owners().front()->key();
+ so->remove_shape(shape);
+ }
+
+ shape_owner.free(p_rid);
+ memdelete(shape);
+ } else if (body_owner.owns(p_rid)) {
+ GodotBody3D *body = body_owner.get_or_null(p_rid);
+
+ /*
+ if (body->get_state_query())
+ _clear_query(body->get_state_query());
+
+ if (body->get_direct_state_query())
+ _clear_query(body->get_direct_state_query());
+ */
+
+ body->set_space(nullptr);
+
+ while (body->get_shape_count()) {
+ body->remove_shape(0);
+ }
+
+ body_owner.free(p_rid);
+ memdelete(body);
+ } else if (soft_body_owner.owns(p_rid)) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_rid);
+
+ soft_body->set_space(nullptr);
+
+ soft_body_owner.free(p_rid);
+ memdelete(soft_body);
+ } else if (area_owner.owns(p_rid)) {
+ GodotArea3D *area = area_owner.get_or_null(p_rid);
+
+ /*
+ if (area->get_monitor_query())
+ _clear_query(area->get_monitor_query());
+ */
+
+ area->set_space(nullptr);
+
+ while (area->get_shape_count()) {
+ area->remove_shape(0);
+ }
+
+ area_owner.free(p_rid);
+ memdelete(area);
+ } else if (space_owner.owns(p_rid)) {
+ GodotSpace3D *space = space_owner.get_or_null(p_rid);
+
+ while (space->get_objects().size()) {
+ GodotCollisionObject3D *co = (GodotCollisionObject3D *)space->get_objects().front()->get();
+ co->set_space(nullptr);
+ }
+
+ active_spaces.erase(space);
+ free(space->get_default_area()->get_self());
+ free(space->get_static_global_body());
+
+ space_owner.free(p_rid);
+ memdelete(space);
+ } else if (joint_owner.owns(p_rid)) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_rid);
+
+ joint_owner.free(p_rid);
+ memdelete(joint);
+
+ } else {
+ ERR_FAIL_MSG("Invalid ID.");
+ }
+};
+
+void GodotPhysicsServer3D::set_active(bool p_active) {
+ active = p_active;
+};
+
+void GodotPhysicsServer3D::set_collision_iterations(int p_iterations) {
+ iterations = p_iterations;
+};
+
+void GodotPhysicsServer3D::init() {
+ iterations = 8; // 8?
+ stepper = memnew(GodotStep3D);
+};
+
+void GodotPhysicsServer3D::step(real_t p_step) {
+#ifndef _3D_DISABLED
+
+ if (!active) {
+ return;
+ }
+
+ _update_shapes();
+
+ island_count = 0;
+ active_objects = 0;
+ collision_pairs = 0;
+ for (Set<const GodotSpace3D *>::Element *E = active_spaces.front(); E; E = E->next()) {
+ stepper->step((GodotSpace3D *)E->get(), p_step, iterations);
+ island_count += E->get()->get_island_count();
+ active_objects += E->get()->get_active_objects();
+ collision_pairs += E->get()->get_collision_pairs();
+ }
+#endif
+}
+
+void GodotPhysicsServer3D::sync() {
+ doing_sync = true;
+};
+
+void GodotPhysicsServer3D::flush_queries() {
+#ifndef _3D_DISABLED
+
+ if (!active) {
+ return;
+ }
+
+ flushing_queries = true;
+
+ uint64_t time_beg = OS::get_singleton()->get_ticks_usec();
+
+ for (Set<const GodotSpace3D *>::Element *E = active_spaces.front(); E; E = E->next()) {
+ GodotSpace3D *space = (GodotSpace3D *)E->get();
+ space->call_queries();
+ }
+
+ flushing_queries = false;
+
+ if (EngineDebugger::is_profiling("servers")) {
+ uint64_t total_time[GodotSpace3D::ELAPSED_TIME_MAX];
+ static const char *time_name[GodotSpace3D::ELAPSED_TIME_MAX] = {
+ "integrate_forces",
+ "generate_islands",
+ "setup_constraints",
+ "solve_constraints",
+ "integrate_velocities"
+ };
+
+ for (int i = 0; i < GodotSpace3D::ELAPSED_TIME_MAX; i++) {
+ total_time[i] = 0;
+ }
+
+ for (Set<const GodotSpace3D *>::Element *E = active_spaces.front(); E; E = E->next()) {
+ for (int i = 0; i < GodotSpace3D::ELAPSED_TIME_MAX; i++) {
+ total_time[i] += E->get()->get_elapsed_time(GodotSpace3D::ElapsedTime(i));
+ }
+ }
+
+ Array values;
+ values.resize(GodotSpace3D::ELAPSED_TIME_MAX * 2);
+ for (int i = 0; i < GodotSpace3D::ELAPSED_TIME_MAX; i++) {
+ values[i * 2 + 0] = time_name[i];
+ values[i * 2 + 1] = USEC_TO_SEC(total_time[i]);
+ }
+ values.push_back("flush_queries");
+ values.push_back(USEC_TO_SEC(OS::get_singleton()->get_ticks_usec() - time_beg));
+
+ values.push_front("physics");
+ EngineDebugger::profiler_add_frame_data("servers", values);
+ }
+#endif
+};
+
+void GodotPhysicsServer3D::end_sync() {
+ doing_sync = false;
+};
+
+void GodotPhysicsServer3D::finish() {
+ memdelete(stepper);
+};
+
+int GodotPhysicsServer3D::get_process_info(ProcessInfo p_info) {
+ switch (p_info) {
+ case INFO_ACTIVE_OBJECTS: {
+ return active_objects;
+ } break;
+ case INFO_COLLISION_PAIRS: {
+ return collision_pairs;
+ } break;
+ case INFO_ISLAND_COUNT: {
+ return island_count;
+ } break;
+ }
+
+ return 0;
+}
+
+void GodotPhysicsServer3D::_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());
+ }
+}
+
+void GodotPhysicsServer3D::_shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) {
+ CollCbkData *cbk = (CollCbkData *)p_userdata;
+
+ if (cbk->max == 0) {
+ return;
+ }
+
+ if (cbk->amount == cbk->max) {
+ //find least deep
+ real_t min_depth = 1e20;
+ int min_depth_idx = 0;
+ for (int i = 0; i < cbk->amount; i++) {
+ real_t d = cbk->ptr[i * 2 + 0].distance_squared_to(cbk->ptr[i * 2 + 1]);
+ if (d < min_depth) {
+ min_depth = d;
+ min_depth_idx = i;
+ }
+ }
+
+ real_t d = p_point_A.distance_squared_to(p_point_B);
+ if (d < min_depth) {
+ return;
+ }
+ cbk->ptr[min_depth_idx * 2 + 0] = p_point_A;
+ cbk->ptr[min_depth_idx * 2 + 1] = p_point_B;
+
+ } else {
+ cbk->ptr[cbk->amount * 2 + 0] = p_point_A;
+ cbk->ptr[cbk->amount * 2 + 1] = p_point_B;
+ cbk->amount++;
+ }
+}
+
+GodotPhysicsServer3D *GodotPhysicsServer3D::godot_singleton = nullptr;
+GodotPhysicsServer3D::GodotPhysicsServer3D(bool p_using_threads) {
+ godot_singleton = this;
+ GodotBroadPhase3D::create_func = GodotBroadPhase3DBVH::_create;
+
+ using_threads = p_using_threads;
+};
diff --git a/servers/physics_3d/physics_server_3d_sw.h b/servers/physics_3d/godot_physics_server_3d.h
index 54a787198d..f5c8e0f60d 100644
--- a/servers/physics_3d/physics_server_3d_sw.h
+++ b/servers/physics_3d/godot_physics_server_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* physics_server_3d_sw.h */
+/* godot_physics_server_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,20 +28,21 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef PHYSICS_SERVER_SW
-#define PHYSICS_SERVER_SW
+#ifndef GODOT_PHYSICS_SERVER_3D_H
+#define GODOT_PHYSICS_SERVER_3D_H
+
+#include "godot_joint_3d.h"
+#include "godot_shape_3d.h"
+#include "godot_space_3d.h"
+#include "godot_step_3d.h"
#include "core/templates/rid_owner.h"
-#include "joints_3d_sw.h"
#include "servers/physics_server_3d.h"
-#include "shape_3d_sw.h"
-#include "space_3d_sw.h"
-#include "step_3d_sw.h"
-class PhysicsServer3DSW : public PhysicsServer3D {
- GDCLASS(PhysicsServer3DSW, PhysicsServer3D);
+class GodotPhysicsServer3D : public PhysicsServer3D {
+ GDCLASS(GodotPhysicsServer3D, PhysicsServer3D);
- friend class PhysicsDirectSpaceState3DSW;
+ friend class GodotPhysicsDirectSpaceState3D;
bool active = true;
int iterations = 0;
@@ -53,22 +54,22 @@ class PhysicsServer3DSW : public PhysicsServer3D {
bool doing_sync = false;
bool flushing_queries = false;
- Step3DSW *stepper = nullptr;
- Set<const Space3DSW *> active_spaces;
+ GodotStep3D *stepper = nullptr;
+ Set<const GodotSpace3D *> active_spaces;
- mutable RID_PtrOwner<Shape3DSW, true> shape_owner;
- mutable RID_PtrOwner<Space3DSW, true> space_owner;
- mutable RID_PtrOwner<Area3DSW, true> area_owner;
- mutable RID_PtrOwner<Body3DSW, true> body_owner;
- mutable RID_PtrOwner<SoftBody3DSW, true> soft_body_owner;
- mutable RID_PtrOwner<Joint3DSW, true> joint_owner;
+ mutable RID_PtrOwner<GodotShape3D, true> shape_owner;
+ mutable RID_PtrOwner<GodotSpace3D, true> space_owner;
+ mutable RID_PtrOwner<GodotArea3D, true> area_owner;
+ mutable RID_PtrOwner<GodotBody3D, true> body_owner;
+ mutable RID_PtrOwner<GodotSoftBody3D, true> soft_body_owner;
+ mutable RID_PtrOwner<GodotJoint3D, true> joint_owner;
//void _clear_query(QuerySW *p_query);
- friend class CollisionObject3DSW;
- SelfList<CollisionObject3DSW>::List pending_shape_update_list;
+ friend class GodotCollisionObject3D;
+ SelfList<GodotCollisionObject3D>::List pending_shape_update_list;
void _update_shapes();
- static PhysicsServer3DSW *singletonsw;
+ static GodotPhysicsServer3D *godot_singleton;
public:
struct CollCbkData {
@@ -121,9 +122,6 @@ public:
virtual RID area_create() override;
- virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) override;
- virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const override;
-
virtual void area_set_space(RID p_area, RID p_space) override;
virtual RID area_get_space(RID p_area) const override;
@@ -156,8 +154,8 @@ public:
virtual void area_set_monitorable(RID p_area, bool p_monitorable) override;
- virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) override;
- virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) override;
+ virtual void area_set_monitor_callback(RID p_area, const Callable &p_callback) override;
+ virtual void area_set_area_monitor_callback(RID p_area, const Callable &p_callback) override;
/* BODY API */
@@ -372,8 +370,8 @@ public:
int get_process_info(ProcessInfo p_info) override;
- PhysicsServer3DSW(bool p_using_threads = false);
- ~PhysicsServer3DSW() {}
+ GodotPhysicsServer3D(bool p_using_threads = false);
+ ~GodotPhysicsServer3D() {}
};
-#endif
+#endif // GODOT_PHYSICS_SERVER_3D_H
diff --git a/servers/physics_3d/shape_3d_sw.cpp b/servers/physics_3d/godot_shape_3d.cpp
index 0fb6d582c8..b520ee45c7 100644
--- a/servers/physics_3d/shape_3d_sw.cpp
+++ b/servers/physics_3d/godot_shape_3d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* shape_3d_sw.cpp */
+/* godot_shape_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,14 +28,14 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "shape_3d_sw.h"
+#include "godot_shape_3d.h"
#include "core/io/image.h"
#include "core/math/convex_hull.h"
#include "core/math/geometry_3d.h"
#include "core/templates/sort_array.h"
-// HeightMapShape3DSW is based on Bullet btHeightfieldTerrainShape.
+// GodotHeightMapShape3D is based on Bullet btHeightfieldTerrainShape.
/*
Bullet Continuous Collision Detection and Physics Library
@@ -58,16 +58,16 @@ subject to the following restrictions:
#define _CYLINDER_EDGE_IS_VALID_SUPPORT_THRESHOLD 0.002
#define _CYLINDER_FACE_IS_VALID_SUPPORT_THRESHOLD 0.999
-void Shape3DSW::configure(const AABB &p_aabb) {
+void GodotShape3D::configure(const AABB &p_aabb) {
aabb = p_aabb;
configured = true;
- for (const KeyValue<ShapeOwner3DSW *, int> &E : owners) {
- ShapeOwner3DSW *co = (ShapeOwner3DSW *)E.key;
+ for (const KeyValue<GodotShapeOwner3D *, int> &E : owners) {
+ GodotShapeOwner3D *co = (GodotShapeOwner3D *)E.key;
co->_shape_changed();
}
}
-Vector3 Shape3DSW::get_support(const Vector3 &p_normal) const {
+Vector3 GodotShape3D::get_support(const Vector3 &p_normal) const {
Vector3 res;
int amnt;
FeatureType type;
@@ -75,8 +75,8 @@ Vector3 Shape3DSW::get_support(const Vector3 &p_normal) const {
return res;
}
-void Shape3DSW::add_owner(ShapeOwner3DSW *p_owner) {
- Map<ShapeOwner3DSW *, int>::Element *E = owners.find(p_owner);
+void GodotShape3D::add_owner(GodotShapeOwner3D *p_owner) {
+ Map<GodotShapeOwner3D *, int>::Element *E = owners.find(p_owner);
if (E) {
E->get()++;
} else {
@@ -84,8 +84,8 @@ void Shape3DSW::add_owner(ShapeOwner3DSW *p_owner) {
}
}
-void Shape3DSW::remove_owner(ShapeOwner3DSW *p_owner) {
- Map<ShapeOwner3DSW *, int>::Element *E = owners.find(p_owner);
+void GodotShape3D::remove_owner(GodotShapeOwner3D *p_owner) {
+ Map<GodotShapeOwner3D *, int>::Element *E = owners.find(p_owner);
ERR_FAIL_COND(!E);
E->get()--;
if (E->get() == 0) {
@@ -93,33 +93,33 @@ void Shape3DSW::remove_owner(ShapeOwner3DSW *p_owner) {
}
}
-bool Shape3DSW::is_owner(ShapeOwner3DSW *p_owner) const {
+bool GodotShape3D::is_owner(GodotShapeOwner3D *p_owner) const {
return owners.has(p_owner);
}
-const Map<ShapeOwner3DSW *, int> &Shape3DSW::get_owners() const {
+const Map<GodotShapeOwner3D *, int> &GodotShape3D::get_owners() const {
return owners;
}
-Shape3DSW::~Shape3DSW() {
+GodotShape3D::~GodotShape3D() {
ERR_FAIL_COND(owners.size());
}
-Plane WorldBoundaryShape3DSW::get_plane() const {
+Plane GodotWorldBoundaryShape3D::get_plane() const {
return plane;
}
-void WorldBoundaryShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+void GodotWorldBoundaryShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
// gibberish, a plane is infinity
r_min = -1e7;
r_max = 1e7;
}
-Vector3 WorldBoundaryShape3DSW::get_support(const Vector3 &p_normal) const {
+Vector3 GodotWorldBoundaryShape3D::get_support(const Vector3 &p_normal) const {
return p_normal * 1e15;
}
-bool WorldBoundaryShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool GodotWorldBoundaryShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
bool inters = plane.intersects_segment(p_begin, p_end, &r_result);
if (inters) {
r_normal = plane.normal;
@@ -127,11 +127,11 @@ bool WorldBoundaryShape3DSW::intersect_segment(const Vector3 &p_begin, const Vec
return inters;
}
-bool WorldBoundaryShape3DSW::intersect_point(const Vector3 &p_point) const {
+bool GodotWorldBoundaryShape3D::intersect_point(const Vector3 &p_point) const {
return plane.distance_to(p_point) < 0;
}
-Vector3 WorldBoundaryShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
+Vector3 GodotWorldBoundaryShape3D::get_closest_point_to(const Vector3 &p_point) const {
if (plane.is_point_over(p_point)) {
return plane.project(p_point);
} else {
@@ -139,43 +139,43 @@ Vector3 WorldBoundaryShape3DSW::get_closest_point_to(const Vector3 &p_point) con
}
}
-Vector3 WorldBoundaryShape3DSW::get_moment_of_inertia(real_t p_mass) const {
+Vector3 GodotWorldBoundaryShape3D::get_moment_of_inertia(real_t p_mass) const {
return Vector3(); // not applicable.
}
-void WorldBoundaryShape3DSW::_setup(const Plane &p_plane) {
+void GodotWorldBoundaryShape3D::_setup(const Plane &p_plane) {
plane = p_plane;
configure(AABB(Vector3(-1e4, -1e4, -1e4), Vector3(1e4 * 2, 1e4 * 2, 1e4 * 2)));
}
-void WorldBoundaryShape3DSW::set_data(const Variant &p_data) {
+void GodotWorldBoundaryShape3D::set_data(const Variant &p_data) {
_setup(p_data);
}
-Variant WorldBoundaryShape3DSW::get_data() const {
+Variant GodotWorldBoundaryShape3D::get_data() const {
return plane;
}
-WorldBoundaryShape3DSW::WorldBoundaryShape3DSW() {
+GodotWorldBoundaryShape3D::GodotWorldBoundaryShape3D() {
}
//
-real_t SeparationRayShape3DSW::get_length() const {
+real_t GodotSeparationRayShape3D::get_length() const {
return length;
}
-bool SeparationRayShape3DSW::get_slide_on_slope() const {
+bool GodotSeparationRayShape3D::get_slide_on_slope() const {
return slide_on_slope;
}
-void SeparationRayShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+void GodotSeparationRayShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
// don't think this will be even used
r_min = 0;
r_max = 1;
}
-Vector3 SeparationRayShape3DSW::get_support(const Vector3 &p_normal) const {
+Vector3 GodotSeparationRayShape3D::get_support(const Vector3 &p_normal) const {
if (p_normal.z > 0) {
return Vector3(0, 0, length);
} else {
@@ -183,7 +183,7 @@ Vector3 SeparationRayShape3DSW::get_support(const Vector3 &p_normal) const {
}
}
-void SeparationRayShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
+void GodotSeparationRayShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
if (Math::abs(p_normal.z) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) {
r_amount = 2;
r_type = FEATURE_EDGE;
@@ -200,15 +200,15 @@ void SeparationRayShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Ve
}
}
-bool SeparationRayShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool GodotSeparationRayShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
return false; //simply not possible
}
-bool SeparationRayShape3DSW::intersect_point(const Vector3 &p_point) const {
+bool GodotSeparationRayShape3D::intersect_point(const Vector3 &p_point) const {
return false; //simply not possible
}
-Vector3 SeparationRayShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
+Vector3 GodotSeparationRayShape3D::get_closest_point_to(const Vector3 &p_point) const {
Vector3 s[2] = {
Vector3(0, 0, 0),
Vector3(0, 0, length)
@@ -217,37 +217,37 @@ Vector3 SeparationRayShape3DSW::get_closest_point_to(const Vector3 &p_point) con
return Geometry3D::get_closest_point_to_segment(p_point, s);
}
-Vector3 SeparationRayShape3DSW::get_moment_of_inertia(real_t p_mass) const {
+Vector3 GodotSeparationRayShape3D::get_moment_of_inertia(real_t p_mass) const {
return Vector3();
}
-void SeparationRayShape3DSW::_setup(real_t p_length, bool p_slide_on_slope) {
+void GodotSeparationRayShape3D::_setup(real_t p_length, bool p_slide_on_slope) {
length = p_length;
slide_on_slope = p_slide_on_slope;
configure(AABB(Vector3(0, 0, 0), Vector3(0.1, 0.1, length)));
}
-void SeparationRayShape3DSW::set_data(const Variant &p_data) {
+void GodotSeparationRayShape3D::set_data(const Variant &p_data) {
Dictionary d = p_data;
_setup(d["length"], d["slide_on_slope"]);
}
-Variant SeparationRayShape3DSW::get_data() const {
+Variant GodotSeparationRayShape3D::get_data() const {
Dictionary d;
d["length"] = length;
d["slide_on_slope"] = slide_on_slope;
return d;
}
-SeparationRayShape3DSW::SeparationRayShape3DSW() {}
+GodotSeparationRayShape3D::GodotSeparationRayShape3D() {}
/********** SPHERE *************/
-real_t SphereShape3DSW::get_radius() const {
+real_t GodotSphereShape3D::get_radius() const {
return radius;
}
-void SphereShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+void GodotSphereShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
real_t d = p_normal.dot(p_transform.origin);
// figure out scale at point
@@ -258,25 +258,25 @@ void SphereShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &
r_max = d + (radius)*scale;
}
-Vector3 SphereShape3DSW::get_support(const Vector3 &p_normal) const {
+Vector3 GodotSphereShape3D::get_support(const Vector3 &p_normal) const {
return p_normal * radius;
}
-void SphereShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
+void GodotSphereShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
*r_supports = p_normal * radius;
r_amount = 1;
r_type = FEATURE_POINT;
}
-bool SphereShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool GodotSphereShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
return Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(), radius, &r_result, &r_normal);
}
-bool SphereShape3DSW::intersect_point(const Vector3 &p_point) const {
+bool GodotSphereShape3D::intersect_point(const Vector3 &p_point) const {
return p_point.length() < radius;
}
-Vector3 SphereShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
+Vector3 GodotSphereShape3D::get_closest_point_to(const Vector3 &p_point) const {
Vector3 p = p_point;
real_t l = p.length();
if (l < radius) {
@@ -285,29 +285,29 @@ Vector3 SphereShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
return (p / l) * radius;
}
-Vector3 SphereShape3DSW::get_moment_of_inertia(real_t p_mass) const {
+Vector3 GodotSphereShape3D::get_moment_of_inertia(real_t p_mass) const {
real_t s = 0.4 * p_mass * radius * radius;
return Vector3(s, s, s);
}
-void SphereShape3DSW::_setup(real_t p_radius) {
+void GodotSphereShape3D::_setup(real_t p_radius) {
radius = p_radius;
configure(AABB(Vector3(-radius, -radius, -radius), Vector3(radius * 2.0, radius * 2.0, radius * 2.0)));
}
-void SphereShape3DSW::set_data(const Variant &p_data) {
+void GodotSphereShape3D::set_data(const Variant &p_data) {
_setup(p_data);
}
-Variant SphereShape3DSW::get_data() const {
+Variant GodotSphereShape3D::get_data() const {
return radius;
}
-SphereShape3DSW::SphereShape3DSW() {}
+GodotSphereShape3D::GodotSphereShape3D() {}
/********** BOX *************/
-void BoxShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+void GodotBoxShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
// no matter the angle, the box is mirrored anyway
Vector3 local_normal = p_transform.basis.xform_inv(p_normal);
@@ -318,7 +318,7 @@ void BoxShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_t
r_max = distance + length;
}
-Vector3 BoxShape3DSW::get_support(const Vector3 &p_normal) const {
+Vector3 GodotBoxShape3D::get_support(const Vector3 &p_normal) const {
Vector3 point(
(p_normal.x < 0) ? -half_extents.x : half_extents.x,
(p_normal.y < 0) ? -half_extents.y : half_extents.y,
@@ -327,7 +327,7 @@ Vector3 BoxShape3DSW::get_support(const Vector3 &p_normal) const {
return point;
}
-void BoxShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
+void GodotBoxShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
static const int next[3] = { 1, 2, 0 };
static const int next2[3] = { 2, 0, 1 };
@@ -410,17 +410,17 @@ void BoxShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_s
r_supports[0] = point;
}
-bool BoxShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool GodotBoxShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
AABB aabb(-half_extents, half_extents * 2.0);
return aabb.intersects_segment(p_begin, p_end, &r_result, &r_normal);
}
-bool BoxShape3DSW::intersect_point(const Vector3 &p_point) const {
+bool GodotBoxShape3D::intersect_point(const Vector3 &p_point) const {
return (Math::abs(p_point.x) < half_extents.x && Math::abs(p_point.y) < half_extents.y && Math::abs(p_point.z) < half_extents.z);
}
-Vector3 BoxShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
+Vector3 GodotBoxShape3D::get_closest_point_to(const Vector3 &p_point) const {
int outside = 0;
Vector3 min_point;
@@ -470,7 +470,7 @@ Vector3 BoxShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
return min_point;
}
-Vector3 BoxShape3DSW::get_moment_of_inertia(real_t p_mass) const {
+Vector3 GodotBoxShape3D::get_moment_of_inertia(real_t p_mass) const {
real_t lx = half_extents.x;
real_t ly = half_extents.y;
real_t lz = half_extents.z;
@@ -478,25 +478,25 @@ Vector3 BoxShape3DSW::get_moment_of_inertia(real_t p_mass) const {
return Vector3((p_mass / 3.0) * (ly * ly + lz * lz), (p_mass / 3.0) * (lx * lx + lz * lz), (p_mass / 3.0) * (lx * lx + ly * ly));
}
-void BoxShape3DSW::_setup(const Vector3 &p_half_extents) {
+void GodotBoxShape3D::_setup(const Vector3 &p_half_extents) {
half_extents = p_half_extents.abs();
configure(AABB(-half_extents, half_extents * 2));
}
-void BoxShape3DSW::set_data(const Variant &p_data) {
+void GodotBoxShape3D::set_data(const Variant &p_data) {
_setup(p_data);
}
-Variant BoxShape3DSW::get_data() const {
+Variant GodotBoxShape3D::get_data() const {
return half_extents;
}
-BoxShape3DSW::BoxShape3DSW() {}
+GodotBoxShape3D::GodotBoxShape3D() {}
/********** CAPSULE *************/
-void CapsuleShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+void GodotCapsuleShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
Vector3 n = p_transform.basis.xform_inv(p_normal).normalized();
real_t h = height * 0.5 - radius;
@@ -507,7 +507,7 @@ void CapsuleShape3DSW::project_range(const Vector3 &p_normal, const Transform3D
r_min = p_normal.dot(p_transform.xform(-n));
}
-Vector3 CapsuleShape3DSW::get_support(const Vector3 &p_normal) const {
+Vector3 GodotCapsuleShape3D::get_support(const Vector3 &p_normal) const {
Vector3 n = p_normal;
real_t h = height * 0.5 - radius;
@@ -517,7 +517,7 @@ Vector3 CapsuleShape3DSW::get_support(const Vector3 &p_normal) const {
return n;
}
-void CapsuleShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
+void GodotCapsuleShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
Vector3 n = p_normal;
real_t d = n.y;
@@ -546,7 +546,7 @@ void CapsuleShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3
}
}
-bool CapsuleShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool GodotCapsuleShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
Vector3 norm = (p_end - p_begin).normalized();
real_t min_d = 1e20;
@@ -602,7 +602,7 @@ bool CapsuleShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &
return collision;
}
-bool CapsuleShape3DSW::intersect_point(const Vector3 &p_point) const {
+bool GodotCapsuleShape3D::intersect_point(const Vector3 &p_point) const {
if (Math::abs(p_point.y) < height * 0.5 - radius) {
return Vector3(p_point.x, 0, p_point.z).length() < radius;
} else {
@@ -612,7 +612,7 @@ bool CapsuleShape3DSW::intersect_point(const Vector3 &p_point) const {
}
}
-Vector3 CapsuleShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
+Vector3 GodotCapsuleShape3D::get_closest_point_to(const Vector3 &p_point) const {
Vector3 s[2] = {
Vector3(0, -height * 0.5 + radius, 0),
Vector3(0, height * 0.5 - radius, 0),
@@ -627,7 +627,7 @@ Vector3 CapsuleShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
return p + (p_point - p).normalized() * radius;
}
-Vector3 CapsuleShape3DSW::get_moment_of_inertia(real_t p_mass) const {
+Vector3 GodotCapsuleShape3D::get_moment_of_inertia(real_t p_mass) const {
// use bad AABB approximation
Vector3 extents = get_aabb().size * 0.5;
@@ -637,31 +637,31 @@ Vector3 CapsuleShape3DSW::get_moment_of_inertia(real_t p_mass) const {
(p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
}
-void CapsuleShape3DSW::_setup(real_t p_height, real_t p_radius) {
+void GodotCapsuleShape3D::_setup(real_t p_height, real_t p_radius) {
height = p_height;
radius = p_radius;
configure(AABB(Vector3(-radius, -height * 0.5, -radius), Vector3(radius * 2, height, radius * 2)));
}
-void CapsuleShape3DSW::set_data(const Variant &p_data) {
+void GodotCapsuleShape3D::set_data(const Variant &p_data) {
Dictionary d = p_data;
ERR_FAIL_COND(!d.has("radius"));
ERR_FAIL_COND(!d.has("height"));
_setup(d["height"], d["radius"]);
}
-Variant CapsuleShape3DSW::get_data() const {
+Variant GodotCapsuleShape3D::get_data() const {
Dictionary d;
d["radius"] = radius;
d["height"] = height;
return d;
}
-CapsuleShape3DSW::CapsuleShape3DSW() {}
+GodotCapsuleShape3D::GodotCapsuleShape3D() {}
/********** CYLINDER *************/
-void CylinderShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+void GodotCylinderShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
Vector3 cylinder_axis = p_transform.basis.get_axis(1).normalized();
real_t axis_dot = cylinder_axis.dot(p_normal);
@@ -683,7 +683,7 @@ void CylinderShape3DSW::project_range(const Vector3 &p_normal, const Transform3D
r_max = distance + length;
}
-Vector3 CylinderShape3DSW::get_support(const Vector3 &p_normal) const {
+Vector3 GodotCylinderShape3D::get_support(const Vector3 &p_normal) const {
Vector3 n = p_normal;
real_t h = (n.y > 0) ? height : -height;
real_t s = Math::sqrt(n.x * n.x + n.z * n.z);
@@ -701,7 +701,7 @@ Vector3 CylinderShape3DSW::get_support(const Vector3 &p_normal) const {
return n;
}
-void CylinderShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
+void GodotCylinderShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
real_t d = p_normal.y;
if (Math::abs(d) > _CYLINDER_FACE_IS_VALID_SUPPORT_THRESHOLD) {
real_t h = (d > 0) ? height : -height;
@@ -761,23 +761,23 @@ void CylinderShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3
}
}
-bool CylinderShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool GodotCylinderShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
return Geometry3D::segment_intersects_cylinder(p_begin, p_end, height, radius, &r_result, &r_normal, 1);
}
-bool CylinderShape3DSW::intersect_point(const Vector3 &p_point) const {
+bool GodotCylinderShape3D::intersect_point(const Vector3 &p_point) const {
if (Math::abs(p_point.y) < height * 0.5) {
return Vector3(p_point.x, 0, p_point.z).length() < radius;
}
return false;
}
-Vector3 CylinderShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
+Vector3 GodotCylinderShape3D::get_closest_point_to(const Vector3 &p_point) const {
if (Math::absf(p_point.y) > height * 0.5) {
// Project point to top disk.
real_t dir = p_point.y > 0.0 ? 1.0 : -1.0;
Vector3 circle_pos(0.0, dir * height * 0.5, 0.0);
- Plane circle_plane(circle_pos, Vector3(0.0, dir, 0.0));
+ Plane circle_plane(Vector3(0.0, dir, 0.0), circle_pos);
Vector3 proj_point = circle_plane.project(p_point);
// Clip position.
@@ -805,7 +805,7 @@ Vector3 CylinderShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
}
}
-Vector3 CylinderShape3DSW::get_moment_of_inertia(real_t p_mass) const {
+Vector3 GodotCylinderShape3D::get_moment_of_inertia(real_t p_mass) const {
// use bad AABB approximation
Vector3 extents = get_aabb().size * 0.5;
@@ -815,31 +815,31 @@ Vector3 CylinderShape3DSW::get_moment_of_inertia(real_t p_mass) const {
(p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
}
-void CylinderShape3DSW::_setup(real_t p_height, real_t p_radius) {
+void GodotCylinderShape3D::_setup(real_t p_height, real_t p_radius) {
height = p_height;
radius = p_radius;
configure(AABB(Vector3(-radius, -height * 0.5, -radius), Vector3(radius * 2.0, height, radius * 2.0)));
}
-void CylinderShape3DSW::set_data(const Variant &p_data) {
+void GodotCylinderShape3D::set_data(const Variant &p_data) {
Dictionary d = p_data;
ERR_FAIL_COND(!d.has("radius"));
ERR_FAIL_COND(!d.has("height"));
_setup(d["height"], d["radius"]);
}
-Variant CylinderShape3DSW::get_data() const {
+Variant GodotCylinderShape3D::get_data() const {
Dictionary d;
d["radius"] = radius;
d["height"] = height;
return d;
}
-CylinderShape3DSW::CylinderShape3DSW() {}
+GodotCylinderShape3D::GodotCylinderShape3D() {}
/********** CONVEX POLYGON *************/
-void ConvexPolygonShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+void GodotConvexPolygonShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
int vertex_count = mesh.vertices.size();
if (vertex_count == 0) {
return;
@@ -859,7 +859,7 @@ void ConvexPolygonShape3DSW::project_range(const Vector3 &p_normal, const Transf
}
}
-Vector3 ConvexPolygonShape3DSW::get_support(const Vector3 &p_normal) const {
+Vector3 GodotConvexPolygonShape3D::get_support(const Vector3 &p_normal) const {
Vector3 n = p_normal;
int vert_support_idx = -1;
@@ -884,7 +884,7 @@ Vector3 ConvexPolygonShape3DSW::get_support(const Vector3 &p_normal) const {
return vrts[vert_support_idx];
}
-void ConvexPolygonShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
+void GodotConvexPolygonShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
int fc = mesh.faces.size();
@@ -954,7 +954,7 @@ void ConvexPolygonShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Ve
r_type = FEATURE_POINT;
}
-bool ConvexPolygonShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool GodotConvexPolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
int fc = mesh.faces.size();
@@ -992,7 +992,7 @@ bool ConvexPolygonShape3DSW::intersect_segment(const Vector3 &p_begin, const Vec
return col;
}
-bool ConvexPolygonShape3DSW::intersect_point(const Vector3 &p_point) const {
+bool GodotConvexPolygonShape3D::intersect_point(const Vector3 &p_point) const {
const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
int fc = mesh.faces.size();
@@ -1005,7 +1005,7 @@ bool ConvexPolygonShape3DSW::intersect_point(const Vector3 &p_point) const {
return true;
}
-Vector3 ConvexPolygonShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
+Vector3 GodotConvexPolygonShape3D::get_closest_point_to(const Vector3 &p_point) const {
const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
int fc = mesh.faces.size();
const Vector3 *vertices = mesh.vertices.ptr();
@@ -1025,7 +1025,7 @@ Vector3 ConvexPolygonShape3DSW::get_closest_point_to(const Vector3 &p_point) con
Vector3 a = vertices[indices[j]];
Vector3 b = vertices[indices[(j + 1) % ic]];
Vector3 n = (a - b).cross(faces[i].plane.normal).normalized();
- if (Plane(a, n).is_point_over(p_point)) {
+ if (Plane(n, a).is_point_over(p_point)) {
is_inside = false;
break;
}
@@ -1063,7 +1063,7 @@ Vector3 ConvexPolygonShape3DSW::get_closest_point_to(const Vector3 &p_point) con
return min_point;
}
-Vector3 ConvexPolygonShape3DSW::get_moment_of_inertia(real_t p_mass) const {
+Vector3 GodotConvexPolygonShape3D::get_moment_of_inertia(real_t p_mass) const {
// use bad AABB approximation
Vector3 extents = get_aabb().size * 0.5;
@@ -1073,7 +1073,7 @@ Vector3 ConvexPolygonShape3DSW::get_moment_of_inertia(real_t p_mass) const {
(p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
}
-void ConvexPolygonShape3DSW::_setup(const Vector<Vector3> &p_vertices) {
+void GodotConvexPolygonShape3D::_setup(const Vector<Vector3> &p_vertices) {
Error err = ConvexHullComputer::convex_hull(p_vertices, mesh);
if (err != OK) {
ERR_PRINT("Failed to build convex hull");
@@ -1092,20 +1092,20 @@ void ConvexPolygonShape3DSW::_setup(const Vector<Vector3> &p_vertices) {
configure(_aabb);
}
-void ConvexPolygonShape3DSW::set_data(const Variant &p_data) {
+void GodotConvexPolygonShape3D::set_data(const Variant &p_data) {
_setup(p_data);
}
-Variant ConvexPolygonShape3DSW::get_data() const {
+Variant GodotConvexPolygonShape3D::get_data() const {
return mesh.vertices;
}
-ConvexPolygonShape3DSW::ConvexPolygonShape3DSW() {
+GodotConvexPolygonShape3D::GodotConvexPolygonShape3D() {
}
/********** FACE POLYGON *************/
-void FaceShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+void GodotFaceShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
for (int i = 0; i < 3; i++) {
Vector3 v = p_transform.xform(vertex[i]);
real_t d = p_normal.dot(v);
@@ -1120,7 +1120,7 @@ void FaceShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_
}
}
-Vector3 FaceShape3DSW::get_support(const Vector3 &p_normal) const {
+Vector3 GodotFaceShape3D::get_support(const Vector3 &p_normal) const {
int vert_support_idx = -1;
real_t support_max = 0;
@@ -1136,7 +1136,7 @@ Vector3 FaceShape3DSW::get_support(const Vector3 &p_normal) const {
return vertex[vert_support_idx];
}
-void FaceShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
+void GodotFaceShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
Vector3 n = p_normal;
/** TEST FACE AS SUPPORT **/
@@ -1188,12 +1188,12 @@ void FaceShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_
r_supports[0] = vertex[vert_support_idx];
}
-bool FaceShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool GodotFaceShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
bool c = Geometry3D::segment_intersects_triangle(p_begin, p_end, vertex[0], vertex[1], vertex[2], &r_result);
if (c) {
r_normal = Plane(vertex[0], vertex[1], vertex[2]).normal;
if (r_normal.dot(p_end - p_begin) > 0) {
- if (backface_collision) {
+ if (backface_collision && p_hit_back_faces) {
r_normal = -r_normal;
} else {
c = false;
@@ -1204,23 +1204,23 @@ bool FaceShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_e
return c;
}
-bool FaceShape3DSW::intersect_point(const Vector3 &p_point) const {
+bool GodotFaceShape3D::intersect_point(const Vector3 &p_point) const {
return false; //face is flat
}
-Vector3 FaceShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
+Vector3 GodotFaceShape3D::get_closest_point_to(const Vector3 &p_point) const {
return Face3(vertex[0], vertex[1], vertex[2]).get_closest_point_to(p_point);
}
-Vector3 FaceShape3DSW::get_moment_of_inertia(real_t p_mass) const {
+Vector3 GodotFaceShape3D::get_moment_of_inertia(real_t p_mass) const {
return Vector3(); // Sorry, but i don't think anyone cares, FaceShape!
}
-FaceShape3DSW::FaceShape3DSW() {
+GodotFaceShape3D::GodotFaceShape3D() {
configure(AABB());
}
-Vector<Vector3> ConcavePolygonShape3DSW::get_faces() const {
+Vector<Vector3> GodotConcavePolygonShape3D::get_faces() const {
Vector<Vector3> rfaces;
rfaces.resize(faces.size() * 3);
@@ -1235,7 +1235,7 @@ Vector<Vector3> ConcavePolygonShape3DSW::get_faces() const {
return rfaces;
}
-void ConcavePolygonShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+void GodotConcavePolygonShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
int count = vertices.size();
if (count == 0) {
r_min = 0;
@@ -1256,7 +1256,7 @@ void ConcavePolygonShape3DSW::project_range(const Vector3 &p_normal, const Trans
}
}
-Vector3 ConcavePolygonShape3DSW::get_support(const Vector3 &p_normal) const {
+Vector3 GodotConcavePolygonShape3D::get_support(const Vector3 &p_normal) const {
int count = vertices.size();
if (count == 0) {
return Vector3();
@@ -1281,7 +1281,7 @@ Vector3 ConcavePolygonShape3DSW::get_support(const Vector3 &p_normal) const {
return vptr[vert_support_idx];
}
-void ConcavePolygonShape3DSW::_cull_segment(int p_idx, _SegmentCullParams *p_params) const {
+void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_params) const {
const BVH *bvh = &p_params->bvh[p_idx];
/*
@@ -1296,7 +1296,7 @@ void ConcavePolygonShape3DSW::_cull_segment(int p_idx, _SegmentCullParams *p_par
if (bvh->face_index >= 0) {
const Face *f = &p_params->faces[bvh->face_index];
- FaceShape3DSW *face = p_params->face;
+ GodotFaceShape3D *face = p_params->face;
face->normal = f->normal;
face->vertex[0] = p_params->vertices[f->indices[0]];
face->vertex[1] = p_params->vertices[f->indices[1]];
@@ -1304,7 +1304,7 @@ void ConcavePolygonShape3DSW::_cull_segment(int p_idx, _SegmentCullParams *p_par
Vector3 res;
Vector3 normal;
- if (face->intersect_segment(p_params->from, p_params->to, res, normal)) {
+ if (face->intersect_segment(p_params->from, p_params->to, res, normal, true)) {
real_t d = p_params->dir.dot(res) - p_params->dir.dot(p_params->from);
if ((d > 0) && (d < p_params->min_d)) {
p_params->min_d = d;
@@ -1323,7 +1323,7 @@ void ConcavePolygonShape3DSW::_cull_segment(int p_idx, _SegmentCullParams *p_par
}
}
-bool ConcavePolygonShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
if (faces.size() == 0) {
return false;
}
@@ -1333,8 +1333,8 @@ bool ConcavePolygonShape3DSW::intersect_segment(const Vector3 &p_begin, const Ve
const Vector3 *vr = vertices.ptr();
const BVH *br = bvh.ptr();
- FaceShape3DSW face;
- face.backface_collision = backface_collision;
+ GodotFaceShape3D face;
+ face.backface_collision = backface_collision && p_hit_back_faces;
_SegmentCullParams params;
params.from = p_begin;
@@ -1359,15 +1359,15 @@ bool ConcavePolygonShape3DSW::intersect_segment(const Vector3 &p_begin, const Ve
}
}
-bool ConcavePolygonShape3DSW::intersect_point(const Vector3 &p_point) const {
+bool GodotConcavePolygonShape3D::intersect_point(const Vector3 &p_point) const {
return false; //face is flat
}
-Vector3 ConcavePolygonShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
+Vector3 GodotConcavePolygonShape3D::get_closest_point_to(const Vector3 &p_point) const {
return Vector3();
}
-bool ConcavePolygonShape3DSW::_cull(int p_idx, _CullParams *p_params) const {
+bool GodotConcavePolygonShape3D::_cull(int p_idx, _CullParams *p_params) const {
const BVH *bvh = &p_params->bvh[p_idx];
if (!p_params->aabb.intersects(bvh->aabb)) {
@@ -1376,7 +1376,7 @@ bool ConcavePolygonShape3DSW::_cull(int p_idx, _CullParams *p_params) const {
if (bvh->face_index >= 0) {
const Face *f = &p_params->faces[bvh->face_index];
- FaceShape3DSW *face = p_params->face;
+ GodotFaceShape3D *face = p_params->face;
face->normal = f->normal;
face->vertex[0] = p_params->vertices[f->indices[0]];
face->vertex[1] = p_params->vertices[f->indices[1]];
@@ -1401,7 +1401,7 @@ bool ConcavePolygonShape3DSW::_cull(int p_idx, _CullParams *p_params) const {
return false;
}
-void ConcavePolygonShape3DSW::cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata) const {
+void GodotConcavePolygonShape3D::cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata) const {
// make matrix local to concave
if (faces.size() == 0) {
return;
@@ -1414,7 +1414,7 @@ void ConcavePolygonShape3DSW::cull(const AABB &p_local_aabb, QueryCallback p_cal
const Vector3 *vr = vertices.ptr();
const BVH *br = bvh.ptr();
- FaceShape3DSW face; // use this to send in the callback
+ GodotFaceShape3D face; // use this to send in the callback
face.backface_collision = backface_collision;
_CullParams params;
@@ -1430,7 +1430,7 @@ void ConcavePolygonShape3DSW::cull(const AABB &p_local_aabb, QueryCallback p_cal
_cull(0, &params);
}
-Vector3 ConcavePolygonShape3DSW::get_moment_of_inertia(real_t p_mass) const {
+Vector3 GodotConcavePolygonShape3D::get_moment_of_inertia(real_t p_mass) const {
// use bad AABB approximation
Vector3 extents = get_aabb().size * 0.5;
@@ -1440,40 +1440,40 @@ Vector3 ConcavePolygonShape3DSW::get_moment_of_inertia(real_t p_mass) const {
(p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
}
-struct _VolumeSW_BVH_Element {
+struct _Volume_BVH_Element {
AABB aabb;
Vector3 center;
int face_index;
};
-struct _VolumeSW_BVH_CompareX {
- _FORCE_INLINE_ bool operator()(const _VolumeSW_BVH_Element &a, const _VolumeSW_BVH_Element &b) const {
+struct _Volume_BVH_CompareX {
+ _FORCE_INLINE_ bool operator()(const _Volume_BVH_Element &a, const _Volume_BVH_Element &b) const {
return a.center.x < b.center.x;
}
};
-struct _VolumeSW_BVH_CompareY {
- _FORCE_INLINE_ bool operator()(const _VolumeSW_BVH_Element &a, const _VolumeSW_BVH_Element &b) const {
+struct _Volume_BVH_CompareY {
+ _FORCE_INLINE_ bool operator()(const _Volume_BVH_Element &a, const _Volume_BVH_Element &b) const {
return a.center.y < b.center.y;
}
};
-struct _VolumeSW_BVH_CompareZ {
- _FORCE_INLINE_ bool operator()(const _VolumeSW_BVH_Element &a, const _VolumeSW_BVH_Element &b) const {
+struct _Volume_BVH_CompareZ {
+ _FORCE_INLINE_ bool operator()(const _Volume_BVH_Element &a, const _Volume_BVH_Element &b) const {
return a.center.z < b.center.z;
}
};
-struct _VolumeSW_BVH {
+struct _Volume_BVH {
AABB aabb;
- _VolumeSW_BVH *left;
- _VolumeSW_BVH *right;
+ _Volume_BVH *left;
+ _Volume_BVH *right;
int face_index;
};
-_VolumeSW_BVH *_volume_sw_build_bvh(_VolumeSW_BVH_Element *p_elements, int p_size, int &count) {
- _VolumeSW_BVH *bvh = memnew(_VolumeSW_BVH);
+_Volume_BVH *_volume_build_bvh(_Volume_BVH_Element *p_elements, int p_size, int &count) {
+ _Volume_BVH *bvh = memnew(_Volume_BVH);
if (p_size == 1) {
//leaf
@@ -1498,30 +1498,30 @@ _VolumeSW_BVH *_volume_sw_build_bvh(_VolumeSW_BVH_Element *p_elements, int p_siz
bvh->aabb = aabb;
switch (aabb.get_longest_axis_index()) {
case 0: {
- SortArray<_VolumeSW_BVH_Element, _VolumeSW_BVH_CompareX> sort_x;
+ SortArray<_Volume_BVH_Element, _Volume_BVH_CompareX> sort_x;
sort_x.sort(p_elements, p_size);
} break;
case 1: {
- SortArray<_VolumeSW_BVH_Element, _VolumeSW_BVH_CompareY> sort_y;
+ SortArray<_Volume_BVH_Element, _Volume_BVH_CompareY> sort_y;
sort_y.sort(p_elements, p_size);
} break;
case 2: {
- SortArray<_VolumeSW_BVH_Element, _VolumeSW_BVH_CompareZ> sort_z;
+ SortArray<_Volume_BVH_Element, _Volume_BVH_CompareZ> sort_z;
sort_z.sort(p_elements, p_size);
} break;
}
int split = p_size / 2;
- bvh->left = _volume_sw_build_bvh(p_elements, split, count);
- bvh->right = _volume_sw_build_bvh(&p_elements[split], p_size - split, count);
+ bvh->left = _volume_build_bvh(p_elements, split, count);
+ bvh->right = _volume_build_bvh(&p_elements[split], p_size - split, count);
//printf("branch at %p - %i: %i\n",bvh,count,bvh->face_index);
count++;
return bvh;
}
-void ConcavePolygonShape3DSW::_fill_bvh(_VolumeSW_BVH *p_bvh_tree, BVH *p_bvh_array, int &p_idx) {
+void GodotConcavePolygonShape3D::_fill_bvh(_Volume_BVH *p_bvh_tree, BVH *p_bvh_array, int &p_idx) {
int idx = p_idx;
p_bvh_array[idx].aabb = p_bvh_tree->aabb;
@@ -1547,7 +1547,7 @@ void ConcavePolygonShape3DSW::_fill_bvh(_VolumeSW_BVH *p_bvh_tree, BVH *p_bvh_ar
memdelete(p_bvh_tree);
}
-void ConcavePolygonShape3DSW::_setup(const Vector<Vector3> &p_faces, bool p_backface_collision) {
+void GodotConcavePolygonShape3D::_setup(const Vector<Vector3> &p_faces, bool p_backface_collision) {
int src_face_count = p_faces.size();
if (src_face_count == 0) {
configure(AABB());
@@ -1558,10 +1558,10 @@ void ConcavePolygonShape3DSW::_setup(const Vector<Vector3> &p_faces, bool p_back
const Vector3 *facesr = p_faces.ptr();
- Vector<_VolumeSW_BVH_Element> bvh_array;
+ Vector<_Volume_BVH_Element> bvh_array;
bvh_array.resize(src_face_count);
- _VolumeSW_BVH_Element *bvh_arrayw = bvh_array.ptrw();
+ _Volume_BVH_Element *bvh_arrayw = bvh_array.ptrw();
faces.resize(src_face_count);
Face *facesw = faces.ptrw();
@@ -1593,7 +1593,7 @@ void ConcavePolygonShape3DSW::_setup(const Vector<Vector3> &p_faces, bool p_back
}
int count = 0;
- _VolumeSW_BVH *bvh_tree = _volume_sw_build_bvh(bvh_arrayw, src_face_count, count);
+ _Volume_BVH *bvh_tree = _volume_build_bvh(bvh_arrayw, src_face_count, count);
bvh.resize(count + 1);
@@ -1607,14 +1607,14 @@ void ConcavePolygonShape3DSW::_setup(const Vector<Vector3> &p_faces, bool p_back
configure(_aabb); // this type of shape has no margin
}
-void ConcavePolygonShape3DSW::set_data(const Variant &p_data) {
+void GodotConcavePolygonShape3D::set_data(const Variant &p_data) {
Dictionary d = p_data;
ERR_FAIL_COND(!d.has("faces"));
_setup(d["faces"], d["backface_collision"]);
}
-Variant ConcavePolygonShape3DSW::get_data() const {
+Variant GodotConcavePolygonShape3D::get_data() const {
Dictionary d;
d["faces"] = get_faces();
d["backface_collision"] = backface_collision;
@@ -1622,29 +1622,29 @@ Variant ConcavePolygonShape3DSW::get_data() const {
return d;
}
-ConcavePolygonShape3DSW::ConcavePolygonShape3DSW() {
+GodotConcavePolygonShape3D::GodotConcavePolygonShape3D() {
}
/* HEIGHT MAP SHAPE */
-Vector<real_t> HeightMapShape3DSW::get_heights() const {
+Vector<real_t> GodotHeightMapShape3D::get_heights() const {
return heights;
}
-int HeightMapShape3DSW::get_width() const {
+int GodotHeightMapShape3D::get_width() const {
return width;
}
-int HeightMapShape3DSW::get_depth() const {
+int GodotHeightMapShape3D::get_depth() const {
return depth;
}
-void HeightMapShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+void GodotHeightMapShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
//not very useful, but not very used either
- p_transform.xform(get_aabb()).project_range_in_plane(Plane(p_normal, 0), r_min, r_max);
+ p_transform.xform(get_aabb()).project_range_in_plane(Plane(p_normal), r_min, r_max);
}
-Vector3 HeightMapShape3DSW::get_support(const Vector3 &p_normal) const {
+Vector3 GodotHeightMapShape3D::get_support(const Vector3 &p_normal) const {
//not very useful, but not very used either
return get_aabb().get_support(p_normal);
}
@@ -1657,8 +1657,8 @@ struct _HeightmapSegmentCullParams {
Vector3 result;
Vector3 normal;
- const HeightMapShape3DSW *heightmap = nullptr;
- FaceShape3DSW *face = nullptr;
+ const GodotHeightMapShape3D *heightmap = nullptr;
+ GodotFaceShape3D *face = nullptr;
};
struct _HeightmapGridCullState {
@@ -1675,7 +1675,7 @@ struct _HeightmapGridCullState {
_FORCE_INLINE_ bool _heightmap_face_cull_segment(_HeightmapSegmentCullParams &p_params) {
Vector3 res;
Vector3 normal;
- if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal)) {
+ if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal, true)) {
p_params.result = res;
p_params.normal = normal;
return true;
@@ -1706,7 +1706,7 @@ _FORCE_INLINE_ bool _heightmap_cell_cull_segment(_HeightmapSegmentCullParams &p_
}
_FORCE_INLINE_ bool _heightmap_chunk_cull_segment(_HeightmapSegmentCullParams &p_params, const _HeightmapGridCullState &p_state) {
- const HeightMapShape3DSW::Range &chunk = p_params.heightmap->_get_bounds_chunk(p_state.x, p_state.z);
+ const GodotHeightMapShape3D::Range &chunk = p_params.heightmap->_get_bounds_chunk(p_state.x, p_state.z);
Vector3 enter_pos;
Vector3 exit_pos;
@@ -1725,8 +1725,8 @@ _FORCE_INLINE_ bool _heightmap_chunk_cull_segment(_HeightmapSegmentCullParams &p
}
// Transform positions to heightmap space.
- enter_pos *= HeightMapShape3DSW::BOUNDS_CHUNK_SIZE;
- exit_pos *= HeightMapShape3DSW::BOUNDS_CHUNK_SIZE;
+ enter_pos *= GodotHeightMapShape3D::BOUNDS_CHUNK_SIZE;
+ exit_pos *= GodotHeightMapShape3D::BOUNDS_CHUNK_SIZE;
// We did enter the flat projection of the AABB,
// but we have to check if we intersect it on the vertical axis.
@@ -1741,7 +1741,7 @@ _FORCE_INLINE_ bool _heightmap_chunk_cull_segment(_HeightmapSegmentCullParams &p
}
template <typename ProcessFunction>
-bool HeightMapShape3DSW::_intersect_grid_segment(ProcessFunction &p_process, const Vector3 &p_begin, const Vector3 &p_end, int p_width, int p_depth, const Vector3 &offset, Vector3 &r_point, Vector3 &r_normal) const {
+bool GodotHeightMapShape3D::_intersect_grid_segment(ProcessFunction &p_process, const Vector3 &p_begin, const Vector3 &p_end, int p_width, int p_depth, const Vector3 &offset, Vector3 &r_point, Vector3 &r_normal) const {
Vector3 delta = (p_end - p_begin);
real_t length = delta.length();
@@ -1751,7 +1751,7 @@ bool HeightMapShape3DSW::_intersect_grid_segment(ProcessFunction &p_process, con
Vector3 local_begin = p_begin + offset;
- FaceShape3DSW face;
+ GodotFaceShape3D face;
face.backface_collision = false;
_HeightmapSegmentCullParams params;
@@ -1881,7 +1881,7 @@ bool HeightMapShape3DSW::_intersect_grid_segment(ProcessFunction &p_process, con
return false;
}
-bool HeightMapShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const {
+bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const {
if (heights.is_empty()) {
return false;
}
@@ -1898,8 +1898,8 @@ bool HeightMapShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3
if ((begin_x == end_x) && (begin_z == end_z)) {
// Simple case for rays that don't traverse the grid horizontally.
// Just perform a test on the given cell.
- FaceShape3DSW face;
- face.backface_collision = false;
+ GodotFaceShape3D face;
+ face.backface_collision = p_hit_back_faces;
_HeightmapSegmentCullParams params;
params.from = p_begin;
@@ -1938,15 +1938,15 @@ bool HeightMapShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3
return false;
}
-bool HeightMapShape3DSW::intersect_point(const Vector3 &p_point) const {
+bool GodotHeightMapShape3D::intersect_point(const Vector3 &p_point) const {
return false;
}
-Vector3 HeightMapShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
+Vector3 GodotHeightMapShape3D::get_closest_point_to(const Vector3 &p_point) const {
return Vector3();
}
-void HeightMapShape3DSW::_get_cell(const Vector3 &p_point, int &r_x, int &r_y, int &r_z) const {
+void GodotHeightMapShape3D::_get_cell(const Vector3 &p_point, int &r_x, int &r_y, int &r_z) const {
const AABB &aabb = get_aabb();
Vector3 pos_local = aabb.position + local_origin;
@@ -1961,7 +1961,7 @@ void HeightMapShape3DSW::_get_cell(const Vector3 &p_point, int &r_x, int &r_y, i
r_z = (clamped_point.z < 0.0) ? (clamped_point.z - 0.5) : (clamped_point.z + 0.5);
}
-void HeightMapShape3DSW::cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata) const {
+void GodotHeightMapShape3D::cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata) const {
if (heights.is_empty()) {
return;
}
@@ -1987,7 +1987,7 @@ void HeightMapShape3DSW::cull(const AABB &p_local_aabb, QueryCallback p_callback
int start_z = MAX(0, aabb_min[2]);
int end_z = MIN(depth - 1, aabb_max[2]);
- FaceShape3DSW face;
+ GodotFaceShape3D face;
face.backface_collision = true;
for (int z = start_z; z < end_z; z++) {
@@ -2012,7 +2012,7 @@ void HeightMapShape3DSW::cull(const AABB &p_local_aabb, QueryCallback p_callback
}
}
-Vector3 HeightMapShape3DSW::get_moment_of_inertia(real_t p_mass) const {
+Vector3 GodotHeightMapShape3D::get_moment_of_inertia(real_t p_mass) const {
// use bad AABB approximation
Vector3 extents = get_aabb().size * 0.5;
@@ -2022,7 +2022,7 @@ Vector3 HeightMapShape3DSW::get_moment_of_inertia(real_t p_mass) const {
(p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
}
-void HeightMapShape3DSW::_build_accelerator() {
+void GodotHeightMapShape3D::_build_accelerator() {
bounds_grid.clear();
bounds_grid_width = width / BOUNDS_CHUNK_SIZE;
@@ -2091,7 +2091,7 @@ void HeightMapShape3DSW::_build_accelerator() {
}
}
-void HeightMapShape3DSW::_setup(const Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) {
+void GodotHeightMapShape3D::_setup(const Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) {
heights = p_heights;
width = p_width;
depth = p_depth;
@@ -2112,7 +2112,7 @@ void HeightMapShape3DSW::_setup(const Vector<real_t> &p_heights, int p_width, in
configure(aabb);
}
-void HeightMapShape3DSW::set_data(const Variant &p_data) {
+void GodotHeightMapShape3D::set_data(const Variant &p_data) {
ERR_FAIL_COND(p_data.get_type() != Variant::DICTIONARY);
Dictionary d = p_data;
@@ -2184,7 +2184,7 @@ void HeightMapShape3DSW::set_data(const Variant &p_data) {
_setup(heights_buffer, width, depth, min_height, max_height);
}
-Variant HeightMapShape3DSW::get_data() const {
+Variant GodotHeightMapShape3D::get_data() const {
Dictionary d;
d["width"] = width;
d["depth"] = depth;
@@ -2198,5 +2198,5 @@ Variant HeightMapShape3DSW::get_data() const {
return d;
}
-HeightMapShape3DSW::HeightMapShape3DSW() {
+GodotHeightMapShape3D::GodotHeightMapShape3D() {
}
diff --git a/servers/physics_3d/shape_3d_sw.h b/servers/physics_3d/godot_shape_3d.h
index 061d66a085..7a32b69166 100644
--- a/servers/physics_3d/shape_3d_sw.h
+++ b/servers/physics_3d/godot_shape_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* shape_3d_sw.h */
+/* godot_shape_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,30 +28,30 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef SHAPE_SW_H
-#define SHAPE_SW_H
+#ifndef GODOT_SHAPE_3D_H
+#define GODOT_SHAPE_3D_H
#include "core/math/geometry_3d.h"
#include "core/templates/local_vector.h"
#include "servers/physics_server_3d.h"
-class Shape3DSW;
+class GodotShape3D;
-class ShapeOwner3DSW {
+class GodotShapeOwner3D {
public:
virtual void _shape_changed() = 0;
- virtual void remove_shape(Shape3DSW *p_shape) = 0;
+ virtual void remove_shape(GodotShape3D *p_shape) = 0;
- virtual ~ShapeOwner3DSW() {}
+ virtual ~GodotShapeOwner3D() {}
};
-class Shape3DSW {
+class GodotShape3D {
RID self;
AABB aabb;
bool configured = false;
real_t custom_bias = 0.0;
- Map<ShapeOwner3DSW *, int> owners;
+ Map<GodotShapeOwner3D *, int> owners;
protected:
void configure(const AABB &p_aabb);
@@ -64,7 +64,7 @@ public:
FEATURE_CIRCLE,
};
- virtual real_t get_area() const { return aabb.get_area(); }
+ virtual real_t get_volume() const { return aabb.get_volume(); }
_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
_FORCE_INLINE_ RID get_self() const { return self; }
@@ -80,7 +80,7 @@ public:
virtual Vector3 get_support(const Vector3 &p_normal) const;
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const = 0;
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const = 0;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const = 0;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const = 0;
virtual bool intersect_point(const Vector3 &p_point) const = 0;
virtual Vector3 get_moment_of_inertia(real_t p_mass) const = 0;
@@ -90,29 +90,29 @@ public:
_FORCE_INLINE_ void set_custom_bias(real_t p_bias) { custom_bias = p_bias; }
_FORCE_INLINE_ real_t get_custom_bias() const { return custom_bias; }
- void add_owner(ShapeOwner3DSW *p_owner);
- void remove_owner(ShapeOwner3DSW *p_owner);
- bool is_owner(ShapeOwner3DSW *p_owner) const;
- const Map<ShapeOwner3DSW *, int> &get_owners() const;
+ void add_owner(GodotShapeOwner3D *p_owner);
+ void remove_owner(GodotShapeOwner3D *p_owner);
+ bool is_owner(GodotShapeOwner3D *p_owner) const;
+ const Map<GodotShapeOwner3D *, int> &get_owners() const;
- Shape3DSW() {}
- virtual ~Shape3DSW();
+ GodotShape3D() {}
+ virtual ~GodotShape3D();
};
-class ConcaveShape3DSW : public Shape3DSW {
+class GodotConcaveShape3D : public GodotShape3D {
public:
virtual bool is_concave() const override { return true; }
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
// Returns true to stop the query.
- typedef bool (*QueryCallback)(void *p_userdata, Shape3DSW *p_convex);
+ typedef bool (*QueryCallback)(void *p_userdata, GodotShape3D *p_convex);
virtual void cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata) const = 0;
- ConcaveShape3DSW() {}
+ GodotConcaveShape3D() {}
};
-class WorldBoundaryShape3DSW : public Shape3DSW {
+class GodotWorldBoundaryShape3D : public GodotShape3D {
Plane plane;
void _setup(const Plane &p_plane);
@@ -120,13 +120,13 @@ class WorldBoundaryShape3DSW : public Shape3DSW {
public:
Plane get_plane() const;
- virtual real_t get_area() const override { return INFINITY; }
+ virtual real_t get_volume() const override { return INFINITY; }
virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_WORLD_BOUNDARY; }
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
virtual Vector3 get_support(const Vector3 &p_normal) const override;
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
virtual bool intersect_point(const Vector3 &p_point) const override;
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
@@ -134,10 +134,10 @@ public:
virtual void set_data(const Variant &p_data) override;
virtual Variant get_data() const override;
- WorldBoundaryShape3DSW();
+ GodotWorldBoundaryShape3D();
};
-class SeparationRayShape3DSW : public Shape3DSW {
+class GodotSeparationRayShape3D : public GodotShape3D {
real_t length = 1.0;
bool slide_on_slope = false;
@@ -147,13 +147,13 @@ public:
real_t get_length() const;
bool get_slide_on_slope() const;
- virtual real_t get_area() const override { return 0.0; }
+ virtual real_t get_volume() const override { return 0.0; }
virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_SEPARATION_RAY; }
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
virtual Vector3 get_support(const Vector3 &p_normal) const override;
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
virtual bool intersect_point(const Vector3 &p_point) const override;
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
@@ -162,10 +162,10 @@ public:
virtual void set_data(const Variant &p_data) override;
virtual Variant get_data() const override;
- SeparationRayShape3DSW();
+ GodotSeparationRayShape3D();
};
-class SphereShape3DSW : public Shape3DSW {
+class GodotSphereShape3D : public GodotShape3D {
real_t radius = 0.0;
void _setup(real_t p_radius);
@@ -173,14 +173,14 @@ class SphereShape3DSW : public Shape3DSW {
public:
real_t get_radius() const;
- virtual real_t get_area() const override { return 4.0 / 3.0 * Math_PI * radius * radius * radius; }
+ virtual real_t get_volume() const override { return 4.0 / 3.0 * Math_PI * radius * radius * radius; }
virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_SPHERE; }
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
virtual Vector3 get_support(const Vector3 &p_normal) const override;
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
virtual bool intersect_point(const Vector3 &p_point) const override;
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
@@ -189,23 +189,23 @@ public:
virtual void set_data(const Variant &p_data) override;
virtual Variant get_data() const override;
- SphereShape3DSW();
+ GodotSphereShape3D();
};
-class BoxShape3DSW : public Shape3DSW {
+class GodotBoxShape3D : public GodotShape3D {
Vector3 half_extents;
void _setup(const Vector3 &p_half_extents);
public:
_FORCE_INLINE_ Vector3 get_half_extents() const { return half_extents; }
- virtual real_t get_area() const override { return 8 * half_extents.x * half_extents.y * half_extents.z; }
+ virtual real_t get_volume() const override { return 8 * half_extents.x * half_extents.y * half_extents.z; }
virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_BOX; }
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
virtual Vector3 get_support(const Vector3 &p_normal) const override;
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
virtual bool intersect_point(const Vector3 &p_point) const override;
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
@@ -214,10 +214,10 @@ public:
virtual void set_data(const Variant &p_data) override;
virtual Variant get_data() const override;
- BoxShape3DSW();
+ GodotBoxShape3D();
};
-class CapsuleShape3DSW : public Shape3DSW {
+class GodotCapsuleShape3D : public GodotShape3D {
real_t height = 0.0;
real_t radius = 0.0;
@@ -227,14 +227,14 @@ public:
_FORCE_INLINE_ real_t get_height() const { return height; }
_FORCE_INLINE_ real_t get_radius() const { return radius; }
- virtual real_t get_area() const override { return 4.0 / 3.0 * Math_PI * radius * radius * radius + (height - radius * 2.0) * Math_PI * radius * radius; }
+ virtual real_t get_volume() const override { return 4.0 / 3.0 * Math_PI * radius * radius * radius + (height - radius * 2.0) * Math_PI * radius * radius; }
virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CAPSULE; }
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
virtual Vector3 get_support(const Vector3 &p_normal) const override;
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
virtual bool intersect_point(const Vector3 &p_point) const override;
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
@@ -243,10 +243,10 @@ public:
virtual void set_data(const Variant &p_data) override;
virtual Variant get_data() const override;
- CapsuleShape3DSW();
+ GodotCapsuleShape3D();
};
-class CylinderShape3DSW : public Shape3DSW {
+class GodotCylinderShape3D : public GodotShape3D {
real_t height = 0.0;
real_t radius = 0.0;
@@ -256,14 +256,14 @@ public:
_FORCE_INLINE_ real_t get_height() const { return height; }
_FORCE_INLINE_ real_t get_radius() const { return radius; }
- virtual real_t get_area() const override { return 4.0 / 3.0 * Math_PI * radius * radius * radius + height * Math_PI * radius * radius; }
+ virtual real_t get_volume() const override { return height * Math_PI * radius * radius; }
virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CYLINDER; }
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
virtual Vector3 get_support(const Vector3 &p_normal) const override;
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
virtual bool intersect_point(const Vector3 &p_point) const override;
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
@@ -272,10 +272,10 @@ public:
virtual void set_data(const Variant &p_data) override;
virtual Variant get_data() const override;
- CylinderShape3DSW();
+ GodotCylinderShape3D();
};
-struct ConvexPolygonShape3DSW : public Shape3DSW {
+struct GodotConvexPolygonShape3D : public GodotShape3D {
Geometry3D::MeshData mesh;
void _setup(const Vector<Vector3> &p_vertices);
@@ -288,7 +288,7 @@ public:
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
virtual Vector3 get_support(const Vector3 &p_normal) const override;
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
virtual bool intersect_point(const Vector3 &p_point) const override;
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
@@ -297,13 +297,13 @@ public:
virtual void set_data(const Variant &p_data) override;
virtual Variant get_data() const override;
- ConvexPolygonShape3DSW();
+ GodotConvexPolygonShape3D();
};
-struct _VolumeSW_BVH;
-struct FaceShape3DSW;
+struct _Volume_BVH;
+struct GodotFaceShape3D;
-struct ConcavePolygonShape3DSW : public ConcaveShape3DSW {
+struct GodotConcavePolygonShape3D : public GodotConcaveShape3D {
// always a trimesh
struct Face {
@@ -331,7 +331,7 @@ struct ConcavePolygonShape3DSW : public ConcaveShape3DSW {
const Face *faces = nullptr;
const Vector3 *vertices = nullptr;
const BVH *bvh = nullptr;
- FaceShape3DSW *face = nullptr;
+ GodotFaceShape3D *face = nullptr;
};
struct _SegmentCullParams {
@@ -341,7 +341,7 @@ struct ConcavePolygonShape3DSW : public ConcaveShape3DSW {
const Face *faces = nullptr;
const Vector3 *vertices = nullptr;
const BVH *bvh = nullptr;
- FaceShape3DSW *face = nullptr;
+ GodotFaceShape3D *face = nullptr;
Vector3 result;
Vector3 normal;
@@ -354,7 +354,7 @@ struct ConcavePolygonShape3DSW : public ConcaveShape3DSW {
void _cull_segment(int p_idx, _SegmentCullParams *p_params) const;
bool _cull(int p_idx, _CullParams *p_params) const;
- void _fill_bvh(_VolumeSW_BVH *p_bvh_tree, BVH *p_bvh_array, int &p_idx);
+ void _fill_bvh(_Volume_BVH *p_bvh_tree, BVH *p_bvh_array, int &p_idx);
void _setup(const Vector<Vector3> &p_faces, bool p_backface_collision);
@@ -366,7 +366,7 @@ public:
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
virtual Vector3 get_support(const Vector3 &p_normal) const override;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
virtual bool intersect_point(const Vector3 &p_point) const override;
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
@@ -377,10 +377,10 @@ public:
virtual void set_data(const Variant &p_data) override;
virtual Variant get_data() const override;
- ConcavePolygonShape3DSW();
+ GodotConcavePolygonShape3D();
};
-struct HeightMapShape3DSW : public ConcaveShape3DSW {
+struct GodotHeightMapShape3D : public GodotConcaveShape3D {
Vector<real_t> heights;
int width = 0;
int depth = 0;
@@ -429,7 +429,7 @@ public:
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
virtual Vector3 get_support(const Vector3 &p_normal) const override;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const override;
virtual bool intersect_point(const Vector3 &p_point) const override;
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
@@ -440,11 +440,11 @@ public:
virtual void set_data(const Variant &p_data) override;
virtual Variant get_data() const override;
- HeightMapShape3DSW();
+ GodotHeightMapShape3D();
};
//used internally
-struct FaceShape3DSW : public Shape3DSW {
+struct GodotFaceShape3D : public GodotShape3D {
Vector3 normal; //cache
Vector3 vertex[3];
bool backface_collision = false;
@@ -456,7 +456,7 @@ struct FaceShape3DSW : public Shape3DSW {
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
virtual Vector3 get_support(const Vector3 &p_normal) const override;
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
virtual bool intersect_point(const Vector3 &p_point) const override;
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
@@ -465,11 +465,11 @@ struct FaceShape3DSW : public Shape3DSW {
virtual void set_data(const Variant &p_data) override {}
virtual Variant get_data() const override { return Variant(); }
- FaceShape3DSW();
+ GodotFaceShape3D();
};
-struct MotionShape3DSW : public Shape3DSW {
- Shape3DSW *shape = nullptr;
+struct GodotMotionShape3D : public GodotShape3D {
+ GodotShape3D *shape = nullptr;
Vector3 motion;
virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONVEX_POLYGON; }
@@ -495,7 +495,7 @@ struct MotionShape3DSW : public Shape3DSW {
}
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override { return false; }
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override { return false; }
virtual bool intersect_point(const Vector3 &p_point) const override { return false; }
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override { return p_point; }
@@ -504,7 +504,7 @@ struct MotionShape3DSW : public Shape3DSW {
virtual void set_data(const Variant &p_data) override {}
virtual Variant get_data() const override { return Variant(); }
- MotionShape3DSW() { configure(AABB()); }
+ GodotMotionShape3D() { configure(AABB()); }
};
-#endif // SHAPE_SW_H
+#endif // GODOT_SHAPE_3D_H
diff --git a/servers/physics_3d/soft_body_3d_sw.cpp b/servers/physics_3d/godot_soft_body_3d.cpp
index c9166810fe..b8e9ab4fb9 100644
--- a/servers/physics_3d/soft_body_3d_sw.cpp
+++ b/servers/physics_3d/godot_soft_body_3d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* soft_body_3d_sw.cpp */
+/* godot_soft_body_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,8 +28,9 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "soft_body_3d_sw.h"
-#include "space_3d_sw.h"
+#include "godot_soft_body_3d.h"
+
+#include "godot_space_3d.h"
#include "core/math/geometry_3d.h"
#include "core/templates/map.h"
@@ -53,16 +54,16 @@ subject to the following restrictions:
*/
///btSoftBody implementation by Nathanael Presson
-SoftBody3DSW::SoftBody3DSW() :
- CollisionObject3DSW(TYPE_SOFT_BODY),
+GodotSoftBody3D::GodotSoftBody3D() :
+ GodotCollisionObject3D(TYPE_SOFT_BODY),
active_list(this) {
_set_static(false);
}
-void SoftBody3DSW::_shapes_changed() {
+void GodotSoftBody3D::_shapes_changed() {
}
-void SoftBody3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
+void GodotSoftBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
switch (p_state) {
case PhysicsServer3D::BODY_STATE_TRANSFORM: {
_set_transform(p_variant);
@@ -87,7 +88,7 @@ void SoftBody3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &
}
}
-Variant SoftBody3DSW::get_state(PhysicsServer3D::BodyState p_state) const {
+Variant GodotSoftBody3D::get_state(PhysicsServer3D::BodyState p_state) const {
switch (p_state) {
case PhysicsServer3D::BODY_STATE_TRANSFORM: {
return get_transform();
@@ -110,7 +111,7 @@ Variant SoftBody3DSW::get_state(PhysicsServer3D::BodyState p_state) const {
return Variant();
}
-void SoftBody3DSW::set_space(Space3DSW *p_space) {
+void GodotSoftBody3D::set_space(GodotSpace3D *p_space) {
if (get_space()) {
get_space()->soft_body_remove_from_active_list(&active_list);
@@ -128,7 +129,7 @@ void SoftBody3DSW::set_space(Space3DSW *p_space) {
}
}
-void SoftBody3DSW::set_mesh(RID p_mesh) {
+void GodotSoftBody3D::set_mesh(RID p_mesh) {
destroy();
soft_mesh = p_mesh;
@@ -138,6 +139,7 @@ void SoftBody3DSW::set_mesh(RID p_mesh) {
}
Array arrays = RenderingServer::get_singleton()->mesh_surface_get_arrays(soft_mesh, 0);
+ ERR_FAIL_COND(arrays.is_empty());
bool success = create_from_trimesh(arrays[RenderingServer::ARRAY_INDEX], arrays[RenderingServer::ARRAY_VERTEX]);
if (!success) {
@@ -145,7 +147,7 @@ void SoftBody3DSW::set_mesh(RID p_mesh) {
}
}
-void SoftBody3DSW::update_rendering_server(RenderingServerHandler *p_rendering_server_handler) {
+void GodotSoftBody3D::update_rendering_server(RenderingServerHandler *p_rendering_server_handler) {
if (soft_mesh.is_null()) {
return;
}
@@ -164,7 +166,7 @@ void SoftBody3DSW::update_rendering_server(RenderingServerHandler *p_rendering_s
p_rendering_server_handler->set_aabb(bounds);
}
-void SoftBody3DSW::update_normals_and_centroids() {
+void GodotSoftBody3D::update_normals_and_centroids() {
uint32_t i, ni;
for (i = 0, ni = nodes.size(); i < ni; ++i) {
@@ -191,7 +193,7 @@ void SoftBody3DSW::update_normals_and_centroids() {
}
}
-void SoftBody3DSW::update_bounds() {
+void GodotSoftBody3D::update_bounds() {
AABB prev_bounds = bounds;
prev_bounds.grow_by(collision_margin);
@@ -223,13 +225,13 @@ void SoftBody3DSW::update_bounds() {
}
}
-void SoftBody3DSW::update_constants() {
+void GodotSoftBody3D::update_constants() {
reset_link_rest_lengths();
update_link_constants();
update_area();
}
-void SoftBody3DSW::update_area() {
+void GodotSoftBody3D::update_area() {
int i, ni;
// Face area.
@@ -275,7 +277,7 @@ void SoftBody3DSW::update_area() {
}
}
-void SoftBody3DSW::reset_link_rest_lengths() {
+void GodotSoftBody3D::reset_link_rest_lengths() {
for (uint32_t i = 0, ni = links.size(); i < ni; ++i) {
Link &link = links[i];
link.rl = (link.n[0]->x - link.n[1]->x).length();
@@ -283,7 +285,7 @@ void SoftBody3DSW::reset_link_rest_lengths() {
}
}
-void SoftBody3DSW::update_link_constants() {
+void GodotSoftBody3D::update_link_constants() {
real_t inv_linear_stiffness = 1.0 / linear_stiffness;
for (uint32_t i = 0, ni = links.size(); i < ni; ++i) {
Link &link = links[i];
@@ -291,7 +293,7 @@ void SoftBody3DSW::update_link_constants() {
}
}
-void SoftBody3DSW::apply_nodes_transform(const Transform3D &p_transform) {
+void GodotSoftBody3D::apply_nodes_transform(const Transform3D &p_transform) {
if (soft_mesh.is_null()) {
return;
}
@@ -317,7 +319,7 @@ void SoftBody3DSW::apply_nodes_transform(const Transform3D &p_transform) {
update_constants();
}
-Vector3 SoftBody3DSW::get_vertex_position(int p_index) const {
+Vector3 GodotSoftBody3D::get_vertex_position(int p_index) const {
ERR_FAIL_COND_V(p_index < 0, Vector3());
if (soft_mesh.is_null()) {
@@ -331,7 +333,7 @@ Vector3 SoftBody3DSW::get_vertex_position(int p_index) const {
return nodes[node_index].x;
}
-void SoftBody3DSW::set_vertex_position(int p_index, const Vector3 &p_position) {
+void GodotSoftBody3D::set_vertex_position(int p_index, const Vector3 &p_position) {
ERR_FAIL_COND(p_index < 0);
if (soft_mesh.is_null()) {
@@ -347,7 +349,7 @@ void SoftBody3DSW::set_vertex_position(int p_index, const Vector3 &p_position) {
node.x = p_position;
}
-void SoftBody3DSW::pin_vertex(int p_index) {
+void GodotSoftBody3D::pin_vertex(int p_index) {
ERR_FAIL_COND(p_index < 0);
if (is_vertex_pinned(p_index)) {
@@ -366,7 +368,7 @@ void SoftBody3DSW::pin_vertex(int p_index) {
}
}
-void SoftBody3DSW::unpin_vertex(int p_index) {
+void GodotSoftBody3D::unpin_vertex(int p_index) {
ERR_FAIL_COND(p_index < 0);
uint32_t pinned_count = pinned_vertices.size();
@@ -390,7 +392,7 @@ void SoftBody3DSW::unpin_vertex(int p_index) {
}
}
-void SoftBody3DSW::unpin_all_vertices() {
+void GodotSoftBody3D::unpin_all_vertices() {
if (!soft_mesh.is_null()) {
real_t inv_node_mass = nodes.size() * inv_total_mass;
uint32_t pinned_count = pinned_vertices.size();
@@ -409,7 +411,7 @@ void SoftBody3DSW::unpin_all_vertices() {
pinned_vertices.clear();
}
-bool SoftBody3DSW::is_vertex_pinned(int p_index) const {
+bool GodotSoftBody3D::is_vertex_pinned(int p_index) const {
ERR_FAIL_COND_V(p_index < 0, false);
uint32_t pinned_count = pinned_vertices.size();
@@ -422,47 +424,47 @@ bool SoftBody3DSW::is_vertex_pinned(int p_index) const {
return false;
}
-uint32_t SoftBody3DSW::get_node_count() const {
+uint32_t GodotSoftBody3D::get_node_count() const {
return nodes.size();
}
-real_t SoftBody3DSW::get_node_inv_mass(uint32_t p_node_index) const {
+real_t GodotSoftBody3D::get_node_inv_mass(uint32_t p_node_index) const {
ERR_FAIL_COND_V(p_node_index >= nodes.size(), 0.0);
return nodes[p_node_index].im;
}
-Vector3 SoftBody3DSW::get_node_position(uint32_t p_node_index) const {
+Vector3 GodotSoftBody3D::get_node_position(uint32_t p_node_index) const {
ERR_FAIL_COND_V(p_node_index >= nodes.size(), Vector3());
return nodes[p_node_index].x;
}
-Vector3 SoftBody3DSW::get_node_velocity(uint32_t p_node_index) const {
+Vector3 GodotSoftBody3D::get_node_velocity(uint32_t p_node_index) const {
ERR_FAIL_COND_V(p_node_index >= nodes.size(), Vector3());
return nodes[p_node_index].v;
}
-Vector3 SoftBody3DSW::get_node_biased_velocity(uint32_t p_node_index) const {
+Vector3 GodotSoftBody3D::get_node_biased_velocity(uint32_t p_node_index) const {
ERR_FAIL_COND_V(p_node_index >= nodes.size(), Vector3());
return nodes[p_node_index].bv;
}
-void SoftBody3DSW::apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse) {
+void GodotSoftBody3D::apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse) {
ERR_FAIL_COND(p_node_index >= nodes.size());
Node &node = nodes[p_node_index];
node.v += p_impulse * node.im;
}
-void SoftBody3DSW::apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse) {
+void GodotSoftBody3D::apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse) {
ERR_FAIL_COND(p_node_index >= nodes.size());
Node &node = nodes[p_node_index];
node.bv += p_impulse * node.im;
}
-uint32_t SoftBody3DSW::get_face_count() const {
+uint32_t GodotSoftBody3D::get_face_count() const {
return faces.size();
}
-void SoftBody3DSW::get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Vector3 &r_point_2, Vector3 &r_point_3) const {
+void GodotSoftBody3D::get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Vector3 &r_point_2, Vector3 &r_point_3) const {
ERR_FAIL_COND(p_face_index >= faces.size());
const Face &face = faces[p_face_index];
r_point_1 = face.n[0]->x;
@@ -470,12 +472,12 @@ void SoftBody3DSW::get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Ve
r_point_3 = face.n[2]->x;
}
-Vector3 SoftBody3DSW::get_face_normal(uint32_t p_face_index) const {
+Vector3 GodotSoftBody3D::get_face_normal(uint32_t p_face_index) const {
ERR_FAIL_COND_V(p_face_index >= faces.size(), Vector3());
return faces[p_face_index].normal;
}
-bool SoftBody3DSW::create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices) {
+bool GodotSoftBody3D::create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices) {
ERR_FAIL_COND_V(p_indices.is_empty(), false);
ERR_FAIL_COND_V(p_vertices.is_empty(), false);
@@ -595,7 +597,7 @@ bool SoftBody3DSW::create_from_trimesh(const Vector<int> &p_indices, const Vecto
return true;
}
-void SoftBody3DSW::generate_bending_constraints(int p_distance) {
+void GodotSoftBody3D::generate_bending_constraints(int p_distance) {
uint32_t i, j;
if (p_distance > 1) {
@@ -708,13 +710,15 @@ void SoftBody3DSW::generate_bending_constraints(int p_distance) {
// A small structure to track lists of dependent link calculations.
class LinkDeps {
public:
- int value; // A link calculation that is dependent on this one
- // Positive values = "input A" while negative values = "input B"
- LinkDeps *next; // Next dependence in the list
+ // A link calculation that is dependent on this one.
+ // Positive values = "input A" while negative values = "input B".
+ int value;
+ // Next dependence in the list.
+ LinkDeps *next;
};
typedef LinkDeps *LinkDepsPtr;
-void SoftBody3DSW::reoptimize_link_order() {
+void GodotSoftBody3D::reoptimize_link_order() {
const int reop_not_dependent = -1;
const int reop_node_complete = -2;
@@ -823,7 +827,7 @@ void SoftBody3DSW::reoptimize_link_order() {
memdelete_arr(link_buffer);
}
-void SoftBody3DSW::append_link(uint32_t p_node1, uint32_t p_node2) {
+void GodotSoftBody3D::append_link(uint32_t p_node1, uint32_t p_node2) {
if (p_node1 == p_node2) {
return;
}
@@ -839,7 +843,7 @@ void SoftBody3DSW::append_link(uint32_t p_node1, uint32_t p_node2) {
links.push_back(link);
}
-void SoftBody3DSW::append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_node3) {
+void GodotSoftBody3D::append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_node3) {
if (p_node1 == p_node2) {
return;
}
@@ -864,11 +868,11 @@ void SoftBody3DSW::append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_no
faces.push_back(face);
}
-void SoftBody3DSW::set_iteration_count(int p_val) {
+void GodotSoftBody3D::set_iteration_count(int p_val) {
iteration_count = p_val;
}
-void SoftBody3DSW::set_total_mass(real_t p_val) {
+void GodotSoftBody3D::set_total_mass(real_t p_val) {
ERR_FAIL_COND(p_val < 0.0);
inv_total_mass = 1.0 / p_val;
@@ -884,27 +888,27 @@ void SoftBody3DSW::set_total_mass(real_t p_val) {
update_constants();
}
-void SoftBody3DSW::set_collision_margin(real_t p_val) {
+void GodotSoftBody3D::set_collision_margin(real_t p_val) {
collision_margin = p_val;
}
-void SoftBody3DSW::set_linear_stiffness(real_t p_val) {
+void GodotSoftBody3D::set_linear_stiffness(real_t p_val) {
linear_stiffness = p_val;
}
-void SoftBody3DSW::set_pressure_coefficient(real_t p_val) {
+void GodotSoftBody3D::set_pressure_coefficient(real_t p_val) {
pressure_coefficient = p_val;
}
-void SoftBody3DSW::set_damping_coefficient(real_t p_val) {
+void GodotSoftBody3D::set_damping_coefficient(real_t p_val) {
damping_coefficient = p_val;
}
-void SoftBody3DSW::set_drag_coefficient(real_t p_val) {
+void GodotSoftBody3D::set_drag_coefficient(real_t p_val) {
drag_coefficient = p_val;
}
-void SoftBody3DSW::add_velocity(const Vector3 &p_velocity) {
+void GodotSoftBody3D::add_velocity(const Vector3 &p_velocity) {
for (uint32_t i = 0, ni = nodes.size(); i < ni; ++i) {
Node &node = nodes[i];
if (node.im > 0) {
@@ -913,9 +917,7 @@ void SoftBody3DSW::add_velocity(const Vector3 &p_velocity) {
}
}
-void SoftBody3DSW::apply_forces(bool p_has_wind_forces) {
- int ac = areas.size();
-
+void GodotSoftBody3D::apply_forces(const LocalVector<GodotArea3D *> &p_wind_areas) {
if (nodes.is_empty()) {
return;
}
@@ -928,7 +930,6 @@ void SoftBody3DSW::apply_forces(bool p_has_wind_forces) {
// Iterate over faces (try not to iterate elsewhere if possible).
for (i = 0, ni = faces.size(); i < ni; ++i) {
- bool stopped = false;
const Face &face = faces[i];
Vector3 wind_force(0, 0, 0);
@@ -937,24 +938,10 @@ void SoftBody3DSW::apply_forces(bool p_has_wind_forces) {
volume += vec3_dot(face.n[0]->x - org, vec3_cross(face.n[1]->x - org, face.n[2]->x - org));
// Compute nodal forces from area winds.
- if (ac && p_has_wind_forces) {
- const AreaCMP *aa = &areas[0];
- for (j = ac - 1; j >= 0 && !stopped; j--) {
- PhysicsServer3D::AreaSpaceOverrideMode mode = aa[j].area->get_space_override_mode();
- switch (mode) {
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
- wind_force += _compute_area_windforce(aa[j].area, &face);
- stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
- } break;
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
- wind_force = _compute_area_windforce(aa[j].area, &face);
- stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
- } break;
- default: {
- }
- }
+ int wind_area_count = p_wind_areas.size();
+ if (wind_area_count > 0) {
+ for (j = 0; j < wind_area_count; j++) {
+ wind_force += _compute_area_windforce(p_wind_areas[j], &face);
}
for (j = 0; j < 3; j++) {
@@ -977,13 +964,13 @@ void SoftBody3DSW::apply_forces(bool p_has_wind_forces) {
}
}
-void SoftBody3DSW::_compute_area_gravity(const Area3DSW *p_area) {
+void GodotSoftBody3D::_compute_area_gravity(const GodotArea3D *p_area) {
Vector3 area_gravity;
p_area->compute_gravity(get_transform().get_origin(), area_gravity);
gravity += area_gravity;
}
-Vector3 SoftBody3DSW::_compute_area_windforce(const Area3DSW *p_area, const Face *p_face) {
+Vector3 GodotSoftBody3D::_compute_area_windforce(const GodotArea3D *p_area, const Face *p_face) {
real_t wfm = p_area->get_wind_force_magnitude();
real_t waf = p_area->get_wind_attenuation_factor();
const Vector3 &wd = p_area->get_wind_direction();
@@ -995,49 +982,64 @@ Vector3 SoftBody3DSW::_compute_area_windforce(const Area3DSW *p_area, const Face
return nodal_force_magnitude * p_face->normal;
}
-void SoftBody3DSW::predict_motion(real_t p_delta) {
+void GodotSoftBody3D::predict_motion(real_t p_delta) {
const real_t inv_delta = 1.0 / p_delta;
ERR_FAIL_COND(!get_space());
- Area3DSW *def_area = get_space()->get_default_area();
- ERR_FAIL_COND(!def_area);
- gravity = def_area->get_gravity_vector() * def_area->get_gravity();
-
int ac = areas.size();
- bool stopped = false;
- bool has_wind_forces = false;
+
+ bool gravity_done = false;
+
+ LocalVector<GodotArea3D *> wind_areas;
if (ac) {
areas.sort();
const AreaCMP *aa = &areas[0];
- for (int i = ac - 1; i >= 0 && !stopped; i--) {
- // Avoids unnecessary loop in apply_forces().
- has_wind_forces = has_wind_forces || aa[i].area->get_wind_force_magnitude() > CMP_EPSILON;
-
- PhysicsServer3D::AreaSpaceOverrideMode mode = aa[i].area->get_space_override_mode();
- switch (mode) {
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
- _compute_area_gravity(aa[i].area);
- stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
- } break;
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
- gravity = Vector3(0, 0, 0);
- _compute_area_gravity(aa[i].area);
- stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
- } break;
- default: {
+ for (int i = ac - 1; i >= 0; i--) {
+ if (!gravity_done) {
+ PhysicsServer3D::AreaSpaceOverrideMode area_gravity_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE);
+ if (area_gravity_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ Vector3 area_gravity;
+ aa[i].area->compute_gravity(get_transform().get_origin(), area_gravity);
+ switch (area_gravity_mode) {
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ gravity += area_gravity;
+ gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ gravity = Vector3(0, 0, 0);
+ gravity = area_gravity;
+ gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
}
}
+
+ if (aa[i].area->get_wind_force_magnitude() > CMP_EPSILON) {
+ wind_areas.push_back(aa[i].area);
+ }
}
}
+ // Add default gravity and damping from space area.
+ if (!gravity_done) {
+ GodotArea3D *default_area = get_space()->get_default_area();
+ ERR_FAIL_COND(!default_area);
+
+ Vector3 default_gravity;
+ default_area->compute_gravity(get_transform().get_origin(), default_gravity);
+ gravity += default_gravity;
+ }
+
// Apply forces.
add_velocity(gravity * p_delta);
- if (pressure_coefficient > CMP_EPSILON || has_wind_forces) {
- apply_forces(has_wind_forces);
+ if (pressure_coefficient > CMP_EPSILON || !wind_areas.is_empty()) {
+ apply_forces(wind_areas);
}
// Avoid soft body from 'exploding' so use some upper threshold of maximum motion
@@ -1083,7 +1085,7 @@ void SoftBody3DSW::predict_motion(real_t p_delta) {
face_tree.optimize_incremental(1);
}
-void SoftBody3DSW::solve_constraints(real_t p_delta) {
+void GodotSoftBody3D::solve_constraints(real_t p_delta) {
const real_t inv_delta = 1.0 / p_delta;
uint32_t i, ni;
@@ -1120,7 +1122,7 @@ void SoftBody3DSW::solve_constraints(real_t p_delta) {
update_normals_and_centroids();
}
-void SoftBody3DSW::solve_links(real_t kst, real_t ti) {
+void GodotSoftBody3D::solve_links(real_t kst, real_t ti) {
for (uint32_t i = 0, ni = links.size(); i < ni; ++i) {
Link &link = links[i];
if (link.c0 > 0) {
@@ -1138,16 +1140,16 @@ void SoftBody3DSW::solve_links(real_t kst, real_t ti) {
}
struct AABBQueryResult {
- const SoftBody3DSW *soft_body = nullptr;
+ const GodotSoftBody3D *soft_body = nullptr;
void *userdata = nullptr;
- SoftBody3DSW::QueryResultCallback result_callback = nullptr;
+ GodotSoftBody3D::QueryResultCallback result_callback = nullptr;
_FORCE_INLINE_ bool operator()(void *p_data) {
return result_callback(soft_body->get_node_index(p_data), userdata);
};
};
-void SoftBody3DSW::query_aabb(const AABB &p_aabb, SoftBody3DSW::QueryResultCallback p_result_callback, void *p_userdata) {
+void GodotSoftBody3D::query_aabb(const AABB &p_aabb, GodotSoftBody3D::QueryResultCallback p_result_callback, void *p_userdata) {
AABBQueryResult query_result;
query_result.soft_body = this;
query_result.result_callback = p_result_callback;
@@ -1157,16 +1159,16 @@ void SoftBody3DSW::query_aabb(const AABB &p_aabb, SoftBody3DSW::QueryResultCallb
}
struct RayQueryResult {
- const SoftBody3DSW *soft_body = nullptr;
+ const GodotSoftBody3D *soft_body = nullptr;
void *userdata = nullptr;
- SoftBody3DSW::QueryResultCallback result_callback = nullptr;
+ GodotSoftBody3D::QueryResultCallback result_callback = nullptr;
_FORCE_INLINE_ bool operator()(void *p_data) {
return result_callback(soft_body->get_face_index(p_data), userdata);
};
};
-void SoftBody3DSW::query_ray(const Vector3 &p_from, const Vector3 &p_to, SoftBody3DSW::QueryResultCallback p_result_callback, void *p_userdata) {
+void GodotSoftBody3D::query_ray(const Vector3 &p_from, const Vector3 &p_to, GodotSoftBody3D::QueryResultCallback p_result_callback, void *p_userdata) {
if (face_tree.is_empty()) {
initialize_face_tree();
}
@@ -1179,7 +1181,7 @@ void SoftBody3DSW::query_ray(const Vector3 &p_from, const Vector3 &p_to, SoftBod
face_tree.ray_query(p_from, p_to, query_result);
}
-void SoftBody3DSW::initialize_face_tree() {
+void GodotSoftBody3D::initialize_face_tree() {
face_tree.clear();
for (uint32_t i = 0; i < faces.size(); ++i) {
Face &face = faces[i];
@@ -1196,7 +1198,7 @@ void SoftBody3DSW::initialize_face_tree() {
}
}
-void SoftBody3DSW::update_face_tree(real_t p_delta) {
+void GodotSoftBody3D::update_face_tree(real_t p_delta) {
for (uint32_t i = 0; i < faces.size(); ++i) {
const Face &face = faces[i];
@@ -1220,25 +1222,25 @@ void SoftBody3DSW::update_face_tree(real_t p_delta) {
}
}
-void SoftBody3DSW::initialize_shape(bool p_force_move) {
+void GodotSoftBody3D::initialize_shape(bool p_force_move) {
if (get_shape_count() == 0) {
- SoftBodyShape3DSW *soft_body_shape = memnew(SoftBodyShape3DSW(this));
+ GodotSoftBodyShape3D *soft_body_shape = memnew(GodotSoftBodyShape3D(this));
add_shape(soft_body_shape);
} else if (p_force_move) {
- SoftBodyShape3DSW *soft_body_shape = static_cast<SoftBodyShape3DSW *>(get_shape(0));
+ GodotSoftBodyShape3D *soft_body_shape = static_cast<GodotSoftBodyShape3D *>(get_shape(0));
soft_body_shape->update_bounds();
}
}
-void SoftBody3DSW::deinitialize_shape() {
+void GodotSoftBody3D::deinitialize_shape() {
if (get_shape_count() > 0) {
- Shape3DSW *shape = get_shape(0);
+ GodotShape3D *shape = get_shape(0);
remove_shape(shape);
memdelete(shape);
}
}
-void SoftBody3DSW::destroy() {
+void GodotSoftBody3D::destroy() {
soft_mesh = RID();
map_visual_to_physics.clear();
@@ -1254,7 +1256,7 @@ void SoftBody3DSW::destroy() {
deinitialize_shape();
}
-void SoftBodyShape3DSW::update_bounds() {
+void GodotSoftBodyShape3D::update_bounds() {
ERR_FAIL_COND(!soft_body);
AABB collision_aabb = soft_body->get_bounds();
@@ -1262,13 +1264,13 @@ void SoftBodyShape3DSW::update_bounds() {
configure(collision_aabb);
}
-SoftBodyShape3DSW::SoftBodyShape3DSW(SoftBody3DSW *p_soft_body) {
+GodotSoftBodyShape3D::GodotSoftBodyShape3D(GodotSoftBody3D *p_soft_body) {
soft_body = p_soft_body;
update_bounds();
}
struct _SoftBodyIntersectSegmentInfo {
- const SoftBody3DSW *soft_body = nullptr;
+ const GodotSoftBody3D *soft_body = nullptr;
Vector3 from;
Vector3 dir;
Vector3 hit_position;
@@ -1296,7 +1298,7 @@ struct _SoftBodyIntersectSegmentInfo {
}
};
-bool SoftBodyShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool GodotSoftBodyShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
_SoftBodyIntersectSegmentInfo query_info;
query_info.soft_body = soft_body;
query_info.from = p_begin;
@@ -1313,10 +1315,10 @@ bool SoftBodyShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3
return false;
}
-bool SoftBodyShape3DSW::intersect_point(const Vector3 &p_point) const {
+bool GodotSoftBodyShape3D::intersect_point(const Vector3 &p_point) const {
return false;
}
-Vector3 SoftBodyShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
+Vector3 GodotSoftBodyShape3D::get_closest_point_to(const Vector3 &p_point) const {
ERR_FAIL_V_MSG(Vector3(), "Get closest point is not supported for soft bodies.");
}
diff --git a/servers/physics_3d/soft_body_3d_sw.h b/servers/physics_3d/godot_soft_body_3d.h
index 7d4b83d0ee..c03951959f 100644
--- a/servers/physics_3d/soft_body_3d_sw.h
+++ b/servers/physics_3d/godot_soft_body_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* soft_body_3d_sw.h */
+/* godot_soft_body_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,11 +28,11 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef SOFT_BODY_3D_SW_H
-#define SOFT_BODY_3D_SW_H
+#ifndef GODOT_SOFT_BODY_3D_H
+#define GODOT_SOFT_BODY_3D_H
-#include "area_3d_sw.h"
-#include "collision_object_3d_sw.h"
+#include "godot_area_3d.h"
+#include "godot_collision_object_3d.h"
#include "core/math/aabb.h"
#include "core/math/dynamic_bvh.h"
@@ -41,9 +41,9 @@
#include "core/templates/set.h"
#include "core/templates/vset.h"
-class Constraint3DSW;
+class GodotConstraint3D;
-class SoftBody3DSW : public CollisionObject3DSW {
+class GodotSoftBody3D : public GodotCollisionObject3D {
RID soft_mesh;
struct Node {
@@ -103,9 +103,9 @@ class SoftBody3DSW : public CollisionObject3DSW {
Vector3 gravity;
- SelfList<SoftBody3DSW> active_list;
+ SelfList<GodotSoftBody3D> active_list;
- Set<Constraint3DSW *> constraints;
+ Set<GodotConstraint3D *> constraints;
Vector<AreaCMP> areas;
@@ -113,20 +113,20 @@ class SoftBody3DSW : public CollisionObject3DSW {
uint64_t island_step = 0;
- _FORCE_INLINE_ void _compute_area_gravity(const Area3DSW *p_area);
- _FORCE_INLINE_ Vector3 _compute_area_windforce(const Area3DSW *p_area, const Face *p_face);
+ _FORCE_INLINE_ void _compute_area_gravity(const GodotArea3D *p_area);
+ _FORCE_INLINE_ Vector3 _compute_area_windforce(const GodotArea3D *p_area, const Face *p_face);
public:
- SoftBody3DSW();
+ GodotSoftBody3D();
const AABB &get_bounds() const { return bounds; }
void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant);
Variant get_state(PhysicsServer3D::BodyState p_state) const;
- _FORCE_INLINE_ void add_constraint(Constraint3DSW *p_constraint) { constraints.insert(p_constraint); }
- _FORCE_INLINE_ void remove_constraint(Constraint3DSW *p_constraint) { constraints.erase(p_constraint); }
- _FORCE_INLINE_ const Set<Constraint3DSW *> &get_constraints() const { return constraints; }
+ _FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint) { constraints.insert(p_constraint); }
+ _FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraints.erase(p_constraint); }
+ _FORCE_INLINE_ const Set<GodotConstraint3D *> &get_constraints() const { return constraints; }
_FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
_FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); }
@@ -137,7 +137,7 @@ public:
_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
- _FORCE_INLINE_ void add_area(Area3DSW *p_area) {
+ _FORCE_INLINE_ void add_area(GodotArea3D *p_area) {
int index = areas.find(AreaCMP(p_area));
if (index > -1) {
areas.write[index].refCount += 1;
@@ -146,7 +146,7 @@ public:
}
}
- _FORCE_INLINE_ void remove_area(Area3DSW *p_area) {
+ _FORCE_INLINE_ void remove_area(GodotArea3D *p_area) {
int index = areas.find(AreaCMP(p_area));
if (index > -1) {
areas.write[index].refCount -= 1;
@@ -156,7 +156,7 @@ public:
}
}
- virtual void set_space(Space3DSW *p_space);
+ virtual void set_space(GodotSpace3D *p_space);
void set_mesh(RID p_mesh);
@@ -232,7 +232,7 @@ private:
void add_velocity(const Vector3 &p_velocity);
- void apply_forces(bool p_has_wind_forces);
+ void apply_forces(const LocalVector<GodotArea3D *> &p_wind_areas);
bool create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices);
void generate_bending_constraints(int p_distance);
@@ -251,29 +251,29 @@ private:
void destroy();
};
-class SoftBodyShape3DSW : public Shape3DSW {
- SoftBody3DSW *soft_body = nullptr;
+class GodotSoftBodyShape3D : public GodotShape3D {
+ GodotSoftBody3D *soft_body = nullptr;
public:
- SoftBody3DSW *get_soft_body() const { return soft_body; }
+ GodotSoftBody3D *get_soft_body() const { return soft_body; }
- virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_SOFT_BODY; }
- virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { r_min = r_max = 0.0; }
- virtual Vector3 get_support(const Vector3 &p_normal) const { return Vector3(); }
- virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { r_amount = 0; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_SOFT_BODY; }
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override { r_min = r_max = 0.0; }
+ virtual Vector3 get_support(const Vector3 &p_normal) const override { return Vector3(); }
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
- virtual bool intersect_point(const Vector3 &p_point) const;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
- virtual Vector3 get_moment_of_inertia(real_t p_mass) const { return Vector3(); }
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override { return Vector3(); }
- virtual void set_data(const Variant &p_data) {}
- virtual Variant get_data() const { return Variant(); }
+ virtual void set_data(const Variant &p_data) override {}
+ virtual Variant get_data() const override { return Variant(); }
void update_bounds();
- SoftBodyShape3DSW(SoftBody3DSW *p_soft_body);
- ~SoftBodyShape3DSW() {}
+ GodotSoftBodyShape3D(GodotSoftBody3D *p_soft_body);
+ ~GodotSoftBodyShape3D() {}
};
-#endif // SOFT_BODY_3D_SW_H
+#endif // GODOT_SOFT_BODY_3D_H
diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/godot_space_3d.cpp
index c88747c017..e2f90b90ad 100644
--- a/servers/physics_3d/space_3d_sw.cpp
+++ b/servers/physics_3d/godot_space_3d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* space_3d_sw.cpp */
+/* godot_space_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,37 +28,38 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "space_3d_sw.h"
+#include "godot_space_3d.h"
+
+#include "godot_collision_solver_3d.h"
+#include "godot_physics_server_3d.h"
-#include "collision_solver_3d_sw.h"
#include "core/config/project_settings.h"
-#include "physics_server_3d_sw.h"
#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
-_FORCE_INLINE_ static bool _can_collide_with(CollisionObject3DSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+_FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject3D *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
if (!(p_object->get_collision_layer() & p_collision_mask)) {
return false;
}
- if (p_object->get_type() == CollisionObject3DSW::TYPE_AREA && !p_collide_with_areas) {
+ if (p_object->get_type() == GodotCollisionObject3D::TYPE_AREA && !p_collide_with_areas) {
return false;
}
- if (p_object->get_type() == CollisionObject3DSW::TYPE_BODY && !p_collide_with_bodies) {
+ if (p_object->get_type() == GodotCollisionObject3D::TYPE_BODY && !p_collide_with_bodies) {
return false;
}
- if (p_object->get_type() == CollisionObject3DSW::TYPE_SOFT_BODY && !p_collide_with_bodies) {
+ if (p_object->get_type() == GodotCollisionObject3D::TYPE_SOFT_BODY && !p_collide_with_bodies) {
return false;
}
return true;
}
-int PhysicsDirectSpaceState3DSW::intersect_point(const Vector3 &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) {
+int GodotPhysicsDirectSpaceState3D::intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
ERR_FAIL_COND_V(space->locked, false);
- int amount = space->broadphase->cull_point(p_point, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+ int amount = space->broadphase->cull_point(p_parameters.position, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
int cc = 0;
//Transform3D ai = p_xform.affine_inverse();
@@ -68,23 +69,23 @@ int PhysicsDirectSpaceState3DSW::intersect_point(const Vector3 &p_point, ShapeRe
break;
}
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
//area can't be picked by ray (default)
- if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue;
}
- const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
+ const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
int shape_idx = space->intersection_query_subindex_results[i];
Transform3D inv_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
inv_xform.affine_invert();
- if (!col_obj->get_shape(shape_idx)->intersect_point(inv_xform.xform(p_point))) {
+ if (!col_obj->get_shape(shape_idx)->intersect_point(inv_xform.xform(p_parameters.position))) {
continue;
}
@@ -103,39 +104,39 @@ int PhysicsDirectSpaceState3DSW::intersect_point(const Vector3 &p_point, ShapeRe
return cc;
}
-bool PhysicsDirectSpaceState3DSW::intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_ray) {
+bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parameters, RayResult &r_result) {
ERR_FAIL_COND_V(space->locked, false);
Vector3 begin, end;
Vector3 normal;
- begin = p_from;
- end = p_to;
+ begin = p_parameters.from;
+ end = p_parameters.to;
normal = (end - begin).normalized();
- int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+ int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
//todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
bool collided = false;
Vector3 res_point, res_normal;
int res_shape;
- const CollisionObject3DSW *res_obj;
+ const GodotCollisionObject3D *res_obj;
real_t min_d = 1e10;
for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
- if (p_pick_ray && !(space->intersection_query_results[i]->is_ray_pickable())) {
+ if (p_parameters.pick_ray && !(space->intersection_query_results[i]->is_ray_pickable())) {
continue;
}
- if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue;
}
- const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
+ const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
int shape_idx = space->intersection_query_subindex_results[i];
Transform3D inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform();
@@ -143,11 +144,27 @@ bool PhysicsDirectSpaceState3DSW::intersect_ray(const Vector3 &p_from, const Vec
Vector3 local_from = inv_xform.xform(begin);
Vector3 local_to = inv_xform.xform(end);
- const Shape3DSW *shape = col_obj->get_shape(shape_idx);
+ const GodotShape3D *shape = col_obj->get_shape(shape_idx);
Vector3 shape_point, shape_normal;
- if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal)) {
+ if (shape->intersect_point(local_from)) {
+ if (p_parameters.hit_from_inside) {
+ // Hit shape at starting point.
+ min_d = 0;
+ res_point = local_from;
+ res_normal = Vector3();
+ res_shape = shape_idx;
+ res_obj = col_obj;
+ collided = true;
+ break;
+ } else {
+ // Ignore shape when starting inside.
+ continue;
+ }
+ }
+
+ if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal, p_parameters.hit_back_faces)) {
Transform3D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
shape_point = xform.xform(shape_point);
@@ -182,17 +199,17 @@ bool PhysicsDirectSpaceState3DSW::intersect_ray(const Vector3 &p_from, const Vec
return true;
}
-int PhysicsDirectSpaceState3DSW::intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+int GodotPhysicsDirectSpaceState3D::intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
if (p_result_max <= 0) {
return 0;
}
- Shape3DSW *shape = PhysicsServer3DSW::singletonsw->shape_owner.get_or_null(p_shape);
+ GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, 0);
- AABB aabb = p_xform.xform(shape->get_aabb());
+ AABB aabb = p_parameters.transform.xform(shape->get_aabb());
- int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
int cc = 0;
@@ -203,20 +220,20 @@ int PhysicsDirectSpaceState3DSW::intersect_shape(const RID &p_shape, const Trans
break;
}
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
//area can't be picked by ray (default)
- if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue;
}
- const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
+ const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
int shape_idx = space->intersection_query_subindex_results[i];
- if (!CollisionSolver3DSW::solve_static(shape, p_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), nullptr, nullptr, nullptr, p_margin, 0)) {
+ if (!GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), nullptr, nullptr, nullptr, p_parameters.margin, 0)) {
continue;
}
@@ -237,40 +254,40 @@ int PhysicsDirectSpaceState3DSW::intersect_shape(const RID &p_shape, const Trans
return cc;
}
-bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, ShapeRestInfo *r_info) {
- Shape3DSW *shape = PhysicsServer3DSW::singletonsw->shape_owner.get_or_null(p_shape);
+bool GodotPhysicsDirectSpaceState3D::cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info) {
+ GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, false);
- AABB aabb = p_xform.xform(shape->get_aabb());
- aabb = aabb.merge(AABB(aabb.position + p_motion, aabb.size)); //motion
- aabb = aabb.grow(p_margin);
+ AABB aabb = p_parameters.transform.xform(shape->get_aabb());
+ aabb = aabb.merge(AABB(aabb.position + p_parameters.motion, aabb.size)); //motion
+ aabb = aabb.grow(p_parameters.margin);
- int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
real_t best_safe = 1;
real_t best_unsafe = 1;
- Transform3D xform_inv = p_xform.affine_inverse();
- MotionShape3DSW mshape;
+ Transform3D xform_inv = p_parameters.transform.affine_inverse();
+ GodotMotionShape3D mshape;
mshape.shape = shape;
- mshape.motion = xform_inv.basis.xform(p_motion);
+ mshape.motion = xform_inv.basis.xform(p_parameters.motion);
bool best_first = true;
- Vector3 motion_normal = p_motion.normalized();
+ Vector3 motion_normal = p_parameters.motion.normalized();
Vector3 closest_A, closest_B;
for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
- if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue; //ignore excluded
}
- const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
+ const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
int shape_idx = space->intersection_query_subindex_results[i];
Vector3 point_A, point_B;
@@ -278,14 +295,14 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor
Transform3D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
//test initial overlap, does it collide if going all the way?
- if (CollisionSolver3DSW::solve_distance(&mshape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
+ if (GodotCollisionSolver3D::solve_distance(&mshape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
continue;
}
//test initial overlap, ignore objects it's inside of.
sep_axis = motion_normal;
- if (!CollisionSolver3DSW::solve_distance(shape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
+ if (!GodotCollisionSolver3D::solve_distance(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
continue;
}
@@ -296,11 +313,11 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor
for (int j = 0; j < 8; j++) { //steps should be customizable..
real_t fraction = low + (hi - low) * fraction_coeff;
- mshape.motion = xform_inv.basis.xform(p_motion * fraction);
+ mshape.motion = xform_inv.basis.xform(p_parameters.motion * fraction);
Vector3 lA, lB;
Vector3 sep = motion_normal; //important optimization for this to work fast enough
- bool collided = !CollisionSolver3DSW::solve_distance(&mshape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, aabb, &sep);
+ bool collided = !GodotCollisionSolver3D::solve_distance(&mshape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, aabb, &sep);
if (collided) {
hi = fraction;
@@ -342,8 +359,8 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor
r_info->point = closest_B;
r_info->normal = (closest_A - closest_B).normalized();
best_first = false;
- if (col_obj->get_type() == CollisionObject3DSW::TYPE_BODY) {
- const Body3DSW *body = static_cast<const Body3DSW *>(col_obj);
+ if (col_obj->get_type() == GodotCollisionObject3D::TYPE_BODY) {
+ const GodotBody3D *body = static_cast<const GodotBody3D *>(col_obj);
Vector3 rel_vec = closest_B - (body->get_transform().origin + body->get_center_of_mass());
r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
}
@@ -356,44 +373,44 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor
return true;
}
-bool PhysicsDirectSpaceState3DSW::collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+bool GodotPhysicsDirectSpaceState3D::collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) {
if (p_result_max <= 0) {
return false;
}
- Shape3DSW *shape = PhysicsServer3DSW::singletonsw->shape_owner.get_or_null(p_shape);
+ GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, 0);
- AABB aabb = p_shape_xform.xform(shape->get_aabb());
- aabb = aabb.grow(p_margin);
+ AABB aabb = p_parameters.transform.xform(shape->get_aabb());
+ aabb = aabb.grow(p_parameters.margin);
- int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
bool collided = false;
r_result_count = 0;
- PhysicsServer3DSW::CollCbkData cbk;
+ GodotPhysicsServer3D::CollCbkData cbk;
cbk.max = p_result_max;
cbk.amount = 0;
cbk.ptr = r_results;
- CollisionSolver3DSW::CallbackResult cbkres = PhysicsServer3DSW::_shape_col_cbk;
+ GodotCollisionSolver3D::CallbackResult cbkres = GodotPhysicsServer3D::_shape_col_cbk;
- PhysicsServer3DSW::CollCbkData *cbkptr = &cbk;
+ GodotPhysicsServer3D::CollCbkData *cbkptr = &cbk;
for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
- const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
+ const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
- if (p_exclude.has(col_obj->get_self())) {
+ if (p_parameters.exclude.has(col_obj->get_self())) {
continue;
}
int shape_idx = space->intersection_query_subindex_results[i];
- if (CollisionSolver3DSW::solve_static(shape, p_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_margin)) {
+ if (GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_parameters.margin)) {
collided = true;
}
}
@@ -404,7 +421,7 @@ bool PhysicsDirectSpaceState3DSW::collide_shape(RID p_shape, const Transform3D &
}
struct _RestResultData {
- const CollisionObject3DSW *object = nullptr;
+ const GodotCollisionObject3D *object = nullptr;
int local_shape = 0;
int shape = 0;
Vector3 contact;
@@ -413,7 +430,7 @@ struct _RestResultData {
};
struct _RestCallbackData {
- const CollisionObject3DSW *object = nullptr;
+ const GodotCollisionObject3D *object = nullptr;
int local_shape = 0;
int shape = 0;
@@ -486,28 +503,28 @@ static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vect
rd->best_result.local_shape = rd->local_shape;
}
-bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform3D &p_shape_xform, 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) {
- Shape3DSW *shape = PhysicsServer3DSW::singletonsw->shape_owner.get_or_null(p_shape);
+bool GodotPhysicsDirectSpaceState3D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) {
+ GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, 0);
- real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+ real_t min_contact_depth = p_parameters.margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
- AABB aabb = p_shape_xform.xform(shape->get_aabb());
- aabb = aabb.grow(p_margin);
+ AABB aabb = p_parameters.transform.xform(shape->get_aabb());
+ aabb = aabb.grow(p_parameters.margin);
- int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
_RestCallbackData rcd;
rcd.min_allowed_depth = min_contact_depth;
for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
- const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
+ const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
- if (p_exclude.has(col_obj->get_self())) {
+ if (p_parameters.exclude.has(col_obj->get_self())) {
continue;
}
@@ -515,7 +532,7 @@ bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform3D &p_sh
rcd.object = col_obj;
rcd.shape = shape_idx;
- bool sc = CollisionSolver3DSW::solve_static(shape, p_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, p_margin);
+ bool sc = GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, p_parameters.margin);
if (!sc) {
continue;
}
@@ -530,8 +547,8 @@ bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform3D &p_sh
r_info->normal = rcd.best_result.normal;
r_info->point = rcd.best_result.contact;
r_info->rid = rcd.best_result.object->get_self();
- if (rcd.best_result.object->get_type() == CollisionObject3DSW::TYPE_BODY) {
- const Body3DSW *body = static_cast<const Body3DSW *>(rcd.best_result.object);
+ if (rcd.best_result.object->get_type() == GodotCollisionObject3D::TYPE_BODY) {
+ const GodotBody3D *body = static_cast<const GodotBody3D *>(rcd.best_result.object);
Vector3 rel_vec = rcd.best_result.contact - (body->get_transform().origin + body->get_center_of_mass());
r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
@@ -542,10 +559,10 @@ bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform3D &p_sh
return true;
}
-Vector3 PhysicsDirectSpaceState3DSW::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const {
- CollisionObject3DSW *obj = PhysicsServer3DSW::singletonsw->area_owner.get_or_null(p_object);
+Vector3 GodotPhysicsDirectSpaceState3D::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const {
+ GodotCollisionObject3D *obj = GodotPhysicsServer3D::godot_singleton->area_owner.get_or_null(p_object);
if (!obj) {
- obj = PhysicsServer3DSW::singletonsw->body_owner.get_or_null(p_object);
+ obj = GodotPhysicsServer3D::godot_singleton->body_owner.get_or_null(p_object);
}
ERR_FAIL_COND_V(!obj, Vector3());
@@ -562,7 +579,7 @@ Vector3 PhysicsDirectSpaceState3DSW::get_closest_point_to_object_volume(RID p_ob
}
Transform3D shape_xform = obj->get_transform() * obj->get_shape_transform(i);
- Shape3DSW *shape = obj->get_shape(i);
+ GodotShape3D *shape = obj->get_shape(i);
Vector3 point = shape->get_closest_point_to(shape_xform.affine_inverse().xform(p_point));
point = shape_xform.xform(point);
@@ -582,13 +599,13 @@ Vector3 PhysicsDirectSpaceState3DSW::get_closest_point_to_object_volume(RID p_ob
}
}
-PhysicsDirectSpaceState3DSW::PhysicsDirectSpaceState3DSW() {
+GodotPhysicsDirectSpaceState3D::GodotPhysicsDirectSpaceState3D() {
space = nullptr;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////
-int Space3DSW::_cull_aabb_for_body(Body3DSW *p_body, const AABB &p_aabb) {
+int GodotSpace3D::_cull_aabb_for_body(GodotBody3D *p_body, const AABB &p_aabb) {
int amount = broadphase->cull_aabb(p_aabb, intersection_query_results, INTERSECTION_QUERY_MAX, intersection_query_subindex_results);
for (int i = 0; i < amount; i++) {
@@ -596,13 +613,13 @@ int Space3DSW::_cull_aabb_for_body(Body3DSW *p_body, const AABB &p_aabb) {
if (intersection_query_results[i] == p_body) {
keep = false;
- } else if (intersection_query_results[i]->get_type() == CollisionObject3DSW::TYPE_AREA) {
+ } else if (intersection_query_results[i]->get_type() == GodotCollisionObject3D::TYPE_AREA) {
keep = false;
- } else if (intersection_query_results[i]->get_type() == CollisionObject3DSW::TYPE_SOFT_BODY) {
+ } else if (intersection_query_results[i]->get_type() == GodotCollisionObject3D::TYPE_SOFT_BODY) {
keep = false;
- } else if (!p_body->collides_with(static_cast<Body3DSW *>(intersection_query_results[i]))) {
+ } else if (!p_body->collides_with(static_cast<GodotBody3D *>(intersection_query_results[i]))) {
keep = false;
- } else if (static_cast<Body3DSW *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) {
+ } else if (static_cast<GodotBody3D *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) {
keep = false;
}
@@ -620,7 +637,7 @@ int Space3DSW::_cull_aabb_for_body(Body3DSW *p_body, const AABB &p_aabb) {
return amount;
}
-bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult *r_result) {
+bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult *r_result) {
//give me back regular physics engine logic
//this is madness
//and most people using this function will think
@@ -679,13 +696,13 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion
Vector3 sr[max_results * 2];
do {
- PhysicsServer3DSW::CollCbkData cbk;
+ GodotPhysicsServer3D::CollCbkData cbk;
cbk.max = max_results;
cbk.amount = 0;
cbk.ptr = sr;
- PhysicsServer3DSW::CollCbkData *cbkptr = &cbk;
- CollisionSolver3DSW::CallbackResult cbkres = PhysicsServer3DSW::_shape_col_cbk;
+ GodotPhysicsServer3D::CollCbkData *cbkptr = &cbk;
+ GodotCollisionSolver3D::CallbackResult cbkres = GodotPhysicsServer3D::_shape_col_cbk;
bool collided = false;
@@ -697,10 +714,10 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion
}
Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j);
- Shape3DSW *body_shape = p_body->get_shape(j);
+ GodotShape3D *body_shape = p_body->get_shape(j);
for (int i = 0; i < amount; i++) {
- const CollisionObject3DSW *col_obj = intersection_query_results[i];
+ const GodotCollisionObject3D *col_obj = intersection_query_results[i];
if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
continue;
}
@@ -710,7 +727,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion
int shape_idx = intersection_query_subindex_results[i];
- if (CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_parameters.margin)) {
+ if (GodotCollisionSolver3D::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_parameters.margin)) {
collided = cbk.amount > 0;
}
}
@@ -770,13 +787,13 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion
continue;
}
- Shape3DSW *body_shape = p_body->get_shape(j);
+ GodotShape3D *body_shape = p_body->get_shape(j);
// Colliding separation rays allows to properly snap to the ground,
// otherwise it's not needed in regular motion.
if (!p_parameters.collide_separation_ray && (body_shape->get_type() == PhysicsServer3D::SHAPE_SEPARATION_RAY)) {
// When slide on slope is on, separation ray shape acts like a regular shape.
- if (!static_cast<SeparationRayShape3DSW *>(body_shape)->get_slide_on_slope()) {
+ if (!static_cast<GodotSeparationRayShape3D *>(body_shape)->get_slide_on_slope()) {
continue;
}
}
@@ -784,7 +801,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion
Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j);
Transform3D body_shape_xform_inv = body_shape_xform.affine_inverse();
- MotionShape3DSW mshape;
+ GodotMotionShape3D mshape;
mshape.shape = body_shape;
mshape.motion = body_shape_xform_inv.basis.xform(p_parameters.motion);
@@ -794,7 +811,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion
real_t best_unsafe = 1;
for (int i = 0; i < amount; i++) {
- const CollisionObject3DSW *col_obj = intersection_query_results[i];
+ const GodotCollisionObject3D *col_obj = intersection_query_results[i];
if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
continue;
}
@@ -810,12 +827,12 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion
Transform3D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
//test initial overlap, does it collide if going all the way?
- if (CollisionSolver3DSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
+ if (GodotCollisionSolver3D::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
continue;
}
sep_axis = motion_normal;
- if (!CollisionSolver3DSW::solve_distance(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
+ if (!GodotCollisionSolver3D::solve_distance(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
stuck = true;
break;
}
@@ -831,7 +848,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion
Vector3 lA, lB;
Vector3 sep = motion_normal; //important optimization for this to work fast enough
- bool collided = !CollisionSolver3DSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, motion_aabb, &sep);
+ bool collided = !GodotCollisionSolver3D::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, motion_aabb, &sep);
if (collided) {
hi = fraction;
@@ -911,14 +928,14 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion
}
Transform3D body_shape_xform = ugt * p_body->get_shape_transform(j);
- Shape3DSW *body_shape = p_body->get_shape(j);
+ GodotShape3D *body_shape = p_body->get_shape(j);
body_aabb.position += p_parameters.motion * unsafe;
int amount = _cull_aabb_for_body(p_body, body_aabb);
for (int i = 0; i < amount; i++) {
- const CollisionObject3DSW *col_obj = intersection_query_results[i];
+ const GodotCollisionObject3D *col_obj = intersection_query_results[i];
if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
continue;
}
@@ -930,7 +947,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion
rcd.object = col_obj;
rcd.shape = shape_idx;
- bool sc = CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, p_parameters.margin);
+ bool sc = GodotCollisionSolver3D::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, p_parameters.margin);
if (!sc) {
continue;
}
@@ -952,7 +969,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion
collision.position = result.contact;
collision.depth = result.len;
- const Body3DSW *body = static_cast<const Body3DSW *>(result.object);
+ const GodotBody3D *body = static_cast<const GodotBody3D *>(result.object);
Vector3 rel_vec = result.contact - (body->get_transform().origin + body->get_center_of_mass());
collision.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
@@ -984,44 +1001,44 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion
return collided;
}
-void *Space3DSW::_broadphase_pair(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_self) {
+void *GodotSpace3D::_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_self) {
if (!A->interacts_with(B)) {
return nullptr;
}
- CollisionObject3DSW::Type type_A = A->get_type();
- CollisionObject3DSW::Type type_B = B->get_type();
+ GodotCollisionObject3D::Type type_A = A->get_type();
+ GodotCollisionObject3D::Type type_B = B->get_type();
if (type_A > type_B) {
SWAP(A, B);
SWAP(p_subindex_A, p_subindex_B);
SWAP(type_A, type_B);
}
- Space3DSW *self = (Space3DSW *)p_self;
+ GodotSpace3D *self = (GodotSpace3D *)p_self;
self->collision_pairs++;
- if (type_A == CollisionObject3DSW::TYPE_AREA) {
- Area3DSW *area = static_cast<Area3DSW *>(A);
- if (type_B == CollisionObject3DSW::TYPE_AREA) {
- Area3DSW *area_b = static_cast<Area3DSW *>(B);
- Area2Pair3DSW *area2_pair = memnew(Area2Pair3DSW(area_b, p_subindex_B, area, p_subindex_A));
+ if (type_A == GodotCollisionObject3D::TYPE_AREA) {
+ GodotArea3D *area = static_cast<GodotArea3D *>(A);
+ if (type_B == GodotCollisionObject3D::TYPE_AREA) {
+ GodotArea3D *area_b = static_cast<GodotArea3D *>(B);
+ GodotArea2Pair3D *area2_pair = memnew(GodotArea2Pair3D(area_b, p_subindex_B, area, p_subindex_A));
return area2_pair;
- } else if (type_B == CollisionObject3DSW::TYPE_SOFT_BODY) {
- SoftBody3DSW *softbody = static_cast<SoftBody3DSW *>(B);
- AreaSoftBodyPair3DSW *soft_area_pair = memnew(AreaSoftBodyPair3DSW(softbody, p_subindex_B, area, p_subindex_A));
+ } else if (type_B == GodotCollisionObject3D::TYPE_SOFT_BODY) {
+ GodotSoftBody3D *softbody = static_cast<GodotSoftBody3D *>(B);
+ GodotAreaSoftBodyPair3D *soft_area_pair = memnew(GodotAreaSoftBodyPair3D(softbody, p_subindex_B, area, p_subindex_A));
return soft_area_pair;
} else {
- Body3DSW *body = static_cast<Body3DSW *>(B);
- AreaPair3DSW *area_pair = memnew(AreaPair3DSW(body, p_subindex_B, area, p_subindex_A));
+ GodotBody3D *body = static_cast<GodotBody3D *>(B);
+ GodotAreaPair3D *area_pair = memnew(GodotAreaPair3D(body, p_subindex_B, area, p_subindex_A));
return area_pair;
}
- } else if (type_A == CollisionObject3DSW::TYPE_BODY) {
- if (type_B == CollisionObject3DSW::TYPE_SOFT_BODY) {
- BodySoftBodyPair3DSW *soft_pair = memnew(BodySoftBodyPair3DSW((Body3DSW *)A, p_subindex_A, (SoftBody3DSW *)B));
+ } else if (type_A == GodotCollisionObject3D::TYPE_BODY) {
+ if (type_B == GodotCollisionObject3D::TYPE_SOFT_BODY) {
+ GodotBodySoftBodyPair3D *soft_pair = memnew(GodotBodySoftBodyPair3D((GodotBody3D *)A, p_subindex_A, (GodotSoftBody3D *)B));
return soft_pair;
} else {
- BodyPair3DSW *b = memnew(BodyPair3DSW((Body3DSW *)A, p_subindex_A, (Body3DSW *)B, p_subindex_B));
+ GodotBodyPair3D *b = memnew(GodotBodyPair3D((GodotBody3D *)A, p_subindex_A, (GodotBody3D *)B, p_subindex_B));
return b;
}
} else {
@@ -1031,110 +1048,110 @@ void *Space3DSW::_broadphase_pair(CollisionObject3DSW *A, int p_subindex_A, Coll
return nullptr;
}
-void Space3DSW::_broadphase_unpair(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_data, void *p_self) {
+void GodotSpace3D::_broadphase_unpair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_data, void *p_self) {
if (!p_data) {
return;
}
- Space3DSW *self = (Space3DSW *)p_self;
+ GodotSpace3D *self = (GodotSpace3D *)p_self;
self->collision_pairs--;
- Constraint3DSW *c = (Constraint3DSW *)p_data;
+ GodotConstraint3D *c = (GodotConstraint3D *)p_data;
memdelete(c);
}
-const SelfList<Body3DSW>::List &Space3DSW::get_active_body_list() const {
+const SelfList<GodotBody3D>::List &GodotSpace3D::get_active_body_list() const {
return active_list;
}
-void Space3DSW::body_add_to_active_list(SelfList<Body3DSW> *p_body) {
+void GodotSpace3D::body_add_to_active_list(SelfList<GodotBody3D> *p_body) {
active_list.add(p_body);
}
-void Space3DSW::body_remove_from_active_list(SelfList<Body3DSW> *p_body) {
+void GodotSpace3D::body_remove_from_active_list(SelfList<GodotBody3D> *p_body) {
active_list.remove(p_body);
}
-void Space3DSW::body_add_to_mass_properties_update_list(SelfList<Body3DSW> *p_body) {
+void GodotSpace3D::body_add_to_mass_properties_update_list(SelfList<GodotBody3D> *p_body) {
mass_properties_update_list.add(p_body);
}
-void Space3DSW::body_remove_from_mass_properties_update_list(SelfList<Body3DSW> *p_body) {
+void GodotSpace3D::body_remove_from_mass_properties_update_list(SelfList<GodotBody3D> *p_body) {
mass_properties_update_list.remove(p_body);
}
-BroadPhase3DSW *Space3DSW::get_broadphase() {
+GodotBroadPhase3D *GodotSpace3D::get_broadphase() {
return broadphase;
}
-void Space3DSW::add_object(CollisionObject3DSW *p_object) {
+void GodotSpace3D::add_object(GodotCollisionObject3D *p_object) {
ERR_FAIL_COND(objects.has(p_object));
objects.insert(p_object);
}
-void Space3DSW::remove_object(CollisionObject3DSW *p_object) {
+void GodotSpace3D::remove_object(GodotCollisionObject3D *p_object) {
ERR_FAIL_COND(!objects.has(p_object));
objects.erase(p_object);
}
-const Set<CollisionObject3DSW *> &Space3DSW::get_objects() const {
+const Set<GodotCollisionObject3D *> &GodotSpace3D::get_objects() const {
return objects;
}
-void Space3DSW::body_add_to_state_query_list(SelfList<Body3DSW> *p_body) {
+void GodotSpace3D::body_add_to_state_query_list(SelfList<GodotBody3D> *p_body) {
state_query_list.add(p_body);
}
-void Space3DSW::body_remove_from_state_query_list(SelfList<Body3DSW> *p_body) {
+void GodotSpace3D::body_remove_from_state_query_list(SelfList<GodotBody3D> *p_body) {
state_query_list.remove(p_body);
}
-void Space3DSW::area_add_to_monitor_query_list(SelfList<Area3DSW> *p_area) {
+void GodotSpace3D::area_add_to_monitor_query_list(SelfList<GodotArea3D> *p_area) {
monitor_query_list.add(p_area);
}
-void Space3DSW::area_remove_from_monitor_query_list(SelfList<Area3DSW> *p_area) {
+void GodotSpace3D::area_remove_from_monitor_query_list(SelfList<GodotArea3D> *p_area) {
monitor_query_list.remove(p_area);
}
-void Space3DSW::area_add_to_moved_list(SelfList<Area3DSW> *p_area) {
+void GodotSpace3D::area_add_to_moved_list(SelfList<GodotArea3D> *p_area) {
area_moved_list.add(p_area);
}
-void Space3DSW::area_remove_from_moved_list(SelfList<Area3DSW> *p_area) {
+void GodotSpace3D::area_remove_from_moved_list(SelfList<GodotArea3D> *p_area) {
area_moved_list.remove(p_area);
}
-const SelfList<Area3DSW>::List &Space3DSW::get_moved_area_list() const {
+const SelfList<GodotArea3D>::List &GodotSpace3D::get_moved_area_list() const {
return area_moved_list;
}
-const SelfList<SoftBody3DSW>::List &Space3DSW::get_active_soft_body_list() const {
+const SelfList<GodotSoftBody3D>::List &GodotSpace3D::get_active_soft_body_list() const {
return active_soft_body_list;
}
-void Space3DSW::soft_body_add_to_active_list(SelfList<SoftBody3DSW> *p_soft_body) {
+void GodotSpace3D::soft_body_add_to_active_list(SelfList<GodotSoftBody3D> *p_soft_body) {
active_soft_body_list.add(p_soft_body);
}
-void Space3DSW::soft_body_remove_from_active_list(SelfList<SoftBody3DSW> *p_soft_body) {
+void GodotSpace3D::soft_body_remove_from_active_list(SelfList<GodotSoftBody3D> *p_soft_body) {
active_soft_body_list.remove(p_soft_body);
}
-void Space3DSW::call_queries() {
+void GodotSpace3D::call_queries() {
while (state_query_list.first()) {
- Body3DSW *b = state_query_list.first()->self();
+ GodotBody3D *b = state_query_list.first()->self();
state_query_list.remove(state_query_list.first());
b->call_queries();
}
while (monitor_query_list.first()) {
- Area3DSW *a = monitor_query_list.first()->self();
+ GodotArea3D *a = monitor_query_list.first()->self();
monitor_query_list.remove(monitor_query_list.first());
a->call_queries();
}
}
-void Space3DSW::setup() {
+void GodotSpace3D::setup() {
contact_debug_count = 0;
while (mass_properties_update_list.first()) {
mass_properties_update_list.first()->self()->update_mass_properties();
@@ -1142,11 +1159,11 @@ void Space3DSW::setup() {
}
}
-void Space3DSW::update() {
+void GodotSpace3D::update() {
broadphase->update();
}
-void Space3DSW::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value) {
+void GodotSpace3D::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value) {
switch (p_param) {
case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
contact_recycle_radius = p_value;
@@ -1175,7 +1192,7 @@ void Space3DSW::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_valu
}
}
-real_t Space3DSW::get_param(PhysicsServer3D::SpaceParameter p_param) const {
+real_t GodotSpace3D::get_param(PhysicsServer3D::SpaceParameter p_param) const {
switch (p_param) {
case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
return contact_recycle_radius;
@@ -1197,38 +1214,38 @@ real_t Space3DSW::get_param(PhysicsServer3D::SpaceParameter p_param) const {
return 0;
}
-void Space3DSW::lock() {
+void GodotSpace3D::lock() {
locked = true;
}
-void Space3DSW::unlock() {
+void GodotSpace3D::unlock() {
locked = false;
}
-bool Space3DSW::is_locked() const {
+bool GodotSpace3D::is_locked() const {
return locked;
}
-PhysicsDirectSpaceState3DSW *Space3DSW::get_direct_state() {
+GodotPhysicsDirectSpaceState3D *GodotSpace3D::get_direct_state() {
return direct_access;
}
-Space3DSW::Space3DSW() {
+GodotSpace3D::GodotSpace3D() {
body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1);
body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg2rad(8.0));
body_time_to_sleep = GLOBAL_DEF("physics/3d/time_before_sleep", 0.5);
ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
body_angular_velocity_damp_ratio = 10;
- broadphase = BroadPhase3DSW::create_func();
+ broadphase = GodotBroadPhase3D::create_func();
broadphase->set_pair_callback(_broadphase_pair, this);
broadphase->set_unpair_callback(_broadphase_unpair, this);
- direct_access = memnew(PhysicsDirectSpaceState3DSW);
+ direct_access = memnew(GodotPhysicsDirectSpaceState3D);
direct_access->space = this;
}
-Space3DSW::~Space3DSW() {
+GodotSpace3D::~GodotSpace3D() {
memdelete(broadphase);
memdelete(direct_access);
}
diff --git a/servers/physics_3d/space_3d_sw.h b/servers/physics_3d/godot_space_3d.h
index 69cc3c4bbd..aa5e965751 100644
--- a/servers/physics_3d/space_3d_sw.h
+++ b/servers/physics_3d/godot_space_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* space_3d_sw.h */
+/* godot_space_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,38 +28,39 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef SPACE_SW_H
-#define SPACE_SW_H
+#ifndef GODOT_SPACE_3D_H
+#define GODOT_SPACE_3D_H
+
+#include "godot_area_3d.h"
+#include "godot_area_pair_3d.h"
+#include "godot_body_3d.h"
+#include "godot_body_pair_3d.h"
+#include "godot_broad_phase_3d.h"
+#include "godot_collision_object_3d.h"
+#include "godot_soft_body_3d.h"
-#include "area_3d_sw.h"
-#include "area_pair_3d_sw.h"
-#include "body_3d_sw.h"
-#include "body_pair_3d_sw.h"
-#include "broad_phase_3d_sw.h"
-#include "collision_object_3d_sw.h"
#include "core/config/project_settings.h"
#include "core/templates/hash_map.h"
#include "core/typedefs.h"
-#include "soft_body_3d_sw.h"
-class PhysicsDirectSpaceState3DSW : public PhysicsDirectSpaceState3D {
- GDCLASS(PhysicsDirectSpaceState3DSW, PhysicsDirectSpaceState3D);
+class GodotPhysicsDirectSpaceState3D : public PhysicsDirectSpaceState3D {
+ GDCLASS(GodotPhysicsDirectSpaceState3D, PhysicsDirectSpaceState3D);
public:
- Space3DSW *space;
-
- virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) override;
- virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &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 = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) override;
- virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ GodotSpace3D *space;
+
+ virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) override;
+ virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) override;
+ virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) override;
+ virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info = nullptr) override;
+ virtual bool collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) override;
+ virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) override;
virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const override;
- PhysicsDirectSpaceState3DSW();
+ GodotPhysicsDirectSpaceState3D();
};
-class Space3DSW {
+class GodotSpace3D {
public:
enum ElapsedTime {
ELAPSED_TIME_INTEGRATE_FORCES,
@@ -74,23 +75,23 @@ public:
private:
uint64_t elapsed_time[ELAPSED_TIME_MAX] = {};
- PhysicsDirectSpaceState3DSW *direct_access;
+ GodotPhysicsDirectSpaceState3D *direct_access;
RID self;
- BroadPhase3DSW *broadphase;
- SelfList<Body3DSW>::List active_list;
- SelfList<Body3DSW>::List mass_properties_update_list;
- SelfList<Body3DSW>::List state_query_list;
- SelfList<Area3DSW>::List monitor_query_list;
- SelfList<Area3DSW>::List area_moved_list;
- SelfList<SoftBody3DSW>::List active_soft_body_list;
+ GodotBroadPhase3D *broadphase;
+ SelfList<GodotBody3D>::List active_list;
+ SelfList<GodotBody3D>::List mass_properties_update_list;
+ SelfList<GodotBody3D>::List state_query_list;
+ SelfList<GodotArea3D>::List monitor_query_list;
+ SelfList<GodotArea3D>::List area_moved_list;
+ SelfList<GodotSoftBody3D>::List active_soft_body_list;
- static void *_broadphase_pair(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_self);
- static void _broadphase_unpair(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_data, void *p_self);
+ static void *_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_self);
+ static void _broadphase_unpair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_data, void *p_self);
- Set<CollisionObject3DSW *> objects;
+ Set<GodotCollisionObject3D *> objects;
- Area3DSW *area = nullptr;
+ GodotArea3D *area = nullptr;
real_t contact_recycle_radius = 0.01;
real_t contact_max_separation = 0.05;
@@ -101,7 +102,7 @@ private:
INTERSECTION_QUERY_MAX = 2048
};
- CollisionObject3DSW *intersection_query_results[INTERSECTION_QUERY_MAX];
+ GodotCollisionObject3D *intersection_query_results[INTERSECTION_QUERY_MAX];
int intersection_query_subindex_results[INTERSECTION_QUERY_MAX];
real_t body_linear_velocity_sleep_threshold;
@@ -122,41 +123,41 @@ private:
Vector<Vector3> contact_debug;
int contact_debug_count = 0;
- friend class PhysicsDirectSpaceState3DSW;
+ friend class GodotPhysicsDirectSpaceState3D;
- int _cull_aabb_for_body(Body3DSW *p_body, const AABB &p_aabb);
+ int _cull_aabb_for_body(GodotBody3D *p_body, const AABB &p_aabb);
public:
_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
_FORCE_INLINE_ RID get_self() const { return self; }
- void set_default_area(Area3DSW *p_area) { area = p_area; }
- Area3DSW *get_default_area() const { return area; }
+ void set_default_area(GodotArea3D *p_area) { area = p_area; }
+ GodotArea3D *get_default_area() const { return area; }
- const SelfList<Body3DSW>::List &get_active_body_list() const;
- void body_add_to_active_list(SelfList<Body3DSW> *p_body);
- void body_remove_from_active_list(SelfList<Body3DSW> *p_body);
- void body_add_to_mass_properties_update_list(SelfList<Body3DSW> *p_body);
- void body_remove_from_mass_properties_update_list(SelfList<Body3DSW> *p_body);
+ const SelfList<GodotBody3D>::List &get_active_body_list() const;
+ void body_add_to_active_list(SelfList<GodotBody3D> *p_body);
+ void body_remove_from_active_list(SelfList<GodotBody3D> *p_body);
+ void body_add_to_mass_properties_update_list(SelfList<GodotBody3D> *p_body);
+ void body_remove_from_mass_properties_update_list(SelfList<GodotBody3D> *p_body);
- void body_add_to_state_query_list(SelfList<Body3DSW> *p_body);
- void body_remove_from_state_query_list(SelfList<Body3DSW> *p_body);
+ void body_add_to_state_query_list(SelfList<GodotBody3D> *p_body);
+ void body_remove_from_state_query_list(SelfList<GodotBody3D> *p_body);
- void area_add_to_monitor_query_list(SelfList<Area3DSW> *p_area);
- void area_remove_from_monitor_query_list(SelfList<Area3DSW> *p_area);
- void area_add_to_moved_list(SelfList<Area3DSW> *p_area);
- void area_remove_from_moved_list(SelfList<Area3DSW> *p_area);
- const SelfList<Area3DSW>::List &get_moved_area_list() const;
+ void area_add_to_monitor_query_list(SelfList<GodotArea3D> *p_area);
+ void area_remove_from_monitor_query_list(SelfList<GodotArea3D> *p_area);
+ void area_add_to_moved_list(SelfList<GodotArea3D> *p_area);
+ void area_remove_from_moved_list(SelfList<GodotArea3D> *p_area);
+ const SelfList<GodotArea3D>::List &get_moved_area_list() const;
- const SelfList<SoftBody3DSW>::List &get_active_soft_body_list() const;
- void soft_body_add_to_active_list(SelfList<SoftBody3DSW> *p_soft_body);
- void soft_body_remove_from_active_list(SelfList<SoftBody3DSW> *p_soft_body);
+ const SelfList<GodotSoftBody3D>::List &get_active_soft_body_list() const;
+ void soft_body_add_to_active_list(SelfList<GodotSoftBody3D> *p_soft_body);
+ void soft_body_remove_from_active_list(SelfList<GodotSoftBody3D> *p_soft_body);
- BroadPhase3DSW *get_broadphase();
+ GodotBroadPhase3D *get_broadphase();
- void add_object(CollisionObject3DSW *p_object);
- void remove_object(CollisionObject3DSW *p_object);
- const Set<CollisionObject3DSW *> &get_objects() const;
+ void add_object(GodotCollisionObject3D *p_object);
+ void remove_object(GodotCollisionObject3D *p_object);
+ const Set<GodotCollisionObject3D *> &get_objects() const;
_FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; }
_FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; }
@@ -189,7 +190,7 @@ public:
int get_collision_pairs() const { return collision_pairs; }
- PhysicsDirectSpaceState3DSW *get_direct_state();
+ GodotPhysicsDirectSpaceState3D *get_direct_state();
void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); }
_FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.is_empty(); }
@@ -207,10 +208,10 @@ public:
void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; }
uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; }
- bool test_body_motion(Body3DSW *p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult *r_result);
+ bool test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult *r_result);
- Space3DSW();
- ~Space3DSW();
+ GodotSpace3D();
+ ~GodotSpace3D();
};
-#endif // SPACE__SW_H
+#endif // GODOT_SPACE_3D_H
diff --git a/servers/physics_3d/step_3d_sw.cpp b/servers/physics_3d/godot_step_3d.cpp
index 6572d58c91..331d65df49 100644
--- a/servers/physics_3d/step_3d_sw.cpp
+++ b/servers/physics_3d/godot_step_3d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* step_3d_sw.cpp */
+/* godot_step_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,8 +28,9 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "step_3d_sw.h"
-#include "joints_3d_sw.h"
+#include "godot_step_3d.h"
+
+#include "godot_joint_3d.h"
#include "core/os/os.h"
@@ -39,7 +40,7 @@
#define ISLAND_SIZE_RESERVE 512
#define CONSTRAINT_COUNT_RESERVE 1024
-void Step3DSW::_populate_island(Body3DSW *p_body, LocalVector<Body3DSW *> &p_body_island, LocalVector<Constraint3DSW *> &p_constraint_island) {
+void GodotStep3D::_populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island) {
p_body->set_island_step(_step);
if (p_body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) {
@@ -47,8 +48,8 @@ void Step3DSW::_populate_island(Body3DSW *p_body, LocalVector<Body3DSW *> &p_bod
p_body_island.push_back(p_body);
}
- for (const KeyValue<Constraint3DSW *, int> &E : p_body->get_constraint_map()) {
- Constraint3DSW *constraint = (Constraint3DSW *)E.key;
+ for (const KeyValue<GodotConstraint3D *, int> &E : p_body->get_constraint_map()) {
+ GodotConstraint3D *constraint = (GodotConstraint3D *)E.key;
if (constraint->get_island_step() == _step) {
continue; // Already processed.
}
@@ -62,7 +63,7 @@ void Step3DSW::_populate_island(Body3DSW *p_body, LocalVector<Body3DSW *> &p_bod
if (i == E.value) {
continue;
}
- Body3DSW *other_body = constraint->get_body_ptr()[i];
+ GodotBody3D *other_body = constraint->get_body_ptr()[i];
if (other_body->get_island_step() == _step) {
continue; // Already processed.
}
@@ -74,7 +75,7 @@ void Step3DSW::_populate_island(Body3DSW *p_body, LocalVector<Body3DSW *> &p_bod
// Find connected soft bodies.
for (int i = 0; i < constraint->get_soft_body_count(); i++) {
- SoftBody3DSW *soft_body = constraint->get_soft_body_ptr(i);
+ GodotSoftBody3D *soft_body = constraint->get_soft_body_ptr(i);
if (soft_body->get_island_step() == _step) {
continue; // Already processed.
}
@@ -83,11 +84,11 @@ void Step3DSW::_populate_island(Body3DSW *p_body, LocalVector<Body3DSW *> &p_bod
}
}
-void Step3DSW::_populate_island_soft_body(SoftBody3DSW *p_soft_body, LocalVector<Body3DSW *> &p_body_island, LocalVector<Constraint3DSW *> &p_constraint_island) {
+void GodotStep3D::_populate_island_soft_body(GodotSoftBody3D *p_soft_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island) {
p_soft_body->set_island_step(_step);
- for (Set<Constraint3DSW *>::Element *E = p_soft_body->get_constraints().front(); E; E = E->next()) {
- Constraint3DSW *constraint = (Constraint3DSW *)E->get();
+ for (Set<GodotConstraint3D *>::Element *E = p_soft_body->get_constraints().front(); E; E = E->next()) {
+ GodotConstraint3D *constraint = (GodotConstraint3D *)E->get();
if (constraint->get_island_step() == _step) {
continue; // Already processed.
}
@@ -98,7 +99,7 @@ void Step3DSW::_populate_island_soft_body(SoftBody3DSW *p_soft_body, LocalVector
// Find connected rigid bodies.
for (int i = 0; i < constraint->get_body_count(); i++) {
- Body3DSW *body = constraint->get_body_ptr()[i];
+ GodotBody3D *body = constraint->get_body_ptr()[i];
if (body->get_island_step() == _step) {
continue; // Already processed.
}
@@ -110,16 +111,16 @@ void Step3DSW::_populate_island_soft_body(SoftBody3DSW *p_soft_body, LocalVector
}
}
-void Step3DSW::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) {
- Constraint3DSW *constraint = all_constraints[p_constraint_index];
+void GodotStep3D::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) {
+ GodotConstraint3D *constraint = all_constraints[p_constraint_index];
constraint->setup(delta);
}
-void Step3DSW::_pre_solve_island(LocalVector<Constraint3DSW *> &p_constraint_island) const {
+void GodotStep3D::_pre_solve_island(LocalVector<GodotConstraint3D *> &p_constraint_island) const {
uint32_t constraint_count = p_constraint_island.size();
uint32_t valid_constraint_count = 0;
for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) {
- Constraint3DSW *constraint = p_constraint_island[constraint_index];
+ GodotConstraint3D *constraint = p_constraint_island[constraint_index];
if (p_constraint_island[constraint_index]->pre_solve(delta)) {
// Keep this constraint for solving.
p_constraint_island[valid_constraint_count++] = constraint;
@@ -128,8 +129,8 @@ void Step3DSW::_pre_solve_island(LocalVector<Constraint3DSW *> &p_constraint_isl
p_constraint_island.resize(valid_constraint_count);
}
-void Step3DSW::_solve_island(uint32_t p_island_index, void *p_userdata) {
- LocalVector<Constraint3DSW *> &constraint_island = constraint_islands[p_island_index];
+void GodotStep3D::_solve_island(uint32_t p_island_index, void *p_userdata) {
+ LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[p_island_index];
int current_priority = 1;
@@ -146,7 +147,7 @@ void Step3DSW::_solve_island(uint32_t p_island_index, void *p_userdata) {
uint32_t priority_constraint_count = 0;
++current_priority;
for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) {
- Constraint3DSW *constraint = constraint_island[constraint_index];
+ GodotConstraint3D *constraint = constraint_island[constraint_index];
if (constraint->get_priority() >= current_priority) {
// Keep this constraint for the next iteration.
constraint_island[priority_constraint_count++] = constraint;
@@ -156,12 +157,12 @@ void Step3DSW::_solve_island(uint32_t p_island_index, void *p_userdata) {
}
}
-void Step3DSW::_check_suspend(const LocalVector<Body3DSW *> &p_body_island) const {
+void GodotStep3D::_check_suspend(const LocalVector<GodotBody3D *> &p_body_island) const {
bool can_sleep = true;
uint32_t body_count = p_body_island.size();
for (uint32_t body_index = 0; body_index < body_count; ++body_index) {
- Body3DSW *body = p_body_island[body_index];
+ GodotBody3D *body = p_body_island[body_index];
if (!body->sleep_test(delta)) {
can_sleep = false;
@@ -170,7 +171,7 @@ void Step3DSW::_check_suspend(const LocalVector<Body3DSW *> &p_body_island) cons
// Put all to sleep or wake up everyone.
for (uint32_t body_index = 0; body_index < body_count; ++body_index) {
- Body3DSW *body = p_body_island[body_index];
+ GodotBody3D *body = p_body_island[body_index];
bool active = body->is_active();
@@ -180,7 +181,7 @@ void Step3DSW::_check_suspend(const LocalVector<Body3DSW *> &p_body_island) cons
}
}
-void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
+void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta, int p_iterations) {
p_space->lock(); // can't access space during this
p_space->setup(); //update inertias, etc
@@ -190,9 +191,9 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
iterations = p_iterations;
delta = p_delta;
- const SelfList<Body3DSW>::List *body_list = &p_space->get_active_body_list();
+ const SelfList<GodotBody3D>::List *body_list = &p_space->get_active_body_list();
- const SelfList<SoftBody3DSW>::List *soft_body_list = &p_space->get_active_soft_body_list();
+ const SelfList<GodotSoftBody3D>::List *soft_body_list = &p_space->get_active_soft_body_list();
/* INTEGRATE FORCES */
@@ -201,7 +202,7 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
int active_count = 0;
- const SelfList<Body3DSW> *b = body_list->first();
+ const SelfList<GodotBody3D> *b = body_list->first();
while (b) {
b->self()->integrate_forces(p_delta);
b = b->next();
@@ -210,7 +211,7 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
/* UPDATE SOFT BODY MOTION */
- const SelfList<SoftBody3DSW> *sb = soft_body_list->first();
+ const SelfList<GodotSoftBody3D> *sb = soft_body_list->first();
while (sb) {
sb->self()->predict_motion(p_delta);
sb = sb->next();
@@ -221,7 +222,7 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
- p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime);
+ p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime);
profile_begtime = profile_endtime;
}
@@ -229,11 +230,11 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
uint32_t island_count = 0;
- const SelfList<Area3DSW>::List &aml = p_space->get_moved_area_list();
+ const SelfList<GodotArea3D>::List &aml = p_space->get_moved_area_list();
while (aml.first()) {
- for (const Set<Constraint3DSW *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
- Constraint3DSW *constraint = E->get();
+ for (const Set<GodotConstraint3D *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
+ GodotConstraint3D *constraint = E->get();
if (constraint->get_island_step() == _step) {
continue;
}
@@ -244,13 +245,13 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
if (constraint_islands.size() < island_count) {
constraint_islands.resize(island_count);
}
- LocalVector<Constraint3DSW *> &constraint_island = constraint_islands[island_count - 1];
+ LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1];
constraint_island.clear();
all_constraints.push_back(constraint);
constraint_island.push_back(constraint);
}
- p_space->area_remove_from_moved_list((SelfList<Area3DSW> *)aml.first()); //faster to remove here
+ p_space->area_remove_from_moved_list((SelfList<GodotArea3D> *)aml.first()); //faster to remove here
}
/* GENERATE CONSTRAINT ISLANDS FOR ACTIVE RIGID BODIES */
@@ -260,14 +261,14 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
uint32_t body_island_count = 0;
while (b) {
- Body3DSW *body = b->self();
+ GodotBody3D *body = b->self();
if (body->get_island_step() != _step) {
++body_island_count;
if (body_islands.size() < body_island_count) {
body_islands.resize(body_island_count);
}
- LocalVector<Body3DSW *> &body_island = body_islands[body_island_count - 1];
+ LocalVector<GodotBody3D *> &body_island = body_islands[body_island_count - 1];
body_island.clear();
body_island.reserve(BODY_ISLAND_SIZE_RESERVE);
@@ -275,7 +276,7 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
if (constraint_islands.size() < island_count) {
constraint_islands.resize(island_count);
}
- LocalVector<Constraint3DSW *> &constraint_island = constraint_islands[island_count - 1];
+ LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1];
constraint_island.clear();
constraint_island.reserve(ISLAND_SIZE_RESERVE);
@@ -296,14 +297,14 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
sb = soft_body_list->first();
while (sb) {
- SoftBody3DSW *soft_body = sb->self();
+ GodotSoftBody3D *soft_body = sb->self();
if (soft_body->get_island_step() != _step) {
++body_island_count;
if (body_islands.size() < body_island_count) {
body_islands.resize(body_island_count);
}
- LocalVector<Body3DSW *> &body_island = body_islands[body_island_count - 1];
+ LocalVector<GodotBody3D *> &body_island = body_islands[body_island_count - 1];
body_island.clear();
body_island.reserve(BODY_ISLAND_SIZE_RESERVE);
@@ -311,7 +312,7 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
if (constraint_islands.size() < island_count) {
constraint_islands.resize(island_count);
}
- LocalVector<Constraint3DSW *> &constraint_island = constraint_islands[island_count - 1];
+ LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1];
constraint_island.clear();
constraint_island.reserve(ISLAND_SIZE_RESERVE);
@@ -332,18 +333,18 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
- p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime);
+ p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime);
profile_begtime = profile_endtime;
}
/* SETUP CONSTRAINTS / PROCESS COLLISIONS */
uint32_t total_contraint_count = all_constraints.size();
- work_pool.do_work(total_contraint_count, this, &Step3DSW::_setup_contraint, nullptr);
+ work_pool.do_work(total_contraint_count, this, &GodotStep3D::_setup_contraint, nullptr);
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
- p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime);
+ p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime);
profile_begtime = profile_endtime;
}
@@ -358,15 +359,11 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
// Warning: _solve_island modifies the constraint islands for optimization purpose,
// their content is not reliable after these calls and shouldn't be used anymore.
- if (island_count > 1) {
- work_pool.do_work(island_count, this, &Step3DSW::_solve_island, nullptr);
- } else if (island_count > 0) {
- _solve_island(0);
- }
+ work_pool.do_work(island_count, this, &GodotStep3D::_solve_island, nullptr);
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
- p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime);
+ p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime);
profile_begtime = profile_endtime;
}
@@ -374,7 +371,7 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
b = body_list->first();
while (b) {
- const SelfList<Body3DSW> *n = b->next();
+ const SelfList<GodotBody3D> *n = b->next();
b->self()->integrate_velocities(p_delta);
b = n;
}
@@ -395,7 +392,7 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
- p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime);
+ p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime);
profile_begtime = profile_endtime;
}
@@ -406,7 +403,7 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
_step++;
}
-Step3DSW::Step3DSW() {
+GodotStep3D::GodotStep3D() {
body_islands.reserve(BODY_ISLAND_COUNT_RESERVE);
constraint_islands.reserve(ISLAND_COUNT_RESERVE);
all_constraints.reserve(CONSTRAINT_COUNT_RESERVE);
@@ -414,6 +411,6 @@ Step3DSW::Step3DSW() {
work_pool.init();
}
-Step3DSW::~Step3DSW() {
+GodotStep3D::~GodotStep3D() {
work_pool.finish();
}
diff --git a/servers/physics_3d/step_3d_sw.h b/servers/physics_3d/godot_step_3d.h
index f2f879104a..23ede4feff 100644
--- a/servers/physics_3d/step_3d_sw.h
+++ b/servers/physics_3d/godot_step_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* step_3d_sw.h */
+/* godot_step_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,15 +28,15 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef STEP_SW_H
-#define STEP_SW_H
+#ifndef GODOT_STEP_3D_H
+#define GODOT_STEP_3D_H
-#include "space_3d_sw.h"
+#include "godot_space_3d.h"
#include "core/templates/local_vector.h"
#include "core/templates/thread_work_pool.h"
-class Step3DSW {
+class GodotStep3D {
uint64_t _step = 1;
int iterations = 0;
@@ -44,21 +44,21 @@ class Step3DSW {
ThreadWorkPool work_pool;
- LocalVector<LocalVector<Body3DSW *>> body_islands;
- LocalVector<LocalVector<Constraint3DSW *>> constraint_islands;
- LocalVector<Constraint3DSW *> all_constraints;
+ LocalVector<LocalVector<GodotBody3D *>> body_islands;
+ LocalVector<LocalVector<GodotConstraint3D *>> constraint_islands;
+ LocalVector<GodotConstraint3D *> all_constraints;
- void _populate_island(Body3DSW *p_body, LocalVector<Body3DSW *> &p_body_island, LocalVector<Constraint3DSW *> &p_constraint_island);
- void _populate_island_soft_body(SoftBody3DSW *p_soft_body, LocalVector<Body3DSW *> &p_body_island, LocalVector<Constraint3DSW *> &p_constraint_island);
+ void _populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island);
+ void _populate_island_soft_body(GodotSoftBody3D *p_soft_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island);
void _setup_contraint(uint32_t p_constraint_index, void *p_userdata = nullptr);
- void _pre_solve_island(LocalVector<Constraint3DSW *> &p_constraint_island) const;
+ void _pre_solve_island(LocalVector<GodotConstraint3D *> &p_constraint_island) const;
void _solve_island(uint32_t p_island_index, void *p_userdata = nullptr);
- void _check_suspend(const LocalVector<Body3DSW *> &p_body_island) const;
+ void _check_suspend(const LocalVector<GodotBody3D *> &p_body_island) const;
public:
- void step(Space3DSW *p_space, real_t p_delta, int p_iterations);
- Step3DSW();
- ~Step3DSW();
+ void step(GodotSpace3D *p_space, real_t p_delta, int p_iterations);
+ GodotStep3D();
+ ~GodotStep3D();
};
-#endif // STEP__SW_H
+#endif // GODOT_STEP_3D_H
diff --git a/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp b/servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp
index bb9cc1bf67..864086c956 100644
--- a/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* cone_twist_joint_3d_sw.cpp */
+/* godot_cone_twist_joint_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -49,7 +49,7 @@ subject to the following restrictions:
Written by: Marcus Hennix
*/
-#include "cone_twist_joint_3d_sw.h"
+#include "godot_cone_twist_joint_3d.h"
static void plane_space(const Vector3 &n, Vector3 &p, Vector3 &q) {
if (Math::abs(n.z) > Math_SQRT12) {
@@ -84,8 +84,8 @@ static _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x) {
return (y < 0.0f) ? -angle : angle;
}
-ConeTwistJoint3DSW::ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame) :
- Joint3DSW(_arr, 2) {
+GodotConeTwistJoint3D::GodotConeTwistJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame) :
+ GodotJoint3D(_arr, 2) {
A = rbA;
B = rbB;
@@ -96,7 +96,7 @@ ConeTwistJoint3DSW::ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Trans
B->add_constraint(this, 1);
}
-bool ConeTwistJoint3DSW::setup(real_t p_timestep) {
+bool GodotConeTwistJoint3D::setup(real_t p_timestep) {
dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
@@ -129,16 +129,18 @@ bool ConeTwistJoint3DSW::setup(real_t p_timestep) {
plane_space(normal[0], normal[1], normal[2]);
for (int i = 0; i < 3; i++) {
- memnew_placement(&m_jac[i], JacobianEntry3DSW(
- A->get_principal_inertia_axes().transposed(),
- B->get_principal_inertia_axes().transposed(),
- pivotAInW - A->get_transform().origin - A->get_center_of_mass(),
- pivotBInW - B->get_transform().origin - B->get_center_of_mass(),
- normal[i],
- A->get_inv_inertia(),
- A->get_inv_mass(),
- B->get_inv_inertia(),
- B->get_inv_mass()));
+ memnew_placement(
+ &m_jac[i],
+ GodotJacobianEntry3D(
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ pivotAInW - A->get_transform().origin - A->get_center_of_mass(),
+ pivotBInW - B->get_transform().origin - B->get_center_of_mass(),
+ normal[i],
+ A->get_inv_inertia(),
+ A->get_inv_mass(),
+ B->get_inv_inertia(),
+ B->get_inv_mass()));
}
}
@@ -192,8 +194,7 @@ bool ConeTwistJoint3DSW::setup(real_t p_timestep) {
real_t swingAxisSign = (b2Axis1.dot(b1Axis1) >= 0.0f) ? 1.0f : -1.0f;
m_swingAxis *= swingAxisSign;
- m_kSwing = real_t(1.) / (A->compute_angular_impulse_denominator(m_swingAxis) +
- B->compute_angular_impulse_denominator(m_swingAxis));
+ m_kSwing = real_t(1.) / (A->compute_angular_impulse_denominator(m_swingAxis) + B->compute_angular_impulse_denominator(m_swingAxis));
}
// Twist limits
@@ -212,8 +213,7 @@ bool ConeTwistJoint3DSW::setup(real_t p_timestep) {
m_twistAxis.normalize();
m_twistAxis *= -1.0f;
- m_kTwist = real_t(1.) / (A->compute_angular_impulse_denominator(m_twistAxis) +
- B->compute_angular_impulse_denominator(m_twistAxis));
+ m_kTwist = real_t(1.) / (A->compute_angular_impulse_denominator(m_twistAxis) + B->compute_angular_impulse_denominator(m_twistAxis));
} else if (twist > m_twistSpan * lockedFreeFactor) {
m_twistCorrection = (twist - m_twistSpan);
@@ -222,15 +222,14 @@ bool ConeTwistJoint3DSW::setup(real_t p_timestep) {
m_twistAxis = (b2Axis1 + b1Axis1) * 0.5f;
m_twistAxis.normalize();
- m_kTwist = real_t(1.) / (A->compute_angular_impulse_denominator(m_twistAxis) +
- B->compute_angular_impulse_denominator(m_twistAxis));
+ m_kTwist = real_t(1.) / (A->compute_angular_impulse_denominator(m_twistAxis) + B->compute_angular_impulse_denominator(m_twistAxis));
}
}
return true;
}
-void ConeTwistJoint3DSW::solve(real_t p_timestep) {
+void GodotConeTwistJoint3D::solve(real_t p_timestep) {
Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin);
Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin);
@@ -312,7 +311,7 @@ void ConeTwistJoint3DSW::solve(real_t p_timestep) {
}
}
-void ConeTwistJoint3DSW::set_param(PhysicsServer3D::ConeTwistJointParam p_param, real_t p_value) {
+void GodotConeTwistJoint3D::set_param(PhysicsServer3D::ConeTwistJointParam p_param, real_t p_value) {
switch (p_param) {
case PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN: {
m_swingSpan1 = p_value;
@@ -335,7 +334,7 @@ void ConeTwistJoint3DSW::set_param(PhysicsServer3D::ConeTwistJointParam p_param,
}
}
-real_t ConeTwistJoint3DSW::get_param(PhysicsServer3D::ConeTwistJointParam p_param) const {
+real_t GodotConeTwistJoint3D::get_param(PhysicsServer3D::ConeTwistJointParam p_param) const {
switch (p_param) {
case PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN: {
return m_swingSpan1;
diff --git a/servers/physics_3d/joints/cone_twist_joint_3d_sw.h b/servers/physics_3d/joints/godot_cone_twist_joint_3d.h
index bf7e593820..999d0f0692 100644
--- a/servers/physics_3d/joints/cone_twist_joint_3d_sw.h
+++ b/servers/physics_3d/joints/godot_cone_twist_joint_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* cone_twist_joint_3d_sw.h */
+/* godot_cone_twist_joint_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -34,7 +34,7 @@ Adapted to Godot from the Bullet library.
/*
Bullet Continuous Collision Detection and Physics Library
-ConeTwistJointSW is Copyright (c) 2007 Starbreeze Studios
+GodotConeTwistJoint3D is Copyright (c) 2007 Starbreeze Studios
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
@@ -49,28 +49,28 @@ subject to the following restrictions:
Written by: Marcus Hennix
*/
-#ifndef CONE_TWIST_JOINT_SW_H
-#define CONE_TWIST_JOINT_SW_H
+#ifndef GODOT_CONE_TWIST_JOINT_3D_H
+#define GODOT_CONE_TWIST_JOINT_3D_H
-#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h"
-#include "servers/physics_3d/joints_3d_sw.h"
+#include "servers/physics_3d/godot_joint_3d.h"
+#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h"
-///ConeTwistJointSW can be used to simulate ragdoll joints (upper arm, leg etc)
-class ConeTwistJoint3DSW : public Joint3DSW {
+// GodotConeTwistJoint3D can be used to simulate ragdoll joints (upper arm, leg etc).
+class GodotConeTwistJoint3D : public GodotJoint3D {
#ifdef IN_PARALLELL_SOLVER
public:
#endif
union {
struct {
- Body3DSW *A;
- Body3DSW *B;
+ GodotBody3D *A;
+ GodotBody3D *B;
};
- Body3DSW *_arr[2] = { nullptr, nullptr };
+ GodotBody3D *_arr[2] = { nullptr, nullptr };
};
- JacobianEntry3DSW m_jac[3] = {}; //3 orthogonal linear constraints
+ GodotJacobianEntry3D m_jac[3] = {}; //3 orthogonal linear constraints
real_t m_appliedImpulse = 0.0;
Transform3D m_rbAFrame;
@@ -107,7 +107,7 @@ public:
virtual bool setup(real_t p_step) override;
virtual void solve(real_t p_step) override;
- ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame);
+ GodotConeTwistJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame);
void setAngularOnly(bool angularOnly) {
m_angularOnly = angularOnly;
@@ -139,4 +139,4 @@ public:
real_t get_param(PhysicsServer3D::ConeTwistJointParam p_param) const;
};
-#endif // CONE_TWIST_JOINT_SW_H
+#endif // GODOT_CONE_TWIST_JOINT_3D_H
diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp
index 56aba24b42..915bb528e9 100644
--- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* generic_6dof_joint_3d_sw.cpp */
+/* godot_generic_6dof_joint_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -49,18 +49,18 @@ subject to the following restrictions:
/*
2007-09-09
-Generic6DOFJointSW Refactored by Francisco Le?n
+GodotGeneric6DOFJoint3D Refactored by Francisco Le?n
email: projectileman@yahoo.com
http://gimpact.sf.net
*/
-#include "generic_6dof_joint_3d_sw.h"
+#include "godot_generic_6dof_joint_3d.h"
#define GENERIC_D6_DISABLE_WARMSTARTING 1
-//////////////////////////// G6DOFRotationalLimitMotorSW ////////////////////////////////////
+//////////////////////////// GodotG6DOFRotationalLimitMotor3D ////////////////////////////////////
-int G6DOFRotationalLimitMotor3DSW::testLimitValue(real_t test_value) {
+int GodotG6DOFRotationalLimitMotor3D::testLimitValue(real_t test_value) {
if (m_loLimit > m_hiLimit) {
m_currentLimit = 0; //Free from violation
return 0;
@@ -80,9 +80,9 @@ int G6DOFRotationalLimitMotor3DSW::testLimitValue(real_t test_value) {
return 0;
}
-real_t G6DOFRotationalLimitMotor3DSW::solveAngularLimits(
+real_t GodotG6DOFRotationalLimitMotor3D::solveAngularLimits(
real_t timeStep, Vector3 &axis, real_t jacDiagABInv,
- Body3DSW *body0, Body3DSW *body1, bool p_body0_dynamic, bool p_body1_dynamic) {
+ GodotBody3D *body0, GodotBody3D *body1, bool p_body0_dynamic, bool p_body1_dynamic) {
if (!needApplyTorques()) {
return 0.0f;
}
@@ -148,14 +148,13 @@ real_t G6DOFRotationalLimitMotor3DSW::solveAngularLimits(
return clippedMotorImpulse;
}
-//////////////////////////// End G6DOFRotationalLimitMotorSW ////////////////////////////////////
+//////////////////////////// GodotG6DOFTranslationalLimitMotor3D ////////////////////////////////////
-//////////////////////////// G6DOFTranslationalLimitMotorSW ////////////////////////////////////
-real_t G6DOFTranslationalLimitMotor3DSW::solveLinearAxis(
+real_t GodotG6DOFTranslationalLimitMotor3D::solveLinearAxis(
real_t timeStep,
real_t jacDiagABInv,
- Body3DSW *body1, const Vector3 &pointInA,
- Body3DSW *body2, const Vector3 &pointInB,
+ GodotBody3D *body1, const Vector3 &pointInA,
+ GodotBody3D *body2, const Vector3 &pointInB,
bool p_body1_dynamic, bool p_body2_dynamic,
int limit_index,
const Vector3 &axis_normal_on_a,
@@ -217,10 +216,10 @@ real_t G6DOFTranslationalLimitMotor3DSW::solveLinearAxis(
return normalImpulse;
}
-//////////////////////////// G6DOFTranslationalLimitMotorSW ////////////////////////////////////
+//////////////////////////// GodotGeneric6DOFJoint3D ////////////////////////////////////
-Generic6DOFJoint3DSW::Generic6DOFJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameInA, const Transform3D &frameInB, bool useLinearReferenceFrameA) :
- Joint3DSW(_arr, 2),
+GodotGeneric6DOFJoint3D::GodotGeneric6DOFJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB, bool useLinearReferenceFrameA) :
+ GodotJoint3D(_arr, 2),
m_frameInA(frameInA),
m_frameInB(frameInB),
m_useLinearReferenceFrameA(useLinearReferenceFrameA) {
@@ -230,10 +229,10 @@ Generic6DOFJoint3DSW::Generic6DOFJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const T
B->add_constraint(this, 1);
}
-void Generic6DOFJoint3DSW::calculateAngleInfo() {
+void GodotGeneric6DOFJoint3D::calculateAngleInfo() {
Basis relative_frame = m_calculatedTransformB.basis.inverse() * m_calculatedTransformA.basis;
- m_calculatedAxisAngleDiff = relative_frame.get_euler_xyz();
+ m_calculatedAxisAngleDiff = relative_frame.get_euler(Basis::EULER_ORDER_XYZ);
// in euler angle mode we do not actually constrain the angular velocity
// along the axes axis[0] and axis[2] (although we do use axis[1]) :
@@ -270,38 +269,43 @@ void Generic6DOFJoint3DSW::calculateAngleInfo() {
*/
}
-void Generic6DOFJoint3DSW::calculateTransforms() {
+void GodotGeneric6DOFJoint3D::calculateTransforms() {
m_calculatedTransformA = A->get_transform() * m_frameInA;
m_calculatedTransformB = B->get_transform() * m_frameInB;
calculateAngleInfo();
}
-void Generic6DOFJoint3DSW::buildLinearJacobian(
- JacobianEntry3DSW &jacLinear, const Vector3 &normalWorld,
+void GodotGeneric6DOFJoint3D::buildLinearJacobian(
+ GodotJacobianEntry3D &jacLinear, const Vector3 &normalWorld,
const Vector3 &pivotAInW, const Vector3 &pivotBInW) {
- memnew_placement(&jacLinear, JacobianEntry3DSW(
- A->get_principal_inertia_axes().transposed(),
- B->get_principal_inertia_axes().transposed(),
- pivotAInW - A->get_transform().origin - A->get_center_of_mass(),
- pivotBInW - B->get_transform().origin - B->get_center_of_mass(),
- normalWorld,
- A->get_inv_inertia(),
- A->get_inv_mass(),
- B->get_inv_inertia(),
- B->get_inv_mass()));
+ memnew_placement(
+ &jacLinear,
+ GodotJacobianEntry3D(
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ pivotAInW - A->get_transform().origin - A->get_center_of_mass(),
+ pivotBInW - B->get_transform().origin - B->get_center_of_mass(),
+ normalWorld,
+ A->get_inv_inertia(),
+ A->get_inv_mass(),
+ B->get_inv_inertia(),
+ B->get_inv_mass()));
}
-void Generic6DOFJoint3DSW::buildAngularJacobian(
- JacobianEntry3DSW &jacAngular, const Vector3 &jointAxisW) {
- memnew_placement(&jacAngular, JacobianEntry3DSW(jointAxisW,
- A->get_principal_inertia_axes().transposed(),
- B->get_principal_inertia_axes().transposed(),
- A->get_inv_inertia(),
- B->get_inv_inertia()));
+void GodotGeneric6DOFJoint3D::buildAngularJacobian(
+ GodotJacobianEntry3D &jacAngular, const Vector3 &jointAxisW) {
+ memnew_placement(
+ &jacAngular,
+ GodotJacobianEntry3D(
+ jointAxisW,
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ A->get_inv_inertia(),
+ B->get_inv_inertia()));
}
-bool Generic6DOFJoint3DSW::testAngularLimitMotor(int axis_index) {
+bool GodotGeneric6DOFJoint3D::testAngularLimitMotor(int axis_index) {
real_t angle = m_calculatedAxisAngleDiff[axis_index];
//test limits
@@ -309,7 +313,7 @@ bool Generic6DOFJoint3DSW::testAngularLimitMotor(int axis_index) {
return m_angularLimits[axis_index].needApplyTorques();
}
-bool Generic6DOFJoint3DSW::setup(real_t p_timestep) {
+bool GodotGeneric6DOFJoint3D::setup(real_t p_timestep) {
dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
@@ -365,7 +369,7 @@ bool Generic6DOFJoint3DSW::setup(real_t p_timestep) {
return true;
}
-void Generic6DOFJoint3DSW::solve(real_t p_timestep) {
+void GodotGeneric6DOFJoint3D::solve(real_t p_timestep) {
m_timeStep = p_timestep;
//calculateTransforms();
@@ -414,19 +418,19 @@ void Generic6DOFJoint3DSW::solve(real_t p_timestep) {
}
}
-void Generic6DOFJoint3DSW::updateRHS(real_t timeStep) {
+void GodotGeneric6DOFJoint3D::updateRHS(real_t timeStep) {
(void)timeStep;
}
-Vector3 Generic6DOFJoint3DSW::getAxis(int axis_index) const {
+Vector3 GodotGeneric6DOFJoint3D::getAxis(int axis_index) const {
return m_calculatedAxis[axis_index];
}
-real_t Generic6DOFJoint3DSW::getAngle(int axis_index) const {
+real_t GodotGeneric6DOFJoint3D::getAngle(int axis_index) const {
return m_calculatedAxisAngleDiff[axis_index];
}
-void Generic6DOFJoint3DSW::calcAnchorPos() {
+void GodotGeneric6DOFJoint3D::calcAnchorPos() {
real_t imA = A->get_inv_mass();
real_t imB = B->get_inv_mass();
real_t weight;
@@ -438,9 +442,9 @@ void Generic6DOFJoint3DSW::calcAnchorPos() {
const Vector3 &pA = m_calculatedTransformA.origin;
const Vector3 &pB = m_calculatedTransformB.origin;
m_AnchorPos = pA * weight + pB * (real_t(1.0) - weight);
-} // Generic6DOFJointSW::calcAnchorPos()
+}
-void Generic6DOFJoint3DSW::set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param, real_t p_value) {
+void GodotGeneric6DOFJoint3D::set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param, real_t p_value) {
ERR_FAIL_INDEX(p_axis, 3);
switch (p_param) {
case PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT: {
@@ -527,7 +531,7 @@ void Generic6DOFJoint3DSW::set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DO
}
}
-real_t Generic6DOFJoint3DSW::get_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param) const {
+real_t GodotGeneric6DOFJoint3D::get_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param) const {
ERR_FAIL_INDEX_V(p_axis, 3, 0);
switch (p_param) {
case PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT: {
@@ -615,7 +619,7 @@ real_t Generic6DOFJoint3DSW::get_param(Vector3::Axis p_axis, PhysicsServer3D::G6
return 0;
}
-void Generic6DOFJoint3DSW::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag, bool p_value) {
+void GodotGeneric6DOFJoint3D::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag, bool p_value) {
ERR_FAIL_INDEX(p_axis, 3);
switch (p_flag) {
@@ -642,7 +646,7 @@ void Generic6DOFJoint3DSW::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOF
}
}
-bool Generic6DOFJoint3DSW::get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const {
+bool GodotGeneric6DOFJoint3D::get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const {
ERR_FAIL_INDEX_V(p_axis, 3, 0);
switch (p_flag) {
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT: {
diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h
index 6492e40393..f37b5b981b 100644
--- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h
+++ b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* generic_6dof_joint_3d_sw.h */
+/* godot_generic_6dof_joint_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -32,11 +32,11 @@
Adapted to Godot from the Bullet library.
*/
-#ifndef GENERIC_6DOF_JOINT_SW_H
-#define GENERIC_6DOF_JOINT_SW_H
+#ifndef GODOT_GENERIC_6DOF_JOINT_3D_H
+#define GODOT_GENERIC_6DOF_JOINT_3D_H
-#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h"
-#include "servers/physics_3d/joints_3d_sw.h"
+#include "servers/physics_3d/godot_joint_3d.h"
+#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h"
/*
Bullet Continuous Collision Detection and Physics Library
@@ -55,13 +55,13 @@ subject to the following restrictions:
/*
2007-09-09
-Generic6DOFJointSW Refactored by Francisco Le?n
+GodotGeneric6DOFJoint3D Refactored by Francisco Le?n
email: projectileman@yahoo.com
http://gimpact.sf.net
*/
//! Rotation Limit structure for generic joints
-class G6DOFRotationalLimitMotor3DSW {
+class GodotG6DOFRotationalLimitMotor3D {
public:
//! limit_parameters
//!@{
@@ -86,29 +86,25 @@ public:
real_t m_accumulatedImpulse = 0.0;
//!@}
- G6DOFRotationalLimitMotor3DSW() {}
+ GodotG6DOFRotationalLimitMotor3D() {}
- //! Is limited
bool isLimited() {
return (m_loLimit < m_hiLimit);
}
- //! Need apply correction
+ // Need apply correction.
bool needApplyTorques() {
return (m_enableMotor || m_currentLimit != 0);
}
- //! calculates error
- /*!
- calculates m_currentLimit and m_currentLimitError.
- */
+ // Calculates m_currentLimit and m_currentLimitError.
int testLimitValue(real_t test_value);
- //! apply the correction impulses for two bodies
- real_t solveAngularLimits(real_t timeStep, Vector3 &axis, real_t jacDiagABInv, Body3DSW *body0, Body3DSW *body1, bool p_body0_dynamic, bool p_body1_dynamic);
+ // Apply the correction impulses for two bodies.
+ real_t solveAngularLimits(real_t timeStep, Vector3 &axis, real_t jacDiagABInv, GodotBody3D *body0, GodotBody3D *body1, bool p_body0_dynamic, bool p_body1_dynamic);
};
-class G6DOFTranslationalLimitMotor3DSW {
+class GodotG6DOFTranslationalLimitMotor3D {
public:
Vector3 m_lowerLimit = Vector3(0.0, 0.0, 0.0); //!< the constraint lower limits
Vector3 m_upperLimit = Vector3(0.0, 0.0, 0.0); //!< the constraint upper limits
@@ -123,11 +119,11 @@ public:
//! Test limit
/*!
- - free means upper < lower,
- - locked means upper == lower
- - limited means upper > lower
- - limitIndex: first 3 are linear, next 3 are angular
- */
+ * - free means upper < lower,
+ * - locked means upper == lower
+ * - limited means upper > lower
+ * - limitIndex: first 3 are linear, next 3 are angular
+ */
inline bool isLimited(int limitIndex) {
return (m_upperLimit[limitIndex] >= m_lowerLimit[limitIndex]);
}
@@ -135,23 +131,23 @@ public:
real_t solveLinearAxis(
real_t timeStep,
real_t jacDiagABInv,
- Body3DSW *body1, const Vector3 &pointInA,
- Body3DSW *body2, const Vector3 &pointInB,
+ GodotBody3D *body1, const Vector3 &pointInA,
+ GodotBody3D *body2, const Vector3 &pointInB,
bool p_body1_dynamic, bool p_body2_dynamic,
int limit_index,
const Vector3 &axis_normal_on_a,
const Vector3 &anchorPos);
};
-class Generic6DOFJoint3DSW : public Joint3DSW {
+class GodotGeneric6DOFJoint3D : public GodotJoint3D {
protected:
union {
struct {
- Body3DSW *A;
- Body3DSW *B;
+ GodotBody3D *A;
+ GodotBody3D *B;
};
- Body3DSW *_arr[2] = { nullptr, nullptr };
+ GodotBody3D *_arr[2] = { nullptr, nullptr };
};
//! relative_frames
@@ -162,18 +158,18 @@ protected:
//! Jacobians
//!@{
- JacobianEntry3DSW m_jacLinear[3]; //!< 3 orthogonal linear constraints
- JacobianEntry3DSW m_jacAng[3]; //!< 3 orthogonal angular constraints
+ GodotJacobianEntry3D m_jacLinear[3]; //!< 3 orthogonal linear constraints
+ GodotJacobianEntry3D m_jacAng[3]; //!< 3 orthogonal angular constraints
//!@}
//! Linear_Limit_parameters
//!@{
- G6DOFTranslationalLimitMotor3DSW m_linearLimits;
+ GodotG6DOFTranslationalLimitMotor3D m_linearLimits;
//!@}
//! hinge_parameters
//!@{
- G6DOFRotationalLimitMotor3DSW m_angularLimits[3];
+ GodotG6DOFRotationalLimitMotor3D m_angularLimits[3];
//!@}
protected:
@@ -191,45 +187,35 @@ protected:
//!@}
- Generic6DOFJoint3DSW(Generic6DOFJoint3DSW const &) = delete;
- void operator=(Generic6DOFJoint3DSW const &) = delete;
+ GodotGeneric6DOFJoint3D(GodotGeneric6DOFJoint3D const &) = delete;
+ void operator=(GodotGeneric6DOFJoint3D const &) = delete;
void buildLinearJacobian(
- JacobianEntry3DSW &jacLinear, const Vector3 &normalWorld,
+ GodotJacobianEntry3D &jacLinear, const Vector3 &normalWorld,
const Vector3 &pivotAInW, const Vector3 &pivotBInW);
- void buildAngularJacobian(JacobianEntry3DSW &jacAngular, const Vector3 &jointAxisW);
+ void buildAngularJacobian(GodotJacobianEntry3D &jacAngular, const Vector3 &jointAxisW);
//! calcs the euler angles between the two bodies.
void calculateAngleInfo();
public:
- Generic6DOFJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameInA, const Transform3D &frameInB, bool useLinearReferenceFrameA);
+ GodotGeneric6DOFJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB, bool useLinearReferenceFrameA);
virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_6DOF; }
virtual bool setup(real_t p_step) override;
virtual void solve(real_t p_step) override;
- //! Calcs global transform of the offsets
- /*!
- Calcs the global transform for the joint offset for body A an B, and also calcs the agle differences between the bodies.
- \sa Generic6DOFJointSW.getCalculatedTransformA , Generic6DOFJointSW.getCalculatedTransformB, Generic6DOFJointSW.calculateAngleInfo
- */
+ // Calcs the global transform for the joint offset for body A an B, and also calcs the angle differences between the bodies.
void calculateTransforms();
- //! Gets the global transform of the offset for body A
- /*!
- \sa Generic6DOFJointSW.getFrameOffsetA, Generic6DOFJointSW.getFrameOffsetB, Generic6DOFJointSW.calculateAngleInfo.
- */
+ // Gets the global transform of the offset for body A.
const Transform3D &getCalculatedTransformA() const {
return m_calculatedTransformA;
}
- //! Gets the global transform of the offset for body B
- /*!
- \sa Generic6DOFJointSW.getFrameOffsetA, Generic6DOFJointSW.getFrameOffsetB, Generic6DOFJointSW.calculateAngleInfo.
- */
+ // Gets the global transform of the offset for body B.
const Transform3D &getCalculatedTransformB() const {
return m_calculatedTransformB;
}
@@ -250,27 +236,16 @@ public:
return m_frameInB;
}
- //! performs Jacobian calculation, and also calculates angle differences and axis
-
+ // Performs Jacobian calculation, and also calculates angle differences and axis.
void updateRHS(real_t timeStep);
- //! Get the rotation axis in global coordinates
- /*!
- \pre Generic6DOFJointSW.buildJacobian must be called previously.
- */
+ // Get the rotation axis in global coordinates.
Vector3 getAxis(int axis_index) const;
- //! Get the relative Euler angle
- /*!
- \pre Generic6DOFJointSW.buildJacobian must be called previously.
- */
+ // Get the relative Euler angle.
real_t getAngle(int axis_index) const;
- //! Test angular limit.
- /*!
- Calculates angular correction and returns true if limit needs to be corrected.
- \pre Generic6DOFJointSW.buildJacobian must be called previously.
- */
+ // Calculates angular correction and returns true if limit needs to be corrected.
bool testAngularLimitMotor(int axis_index);
void setLinearLowerLimit(const Vector3 &linearLower) {
@@ -293,17 +268,17 @@ public:
m_angularLimits[2].m_hiLimit = angularUpper.z;
}
- //! Retrieves the angular limit information.
- G6DOFRotationalLimitMotor3DSW *getRotationalLimitMotor(int index) {
+ // Retrieves the angular limit information.
+ GodotG6DOFRotationalLimitMotor3D *getRotationalLimitMotor(int index) {
return &m_angularLimits[index];
}
- //! Retrieves the limit information.
- G6DOFTranslationalLimitMotor3DSW *getTranslationalLimitMotor() {
+ // Retrieves the limit information.
+ GodotG6DOFTranslationalLimitMotor3D *getTranslationalLimitMotor() {
return &m_linearLimits;
}
- //first 3 are linear, next 3 are angular
+ // First 3 are linear, next 3 are angular.
void setLimit(int axis, real_t lo, real_t hi) {
if (axis < 3) {
m_linearLimits.m_lowerLimit[axis] = lo;
@@ -316,11 +291,11 @@ public:
//! Test limit
/*!
- - free means upper < lower,
- - locked means upper == lower
- - limited means upper > lower
- - limitIndex: first 3 are linear, next 3 are angular
- */
+ * - free means upper < lower,
+ * - locked means upper == lower
+ * - limited means upper > lower
+ * - limitIndex: first 3 are linear, next 3 are angular
+ */
bool isLimited(int limitIndex) {
if (limitIndex < 3) {
return m_linearLimits.isLimited(limitIndex);
@@ -328,10 +303,10 @@ public:
return m_angularLimits[limitIndex - 3].isLimited();
}
- const Body3DSW *getRigidBodyA() const {
+ const GodotBody3D *getRigidBodyA() const {
return A;
}
- const Body3DSW *getRigidBodyB() const {
+ const GodotBody3D *getRigidBodyB() const {
return B;
}
@@ -344,4 +319,4 @@ public:
bool get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const;
};
-#endif // GENERIC_6DOF_JOINT_SW_H
+#endif // GODOT_GENERIC_6DOF_JOINT_3D_H
diff --git a/servers/physics_3d/joints/hinge_joint_3d_sw.cpp b/servers/physics_3d/joints/godot_hinge_joint_3d.cpp
index a45fcf7eb5..cf77129a30 100644
--- a/servers/physics_3d/joints/hinge_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/godot_hinge_joint_3d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* hinge_joint_3d_sw.cpp */
+/* godot_hinge_joint_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -47,7 +47,7 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
-#include "hinge_joint_3d_sw.h"
+#include "godot_hinge_joint_3d.h"
static void plane_space(const Vector3 &n, Vector3 &p, Vector3 &q) {
if (Math::abs(n.z) > Math_SQRT12) {
@@ -67,8 +67,8 @@ static void plane_space(const Vector3 &n, Vector3 &p, Vector3 &q) {
}
}
-HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameA, const Transform3D &frameB) :
- Joint3DSW(_arr, 2) {
+GodotHingeJoint3D::GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameA, const Transform3D &frameB) :
+ GodotJoint3D(_arr, 2) {
A = rbA;
B = rbB;
@@ -83,9 +83,9 @@ HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &
B->add_constraint(this, 1);
}
-HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB,
+GodotHingeJoint3D::GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB,
const Vector3 &axisInA, const Vector3 &axisInB) :
- Joint3DSW(_arr, 2) {
+ GodotJoint3D(_arr, 2) {
A = rbA;
B = rbB;
@@ -124,7 +124,7 @@ HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Vector3 &pivo
B->add_constraint(this, 1);
}
-bool HingeJoint3DSW::setup(real_t p_step) {
+bool GodotHingeJoint3D::setup(real_t p_step) {
dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
@@ -149,16 +149,18 @@ bool HingeJoint3DSW::setup(real_t p_step) {
plane_space(normal[0], normal[1], normal[2]);
for (int i = 0; i < 3; i++) {
- memnew_placement(&m_jac[i], JacobianEntry3DSW(
- A->get_principal_inertia_axes().transposed(),
- B->get_principal_inertia_axes().transposed(),
- pivotAInW - A->get_transform().origin - A->get_center_of_mass(),
- pivotBInW - B->get_transform().origin - B->get_center_of_mass(),
- normal[i],
- A->get_inv_inertia(),
- A->get_inv_mass(),
- B->get_inv_inertia(),
- B->get_inv_mass()));
+ memnew_placement(
+ &m_jac[i],
+ GodotJacobianEntry3D(
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ pivotAInW - A->get_transform().origin - A->get_center_of_mass(),
+ pivotBInW - B->get_transform().origin - B->get_center_of_mass(),
+ normal[i],
+ A->get_inv_inertia(),
+ A->get_inv_mass(),
+ B->get_inv_inertia(),
+ B->get_inv_mass()));
}
}
@@ -175,23 +177,32 @@ bool HingeJoint3DSW::setup(real_t p_step) {
Vector3 jointAxis1 = A->get_transform().basis.xform(jointAxis1local);
Vector3 hingeAxisWorld = A->get_transform().basis.xform(m_rbAFrame.basis.get_axis(2));
- memnew_placement(&m_jacAng[0], JacobianEntry3DSW(jointAxis0,
- A->get_principal_inertia_axes().transposed(),
- B->get_principal_inertia_axes().transposed(),
- A->get_inv_inertia(),
- B->get_inv_inertia()));
-
- memnew_placement(&m_jacAng[1], JacobianEntry3DSW(jointAxis1,
- A->get_principal_inertia_axes().transposed(),
- B->get_principal_inertia_axes().transposed(),
- A->get_inv_inertia(),
- B->get_inv_inertia()));
-
- memnew_placement(&m_jacAng[2], JacobianEntry3DSW(hingeAxisWorld,
- A->get_principal_inertia_axes().transposed(),
- B->get_principal_inertia_axes().transposed(),
- A->get_inv_inertia(),
- B->get_inv_inertia()));
+ memnew_placement(
+ &m_jacAng[0],
+ GodotJacobianEntry3D(
+ jointAxis0,
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ A->get_inv_inertia(),
+ B->get_inv_inertia()));
+
+ memnew_placement(
+ &m_jacAng[1],
+ GodotJacobianEntry3D(
+ jointAxis1,
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ A->get_inv_inertia(),
+ B->get_inv_inertia()));
+
+ memnew_placement(
+ &m_jacAng[2],
+ GodotJacobianEntry3D(
+ hingeAxisWorld,
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ A->get_inv_inertia(),
+ B->get_inv_inertia()));
// Compute limit information
real_t hingeAngle = get_hinge_angle();
@@ -220,13 +231,12 @@ bool HingeJoint3DSW::setup(real_t p_step) {
//Compute K = J*W*J' for hinge axis
Vector3 axisA = A->get_transform().basis.xform(m_rbAFrame.basis.get_axis(2));
- m_kHinge = 1.0f / (A->compute_angular_impulse_denominator(axisA) +
- B->compute_angular_impulse_denominator(axisA));
+ m_kHinge = 1.0f / (A->compute_angular_impulse_denominator(axisA) + B->compute_angular_impulse_denominator(axisA));
return true;
}
-void HingeJoint3DSW::solve(real_t p_step) {
+void GodotHingeJoint3D::solve(real_t p_step) {
Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin);
Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin);
@@ -284,7 +294,7 @@ void HingeJoint3DSW::solve(real_t p_step) {
if (len > real_t(0.00001)) {
Vector3 normal = velrelOrthog.normalized();
real_t denom = A->compute_angular_impulse_denominator(normal) +
- B->compute_angular_impulse_denominator(normal);
+ B->compute_angular_impulse_denominator(normal);
// scale for mass and relaxation
velrelOrthog *= (real_t(1.) / denom) * m_relaxationFactor;
}
@@ -295,7 +305,7 @@ void HingeJoint3DSW::solve(real_t p_step) {
if (len2 > real_t(0.00001)) {
Vector3 normal2 = angularError.normalized();
real_t denom2 = A->compute_angular_impulse_denominator(normal2) +
- B->compute_angular_impulse_denominator(normal2);
+ B->compute_angular_impulse_denominator(normal2);
angularError *= (real_t(1.) / denom2) * relaxation;
}
@@ -377,7 +387,7 @@ static _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x) {
return (y < 0.0f) ? -angle : angle;
}
-real_t HingeJoint3DSW::get_hinge_angle() {
+real_t GodotHingeJoint3D::get_hinge_angle() {
const Vector3 refAxis0 = A->get_transform().basis.xform(m_rbAFrame.basis.get_axis(0));
const Vector3 refAxis1 = A->get_transform().basis.xform(m_rbAFrame.basis.get_axis(1));
const Vector3 swingAxis = B->get_transform().basis.xform(m_rbBFrame.basis.get_axis(1));
@@ -385,7 +395,7 @@ real_t HingeJoint3DSW::get_hinge_angle() {
return atan2fast(swingAxis.dot(refAxis0), swingAxis.dot(refAxis1));
}
-void HingeJoint3DSW::set_param(PhysicsServer3D::HingeJointParam p_param, real_t p_value) {
+void GodotHingeJoint3D::set_param(PhysicsServer3D::HingeJointParam p_param, real_t p_value) {
switch (p_param) {
case PhysicsServer3D::HINGE_JOINT_BIAS:
tau = p_value;
@@ -416,7 +426,7 @@ void HingeJoint3DSW::set_param(PhysicsServer3D::HingeJointParam p_param, real_t
}
}
-real_t HingeJoint3DSW::get_param(PhysicsServer3D::HingeJointParam p_param) const {
+real_t GodotHingeJoint3D::get_param(PhysicsServer3D::HingeJointParam p_param) const {
switch (p_param) {
case PhysicsServer3D::HINGE_JOINT_BIAS:
return tau;
@@ -441,7 +451,7 @@ real_t HingeJoint3DSW::get_param(PhysicsServer3D::HingeJointParam p_param) const
return 0;
}
-void HingeJoint3DSW::set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value) {
+void GodotHingeJoint3D::set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value) {
switch (p_flag) {
case PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT:
m_useLimit = p_value;
@@ -454,7 +464,7 @@ void HingeJoint3DSW::set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_val
}
}
-bool HingeJoint3DSW::get_flag(PhysicsServer3D::HingeJointFlag p_flag) const {
+bool GodotHingeJoint3D::get_flag(PhysicsServer3D::HingeJointFlag p_flag) const {
switch (p_flag) {
case PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT:
return m_useLimit;
diff --git a/servers/physics_3d/joints/hinge_joint_3d_sw.h b/servers/physics_3d/joints/godot_hinge_joint_3d.h
index a4ceff9ffe..ff1fbe0f25 100644
--- a/servers/physics_3d/joints/hinge_joint_3d_sw.h
+++ b/servers/physics_3d/joints/godot_hinge_joint_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* hinge_joint_3d_sw.h */
+/* godot_hinge_joint_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -32,11 +32,11 @@
Adapted to Godot from the Bullet library.
*/
-#ifndef HINGE_JOINT_SW_H
-#define HINGE_JOINT_SW_H
+#ifndef GODOT_HINGE_JOINT_3D_H
+#define GODOT_HINGE_JOINT_3D_H
-#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h"
-#include "servers/physics_3d/joints_3d_sw.h"
+#include "servers/physics_3d/godot_joint_3d.h"
+#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h"
/*
Bullet Continuous Collision Detection and Physics Library
@@ -53,18 +53,18 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
-class HingeJoint3DSW : public Joint3DSW {
+class GodotHingeJoint3D : public GodotJoint3D {
union {
struct {
- Body3DSW *A;
- Body3DSW *B;
+ GodotBody3D *A;
+ GodotBody3D *B;
};
- Body3DSW *_arr[2] = {};
+ GodotBody3D *_arr[2] = {};
};
- JacobianEntry3DSW m_jac[3]; //3 orthogonal linear constraints
- JacobianEntry3DSW m_jacAng[3]; //2 orthogonal angular constraints+ 1 for limit/motor
+ GodotJacobianEntry3D m_jac[3]; //3 orthogonal linear constraints
+ GodotJacobianEntry3D m_jacAng[3]; //2 orthogonal angular constraints+ 1 for limit/motor
Transform3D m_rbAFrame; // constraint axii. Assumes z is hinge axis.
Transform3D m_rbBFrame;
@@ -109,8 +109,8 @@ public:
void set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value);
bool get_flag(PhysicsServer3D::HingeJointFlag p_flag) const;
- HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameA, const Transform3D &frameB);
- HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, const Vector3 &axisInA, const Vector3 &axisInB);
+ GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameA, const Transform3D &frameB);
+ GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, const Vector3 &axisInA, const Vector3 &axisInB);
};
-#endif // HINGE_JOINT_SW_H
+#endif // GODOT_HINGE_JOINT_3D_H
diff --git a/servers/physics_3d/joints/jacobian_entry_3d_sw.h b/servers/physics_3d/joints/godot_jacobian_entry_3d.h
index 7294ff78e3..90a77a9b61 100644
--- a/servers/physics_3d/joints/jacobian_entry_3d_sw.h
+++ b/servers/physics_3d/joints/godot_jacobian_entry_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* jacobian_entry_3d_sw.h */
+/* godot_jacobian_entry_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -32,8 +32,8 @@
Adapted to Godot from the Bullet library.
*/
-#ifndef JACOBIAN_ENTRY_SW_H
-#define JACOBIAN_ENTRY_SW_H
+#ifndef GODOT_JACOBIAN_ENTRY_3D_H
+#define GODOT_JACOBIAN_ENTRY_3D_H
/*
Bullet Continuous Collision Detection and Physics Library
@@ -52,11 +52,11 @@ subject to the following restrictions:
#include "core/math/transform_3d.h"
-class JacobianEntry3DSW {
+class GodotJacobianEntry3D {
public:
- JacobianEntry3DSW() {}
+ GodotJacobianEntry3D() {}
//constraint between two different rigidbodies
- JacobianEntry3DSW(
+ GodotJacobianEntry3D(
const Basis &world2A,
const Basis &world2B,
const Vector3 &rel_pos1, const Vector3 &rel_pos2,
@@ -76,7 +76,7 @@ public:
}
//angular constraint between two different rigidbodies
- JacobianEntry3DSW(const Vector3 &jointAxis,
+ GodotJacobianEntry3D(const Vector3 &jointAxis,
const Basis &world2A,
const Basis &world2B,
const Vector3 &inertiaInvA,
@@ -92,7 +92,7 @@ public:
}
//angular constraint between two different rigidbodies
- JacobianEntry3DSW(const Vector3 &axisInA,
+ GodotJacobianEntry3D(const Vector3 &axisInA,
const Vector3 &axisInB,
const Vector3 &inertiaInvA,
const Vector3 &inertiaInvB) :
@@ -107,7 +107,7 @@ public:
}
//constraint on one rigidbody
- JacobianEntry3DSW(
+ GodotJacobianEntry3D(
const Basis &world2A,
const Vector3 &rel_pos1, const Vector3 &rel_pos2,
const Vector3 &jointAxis,
@@ -126,16 +126,16 @@ public:
real_t getDiagonal() const { return m_Adiag; }
// for two constraints on the same rigidbody (for example vehicle friction)
- real_t getNonDiagonal(const JacobianEntry3DSW &jacB, const real_t massInvA) const {
- const JacobianEntry3DSW &jacA = *this;
+ real_t getNonDiagonal(const GodotJacobianEntry3D &jacB, const real_t massInvA) const {
+ const GodotJacobianEntry3D &jacA = *this;
real_t lin = massInvA * jacA.m_linearJointAxis.dot(jacB.m_linearJointAxis);
real_t ang = jacA.m_0MinvJt.dot(jacB.m_aJ);
return lin + ang;
}
// for two constraints on sharing two same rigidbodies (for example two contact points between two rigidbodies)
- real_t getNonDiagonal(const JacobianEntry3DSW &jacB, const real_t massInvA, const real_t massInvB) const {
- const JacobianEntry3DSW &jacA = *this;
+ real_t getNonDiagonal(const GodotJacobianEntry3D &jacB, const real_t massInvA, const real_t massInvB) const {
+ const GodotJacobianEntry3D &jacA = *this;
Vector3 lin = jacA.m_linearJointAxis * jacB.m_linearJointAxis;
Vector3 ang0 = jacA.m_0MinvJt * jacB.m_aJ;
Vector3 ang1 = jacA.m_1MinvJt * jacB.m_bJ;
@@ -166,4 +166,4 @@ public:
real_t m_Adiag = 1.0;
};
-#endif // JACOBIAN_ENTRY_SW_H
+#endif // GODOT_JACOBIAN_ENTRY_3D_H
diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.cpp b/servers/physics_3d/joints/godot_pin_joint_3d.cpp
index f41151ec0e..e9e81b61a7 100644
--- a/servers/physics_3d/joints/pin_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/godot_pin_joint_3d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* pin_joint_3d_sw.cpp */
+/* godot_pin_joint_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -47,9 +47,9 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
-#include "pin_joint_3d_sw.h"
+#include "godot_pin_joint_3d.h"
-bool PinJoint3DSW::setup(real_t p_step) {
+bool GodotPinJoint3D::setup(real_t p_step) {
dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
@@ -63,23 +63,25 @@ bool PinJoint3DSW::setup(real_t p_step) {
for (int i = 0; i < 3; i++) {
normal[i] = 1;
- memnew_placement(&m_jac[i], JacobianEntry3DSW(
- A->get_principal_inertia_axes().transposed(),
- B->get_principal_inertia_axes().transposed(),
- A->get_transform().xform(m_pivotInA) - A->get_transform().origin - A->get_center_of_mass(),
- B->get_transform().xform(m_pivotInB) - B->get_transform().origin - B->get_center_of_mass(),
- normal,
- A->get_inv_inertia(),
- A->get_inv_mass(),
- B->get_inv_inertia(),
- B->get_inv_mass()));
+ memnew_placement(
+ &m_jac[i],
+ GodotJacobianEntry3D(
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ A->get_transform().xform(m_pivotInA) - A->get_transform().origin - A->get_center_of_mass(),
+ B->get_transform().xform(m_pivotInB) - B->get_transform().origin - B->get_center_of_mass(),
+ normal,
+ A->get_inv_inertia(),
+ A->get_inv_mass(),
+ B->get_inv_inertia(),
+ B->get_inv_mass()));
normal[i] = 0;
}
return true;
}
-void PinJoint3DSW::solve(real_t p_step) {
+void GodotPinJoint3D::solve(real_t p_step) {
Vector3 pivotAInW = A->get_transform().xform(m_pivotInA);
Vector3 pivotBInW = B->get_transform().xform(m_pivotInB);
@@ -137,7 +139,7 @@ void PinJoint3DSW::solve(real_t p_step) {
}
}
-void PinJoint3DSW::set_param(PhysicsServer3D::PinJointParam p_param, real_t p_value) {
+void GodotPinJoint3D::set_param(PhysicsServer3D::PinJointParam p_param, real_t p_value) {
switch (p_param) {
case PhysicsServer3D::PIN_JOINT_BIAS:
m_tau = p_value;
@@ -151,7 +153,7 @@ void PinJoint3DSW::set_param(PhysicsServer3D::PinJointParam p_param, real_t p_va
}
}
-real_t PinJoint3DSW::get_param(PhysicsServer3D::PinJointParam p_param) const {
+real_t GodotPinJoint3D::get_param(PhysicsServer3D::PinJointParam p_param) const {
switch (p_param) {
case PhysicsServer3D::PIN_JOINT_BIAS:
return m_tau;
@@ -164,8 +166,8 @@ real_t PinJoint3DSW::get_param(PhysicsServer3D::PinJointParam p_param) const {
return 0;
}
-PinJoint3DSW::PinJoint3DSW(Body3DSW *p_body_a, const Vector3 &p_pos_a, Body3DSW *p_body_b, const Vector3 &p_pos_b) :
- Joint3DSW(_arr, 2) {
+GodotPinJoint3D::GodotPinJoint3D(GodotBody3D *p_body_a, const Vector3 &p_pos_a, GodotBody3D *p_body_b, const Vector3 &p_pos_b) :
+ GodotJoint3D(_arr, 2) {
A = p_body_a;
B = p_body_b;
m_pivotInA = p_pos_a;
@@ -175,5 +177,5 @@ PinJoint3DSW::PinJoint3DSW(Body3DSW *p_body_a, const Vector3 &p_pos_a, Body3DSW
B->add_constraint(this, 1);
}
-PinJoint3DSW::~PinJoint3DSW() {
+GodotPinJoint3D::~GodotPinJoint3D() {
}
diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.h b/servers/physics_3d/joints/godot_pin_joint_3d.h
index 79af48f2a5..17e2e6e973 100644
--- a/servers/physics_3d/joints/pin_joint_3d_sw.h
+++ b/servers/physics_3d/joints/godot_pin_joint_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* pin_joint_3d_sw.h */
+/* godot_pin_joint_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -32,11 +32,11 @@
Adapted to Godot from the Bullet library.
*/
-#ifndef PIN_JOINT_SW_H
-#define PIN_JOINT_SW_H
+#ifndef GODOT_PIN_JOINT_3D_H
+#define GODOT_PIN_JOINT_3D_H
-#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h"
-#include "servers/physics_3d/joints_3d_sw.h"
+#include "servers/physics_3d/godot_joint_3d.h"
+#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h"
/*
Bullet Continuous Collision Detection and Physics Library
@@ -53,14 +53,14 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
-class PinJoint3DSW : public Joint3DSW {
+class GodotPinJoint3D : public GodotJoint3D {
union {
struct {
- Body3DSW *A;
- Body3DSW *B;
+ GodotBody3D *A;
+ GodotBody3D *B;
};
- Body3DSW *_arr[2] = {};
+ GodotBody3D *_arr[2] = {};
};
real_t m_tau = 0.3; //bias
@@ -68,7 +68,7 @@ class PinJoint3DSW : public Joint3DSW {
real_t m_impulseClamp = 0.0;
real_t m_appliedImpulse = 0.0;
- JacobianEntry3DSW m_jac[3] = {}; //3 orthogonal linear constraints
+ GodotJacobianEntry3D m_jac[3] = {}; //3 orthogonal linear constraints
Vector3 m_pivotInA;
Vector3 m_pivotInB;
@@ -88,8 +88,8 @@ public:
Vector3 get_position_a() { return m_pivotInA; }
Vector3 get_position_b() { return m_pivotInB; }
- PinJoint3DSW(Body3DSW *p_body_a, const Vector3 &p_pos_a, Body3DSW *p_body_b, const Vector3 &p_pos_b);
- ~PinJoint3DSW();
+ GodotPinJoint3D(GodotBody3D *p_body_a, const Vector3 &p_pos_a, GodotBody3D *p_body_b, const Vector3 &p_pos_b);
+ ~GodotPinJoint3D();
};
-#endif // PIN_JOINT_SW_H
+#endif // GODOT_PIN_JOINT_3D_H
diff --git a/servers/physics_3d/joints/slider_joint_3d_sw.cpp b/servers/physics_3d/joints/godot_slider_joint_3d.cpp
index e10ed436d5..1f463ad24c 100644
--- a/servers/physics_3d/joints/slider_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/godot_slider_joint_3d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* slider_joint_3d_sw.cpp */
+/* godot_slider_joint_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -53,7 +53,7 @@ April 04, 2008
*/
-#include "slider_joint_3d_sw.h"
+#include "godot_slider_joint_3d.h"
//-----------------------------------------------------------------------------
@@ -76,8 +76,8 @@ static _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x) {
//-----------------------------------------------------------------------------
-SliderJoint3DSW::SliderJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameInA, const Transform3D &frameInB) :
- Joint3DSW(_arr, 2),
+GodotSliderJoint3D::GodotSliderJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB) :
+ GodotJoint3D(_arr, 2),
m_frameInA(frameInA),
m_frameInB(frameInB) {
A = rbA;
@@ -85,11 +85,11 @@ SliderJoint3DSW::SliderJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D
A->add_constraint(this, 0);
B->add_constraint(this, 1);
-} // SliderJointSW::SliderJointSW()
+}
//-----------------------------------------------------------------------------
-bool SliderJoint3DSW::setup(real_t p_step) {
+bool GodotSliderJoint3D::setup(real_t p_step) {
dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
@@ -112,16 +112,18 @@ bool SliderJoint3DSW::setup(real_t p_step) {
//linear part
for (i = 0; i < 3; i++) {
normalWorld = m_calculatedTransformA.basis.get_axis(i);
- memnew_placement(&m_jacLin[i], JacobianEntry3DSW(
- A->get_principal_inertia_axes().transposed(),
- B->get_principal_inertia_axes().transposed(),
- m_relPosA - A->get_center_of_mass(),
- m_relPosB - B->get_center_of_mass(),
- normalWorld,
- A->get_inv_inertia(),
- A->get_inv_mass(),
- B->get_inv_inertia(),
- B->get_inv_mass()));
+ memnew_placement(
+ &m_jacLin[i],
+ GodotJacobianEntry3D(
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ m_relPosA - A->get_center_of_mass(),
+ m_relPosB - B->get_center_of_mass(),
+ normalWorld,
+ A->get_inv_inertia(),
+ A->get_inv_mass(),
+ B->get_inv_inertia(),
+ B->get_inv_mass()));
m_jacLinDiagABInv[i] = real_t(1.) / m_jacLin[i].getDiagonal();
m_depth[i] = m_delta.dot(normalWorld);
}
@@ -129,12 +131,14 @@ bool SliderJoint3DSW::setup(real_t p_step) {
// angular part
for (i = 0; i < 3; i++) {
normalWorld = m_calculatedTransformA.basis.get_axis(i);
- memnew_placement(&m_jacAng[i], JacobianEntry3DSW(
- normalWorld,
- A->get_principal_inertia_axes().transposed(),
- B->get_principal_inertia_axes().transposed(),
- A->get_inv_inertia(),
- B->get_inv_inertia()));
+ memnew_placement(
+ &m_jacAng[i],
+ GodotJacobianEntry3D(
+ normalWorld,
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ A->get_inv_inertia(),
+ B->get_inv_inertia()));
}
testAngLimits();
Vector3 axisA = m_calculatedTransformA.basis.get_axis(0);
@@ -144,11 +148,11 @@ bool SliderJoint3DSW::setup(real_t p_step) {
m_accumulatedAngMotorImpulse = real_t(0.0);
return true;
-} // SliderJointSW::buildJacobianInt()
+}
//-----------------------------------------------------------------------------
-void SliderJoint3DSW::solve(real_t p_step) {
+void GodotSliderJoint3D::solve(real_t p_step) {
int i;
// linear
Vector3 velA = A->get_velocity_in_local_point(m_relPosA);
@@ -284,13 +288,11 @@ void SliderJoint3DSW::solve(real_t p_step) {
}
}
}
-} // SliderJointSW::solveConstraint()
-
-//-----------------------------------------------------------------------------
+}
//-----------------------------------------------------------------------------
-void SliderJoint3DSW::calculateTransforms() {
+void GodotSliderJoint3D::calculateTransforms() {
m_calculatedTransformA = A->get_transform() * m_frameInA;
m_calculatedTransformB = B->get_transform() * m_frameInB;
m_realPivotAInW = m_calculatedTransformA.origin;
@@ -305,11 +307,11 @@ void SliderJoint3DSW::calculateTransforms() {
normalWorld = m_calculatedTransformA.basis.get_axis(i);
m_depth[i] = m_delta.dot(normalWorld);
}
-} // SliderJointSW::calculateTransforms()
+}
//-----------------------------------------------------------------------------
-void SliderJoint3DSW::testLinLimits() {
+void GodotSliderJoint3D::testLinLimits() {
m_solveLinLim = false;
m_linPos = m_depth[0];
if (m_lowerLinLimit <= m_upperLinLimit) {
@@ -325,11 +327,11 @@ void SliderJoint3DSW::testLinLimits() {
} else {
m_depth[0] = real_t(0.);
}
-} // SliderJointSW::testLinLimits()
+}
//-----------------------------------------------------------------------------
-void SliderJoint3DSW::testAngLimits() {
+void GodotSliderJoint3D::testAngLimits() {
m_angDepth = real_t(0.);
m_solveAngLim = false;
if (m_lowerAngLimit <= m_upperAngLimit) {
@@ -345,26 +347,26 @@ void SliderJoint3DSW::testAngLimits() {
m_solveAngLim = true;
}
}
-} // SliderJointSW::testAngLimits()
+}
//-----------------------------------------------------------------------------
-Vector3 SliderJoint3DSW::getAncorInA() {
+Vector3 GodotSliderJoint3D::getAncorInA() {
Vector3 ancorInA;
ancorInA = m_realPivotAInW + (m_lowerLinLimit + m_upperLinLimit) * real_t(0.5) * m_sliderAxis;
ancorInA = A->get_transform().inverse().xform(ancorInA);
return ancorInA;
-} // SliderJointSW::getAncorInA()
+}
//-----------------------------------------------------------------------------
-Vector3 SliderJoint3DSW::getAncorInB() {
+Vector3 GodotSliderJoint3D::getAncorInB() {
Vector3 ancorInB;
ancorInB = m_frameInB.origin;
return ancorInB;
-} // SliderJointSW::getAncorInB();
+}
-void SliderJoint3DSW::set_param(PhysicsServer3D::SliderJointParam p_param, real_t p_value) {
+void GodotSliderJoint3D::set_param(PhysicsServer3D::SliderJointParam p_param, real_t p_value) {
switch (p_param) {
case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER:
m_upperLinLimit = p_value;
@@ -439,7 +441,7 @@ void SliderJoint3DSW::set_param(PhysicsServer3D::SliderJointParam p_param, real_
}
}
-real_t SliderJoint3DSW::get_param(PhysicsServer3D::SliderJointParam p_param) const {
+real_t GodotSliderJoint3D::get_param(PhysicsServer3D::SliderJointParam p_param) const {
switch (p_param) {
case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER:
return m_upperLinLimit;
diff --git a/servers/physics_3d/joints/slider_joint_3d_sw.h b/servers/physics_3d/joints/godot_slider_joint_3d.h
index d32ad9469e..9baaf1fa40 100644
--- a/servers/physics_3d/joints/slider_joint_3d_sw.h
+++ b/servers/physics_3d/joints/godot_slider_joint_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* slider_joint_3d_sw.h */
+/* godot_slider_joint_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -32,11 +32,11 @@
Adapted to Godot from the Bullet library.
*/
-#ifndef SLIDER_JOINT_SW_H
-#define SLIDER_JOINT_SW_H
+#ifndef GODOT_SLIDER_JOINT_3D_H
+#define GODOT_SLIDER_JOINT_3D_H
-#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h"
-#include "servers/physics_3d/joints_3d_sw.h"
+#include "servers/physics_3d/godot_joint_3d.h"
+#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h"
/*
Bullet Continuous Collision Detection and Physics Library
@@ -65,15 +65,15 @@ April 04, 2008
//-----------------------------------------------------------------------------
-class SliderJoint3DSW : public Joint3DSW {
+class GodotSliderJoint3D : public GodotJoint3D {
protected:
union {
struct {
- Body3DSW *A;
- Body3DSW *B;
+ GodotBody3D *A;
+ GodotBody3D *B;
};
- Body3DSW *_arr[2] = { nullptr, nullptr };
+ GodotBody3D *_arr[2] = { nullptr, nullptr };
};
Transform3D m_frameInA;
@@ -114,10 +114,10 @@ protected:
bool m_solveLinLim = false;
bool m_solveAngLim = false;
- JacobianEntry3DSW m_jacLin[3] = {};
+ GodotJacobianEntry3D m_jacLin[3] = {};
real_t m_jacLinDiagABInv[3] = {};
- JacobianEntry3DSW m_jacAng[3] = {};
+ GodotJacobianEntry3D m_jacAng[3] = {};
real_t m_timeStep = 0.0;
Transform3D m_calculatedTransformA;
@@ -149,13 +149,13 @@ protected:
public:
// constructors
- SliderJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameInA, const Transform3D &frameInB);
+ GodotSliderJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB);
//SliderJointSW();
// overrides
// access
- const Body3DSW *getRigidBodyA() const { return A; }
- const Body3DSW *getRigidBodyB() const { return B; }
+ const GodotBody3D *getRigidBodyA() const { return A; }
+ const GodotBody3D *getRigidBodyB() const { return B; }
const Transform3D &getCalculatedTransformA() const { return m_calculatedTransformA; }
const Transform3D &getCalculatedTransformB() const { return m_calculatedTransformB; }
const Transform3D &getFrameOffsetA() const { return m_frameInA; }
@@ -243,4 +243,4 @@ public:
virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_SLIDER; }
};
-#endif // SLIDER_JOINT_SW_H
+#endif // GODOT_SLIDER_JOINT_3D_H
diff --git a/servers/physics_3d/physics_server_3d_sw.cpp b/servers/physics_3d/physics_server_3d_sw.cpp
deleted file mode 100644
index b16e199a03..0000000000
--- a/servers/physics_3d/physics_server_3d_sw.cpp
+++ /dev/null
@@ -1,1748 +0,0 @@
-/*************************************************************************/
-/* physics_server_3d_sw.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#include "physics_server_3d_sw.h"
-
-#include "body_direct_state_3d_sw.h"
-#include "broad_phase_3d_bvh.h"
-#include "core/debugger/engine_debugger.h"
-#include "core/os/os.h"
-#include "joints/cone_twist_joint_3d_sw.h"
-#include "joints/generic_6dof_joint_3d_sw.h"
-#include "joints/hinge_joint_3d_sw.h"
-#include "joints/pin_joint_3d_sw.h"
-#include "joints/slider_joint_3d_sw.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 PhysicsServer3DSW::world_boundary_shape_create() {
- Shape3DSW *shape = memnew(WorldBoundaryShape3DSW);
- RID rid = shape_owner.make_rid(shape);
- shape->set_self(rid);
- return rid;
-}
-RID PhysicsServer3DSW::separation_ray_shape_create() {
- Shape3DSW *shape = memnew(SeparationRayShape3DSW);
- RID rid = shape_owner.make_rid(shape);
- shape->set_self(rid);
- return rid;
-}
-RID PhysicsServer3DSW::sphere_shape_create() {
- Shape3DSW *shape = memnew(SphereShape3DSW);
- RID rid = shape_owner.make_rid(shape);
- shape->set_self(rid);
- return rid;
-}
-RID PhysicsServer3DSW::box_shape_create() {
- Shape3DSW *shape = memnew(BoxShape3DSW);
- RID rid = shape_owner.make_rid(shape);
- shape->set_self(rid);
- return rid;
-}
-RID PhysicsServer3DSW::capsule_shape_create() {
- Shape3DSW *shape = memnew(CapsuleShape3DSW);
- RID rid = shape_owner.make_rid(shape);
- shape->set_self(rid);
- return rid;
-}
-RID PhysicsServer3DSW::cylinder_shape_create() {
- Shape3DSW *shape = memnew(CylinderShape3DSW);
- RID rid = shape_owner.make_rid(shape);
- shape->set_self(rid);
- return rid;
-}
-RID PhysicsServer3DSW::convex_polygon_shape_create() {
- Shape3DSW *shape = memnew(ConvexPolygonShape3DSW);
- RID rid = shape_owner.make_rid(shape);
- shape->set_self(rid);
- return rid;
-}
-RID PhysicsServer3DSW::concave_polygon_shape_create() {
- Shape3DSW *shape = memnew(ConcavePolygonShape3DSW);
- RID rid = shape_owner.make_rid(shape);
- shape->set_self(rid);
- return rid;
-}
-RID PhysicsServer3DSW::heightmap_shape_create() {
- Shape3DSW *shape = memnew(HeightMapShape3DSW);
- RID rid = shape_owner.make_rid(shape);
- shape->set_self(rid);
- return rid;
-}
-RID PhysicsServer3DSW::custom_shape_create() {
- ERR_FAIL_V(RID());
-}
-
-void PhysicsServer3DSW::shape_set_data(RID p_shape, const Variant &p_data) {
- Shape3DSW *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND(!shape);
- shape->set_data(p_data);
-};
-
-void PhysicsServer3DSW::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) {
- Shape3DSW *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND(!shape);
- shape->set_custom_bias(p_bias);
-}
-
-PhysicsServer3D::ShapeType PhysicsServer3DSW::shape_get_type(RID p_shape) const {
- const Shape3DSW *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND_V(!shape, SHAPE_CUSTOM);
- return shape->get_type();
-};
-
-Variant PhysicsServer3DSW::shape_get_data(RID p_shape) const {
- const Shape3DSW *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND_V(!shape, Variant());
- ERR_FAIL_COND_V(!shape->is_configured(), Variant());
- return shape->get_data();
-};
-
-void PhysicsServer3DSW::shape_set_margin(RID p_shape, real_t p_margin) {
-}
-
-real_t PhysicsServer3DSW::shape_get_margin(RID p_shape) const {
- return 0.0;
-}
-
-real_t PhysicsServer3DSW::shape_get_custom_solver_bias(RID p_shape) const {
- const Shape3DSW *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND_V(!shape, 0);
- return shape->get_custom_bias();
-}
-
-RID PhysicsServer3DSW::space_create() {
- Space3DSW *space = memnew(Space3DSW);
- RID id = space_owner.make_rid(space);
- space->set_self(id);
- RID area_id = area_create();
- Area3DSW *area = area_owner.get_or_null(area_id);
- ERR_FAIL_COND_V(!area, RID());
- space->set_default_area(area);
- area->set_space(space);
- area->set_priority(-1);
- RID sgb = body_create();
- body_set_space(sgb, id);
- body_set_mode(sgb, BODY_MODE_STATIC);
- space->set_static_global_body(sgb);
-
- return id;
-};
-
-void PhysicsServer3DSW::space_set_active(RID p_space, bool p_active) {
- Space3DSW *space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND(!space);
- if (p_active) {
- active_spaces.insert(space);
- } else {
- active_spaces.erase(space);
- }
-}
-
-bool PhysicsServer3DSW::space_is_active(RID p_space) const {
- const Space3DSW *space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND_V(!space, false);
-
- return active_spaces.has(space);
-}
-
-void PhysicsServer3DSW::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) {
- Space3DSW *space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND(!space);
-
- space->set_param(p_param, p_value);
-}
-
-real_t PhysicsServer3DSW::space_get_param(RID p_space, SpaceParameter p_param) const {
- const Space3DSW *space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND_V(!space, 0);
- return space->get_param(p_param);
-}
-
-PhysicsDirectSpaceState3D *PhysicsServer3DSW::space_get_direct_state(RID p_space) {
- Space3DSW *space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND_V(!space, nullptr);
- ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification.");
-
- return space->get_direct_state();
-}
-
-void PhysicsServer3DSW::space_set_debug_contacts(RID p_space, int p_max_contacts) {
- Space3DSW *space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND(!space);
- space->set_debug_contacts(p_max_contacts);
-}
-
-Vector<Vector3> PhysicsServer3DSW::space_get_contacts(RID p_space) const {
- Space3DSW *space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND_V(!space, Vector<Vector3>());
- return space->get_debug_contacts();
-}
-
-int PhysicsServer3DSW::space_get_contact_count(RID p_space) const {
- Space3DSW *space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND_V(!space, 0);
- return space->get_debug_contact_count();
-}
-
-RID PhysicsServer3DSW::area_create() {
- Area3DSW *area = memnew(Area3DSW);
- RID rid = area_owner.make_rid(area);
- area->set_self(rid);
- return rid;
-};
-
-void PhysicsServer3DSW::area_set_space(RID p_area, RID p_space) {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- Space3DSW *space = nullptr;
- if (p_space.is_valid()) {
- space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND(!space);
- }
-
- if (area->get_space() == space) {
- return; //pointless
- }
-
- area->clear_constraints();
- area->set_space(space);
-};
-
-RID PhysicsServer3DSW::area_get_space(RID p_area) const {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, RID());
-
- Space3DSW *space = area->get_space();
- if (!space) {
- return RID();
- }
- return space->get_self();
-};
-
-void PhysicsServer3DSW::area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- area->set_space_override_mode(p_mode);
-}
-
-PhysicsServer3D::AreaSpaceOverrideMode PhysicsServer3DSW::area_get_space_override_mode(RID p_area) const {
- const Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, AREA_SPACE_OVERRIDE_DISABLED);
-
- return area->get_space_override_mode();
-}
-
-void PhysicsServer3DSW::area_add_shape(RID p_area, RID p_shape, const Transform3D &p_transform, bool p_disabled) {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- Shape3DSW *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND(!shape);
-
- area->add_shape(shape, p_transform, p_disabled);
-}
-
-void PhysicsServer3DSW::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- Shape3DSW *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND(!shape);
- ERR_FAIL_COND(!shape->is_configured());
-
- area->set_shape(p_shape_idx, shape);
-}
-
-void PhysicsServer3DSW::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform3D &p_transform) {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- area->set_shape_transform(p_shape_idx, p_transform);
-}
-
-int PhysicsServer3DSW::area_get_shape_count(RID p_area) const {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, -1);
-
- return area->get_shape_count();
-}
-
-RID PhysicsServer3DSW::area_get_shape(RID p_area, int p_shape_idx) const {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, RID());
-
- Shape3DSW *shape = area->get_shape(p_shape_idx);
- ERR_FAIL_COND_V(!shape, RID());
-
- return shape->get_self();
-}
-
-Transform3D PhysicsServer3DSW::area_get_shape_transform(RID p_area, int p_shape_idx) const {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, Transform3D());
-
- return area->get_shape_transform(p_shape_idx);
-}
-
-void PhysicsServer3DSW::area_remove_shape(RID p_area, int p_shape_idx) {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- area->remove_shape(p_shape_idx);
-}
-
-void PhysicsServer3DSW::area_clear_shapes(RID p_area) {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- while (area->get_shape_count()) {
- area->remove_shape(0);
- }
-}
-
-void PhysicsServer3DSW::area_set_shape_disabled(RID p_area, int p_shape_idx, bool p_disabled) {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
- ERR_FAIL_INDEX(p_shape_idx, area->get_shape_count());
- FLUSH_QUERY_CHECK(area);
- area->set_shape_disabled(p_shape_idx, p_disabled);
-}
-
-void PhysicsServer3DSW::area_attach_object_instance_id(RID p_area, ObjectID p_id) {
- if (space_owner.owns(p_area)) {
- Space3DSW *space = space_owner.get_or_null(p_area);
- p_area = space->get_default_area()->get_self();
- }
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
- area->set_instance_id(p_id);
-}
-
-ObjectID PhysicsServer3DSW::area_get_object_instance_id(RID p_area) const {
- if (space_owner.owns(p_area)) {
- Space3DSW *space = space_owner.get_or_null(p_area);
- p_area = space->get_default_area()->get_self();
- }
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, ObjectID());
- return area->get_instance_id();
-}
-
-void PhysicsServer3DSW::area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) {
- if (space_owner.owns(p_area)) {
- Space3DSW *space = space_owner.get_or_null(p_area);
- p_area = space->get_default_area()->get_self();
- }
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
- area->set_param(p_param, p_value);
-};
-
-void PhysicsServer3DSW::area_set_transform(RID p_area, const Transform3D &p_transform) {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
- area->set_transform(p_transform);
-};
-
-Variant PhysicsServer3DSW::area_get_param(RID p_area, AreaParameter p_param) const {
- if (space_owner.owns(p_area)) {
- Space3DSW *space = space_owner.get_or_null(p_area);
- p_area = space->get_default_area()->get_self();
- }
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, Variant());
-
- return area->get_param(p_param);
-};
-
-Transform3D PhysicsServer3DSW::area_get_transform(RID p_area) const {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND_V(!area, Transform3D());
-
- return area->get_transform();
-};
-
-void PhysicsServer3DSW::area_set_collision_layer(RID p_area, uint32_t p_layer) {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- area->set_collision_layer(p_layer);
-}
-
-void PhysicsServer3DSW::area_set_collision_mask(RID p_area, uint32_t p_mask) {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- area->set_collision_mask(p_mask);
-}
-
-void PhysicsServer3DSW::area_set_monitorable(RID p_area, bool p_monitorable) {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
- FLUSH_QUERY_CHECK(area);
-
- area->set_monitorable(p_monitorable);
-}
-
-void PhysicsServer3DSW::area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- area->set_monitor_callback(p_receiver ? p_receiver->get_instance_id() : ObjectID(), p_method);
-}
-
-void PhysicsServer3DSW::area_set_ray_pickable(RID p_area, bool p_enable) {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- area->set_ray_pickable(p_enable);
-}
-
-void PhysicsServer3DSW::area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) {
- Area3DSW *area = area_owner.get_or_null(p_area);
- ERR_FAIL_COND(!area);
-
- area->set_area_monitor_callback(p_receiver ? p_receiver->get_instance_id() : ObjectID(), p_method);
-}
-
-/* BODY API */
-
-RID PhysicsServer3DSW::body_create() {
- Body3DSW *body = memnew(Body3DSW);
- RID rid = body_owner.make_rid(body);
- body->set_self(rid);
- return rid;
-};
-
-void PhysicsServer3DSW::body_set_space(RID p_body, RID p_space) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- Space3DSW *space = nullptr;
- if (p_space.is_valid()) {
- space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND(!space);
- }
-
- if (body->get_space() == space) {
- return; //pointless
- }
-
- body->clear_constraint_map();
- body->set_space(space);
-};
-
-RID PhysicsServer3DSW::body_get_space(RID p_body) const {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, RID());
-
- Space3DSW *space = body->get_space();
- if (!space) {
- return RID();
- }
- return space->get_self();
-};
-
-void PhysicsServer3DSW::body_set_mode(RID p_body, BodyMode p_mode) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->set_mode(p_mode);
-};
-
-PhysicsServer3D::BodyMode PhysicsServer3DSW::body_get_mode(RID p_body) const {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, BODY_MODE_STATIC);
-
- return body->get_mode();
-};
-
-void PhysicsServer3DSW::body_add_shape(RID p_body, RID p_shape, const Transform3D &p_transform, bool p_disabled) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- Shape3DSW *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND(!shape);
-
- body->add_shape(shape, p_transform, p_disabled);
-}
-
-void PhysicsServer3DSW::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- Shape3DSW *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_COND(!shape);
- ERR_FAIL_COND(!shape->is_configured());
-
- body->set_shape(p_shape_idx, shape);
-}
-void PhysicsServer3DSW::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform3D &p_transform) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->set_shape_transform(p_shape_idx, p_transform);
-}
-
-int PhysicsServer3DSW::body_get_shape_count(RID p_body) const {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, -1);
-
- return body->get_shape_count();
-}
-
-RID PhysicsServer3DSW::body_get_shape(RID p_body, int p_shape_idx) const {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, RID());
-
- Shape3DSW *shape = body->get_shape(p_shape_idx);
- ERR_FAIL_COND_V(!shape, RID());
-
- return shape->get_self();
-}
-
-void PhysicsServer3DSW::body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
- ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count());
- FLUSH_QUERY_CHECK(body);
-
- body->set_shape_disabled(p_shape_idx, p_disabled);
-}
-
-Transform3D PhysicsServer3DSW::body_get_shape_transform(RID p_body, int p_shape_idx) const {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, Transform3D());
-
- return body->get_shape_transform(p_shape_idx);
-}
-
-void PhysicsServer3DSW::body_remove_shape(RID p_body, int p_shape_idx) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->remove_shape(p_shape_idx);
-}
-
-void PhysicsServer3DSW::body_clear_shapes(RID p_body) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- while (body->get_shape_count()) {
- body->remove_shape(0);
- }
-}
-
-void PhysicsServer3DSW::body_set_enable_continuous_collision_detection(RID p_body, bool p_enable) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->set_continuous_collision_detection(p_enable);
-}
-
-bool PhysicsServer3DSW::body_is_continuous_collision_detection_enabled(RID p_body) const {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, false);
-
- return body->is_continuous_collision_detection_enabled();
-}
-
-void PhysicsServer3DSW::body_set_collision_layer(RID p_body, uint32_t p_layer) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->set_collision_layer(p_layer);
- body->wakeup();
-}
-
-uint32_t PhysicsServer3DSW::body_get_collision_layer(RID p_body) const {
- const Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, 0);
-
- return body->get_collision_layer();
-}
-
-void PhysicsServer3DSW::body_set_collision_mask(RID p_body, uint32_t p_mask) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->set_collision_mask(p_mask);
- body->wakeup();
-}
-
-uint32_t PhysicsServer3DSW::body_get_collision_mask(RID p_body) const {
- const Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, 0);
-
- return body->get_collision_mask();
-}
-
-void PhysicsServer3DSW::body_attach_object_instance_id(RID p_body, ObjectID p_id) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- if (body) {
- body->set_instance_id(p_id);
- return;
- }
-
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- if (soft_body) {
- soft_body->set_instance_id(p_id);
- return;
- }
-
- ERR_FAIL_MSG("Invalid ID.");
-};
-
-ObjectID PhysicsServer3DSW::body_get_object_instance_id(RID p_body) const {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, ObjectID());
-
- return body->get_instance_id();
-};
-
-void PhysicsServer3DSW::body_set_user_flags(RID p_body, uint32_t p_flags) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-};
-
-uint32_t PhysicsServer3DSW::body_get_user_flags(RID p_body) const {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, 0);
-
- return 0;
-};
-
-void PhysicsServer3DSW::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->set_param(p_param, p_value);
-};
-
-Variant PhysicsServer3DSW::body_get_param(RID p_body, BodyParameter p_param) const {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, 0);
-
- return body->get_param(p_param);
-};
-
-void PhysicsServer3DSW::body_reset_mass_properties(RID p_body) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- return body->reset_mass_properties();
-}
-
-void PhysicsServer3DSW::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->set_state(p_state, p_variant);
-};
-
-Variant PhysicsServer3DSW::body_get_state(RID p_body, BodyState p_state) const {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, Variant());
-
- return body->get_state(p_state);
-};
-
-void PhysicsServer3DSW::body_set_applied_force(RID p_body, const Vector3 &p_force) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->set_applied_force(p_force);
- body->wakeup();
-};
-
-Vector3 PhysicsServer3DSW::body_get_applied_force(RID p_body) const {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, Vector3());
- return body->get_applied_force();
-};
-
-void PhysicsServer3DSW::body_set_applied_torque(RID p_body, const Vector3 &p_torque) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->set_applied_torque(p_torque);
- body->wakeup();
-};
-
-Vector3 PhysicsServer3DSW::body_get_applied_torque(RID p_body) const {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, Vector3());
-
- return body->get_applied_torque();
-};
-
-void PhysicsServer3DSW::body_add_central_force(RID p_body, const Vector3 &p_force) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->add_central_force(p_force);
- body->wakeup();
-}
-
-void PhysicsServer3DSW::body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->add_force(p_force, p_position);
- body->wakeup();
-};
-
-void PhysicsServer3DSW::body_add_torque(RID p_body, const Vector3 &p_torque) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->add_torque(p_torque);
- body->wakeup();
-};
-
-void PhysicsServer3DSW::body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- _update_shapes();
-
- body->apply_central_impulse(p_impulse);
- body->wakeup();
-}
-
-void PhysicsServer3DSW::body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- _update_shapes();
-
- body->apply_impulse(p_impulse, p_position);
- body->wakeup();
-};
-
-void PhysicsServer3DSW::body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- _update_shapes();
-
- body->apply_torque_impulse(p_impulse);
- body->wakeup();
-};
-
-void PhysicsServer3DSW::body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- _update_shapes();
-
- Vector3 v = body->get_linear_velocity();
- Vector3 axis = p_axis_velocity.normalized();
- v -= axis * axis.dot(v);
- v += p_axis_velocity;
- body->set_linear_velocity(v);
- body->wakeup();
-};
-
-void PhysicsServer3DSW::body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->set_axis_lock(p_axis, p_lock);
- body->wakeup();
-}
-
-bool PhysicsServer3DSW::body_is_axis_locked(RID p_body, BodyAxis p_axis) const {
- const Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, 0);
- return body->is_axis_locked(p_axis);
-}
-
-void PhysicsServer3DSW::body_add_collision_exception(RID p_body, RID p_body_b) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->add_exception(p_body_b);
- body->wakeup();
-};
-
-void PhysicsServer3DSW::body_remove_collision_exception(RID p_body, RID p_body_b) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->remove_exception(p_body_b);
- body->wakeup();
-};
-
-void PhysicsServer3DSW::body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- for (int i = 0; i < body->get_exceptions().size(); i++) {
- p_exceptions->push_back(body->get_exceptions()[i]);
- }
-};
-
-void PhysicsServer3DSW::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-};
-
-real_t PhysicsServer3DSW::body_get_contacts_reported_depth_threshold(RID p_body) const {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, 0);
- return 0;
-};
-
-void PhysicsServer3DSW::body_set_omit_force_integration(RID p_body, bool p_omit) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
-
- body->set_omit_force_integration(p_omit);
-};
-
-bool PhysicsServer3DSW::body_is_omitting_force_integration(RID p_body) const {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, false);
- return body->get_omit_force_integration();
-};
-
-void PhysicsServer3DSW::body_set_max_contacts_reported(RID p_body, int p_contacts) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
- body->set_max_contacts_reported(p_contacts);
-}
-
-int PhysicsServer3DSW::body_get_max_contacts_reported(RID p_body) const {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, -1);
- return body->get_max_contacts_reported();
-}
-
-void PhysicsServer3DSW::body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
- body->set_state_sync_callback(p_instance, p_callback);
-}
-
-void PhysicsServer3DSW::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
- body->set_force_integration_callback(p_callable, p_udata);
-}
-
-void PhysicsServer3DSW::body_set_ray_pickable(RID p_body, bool p_enable) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!body);
- body->set_ray_pickable(p_enable);
-}
-
-bool PhysicsServer3DSW::body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result) {
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!body, false);
- ERR_FAIL_COND_V(!body->get_space(), false);
- ERR_FAIL_COND_V(body->get_space()->is_locked(), false);
-
- _update_shapes();
-
- return body->get_space()->test_body_motion(body, p_parameters, r_result);
-}
-
-PhysicsDirectBodyState3D *PhysicsServer3DSW::body_get_direct_state(RID p_body) {
- ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
-
- Body3DSW *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, nullptr);
-
- ERR_FAIL_NULL_V(body->get_space(), nullptr);
- ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
-
- return body->get_direct_state();
-}
-
-/* SOFT BODY */
-
-RID PhysicsServer3DSW::soft_body_create() {
- SoftBody3DSW *soft_body = memnew(SoftBody3DSW);
- RID rid = soft_body_owner.make_rid(soft_body);
- soft_body->set_self(rid);
- return rid;
-}
-
-void PhysicsServer3DSW::soft_body_update_rendering_server(RID p_body, RenderingServerHandler *p_rendering_server_handler) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- soft_body->update_rendering_server(p_rendering_server_handler);
-}
-
-void PhysicsServer3DSW::soft_body_set_space(RID p_body, RID p_space) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- Space3DSW *space = nullptr;
- if (p_space.is_valid()) {
- space = space_owner.get_or_null(p_space);
- ERR_FAIL_COND(!space);
- }
-
- if (soft_body->get_space() == space) {
- return;
- }
-
- soft_body->set_space(space);
-}
-
-RID PhysicsServer3DSW::soft_body_get_space(RID p_body) const {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!soft_body, RID());
-
- Space3DSW *space = soft_body->get_space();
- if (!space) {
- return RID();
- }
- return space->get_self();
-}
-
-void PhysicsServer3DSW::soft_body_set_collision_layer(RID p_body, uint32_t p_layer) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- soft_body->set_collision_layer(p_layer);
-}
-
-uint32_t PhysicsServer3DSW::soft_body_get_collision_layer(RID p_body) const {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!soft_body, 0);
-
- return soft_body->get_collision_layer();
-}
-
-void PhysicsServer3DSW::soft_body_set_collision_mask(RID p_body, uint32_t p_mask) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- soft_body->set_collision_mask(p_mask);
-}
-
-uint32_t PhysicsServer3DSW::soft_body_get_collision_mask(RID p_body) const {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!soft_body, 0);
-
- return soft_body->get_collision_mask();
-}
-
-void PhysicsServer3DSW::soft_body_add_collision_exception(RID p_body, RID p_body_b) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- soft_body->add_exception(p_body_b);
-}
-
-void PhysicsServer3DSW::soft_body_remove_collision_exception(RID p_body, RID p_body_b) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- soft_body->remove_exception(p_body_b);
-}
-
-void PhysicsServer3DSW::soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- for (int i = 0; i < soft_body->get_exceptions().size(); i++) {
- p_exceptions->push_back(soft_body->get_exceptions()[i]);
- }
-}
-
-void PhysicsServer3DSW::soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- soft_body->set_state(p_state, p_variant);
-}
-
-Variant PhysicsServer3DSW::soft_body_get_state(RID p_body, BodyState p_state) const {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!soft_body, Variant());
-
- return soft_body->get_state(p_state);
-}
-
-void PhysicsServer3DSW::soft_body_set_transform(RID p_body, const Transform3D &p_transform) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- soft_body->set_state(BODY_STATE_TRANSFORM, p_transform);
-}
-
-void PhysicsServer3DSW::soft_body_set_ray_pickable(RID p_body, bool p_enable) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- soft_body->set_ray_pickable(p_enable);
-}
-
-void PhysicsServer3DSW::soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- soft_body->set_iteration_count(p_simulation_precision);
-}
-
-int PhysicsServer3DSW::soft_body_get_simulation_precision(RID p_body) const {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!soft_body, 0.f);
-
- return soft_body->get_iteration_count();
-}
-
-void PhysicsServer3DSW::soft_body_set_total_mass(RID p_body, real_t p_total_mass) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- soft_body->set_total_mass(p_total_mass);
-}
-
-real_t PhysicsServer3DSW::soft_body_get_total_mass(RID p_body) const {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!soft_body, 0.f);
-
- return soft_body->get_total_mass();
-}
-
-void PhysicsServer3DSW::soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- soft_body->set_linear_stiffness(p_stiffness);
-}
-
-real_t PhysicsServer3DSW::soft_body_get_linear_stiffness(RID p_body) const {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!soft_body, 0.f);
-
- return soft_body->get_linear_stiffness();
-}
-
-void PhysicsServer3DSW::soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- soft_body->set_pressure_coefficient(p_pressure_coefficient);
-}
-
-real_t PhysicsServer3DSW::soft_body_get_pressure_coefficient(RID p_body) const {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!soft_body, 0.f);
-
- return soft_body->get_pressure_coefficient();
-}
-
-void PhysicsServer3DSW::soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- soft_body->set_damping_coefficient(p_damping_coefficient);
-}
-
-real_t PhysicsServer3DSW::soft_body_get_damping_coefficient(RID p_body) const {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!soft_body, 0.f);
-
- return soft_body->get_damping_coefficient();
-}
-
-void PhysicsServer3DSW::soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- soft_body->set_drag_coefficient(p_drag_coefficient);
-}
-
-real_t PhysicsServer3DSW::soft_body_get_drag_coefficient(RID p_body) const {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!soft_body, 0.f);
-
- return soft_body->get_drag_coefficient();
-}
-
-void PhysicsServer3DSW::soft_body_set_mesh(RID p_body, RID p_mesh) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- soft_body->set_mesh(p_mesh);
-}
-
-AABB PhysicsServer3DSW::soft_body_get_bounds(RID p_body) const {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!soft_body, AABB());
-
- return soft_body->get_bounds();
-}
-
-void PhysicsServer3DSW::soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- soft_body->set_vertex_position(p_point_index, p_global_position);
-}
-
-Vector3 PhysicsServer3DSW::soft_body_get_point_global_position(RID p_body, int p_point_index) const {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!soft_body, Vector3());
-
- return soft_body->get_vertex_position(p_point_index);
-}
-
-void PhysicsServer3DSW::soft_body_remove_all_pinned_points(RID p_body) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- soft_body->unpin_all_vertices();
-}
-
-void PhysicsServer3DSW::soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND(!soft_body);
-
- if (p_pin) {
- soft_body->pin_vertex(p_point_index);
- } else {
- soft_body->unpin_vertex(p_point_index);
- }
-}
-
-bool PhysicsServer3DSW::soft_body_is_point_pinned(RID p_body, int p_point_index) const {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
- ERR_FAIL_COND_V(!soft_body, false);
-
- return soft_body->is_vertex_pinned(p_point_index);
-}
-
-/* JOINT API */
-
-RID PhysicsServer3DSW::joint_create() {
- Joint3DSW *joint = memnew(Joint3DSW);
- RID rid = joint_owner.make_rid(joint);
- joint->set_self(rid);
- return rid;
-}
-
-void PhysicsServer3DSW::joint_clear(RID p_joint) {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- if (joint->get_type() != JOINT_TYPE_MAX) {
- Joint3DSW *empty_joint = memnew(Joint3DSW);
- empty_joint->copy_settings_from(joint);
-
- joint_owner.replace(p_joint, empty_joint);
- memdelete(joint);
- }
-}
-
-void PhysicsServer3DSW::joint_make_pin(RID p_joint, RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) {
- Body3DSW *body_A = body_owner.get_or_null(p_body_A);
- ERR_FAIL_COND(!body_A);
-
- if (!p_body_B.is_valid()) {
- ERR_FAIL_COND(!body_A->get_space());
- p_body_B = body_A->get_space()->get_static_global_body();
- }
-
- Body3DSW *body_B = body_owner.get_or_null(p_body_B);
- ERR_FAIL_COND(!body_B);
-
- ERR_FAIL_COND(body_A == body_B);
-
- Joint3DSW *prev_joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(prev_joint == nullptr);
-
- Joint3DSW *joint = memnew(PinJoint3DSW(body_A, p_local_A, body_B, p_local_B));
-
- joint->copy_settings_from(prev_joint);
- joint_owner.replace(p_joint, joint);
- memdelete(prev_joint);
-}
-
-void PhysicsServer3DSW::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(!joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN);
- PinJoint3DSW *pin_joint = static_cast<PinJoint3DSW *>(joint);
- pin_joint->set_param(p_param, p_value);
-}
-
-real_t PhysicsServer3DSW::pin_joint_get_param(RID p_joint, PinJointParam p_param) const {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND_V(!joint, 0);
- ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, 0);
- PinJoint3DSW *pin_joint = static_cast<PinJoint3DSW *>(joint);
- return pin_joint->get_param(p_param);
-}
-
-void PhysicsServer3DSW::pin_joint_set_local_a(RID p_joint, const Vector3 &p_A) {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(!joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN);
- PinJoint3DSW *pin_joint = static_cast<PinJoint3DSW *>(joint);
- pin_joint->set_pos_a(p_A);
-}
-
-Vector3 PhysicsServer3DSW::pin_joint_get_local_a(RID p_joint) const {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND_V(!joint, Vector3());
- ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, Vector3());
- PinJoint3DSW *pin_joint = static_cast<PinJoint3DSW *>(joint);
- return pin_joint->get_position_a();
-}
-
-void PhysicsServer3DSW::pin_joint_set_local_b(RID p_joint, const Vector3 &p_B) {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(!joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN);
- PinJoint3DSW *pin_joint = static_cast<PinJoint3DSW *>(joint);
- pin_joint->set_pos_b(p_B);
-}
-
-Vector3 PhysicsServer3DSW::pin_joint_get_local_b(RID p_joint) const {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND_V(!joint, Vector3());
- ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, Vector3());
- PinJoint3DSW *pin_joint = static_cast<PinJoint3DSW *>(joint);
- return pin_joint->get_position_b();
-}
-
-void PhysicsServer3DSW::joint_make_hinge(RID p_joint, RID p_body_A, const Transform3D &p_frame_A, RID p_body_B, const Transform3D &p_frame_B) {
- Body3DSW *body_A = body_owner.get_or_null(p_body_A);
- ERR_FAIL_COND(!body_A);
-
- if (!p_body_B.is_valid()) {
- ERR_FAIL_COND(!body_A->get_space());
- p_body_B = body_A->get_space()->get_static_global_body();
- }
-
- Body3DSW *body_B = body_owner.get_or_null(p_body_B);
- ERR_FAIL_COND(!body_B);
-
- ERR_FAIL_COND(body_A == body_B);
-
- Joint3DSW *prev_joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(prev_joint == nullptr);
-
- Joint3DSW *joint = memnew(HingeJoint3DSW(body_A, body_B, p_frame_A, p_frame_B));
-
- joint->copy_settings_from(prev_joint);
- joint_owner.replace(p_joint, joint);
- memdelete(prev_joint);
-}
-
-void PhysicsServer3DSW::joint_make_hinge_simple(RID p_joint, RID p_body_A, const Vector3 &p_pivot_A, const Vector3 &p_axis_A, RID p_body_B, const Vector3 &p_pivot_B, const Vector3 &p_axis_B) {
- Body3DSW *body_A = body_owner.get_or_null(p_body_A);
- ERR_FAIL_COND(!body_A);
-
- if (!p_body_B.is_valid()) {
- ERR_FAIL_COND(!body_A->get_space());
- p_body_B = body_A->get_space()->get_static_global_body();
- }
-
- Body3DSW *body_B = body_owner.get_or_null(p_body_B);
- ERR_FAIL_COND(!body_B);
-
- ERR_FAIL_COND(body_A == body_B);
-
- Joint3DSW *prev_joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(prev_joint == nullptr);
-
- Joint3DSW *joint = memnew(HingeJoint3DSW(body_A, body_B, p_pivot_A, p_pivot_B, p_axis_A, p_axis_B));
-
- joint->copy_settings_from(prev_joint);
- joint_owner.replace(p_joint, joint);
- memdelete(prev_joint);
-}
-
-void PhysicsServer3DSW::hinge_joint_set_param(RID p_joint, HingeJointParam p_param, real_t p_value) {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(!joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_HINGE);
- HingeJoint3DSW *hinge_joint = static_cast<HingeJoint3DSW *>(joint);
- hinge_joint->set_param(p_param, p_value);
-}
-
-real_t PhysicsServer3DSW::hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND_V(!joint, 0);
- ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_HINGE, 0);
- HingeJoint3DSW *hinge_joint = static_cast<HingeJoint3DSW *>(joint);
- return hinge_joint->get_param(p_param);
-}
-
-void PhysicsServer3DSW::hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value) {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(!joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_HINGE);
- HingeJoint3DSW *hinge_joint = static_cast<HingeJoint3DSW *>(joint);
- hinge_joint->set_flag(p_flag, p_value);
-}
-
-bool PhysicsServer3DSW::hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND_V(!joint, false);
- ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_HINGE, false);
- HingeJoint3DSW *hinge_joint = static_cast<HingeJoint3DSW *>(joint);
- return hinge_joint->get_flag(p_flag);
-}
-
-void PhysicsServer3DSW::joint_set_solver_priority(RID p_joint, int p_priority) {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(!joint);
- joint->set_priority(p_priority);
-}
-
-int PhysicsServer3DSW::joint_get_solver_priority(RID p_joint) const {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND_V(!joint, 0);
- return joint->get_priority();
-}
-
-void PhysicsServer3DSW::joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(!joint);
-
- joint->disable_collisions_between_bodies(p_disable);
-
- if (2 == joint->get_body_count()) {
- Body3DSW *body_a = *joint->get_body_ptr();
- Body3DSW *body_b = *(joint->get_body_ptr() + 1);
-
- if (p_disable) {
- body_add_collision_exception(body_a->get_self(), body_b->get_self());
- body_add_collision_exception(body_b->get_self(), body_a->get_self());
- } else {
- body_remove_collision_exception(body_a->get_self(), body_b->get_self());
- body_remove_collision_exception(body_b->get_self(), body_a->get_self());
- }
- }
-}
-
-bool PhysicsServer3DSW::joint_is_disabled_collisions_between_bodies(RID p_joint) const {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND_V(!joint, true);
-
- return joint->is_disabled_collisions_between_bodies();
-}
-
-PhysicsServer3DSW::JointType PhysicsServer3DSW::joint_get_type(RID p_joint) const {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND_V(!joint, JOINT_TYPE_PIN);
- return joint->get_type();
-}
-
-void PhysicsServer3DSW::joint_make_slider(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) {
- Body3DSW *body_A = body_owner.get_or_null(p_body_A);
- ERR_FAIL_COND(!body_A);
-
- if (!p_body_B.is_valid()) {
- ERR_FAIL_COND(!body_A->get_space());
- p_body_B = body_A->get_space()->get_static_global_body();
- }
-
- Body3DSW *body_B = body_owner.get_or_null(p_body_B);
- ERR_FAIL_COND(!body_B);
-
- ERR_FAIL_COND(body_A == body_B);
-
- Joint3DSW *prev_joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(prev_joint == nullptr);
-
- Joint3DSW *joint = memnew(SliderJoint3DSW(body_A, body_B, p_local_frame_A, p_local_frame_B));
-
- joint->copy_settings_from(prev_joint);
- joint_owner.replace(p_joint, joint);
- memdelete(prev_joint);
-}
-
-void PhysicsServer3DSW::slider_joint_set_param(RID p_joint, SliderJointParam p_param, real_t p_value) {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(!joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_SLIDER);
- SliderJoint3DSW *slider_joint = static_cast<SliderJoint3DSW *>(joint);
- slider_joint->set_param(p_param, p_value);
-}
-
-real_t PhysicsServer3DSW::slider_joint_get_param(RID p_joint, SliderJointParam p_param) const {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND_V(!joint, 0);
- ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_CONE_TWIST, 0);
- SliderJoint3DSW *slider_joint = static_cast<SliderJoint3DSW *>(joint);
- return slider_joint->get_param(p_param);
-}
-
-void PhysicsServer3DSW::joint_make_cone_twist(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) {
- Body3DSW *body_A = body_owner.get_or_null(p_body_A);
- ERR_FAIL_COND(!body_A);
-
- if (!p_body_B.is_valid()) {
- ERR_FAIL_COND(!body_A->get_space());
- p_body_B = body_A->get_space()->get_static_global_body();
- }
-
- Body3DSW *body_B = body_owner.get_or_null(p_body_B);
- ERR_FAIL_COND(!body_B);
-
- ERR_FAIL_COND(body_A == body_B);
-
- Joint3DSW *prev_joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(prev_joint == nullptr);
-
- Joint3DSW *joint = memnew(ConeTwistJoint3DSW(body_A, body_B, p_local_frame_A, p_local_frame_B));
-
- joint->copy_settings_from(prev_joint);
- joint_owner.replace(p_joint, joint);
- memdelete(prev_joint);
-}
-
-void PhysicsServer3DSW::cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, real_t p_value) {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(!joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_CONE_TWIST);
- ConeTwistJoint3DSW *cone_twist_joint = static_cast<ConeTwistJoint3DSW *>(joint);
- cone_twist_joint->set_param(p_param, p_value);
-}
-
-real_t PhysicsServer3DSW::cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND_V(!joint, 0);
- ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_CONE_TWIST, 0);
- ConeTwistJoint3DSW *cone_twist_joint = static_cast<ConeTwistJoint3DSW *>(joint);
- return cone_twist_joint->get_param(p_param);
-}
-
-void PhysicsServer3DSW::joint_make_generic_6dof(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) {
- Body3DSW *body_A = body_owner.get_or_null(p_body_A);
- ERR_FAIL_COND(!body_A);
-
- if (!p_body_B.is_valid()) {
- ERR_FAIL_COND(!body_A->get_space());
- p_body_B = body_A->get_space()->get_static_global_body();
- }
-
- Body3DSW *body_B = body_owner.get_or_null(p_body_B);
- ERR_FAIL_COND(!body_B);
-
- ERR_FAIL_COND(body_A == body_B);
-
- Joint3DSW *prev_joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(prev_joint == nullptr);
-
- Joint3DSW *joint = memnew(Generic6DOFJoint3DSW(body_A, body_B, p_local_frame_A, p_local_frame_B, true));
-
- joint->copy_settings_from(prev_joint);
- joint_owner.replace(p_joint, joint);
- memdelete(prev_joint);
-}
-
-void PhysicsServer3DSW::generic_6dof_joint_set_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param, real_t p_value) {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(!joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_6DOF);
- Generic6DOFJoint3DSW *generic_6dof_joint = static_cast<Generic6DOFJoint3DSW *>(joint);
- generic_6dof_joint->set_param(p_axis, p_param, p_value);
-}
-
-real_t PhysicsServer3DSW::generic_6dof_joint_get_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param) const {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND_V(!joint, 0);
- ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_6DOF, 0);
- Generic6DOFJoint3DSW *generic_6dof_joint = static_cast<Generic6DOFJoint3DSW *>(joint);
- return generic_6dof_joint->get_param(p_axis, p_param);
-}
-
-void PhysicsServer3DSW::generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag, bool p_enable) {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND(!joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_6DOF);
- Generic6DOFJoint3DSW *generic_6dof_joint = static_cast<Generic6DOFJoint3DSW *>(joint);
- generic_6dof_joint->set_flag(p_axis, p_flag, p_enable);
-}
-
-bool PhysicsServer3DSW::generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag) const {
- Joint3DSW *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_COND_V(!joint, false);
- ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_6DOF, false);
- Generic6DOFJoint3DSW *generic_6dof_joint = static_cast<Generic6DOFJoint3DSW *>(joint);
- return generic_6dof_joint->get_flag(p_axis, p_flag);
-}
-
-void PhysicsServer3DSW::free(RID p_rid) {
- _update_shapes(); //just in case
-
- if (shape_owner.owns(p_rid)) {
- Shape3DSW *shape = shape_owner.get_or_null(p_rid);
-
- while (shape->get_owners().size()) {
- ShapeOwner3DSW *so = shape->get_owners().front()->key();
- so->remove_shape(shape);
- }
-
- shape_owner.free(p_rid);
- memdelete(shape);
- } else if (body_owner.owns(p_rid)) {
- Body3DSW *body = body_owner.get_or_null(p_rid);
-
- /*
- if (body->get_state_query())
- _clear_query(body->get_state_query());
-
- if (body->get_direct_state_query())
- _clear_query(body->get_direct_state_query());
- */
-
- body->set_space(nullptr);
-
- while (body->get_shape_count()) {
- body->remove_shape(0);
- }
-
- body_owner.free(p_rid);
- memdelete(body);
- } else if (soft_body_owner.owns(p_rid)) {
- SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_rid);
-
- soft_body->set_space(nullptr);
-
- soft_body_owner.free(p_rid);
- memdelete(soft_body);
- } else if (area_owner.owns(p_rid)) {
- Area3DSW *area = area_owner.get_or_null(p_rid);
-
- /*
- if (area->get_monitor_query())
- _clear_query(area->get_monitor_query());
- */
-
- area->set_space(nullptr);
-
- while (area->get_shape_count()) {
- area->remove_shape(0);
- }
-
- area_owner.free(p_rid);
- memdelete(area);
- } else if (space_owner.owns(p_rid)) {
- Space3DSW *space = space_owner.get_or_null(p_rid);
-
- while (space->get_objects().size()) {
- CollisionObject3DSW *co = (CollisionObject3DSW *)space->get_objects().front()->get();
- co->set_space(nullptr);
- }
-
- active_spaces.erase(space);
- free(space->get_default_area()->get_self());
- free(space->get_static_global_body());
-
- space_owner.free(p_rid);
- memdelete(space);
- } else if (joint_owner.owns(p_rid)) {
- Joint3DSW *joint = joint_owner.get_or_null(p_rid);
-
- joint_owner.free(p_rid);
- memdelete(joint);
-
- } else {
- ERR_FAIL_MSG("Invalid ID.");
- }
-};
-
-void PhysicsServer3DSW::set_active(bool p_active) {
- active = p_active;
-};
-
-void PhysicsServer3DSW::set_collision_iterations(int p_iterations) {
- iterations = p_iterations;
-};
-
-void PhysicsServer3DSW::init() {
- iterations = 8; // 8?
- stepper = memnew(Step3DSW);
-};
-
-void PhysicsServer3DSW::step(real_t p_step) {
-#ifndef _3D_DISABLED
-
- if (!active) {
- return;
- }
-
- _update_shapes();
-
- island_count = 0;
- active_objects = 0;
- collision_pairs = 0;
- for (Set<const Space3DSW *>::Element *E = active_spaces.front(); E; E = E->next()) {
- stepper->step((Space3DSW *)E->get(), p_step, iterations);
- island_count += E->get()->get_island_count();
- active_objects += E->get()->get_active_objects();
- collision_pairs += E->get()->get_collision_pairs();
- }
-#endif
-}
-
-void PhysicsServer3DSW::sync() {
- doing_sync = true;
-};
-
-void PhysicsServer3DSW::flush_queries() {
-#ifndef _3D_DISABLED
-
- if (!active) {
- return;
- }
-
- flushing_queries = true;
-
- uint64_t time_beg = OS::get_singleton()->get_ticks_usec();
-
- for (Set<const Space3DSW *>::Element *E = active_spaces.front(); E; E = E->next()) {
- Space3DSW *space = (Space3DSW *)E->get();
- space->call_queries();
- }
-
- flushing_queries = false;
-
- if (EngineDebugger::is_profiling("servers")) {
- uint64_t total_time[Space3DSW::ELAPSED_TIME_MAX];
- static const char *time_name[Space3DSW::ELAPSED_TIME_MAX] = {
- "integrate_forces",
- "generate_islands",
- "setup_constraints",
- "solve_constraints",
- "integrate_velocities"
- };
-
- for (int i = 0; i < Space3DSW::ELAPSED_TIME_MAX; i++) {
- total_time[i] = 0;
- }
-
- for (Set<const Space3DSW *>::Element *E = active_spaces.front(); E; E = E->next()) {
- for (int i = 0; i < Space3DSW::ELAPSED_TIME_MAX; i++) {
- total_time[i] += E->get()->get_elapsed_time(Space3DSW::ElapsedTime(i));
- }
- }
-
- Array values;
- values.resize(Space3DSW::ELAPSED_TIME_MAX * 2);
- for (int i = 0; i < Space3DSW::ELAPSED_TIME_MAX; i++) {
- values[i * 2 + 0] = time_name[i];
- values[i * 2 + 1] = USEC_TO_SEC(total_time[i]);
- }
- values.push_back("flush_queries");
- values.push_back(USEC_TO_SEC(OS::get_singleton()->get_ticks_usec() - time_beg));
-
- values.push_front("physics");
- EngineDebugger::profiler_add_frame_data("servers", values);
- }
-#endif
-};
-
-void PhysicsServer3DSW::end_sync() {
- doing_sync = false;
-};
-
-void PhysicsServer3DSW::finish() {
- memdelete(stepper);
-};
-
-int PhysicsServer3DSW::get_process_info(ProcessInfo p_info) {
- switch (p_info) {
- case INFO_ACTIVE_OBJECTS: {
- return active_objects;
- } break;
- case INFO_COLLISION_PAIRS: {
- return collision_pairs;
- } break;
- case INFO_ISLAND_COUNT: {
- return island_count;
- } break;
- }
-
- return 0;
-}
-
-void PhysicsServer3DSW::_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());
- }
-}
-
-void PhysicsServer3DSW::_shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) {
- CollCbkData *cbk = (CollCbkData *)p_userdata;
-
- if (cbk->max == 0) {
- return;
- }
-
- if (cbk->amount == cbk->max) {
- //find least deep
- real_t min_depth = 1e20;
- int min_depth_idx = 0;
- for (int i = 0; i < cbk->amount; i++) {
- real_t d = cbk->ptr[i * 2 + 0].distance_squared_to(cbk->ptr[i * 2 + 1]);
- if (d < min_depth) {
- min_depth = d;
- min_depth_idx = i;
- }
- }
-
- real_t d = p_point_A.distance_squared_to(p_point_B);
- if (d < min_depth) {
- return;
- }
- cbk->ptr[min_depth_idx * 2 + 0] = p_point_A;
- cbk->ptr[min_depth_idx * 2 + 1] = p_point_B;
-
- } else {
- cbk->ptr[cbk->amount * 2 + 0] = p_point_A;
- cbk->ptr[cbk->amount * 2 + 1] = p_point_B;
- cbk->amount++;
- }
-}
-
-PhysicsServer3DSW *PhysicsServer3DSW::singletonsw = nullptr;
-PhysicsServer3DSW::PhysicsServer3DSW(bool p_using_threads) {
- singletonsw = this;
- BroadPhase3DSW::create_func = BroadPhase3DBVH::_create;
-
- using_threads = p_using_threads;
-};
diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp
index a6cb7dbdd9..76f0b74c72 100644
--- a/servers/physics_server_2d.cpp
+++ b/servers/physics_server_2d.cpp
@@ -78,6 +78,7 @@ void PhysicsDirectBodyState2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_total_angular_damp"), &PhysicsDirectBodyState2D::get_total_angular_damp);
ClassDB::bind_method(D_METHOD("get_center_of_mass"), &PhysicsDirectBodyState2D::get_center_of_mass);
+ ClassDB::bind_method(D_METHOD("get_center_of_mass_local"), &PhysicsDirectBodyState2D::get_center_of_mass_local);
ClassDB::bind_method(D_METHOD("get_inverse_mass"), &PhysicsDirectBodyState2D::get_inverse_mass);
ClassDB::bind_method(D_METHOD("get_inverse_inertia"), &PhysicsDirectBodyState2D::get_inverse_inertia);
@@ -124,6 +125,7 @@ void PhysicsDirectBodyState2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "total_linear_damp"), "", "get_total_linear_damp");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "total_gravity"), "", "get_total_gravity");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "center_of_mass"), "", "get_center_of_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "center_of_mass_local"), "", "get_center_of_mass_local");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleep_state", "is_sleeping");
@@ -134,95 +136,136 @@ PhysicsDirectBodyState2D::PhysicsDirectBodyState2D() {}
///////////////////////////////////////////////////////
-void PhysicsShapeQueryParameters2D::set_shape(const RES &p_shape_ref) {
- ERR_FAIL_COND(p_shape_ref.is_null());
- shape_ref = p_shape_ref;
- shape = p_shape_ref->get_rid();
-}
-
-RES PhysicsShapeQueryParameters2D::get_shape() const {
- return shape_ref;
+void PhysicsRayQueryParameters2D::set_exclude(const Vector<RID> &p_exclude) {
+ parameters.exclude.clear();
+ for (int i = 0; i < p_exclude.size(); i++) {
+ parameters.exclude.insert(p_exclude[i]);
+ }
}
-void PhysicsShapeQueryParameters2D::set_shape_rid(const RID &p_shape) {
- if (shape != p_shape) {
- shape_ref = RES();
- shape = p_shape;
+Vector<RID> PhysicsRayQueryParameters2D::get_exclude() const {
+ Vector<RID> ret;
+ ret.resize(parameters.exclude.size());
+ int idx = 0;
+ for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) {
+ ret.write[idx++] = E->get();
}
+ return ret;
}
-RID PhysicsShapeQueryParameters2D::get_shape_rid() const {
- return shape;
-}
+void PhysicsRayQueryParameters2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_from", "from"), &PhysicsRayQueryParameters2D::set_from);
+ ClassDB::bind_method(D_METHOD("get_from"), &PhysicsRayQueryParameters2D::get_from);
-void PhysicsShapeQueryParameters2D::set_transform(const Transform2D &p_transform) {
- transform = p_transform;
-}
+ ClassDB::bind_method(D_METHOD("set_to", "to"), &PhysicsRayQueryParameters2D::set_to);
+ ClassDB::bind_method(D_METHOD("get_to"), &PhysicsRayQueryParameters2D::get_to);
-Transform2D PhysicsShapeQueryParameters2D::get_transform() const {
- return transform;
-}
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsRayQueryParameters2D::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsRayQueryParameters2D::get_collision_mask);
-void PhysicsShapeQueryParameters2D::set_motion(const Vector2 &p_motion) {
- motion = p_motion;
-}
+ ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsRayQueryParameters2D::set_exclude);
+ ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsRayQueryParameters2D::get_exclude);
-Vector2 PhysicsShapeQueryParameters2D::get_motion() const {
- return motion;
-}
+ ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &PhysicsRayQueryParameters2D::set_collide_with_bodies);
+ ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &PhysicsRayQueryParameters2D::is_collide_with_bodies_enabled);
-void PhysicsShapeQueryParameters2D::set_margin(real_t p_margin) {
- margin = p_margin;
-}
+ ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsRayQueryParameters2D::set_collide_with_areas);
+ ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsRayQueryParameters2D::is_collide_with_areas_enabled);
-real_t PhysicsShapeQueryParameters2D::get_margin() const {
- return margin;
-}
+ ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &PhysicsRayQueryParameters2D::set_hit_from_inside);
+ ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &PhysicsRayQueryParameters2D::is_hit_from_inside_enabled);
-void PhysicsShapeQueryParameters2D::set_collision_mask(uint32_t p_collision_mask) {
- collision_mask = p_collision_mask;
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "from"), "set_from", "get_from");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "to"), "set_to", "get_to");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled");
}
-uint32_t PhysicsShapeQueryParameters2D::get_collision_mask() const {
- return collision_mask;
-}
+///////////////////////////////////////////////////////
-void PhysicsShapeQueryParameters2D::set_exclude(const Vector<RID> &p_exclude) {
- exclude.clear();
+void PhysicsPointQueryParameters2D::set_exclude(const Vector<RID> &p_exclude) {
+ parameters.exclude.clear();
for (int i = 0; i < p_exclude.size(); i++) {
- exclude.insert(p_exclude[i]);
+ parameters.exclude.insert(p_exclude[i]);
}
}
-Vector<RID> PhysicsShapeQueryParameters2D::get_exclude() const {
+Vector<RID> PhysicsPointQueryParameters2D::get_exclude() const {
Vector<RID> ret;
- ret.resize(exclude.size());
+ ret.resize(parameters.exclude.size());
int idx = 0;
- for (Set<RID>::Element *E = exclude.front(); E; E = E->next()) {
+ for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) {
ret.write[idx++] = E->get();
}
return ret;
}
-void PhysicsShapeQueryParameters2D::set_collide_with_bodies(bool p_enable) {
- collide_with_bodies = p_enable;
+void PhysicsPointQueryParameters2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_position", "position"), &PhysicsPointQueryParameters2D::set_position);
+ ClassDB::bind_method(D_METHOD("get_position"), &PhysicsPointQueryParameters2D::get_position);
+
+ ClassDB::bind_method(D_METHOD("set_canvas_instance_id", "canvas_instance_id"), &PhysicsPointQueryParameters2D::set_canvas_instance_id);
+ ClassDB::bind_method(D_METHOD("get_canvas_instance_id"), &PhysicsPointQueryParameters2D::get_canvas_instance_id);
+
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsPointQueryParameters2D::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsPointQueryParameters2D::get_collision_mask);
+
+ ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsPointQueryParameters2D::set_exclude);
+ ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsPointQueryParameters2D::get_exclude);
+
+ ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &PhysicsPointQueryParameters2D::set_collide_with_bodies);
+ ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &PhysicsPointQueryParameters2D::is_collide_with_bodies_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsPointQueryParameters2D::set_collide_with_areas);
+ ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsPointQueryParameters2D::is_collide_with_areas_enabled);
+
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "position"), "set_position", "get_position");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "canvas_instance_id", PROPERTY_HINT_OBJECT_ID), "set_canvas_instance_id", "get_canvas_instance_id");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
+}
+
+///////////////////////////////////////////////////////
+
+void PhysicsShapeQueryParameters2D::set_shape(const RES &p_shape_ref) {
+ ERR_FAIL_COND(p_shape_ref.is_null());
+ shape_ref = p_shape_ref;
+ parameters.shape_rid = p_shape_ref->get_rid();
}
-bool PhysicsShapeQueryParameters2D::is_collide_with_bodies_enabled() const {
- return collide_with_bodies;
+void PhysicsShapeQueryParameters2D::set_shape_rid(const RID &p_shape) {
+ if (parameters.shape_rid != p_shape) {
+ shape_ref = RES();
+ parameters.shape_rid = p_shape;
+ }
}
-void PhysicsShapeQueryParameters2D::set_collide_with_areas(bool p_enable) {
- collide_with_areas = p_enable;
+void PhysicsShapeQueryParameters2D::set_exclude(const Vector<RID> &p_exclude) {
+ parameters.exclude.clear();
+ for (int i = 0; i < p_exclude.size(); i++) {
+ parameters.exclude.insert(p_exclude[i]);
+ }
}
-bool PhysicsShapeQueryParameters2D::is_collide_with_areas_enabled() const {
- return collide_with_areas;
+Vector<RID> PhysicsShapeQueryParameters2D::get_exclude() const {
+ Vector<RID> ret;
+ ret.resize(parameters.exclude.size());
+ int idx = 0;
+ for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) {
+ ret.write[idx++] = E->get();
+ }
+ return ret;
}
void PhysicsShapeQueryParameters2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &PhysicsShapeQueryParameters2D::set_shape);
ClassDB::bind_method(D_METHOD("get_shape"), &PhysicsShapeQueryParameters2D::get_shape);
+
ClassDB::bind_method(D_METHOD("set_shape_rid", "shape"), &PhysicsShapeQueryParameters2D::set_shape_rid);
ClassDB::bind_method(D_METHOD("get_shape_rid"), &PhysicsShapeQueryParameters2D::get_shape_rid);
@@ -248,7 +291,7 @@ void PhysicsShapeQueryParameters2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsShapeQueryParameters2D::is_collide_with_areas_enabled);
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
- ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_NONE, itos(Variant::RID) + ":"), "set_exclude", "get_exclude");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "set_motion", "get_motion");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
@@ -258,36 +301,58 @@ void PhysicsShapeQueryParameters2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
}
-Dictionary PhysicsDirectSpaceState2D::_intersect_ray(const Vector2 &p_from, const Vector2 &p_to, const Vector<RID> &p_exclude, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas) {
- RayResult inters;
- Set<RID> exclude;
- for (int i = 0; i < p_exclude.size(); i++) {
- exclude.insert(p_exclude[i]);
- }
+///////////////////////////////////////////////////////
- bool res = intersect_ray(p_from, p_to, inters, exclude, p_layers, p_collide_with_bodies, p_collide_with_areas);
+Dictionary PhysicsDirectSpaceState2D::_intersect_ray(const Ref<PhysicsRayQueryParameters2D> &p_ray_query) {
+ ERR_FAIL_COND_V(!p_ray_query.is_valid(), Dictionary());
+
+ RayResult result;
+ bool res = intersect_ray(p_ray_query->get_parameters(), result);
if (!res) {
return Dictionary();
}
Dictionary d;
- d["position"] = inters.position;
- d["normal"] = inters.normal;
- d["collider_id"] = inters.collider_id;
- d["collider"] = inters.collider;
- d["shape"] = inters.shape;
- d["rid"] = inters.rid;
+ d["position"] = result.position;
+ d["normal"] = result.normal;
+ d["collider_id"] = result.collider_id;
+ d["collider"] = result.collider;
+ d["shape"] = result.shape;
+ d["rid"] = result.rid;
return d;
}
+Array PhysicsDirectSpaceState2D::_intersect_point(const Ref<PhysicsPointQueryParameters2D> &p_point_query, int p_max_results) {
+ Vector<ShapeResult> ret;
+ ret.resize(p_max_results);
+
+ int rc = intersect_point(p_point_query->get_parameters(), ret.ptrw(), ret.size());
+
+ if (rc == 0) {
+ return Array();
+ }
+
+ Array r;
+ r.resize(rc);
+ for (int i = 0; i < rc; i++) {
+ Dictionary d;
+ d["rid"] = ret[i].rid;
+ d["collider_id"] = ret[i].collider_id;
+ d["collider"] = ret[i].collider;
+ d["shape"] = ret[i].shape;
+ r[i] = d;
+ }
+ return r;
+}
+
Array PhysicsDirectSpaceState2D::_intersect_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results) {
ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array());
Vector<ShapeResult> sr;
sr.resize(p_max_results);
- int rc = intersect_shape(p_shape_query->shape, p_shape_query->transform, p_shape_query->motion, p_shape_query->margin, sr.ptrw(), sr.size(), p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
+ int rc = intersect_shape(p_shape_query->get_parameters(), sr.ptrw(), sr.size());
Array ret;
ret.resize(rc);
for (int i = 0; i < rc; i++) {
@@ -306,7 +371,7 @@ Array PhysicsDirectSpaceState2D::_cast_motion(const Ref<PhysicsShapeQueryParamet
ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array());
real_t closest_safe, closest_unsafe;
- bool res = cast_motion(p_shape_query->shape, p_shape_query->transform, p_shape_query->motion, p_shape_query->margin, closest_safe, closest_unsafe, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
+ bool res = cast_motion(p_shape_query->get_parameters(), closest_safe, closest_unsafe);
if (!res) {
return Array();
}
@@ -317,54 +382,13 @@ Array PhysicsDirectSpaceState2D::_cast_motion(const Ref<PhysicsShapeQueryParamet
return ret;
}
-Array PhysicsDirectSpaceState2D::_intersect_point_impl(const Vector2 &p_point, int p_max_results, const Vector<RID> &p_exclude, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_filter_by_canvas, ObjectID p_canvas_instance_id) {
- Set<RID> exclude;
- for (int i = 0; i < p_exclude.size(); i++) {
- exclude.insert(p_exclude[i]);
- }
-
- Vector<ShapeResult> ret;
- ret.resize(p_max_results);
-
- int rc;
- if (p_filter_by_canvas) {
- rc = intersect_point(p_point, ret.ptrw(), ret.size(), exclude, p_layers, p_collide_with_bodies, p_collide_with_areas);
- } else {
- rc = intersect_point_on_canvas(p_point, p_canvas_instance_id, ret.ptrw(), ret.size(), exclude, p_layers, p_collide_with_bodies, p_collide_with_areas);
- }
-
- if (rc == 0) {
- return Array();
- }
-
- Array r;
- r.resize(rc);
- for (int i = 0; i < rc; i++) {
- Dictionary d;
- d["rid"] = ret[i].rid;
- d["collider_id"] = ret[i].collider_id;
- d["collider"] = ret[i].collider;
- d["shape"] = ret[i].shape;
- r[i] = d;
- }
- return r;
-}
-
-Array PhysicsDirectSpaceState2D::_intersect_point(const Vector2 &p_point, int p_max_results, const Vector<RID> &p_exclude, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas) {
- return _intersect_point_impl(p_point, p_max_results, p_exclude, p_layers, p_collide_with_bodies, p_collide_with_areas);
-}
-
-Array PhysicsDirectSpaceState2D::_intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_intance_id, int p_max_results, const Vector<RID> &p_exclude, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas) {
- return _intersect_point_impl(p_point, p_max_results, p_exclude, p_layers, p_collide_with_bodies, p_collide_with_areas, true, p_canvas_intance_id);
-}
-
Array PhysicsDirectSpaceState2D::_collide_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results) {
ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array());
Vector<Vector2> ret;
ret.resize(p_max_results * 2);
int rc = 0;
- bool res = collide_shape(p_shape_query->shape, p_shape_query->transform, p_shape_query->motion, p_shape_query->margin, ret.ptrw(), p_max_results, rc, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
+ bool res = collide_shape(p_shape_query->get_parameters(), ret.ptrw(), p_max_results, rc);
if (!res) {
return Array();
}
@@ -381,7 +405,7 @@ Dictionary PhysicsDirectSpaceState2D::_get_rest_info(const Ref<PhysicsShapeQuery
ShapeRestInfo sri;
- bool res = rest_info(p_shape_query->shape, p_shape_query->transform, p_shape_query->motion, p_shape_query->margin, &sri, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
+ bool res = rest_info(p_shape_query->get_parameters(), &sri);
Dictionary r;
if (!res) {
return r;
@@ -401,13 +425,12 @@ PhysicsDirectSpaceState2D::PhysicsDirectSpaceState2D() {
}
void PhysicsDirectSpaceState2D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("intersect_point", "point", "max_results", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_point, DEFVAL(32), DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("intersect_point_on_canvas", "point", "canvas_instance_id", "max_results", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_point_on_canvas, DEFVAL(32), DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("intersect_ray", "from", "to", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_ray, DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("intersect_shape", "shape", "max_results"), &PhysicsDirectSpaceState2D::_intersect_shape, DEFVAL(32));
- ClassDB::bind_method(D_METHOD("cast_motion", "shape"), &PhysicsDirectSpaceState2D::_cast_motion);
- ClassDB::bind_method(D_METHOD("collide_shape", "shape", "max_results"), &PhysicsDirectSpaceState2D::_collide_shape, DEFVAL(32));
- ClassDB::bind_method(D_METHOD("get_rest_info", "shape"), &PhysicsDirectSpaceState2D::_get_rest_info);
+ ClassDB::bind_method(D_METHOD("intersect_point", "parameters", "max_results"), &PhysicsDirectSpaceState2D::_intersect_point, DEFVAL(32));
+ ClassDB::bind_method(D_METHOD("intersect_ray", "parameters"), &PhysicsDirectSpaceState2D::_intersect_ray);
+ ClassDB::bind_method(D_METHOD("intersect_shape", "parameters", "max_results"), &PhysicsDirectSpaceState2D::_intersect_shape, DEFVAL(32));
+ ClassDB::bind_method(D_METHOD("cast_motion", "parameters"), &PhysicsDirectSpaceState2D::_cast_motion);
+ ClassDB::bind_method(D_METHOD("collide_shape", "parameters", "max_results"), &PhysicsDirectSpaceState2D::_collide_shape, DEFVAL(32));
+ ClassDB::bind_method(D_METHOD("get_rest_info", "parameters"), &PhysicsDirectSpaceState2D::_get_rest_info);
}
///////////////////////////////
@@ -473,7 +496,7 @@ void PhysicsTestMotionParameters2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "set_motion", "get_motion");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin"), "set_margin", "get_margin");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_separation_ray"), "set_collide_separation_ray_enabled", "is_collide_separation_ray_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_bodies"), "set_exclude_bodies", "get_exclude_bodies");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_bodies", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude_bodies", "get_exclude_bodies");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_objects"), "set_exclude_objects", "get_exclude_objects");
}
@@ -586,9 +609,6 @@ void PhysicsServer2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("area_set_space", "area", "space"), &PhysicsServer2D::area_set_space);
ClassDB::bind_method(D_METHOD("area_get_space", "area"), &PhysicsServer2D::area_get_space);
- ClassDB::bind_method(D_METHOD("area_set_space_override_mode", "area", "mode"), &PhysicsServer2D::area_set_space_override_mode);
- ClassDB::bind_method(D_METHOD("area_get_space_override_mode", "area"), &PhysicsServer2D::area_get_space_override_mode);
-
ClassDB::bind_method(D_METHOD("area_add_shape", "area", "shape", "transform", "disabled"), &PhysicsServer2D::area_add_shape, DEFVAL(Transform2D()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("area_set_shape", "area", "shape_idx", "shape"), &PhysicsServer2D::area_set_shape);
ClassDB::bind_method(D_METHOD("area_set_shape_transform", "area", "shape_idx", "transform"), &PhysicsServer2D::area_set_shape_transform);
@@ -616,8 +636,8 @@ void PhysicsServer2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("area_attach_canvas_instance_id", "area", "id"), &PhysicsServer2D::area_attach_canvas_instance_id);
ClassDB::bind_method(D_METHOD("area_get_canvas_instance_id", "area"), &PhysicsServer2D::area_get_canvas_instance_id);
- ClassDB::bind_method(D_METHOD("area_set_monitor_callback", "area", "receiver", "method"), &PhysicsServer2D::area_set_monitor_callback);
- ClassDB::bind_method(D_METHOD("area_set_area_monitor_callback", "area", "receiver", "method"), &PhysicsServer2D::area_set_area_monitor_callback);
+ ClassDB::bind_method(D_METHOD("area_set_monitor_callback", "area", "callback"), &PhysicsServer2D::area_set_monitor_callback);
+ ClassDB::bind_method(D_METHOD("area_set_area_monitor_callback", "area", "callback"), &PhysicsServer2D::area_set_area_monitor_callback);
ClassDB::bind_method(D_METHOD("area_set_monitorable", "area", "monitorable"), &PhysicsServer2D::area_set_monitorable);
ClassDB::bind_method(D_METHOD("body_create"), &PhysicsServer2D::body_create);
@@ -732,12 +752,15 @@ void PhysicsServer2D::_bind_methods() {
BIND_ENUM_CONSTANT(SHAPE_CONCAVE_POLYGON);
BIND_ENUM_CONSTANT(SHAPE_CUSTOM);
+ BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_OVERRIDE_MODE);
BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY);
BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_VECTOR);
BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_IS_POINT);
BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_DISTANCE_SCALE);
BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_POINT_ATTENUATION);
+ BIND_ENUM_CONSTANT(AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE);
BIND_ENUM_CONSTANT(AREA_PARAM_LINEAR_DAMP);
+ BIND_ENUM_CONSTANT(AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE);
BIND_ENUM_CONSTANT(AREA_PARAM_ANGULAR_DAMP);
BIND_ENUM_CONSTANT(AREA_PARAM_PRIORITY);
@@ -758,10 +781,15 @@ void PhysicsServer2D::_bind_methods() {
BIND_ENUM_CONSTANT(BODY_PARAM_INERTIA);
BIND_ENUM_CONSTANT(BODY_PARAM_CENTER_OF_MASS);
BIND_ENUM_CONSTANT(BODY_PARAM_GRAVITY_SCALE);
+ BIND_ENUM_CONSTANT(BODY_PARAM_LINEAR_DAMP_MODE);
+ BIND_ENUM_CONSTANT(BODY_PARAM_ANGULAR_DAMP_MODE);
BIND_ENUM_CONSTANT(BODY_PARAM_LINEAR_DAMP);
BIND_ENUM_CONSTANT(BODY_PARAM_ANGULAR_DAMP);
BIND_ENUM_CONSTANT(BODY_PARAM_MAX);
+ BIND_ENUM_CONSTANT(BODY_DAMP_MODE_COMBINE);
+ BIND_ENUM_CONSTANT(BODY_DAMP_MODE_REPLACE);
+
BIND_ENUM_CONSTANT(BODY_STATE_TRANSFORM);
BIND_ENUM_CONSTANT(BODY_STATE_LINEAR_VELOCITY);
BIND_ENUM_CONSTANT(BODY_STATE_ANGULAR_VELOCITY);
diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h
index 26e1411111..2bff8f5dcb 100644
--- a/servers/physics_server_2d.h
+++ b/servers/physics_server_2d.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef PHYSICS_2D_SERVER_H
-#define PHYSICS_2D_SERVER_H
+#ifndef PHYSICS_SERVER_2D_H
+#define PHYSICS_SERVER_2D_H
#include "core/io/resource.h"
#include "core/object/class_db.h"
@@ -49,6 +49,7 @@ public:
virtual real_t get_total_angular_damp() const = 0; // get density of this body space/area
virtual Vector2 get_center_of_mass() const = 0;
+ virtual Vector2 get_center_of_mass_local() const = 0;
virtual real_t get_inverse_mass() const = 0; // get the mass
virtual real_t get_inverse_inertia() const = 0; // get density of this body space
@@ -94,60 +95,15 @@ public:
PhysicsDirectBodyState2D();
};
-//used for script
-class PhysicsShapeQueryParameters2D : public RefCounted {
- GDCLASS(PhysicsShapeQueryParameters2D, RefCounted);
- friend class PhysicsDirectSpaceState2D;
-
- RES shape_ref;
- RID shape;
- Transform2D transform;
- Vector2 motion;
- real_t margin = 0.0;
- Set<RID> exclude;
- uint32_t collision_mask = UINT32_MAX;
-
- bool collide_with_bodies = true;
- bool collide_with_areas = false;
-
-protected:
- static void _bind_methods();
-
-public:
- void set_shape(const RES &p_shape_ref);
- RES get_shape() const;
- void set_shape_rid(const RID &p_shape);
- RID get_shape_rid() const;
-
- void set_transform(const Transform2D &p_transform);
- Transform2D get_transform() const;
-
- void set_motion(const Vector2 &p_motion);
- Vector2 get_motion() const;
-
- void set_margin(real_t p_margin);
- real_t get_margin() const;
-
- void set_collision_mask(uint32_t p_mask);
- uint32_t get_collision_mask() const;
-
- void set_collide_with_bodies(bool p_enable);
- bool is_collide_with_bodies_enabled() const;
-
- void set_collide_with_areas(bool p_enable);
- bool is_collide_with_areas_enabled() const;
-
- void set_exclude(const Vector<RID> &p_exclude);
- Vector<RID> get_exclude() const;
-};
+class PhysicsRayQueryParameters2D;
+class PhysicsPointQueryParameters2D;
+class PhysicsShapeQueryParameters2D;
class PhysicsDirectSpaceState2D : public Object {
GDCLASS(PhysicsDirectSpaceState2D, Object);
- Dictionary _intersect_ray(const Vector2 &p_from, const Vector2 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
- Array _intersect_point(const Vector2 &p_point, int p_max_results = 32, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
- Array _intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_intance_id, int p_max_results = 32, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
- Array _intersect_point_impl(const Vector2 &p_point, int p_max_results, const Vector<RID> &p_exclud, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_filter_by_canvas = false, ObjectID p_canvas_instance_id = ObjectID());
+ Dictionary _intersect_ray(const Ref<PhysicsRayQueryParameters2D> &p_ray_query);
+ Array _intersect_point(const Ref<PhysicsPointQueryParameters2D> &p_point_query, int p_max_results = 32);
Array _intersect_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results = 32);
Array _cast_motion(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query);
Array _collide_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results = 32);
@@ -157,6 +113,18 @@ protected:
static void _bind_methods();
public:
+ struct RayParameters {
+ Vector2 from;
+ Vector2 to;
+ Set<RID> exclude;
+ uint32_t collision_mask = UINT32_MAX;
+
+ bool collide_with_bodies = true;
+ bool collide_with_areas = false;
+
+ bool hit_from_inside = false;
+ };
+
struct RayResult {
Vector2 position;
Vector2 normal;
@@ -166,7 +134,7 @@ public:
int shape = 0;
};
- 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_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) = 0;
struct ShapeResult {
RID rid;
@@ -175,14 +143,31 @@ public:
int shape = 0;
};
- 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_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0;
- 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_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0;
+ struct PointParameters {
+ Vector2 position;
+ ObjectID canvas_instance_id;
+ Set<RID> exclude;
+ uint32_t collision_mask = UINT32_MAX;
+
+ bool collide_with_bodies = true;
+ bool 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_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ bool pick_point = false;
+ };
+
+ virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) = 0;
- 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_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ struct ShapeParameters {
+ RID shape_rid;
+ Transform2D transform;
+ Vector2 motion;
+ real_t margin = 0.0;
+ Set<RID> exclude;
+ uint32_t collision_mask = UINT32_MAX;
- virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ bool collide_with_bodies = true;
+ bool collide_with_areas = false;
+ };
struct ShapeRestInfo {
Vector2 point;
@@ -190,10 +175,13 @@ public:
RID rid;
ObjectID collider_id;
int shape = 0;
- Vector2 linear_velocity; //velocity at contact point
+ Vector2 linear_velocity; // Velocity at contact point.
};
- virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) = 0;
+ virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) = 0;
+ virtual bool collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) = 0;
+ virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) = 0;
PhysicsDirectSpaceState2D();
};
@@ -278,12 +266,15 @@ public:
//missing attenuation? missing better override?
enum AreaParameter {
+ AREA_PARAM_GRAVITY_OVERRIDE_MODE,
AREA_PARAM_GRAVITY,
AREA_PARAM_GRAVITY_VECTOR,
AREA_PARAM_GRAVITY_IS_POINT,
AREA_PARAM_GRAVITY_DISTANCE_SCALE,
AREA_PARAM_GRAVITY_POINT_ATTENUATION,
+ AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE,
AREA_PARAM_LINEAR_DAMP,
+ AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE,
AREA_PARAM_ANGULAR_DAMP,
AREA_PARAM_PRIORITY
};
@@ -301,9 +292,6 @@ public:
AREA_SPACE_OVERRIDE_REPLACE_COMBINE // Discards all previous calculations, then keeps combining
};
- virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) = 0;
- virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const = 0;
-
virtual void area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false) = 0;
virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape) = 0;
virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform) = 0;
@@ -335,8 +323,8 @@ public:
virtual void area_set_monitorable(RID p_area, bool p_monitorable) = 0;
virtual void area_set_pickable(RID p_area, bool p_pickable) = 0;
- virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0;
- virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0;
+ virtual void area_set_monitor_callback(RID p_area, const Callable &p_callback) = 0;
+ virtual void area_set_area_monitor_callback(RID p_area, const Callable &p_callback) = 0;
/* BODY API */
@@ -400,11 +388,18 @@ public:
BODY_PARAM_INERTIA,
BODY_PARAM_CENTER_OF_MASS,
BODY_PARAM_GRAVITY_SCALE,
+ BODY_PARAM_LINEAR_DAMP_MODE,
+ BODY_PARAM_ANGULAR_DAMP_MODE,
BODY_PARAM_LINEAR_DAMP,
BODY_PARAM_ANGULAR_DAMP,
BODY_PARAM_MAX,
};
+ enum BodyDampMode {
+ BODY_DAMP_MODE_COMBINE,
+ BODY_DAMP_MODE_REPLACE,
+ };
+
virtual void body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) = 0;
virtual Variant body_get_param(RID p_body, BodyParameter p_param) const = 0;
@@ -585,6 +580,110 @@ public:
~PhysicsServer2D();
};
+class PhysicsRayQueryParameters2D : public RefCounted {
+ GDCLASS(PhysicsRayQueryParameters2D, RefCounted);
+
+ PhysicsDirectSpaceState2D::RayParameters parameters;
+
+protected:
+ static void _bind_methods();
+
+public:
+ const PhysicsDirectSpaceState2D::RayParameters &get_parameters() const { return parameters; }
+
+ void set_from(const Vector2 &p_from) { parameters.from = p_from; }
+ const Vector2 &get_from() const { return parameters.from; }
+
+ void set_to(const Vector2 &p_to) { parameters.to = p_to; }
+ const Vector2 &get_to() const { return parameters.to; }
+
+ void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; }
+ uint32_t get_collision_mask() const { return parameters.collision_mask; }
+
+ void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; }
+ bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; }
+
+ void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; }
+ bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; }
+
+ void set_hit_from_inside(bool p_enable) { parameters.hit_from_inside = p_enable; }
+ bool is_hit_from_inside_enabled() const { return parameters.hit_from_inside; }
+
+ void set_exclude(const Vector<RID> &p_exclude);
+ Vector<RID> get_exclude() const;
+};
+
+class PhysicsPointQueryParameters2D : public RefCounted {
+ GDCLASS(PhysicsPointQueryParameters2D, RefCounted);
+
+ PhysicsDirectSpaceState2D::PointParameters parameters;
+
+protected:
+ static void _bind_methods();
+
+public:
+ const PhysicsDirectSpaceState2D::PointParameters &get_parameters() const { return parameters; }
+
+ void set_position(const Vector2 &p_position) { parameters.position = p_position; }
+ const Vector2 &get_position() const { return parameters.position; }
+
+ void set_canvas_instance_id(ObjectID p_canvas_instance_id) { parameters.canvas_instance_id = p_canvas_instance_id; }
+ ObjectID get_canvas_instance_id() const { return parameters.canvas_instance_id; }
+
+ void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; }
+ uint32_t get_collision_mask() const { return parameters.collision_mask; }
+
+ void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; }
+ bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; }
+
+ void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; }
+ bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; }
+
+ void set_exclude(const Vector<RID> &p_exclude);
+ Vector<RID> get_exclude() const;
+};
+
+class PhysicsShapeQueryParameters2D : public RefCounted {
+ GDCLASS(PhysicsShapeQueryParameters2D, RefCounted);
+
+ PhysicsDirectSpaceState2D::ShapeParameters parameters;
+
+ RES shape_ref;
+
+protected:
+ static void _bind_methods();
+
+public:
+ const PhysicsDirectSpaceState2D::ShapeParameters &get_parameters() const { return parameters; }
+
+ void set_shape(const RES &p_shape_ref);
+ RES get_shape() const { return shape_ref; }
+
+ void set_shape_rid(const RID &p_shape);
+ RID get_shape_rid() const { return parameters.shape_rid; }
+
+ void set_transform(const Transform2D &p_transform) { parameters.transform = p_transform; }
+ const Transform2D &get_transform() const { return parameters.transform; }
+
+ void set_motion(const Vector2 &p_motion) { parameters.motion = p_motion; }
+ const Vector2 &get_motion() const { return parameters.motion; }
+
+ void set_margin(real_t p_margin) { parameters.margin = p_margin; }
+ real_t get_margin() const { return parameters.margin; }
+
+ void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; }
+ uint32_t get_collision_mask() const { return parameters.collision_mask; }
+
+ void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; }
+ bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; }
+
+ void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; }
+ bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; }
+
+ void set_exclude(const Vector<RID> &p_exclude);
+ Vector<RID> get_exclude() const;
+};
+
class PhysicsTestMotionParameters2D : public RefCounted {
GDCLASS(PhysicsTestMotionParameters2D, RefCounted);
@@ -692,13 +791,13 @@ VARIANT_ENUM_CAST(PhysicsServer2D::AreaParameter);
VARIANT_ENUM_CAST(PhysicsServer2D::AreaSpaceOverrideMode);
VARIANT_ENUM_CAST(PhysicsServer2D::BodyMode);
VARIANT_ENUM_CAST(PhysicsServer2D::BodyParameter);
+VARIANT_ENUM_CAST(PhysicsServer2D::BodyDampMode);
VARIANT_ENUM_CAST(PhysicsServer2D::BodyState);
VARIANT_ENUM_CAST(PhysicsServer2D::CCDMode);
VARIANT_ENUM_CAST(PhysicsServer2D::JointParam);
VARIANT_ENUM_CAST(PhysicsServer2D::JointType);
VARIANT_ENUM_CAST(PhysicsServer2D::DampedSpringParam);
-//VARIANT_ENUM_CAST( PhysicsServer2D::ObjectType );
VARIANT_ENUM_CAST(PhysicsServer2D::AreaBodyStatus);
VARIANT_ENUM_CAST(PhysicsServer2D::ProcessInfo);
-#endif
+#endif // PHYSICS_SERVER_2D_H
diff --git a/servers/physics_2d/physics_server_2d_wrap_mt.cpp b/servers/physics_server_2d_wrap_mt.cpp
index 33070bf42d..33070bf42d 100644
--- a/servers/physics_2d/physics_server_2d_wrap_mt.cpp
+++ b/servers/physics_server_2d_wrap_mt.cpp
diff --git a/servers/physics_2d/physics_server_2d_wrap_mt.h b/servers/physics_server_2d_wrap_mt.h
index 8d9e366661..dda4eb6ffa 100644
--- a/servers/physics_2d/physics_server_2d_wrap_mt.h
+++ b/servers/physics_server_2d_wrap_mt.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef PHYSICS2DSERVERWRAPMT_H
-#define PHYSICS2DSERVERWRAPMT_H
+#ifndef PHYSICS_SERVER_2D_WRAP_MT_H
+#define PHYSICS_SERVER_2D_WRAP_MT_H
#include "core/config/project_settings.h"
#include "core/os/thread.h"
@@ -59,9 +59,7 @@ class PhysicsServer2DWrapMT : public PhysicsServer2D {
bool create_thread = false;
Semaphore step_sem;
- int step_pending = 0;
void thread_step(real_t p_delta);
- void thread_flush();
void thread_exit();
@@ -135,9 +133,6 @@ public:
FUNC2(area_set_space, RID, RID);
FUNC1RC(RID, area_get_space, RID);
- FUNC2(area_set_space_override_mode, RID, AreaSpaceOverrideMode);
- FUNC1RC(AreaSpaceOverrideMode, area_get_space_override_mode, RID);
-
FUNC4(area_add_shape, RID, RID, const Transform2D &, bool);
FUNC3(area_set_shape, RID, int, RID);
FUNC3(area_set_shape_transform, RID, int, const Transform2D &);
@@ -167,8 +162,8 @@ public:
FUNC2(area_set_monitorable, RID, bool);
FUNC2(area_set_pickable, RID, bool);
- FUNC3(area_set_monitor_callback, RID, Object *, const StringName &);
- FUNC3(area_set_area_monitor_callback, RID, Object *, const StringName &);
+ FUNC2(area_set_monitor_callback, RID, const Callable &);
+ FUNC2(area_set_area_monitor_callback, RID, const Callable &);
/* BODY API */
@@ -330,4 +325,4 @@ public:
#endif
#undef SYNC_DEBUG
-#endif // PHYSICS2DSERVERWRAPMT_H
+#endif // PHYSICS_SERVER_2D_WRAP_MT_H
diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp
index 90922cc250..373f216e01 100644
--- a/servers/physics_server_3d.cpp
+++ b/servers/physics_server_3d.cpp
@@ -77,6 +77,7 @@ void PhysicsDirectBodyState3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_total_angular_damp"), &PhysicsDirectBodyState3D::get_total_angular_damp);
ClassDB::bind_method(D_METHOD("get_center_of_mass"), &PhysicsDirectBodyState3D::get_center_of_mass);
+ ClassDB::bind_method(D_METHOD("get_center_of_mass_local"), &PhysicsDirectBodyState3D::get_center_of_mass_local);
ClassDB::bind_method(D_METHOD("get_principal_inertia_axes"), &PhysicsDirectBodyState3D::get_principal_inertia_axes);
ClassDB::bind_method(D_METHOD("get_inverse_mass"), &PhysicsDirectBodyState3D::get_inverse_mass);
@@ -126,6 +127,7 @@ void PhysicsDirectBodyState3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "inverse_inertia"), "", "get_inverse_inertia");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "total_gravity"), "", "get_total_gravity");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_of_mass"), "", "get_center_of_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_of_mass_local"), "", "get_center_of_mass_local");
ADD_PROPERTY(PropertyInfo(Variant::BASIS, "principal_inertia_axes"), "", "get_principal_inertia_axes");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
@@ -137,93 +139,145 @@ PhysicsDirectBodyState3D::PhysicsDirectBodyState3D() {}
///////////////////////////////////////////////////////
-void PhysicsShapeQueryParameters3D::set_shape(const RES &p_shape_ref) {
- ERR_FAIL_COND(p_shape_ref.is_null());
- shape_ref = p_shape_ref;
- shape = p_shape_ref->get_rid();
-}
-
-RES PhysicsShapeQueryParameters3D::get_shape() const {
- return shape_ref;
+void PhysicsRayQueryParameters3D::set_exclude(const Vector<RID> &p_exclude) {
+ parameters.exclude.clear();
+ for (int i = 0; i < p_exclude.size(); i++) {
+ parameters.exclude.insert(p_exclude[i]);
+ }
}
-void PhysicsShapeQueryParameters3D::set_shape_rid(const RID &p_shape) {
- if (shape != p_shape) {
- shape_ref = RES();
- shape = p_shape;
+Vector<RID> PhysicsRayQueryParameters3D::get_exclude() const {
+ Vector<RID> ret;
+ ret.resize(parameters.exclude.size());
+ int idx = 0;
+ for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) {
+ ret.write[idx++] = E->get();
}
+ return ret;
}
-RID PhysicsShapeQueryParameters3D::get_shape_rid() const {
- return shape;
-}
+void PhysicsRayQueryParameters3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_from", "from"), &PhysicsRayQueryParameters3D::set_from);
+ ClassDB::bind_method(D_METHOD("get_from"), &PhysicsRayQueryParameters3D::get_from);
-void PhysicsShapeQueryParameters3D::set_transform(const Transform3D &p_transform) {
- transform = p_transform;
-}
+ ClassDB::bind_method(D_METHOD("set_to", "to"), &PhysicsRayQueryParameters3D::set_to);
+ ClassDB::bind_method(D_METHOD("get_to"), &PhysicsRayQueryParameters3D::get_to);
-Transform3D PhysicsShapeQueryParameters3D::get_transform() const {
- return transform;
-}
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsRayQueryParameters3D::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsRayQueryParameters3D::get_collision_mask);
-void PhysicsShapeQueryParameters3D::set_margin(real_t p_margin) {
- margin = p_margin;
-}
+ ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsRayQueryParameters3D::set_exclude);
+ ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsRayQueryParameters3D::get_exclude);
-real_t PhysicsShapeQueryParameters3D::get_margin() const {
- return margin;
-}
+ ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &PhysicsRayQueryParameters3D::set_collide_with_bodies);
+ ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &PhysicsRayQueryParameters3D::is_collide_with_bodies_enabled);
-void PhysicsShapeQueryParameters3D::set_collision_mask(uint32_t p_collision_mask) {
- collision_mask = p_collision_mask;
-}
+ ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsRayQueryParameters3D::set_collide_with_areas);
+ ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsRayQueryParameters3D::is_collide_with_areas_enabled);
-uint32_t PhysicsShapeQueryParameters3D::get_collision_mask() const {
- return collision_mask;
+ ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &PhysicsRayQueryParameters3D::set_hit_from_inside);
+ ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &PhysicsRayQueryParameters3D::is_hit_from_inside_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_hit_back_faces", "enable"), &PhysicsRayQueryParameters3D::set_hit_back_faces);
+ ClassDB::bind_method(D_METHOD("is_hit_back_faces_enabled"), &PhysicsRayQueryParameters3D::is_hit_back_faces_enabled);
+
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "from"), "set_from", "get_from");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "to"), "set_to", "get_to");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_back_faces"), "set_hit_back_faces", "is_hit_back_faces_enabled");
}
-void PhysicsShapeQueryParameters3D::set_exclude(const Vector<RID> &p_exclude) {
- exclude.clear();
+///////////////////////////////////////////////////////
+
+void PhysicsPointQueryParameters3D::set_exclude(const Vector<RID> &p_exclude) {
+ parameters.exclude.clear();
for (int i = 0; i < p_exclude.size(); i++) {
- exclude.insert(p_exclude[i]);
+ parameters.exclude.insert(p_exclude[i]);
}
}
-Vector<RID> PhysicsShapeQueryParameters3D::get_exclude() const {
+Vector<RID> PhysicsPointQueryParameters3D::get_exclude() const {
Vector<RID> ret;
- ret.resize(exclude.size());
+ ret.resize(parameters.exclude.size());
int idx = 0;
- for (Set<RID>::Element *E = exclude.front(); E; E = E->next()) {
+ for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) {
ret.write[idx++] = E->get();
}
return ret;
}
-void PhysicsShapeQueryParameters3D::set_collide_with_bodies(bool p_enable) {
- collide_with_bodies = p_enable;
+void PhysicsPointQueryParameters3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_position", "position"), &PhysicsPointQueryParameters3D::set_position);
+ ClassDB::bind_method(D_METHOD("get_position"), &PhysicsPointQueryParameters3D::get_position);
+
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsPointQueryParameters3D::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsPointQueryParameters3D::get_collision_mask);
+
+ ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsPointQueryParameters3D::set_exclude);
+ ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsPointQueryParameters3D::get_exclude);
+
+ ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &PhysicsPointQueryParameters3D::set_collide_with_bodies);
+ ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &PhysicsPointQueryParameters3D::is_collide_with_bodies_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsPointQueryParameters3D::set_collide_with_areas);
+ ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsPointQueryParameters3D::is_collide_with_areas_enabled);
+
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position"), "set_position", "get_position");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
}
-bool PhysicsShapeQueryParameters3D::is_collide_with_bodies_enabled() const {
- return collide_with_bodies;
+///////////////////////////////////////////////////////
+
+void PhysicsShapeQueryParameters3D::set_shape(const RES &p_shape_ref) {
+ ERR_FAIL_COND(p_shape_ref.is_null());
+ shape_ref = p_shape_ref;
+ parameters.shape_rid = p_shape_ref->get_rid();
+}
+
+void PhysicsShapeQueryParameters3D::set_shape_rid(const RID &p_shape) {
+ if (parameters.shape_rid != p_shape) {
+ shape_ref = RES();
+ parameters.shape_rid = p_shape;
+ }
}
-void PhysicsShapeQueryParameters3D::set_collide_with_areas(bool p_enable) {
- collide_with_areas = p_enable;
+void PhysicsShapeQueryParameters3D::set_exclude(const Vector<RID> &p_exclude) {
+ parameters.exclude.clear();
+ for (int i = 0; i < p_exclude.size(); i++) {
+ parameters.exclude.insert(p_exclude[i]);
+ }
}
-bool PhysicsShapeQueryParameters3D::is_collide_with_areas_enabled() const {
- return collide_with_areas;
+Vector<RID> PhysicsShapeQueryParameters3D::get_exclude() const {
+ Vector<RID> ret;
+ ret.resize(parameters.exclude.size());
+ int idx = 0;
+ for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) {
+ ret.write[idx++] = E->get();
+ }
+ return ret;
}
void PhysicsShapeQueryParameters3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &PhysicsShapeQueryParameters3D::set_shape);
ClassDB::bind_method(D_METHOD("get_shape"), &PhysicsShapeQueryParameters3D::get_shape);
+
ClassDB::bind_method(D_METHOD("set_shape_rid", "shape"), &PhysicsShapeQueryParameters3D::set_shape_rid);
ClassDB::bind_method(D_METHOD("get_shape_rid"), &PhysicsShapeQueryParameters3D::get_shape_rid);
ClassDB::bind_method(D_METHOD("set_transform", "transform"), &PhysicsShapeQueryParameters3D::set_transform);
ClassDB::bind_method(D_METHOD("get_transform"), &PhysicsShapeQueryParameters3D::get_transform);
+ ClassDB::bind_method(D_METHOD("set_motion", "motion"), &PhysicsShapeQueryParameters3D::set_motion);
+ ClassDB::bind_method(D_METHOD("get_motion"), &PhysicsShapeQueryParameters3D::get_motion);
+
ClassDB::bind_method(D_METHOD("set_margin", "margin"), &PhysicsShapeQueryParameters3D::set_margin);
ClassDB::bind_method(D_METHOD("get_margin"), &PhysicsShapeQueryParameters3D::get_margin);
@@ -240,8 +294,9 @@ void PhysicsShapeQueryParameters3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsShapeQueryParameters3D::is_collide_with_areas_enabled);
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
- ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_NONE, itos(Variant::RID) + ":"), "set_exclude", "get_exclude");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "set_motion", "get_motion");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
ADD_PROPERTY(PropertyInfo(Variant::RID, "shape_rid"), "set_shape_rid", "get_shape_rid");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "transform"), "set_transform", "get_transform");
@@ -251,36 +306,56 @@ void PhysicsShapeQueryParameters3D::_bind_methods() {
/////////////////////////////////////
-Dictionary PhysicsDirectSpaceState3D::_intersect_ray(const Vector3 &p_from, const Vector3 &p_to, const Vector<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
- RayResult inters;
- Set<RID> exclude;
- for (int i = 0; i < p_exclude.size(); i++) {
- exclude.insert(p_exclude[i]);
- }
+Dictionary PhysicsDirectSpaceState3D::_intersect_ray(const Ref<PhysicsRayQueryParameters3D> &p_ray_query) {
+ ERR_FAIL_COND_V(!p_ray_query.is_valid(), Dictionary());
- bool res = intersect_ray(p_from, p_to, inters, exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas);
+ RayResult result;
+ bool res = intersect_ray(p_ray_query->get_parameters(), result);
if (!res) {
return Dictionary();
}
Dictionary d;
- d["position"] = inters.position;
- d["normal"] = inters.normal;
- d["collider_id"] = inters.collider_id;
- d["collider"] = inters.collider;
- d["shape"] = inters.shape;
- d["rid"] = inters.rid;
+ d["position"] = result.position;
+ d["normal"] = result.normal;
+ d["collider_id"] = result.collider_id;
+ d["collider"] = result.collider;
+ d["shape"] = result.shape;
+ d["rid"] = result.rid;
return d;
}
+Array PhysicsDirectSpaceState3D::_intersect_point(const Ref<PhysicsPointQueryParameters3D> &p_point_query, int p_max_results) {
+ Vector<ShapeResult> ret;
+ ret.resize(p_max_results);
+
+ int rc = intersect_point(p_point_query->get_parameters(), ret.ptrw(), ret.size());
+
+ if (rc == 0) {
+ return Array();
+ }
+
+ Array r;
+ r.resize(rc);
+ for (int i = 0; i < rc; i++) {
+ Dictionary d;
+ d["rid"] = ret[i].rid;
+ d["collider_id"] = ret[i].collider_id;
+ d["collider"] = ret[i].collider;
+ d["shape"] = ret[i].shape;
+ r[i] = d;
+ }
+ return r;
+}
+
Array PhysicsDirectSpaceState3D::_intersect_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results) {
ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array());
Vector<ShapeResult> sr;
sr.resize(p_max_results);
- int rc = intersect_shape(p_shape_query->shape, p_shape_query->transform, p_shape_query->margin, sr.ptrw(), sr.size(), p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
+ int rc = intersect_shape(p_shape_query->get_parameters(), sr.ptrw(), sr.size());
Array ret;
ret.resize(rc);
for (int i = 0; i < rc; i++) {
@@ -295,11 +370,11 @@ Array PhysicsDirectSpaceState3D::_intersect_shape(const Ref<PhysicsShapeQueryPar
return ret;
}
-Array PhysicsDirectSpaceState3D::_cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, const Vector3 &p_motion) {
+Array PhysicsDirectSpaceState3D::_cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query) {
ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array());
real_t closest_safe = 1.0f, closest_unsafe = 1.0f;
- bool res = cast_motion(p_shape_query->shape, p_shape_query->transform, p_motion, p_shape_query->margin, closest_safe, closest_unsafe, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
+ bool res = cast_motion(p_shape_query->get_parameters(), closest_safe, closest_unsafe);
if (!res) {
return Array();
}
@@ -316,7 +391,7 @@ Array PhysicsDirectSpaceState3D::_collide_shape(const Ref<PhysicsShapeQueryParam
Vector<Vector3> ret;
ret.resize(p_max_results * 2);
int rc = 0;
- bool res = collide_shape(p_shape_query->shape, p_shape_query->transform, p_shape_query->margin, ret.ptrw(), p_max_results, rc, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
+ bool res = collide_shape(p_shape_query->get_parameters(), ret.ptrw(), p_max_results, rc);
if (!res) {
return Array();
}
@@ -333,7 +408,7 @@ Dictionary PhysicsDirectSpaceState3D::_get_rest_info(const Ref<PhysicsShapeQuery
ShapeRestInfo sri;
- bool res = rest_info(p_shape_query->shape, p_shape_query->transform, p_shape_query->margin, &sri, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
+ bool res = rest_info(p_shape_query->get_parameters(), &sri);
Dictionary r;
if (!res) {
return r;
@@ -353,11 +428,12 @@ PhysicsDirectSpaceState3D::PhysicsDirectSpaceState3D() {
}
void PhysicsDirectSpaceState3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("intersect_ray", "from", "to", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState3D::_intersect_ray, DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("intersect_shape", "shape", "max_results"), &PhysicsDirectSpaceState3D::_intersect_shape, DEFVAL(32));
- ClassDB::bind_method(D_METHOD("cast_motion", "shape", "motion"), &PhysicsDirectSpaceState3D::_cast_motion);
- ClassDB::bind_method(D_METHOD("collide_shape", "shape", "max_results"), &PhysicsDirectSpaceState3D::_collide_shape, DEFVAL(32));
- ClassDB::bind_method(D_METHOD("get_rest_info", "shape"), &PhysicsDirectSpaceState3D::_get_rest_info);
+ ClassDB::bind_method(D_METHOD("intersect_point", "parameters", "max_results"), &PhysicsDirectSpaceState3D::_intersect_point, DEFVAL(32));
+ ClassDB::bind_method(D_METHOD("intersect_ray", "parameters"), &PhysicsDirectSpaceState3D::_intersect_ray);
+ ClassDB::bind_method(D_METHOD("intersect_shape", "parameters", "max_results"), &PhysicsDirectSpaceState3D::_intersect_shape, DEFVAL(32));
+ ClassDB::bind_method(D_METHOD("cast_motion", "parameters"), &PhysicsDirectSpaceState3D::_cast_motion);
+ ClassDB::bind_method(D_METHOD("collide_shape", "parameters", "max_results"), &PhysicsDirectSpaceState3D::_collide_shape, DEFVAL(32));
+ ClassDB::bind_method(D_METHOD("get_rest_info", "parameters"), &PhysicsDirectSpaceState3D::_get_rest_info);
}
///////////////////////////////
@@ -427,7 +503,7 @@ void PhysicsTestMotionParameters3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin"), "set_margin", "get_margin");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_collisions"), "set_max_collisions", "get_max_collisions");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_separation_ray"), "set_collide_separation_ray_enabled", "is_collide_separation_ray_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_bodies"), "set_exclude_bodies", "get_exclude_bodies");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_bodies", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude_bodies", "get_exclude_bodies");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_objects"), "set_exclude_objects", "get_exclude_objects");
}
@@ -585,9 +661,6 @@ void PhysicsServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("area_set_space", "area", "space"), &PhysicsServer3D::area_set_space);
ClassDB::bind_method(D_METHOD("area_get_space", "area"), &PhysicsServer3D::area_get_space);
- ClassDB::bind_method(D_METHOD("area_set_space_override_mode", "area", "mode"), &PhysicsServer3D::area_set_space_override_mode);
- ClassDB::bind_method(D_METHOD("area_get_space_override_mode", "area"), &PhysicsServer3D::area_get_space_override_mode);
-
ClassDB::bind_method(D_METHOD("area_add_shape", "area", "shape", "transform", "disabled"), &PhysicsServer3D::area_add_shape, DEFVAL(Transform3D()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("area_set_shape", "area", "shape_idx", "shape"), &PhysicsServer3D::area_set_shape);
ClassDB::bind_method(D_METHOD("area_set_shape_transform", "area", "shape_idx", "transform"), &PhysicsServer3D::area_set_shape_transform);
@@ -612,8 +685,8 @@ void PhysicsServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("area_attach_object_instance_id", "area", "id"), &PhysicsServer3D::area_attach_object_instance_id);
ClassDB::bind_method(D_METHOD("area_get_object_instance_id", "area"), &PhysicsServer3D::area_get_object_instance_id);
- ClassDB::bind_method(D_METHOD("area_set_monitor_callback", "area", "receiver", "method"), &PhysicsServer3D::area_set_monitor_callback);
- ClassDB::bind_method(D_METHOD("area_set_area_monitor_callback", "area", "receiver", "method"), &PhysicsServer3D::area_set_area_monitor_callback);
+ ClassDB::bind_method(D_METHOD("area_set_monitor_callback", "area", "callback"), &PhysicsServer3D::area_set_monitor_callback);
+ ClassDB::bind_method(D_METHOD("area_set_area_monitor_callback", "area", "callback"), &PhysicsServer3D::area_set_area_monitor_callback);
ClassDB::bind_method(D_METHOD("area_set_monitorable", "area", "monitorable"), &PhysicsServer3D::area_set_monitorable);
ClassDB::bind_method(D_METHOD("area_set_ray_pickable", "area", "enable"), &PhysicsServer3D::area_set_ray_pickable);
@@ -833,12 +906,15 @@ void PhysicsServer3D::_bind_methods() {
BIND_ENUM_CONSTANT(SHAPE_SOFT_BODY);
BIND_ENUM_CONSTANT(SHAPE_CUSTOM);
+ BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_OVERRIDE_MODE);
BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY);
BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_VECTOR);
BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_IS_POINT);
BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_DISTANCE_SCALE);
BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_POINT_ATTENUATION);
+ BIND_ENUM_CONSTANT(AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE);
BIND_ENUM_CONSTANT(AREA_PARAM_LINEAR_DAMP);
+ BIND_ENUM_CONSTANT(AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE);
BIND_ENUM_CONSTANT(AREA_PARAM_ANGULAR_DAMP);
BIND_ENUM_CONSTANT(AREA_PARAM_PRIORITY);
BIND_ENUM_CONSTANT(AREA_PARAM_WIND_FORCE_MAGNITUDE);
@@ -863,10 +939,15 @@ void PhysicsServer3D::_bind_methods() {
BIND_ENUM_CONSTANT(BODY_PARAM_INERTIA);
BIND_ENUM_CONSTANT(BODY_PARAM_CENTER_OF_MASS);
BIND_ENUM_CONSTANT(BODY_PARAM_GRAVITY_SCALE);
+ BIND_ENUM_CONSTANT(BODY_PARAM_LINEAR_DAMP_MODE);
+ BIND_ENUM_CONSTANT(BODY_PARAM_ANGULAR_DAMP_MODE);
BIND_ENUM_CONSTANT(BODY_PARAM_LINEAR_DAMP);
BIND_ENUM_CONSTANT(BODY_PARAM_ANGULAR_DAMP);
BIND_ENUM_CONSTANT(BODY_PARAM_MAX);
+ BIND_ENUM_CONSTANT(BODY_DAMP_MODE_COMBINE);
+ BIND_ENUM_CONSTANT(BODY_DAMP_MODE_REPLACE);
+
BIND_ENUM_CONSTANT(BODY_STATE_TRANSFORM);
BIND_ENUM_CONSTANT(BODY_STATE_LINEAR_VELOCITY);
BIND_ENUM_CONSTANT(BODY_STATE_ANGULAR_VELOCITY);
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h
index c609afc11e..89a7eeee96 100644
--- a/servers/physics_server_3d.h
+++ b/servers/physics_server_3d.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef PHYSICS_SERVER_H
-#define PHYSICS_SERVER_H
+#ifndef PHYSICS_SERVER_3D_H
+#define PHYSICS_SERVER_3D_H
#include "core/io/resource.h"
#include "core/object/class_db.h"
@@ -48,6 +48,7 @@ public:
virtual real_t get_total_linear_damp() const = 0;
virtual Vector3 get_center_of_mass() const = 0;
+ virtual Vector3 get_center_of_mass_local() const = 0;
virtual Basis get_principal_inertia_axes() const = 0;
virtual real_t get_inverse_mass() const = 0; // get the mass
virtual Vector3 get_inverse_inertia() const = 0; // get density of this body space
@@ -96,55 +97,18 @@ public:
PhysicsDirectBodyState3D();
};
-class PhysicsShapeQueryParameters3D : public RefCounted {
- GDCLASS(PhysicsShapeQueryParameters3D, RefCounted);
- friend class PhysicsDirectSpaceState3D;
-
- RES shape_ref;
- RID shape;
- Transform3D transform;
- real_t margin = 0.0;
- Set<RID> exclude;
- uint32_t collision_mask = UINT32_MAX;
-
- bool collide_with_bodies = true;
- bool collide_with_areas = false;
-
-protected:
- static void _bind_methods();
-
-public:
- void set_shape(const RES &p_shape_ref);
- RES get_shape() const;
- void set_shape_rid(const RID &p_shape);
- RID get_shape_rid() const;
-
- void set_transform(const Transform3D &p_transform);
- Transform3D get_transform() const;
-
- void set_margin(real_t p_margin);
- real_t get_margin() const;
-
- void set_collision_mask(uint32_t p_collision_mask);
- uint32_t get_collision_mask() const;
-
- void set_exclude(const Vector<RID> &p_exclude);
- Vector<RID> get_exclude() const;
-
- void set_collide_with_bodies(bool p_enable);
- bool is_collide_with_bodies_enabled() const;
-
- void set_collide_with_areas(bool p_enable);
- bool is_collide_with_areas_enabled() const;
-};
+class PhysicsRayQueryParameters3D;
+class PhysicsPointQueryParameters3D;
+class PhysicsShapeQueryParameters3D;
class PhysicsDirectSpaceState3D : public Object {
GDCLASS(PhysicsDirectSpaceState3D, Object);
private:
- Dictionary _intersect_ray(const Vector3 &p_from, const Vector3 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
+ Dictionary _intersect_ray(const Ref<PhysicsRayQueryParameters3D> &p_ray_query);
+ Array _intersect_point(const Ref<PhysicsPointQueryParameters3D> &p_point_query, int p_max_results = 32);
Array _intersect_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results = 32);
- Array _cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, const Vector3 &p_motion);
+ Array _cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query);
Array _collide_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results = 32);
Dictionary _get_rest_info(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query);
@@ -152,27 +116,61 @@ protected:
static void _bind_methods();
public:
- struct ShapeResult {
+ struct RayParameters {
+ Vector3 from;
+ Vector3 to;
+ Set<RID> exclude;
+ uint32_t collision_mask = UINT32_MAX;
+
+ bool collide_with_bodies = true;
+ bool collide_with_areas = false;
+
+ bool hit_from_inside = false;
+ bool hit_back_faces = true;
+
+ bool pick_ray = false;
+ };
+
+ struct RayResult {
+ Vector3 position;
+ Vector3 normal;
RID rid;
ObjectID collider_id;
Object *collider = nullptr;
int shape = 0;
};
- virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) = 0;
- struct RayResult {
- Vector3 position;
- Vector3 normal;
+ struct ShapeResult {
RID rid;
ObjectID collider_id;
Object *collider = nullptr;
int shape = 0;
};
- virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) = 0;
+ struct PointParameters {
+ Vector3 position;
+ Set<RID> exclude;
+ uint32_t collision_mask = UINT32_MAX;
+
+ bool collide_with_bodies = true;
+ bool collide_with_areas = false;
+ };
+
+ virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) = 0;
- virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ struct ShapeParameters {
+ RID shape_rid;
+ Transform3D transform;
+ Vector3 motion;
+ real_t margin = 0.0;
+ Set<RID> exclude;
+ uint32_t collision_mask = UINT32_MAX;
+
+ bool collide_with_bodies = true;
+ bool collide_with_areas = false;
+ };
struct ShapeRestInfo {
Vector3 point;
@@ -180,14 +178,13 @@ public:
RID rid;
ObjectID collider_id;
int shape = 0;
- Vector3 linear_velocity; //velocity at contact point
+ Vector3 linear_velocity; // Velocity at contact point.
};
- virtual bool cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &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 = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) = 0;
-
- virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
-
- virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) = 0;
+ virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info = nullptr) = 0;
+ virtual bool collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) = 0;
+ virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) = 0;
virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const = 0;
@@ -291,12 +288,15 @@ public:
//missing attenuation? missing better override?
enum AreaParameter {
+ AREA_PARAM_GRAVITY_OVERRIDE_MODE,
AREA_PARAM_GRAVITY,
AREA_PARAM_GRAVITY_VECTOR,
AREA_PARAM_GRAVITY_IS_POINT,
AREA_PARAM_GRAVITY_DISTANCE_SCALE,
AREA_PARAM_GRAVITY_POINT_ATTENUATION,
+ AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE,
AREA_PARAM_LINEAR_DAMP,
+ AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE,
AREA_PARAM_ANGULAR_DAMP,
AREA_PARAM_PRIORITY,
AREA_PARAM_WIND_FORCE_MAGNITUDE,
@@ -318,9 +318,6 @@ public:
AREA_SPACE_OVERRIDE_REPLACE_COMBINE
};
- virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) = 0;
- virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const = 0;
-
virtual void area_add_shape(RID p_area, RID p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false) = 0;
virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape) = 0;
virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform3D &p_transform) = 0;
@@ -348,8 +345,8 @@ public:
virtual void area_set_monitorable(RID p_area, bool p_monitorable) = 0;
- virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0;
- virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0;
+ virtual void area_set_monitor_callback(RID p_area, const Callable &p_callback) = 0;
+ virtual void area_set_area_monitor_callback(RID p_area, const Callable &p_callback) = 0;
virtual void area_set_ray_pickable(RID p_area, bool p_enable) = 0;
@@ -364,6 +361,11 @@ public:
BODY_MODE_DYNAMIC_LINEAR,
};
+ enum BodyDampMode {
+ BODY_DAMP_MODE_COMBINE,
+ BODY_DAMP_MODE_REPLACE,
+ };
+
virtual RID body_create() = 0;
virtual void body_set_space(RID p_body, RID p_space) = 0;
@@ -408,6 +410,8 @@ public:
BODY_PARAM_INERTIA,
BODY_PARAM_CENTER_OF_MASS,
BODY_PARAM_GRAVITY_SCALE,
+ BODY_PARAM_LINEAR_DAMP_MODE,
+ BODY_PARAM_ANGULAR_DAMP_MODE,
BODY_PARAM_LINEAR_DAMP,
BODY_PARAM_ANGULAR_DAMP,
BODY_PARAM_MAX,
@@ -778,6 +782,110 @@ public:
~PhysicsServer3D();
};
+class PhysicsRayQueryParameters3D : public RefCounted {
+ GDCLASS(PhysicsRayQueryParameters3D, RefCounted);
+
+ PhysicsDirectSpaceState3D::RayParameters parameters;
+
+protected:
+ static void _bind_methods();
+
+public:
+ const PhysicsDirectSpaceState3D::RayParameters &get_parameters() const { return parameters; }
+
+ void set_from(const Vector3 &p_from) { parameters.from = p_from; }
+ const Vector3 &get_from() const { return parameters.from; }
+
+ void set_to(const Vector3 &p_to) { parameters.to = p_to; }
+ const Vector3 &get_to() const { return parameters.to; }
+
+ void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; }
+ uint32_t get_collision_mask() const { return parameters.collision_mask; }
+
+ void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; }
+ bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; }
+
+ void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; }
+ bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; }
+
+ void set_hit_from_inside(bool p_enable) { parameters.hit_from_inside = p_enable; }
+ bool is_hit_from_inside_enabled() const { return parameters.hit_from_inside; }
+
+ void set_hit_back_faces(bool p_enable) { parameters.hit_back_faces = p_enable; }
+ bool is_hit_back_faces_enabled() const { return parameters.hit_back_faces; }
+
+ void set_exclude(const Vector<RID> &p_exclude);
+ Vector<RID> get_exclude() const;
+};
+
+class PhysicsPointQueryParameters3D : public RefCounted {
+ GDCLASS(PhysicsPointQueryParameters3D, RefCounted);
+
+ PhysicsDirectSpaceState3D::PointParameters parameters;
+
+protected:
+ static void _bind_methods();
+
+public:
+ const PhysicsDirectSpaceState3D::PointParameters &get_parameters() const { return parameters; }
+
+ void set_position(const Vector3 &p_position) { parameters.position = p_position; }
+ const Vector3 &get_position() const { return parameters.position; }
+
+ void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; }
+ uint32_t get_collision_mask() const { return parameters.collision_mask; }
+
+ void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; }
+ bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; }
+
+ void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; }
+ bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; }
+
+ void set_exclude(const Vector<RID> &p_exclude);
+ Vector<RID> get_exclude() const;
+};
+
+class PhysicsShapeQueryParameters3D : public RefCounted {
+ GDCLASS(PhysicsShapeQueryParameters3D, RefCounted);
+
+ PhysicsDirectSpaceState3D::ShapeParameters parameters;
+
+ RES shape_ref;
+
+protected:
+ static void _bind_methods();
+
+public:
+ const PhysicsDirectSpaceState3D::ShapeParameters &get_parameters() const { return parameters; }
+
+ void set_shape(const RES &p_shape_ref);
+ RES get_shape() const { return shape_ref; }
+
+ void set_shape_rid(const RID &p_shape);
+ RID get_shape_rid() const { return parameters.shape_rid; }
+
+ void set_transform(const Transform3D &p_transform) { parameters.transform = p_transform; }
+ const Transform3D &get_transform() const { return parameters.transform; }
+
+ void set_motion(const Vector3 &p_motion) { parameters.motion = p_motion; }
+ const Vector3 &get_motion() const { return parameters.motion; }
+
+ void set_margin(real_t p_margin) { parameters.margin = p_margin; }
+ real_t get_margin() const { return parameters.margin; }
+
+ void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; }
+ uint32_t get_collision_mask() const { return parameters.collision_mask; }
+
+ void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; }
+ bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; }
+
+ void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; }
+ bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; }
+
+ void set_exclude(const Vector<RID> &p_exclude);
+ Vector<RID> get_exclude() const;
+};
+
class PhysicsTestMotionParameters3D : public RefCounted {
GDCLASS(PhysicsTestMotionParameters3D, RefCounted);
@@ -890,6 +998,7 @@ VARIANT_ENUM_CAST(PhysicsServer3D::AreaParameter);
VARIANT_ENUM_CAST(PhysicsServer3D::AreaSpaceOverrideMode);
VARIANT_ENUM_CAST(PhysicsServer3D::BodyMode);
VARIANT_ENUM_CAST(PhysicsServer3D::BodyParameter);
+VARIANT_ENUM_CAST(PhysicsServer3D::BodyDampMode);
VARIANT_ENUM_CAST(PhysicsServer3D::BodyState);
VARIANT_ENUM_CAST(PhysicsServer3D::BodyAxis);
VARIANT_ENUM_CAST(PhysicsServer3D::PinJointParam);
@@ -903,4 +1012,4 @@ VARIANT_ENUM_CAST(PhysicsServer3D::G6DOFJointAxisFlag);
VARIANT_ENUM_CAST(PhysicsServer3D::AreaBodyStatus);
VARIANT_ENUM_CAST(PhysicsServer3D::ProcessInfo);
-#endif
+#endif // PHYSICS_SERVER_3D_H
diff --git a/servers/physics_3d/physics_server_3d_wrap_mt.cpp b/servers/physics_server_3d_wrap_mt.cpp
index c424100bba..c424100bba 100644
--- a/servers/physics_3d/physics_server_3d_wrap_mt.cpp
+++ b/servers/physics_server_3d_wrap_mt.cpp
diff --git a/servers/physics_3d/physics_server_3d_wrap_mt.h b/servers/physics_server_3d_wrap_mt.h
index 17d02addda..507427ecec 100644
--- a/servers/physics_3d/physics_server_3d_wrap_mt.h
+++ b/servers/physics_server_3d_wrap_mt.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef PHYSICS3DSERVERWRAPMT_H
-#define PHYSICS3DSERVERWRAPMT_H
+#ifndef PHYSICS_SERVER_3D_WRAP_MT_H
+#define PHYSICS_SERVER_3D_WRAP_MT_H
#include "core/config/project_settings.h"
#include "core/os/thread.h"
@@ -58,9 +58,7 @@ class PhysicsServer3DWrapMT : public PhysicsServer3D {
bool create_thread = false;
Semaphore step_sem;
- int step_pending = 0;
void thread_step(real_t p_delta);
- void thread_flush();
void thread_exit();
@@ -139,9 +137,6 @@ public:
FUNC2(area_set_space, RID, RID);
FUNC1RC(RID, area_get_space, RID);
- FUNC2(area_set_space_override_mode, RID, AreaSpaceOverrideMode);
- FUNC1RC(AreaSpaceOverrideMode, area_get_space_override_mode, RID);
-
FUNC4(area_add_shape, RID, RID, const Transform3D &, bool);
FUNC3(area_set_shape, RID, int, RID);
FUNC3(area_set_shape_transform, RID, int, const Transform3D &);
@@ -168,8 +163,8 @@ public:
FUNC2(area_set_monitorable, RID, bool);
FUNC2(area_set_ray_pickable, RID, bool);
- FUNC3(area_set_monitor_callback, RID, Object *, const StringName &);
- FUNC3(area_set_area_monitor_callback, RID, Object *, const StringName &);
+ FUNC2(area_set_monitor_callback, RID, const Callable &);
+ FUNC2(area_set_area_monitor_callback, RID, const Callable &);
/* BODY API */
@@ -406,4 +401,4 @@ public:
#endif
#undef SYNC_DEBUG
-#endif // PHYSICS3DSERVERWRAPMT_H
+#endif // PHYSICS_SERVER_3D_WRAP_MT_H
diff --git a/servers/register_server_types.cpp b/servers/register_server_types.cpp
index 28cd8374c0..7004b2317c 100644
--- a/servers/register_server_types.cpp
+++ b/servers/register_server_types.cpp
@@ -59,12 +59,12 @@
#include "display_server.h"
#include "navigation_server_2d.h"
#include "navigation_server_3d.h"
-#include "physics_2d/physics_server_2d_sw.h"
-#include "physics_2d/physics_server_2d_wrap_mt.h"
-#include "physics_3d/physics_server_3d_sw.h"
-#include "physics_3d/physics_server_3d_wrap_mt.h"
+#include "physics_2d/godot_physics_server_2d.h"
+#include "physics_3d/godot_physics_server_3d.h"
#include "physics_server_2d.h"
+#include "physics_server_2d_wrap_mt.h"
#include "physics_server_3d.h"
+#include "physics_server_3d_wrap_mt.h"
#include "rendering/renderer_compositor.h"
#include "rendering/rendering_device.h"
#include "rendering/rendering_device_binds.h"
@@ -82,7 +82,7 @@ ShaderTypes *shader_types = nullptr;
PhysicsServer3D *_createGodotPhysics3DCallback() {
bool using_threads = GLOBAL_GET("physics/3d/run_on_thread");
- PhysicsServer3D *physics_server = memnew(PhysicsServer3DSW(using_threads));
+ PhysicsServer3D *physics_server = memnew(GodotPhysicsServer3D(using_threads));
return memnew(PhysicsServer3DWrapMT(physics_server, using_threads));
}
@@ -90,7 +90,7 @@ PhysicsServer3D *_createGodotPhysics3DCallback() {
PhysicsServer2D *_createGodotPhysics2DCallback() {
bool using_threads = GLOBAL_GET("physics/2d/run_on_thread");
- PhysicsServer2D *physics_server = memnew(PhysicsServer2DSW(using_threads));
+ PhysicsServer2D *physics_server = memnew(GodotPhysicsServer2D(using_threads));
return memnew(PhysicsServer2DWrapMT(physics_server, using_threads));
}
@@ -133,6 +133,7 @@ void register_server_types() {
GDREGISTER_VIRTUAL_CLASS(XRInterface);
GDREGISTER_CLASS(XRInterfaceExtension); // can't register this as virtual because we need a creation function for our extensions.
+ GDREGISTER_CLASS(XRPose);
GDREGISTER_CLASS(XRPositionalTracker);
GDREGISTER_CLASS(AudioStream);
@@ -208,13 +209,17 @@ void register_server_types() {
GDREGISTER_VIRTUAL_CLASS(PhysicsDirectBodyState2D);
GDREGISTER_VIRTUAL_CLASS(PhysicsDirectSpaceState2D);
+ GDREGISTER_CLASS(PhysicsRayQueryParameters2D);
+ GDREGISTER_CLASS(PhysicsPointQueryParameters2D);
+ GDREGISTER_CLASS(PhysicsShapeQueryParameters2D);
GDREGISTER_CLASS(PhysicsTestMotionParameters2D);
GDREGISTER_CLASS(PhysicsTestMotionResult2D);
- GDREGISTER_CLASS(PhysicsShapeQueryParameters2D);
- GDREGISTER_CLASS(PhysicsShapeQueryParameters3D);
GDREGISTER_VIRTUAL_CLASS(PhysicsDirectBodyState3D);
GDREGISTER_VIRTUAL_CLASS(PhysicsDirectSpaceState3D);
+ GDREGISTER_CLASS(PhysicsRayQueryParameters3D);
+ GDREGISTER_CLASS(PhysicsPointQueryParameters3D);
+ GDREGISTER_CLASS(PhysicsShapeQueryParameters3D);
GDREGISTER_CLASS(PhysicsTestMotionParameters3D);
GDREGISTER_CLASS(PhysicsTestMotionResult3D);
diff --git a/servers/rendering/rasterizer_dummy.h b/servers/rendering/rasterizer_dummy.h
index 7821210284..cecb009aa0 100644
--- a/servers/rendering/rasterizer_dummy.h
+++ b/servers/rendering/rasterizer_dummy.h
@@ -55,6 +55,9 @@ public:
void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override {}
void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override {}
void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override {}
+ void geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) override {}
+ void geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) override {}
+ void geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) override {}
uint32_t geometry_instance_get_pair_mask() override { return 0; }
void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override {}
@@ -125,7 +128,7 @@ public:
void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) override {}
void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override {}
- void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) override {}
+ void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) override {}
void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override {}
void environment_set_volumetric_fog_filter_active(bool p_enable) override {}
@@ -152,6 +155,12 @@ public:
void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override {}
void light_instance_mark_visible(RID p_light_instance) override {}
+ RID fog_volume_instance_create(RID p_fog_volume) override { return RID(); }
+ void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override {}
+ void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override {}
+ RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override { return RID(); }
+ Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override { return Vector3(); }
+
RID reflection_atlas_create() override { return RID(); }
int reflection_atlas_get_size(RID p_ref_atlas) const override { return 0; }
void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override {}
@@ -177,7 +186,7 @@ public:
void voxel_gi_set_quality(RS::VoxelGIQuality) override {}
- void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_info = nullptr) override {}
+ void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_info = nullptr) override {}
void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override {}
void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override {}
@@ -249,7 +258,7 @@ public:
Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); }
Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); }
- void texture_replace(RID p_texture, RID p_by_texture) override {}
+ void texture_replace(RID p_texture, RID p_by_texture) override { free(p_by_texture); }
void texture_set_size_override(RID p_texture, int p_width, int p_height) override {}
void texture_set_path(RID p_texture, const String &p_path) override {}
@@ -284,8 +293,8 @@ public:
String shader_get_code(RID p_shader) const override { return ""; }
void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override {}
- void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) override {}
- RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const override { return RID(); }
+ void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override {}
+ RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override { return RID(); }
Variant shader_get_param_default(RID p_material, const StringName &p_param) const override { return Variant(); }
RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override { return RS::ShaderNativeSourceCode(); };
@@ -607,6 +616,17 @@ public:
void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override {}
void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override {}
+ /* FOG VOLUMES */
+
+ RID fog_volume_allocate() override { return RID(); }
+ void fog_volume_initialize(RID p_rid) override {}
+
+ void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override {}
+ void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) override {}
+ void fog_volume_set_material(RID p_fog_volume, RID p_material) override {}
+ AABB fog_volume_get_aabb(RID p_fog_volume) const override { return AABB(); }
+ RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const override { return RS::FOG_VOLUME_SHAPE_BOX; }
+
/* VISIBILITY NOTIFIER */
virtual RID visibility_notifier_allocate() override { return RID(); }
virtual void visibility_notifier_initialize(RID p_notifier) override {}
diff --git a/servers/rendering/renderer_canvas_cull.cpp b/servers/rendering/renderer_canvas_cull.cpp
index 46683e8e68..7b70483571 100644
--- a/servers/rendering/renderer_canvas_cull.cpp
+++ b/servers/rendering/renderer_canvas_cull.cpp
@@ -137,8 +137,7 @@ void RendererCanvasCull::_attach_canvas_item_for_draw(RendererCanvasCull::Item *
// We have two choices now, if user has drawn something, we must assume users wants to draw the "mask", so compute the size based on this.
// If nothing has been drawn, we just take it over and draw it ourselves.
- if (ci->canvas_group->fit_empty && (ci->commands == nullptr ||
- (ci->commands->next == nullptr && ci->commands->type == RendererCanvasCull::Item::Command::TYPE_RECT && (static_cast<RendererCanvasCull::Item::CommandRect *>(ci->commands)->flags & RendererCanvasRender::CANVAS_RECT_IS_GROUP)))) {
+ if (ci->canvas_group->fit_empty && (ci->commands == nullptr || (ci->commands->next == nullptr && ci->commands->type == RendererCanvasCull::Item::Command::TYPE_RECT && (static_cast<RendererCanvasCull::Item::CommandRect *>(ci->commands)->flags & RendererCanvasRender::CANVAS_RECT_IS_GROUP)))) {
// No commands, or sole command is the one used to draw, so we (re)create the draw command.
ci->clear();
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h
index c0c03eb26a..feafd4c2db 100644
--- a/servers/rendering/renderer_rd/cluster_builder_rd.h
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.h
@@ -289,7 +289,7 @@ public:
e.touches_near = min_d < z_near;
} else {
//contains camera inside light
- Plane base_plane(xform.origin, -xform.basis.get_axis(Vector3::AXIS_Z));
+ Plane base_plane(-xform.basis.get_axis(Vector3::AXIS_Z), xform.origin);
float dist = base_plane.distance_to(Vector3());
if (dist >= 0 && dist < radius) {
//inside, check angle
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index c69408a30b..fdd6939a8b 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -443,7 +443,7 @@ void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back
RD::get_singleton()->compute_list_end();
}
-void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
+void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer.");
memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
@@ -456,7 +456,7 @@ void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const
copy.push_constant.glow_strength = p_strength;
copy.push_constant.glow_bloom = p_bloom;
- copy.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold;
+ copy.push_constant.glow_hdr_threshold = p_hdr_bleed_threshold;
copy.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
copy.push_constant.glow_exposure = p_exposure;
copy.push_constant.glow_white = 0; //actually unused
@@ -479,7 +479,7 @@ void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const
RD::get_singleton()->compute_list_end();
}
-void EffectsRD::gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
+void EffectsRD::gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer.");
memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
@@ -492,7 +492,7 @@ void EffectsRD::gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_
blur_raster.push_constant.glow_strength = p_strength;
blur_raster.push_constant.glow_bloom = p_bloom;
- blur_raster.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold;
+ blur_raster.push_constant.glow_hdr_threshold = p_hdr_bleed_threshold;
blur_raster.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
blur_raster.push_constant.glow_exposure = p_exposure;
blur_raster.push_constant.glow_white = 0; //actually unused
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index 0db0919dbc..551e50ed25 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -762,8 +762,8 @@ public:
void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false);
void gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst = false);
void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
- void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
- void gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
+ void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
+ void gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
void cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
void cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 6a3b9726da..22e3bbdb00 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -328,10 +328,16 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
push_constant.uv_offset = 0;
}
+ bool should_request_redraw = false;
+
for (uint32_t i = p_from_element; i < p_to_element; i++) {
const GeometryInstanceSurfaceDataCache *surf = p_params->elements[i];
const RenderElementInfo &element_info = p_params->element_info[i];
+ if (surf->owner->instance_count == 0) {
+ continue;
+ }
+
push_constant.base_index = i + p_params->element_offset;
RID material_uniform_set;
@@ -365,6 +371,11 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
continue;
}
+ //request a redraw if one of the shaders uses TIME
+ if (shader->uses_time) {
+ should_request_redraw = true;
+ }
+
//find cull variant
SceneShaderForwardClustered::ShaderData::CullVariant cull_variant;
@@ -381,7 +392,7 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
RS::PrimitiveType primitive = surf->primitive;
RID xforms_uniform_set = surf->owner->transforms_uniform_set;
- SceneShaderForwardClustered::ShaderVersion shader_version = SceneShaderForwardClustered::SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
+ SceneShaderForwardClustered::PipelineVersion pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
uint32_t pipeline_specialization = 0;
@@ -399,48 +410,54 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
}
switch (p_pass_mode) {
- case PASS_MODE_COLOR:
+ case PASS_MODE_COLOR: {
+ if (element_info.uses_lightmap) {
+ pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_LIGHTMAP_OPAQUE_PASS;
+ } else {
+ pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_OPAQUE_PASS;
+ }
+ } break;
case PASS_MODE_COLOR_TRANSPARENT: {
if (element_info.uses_lightmap) {
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_LIGHTMAP_COLOR_PASS;
+ pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_LIGHTMAP_TRANSPARENT_PASS;
} else {
if (element_info.uses_forward_gi) {
pipeline_specialization |= SceneShaderForwardClustered::SHADER_SPECIALIZATION_FORWARD_GI;
}
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_COLOR_PASS;
+ pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_TRANSPARENT_PASS;
}
} break;
case PASS_MODE_COLOR_SPECULAR: {
if (element_info.uses_lightmap) {
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
+ pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_LIGHTMAP_OPAQUE_PASS_WITH_SEPARATE_SPECULAR;
} else {
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
+ pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_OPAQUE_PASS_WITH_SEPARATE_SPECULAR;
}
} break;
case PASS_MODE_SHADOW:
case PASS_MODE_DEPTH: {
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS;
+ pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS;
} break;
case PASS_MODE_SHADOW_DP: {
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_DP;
+ pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_DP;
} break;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
+ pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
} break;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: {
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI;
+ pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI;
} break;
case PASS_MODE_DEPTH_MATERIAL: {
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL;
+ pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL;
} break;
case PASS_MODE_SDF: {
- shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_SDF;
+ pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_SDF;
} break;
}
PipelineCacheRD *pipeline = nullptr;
- pipeline = &shader->pipelines[cull_variant][primitive][shader_version];
+ pipeline = &shader->pipelines[cull_variant][primitive][pipeline_version];
RD::VertexFormatID vertex_format = -1;
RID vertex_array_rd;
@@ -500,6 +517,11 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instance_count);
i += element_info.repeat - 1; //skip equal elements
}
+
+ // Make the actual redraw request
+ if (should_request_redraw) {
+ RenderingServerDefault::redraw_request();
+ }
}
void RenderForwardClustered::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
@@ -757,9 +779,6 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment);
scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment);
scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment);
- if (scene_state.ubo.fog_height_density >= 0.0001) {
- scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
- }
scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment);
Color fog_color = environment_get_fog_light_color(p_render_data->environment).to_linear();
@@ -907,7 +926,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
}
uint32_t lightmap_captures_used = 0;
- Plane near_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ Plane near_plane = Plane(-p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
near_plane.d += p_render_data->cam_projection.get_z_near();
float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near();
@@ -937,10 +956,23 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
}
bool uses_lightmap = false;
bool uses_gi = false;
+ float fade_alpha = 1.0;
if (p_render_list == RENDER_LIST_OPAQUE) {
- //setup GI
+ if (inst->fade_near || inst->fade_far) {
+ float fade_dist = inst->transform.origin.distance_to(p_render_data->cam_transform.origin);
+ if (inst->fade_far && fade_dist > inst->fade_far_begin) {
+ fade_alpha = MAX(0.0, 1.0 - (fade_dist - inst->fade_far_begin) / (inst->fade_far_end - inst->fade_far_begin));
+ } else if (inst->fade_near && fade_dist < inst->fade_near_end) {
+ fade_alpha = MAX(0.0, (fade_dist - inst->fade_near_begin) / (inst->fade_near_end - inst->fade_near_begin));
+ }
+ }
+
+ fade_alpha *= inst->force_alpha * inst->parent_fade_alpha;
+ flags = (flags & ~INSTANCE_DATA_FLAGS_FADE_MASK) | (uint32_t(fade_alpha * 255.0) << INSTANCE_DATA_FLAGS_FADE_SHIFT);
+
+ // Setup GI
if (inst->lightmap_instance.is_valid()) {
int32_t lightmap_cull_index = -1;
for (uint32_t j = 0; j < scene_state.lightmaps_used; j++) {
@@ -1071,6 +1103,11 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
#else
bool force_alpha = false;
#endif
+
+ if (fade_alpha < 0.999) {
+ force_alpha = true;
+ }
+
if (!force_alpha && (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE))) {
rl->add_element(surf);
}
@@ -1545,7 +1582,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
_setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false);
{
- RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR_TRANSPARENT, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
_render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
}
@@ -2881,6 +2918,29 @@ void RenderForwardClustered::geometry_instance_set_lod_bias(GeometryInstance *p_
ERR_FAIL_COND(!ginstance);
ginstance->lod_bias = p_lod_bias;
}
+void RenderForwardClustered::geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->fade_near = p_enable_near;
+ ginstance->fade_near_begin = p_near_begin;
+ ginstance->fade_near_end = p_near_end;
+ ginstance->fade_far = p_enable_far;
+ ginstance->fade_far_begin = p_far_begin;
+ ginstance->fade_far_end = p_far_end;
+}
+
+void RenderForwardClustered::geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->parent_fade_alpha = p_alpha;
+}
+
+void RenderForwardClustered::geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->force_alpha = CLAMP(1.0 - p_transparency, 0, 1);
+}
+
void RenderForwardClustered::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
index ff3d2fc6cb..2ba9558128 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -208,6 +208,8 @@ class RenderForwardClustered : public RendererSceneRenderRD {
INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT = 16,
INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_MASK = 0xFF,
+ INSTANCE_DATA_FLAGS_FADE_SHIFT = 24,
+ INSTANCE_DATA_FLAGS_FADE_MASK = 0xFF << INSTANCE_DATA_FLAGS_FADE_SHIFT
};
struct SceneState {
@@ -466,6 +468,15 @@ class RenderForwardClustered : public RendererSceneRenderRD {
bool can_sdfgi = false;
bool using_projectors = false;
bool using_softshadows = false;
+ bool fade_near = false;
+ float fade_near_begin = 0;
+ float fade_near_end = 0;
+ bool fade_far = false;
+ float fade_far_begin = 0;
+ float fade_far_end = 0;
+ float force_alpha = 1.0;
+ float parent_fade_alpha = 1.0;
+
//used during setup
uint32_t base_flags = 0;
Transform3D transform;
@@ -599,6 +610,9 @@ public:
virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override;
virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override;
virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override;
+ virtual void geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) override;
+ virtual void geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) override;
+ virtual void geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) override;
virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override;
virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override;
virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index a1c3481ed6..6ae76c9bf2 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -267,8 +267,26 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j];
- for (int k = 0; k < SHADER_VERSION_MAX; k++) {
- if (!static_cast<SceneShaderForwardClustered *>(singleton)->shader.is_variant_enabled(k)) {
+ for (int k = 0; k < PIPELINE_VERSION_MAX; k++) {
+ ShaderVersion shader_version;
+ static const ShaderVersion shader_version_table[PIPELINE_VERSION_MAX] = {
+ SHADER_VERSION_DEPTH_PASS,
+ SHADER_VERSION_DEPTH_PASS_DP,
+ SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
+ SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI,
+ SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
+ SHADER_VERSION_DEPTH_PASS_WITH_SDF,
+ SHADER_VERSION_COLOR_PASS,
+ SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR,
+ SHADER_VERSION_COLOR_PASS,
+ SHADER_VERSION_LIGHTMAP_COLOR_PASS,
+ SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR,
+ SHADER_VERSION_LIGHTMAP_COLOR_PASS,
+ };
+
+ shader_version = shader_version_table[k];
+
+ if (!static_cast<SceneShaderForwardClustered *>(singleton)->shader.is_variant_enabled(shader_version)) {
continue;
}
RD::PipelineRasterizationState raster_state;
@@ -279,8 +297,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
RD::PipelineMultisampleState multisample_state;
- if (uses_alpha || uses_blend_alpha) {
- // only allow these flags to go through if we have some form of msaa
+ if (k == PIPELINE_VERSION_TRANSPARENT_PASS || k == PIPELINE_VERSION_LIGHTMAP_TRANSPARENT_PASS) {
if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
multisample_state.enable_alpha_to_coverage = true;
} else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
@@ -288,43 +305,29 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
multisample_state.enable_alpha_to_one = true;
}
- if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
- blend_state = blend_state_blend;
- if (depth_draw == DEPTH_DRAW_OPAQUE) {
- depth_stencil.enable_depth_write = false; //alpha does not draw depth
- }
- } else if (uses_depth_pre_pass && (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS || k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL)) {
- if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
- //none, blend state contains nothing
- } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
- blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
- } else {
- blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
- }
- } else {
- pipelines[i][j][k].clear();
- continue; // do not use this version (will error if using it is attempted)
+ blend_state = blend_state_blend;
+
+ if (depth_draw == DEPTH_DRAW_OPAQUE) {
+ depth_stencil.enable_depth_write = false; //alpha does not draw depth
}
+ } else if (k == PIPELINE_VERSION_OPAQUE_PASS || k == PIPELINE_VERSION_LIGHTMAP_OPAQUE_PASS) {
+ blend_state = blend_state_opaque;
+ } else if (k == PIPELINE_VERSION_DEPTH_PASS || k == PIPELINE_VERSION_DEPTH_PASS_DP) {
+ //none, leave empty
+ } else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
+ blend_state = blend_state_depth_normal_roughness;
+ } else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI) {
+ blend_state = blend_state_depth_normal_roughness_giprobe;
+ } else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL) {
+ blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
+ } else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_SDF) {
+ blend_state = RD::PipelineColorBlendState(); //no color targets for SDF
} else {
- if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
- blend_state = blend_state_opaque;
- } else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
- //none, leave empty
- } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
- blend_state = blend_state_depth_normal_roughness;
- } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI) {
- blend_state = blend_state_depth_normal_roughness_giprobe;
- } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
- blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
- } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_SDF) {
- blend_state = RD::PipelineColorBlendState(); //no color targets for SDF
- } else {
- //specular write
- blend_state = blend_state_opaque_specular;
- }
+ //specular write
+ blend_state = blend_state_opaque_specular;
}
- RID shader_variant = shader_singleton->shader.version_get_shader(version, k);
+ RID shader_variant = shader_singleton->shader.version_get_shader(version, shader_version);
pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants);
}
}
@@ -333,11 +336,20 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
valid = true;
}
-void SceneShaderForwardClustered::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
+void SceneShaderForwardClustered::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
- default_texture_params.erase(p_name);
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
+
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
} else {
- default_texture_params[p_name] = p_texture;
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = Map<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
}
}
@@ -657,6 +669,10 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
}
+ actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; // linear filter with mipmaps
+ actions.custom_samplers["DEPTH_TEXTURE"] = "material_samplers[3]";
+ actions.custom_samplers["NORMAL_ROUGHNESS_TEXTURE"] = "material_samplers[1]"; // linear filter
+
actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
index 09ef425e2e..f2a55939f4 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
@@ -55,10 +55,25 @@ public:
SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR,
SHADER_VERSION_LIGHTMAP_COLOR_PASS,
SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR,
-
SHADER_VERSION_MAX
};
+ enum PipelineVersion {
+ PIPELINE_VERSION_DEPTH_PASS,
+ PIPELINE_VERSION_DEPTH_PASS_DP,
+ PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
+ PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI,
+ PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL,
+ PIPELINE_VERSION_DEPTH_PASS_WITH_SDF,
+ PIPELINE_VERSION_OPAQUE_PASS,
+ PIPELINE_VERSION_OPAQUE_PASS_WITH_SEPARATE_SPECULAR,
+ PIPELINE_VERSION_TRANSPARENT_PASS,
+ PIPELINE_VERSION_LIGHTMAP_OPAQUE_PASS,
+ PIPELINE_VERSION_LIGHTMAP_OPAQUE_PASS_WITH_SEPARATE_SPECULAR,
+ PIPELINE_VERSION_LIGHTMAP_TRANSPARENT_PASS,
+ PIPELINE_VERSION_MAX
+ };
+
enum ShaderSpecializations {
SHADER_SPECIALIZATION_FORWARD_GI = 1 << 0,
SHADER_SPECIALIZATION_PROJECTOR = 1 << 1,
@@ -109,7 +124,7 @@ public:
bool valid;
RID version;
uint32_t vertex_input_mask;
- PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
+ PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][PIPELINE_VERSION_MAX];
String path;
@@ -120,7 +135,7 @@ public:
uint32_t ubo_size;
String code;
- Map<StringName, RID> default_texture_params;
+ Map<StringName, Map<int, RID>> default_texture_params;
DepthDraw depth_draw;
DepthTest depth_test;
@@ -151,7 +166,7 @@ public:
uint32_t index = 0;
virtual void set_code(const String &p_Code);
- virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index 6937df85fb..f23a386acf 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -1322,7 +1322,7 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
}
uint32_t lightmap_captures_used = 0;
- Plane near_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ Plane near_plane(-p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
near_plane.d += p_render_data->cam_projection.get_z_near();
float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near();
@@ -1637,9 +1637,6 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment);
scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment);
scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment);
- if (scene_state.ubo.fog_height_density >= 0.0001) {
- scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
- }
scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment);
Color fog_color = environment_get_fog_light_color(p_render_data->environment).to_linear();
@@ -1824,6 +1821,10 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
const RenderElementInfo &element_info = p_params->element_info[i];
const GeometryInstanceForwardMobile *inst = surf->owner;
+ if (inst->instance_count == 0) {
+ continue;
+ }
+
uint32_t base_spec_constants = p_params->spec_constant_base_flags;
// GeometryInstanceForwardMobile::PushConstant push_constant = inst->push_constant;
@@ -2075,6 +2076,15 @@ void RenderForwardMobile::geometry_instance_set_lod_bias(GeometryInstance *p_geo
ginstance->lod_bias = p_lod_bias;
}
+void RenderForwardMobile::geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) {
+}
+
+void RenderForwardMobile::geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) {
+}
+
+void RenderForwardMobile::geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) {
+}
+
void RenderForwardMobile::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
index 36a92e1464..74bfe16557 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -632,6 +632,9 @@ public:
virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override;
virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override;
virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override;
+ virtual void geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) override;
+ virtual void geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) override;
+ virtual void geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) override;
virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override;
virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override;
virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index 16d650a540..3a6c945052 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -325,11 +325,20 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
valid = true;
}
-void SceneShaderForwardMobile::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
+void SceneShaderForwardMobile::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
- default_texture_params.erase(p_name);
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
+
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
} else {
- default_texture_params[p_name] = p_texture;
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = Map<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
}
}
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
index e1c10f0206..392fac1e3e 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
@@ -111,7 +111,7 @@ public:
uint32_t ubo_size;
String code;
- Map<StringName, RID> default_texture_params;
+ Map<StringName, Map<int, RID>> default_texture_params;
DepthDraw depth_draw;
DepthTest depth_test;
@@ -141,7 +141,7 @@ public:
uint32_t index = 0;
virtual void set_code(const String &p_Code);
- virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
index aefe926cb0..0d60052666 100644
--- a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
@@ -35,8 +35,10 @@ RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD
RD::PipelineMultisampleState multisample_state_version = multisample_state;
multisample_state_version.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_framebuffer_format_id, p_render_pass);
+ bool wireframe = p_wireframe || rasterization_state.wireframe;
+
RD::PipelineRasterizationState raster_state_version = rasterization_state;
- raster_state_version.wireframe = p_wireframe;
+ raster_state_version.wireframe = wireframe;
Vector<RD::PipelineSpecializationConstant> specialization_constants = base_specialization_constants;
@@ -59,7 +61,7 @@ RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD
versions = (Version *)memrealloc(versions, sizeof(Version) * (version_count + 1));
versions[version_count].framebuffer_id = p_framebuffer_format_id;
versions[version_count].vertex_id = p_vertex_format_id;
- versions[version_count].wireframe = p_wireframe;
+ versions[version_count].wireframe = wireframe;
versions[version_count].pipeline = pipeline;
versions[version_count].render_pass = p_render_pass;
versions[version_count].bool_specializations = p_bool_specializations;
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index c69c9eeadf..d013099cce 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "renderer_canvas_render_rd.h"
+
#include "core/config/project_settings.h"
#include "core/math/geometry_2d.h"
#include "core/math/math_defs.h"
@@ -757,6 +758,10 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
instance_count = storage->multimesh_get_instances_to_draw(multimesh);
+ if (instance_count == 0) {
+ break;
+ }
+
RID uniform_set = storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
push_constant.flags |= 1; //multimesh, trails disabled
@@ -1585,9 +1590,6 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
push_constant.z_far = p_far;
push_constant.pad = 0;
- /*if (i == 0)
- *p_xform_cache = projection;*/
-
LightOccluderInstance *instance = p_occluders;
while (instance) {
@@ -2122,11 +2124,20 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
valid = true;
}
-void RendererCanvasRenderRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
+void RendererCanvasRenderRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
- default_texture_params.erase(p_name);
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
+
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
} else {
- default_texture_params[p_name] = p_texture;
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = Map<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
}
}
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index ec7d7e2854..26ccbd3bf5 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -173,14 +173,14 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
uint32_t ubo_size;
String code;
- Map<StringName, RID> default_texture_params;
+ Map<StringName, Map<int, RID>> default_texture_params;
bool uses_screen_texture = false;
bool uses_sdf = false;
bool uses_time = false;
virtual void set_code(const String &p_Code);
- virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp
index bb7fbbcdc2..550e59ba98 100644
--- a/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp
@@ -92,16 +92,19 @@ void RendererSceneEnvironmentRD::set_fog(bool p_enable, const Color &p_light_col
fog_aerial_perspective = p_fog_aerial_perspective;
}
-void RendererSceneEnvironmentRD::set_volumetric_fog(bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
+void RendererSceneEnvironmentRD::set_volumetric_fog(bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) {
volumetric_fog_enabled = p_enable;
volumetric_fog_density = p_density;
- volumetric_fog_light = p_light;
- volumetric_fog_light_energy = p_light_energy;
+ volumetric_fog_scattering = p_albedo;
+ volumetric_fog_emission = p_emission;
+ volumetric_fog_emission_energy = p_emission_energy;
+ volumetric_fog_anisotropy = p_anisotropy,
volumetric_fog_length = p_length;
volumetric_fog_detail_spread = p_detail_spread;
volumetric_fog_gi_inject = p_gi_inject;
volumetric_fog_temporal_reprojection = p_temporal_reprojection;
volumetric_fog_temporal_reprojection_amount = p_temporal_reprojection_amount;
+ volumetric_fog_ambient_inject = p_ambient_inject;
}
void RendererSceneEnvironmentRD::set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
index bc47abbff5..ec9cb4a798 100644
--- a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
@@ -79,13 +79,16 @@ public:
///
bool volumetric_fog_enabled = false;
float volumetric_fog_density = 0.01;
- Color volumetric_fog_light = Color(0, 0, 0);
- float volumetric_fog_light_energy = 0.0;
+ Color volumetric_fog_scattering = Color(1, 1, 1);
+ Color volumetric_fog_emission = Color(0, 0, 0);
+ float volumetric_fog_emission_energy = 0.0;
+ float volumetric_fog_anisotropy = 0.2;
float volumetric_fog_length = 64.0;
float volumetric_fog_detail_spread = 2.0;
float volumetric_fog_gi_inject = 0.0;
bool volumetric_fog_temporal_reprojection = true;
float volumetric_fog_temporal_reprojection_amount = 0.9;
+ float volumetric_fog_ambient_inject = 0.0;
/// Glow
@@ -146,7 +149,7 @@ public:
void set_glow(bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap);
void set_sdfgi(bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias);
void set_fog(bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective);
- void set_volumetric_fog(bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount);
+ void set_volumetric_fog(bool p_enable, float p_density, const Color &p_scatterin, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject);
void set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
void set_ssao(bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect);
};
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
index ea73dbf26e..807af00c8e 100644
--- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
@@ -3098,12 +3098,14 @@ void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Tra
}
rb->gi.uniform_set = RID();
if (rb->volumetric_fog) {
- if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
- }
- rb->volumetric_fog->uniform_set = RID();
- rb->volumetric_fog->uniform_set2 = RID();
+ if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->fog_uniform_set);
+ RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set);
+ RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set2);
+ }
+ rb->volumetric_fog->fog_uniform_set = RID();
+ rb->volumetric_fog->process_uniform_set = RID();
+ rb->volumetric_fog->process_uniform_set2 = RID();
}
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index bd8e950e70..b8e9f40bc4 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -365,7 +365,7 @@ float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) c
return env->fog_aerial_perspective;
}
-void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
+void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) {
RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
@@ -373,7 +373,7 @@ void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_ena
return;
}
- env->set_volumetric_fog(p_enable, p_density, p_light, p_light_energy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount);
+ env->set_volumetric_fog(p_enable, p_density, p_albedo, p_emission, p_emission_energy, p_anisotropy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount, p_ambient_inject);
}
void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
@@ -499,6 +499,37 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba
////////////////////////////////////////////////////////////
+RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
+ FogVolumeInstance fvi;
+ fvi.volume = p_fog_volume;
+ return fog_volume_instance_owner.make_rid(fvi);
+}
+void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
+ FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
+ ERR_FAIL_COND(!fvi);
+ fvi->transform = p_transform;
+}
+void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
+ FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
+ ERR_FAIL_COND(!fvi);
+ fvi->active = p_active;
+}
+
+RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
+ FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
+ ERR_FAIL_COND_V(!fvi, RID());
+ return fvi->volume;
+}
+
+Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
+ FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
+ ERR_FAIL_COND_V(!fvi, Vector3());
+
+ return fvi->transform.get_origin();
+}
+
+////////////////////////////////////////////////////////////
+
RID RendererSceneRenderRD::reflection_atlas_create() {
ReflectionAtlas ra;
ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count");
@@ -2055,7 +2086,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
ERR_FAIL_COND(!rb);
RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
- //glow (if enabled)
+ // Glow and override exposure (if enabled).
CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
bool can_use_effects = rb->width >= 8 && rb->height >= 8;
@@ -2071,7 +2102,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
EffectsRD::BokehBuffers buffers;
- // textures we use
+ // Textures we use.
buffers.base_texture_size = Size2i(rb->width, rb->height);
buffers.base_texture = rb->texture;
buffers.depth_texture = rb->depth_texture;
@@ -2083,7 +2114,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
if (can_use_storage) {
storage->get_effects()->bokeh_dof(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
} else {
- // set framebuffers
+ // Set framebuffers.
buffers.base_fb = rb->texture_fb;
buffers.secondary_fb = rb->weight_buffers[1].fb;
buffers.half_fb[0] = rb->weight_buffers[2].fb;
@@ -2093,7 +2124,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
buffers.weight_texture[2] = rb->weight_buffers[2].weight;
buffers.weight_texture[3] = rb->weight_buffers[3].weight;
- // set weight buffers
+ // Set weight buffers.
buffers.base_weight_fb = rb->base_weight_fb;
storage->get_effects()->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
@@ -2116,13 +2147,13 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
} else {
storage->get_effects()->luminance_reduction_raster(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
}
- //swap final reduce with prev luminance
+ // Swap final reduce with prev luminance.
SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
if (!can_use_storage) {
SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
}
- RenderingServerDefault::redraw_request(); //redraw all the time if auto exposure rendering is on
+ RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
RD::get_singleton()->draw_command_end_label();
}
@@ -2176,7 +2207,6 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
{
RD::get_singleton()->draw_command_begin_label("Tonemap");
- //tonemap
EffectsRD::TonemapSettings tonemap;
if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) {
@@ -2215,6 +2245,10 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
tonemap.exposure = env->exposure;
}
+ if (camfx && camfx->override_exposure_enabled) {
+ tonemap.exposure = camfx->override_exposure;
+ }
+
tonemap.use_color_correction = false;
tonemap.use_1d_color_correction = false;
tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
@@ -2249,6 +2283,8 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
ERR_FAIL_COND(!rb);
RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
+ // Override exposure (if enabled).
+ CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
bool can_use_effects = rb->width >= 8 && rb->height >= 8;
@@ -2262,6 +2298,10 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
tonemap.white = env->white;
}
+ if (camfx && camfx->override_exposure_enabled) {
+ tonemap.exposure = camfx->override_exposure;
+ }
+
// We don't support glow or auto exposure here, if they are needed, don't use subpasses!
// The problem is that we need to use the result so far and process them before we can
// apply this to our results.
@@ -2696,9 +2736,14 @@ void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
switch (shadows_quality) {
case RS::SHADOW_QUALITY_HARD: {
penumbra_shadow_samples = 4;
- soft_shadow_samples = 1;
+ soft_shadow_samples = 0;
shadows_quality_radius = 1.0;
} break;
+ case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
+ penumbra_shadow_samples = 4;
+ soft_shadow_samples = 1;
+ shadows_quality_radius = 1.5;
+ } break;
case RS::SHADOW_QUALITY_SOFT_LOW: {
penumbra_shadow_samples = 8;
soft_shadow_samples = 4;
@@ -2738,9 +2783,14 @@ void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_q
switch (directional_shadow_quality) {
case RS::SHADOW_QUALITY_HARD: {
directional_penumbra_shadow_samples = 4;
- directional_soft_shadow_samples = 1;
+ directional_soft_shadow_samples = 0;
directional_shadow_quality_radius = 1.0;
} break;
+ case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
+ directional_penumbra_shadow_samples = 4;
+ directional_soft_shadow_samples = 1;
+ directional_shadow_quality_radius = 1.5;
+ } break;
case RS::SHADOW_QUALITY_SOFT_LOW: {
directional_penumbra_shadow_samples = 8;
directional_soft_shadow_samples = 4;
@@ -2886,7 +2936,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
r_positional_light_count = 0;
sky.sky_scene_state.ubo.directional_light_count = 0;
- Plane camera_plane(p_camera_transform.origin, -p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
+ Plane camera_plane(-p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
cluster.omni_light_count = 0;
cluster.spot_light_count = 0;
@@ -3026,7 +3076,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base);
int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
- light_data.blend_splits = storage->light_directional_get_blend_splits(base);
+ light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && storage->light_directional_get_blend_splits(base);
for (int j = 0; j < 4; j++) {
Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
CameraMatrix matrix = li->shadow_transform[j].camera;
@@ -3462,6 +3512,189 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
}
}
+////////////////////////////////////////////////////////////////////////////////
+// FOG SHADER
+
+void RendererSceneRenderRD::FogShaderData::set_code(const String &p_code) {
+ //compile
+
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+
+ if (code == String()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompilerRD::GeneratedCode gen_code;
+ ShaderCompilerRD::IdentifierActions actions;
+ actions.entry_point_stages["fog"] = ShaderCompilerRD::STAGE_COMPUTE;
+
+ uses_time = false;
+
+ actions.usage_flag_pointers["TIME"] = &uses_time;
+
+ actions.uniforms = &uniforms;
+
+ RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+
+ Error err = scene_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
+ ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
+
+ if (version.is_null()) {
+ version = scene_singleton->volumetric_fog.shader.version_create();
+ }
+
+ scene_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_COMPUTE], gen_code.defines);
+ ERR_FAIL_COND(!scene_singleton->volumetric_fog.shader.version_is_valid(version));
+
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ pipeline = RD::get_singleton()->compute_pipeline_create(scene_singleton->volumetric_fog.shader.version_get_shader(version, 0));
+
+ valid = true;
+}
+
+void RendererSceneRenderRD::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
+ if (!p_texture.is_valid()) {
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
+
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
+ } else {
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = Map<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
+ }
+}
+
+void RendererSceneRenderRD::FogShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+ Map<int, StringName> order;
+
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
+ if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ if (E->get().texture_order >= 0) {
+ order[E->get().texture_order + 100000] = E->key();
+ } else {
+ order[E->get().order] = E->key();
+ }
+ }
+
+ for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
+ pi.name = E->get();
+ p_param_list->push_back(pi);
+ }
+}
+
+void RendererSceneRenderRD::FogShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
+ if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ RendererStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E->get());
+ p.info.name = E->key(); //supply name
+ p.index = E->get().instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().array_size, E->get().hint);
+ p_param_list->push_back(p);
+ }
+}
+
+bool RendererSceneRenderRD::FogShaderData::is_param_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool RendererSceneRenderRD::FogShaderData::is_animated() const {
+ return false;
+}
+
+bool RendererSceneRenderRD::FogShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant RendererSceneRenderRD::FogShaderData::get_default_parameter(const StringName &p_parameter) const {
+ if (uniforms.has(p_parameter)) {
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
+ }
+ return Variant();
+}
+
+RS::ShaderNativeSourceCode RendererSceneRenderRD::FogShaderData::get_native_source_code() const {
+ RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+
+ return scene_singleton->volumetric_fog.shader.version_get_native_source_code(version);
+}
+
+RendererSceneRenderRD::FogShaderData::FogShaderData() {
+ valid = false;
+}
+
+RendererSceneRenderRD::FogShaderData::~FogShaderData() {
+ RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+ ERR_FAIL_COND(!scene_singleton);
+ //pipeline variants will clear themselves if shader is gone
+ if (version.is_valid()) {
+ scene_singleton->volumetric_fog.shader.version_free(version);
+ }
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// Fog material
+
+bool RendererSceneRenderRD::FogMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+
+ uniform_set_updated = true;
+
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
+}
+
+RendererSceneRenderRD::FogMaterialData::~FogMaterialData() {
+ free_parameters_uniform_set(uniform_set);
+}
+
+RendererStorageRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_func() {
+ FogShaderData *shader_data = memnew(FogShaderData);
+ return shader_data;
+}
+
+RendererStorageRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_funcs() {
+ return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_shader_func();
+};
+
+RendererStorageRD::MaterialData *RendererSceneRenderRD::_create_fog_material_func(FogShaderData *p_shader) {
+ FogMaterialData *material_data = memnew(FogMaterialData);
+ material_data->shader_data = p_shader;
+ material_data->last_frame = false;
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
+
+RendererStorageRD::MaterialData *RendererSceneRenderRD::_create_fog_material_funcs(RendererStorageRD::ShaderData *p_shader) {
+ return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
+};
+
+////////////////////////////////////////////////////////////////////////////////
+// Volumetric Fog
+
void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
ERR_FAIL_COND(!rb->volumetric_fog);
@@ -3469,11 +3702,14 @@ void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
RD::get_singleton()->free(rb->volumetric_fog->fog_map);
- if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
+ if (rb->volumetric_fog->fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->fog_uniform_set);
}
- if (rb->volumetric_fog->uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set2)) {
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
+ if (rb->volumetric_fog->process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set);
+ }
+ if (rb->volumetric_fog->process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set2)) {
+ RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set2);
}
if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
@@ -3487,7 +3723,26 @@ void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
rb->volumetric_fog = nullptr;
}
-void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count) {
+Vector3i RendererSceneRenderRD::_point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform) {
+ Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
+ view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera
+ Vector3 fog_position = Vector3(0, 0, 0);
+
+ view_position.y = -view_position.y;
+ fog_position.z = -view_position.z / fog_end;
+ fog_position.x = (view_position.x / (2 * (fog_near_size.x * (1.0 - fog_position.z) + fog_far_size.x * fog_position.z))) + 0.5;
+ fog_position.y = (view_position.y / (2 * (fog_near_size.y * (1.0 - fog_position.z) + fog_far_size.y * fog_position.z))) + 0.5;
+ fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
+ fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
+
+ fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x);
+ fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y);
+ fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z);
+
+ return Vector3i(fog_position);
+}
+
+void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) {
ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
@@ -3510,6 +3765,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
}
RENDER_TIMESTAMP(">Volumetric Fog");
+ RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
//required volumetric fog but not existing, create
@@ -3527,15 +3783,30 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_density_map, "Fog light-density map");
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->volumetric_fog->prev_light_density_map, "Fog previous light-density map");
RD::get_singleton()->texture_clear(rb->volumetric_fog->prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->volumetric_fog->fog_map, "Fog map");
+
+ tf.format = RD::DATA_FORMAT_R32_UINT;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ rb->volumetric_fog->density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map");
+ RD::get_singleton()->texture_clear(rb->volumetric_fog->density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ rb->volumetric_fog->light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map");
+ RD::get_singleton()->texture_clear(rb->volumetric_fog->light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ rb->volumetric_fog->emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map");
+ RD::get_singleton()->texture_clear(rb->volumetric_fog->emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
Vector<RD::Uniform> uniforms;
{
@@ -3549,12 +3820,198 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG);
}
- //update volumetric fog
+ if (p_fog_volumes.size() > 0) {
+ RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
- if (rb->volumetric_fog->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
- //re create uniform set if needed
+ RENDER_TIMESTAMP("Render Fog Volumes");
+
+ VolumetricFogShader::VolumeUBO params;
+
+ Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
+ Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
+ float z_near = p_cam_projection.get_z_near();
+ float z_far = p_cam_projection.get_z_far();
+ float fog_end = env->volumetric_fog_length;
+
+ Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
+ Vector2 fog_near_size;
+ if (p_cam_projection.is_orthogonal()) {
+ fog_near_size = fog_far_size;
+ } else {
+ fog_near_size = Vector2();
+ }
+ params.fog_frustum_size_begin[0] = fog_near_size.x;
+ params.fog_frustum_size_begin[1] = fog_near_size.y;
+
+ params.fog_frustum_size_end[0] = fog_far_size.x;
+ params.fog_frustum_size_end[1] = fog_far_size.y;
+
+ params.fog_frustum_end = fog_end;
+ params.z_near = z_near;
+ params.z_far = z_far;
+ params.time = time;
+
+ params.fog_volume_size[0] = rb->volumetric_fog->width;
+ params.fog_volume_size[1] = rb->volumetric_fog->height;
+ params.fog_volume_size[2] = rb->volumetric_fog->depth;
+
+ params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
+ params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
+ params.detail_spread = env->volumetric_fog_detail_spread;
+ params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
+
+ Transform3D to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
+ storage->store_transform(to_prev_cam_view, params.to_prev_view);
+ storage->store_transform(p_cam_transform, params.transform);
+
+ RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), &params, RD::BARRIER_MASK_COMPUTE);
+
+ if (rb->volumetric_fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(rb->volumetric_fog->emissive_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(volumetric_fog.volume_ubo);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 3;
+ u.ids.push_back(rb->volumetric_fog->density_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 4;
+ u.ids.push_back(rb->volumetric_fog->light_map);
+ uniforms.push_back(u);
+ }
+
+ rb->volumetric_fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
+ }
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ bool any_uses_time = false;
+
+ for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
+ FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
+ ERR_FAIL_COND(!fog_volume_instance);
+ RID fog_volume = fog_volume_instance->volume;
+
+ RID fog_material = storage->fog_volume_get_material(fog_volume);
+
+ FogMaterialData *material = nullptr;
+
+ if (fog_material.is_valid()) {
+ material = (FogMaterialData *)storage->material_get_data(fog_material, RendererStorageRD::SHADER_TYPE_FOG);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ fog_material = volumetric_fog.default_material;
+ material = (FogMaterialData *)storage->material_get_data(fog_material, RendererStorageRD::SHADER_TYPE_FOG);
+ }
+
+ ERR_FAIL_COND(!material);
+
+ FogShaderData *shader_data = material->shader_data;
+
+ ERR_FAIL_COND(!shader_data);
+
+ any_uses_time |= shader_data->uses_time;
+
+ Vector3i min = Vector3i();
+ Vector3i max = Vector3i();
+ Vector3i kernel_size = Vector3i();
+
+ Vector3 position = fog_volume_instance->transform.get_origin();
+ RS::FogVolumeShape volume_type = storage->fog_volume_get_shape(fog_volume);
+ Vector3 extents = storage->fog_volume_get_extents(fog_volume);
+
+ if (volume_type == RS::FOG_VOLUME_SHAPE_BOX || volume_type == RS::FOG_VOLUME_SHAPE_ELLIPSOID) {
+ Vector3i points[8];
+ points[0] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
+ points[1] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
+ points[2] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
+ points[3] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
+ points[4] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
+ points[5] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
+ points[6] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
+ points[7] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
+
+ min = Vector3i(int32_t(rb->volumetric_fog->width) - 1, int32_t(rb->volumetric_fog->height) - 1, int32_t(rb->volumetric_fog->depth) - 1);
+ max = Vector3i(1, 1, 1);
+
+ for (int j = 0; j < 8; j++) {
+ min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z));
+ max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z));
+ }
+
+ kernel_size = max - min;
+ } else {
+ // Volume type global runs on all cells
+ extents = Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
+ min = Vector3i(0, 0, 0);
+ kernel_size = Vector3i(int32_t(rb->volumetric_fog->width), int32_t(rb->volumetric_fog->height), int32_t(rb->volumetric_fog->depth));
+ }
+
+ if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
+ continue;
+ }
+
+ volumetric_fog.push_constant.position[0] = position.x;
+ volumetric_fog.push_constant.position[1] = position.y;
+ volumetric_fog.push_constant.position[2] = position.z;
+ volumetric_fog.push_constant.extents[0] = extents.x;
+ volumetric_fog.push_constant.extents[1] = extents.y;
+ volumetric_fog.push_constant.extents[2] = extents.z;
+ volumetric_fog.push_constant.corner[0] = min.x;
+ volumetric_fog.push_constant.corner[1] = min.y;
+ volumetric_fog.push_constant.corner[2] = min.z;
+ volumetric_fog.push_constant.shape = uint32_t(storage->fog_volume_get_shape(fog_volume));
+ storage->store_transform(fog_volume_instance->transform.affine_inverse(), volumetric_fog.push_constant.transform);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &volumetric_fog.push_constant, sizeof(VolumetricFogShader::FogPushConstant));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
+ if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
+ }
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
+ }
+ if (any_uses_time || env->volumetric_fog_temporal_reprojection) {
+ RenderingServerDefault::redraw_request();
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+
+ RD::get_singleton()->compute_list_end();
+ }
+
+ if (rb->volumetric_fog->process_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) {
+ //re create uniform set if needed
Vector<RD::Uniform> uniforms;
+ Vector<RD::Uniform> copy_uniforms;
{
RD::Uniform u;
@@ -3568,6 +4025,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
}
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
@@ -3580,6 +4038,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
}
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
@@ -3588,6 +4047,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.binding = 3;
u.ids.push_back(get_omni_light_buffer());
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
RD::Uniform u;
@@ -3595,6 +4055,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.binding = 4;
u.ids.push_back(get_spot_light_buffer());
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
@@ -3603,6 +4064,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.binding = 5;
u.ids.push_back(get_directional_light_buffer());
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
@@ -3611,6 +4073,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.binding = 6;
u.ids.push_back(rb->cluster_builder->get_cluster_buffer());
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
@@ -3619,6 +4082,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.binding = 7;
u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
@@ -3627,6 +4091,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.binding = 8;
u.ids.push_back(rb->volumetric_fog->light_density_map);
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
@@ -3639,10 +4104,19 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
{
RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 9;
+ u.ids.push_back(rb->volumetric_fog->prev_light_density_map);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 10;
u.ids.push_back(shadow_sampler);
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
@@ -3651,6 +4125,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.binding = 11;
u.ids.push_back(render_buffers_get_voxel_gi_buffer(p_render_buffers));
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
@@ -3661,6 +4136,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.ids.push_back(rb->gi.voxel_gi_textures[i]);
}
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
RD::Uniform u;
@@ -3668,6 +4144,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.binding = 13;
u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
RD::Uniform u;
@@ -3675,6 +4152,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.binding = 14;
u.ids.push_back(volumetric_fog.params_ubo);
uniforms.push_back(u);
+ copy_uniforms.push_back(u);
}
{
RD::Uniform u;
@@ -3683,12 +4161,46 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
u.ids.push_back(rb->volumetric_fog->prev_light_density_map);
uniforms.push_back(u);
}
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 16;
+ u.ids.push_back(rb->volumetric_fog->density_map);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 17;
+ u.ids.push_back(rb->volumetric_fog->light_map);
+ uniforms.push_back(u);
+ }
- rb->volumetric_fog->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 18;
+ u.ids.push_back(rb->volumetric_fog->emissive_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 19;
+ RID radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
+ RID sky_texture = env->sky.is_valid() ? sky.sky_get_radiance_texture_rd(env->sky) : RID();
+ u.ids.push_back(sky_texture.is_valid() ? sky_texture : radiance_texture);
+ uniforms.push_back(u);
+ }
+
+ rb->volumetric_fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0);
+
+ rb->volumetric_fog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0);
SWAP(uniforms.write[7].ids.write[0], uniforms.write[8].ids.write[0]);
- rb->volumetric_fog->uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
+ rb->volumetric_fog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, 0), 0);
}
bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr);
@@ -3721,7 +4233,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
uniforms.push_back(u);
}
- rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI), 1);
+ rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1);
}
}
@@ -3750,23 +4262,35 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
params.fog_frustum_size_end[0] = fog_far_size.x;
params.fog_frustum_size_end[1] = fog_far_size.y;
- params.z_near = z_near;
+ params.ambient_inject = env->volumetric_fog_ambient_inject * env->ambient_light_energy;
params.z_far = z_far;
params.fog_frustum_end = fog_end;
+ Color ambient_color = env->ambient_light.to_linear();
+ params.ambient_color[0] = ambient_color.r;
+ params.ambient_color[1] = ambient_color.g;
+ params.ambient_color[2] = ambient_color.b;
+ params.sky_contribution = env->ambient_sky_contribution;
+
params.fog_volume_size[0] = rb->volumetric_fog->width;
params.fog_volume_size[1] = rb->volumetric_fog->height;
params.fog_volume_size[2] = rb->volumetric_fog->depth;
params.directional_light_count = p_directional_light_count;
- Color light = env->volumetric_fog_light.to_linear();
- params.light_energy[0] = light.r * env->volumetric_fog_light_energy;
- params.light_energy[1] = light.g * env->volumetric_fog_light_energy;
- params.light_energy[2] = light.b * env->volumetric_fog_light_energy;
+ Color emission = env->volumetric_fog_emission.to_linear();
+ params.base_emission[0] = emission.r * env->volumetric_fog_emission_energy;
+ params.base_emission[1] = emission.g * env->volumetric_fog_emission_energy;
+ params.base_emission[2] = emission.b * env->volumetric_fog_emission_energy;
params.base_density = env->volumetric_fog_density;
+ Color base_scattering = env->volumetric_fog_scattering.to_linear();
+ params.base_scattering[0] = base_scattering.r;
+ params.base_scattering[1] = base_scattering.g;
+ params.base_scattering[2] = base_scattering.b;
+ params.phase_g = env->volumetric_fog_anisotropy;
+
params.detail_spread = env->volumetric_fog_detail_spread;
params.gi_inject = env->volumetric_fog_gi_inject;
@@ -3806,10 +4330,9 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
params.screen_size[1] = rb->height;
}
- /* Vector2 dssize = directional_shadow_get_size();
- push_constant.directional_shadow_pixel_size[0] = 1.0 / dssize.x;
- push_constant.directional_shadow_pixel_size[1] = 1.0 / dssize.y;
-*/
+ Basis sky_transform = env->sky_orientation;
+ sky_transform = sky_transform.inverse() * p_cam_transform.basis;
+ RendererStorageRD::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
@@ -3818,33 +4341,32 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- bool use_filter = volumetric_fog_filter_active;
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]);
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[using_sdfgi ? VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI : VOLUMETRIC_FOG_SHADER_DENSITY]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
if (using_sdfgi) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
}
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ // Copy fog to history buffer
+ if (env->volumetric_fog_temporal_reprojection) {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->copy_uniform_set, 0);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
RD::get_singleton()->draw_command_end_label();
- RD::get_singleton()->compute_list_end();
-
- RD::get_singleton()->texture_copy(rb->volumetric_fog->light_density_map, rb->volumetric_fog->prev_light_density_map, Vector3(0, 0, 0), Vector3(0, 0, 0), Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), 0, 0, 0, 0);
-
- compute_list = RD::get_singleton()->compute_list_begin();
-
- if (use_filter) {
+ if (volumetric_fog_filter_active) {
RD::get_singleton()->draw_command_begin_label("Filter Fog");
RENDER_TIMESTAMP("Filter Fog");
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
-
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
RD::get_singleton()->compute_list_end();
@@ -3854,11 +4376,8 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set2, 0);
- if (using_sdfgi) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
- }
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set2, 0);
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
RD::get_singleton()->compute_list_add_barrier(compute_list);
@@ -3868,14 +4387,15 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RENDER_TIMESTAMP("Integrate Fog");
RD::get_singleton()->draw_command_begin_label("Integrate Fog");
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FOG]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1);
RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
RENDER_TIMESTAMP("<Volumetric Fog");
RD::get_singleton()->draw_command_end_label();
+ RD::get_singleton()->draw_command_end_label();
rb->volumetric_fog->prev_cam_transform = p_cam_transform;
}
@@ -3928,7 +4448,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
render_state.shadows.clear();
render_state.directional_shadows.clear();
- Plane camera_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ Plane camera_plane(-p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
{
for (int i = 0; i < render_state.render_shadow_count; i++) {
@@ -4043,12 +4563,12 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
}
}
if (is_volumetric_supported()) {
- _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count);
+ _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count, *p_render_data->fog_volumes);
}
}
}
-void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
+void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
// getting this here now so we can direct call a bunch of things more easily
RenderBuffers *rb = nullptr;
if (p_render_buffers.is_valid()) {
@@ -4081,6 +4601,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
render_data.voxel_gi_instances = &p_voxel_gi_instances;
render_data.decals = &p_decals;
render_data.lightmaps = &p_lightmaps;
+ render_data.fog_volumes = &p_fog_volumes;
render_data.environment = p_environment;
render_data.camera_effects = p_camera_effects;
render_data.shadow_atlas = p_shadow_atlas;
@@ -4090,7 +4611,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
// this should be the same for all cameras..
render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
- render_data.lod_camera_plane = Plane(p_camera_data->main_transform.get_origin(), -p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z));
+ render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
render_data.screen_lod_threshold = 0.0;
@@ -4502,7 +5023,8 @@ bool RendererSceneRenderRD::free(RID p_rid) {
} else if (shadow_atlas_owner.owns(p_rid)) {
shadow_atlas_set_size(p_rid, 0);
shadow_atlas_owner.free(p_rid);
-
+ } else if (fog_volume_instance_owner.owns(p_rid)) {
+ fog_volume_instance_owner.free(p_rid);
} else {
return false;
}
@@ -4743,18 +5265,124 @@ void RendererSceneRenderRD::init() {
}
if (is_volumetric_supported()) {
- String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
- Vector<String> volumetric_fog_modes;
- volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
- volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
- volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
- volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
- volumetric_fog.shader.initialize(volumetric_fog_modes, defines);
- volumetric_fog.shader_version = volumetric_fog.shader.version_create();
- for (int i = 0; i < VOLUMETRIC_FOG_SHADER_MAX; i++) {
- volumetric_fog.pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, i));
+ {
+ // Initialize local fog shader
+ Vector<String> volumetric_fog_modes;
+ volumetric_fog_modes.push_back("");
+ volumetric_fog.shader.initialize(volumetric_fog_modes);
+
+ storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_FOG, _create_fog_shader_funcs);
+ storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_FOG, _create_fog_material_funcs);
+ volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
+ }
+
+ {
+ ShaderCompilerRD::DefaultIdentifierActions actions;
+
+ actions.renames["TIME"] = "scene_params.time";
+ actions.renames["PI"] = _MKSTR(Math_PI);
+ actions.renames["TAU"] = _MKSTR(Math_TAU);
+ actions.renames["E"] = _MKSTR(Math_E);
+ actions.renames["WORLD_POSITION"] = "world.xyz";
+ actions.renames["OBJECT_POSITION"] = "params.position";
+ actions.renames["UVW"] = "uvw";
+ actions.renames["EXTENTS"] = "params.extents";
+ actions.renames["ALBEDO"] = "albedo";
+ actions.renames["DENSITY"] = "density";
+ actions.renames["EMISSION"] = "emission";
+ actions.renames["SDF"] = "sdf";
+
+ actions.usage_defines["SDF"] = "#define SDF_USED\n";
+ actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n";
+ actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n";
+ actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n";
+
+ actions.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL;
+ actions.base_uniform_string = "material.";
+
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
+ actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
+ actions.global_buffer_array_variable = "global_variables.data";
+
+ volumetric_fog.compiler.initialize(actions);
+ }
+
+ {
+ // default material and shader for fog shader
+ volumetric_fog.default_shader = storage->shader_allocate();
+ storage->shader_initialize(volumetric_fog.default_shader);
+ storage->shader_set_code(volumetric_fog.default_shader, R"(
+// Default fog shader.
+
+shader_type fog;
+
+void fog() {
+ DENSITY = 1.0;
+ ALBEDO = vec3(1.0);
+}
+)");
+ volumetric_fog.default_material = storage->material_allocate();
+ storage->material_initialize(volumetric_fog.default_material);
+ storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
+
+ FogMaterialData *md = (FogMaterialData *)storage->material_get_data(volumetric_fog.default_material, RendererStorageRD::SHADER_TYPE_FOG);
+ volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 1;
+ u.ids.resize(12);
+ RID *ids_ptr = u.ids.ptrw();
+ ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(storage->global_variables_get_storage_buffer());
+ uniforms.push_back(u);
+ }
+
+ volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
+ }
+ {
+ String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
+ defines += "\n#define MAX_SKY_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
+ if (is_using_radiance_cubemap_array()) {
+ defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
+ }
+ Vector<String> volumetric_fog_modes;
+ volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
+ volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
+ volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
+ volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
+ volumetric_fog_modes.push_back("\n#define MODE_COPY\n");
+
+ volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
+ volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
+ for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
+ volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i));
+ }
+ volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
}
- volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
}
{
@@ -4805,9 +5433,14 @@ RendererSceneRenderRD::~RendererSceneRenderRD() {
if (is_dynamic_gi_supported()) {
gi.free();
+ }
- volumetric_fog.shader.version_free(volumetric_fog.shader_version);
+ if (is_volumetric_supported()) {
+ volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
+ RD::get_singleton()->free(volumetric_fog.volume_ubo);
RD::get_singleton()->free(volumetric_fog.params_ubo);
+ storage->free(volumetric_fog.default_shader);
+ storage->free(volumetric_fog.default_material);
}
RendererSceneSkyRD::SkyMaterialData *md = (RendererSceneSkyRD::SkyMaterialData *)storage->material_get_data(sky.sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index d74848f0af..740e0e75ce 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -40,6 +40,7 @@
#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl.gen.h"
#include "servers/rendering/renderer_scene.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
@@ -64,6 +65,7 @@ struct RenderDataRD {
const PagedArray<RID> *voxel_gi_instances = nullptr;
const PagedArray<RID> *decals = nullptr;
const PagedArray<RID> *lightmaps = nullptr;
+ const PagedArray<RID> *fog_volumes = nullptr;
RID environment = RID();
RID camera_effects = RID();
RID shadow_atlas = RID();
@@ -393,6 +395,16 @@ private:
mutable RID_Owner<LightInstance> light_instance_owner;
+ /* FOG VOLUMES */
+
+ struct FogVolumeInstance {
+ RID volume;
+ Transform3D transform;
+ bool active = false;
+ };
+
+ mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
+
/* ENVIRONMENT */
RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
@@ -718,10 +730,15 @@ private:
RID light_density_map;
RID prev_light_density_map;
-
RID fog_map;
- RID uniform_set;
- RID uniform_set2;
+ RID density_map;
+ RID light_map;
+ RID emissive_map;
+
+ RID fog_uniform_set;
+ RID copy_uniform_set;
+ RID process_uniform_set;
+ RID process_uniform_set2;
RID sdfgi_uniform_set;
RID sky_uniform_set;
@@ -730,30 +747,91 @@ private:
Transform3D prev_cam_transform;
};
- enum {
- VOLUMETRIC_FOG_SHADER_DENSITY,
- VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI,
- VOLUMETRIC_FOG_SHADER_FILTER,
- VOLUMETRIC_FOG_SHADER_FOG,
- VOLUMETRIC_FOG_SHADER_MAX,
- };
-
struct VolumetricFogShader {
- struct ParamsUBO {
+ enum FogSet {
+ FOG_SET_BASE,
+ FOG_SET_UNIFORMS,
+ FOG_SET_MATERIAL,
+ FOG_SET_MAX,
+ };
+
+ struct FogPushConstant {
+ float position[3];
+ float pad;
+
+ float extents[3];
+ float pad2;
+
+ int32_t corner[3];
+ uint32_t shape;
+
+ float transform[16];
+ };
+
+ struct VolumeUBO {
float fog_frustum_size_begin[2];
float fog_frustum_size_end[2];
float fog_frustum_end;
float z_near;
float z_far;
+ float time;
+
+ int32_t fog_volume_size[3];
+ uint32_t directional_light_count;
+
+ uint32_t use_temporal_reprojection;
+ uint32_t temporal_frame;
+ float detail_spread;
+ float temporal_blend;
+
+ float to_prev_view[16];
+ float transform[16];
+ };
+
+ ShaderCompilerRD compiler;
+ VolumetricFogShaderRD shader;
+ FogPushConstant push_constant;
+ RID volume_ubo;
+
+ RID default_shader;
+ RID default_material;
+ RID default_shader_rd;
+
+ RID base_uniform_set;
+
+ RID params_ubo;
+
+ enum {
+ VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY,
+ VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI,
+ VOLUMETRIC_FOG_PROCESS_SHADER_FILTER,
+ VOLUMETRIC_FOG_PROCESS_SHADER_FOG,
+ VOLUMETRIC_FOG_PROCESS_SHADER_COPY,
+ VOLUMETRIC_FOG_PROCESS_SHADER_MAX,
+ };
+
+ struct ParamsUBO {
+ float fog_frustum_size_begin[2];
+ float fog_frustum_size_end[2];
+
+ float fog_frustum_end;
+ float ambient_inject;
+ float z_far;
uint32_t filter_axis;
+ float ambient_color[3];
+ float sky_contribution;
+
int32_t fog_volume_size[3];
uint32_t directional_light_count;
- float light_energy[3];
+ float base_emission[3];
float base_density;
+ float base_scattering[3];
+ float phase_g;
+
float detail_spread;
float gi_inject;
uint32_t max_voxel_gi_instances;
@@ -770,13 +848,13 @@ private:
float cam_rotation[12];
float to_prev_view[16];
+ float radiance_inverse_xform[12];
};
- VolumetricFogShaderRD shader;
+ VolumetricFogProcessShaderRD process_shader;
- RID params_ubo;
- RID shader_version;
- RID pipelines[VOLUMETRIC_FOG_SHADER_MAX];
+ RID process_shader_version;
+ RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
} volumetric_fog;
@@ -784,8 +862,57 @@ private:
uint32_t volumetric_fog_size = 128;
bool volumetric_fog_filter_active = true;
+ Vector3i _point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform);
void _volumetric_fog_erase(RenderBuffers *rb);
- void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count);
+ void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
+
+ struct FogShaderData : public RendererStorageRD::ShaderData {
+ bool valid;
+ RID version;
+
+ RID pipeline;
+ Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size;
+
+ String path;
+ String code;
+ Map<StringName, Map<int, RID>> default_texture_params;
+
+ bool uses_time;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
+ virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+ FogShaderData();
+ virtual ~FogShaderData();
+ };
+
+ struct FogMaterialData : public RendererStorageRD::MaterialData {
+ uint64_t last_frame;
+ FogShaderData *shader_data;
+ RID uniform_set;
+ bool uniform_set_updated;
+
+ virtual void set_render_priority(int p_priority) {}
+ virtual void set_next_pass(RID p_pass) {}
+ virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual ~FogMaterialData();
+ };
+
+ RendererStorageRD::ShaderData *_create_fog_shader_func();
+ static RendererStorageRD::ShaderData *_create_fog_shader_funcs();
+
+ RendererStorageRD::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
+ static RendererStorageRD::MaterialData *_create_fog_material_funcs(RendererStorageRD::ShaderData *p_shader);
RID shadow_sampler;
@@ -904,7 +1031,7 @@ public:
float environment_get_fog_height_density(RID p_env) const;
float environment_get_fog_aerial_perspective(RID p_env) const;
- virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) override;
+ virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) override;
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;
@@ -931,6 +1058,8 @@ public:
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
+ /* CAMERA EFFECTS */
+
virtual RID camera_effects_allocate() override;
virtual void camera_effects_initialize(RID p_rid) override;
@@ -946,6 +1075,8 @@ public:
return camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0;
}
+ /* LIGHT INSTANCE API */
+
virtual RID light_instance_create(RID p_light) override;
virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override;
virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override;
@@ -1082,6 +1213,14 @@ public:
return li->light_type;
}
+ /* FOG VOLUMES */
+
+ virtual RID fog_volume_instance_create(RID p_fog_volume) override;
+ virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;
+ virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;
+ virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;
+ virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;
+
virtual RID reflection_atlas_create() override;
virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override;
virtual int reflection_atlas_get_size(RID p_ref_atlas) const override;
@@ -1224,7 +1363,7 @@ public:
float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
- virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
+ virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
index 5814c164cc..a9c39fb937 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -137,11 +137,20 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
valid = true;
}
-void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
+void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
- default_texture_params.erase(p_name);
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
+
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
} else {
- default_texture_params[p_name] = p_texture;
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = Map<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
}
}
@@ -292,7 +301,12 @@ void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
}
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
+ // Fog uniform set can be invalidated before drawing, so validate at draw time
+ if (sky_scene_state.fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_uniform_set)) {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
+ } else {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.default_fog_uniform_set, 3);
+ }
}
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
@@ -1165,14 +1179,8 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
} else {
sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
}
- }
- RID fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
-
- if (fog_uniform_set != RID()) {
- sky_scene_state.fog_uniform_set = fog_uniform_set;
- } else {
- sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set;
+ sky_scene_state.fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
}
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
index 7f563c9bc4..8689395bea 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
@@ -118,7 +118,7 @@ private:
String path;
String code;
- Map<StringName, RID> default_texture_params;
+ Map<StringName, Map<int, RID>> default_texture_params;
bool uses_time;
bool uses_position;
@@ -127,7 +127,7 @@ private:
bool uses_light;
virtual void set_code(const String &p_Code);
- virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index 2ece60e107..64be176d24 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -1034,7 +1034,7 @@ Ref<Image> RendererStorageRD::texture_2d_get(RID p_texture) const {
ERR_FAIL_COND_V(!tex, Ref<Image>());
#ifdef TOOLS_ENABLED
- if (tex->image_cache_2d.is_valid()) {
+ if (tex->image_cache_2d.is_valid() && !tex->is_render_target) {
return tex->image_cache_2d;
}
#endif
@@ -1049,7 +1049,7 @@ Ref<Image> RendererStorageRD::texture_2d_get(RID p_texture) const {
}
#ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint()) {
+ if (Engine::get_singleton()->is_editor_hint() && !tex->is_render_target) {
tex->image_cache_2d = image;
}
#endif
@@ -1399,6 +1399,8 @@ void RendererStorageRD::shader_set_code(RID p_shader, const String &p_code) {
new_type = SHADER_TYPE_3D;
} else if (mode_string == "sky") {
new_type = SHADER_TYPE_SKY;
+ } else if (mode_string == "fog") {
+ new_type = SHADER_TYPE_FOG;
} else {
new_type = SHADER_TYPE_MAX;
}
@@ -1438,8 +1440,10 @@ void RendererStorageRD::shader_set_code(RID p_shader, const String &p_code) {
}
if (shader->data) {
- for (const KeyValue<StringName, RID> &E : shader->default_texture_parameter) {
- shader->data->set_default_texture_param(E.key, E.value);
+ for (const KeyValue<StringName, Map<int, RID>> &E : shader->default_texture_parameter) {
+ for (const KeyValue<int, RID> &E2 : E.value) {
+ shader->data->set_default_texture_param(E.key, E2.value, E2.key);
+ }
}
}
}
@@ -1469,17 +1473,26 @@ void RendererStorageRD::shader_get_param_list(RID p_shader, List<PropertyInfo> *
}
}
-void RendererStorageRD::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) {
+void RendererStorageRD::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {
Shader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_COND(!shader);
if (p_texture.is_valid() && texture_owner.owns(p_texture)) {
- shader->default_texture_parameter[p_name] = p_texture;
+ if (!shader->default_texture_parameter.has(p_name)) {
+ shader->default_texture_parameter[p_name] = Map<int, RID>();
+ }
+ shader->default_texture_parameter[p_name][p_index] = p_texture;
} else {
- shader->default_texture_parameter.erase(p_name);
+ if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
+ shader->default_texture_parameter[p_name].erase(p_index);
+
+ if (shader->default_texture_parameter[p_name].is_empty()) {
+ shader->default_texture_parameter.erase(p_name);
+ }
+ }
}
if (shader->data) {
- shader->data->set_default_texture_param(p_name, p_texture);
+ shader->data->set_default_texture_param(p_name, p_texture, p_index);
}
for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
Material *material = E->get();
@@ -1487,11 +1500,11 @@ void RendererStorageRD::shader_set_default_texture_param(RID p_shader, const Str
}
}
-RID RendererStorageRD::shader_get_default_texture_param(RID p_shader, const StringName &p_name) const {
+RID RendererStorageRD::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const {
Shader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_COND_V(!shader, RID());
- if (shader->default_texture_parameter.has(p_name)) {
- return shader->default_texture_parameter[p_name];
+ if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
+ return shader->default_texture_parameter[p_name][p_index];
}
return RID();
@@ -2608,7 +2621,7 @@ RendererStorageRD::MaterialData::~MaterialData() {
}
}
-void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {
+void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, Map<int, RID>> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {
RendererStorageRD *singleton = (RendererStorageRD *)RendererStorage::base_singleton;
#ifdef TOOLS_ENABLED
Texture *roughness_detect_texture = nullptr;
@@ -2671,17 +2684,19 @@ void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Vari
if (uniform_array_size > 0) {
if (textures.size() < uniform_array_size) {
- const Map<StringName, RID>::Element *W = p_default_textures.find(uniform_name);
- if (W) {
- for (int j = textures.size(); j < uniform_array_size; j++) {
- textures.push_back(W->get());
+ const Map<StringName, Map<int, RID>>::Element *W = p_default_textures.find(uniform_name);
+ for (int j = textures.size(); j < uniform_array_size; j++) {
+ if (W && W->get().has(j)) {
+ textures.push_back(W->get()[j]);
+ } else {
+ textures.push_back(RID());
}
}
}
} else if (textures.is_empty()) {
- const Map<StringName, RID>::Element *W = p_default_textures.find(uniform_name);
- if (W) {
- textures.push_back(W->get());
+ const Map<StringName, Map<int, RID>>::Element *W = p_default_textures.find(uniform_name);
+ if (W && W->get().has(0)) {
+ textures.push_back(W->get()[0]);
}
}
}
@@ -2690,20 +2705,56 @@ void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Vari
if (textures.is_empty()) {
//check default usage
- switch (p_texture_uniforms[i].hint) {
- case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
- case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
- rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_BLACK);
+ switch (p_texture_uniforms[i].type) {
+ case ShaderLanguage::TYPE_ISAMPLER2D:
+ case ShaderLanguage::TYPE_USAMPLER2D:
+ case ShaderLanguage::TYPE_SAMPLER2D: {
+ switch (p_texture_uniforms[i].hint) {
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
+ rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_BLACK);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_NONE: {
+ rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
+ rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_ANISO);
+ } break;
+ default: {
+ rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE);
+ } break;
+ }
} break;
- case ShaderLanguage::ShaderNode::Uniform::HINT_NONE: {
- rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL);
+
+ case ShaderLanguage::TYPE_SAMPLERCUBE: {
+ switch (p_texture_uniforms[i].hint) {
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
+ rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
+ } break;
+ default: {
+ rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_WHITE);
+ } break;
+ }
} break;
- case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
- rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_ANISO);
+ case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
+ rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
} break;
- default: {
- rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE);
+
+ case ShaderLanguage::TYPE_ISAMPLER3D:
+ case ShaderLanguage::TYPE_USAMPLER3D:
+ case ShaderLanguage::TYPE_SAMPLER3D: {
+ rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_3D_WHITE);
+ } break;
+
+ case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_USAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
+ rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
} break;
+
+ default: {
+ }
}
#ifdef TOOLS_ENABLED
if (roughness_detect_texture && normal_detect_texture && normal_detect_texture->path != String()) {
@@ -2793,7 +2844,7 @@ void RendererStorageRD::MaterialData::free_parameters_uniform_set(RID p_uniform_
}
}
-bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, RID> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) {
+bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, Map<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) {
if ((uint32_t)ubo_data.size() != p_ubo_size) {
p_uniform_dirty = true;
if (uniform_buffer.is_valid()) {
@@ -4379,7 +4430,8 @@ void RendererStorageRD::_update_dirty_multimeshes() {
if (multimesh->data_cache_dirty_regions[i]) {
uint32_t offset = i * region_size;
uint32_t size = multimesh->stride_cache * (uint32_t)multimesh->instances * (uint32_t)sizeof(float);
- RD::get_singleton()->buffer_update(multimesh->buffer, offset, MIN(region_size, size - offset), &data[i * region_size]);
+ uint32_t region_start_index = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * i;
+ RD::get_singleton()->buffer_update(multimesh->buffer, offset, MIN(region_size, size - offset), &data[region_start_index]);
}
}
}
@@ -5707,11 +5759,20 @@ void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) {
valid = true;
}
-void RendererStorageRD::ParticlesShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
+void RendererStorageRD::ParticlesShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
- default_texture_params.erase(p_name);
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
+
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
} else {
- default_texture_params[p_name] = p_texture;
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = Map<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
}
}
@@ -6000,6 +6061,82 @@ void RendererStorageRD::particles_collision_instance_set_active(RID p_collision_
pci->active = p_active;
}
+/* FOG VOLUMES */
+
+RID RendererStorageRD::fog_volume_allocate() {
+ return fog_volume_owner.allocate_rid();
+}
+void RendererStorageRD::fog_volume_initialize(RID p_rid) {
+ fog_volume_owner.initialize_rid(p_rid, FogVolume());
+}
+
+void RendererStorageRD::fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND(!fog_volume);
+
+ if (p_shape == fog_volume->shape) {
+ return;
+ }
+
+ fog_volume->shape = p_shape;
+ fog_volume->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
+}
+
+void RendererStorageRD::fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND(!fog_volume);
+
+ fog_volume->extents = p_extents;
+ fog_volume->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
+}
+
+void RendererStorageRD::fog_volume_set_material(RID p_fog_volume, RID p_material) {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND(!fog_volume);
+ fog_volume->material = p_material;
+}
+
+RID RendererStorageRD::fog_volume_get_material(RID p_fog_volume) const {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND_V(!fog_volume, RID());
+
+ return fog_volume->material;
+}
+
+RS::FogVolumeShape RendererStorageRD::fog_volume_get_shape(RID p_fog_volume) const {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND_V(!fog_volume, RS::FOG_VOLUME_SHAPE_BOX);
+
+ return fog_volume->shape;
+}
+
+AABB RendererStorageRD::fog_volume_get_aabb(RID p_fog_volume) const {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND_V(!fog_volume, AABB());
+
+ switch (fog_volume->shape) {
+ case RS::FOG_VOLUME_SHAPE_ELLIPSOID:
+ case RS::FOG_VOLUME_SHAPE_BOX: {
+ AABB aabb;
+ aabb.position = -fog_volume->extents;
+ aabb.size = fog_volume->extents * 2;
+ return aabb;
+ }
+ default: {
+ // Need some size otherwise will get culled
+ return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
+ }
+ }
+
+ return AABB();
+}
+
+Vector3 RendererStorageRD::fog_volume_get_extents(RID p_fog_volume) const {
+ const FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume);
+ ERR_FAIL_COND_V(!fog_volume, Vector3());
+ return fog_volume->extents;
+}
+
/* VISIBILITY NOTIFIER */
RID RendererStorageRD::visibility_notifier_allocate() {
@@ -8081,6 +8218,9 @@ void RendererStorageRD::base_update_dependency(RID p_base, DependencyTracker *p_
} else if (particles_collision_owner.owns(p_base)) {
ParticlesCollision *pc = particles_collision_owner.get_or_null(p_base);
p_instance->update_dependency(&pc->dependency);
+ } else if (fog_volume_owner.owns(p_base)) {
+ FogVolume *fv = fog_volume_owner.get_or_null(p_base);
+ p_instance->update_dependency(&fv->dependency);
} else if (visibility_notifier_owner.owns(p_base)) {
VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_base);
p_instance->update_dependency(&vn->dependency);
@@ -8122,6 +8262,9 @@ RS::InstanceType RendererStorageRD::get_base_type(RID p_rid) const {
if (particles_collision_owner.owns(p_rid)) {
return RS::INSTANCE_PARTICLES_COLLISION;
}
+ if (fog_volume_owner.owns(p_rid)) {
+ return RS::INSTANCE_FOG_VOLUME;
+ }
if (visibility_notifier_owner.owns(p_rid)) {
return RS::INSTANCE_VISIBLITY_NOTIFIER;
}
@@ -9204,6 +9347,10 @@ bool RendererStorageRD::free(RID p_rid) {
visibility_notifier_owner.free(p_rid);
} else if (particles_collision_instance_owner.owns(p_rid)) {
particles_collision_instance_owner.free(p_rid);
+ } else if (fog_volume_owner.owns(p_rid)) {
+ FogVolume *fog_volume = fog_volume_owner.get_or_null(p_rid);
+ fog_volume->dependency.deleted_notify(p_rid);
+ fog_volume_owner.free(p_rid);
} else if (render_target_owner.owns(p_rid)) {
RenderTarget *rt = render_target_owner.get_or_null(p_rid);
@@ -9500,6 +9647,18 @@ RendererStorageRD::RendererStorageRD() {
{
Vector<Vector<uint8_t>> vpv;
vpv.push_back(pv);
+ default_rd_textures[DEFAULT_RD_TEXTURE_3D_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+ for (int i = 0; i < 64; i++) {
+ pv.set(i * 4 + 0, 255);
+ pv.set(i * 4 + 1, 255);
+ pv.set(i * 4 + 2, 255);
+ pv.set(i * 4 + 3, 255);
+ }
+
+ {
+ Vector<Vector<uint8_t>> vpv;
+ vpv.push_back(pv);
default_rd_textures[DEFAULT_RD_TEXTURE_3D_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
}
}
@@ -9970,6 +10129,6 @@ RendererStorageRD::~RendererStorageRD() {
if (effects) {
memdelete(effects);
- effects = NULL;
+ effects = nullptr;
}
}
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h
index d56afcc448..2cd3a01c66 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.h
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.h
@@ -129,12 +129,13 @@ public:
SHADER_TYPE_3D,
SHADER_TYPE_PARTICLES,
SHADER_TYPE_SKY,
+ SHADER_TYPE_FOG,
SHADER_TYPE_MAX
};
struct ShaderData {
virtual void set_code(const String &p_Code) = 0;
- virtual void set_default_texture_param(const StringName &p_name, RID p_texture) = 0;
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) = 0;
virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0;
virtual void get_instance_param_list(List<InstanceShaderParam> *p_param_list) const = 0;
@@ -151,7 +152,7 @@ public:
struct MaterialData {
void update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
- void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
+ void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, Map<int, RID>> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
virtual void set_render_priority(int p_priority) = 0;
virtual void set_next_pass(RID p_pass) = 0;
@@ -159,7 +160,7 @@ public:
virtual ~MaterialData();
//to be used internally by update_parameters, in the most common configuration of material parameters
- bool update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, RID> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+ bool update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, Map<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
void free_parameters_uniform_set(RID p_uniform_set);
private:
@@ -188,6 +189,7 @@ public:
DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK,
DEFAULT_RD_TEXTURE_CUBEMAP_WHITE,
DEFAULT_RD_TEXTURE_3D_WHITE,
+ DEFAULT_RD_TEXTURE_3D_BLACK,
DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE,
DEFAULT_RD_TEXTURE_2D_UINT,
DEFAULT_RD_TEXTURE_MAX
@@ -372,7 +374,7 @@ private:
ShaderData *data;
String code;
ShaderType type;
- Map<StringName, RID> default_texture_parameter;
+ Map<StringName, Map<int, RID>> default_texture_parameter;
Set<Material *> owners;
};
@@ -881,14 +883,14 @@ private:
String path;
String code;
- Map<StringName, RID> default_texture_params;
+ Map<StringName, Map<int, RID>> default_texture_params;
RID pipeline;
bool uses_time;
virtual void set_code(const String &p_Code);
- virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
@@ -957,6 +959,19 @@ private:
mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner;
+ /* FOG VOLUMES */
+
+ struct FogVolume {
+ RID material;
+ Vector3 extents = Vector3(1, 1, 1);
+
+ RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX;
+
+ Dependency dependency;
+ };
+
+ mutable RID_Owner<FogVolume, true> fog_volume_owner;
+
/* visibility_notifier */
struct VisibilityNotifier {
@@ -1284,7 +1299,7 @@ private:
void _update_global_variables();
/* EFFECTS */
- EffectsRD *effects = NULL;
+ EffectsRD *effects = nullptr;
public:
virtual bool can_create_resources_async() const;
@@ -1399,8 +1414,8 @@ public:
String shader_get_code(RID p_shader) const;
void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
- void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture);
- RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const;
+ void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index);
+ RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const;
Variant shader_get_param_default(RID p_shader, const StringName &p_param) const;
void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function);
@@ -2259,6 +2274,21 @@ public:
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const;
RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;
+ /* FOG VOLUMES */
+
+ virtual RID fog_volume_allocate();
+ virtual void fog_volume_initialize(RID p_rid);
+
+ virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape);
+ virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents);
+ virtual void fog_volume_set_material(RID p_fog_volume, RID p_material);
+ virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const;
+ virtual RID fog_volume_get_material(RID p_fog_volume) const;
+ virtual AABB fog_volume_get_aabb(RID p_fog_volume) const;
+ virtual Vector3 fog_volume_get_extents(RID p_fog_volume) const;
+
+ /* VISIBILITY NOTIFIER */
+
virtual RID visibility_notifier_allocate();
virtual void visibility_notifier_initialize(RID p_notifier);
virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb);
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
index 4c26941dae..215959bb6a 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
@@ -1421,7 +1421,7 @@ Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, Ide
}
}
- _err_print_error(nullptr, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
+ _err_print_error(nullptr, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), false, ERR_HANDLER_SHADER);
return err;
}
@@ -1463,6 +1463,7 @@ void ShaderCompilerRD::initialize(DefaultIdentifierActions p_actions) {
texture_functions.insert("textureLod");
texture_functions.insert("textureProjLod");
texture_functions.insert("textureGrad");
+ texture_functions.insert("textureGather");
texture_functions.insert("textureSize");
texture_functions.insert("texelFetch");
}
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index 2911e8b731..65a621b203 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -91,7 +91,6 @@ void main() {
uint instancing = draw_data.flags & FLAGS_INSTANCING_MASK;
#ifdef USE_ATTRIBUTES
-
if (instancing > 1) {
// trails
@@ -128,37 +127,37 @@ void main() {
vertex = new_vertex;
color *= pcolor;
-
} else
#endif // USE_ATTRIBUTES
+ {
+ if (instancing == 1) {
+ uint stride = 2;
+ {
+ if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
+ stride += 1;
+ }
+ if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
+ stride += 1;
+ }
+ }
+
+ uint offset = stride * gl_InstanceIndex;
+
+ mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
+ offset += 2;
- if (instancing == 1) {
- uint stride = 2;
- {
if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
- stride += 1;
+ color *= transforms.data[offset];
+ offset += 1;
}
+
if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
- stride += 1;
+ instance_custom = transforms.data[offset];
}
- }
-
- uint offset = stride * gl_InstanceIndex;
- mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
- offset += 2;
-
- if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
- color *= transforms.data[offset];
- offset += 1;
- }
-
- if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
- instance_custom = transforms.data[offset];
+ matrix = transpose(matrix);
+ world_matrix = world_matrix * matrix;
}
-
- matrix = transpose(matrix);
- world_matrix = world_matrix * matrix;
}
#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl
index 9f8410fd8a..328becbc20 100644
--- a/servers/rendering/renderer_rd/shaders/particles.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles.glsl
@@ -567,11 +567,11 @@ void main() {
depth = particle_size - s;
const float EPSILON = 0.001;
normal = mat3(FRAME.colliders[i].transform) *
- normalize(
- vec3(
- texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
- texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
- texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
+ normalize(
+ vec3(
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
}
} break;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
index 99714b4504..97c913d489 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
@@ -2,7 +2,7 @@
float hash_2d(vec2 p) {
return fract(1.0e4 * sin(17.0 * p.x + 0.1 * p.y) *
- (0.1 + abs(sin(13.0 * p.y + p.x))));
+ (0.1 + abs(sin(13.0 * p.y + p.x))));
}
float hash_3d(vec3 p) {
@@ -29,8 +29,7 @@ float compute_alpha_hash_threshold(vec3 pos, float hash_scale) {
vec3 cases = vec3(a_interp * a_interp / (2.0 * min_lerp * (1.0 - min_lerp)),
(a_interp - 0.5 * min_lerp) / (1.0 - min_lerp),
- 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) /
- (2.0 * min_lerp * (1.0 - min_lerp))));
+ 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) / (2.0 * min_lerp * (1.0 - min_lerp))));
float alpha_hash_threshold =
(lerp_factor < (1.0 - min_lerp)) ? ((lerp_factor < min_lerp) ? cases.x : cases.y) : cases.z;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index f0fb31a457..83c02d08a7 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -95,7 +95,7 @@ layout(location = 8) out float dp_clip;
#endif
-layout(location = 9) out flat uint instance_index;
+layout(location = 9) out flat uint instance_index_interp;
invariant gl_Position;
@@ -107,13 +107,15 @@ void main() {
color_interp = color_attrib;
#endif
- instance_index = draw_call.instance_index;
+ uint instance_index = draw_call.instance_index;
bool is_multimesh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH);
if (!is_multimesh) {
instance_index += gl_InstanceIndex;
}
+ instance_index_interp = instance_index;
+
mat4 world_matrix = instances.data[instance_index].transform;
mat3 world_normal_matrix;
@@ -410,7 +412,7 @@ layout(location = 8) in float dp_clip;
#endif
-layout(location = 9) in flat uint instance_index;
+layout(location = 9) in flat uint instance_index_interp;
//defines to keep compatibility with vertex
@@ -526,12 +528,12 @@ vec4 fog_process(vec3 vertex) {
float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density));
- if (abs(scene_data.fog_height_density) > 0.001) {
+ if (abs(scene_data.fog_height_density) >= 0.0001) {
float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
- float y_dist = scene_data.fog_height - y;
+ float y_dist = y - scene_data.fog_height;
- float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
+ float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data.fog_height_density));
fog_amount = max(vfog_amount, fog_amount);
}
@@ -564,6 +566,8 @@ void main() {
discard;
#endif
+ uint instance_index = instance_index_interp;
+
//lay out everything, whathever is unused is optimized away anyway
vec3 vertex = vertex_interp;
vec3 view = -normalize(vertex_interp);
@@ -593,7 +597,7 @@ void main() {
float ao = 1.0;
float ao_light_affect = 0.0;
- float alpha = 1.0;
+ float alpha = float(instances.data[instance_index].flags >> INSTANCE_FLAGS_FADE_SHIFT) / float(255.0);
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
vec3 binormal = normalize(binormal_interp);
@@ -964,15 +968,15 @@ void main() {
const float c4 = 0.886227;
const float c5 = 0.247708;
ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) +
- c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
- c4 * lightmap_captures.data[index].sh[0].rgb -
- c5 * lightmap_captures.data[index].sh[6].rgb +
- 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
- 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
- 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
- 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
- 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
- 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
+ c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
+ c4 * lightmap_captures.data[index].sh[0].rgb -
+ c5 * lightmap_captures.data[index].sh[6].rgb +
+ 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
+ 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
+ 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
+ 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
+ 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
+ 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
} else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
@@ -1249,9 +1253,10 @@ void main() {
// LIGHTING
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
- { //directional light
+ { // Directional light.
- // Do shadow and lighting in two passes to reduce register pressure
+ // Do shadow and lighting in two passes to reduce register pressure.
+#ifndef SHADOWS_DISABLED
uint shadow0 = 0;
uint shadow1 = 0;
@@ -1270,21 +1275,21 @@ void main() {
float shadow = 1.0;
- //version with soft shadows, more expensive
if (directional_lights.data[i].shadow_enabled) {
- if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) {
- float depth_z = -vertex.z;
-
- vec3 shadow_color = vec3(0.0);
- vec3 light_dir = directional_lights.data[i].direction;
+ float depth_z = -vertex.z;
+ vec3 light_dir = directional_lights.data[i].direction;
+ vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
-#define BIAS_FUNC(m_var, m_idx) \
- m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
- vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \
- normal_bias -= light_dir * dot(light_dir, normal_bias); \
+#define BIAS_FUNC(m_var, m_idx) \
+ m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
+ vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \
+ normal_bias -= light_dir * dot(light_dir, normal_bias); \
m_var.xyz += normal_bias;
- uint blend_index = 0;
+ //version with soft shadows, more expensive
+ if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) {
+ uint blend_count = 0;
+ const uint blend_max = directional_lights.data[i].blend_splits ? 2 : 1;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
vec4 v = vec4(vertex, 1.0);
@@ -1299,10 +1304,10 @@ void main() {
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- blend_index++;
+ blend_count++;
}
- if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
@@ -1316,7 +1321,7 @@ void main() {
vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- if (blend_index == 0) {
+ if (blend_count == 0) {
shadow = s;
} else {
//blend
@@ -1324,10 +1329,10 @@ void main() {
shadow = mix(shadow, s, blend);
}
- blend_index++;
+ blend_count++;
}
- if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
@@ -1341,7 +1346,7 @@ void main() {
vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- if (blend_index == 0) {
+ if (blend_count == 0) {
shadow = s;
} else {
//blend
@@ -1349,10 +1354,10 @@ void main() {
shadow = mix(shadow, s, blend);
}
- blend_index++;
+ blend_count++;
}
- if (blend_index < 2) {
+ if (blend_count < blend_max) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
@@ -1366,7 +1371,7 @@ void main() {
vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- if (blend_index == 0) {
+ if (blend_count == 0) {
shadow = s;
} else {
//blend
@@ -1375,21 +1380,9 @@ void main() {
}
}
-#undef BIAS_FUNC
} else { //no soft shadows
- float depth_z = -vertex.z;
-
vec4 pssm_coord;
- vec3 light_dir = directional_lights.data[i].direction;
- vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
-
-#define BIAS_FUNC(m_var, m_idx) \
- m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
- vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \
- normal_bias -= light_dir * dot(light_dir, normal_bias); \
- m_var.xyz += normal_bias;
-
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
vec4 v = vec4(vertex, 1.0);
@@ -1448,11 +1441,11 @@ void main() {
float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
shadow = mix(shadow, shadow2, pssm_blend);
}
+ }
- shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
+ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
#undef BIAS_FUNC
- }
} // shadows
if (i < 4) {
@@ -1461,6 +1454,7 @@ void main() {
shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8);
}
}
+#endif // SHADOWS_DISABLED
for (uint i = 0; i < 8; i++) {
if (i >= scene_data.directional_light_count) {
@@ -1523,18 +1517,19 @@ void main() {
#endif
float shadow = 1.0;
-
+#ifndef SHADOWS_DISABLED
if (i < 4) {
shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
} else {
shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
}
+#endif
blur_shadow(shadow);
float size_A = sc_use_light_soft_shadows ? directional_lights.data[i].size : 0.0;
- light_compute(normal, directional_lights.data[i].direction, normalize(view), size_A, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), size_A, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1545,7 +1540,7 @@ void main() {
transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- rim, rim_tint, albedo,
+ rim, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -1553,9 +1548,6 @@ void main() {
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light,
specular_light);
}
@@ -1608,7 +1600,7 @@ void main() {
shadow = blur_shadow(shadow);
- light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+ light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1620,7 +1612,6 @@ void main() {
#ifdef LIGHT_RIM_USED
rim,
rim_tint,
- albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -1628,9 +1619,6 @@ void main() {
#ifdef LIGHT_ANISOTROPY_USED
tangent, binormal, anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light, specular_light);
}
}
@@ -1684,7 +1672,7 @@ void main() {
shadow = blur_shadow(shadow);
- light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+ light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1696,7 +1684,6 @@ void main() {
#ifdef LIGHT_RIM_USED
rim,
rim_tint,
- albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -1704,9 +1691,6 @@ void main() {
#ifdef LIGHT_ANISOTROPY_USED
tangent, binormal, anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light, specular_light);
}
}
@@ -1909,7 +1893,6 @@ void main() {
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
- ;
#endif //MODE_MULTIPLE_RENDER_TARGETS
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
index b943d81784..c8489f2137 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -68,6 +68,7 @@ layout(set = 0, binding = 4) uniform sampler light_projector_sampler;
#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15)
#define INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT 16
+#define INSTANCE_FLAGS_FADE_SHIFT 24
//3 bits of stride
#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index 4d466342f8..d22f936a35 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -73,7 +73,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
return mix(vec3(dielectric), albedo, vec3(metallic));
}
-void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount,
+void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount, vec3 albedo, inout float alpha,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -84,7 +84,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- float rim, float rim_tint, vec3 rim_color,
+ float rim, float rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
float clearcoat, float clearcoat_gloss,
@@ -92,9 +92,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#ifdef LIGHT_ANISOTROPY_USED
vec3 B, vec3 T, float anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
inout vec3 diffuse_light, inout vec3 specular_light) {
vec4 orms_unpacked = unpackUnorm4x8(orms);
@@ -171,7 +168,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#if defined(LIGHT_RIM_USED)
float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
- diffuse_light += rim_light * rim * mix(vec3(1.0), rim_color, rim_tint) * light_color;
+ diffuse_light += rim_light * rim * mix(vec3(1.0), albedo, rim_tint) * light_color;
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
@@ -182,11 +179,11 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float d = scale * abs(transmittance_z);
float dd = -d * d;
vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
- vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
- vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
- vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
- vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
- vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
+ vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
+ vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
+ vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
+ vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
+ vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
diffuse_light += profile * transmittance_color.a * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI);
#else
@@ -287,7 +284,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#endif //defined(LIGHT_CODE_USED)
}
-#ifndef USE_NO_SHADOWS
+#ifndef SHADOWS_DISABLED
// Interleaved Gradient Noise
// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
@@ -301,7 +298,7 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve
float depth = coord.z;
//if only one sample is taken, take it from the center
- if (sc_directional_soft_shadow_samples == 1) {
+ if (sc_directional_soft_shadow_samples == 0) {
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
}
@@ -327,7 +324,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) {
float depth = coord.z;
//if only one sample is taken, take it from the center
- if (sc_soft_shadow_samples == 1) {
+ if (sc_soft_shadow_samples == 0) {
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
}
@@ -350,7 +347,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) {
float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec4 uv_rect, vec2 flip_offset, float depth) {
//if only one sample is taken, take it from the center
- if (sc_soft_shadow_samples == 1) {
+ if (sc_soft_shadow_samples == 0) {
vec2 pos = coord * 0.5 + 0.5;
pos = uv_rect.xy + pos * uv_rect.zw;
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
@@ -433,7 +430,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
}
}
-#endif //USE_NO_SHADOWS
+#endif // SHADOWS_DISABLED
float get_omni_attenuation(float distance, float inv_range, float decay) {
float nd = distance * inv_range;
@@ -445,7 +442,7 @@ float get_omni_attenuation(float distance, float inv_range, float decay) {
}
float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
-#ifndef USE_NO_SHADOWS
+#ifndef SHADOWS_DISABLED
if (omni_lights.data[idx].shadow_enabled) {
// there is a shadowmap
vec2 texel_size = scene_data.shadow_atlas_pixel_size;
@@ -577,7 +574,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
return 1.0;
}
-void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
+void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -587,7 +584,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
- float rim, float rim_tint, vec3 rim_color,
+ float rim, float rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
float clearcoat, float clearcoat_gloss,
@@ -595,9 +592,6 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_ANISOTROPY_USED
vec3 binormal, vec3 tangent, float anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
inout vec3 diffuse_light, inout vec3 specular_light) {
vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
@@ -703,7 +697,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
light_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -714,7 +708,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- rim * omni_attenuation, rim_tint, rim_color,
+ rim * omni_attenuation, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -722,15 +716,12 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light,
specular_light);
}
float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
-#ifndef USE_NO_SHADOWS
+#ifndef SHADOWS_DISABLED
if (spot_lights.data[idx].shadow_enabled) {
vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
@@ -806,7 +797,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
return shadow;
}
-#endif //USE_NO_SHADOWS
+#endif // SHADOWS_DISABLED
return 1.0;
}
@@ -823,7 +814,7 @@ vec2 normal_to_panorama(vec3 n) {
return panorama_coords;
}
-void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
+void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -833,7 +824,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
- float rim, float rim_tint, vec3 rim_color,
+ float rim, float rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
float clearcoat, float clearcoat_gloss,
@@ -841,9 +832,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_ANISOTROPY_USED
vec3 binormal, vec3 tangent, float anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
inout vec3 diffuse_light,
inout vec3 specular_light) {
vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
@@ -910,7 +898,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
}
light_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -921,7 +909,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- rim * spot_attenuation, rim_tint, rim_color,
+ rim * spot_attenuation, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -929,9 +917,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light, specular_light);
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 750ec5f00a..cfafde493b 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -552,12 +552,12 @@ vec4 fog_process(vec3 vertex) {
float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density));
- if (abs(scene_data.fog_height_density) > 0.001) {
+ if (abs(scene_data.fog_height_density) >= 0.0001) {
float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
- float y_dist = scene_data.fog_height - y;
+ float y_dist = y - scene_data.fog_height;
- float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
+ float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data.fog_height_density));
fog_amount = max(vfog_amount, fog_amount);
}
@@ -930,15 +930,15 @@ void main() {
const float c4 = 0.886227;
const float c5 = 0.247708;
ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) +
- c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
- c4 * lightmap_captures.data[index].sh[0].rgb -
- c5 * lightmap_captures.data[index].sh[6].rgb +
- 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
- 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
- 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
- 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
- 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
- 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
+ c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
+ c4 * lightmap_captures.data[index].sh[0].rgb -
+ c5 * lightmap_captures.data[index].sh[6].rgb +
+ 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
+ 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
+ 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
+ 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
+ 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
+ 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
} else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
@@ -1046,7 +1046,7 @@ void main() {
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
if (!sc_disable_directional_lights) { //directional light
-
+#ifndef SHADOWS_DISABLED
// Do shadow and lighting in two passes to reduce register pressure
uint shadow0 = 0;
uint shadow1 = 0;
@@ -1322,6 +1322,8 @@ void main() {
}
}
+#endif // SHADOWS_DISABLED
+
for (uint i = 0; i < 8; i++) {
if (i >= scene_data.directional_light_count) {
break;
@@ -1334,16 +1336,16 @@ void main() {
// We're not doing light transmittence
float shadow = 1.0;
-
+#ifndef SHADOWS_DISABLED
if (i < 4) {
shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
} else {
shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
}
-
+#endif
blur_shadow(shadow);
- light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1356,7 +1358,7 @@ void main() {
#endif
*/
#ifdef LIGHT_RIM_USED
- rim, rim_tint, albedo,
+ rim, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -1367,9 +1369,6 @@ void main() {
#ifdef USE_SOFT_SHADOW
directional_lights.data[i].size,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light,
specular_light);
}
@@ -1393,7 +1392,7 @@ void main() {
shadow = blur_shadow(shadow);
- light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+ light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1407,7 +1406,6 @@ void main() {
#ifdef LIGHT_RIM_USED
rim,
rim_tint,
- albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -1415,9 +1413,6 @@ void main() {
#ifdef LIGHT_ANISOTROPY_USED
tangent, binormal, anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light, specular_light);
}
} //omni lights
@@ -1441,7 +1436,7 @@ void main() {
shadow = blur_shadow(shadow);
- light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+ light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1455,7 +1450,6 @@ void main() {
#ifdef LIGHT_RIM_USED
rim,
rim_tint,
- albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -1463,9 +1457,6 @@ void main() {
#ifdef LIGHT_ANISOTROPY_USED
tangent, binormal, anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light, specular_light);
}
} //spot lights
diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl
index 1ce3e04421..948c6e1e39 100644
--- a/servers/rendering/renderer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl
@@ -140,7 +140,7 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
- (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
+ (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
}
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
@@ -341,14 +341,14 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
- (0.25 * FXAA_REDUCE_MUL),
+ (0.25 * FXAA_REDUCE_MUL),
FXAA_REDUCE_MIN);
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) *
- params.pixel_size;
+ params.pixel_size;
#ifdef MULTIVIEW
vec3 rgbA = 0.5 * exposure * (textureLod(source_color, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz) * params.luminance_multiplier;
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
index f2010222e5..afc5d68776 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
@@ -4,219 +4,88 @@
#VERSION_DEFINES
-/* Do not use subgroups here, seems there is not much advantage and causes glitches
-#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic)
-#extension GL_KHR_shader_subgroup_ballot: enable
-#extension GL_KHR_shader_subgroup_arithmetic: enable
-
-#define USE_SUBGROUPS
-#endif
-*/
-
-#if defined(MODE_FOG) || defined(MODE_FILTER)
-
-layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-
-#endif
-
-#if defined(MODE_DENSITY)
-
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
-#endif
+#define SAMPLER_NEAREST_CLAMP 0
+#define SAMPLER_LINEAR_CLAMP 1
+#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
+#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
+#define SAMPLER_NEAREST_REPEAT 6
+#define SAMPLER_LINEAR_REPEAT 7
+#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
+#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
+
+#define DENSITY_SCALE 1024.0
#include "cluster_data_inc.glsl"
#include "light_data_inc.glsl"
#define M_PI 3.14159265359
-layout(set = 0, binding = 1) uniform texture2D shadow_atlas;
-layout(set = 0, binding = 2) uniform texture2D directional_shadow_atlas;
-
-layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
- LightData data[];
-}
-omni_lights;
-
-layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
- LightData data[];
-}
-spot_lights;
-
-layout(set = 0, binding = 5, std140) uniform DirectionalLights {
- DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
-}
-directional_lights;
-
-layout(set = 0, binding = 6, std430) buffer restrict readonly ClusterBuffer {
- uint data[];
-}
-cluster_buffer;
-
-layout(set = 0, binding = 7) uniform sampler linear_sampler;
-
-#ifdef MODE_DENSITY
-layout(rgba16f, set = 0, binding = 8) uniform restrict writeonly image3D density_map;
-layout(rgba16f, set = 0, binding = 9) uniform restrict readonly image3D fog_map; //unused
-#endif
-
-#ifdef MODE_FOG
-layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D density_map;
-layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D fog_map;
-#endif
-
-#ifdef MODE_FILTER
-layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map;
-layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map;
-#endif
-
-layout(set = 0, binding = 10) uniform sampler shadow_sampler;
-
-#define MAX_VOXEL_GI_INSTANCES 8
-
-struct VoxelGIData {
- mat4 xform;
- vec3 bounds;
- float dynamic_range;
+layout(set = 0, binding = 1) uniform sampler material_samplers[12];
- float bias;
- float normal_bias;
- bool blend_ambient;
- uint texture_slot;
-
- float anisotropy_strength;
- float ambient_occlusion;
- float ambient_occlusion_size;
- uint mipmaps;
-};
-
-layout(set = 0, binding = 11, std140) uniform VoxelGIs {
- VoxelGIData data[MAX_VOXEL_GI_INSTANCES];
+layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData {
+ vec4 data[];
}
-voxel_gi_instances;
-
-layout(set = 0, binding = 12) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
+global_variables;
-layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps;
-
-#ifdef ENABLE_SDFGI
-
-// SDFGI Integration on set 1
-#define SDFGI_MAX_CASCADES 8
-
-struct SDFVoxelGICascadeData {
+layout(push_constant, binding = 0, std430) uniform Params {
vec3 position;
- float to_probe;
- ivec3 probe_world_offset;
- float to_cell; // 1/bounds * grid_size
-};
-
-layout(set = 1, binding = 0, std140) uniform SDFGI {
- vec3 grid_size;
- uint max_cascades;
-
- bool use_occlusion;
- int probe_axis_size;
- float probe_to_uvw;
- float normal_bias;
-
- vec3 lightprobe_tex_pixel_size;
- float energy;
+ float pad;
- vec3 lightprobe_uv_offset;
- float y_mult;
+ vec3 extents;
+ float pad2;
- vec3 occlusion_clamp;
- uint pad3;
+ ivec3 corner;
+ uint shape;
- vec3 occlusion_renormalize;
- uint pad4;
-
- vec3 cascade_probe_size;
- uint pad5;
-
- SDFVoxelGICascadeData cascades[SDFGI_MAX_CASCADES];
+ mat4 transform;
}
-sdfgi;
-
-layout(set = 1, binding = 1) uniform texture2DArray sdfgi_ambient_texture;
-
-layout(set = 1, binding = 2) uniform texture3D sdfgi_occlusion_texture;
+params;
-#endif //SDFGI
+layout(r32ui, set = 1, binding = 1) uniform volatile uimage3D emissive_only_map;
-layout(set = 0, binding = 14, std140) uniform Params {
+layout(set = 1, binding = 2, std140) uniform SceneParams {
vec2 fog_frustum_size_begin;
vec2 fog_frustum_size_end;
float fog_frustum_end;
- float z_near;
- float z_far;
- int filter_axis;
+ float z_near; //
+ float z_far; //
+ float time;
ivec3 fog_volume_size;
- uint directional_light_count;
-
- vec3 light_color;
- float base_density;
+ uint directional_light_count; //
- float detail_spread;
- float gi_inject;
- uint max_voxel_gi_instances;
- uint cluster_type_size;
-
- vec2 screen_size;
- uint cluster_shift;
- uint cluster_width;
-
- uint max_cluster_element_count_div_32;
bool use_temporal_reprojection;
uint temporal_frame;
+ float detail_spread;
float temporal_blend;
- mat3x4 cam_rotation;
mat4 to_prev_view;
+ mat4 transform;
}
-params;
+scene_params;
-layout(set = 0, binding = 15) uniform texture3D prev_density_texture;
+layout(r32ui, set = 1, binding = 3) uniform volatile uimage3D density_only_map;
+layout(r32ui, set = 1, binding = 4) uniform volatile uimage3D light_only_map;
-float get_depth_at_pos(float cell_depth_size, int z) {
- float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels
- d = pow(d, params.detail_spread);
- return params.fog_frustum_end * d;
-}
-
-vec3 hash3f(uvec3 x) {
- x = ((x >> 16) ^ x) * 0x45d9f3b;
- x = ((x >> 16) ^ x) * 0x45d9f3b;
- x = (x >> 16) ^ x;
- return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF));
-}
-
-float get_omni_attenuation(float distance, float inv_range, float decay) {
- float nd = distance * inv_range;
- nd *= nd;
- nd *= nd; // nd^4
- nd = max(1.0 - nd, 0.0);
- nd *= nd; // nd^2
- return nd * pow(max(distance, 0.0001), -decay);
-}
-
-void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) {
- uint item_min_max = cluster_buffer.data[p_offset];
- item_min = item_min_max & 0xFFFF;
- item_max = item_min_max >> 16;
- ;
+#ifdef MATERIAL_UNIFORMS_USED
+layout(set = 2, binding = 0, std140) uniform MaterialUniforms{
+#MATERIAL_UNIFORMS
+} material;
+#endif
- item_from = item_min >> 5;
- item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements
-}
+#GLOBALS
-uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) {
- int local_min = clamp(int(z_min) - int(i) * 32, 0, 31);
- int mask_width = min(int(z_max) - int(z_min), 32 - local_min);
- return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width);
+float get_depth_at_pos(float cell_depth_size, int z) {
+ float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels
+ d = pow(d, scene_params.detail_spread);
+ return scene_params.fog_frustum_end * d;
}
#define TEMPORAL_FRAMES 16
@@ -240,464 +109,144 @@ const vec3 halton_map[TEMPORAL_FRAMES] = vec3[](
vec3(0.03125, 0.59259259, 0.32));
void main() {
- vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
-
-#ifdef MODE_DENSITY
+ vec3 fog_cell_size = 1.0 / vec3(scene_params.fog_volume_size);
- ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
- if (any(greaterThanEqual(pos, params.fog_volume_size))) {
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz) + params.corner;
+ if (any(greaterThanEqual(pos, scene_params.fog_volume_size))) {
return; //do not compute
}
vec3 posf = vec3(pos);
- //posf += mix(vec3(0.0),vec3(1.0),0.3) * hash3f(uvec3(pos)) * 2.0 - 1.0;
-
vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels
-
- uvec2 screen_pos = uvec2(fog_unit_pos.xy * params.screen_size);
- uvec2 cluster_pos = screen_pos >> params.cluster_shift;
- uint cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32);
- //positions in screen are too spread apart, no hopes for optimizing with subgroups
-
- fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
+ fog_unit_pos.z = pow(fog_unit_pos.z, scene_params.detail_spread);
vec3 view_pos;
- view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z));
- view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
+ view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(fog_unit_pos.z));
+ view_pos.z = -scene_params.fog_frustum_end * fog_unit_pos.z;
view_pos.y = -view_pos.y;
- vec4 reprojected_density = vec4(0.0);
- float reproject_amount = 0.0;
-
- if (params.use_temporal_reprojection) {
- vec3 prev_view = (params.to_prev_view * vec4(view_pos, 1.0)).xyz;
+ if (scene_params.use_temporal_reprojection) {
+ vec3 prev_view = (scene_params.to_prev_view * vec4(view_pos, 1.0)).xyz;
//undo transform into prev view
prev_view.y = -prev_view.y;
//z back to unit size
- prev_view.z /= -params.fog_frustum_end;
+ prev_view.z /= -scene_params.fog_frustum_end;
//xy back to unit size
- prev_view.xy /= mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(prev_view.z));
+ prev_view.xy /= mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(prev_view.z));
prev_view.xy = prev_view.xy * 0.5 + 0.5;
//z back to unspread value
- prev_view.z = pow(prev_view.z, 1.0 / params.detail_spread);
+ prev_view.z = pow(prev_view.z, 1.0 / scene_params.detail_spread);
if (all(greaterThan(prev_view, vec3(0.0))) && all(lessThan(prev_view, vec3(1.0)))) {
//reprojectinon fits
-
- reprojected_density = textureLod(sampler3D(prev_density_texture, linear_sampler), prev_view, 0.0);
- reproject_amount = params.temporal_blend;
-
// Since we can reproject, now we must jitter the current view pos.
// This is done here because cells that can't reproject should not jitter.
- fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[params.temporal_frame]; //center of voxels, offset by halton table
+ fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[scene_params.temporal_frame]; //center of voxels, offset by halton table
+ fog_unit_pos.z = pow(fog_unit_pos.z, scene_params.detail_spread);
- screen_pos = uvec2(fog_unit_pos.xy * params.screen_size);
- cluster_pos = screen_pos >> params.cluster_shift;
- cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32);
- //positions in screen are too spread apart, no hopes for optimizing with subgroups
-
- fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
-
- view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z));
- view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
+ view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(fog_unit_pos.z));
+ view_pos.z = -scene_params.fog_frustum_end * fog_unit_pos.z;
view_pos.y = -view_pos.y;
}
}
- uint cluster_z = uint(clamp((abs(view_pos.z) / params.z_far) * 32.0, 0.0, 31.0));
-
- vec3 total_light = params.light_color;
+ float density = 0.0;
+ vec3 emission = vec3(0.0);
+ vec3 albedo = vec3(0.0);
- float total_density = params.base_density;
float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1));
- //compute directional lights
-
- for (uint i = 0; i < params.directional_light_count; i++) {
- vec3 shadow_attenuation = vec3(1.0);
-
- if (directional_lights.data[i].shadow_enabled) {
- float depth_z = -view_pos.z;
-
- vec4 pssm_coord;
- vec3 shadow_color = directional_lights.data[i].shadow_color1.rgb;
- vec3 light_dir = directional_lights.data[i].direction;
- vec4 v = vec4(view_pos, 1.0);
- float z_range;
-
- if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
- pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.x;
-
- } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
- pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.y;
-
- } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
- pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.z;
-
- } else {
- pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.w;
- }
-
- float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r;
- float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade);
- /*
- //float shadow = textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord);
- float shadow = 0.0;
- for(float xi=-1;xi<=1;xi++) {
- for(float yi=-1;yi<=1;yi++) {
- vec2 ofs = vec2(xi,yi) * 1.5 * params.directional_shadow_pixel_size;
- shadow += textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord + vec4(ofs,0.0,0.0));
- }
-
- }
-
- shadow /= 3.0 * 3.0;
-
-*/
- shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance
-
- shadow_attenuation = mix(shadow_color, vec3(1.0), shadow);
- }
-
- total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy / M_PI;
+ vec4 world = scene_params.transform * vec4(view_pos, 1.0);
+ world.xyz /= world.w;
+
+ vec3 uvw = fog_unit_pos;
+
+ vec4 local_pos = params.transform * world;
+ local_pos.xyz /= local_pos.w;
+
+ float sdf = -1.0;
+ if (params.shape == 0) {
+ //Ellipsoid
+ // https://www.shadertoy.com/view/tdS3DG
+ float k0 = length(local_pos.xyz / params.extents);
+ float k1 = length(local_pos.xyz / (params.extents * params.extents));
+ sdf = k0 * (k0 - 1.0) / k1;
+ } else if (params.shape == 1) {
+ // Box
+ // https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
+ vec3 q = abs(local_pos.xyz) - params.extents;
+ sdf = length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0);
}
- //compute lights from cluster
-
- { //omni lights
-
- uint cluster_omni_offset = cluster_offset;
-
- uint item_min;
- uint item_max;
- uint item_from;
- uint item_to;
-
- cluster_get_item_range(cluster_omni_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
-
-#ifdef USE_SUBGROUPS
- item_from = subgroupBroadcastFirst(subgroupMin(item_from));
- item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+ float cull_mask = 1.0; //used to cull cells that do not contribute
+ if (params.shape <= 1) {
+#ifndef SDF_USED
+ cull_mask = 1.0 - smoothstep(-0.1, 0.0, sdf);
#endif
-
- for (uint i = item_from; i < item_to; i++) {
- uint mask = cluster_buffer.data[cluster_omni_offset + i];
- mask &= cluster_get_range_clip_mask(i, item_min, item_max);
-#ifdef USE_SUBGROUPS
- uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
-#else
- uint merged_mask = mask;
-#endif
-
- while (merged_mask != 0) {
- uint bit = findMSB(merged_mask);
- merged_mask &= ~(1 << bit);
-#ifdef USE_SUBGROUPS
- if (((1 << bit) & mask) == 0) { //do not process if not originally here
- continue;
- }
-#endif
- uint light_index = 32 * i + bit;
-
- //if (!bool(omni_omni_lights.data[light_index].mask & draw_call.layer_mask)) {
- // continue; //not masked
- //}
-
- vec3 light_pos = omni_lights.data[light_index].position;
- float d = distance(omni_lights.data[light_index].position, view_pos);
- float shadow_attenuation = 1.0;
-
- if (d * omni_lights.data[light_index].inv_radius < 1.0) {
- float attenuation = get_omni_attenuation(d, omni_lights.data[light_index].inv_radius, omni_lights.data[light_index].attenuation);
-
- vec3 light = omni_lights.data[light_index].color / M_PI;
-
- if (omni_lights.data[light_index].shadow_enabled) {
- //has shadow
- vec4 v = vec4(view_pos, 1.0);
-
- vec4 splane = (omni_lights.data[light_index].shadow_matrix * v);
- float shadow_len = length(splane.xyz); //need to remember shadow len from here
-
- splane.xyz = normalize(splane.xyz);
- vec4 clamp_rect = omni_lights.data[light_index].atlas_rect;
-
- if (splane.z >= 0.0) {
- splane.z += 1.0;
-
- clamp_rect.y += clamp_rect.w;
-
- } else {
- splane.z = 1.0 - splane.z;
- }
-
- splane.xy /= splane.z;
-
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = shadow_len * omni_lights.data[light_index].inv_radius;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- splane.w = 1.0; //needed? i think it should be 1 already
-
- float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
-
- shadow_attenuation = exp(min(0.0, (depth - splane.z)) / omni_lights.data[light_index].inv_radius * omni_lights.data[light_index].shadow_volumetric_fog_fade);
- }
- total_light += light * attenuation * shadow_attenuation;
- }
- }
- }
+ uvw = clamp((local_pos.xyz + params.extents) / (2.0 * params.extents), 0.0, 1.0);
}
- { //spot lights
-
- uint cluster_spot_offset = cluster_offset + params.cluster_type_size;
-
- uint item_min;
- uint item_max;
- uint item_from;
- uint item_to;
-
- cluster_get_item_range(cluster_spot_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
-
-#ifdef USE_SUBGROUPS
- item_from = subgroupBroadcastFirst(subgroupMin(item_from));
- item_to = subgroupBroadcastFirst(subgroupMax(item_to));
-#endif
-
- for (uint i = item_from; i < item_to; i++) {
- uint mask = cluster_buffer.data[cluster_spot_offset + i];
- mask &= cluster_get_range_clip_mask(i, item_min, item_max);
-#ifdef USE_SUBGROUPS
- uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
-#else
- uint merged_mask = mask;
-#endif
-
- while (merged_mask != 0) {
- uint bit = findMSB(merged_mask);
- merged_mask &= ~(1 << bit);
-#ifdef USE_SUBGROUPS
- if (((1 << bit) & mask) == 0) { //do not process if not originally here
- continue;
- }
-#endif
-
- //if (!bool(omni_lights.data[light_index].mask & draw_call.layer_mask)) {
- // continue; //not masked
- //}
-
- uint light_index = 32 * i + bit;
-
- vec3 light_pos = spot_lights.data[light_index].position;
- vec3 light_rel_vec = spot_lights.data[light_index].position - view_pos;
- float d = length(light_rel_vec);
- float shadow_attenuation = 1.0;
-
- if (d * spot_lights.data[light_index].inv_radius < 1.0) {
- float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation);
-
- vec3 spot_dir = spot_lights.data[light_index].direction;
- float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[light_index].cone_angle);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[light_index].cone_angle));
- attenuation *= 1.0 - pow(spot_rim, spot_lights.data[light_index].cone_attenuation);
-
- vec3 light = spot_lights.data[light_index].color / M_PI;
-
- if (spot_lights.data[light_index].shadow_enabled) {
- //has shadow
- vec4 v = vec4(view_pos, 1.0);
-
- vec4 splane = (spot_lights.data[light_index].shadow_matrix * v);
- splane /= splane.w;
-
- float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
-
- shadow_attenuation = exp(min(0.0, (depth - splane.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade);
- }
-
- total_light += light * attenuation * shadow_attenuation;
- }
- }
+ if (cull_mask > 0.0) {
+ {
+#CODE : FOG
}
- }
-
- vec3 world_pos = mat3(params.cam_rotation) * view_pos;
-
- for (uint i = 0; i < params.max_voxel_gi_instances; i++) {
- vec3 position = (voxel_gi_instances.data[i].xform * vec4(world_pos, 1.0)).xyz;
-
- //this causes corrupted pixels, i have no idea why..
- if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, voxel_gi_instances.data[i].bounds))))) {
- position /= voxel_gi_instances.data[i].bounds;
-
- vec4 light = vec4(0.0);
- for (uint j = 0; j < voxel_gi_instances.data[i].mipmaps; j++) {
- vec4 slight = textureLod(sampler3D(voxel_gi_textures[i], linear_sampler_with_mipmaps), position, float(j));
- float a = (1.0 - light.a);
- light += a * slight;
- }
-
- light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject;
-
- total_light += light.rgb;
- }
- }
-
- //sdfgi
-#ifdef ENABLE_SDFGI
-
- {
- float blend = -1.0;
- vec3 ambient_total = vec3(0.0);
-
- for (uint i = 0; i < sdfgi.max_cascades; i++) {
- vec3 cascade_pos = (world_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe;
- if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) {
- continue; //skip cascade
- }
-
- vec3 base_pos = floor(cascade_pos);
- ivec3 probe_base_pos = ivec3(base_pos);
-
- vec4 ambient_accum = vec4(0.0);
-
- ivec3 tex_pos = ivec3(probe_base_pos.xy, int(i));
- tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
-
- for (uint j = 0; j < 8; j++) {
- ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
- ivec3 probe_posi = probe_base_pos;
- probe_posi += offset;
-
- // Compute weight
-
- vec3 probe_pos = vec3(probe_posi);
- vec3 probe_to_pos = cascade_pos - probe_pos;
-
- vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
- float weight = trilinear.x * trilinear.y * trilinear.z;
-
- // Compute lightprobe occlusion
-
- if (sdfgi.use_occlusion) {
- ivec3 occ_indexv = abs((sdfgi.cascades[i].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
- vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));
-
- vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw;
- occ_pos.z += float(i);
- if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
- occ_pos.x += 1.0;
- }
-
- occ_pos *= sdfgi.occlusion_renormalize;
- float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask);
-
- weight *= max(occlusion, 0.01);
+#ifdef DENSITY_USED
+ density *= cull_mask;
+ if (abs(density) > 0.001) {
+ int final_density = int(density * DENSITY_SCALE);
+ imageAtomicAdd(density_only_map, pos, uint(final_density));
+
+#ifdef EMISSION_USED
+ {
+ emission *= clamp(density, 0.0, 1.0);
+ emission = clamp(emission, vec3(0.0), vec3(4.0));
+ // Scale to fit into R11G11B10 with a range of 0-4
+ uvec3 emission_u = uvec3(emission.r * 511.0, emission.g * 511.0, emission.b * 255.0);
+ // R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint
+ uint final_emission = emission_u.r << 21 | emission_u.g << 10 | emission_u.b;
+ uint prev_emission = imageAtomicAdd(emissive_only_map, pos, final_emission);
+
+ // Adding can lead to colors overflowing, so validate
+ uvec3 prev_emission_u = uvec3(prev_emission >> 21, (prev_emission << 11) >> 21, prev_emission % 1024);
+ uint add_emission = final_emission + prev_emission;
+ uvec3 add_emission_u = uvec3(add_emission >> 21, (add_emission << 11) >> 21, add_emission % 1024);
+
+ bvec3 overflowing = lessThan(add_emission_u, prev_emission_u + emission_u);
+
+ if (any(overflowing)) {
+ uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing);
+ uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b;
+ imageAtomicOr(emissive_only_map, pos, force_max);
}
-
- // Compute ambient texture position
-
- ivec3 uvw = tex_pos;
- uvw.xy += offset.xy;
- uvw.x += offset.z * sdfgi.probe_axis_size;
-
- vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb;
-
- ambient_accum.rgb += ambient * weight;
- ambient_accum.a += weight;
- }
-
- if (ambient_accum.a > 0) {
- ambient_accum.rgb /= ambient_accum.a;
}
- ambient_total = ambient_accum.rgb;
- break;
- }
-
- total_light += ambient_total * params.gi_inject;
- }
-
#endif
-
- vec4 final_density = vec4(total_light, total_density);
-
- final_density = mix(final_density, reprojected_density, reproject_amount);
-
- imageStore(density_map, pos, final_density);
-#endif
-
-#ifdef MODE_FOG
-
- ivec3 pos = ivec3(gl_GlobalInvocationID.xy, 0);
-
- if (any(greaterThanEqual(pos, params.fog_volume_size))) {
- return; //do not compute
- }
-
- vec4 fog_accum = vec4(0.0);
- float prev_z = 0.0;
-
- float t = 1.0;
-
- for (int i = 0; i < params.fog_volume_size.z; i++) {
- //compute fog position
- ivec3 fog_pos = pos + ivec3(0, 0, i);
- //get fog value
- vec4 fog = imageLoad(density_map, fog_pos);
-
- //get depth at cell pos
- float z = get_depth_at_pos(fog_cell_size.z, i);
- //get distance from previous pos
- float d = abs(prev_z - z);
- //compute exinction based on beer's
- float extinction = t * exp(-d * fog.a);
- //compute alpha based on different of extinctions
- float alpha = t - extinction;
- //update extinction
- t = extinction;
-
- fog_accum += vec4(fog.rgb * alpha, alpha);
- prev_z = z;
-
- vec4 fog_value;
-
- if (fog_accum.a > 0.0) {
- fog_value = vec4(fog_accum.rgb / fog_accum.a, 1.0 - t);
- } else {
- fog_value = vec4(0.0);
+#ifdef ALBEDO_USED
+ {
+ vec3 scattering = albedo * clamp(density, 0.0, 1.0);
+ scattering = clamp(scattering, vec3(0.0), vec3(1.0));
+ uvec3 scattering_u = uvec3(scattering.r * 2047.0, scattering.g * 2047.0, scattering.b * 1023.0);
+ // R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint
+ uint final_scattering = scattering_u.r << 21 | scattering_u.g << 10 | scattering_u.b;
+ uint prev_scattering = imageAtomicAdd(light_only_map, pos, final_scattering);
+
+ // Adding can lead to colors overflowing, so validate
+ uvec3 prev_scattering_u = uvec3(prev_scattering >> 21, (prev_scattering << 11) >> 21, prev_scattering % 1024);
+ uint add_scattering = final_scattering + prev_scattering;
+ uvec3 add_scattering_u = uvec3(add_scattering >> 21, (add_scattering << 11) >> 21, add_scattering % 1024);
+
+ bvec3 overflowing = lessThan(add_scattering_u, prev_scattering_u + scattering_u);
+
+ if (any(overflowing)) {
+ uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing);
+ uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b;
+ imageAtomicOr(light_only_map, pos, force_max);
+ }
+ }
+#endif // ALBEDO_USED
}
-
- imageStore(fog_map, fog_pos, fog_value);
+#endif // DENSITY_USED
}
-
-#endif
-
-#ifdef MODE_FILTER
-
- ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
-
- const float gauss[7] = float[](0.071303, 0.131514, 0.189879, 0.214607, 0.189879, 0.131514, 0.071303);
-
- const ivec3 filter_dir[3] = ivec3[](ivec3(1, 0, 0), ivec3(0, 1, 0), ivec3(0, 0, 1));
- ivec3 offset = filter_dir[params.filter_axis];
-
- vec4 accum = vec4(0.0);
- for (int i = -3; i <= 3; i++) {
- accum += imageLoad(source_map, clamp(pos + offset * i, ivec3(0), params.fog_volume_size - ivec3(1))) * gauss[i + 3];
- }
-
- imageStore(dest_map, pos, accum);
-
-#endif
}
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
new file mode 100644
index 0000000000..3d6fbb5653
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
@@ -0,0 +1,741 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+/* Do not use subgroups here, seems there is not much advantage and causes glitches
+#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic)
+#extension GL_KHR_shader_subgroup_ballot: enable
+#extension GL_KHR_shader_subgroup_arithmetic: enable
+
+#define USE_SUBGROUPS
+#endif
+*/
+
+#ifdef MODE_DENSITY
+layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
+#else
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+#endif
+
+#include "cluster_data_inc.glsl"
+#include "light_data_inc.glsl"
+
+#define M_PI 3.14159265359
+
+#define DENSITY_SCALE 1024.0
+
+layout(set = 0, binding = 1) uniform texture2D shadow_atlas;
+layout(set = 0, binding = 2) uniform texture2D directional_shadow_atlas;
+
+layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
+ LightData data[];
+}
+omni_lights;
+
+layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
+ LightData data[];
+}
+spot_lights;
+
+layout(set = 0, binding = 5, std140) uniform DirectionalLights {
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+directional_lights;
+
+layout(set = 0, binding = 6, std430) buffer restrict readonly ClusterBuffer {
+ uint data[];
+}
+cluster_buffer;
+
+layout(set = 0, binding = 7) uniform sampler linear_sampler;
+
+#ifdef MODE_DENSITY
+layout(rgba16f, set = 0, binding = 8) uniform restrict writeonly image3D density_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict readonly image3D fog_map; //unused
+#endif
+
+#ifdef MODE_FOG
+layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D density_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D fog_map;
+#endif
+
+#ifdef MODE_COPY
+layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map;
+#endif
+
+#ifdef MODE_FILTER
+layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map;
+#endif
+
+layout(set = 0, binding = 10) uniform sampler shadow_sampler;
+
+#define MAX_VOXEL_GI_INSTANCES 8
+
+struct VoxelGIData {
+ mat4 xform;
+ vec3 bounds;
+ float dynamic_range;
+
+ float bias;
+ float normal_bias;
+ bool blend_ambient;
+ uint texture_slot;
+
+ float anisotropy_strength;
+ float ambient_occlusion;
+ float ambient_occlusion_size;
+ uint mipmaps;
+};
+
+layout(set = 0, binding = 11, std140) uniform VoxelGIs {
+ VoxelGIData data[MAX_VOXEL_GI_INSTANCES];
+}
+voxel_gi_instances;
+
+layout(set = 0, binding = 12) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
+
+layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps;
+
+#ifdef ENABLE_SDFGI
+
+// SDFGI Integration on set 1
+#define SDFGI_MAX_CASCADES 8
+
+struct SDFVoxelGICascadeData {
+ vec3 position;
+ float to_probe;
+ ivec3 probe_world_offset;
+ float to_cell; // 1/bounds * grid_size
+};
+
+layout(set = 1, binding = 0, std140) uniform SDFGI {
+ vec3 grid_size;
+ uint max_cascades;
+
+ bool use_occlusion;
+ int probe_axis_size;
+ float probe_to_uvw;
+ float normal_bias;
+
+ vec3 lightprobe_tex_pixel_size;
+ float energy;
+
+ vec3 lightprobe_uv_offset;
+ float y_mult;
+
+ vec3 occlusion_clamp;
+ uint pad3;
+
+ vec3 occlusion_renormalize;
+ uint pad4;
+
+ vec3 cascade_probe_size;
+ uint pad5;
+
+ SDFVoxelGICascadeData cascades[SDFGI_MAX_CASCADES];
+}
+sdfgi;
+
+layout(set = 1, binding = 1) uniform texture2DArray sdfgi_ambient_texture;
+
+layout(set = 1, binding = 2) uniform texture3D sdfgi_occlusion_texture;
+
+#endif //SDFGI
+
+layout(set = 0, binding = 14, std140) uniform Params {
+ vec2 fog_frustum_size_begin;
+ vec2 fog_frustum_size_end;
+
+ float fog_frustum_end;
+ float ambient_inject;
+ float z_far;
+ int filter_axis;
+
+ vec3 ambient_color;
+ float sky_contribution;
+
+ ivec3 fog_volume_size;
+ uint directional_light_count;
+
+ vec3 base_emission;
+ float base_density;
+
+ vec3 base_scattering;
+ float phase_g;
+
+ float detail_spread;
+ float gi_inject;
+ uint max_voxel_gi_instances;
+ uint cluster_type_size;
+
+ vec2 screen_size;
+ uint cluster_shift;
+ uint cluster_width;
+
+ uint max_cluster_element_count_div_32;
+ bool use_temporal_reprojection;
+ uint temporal_frame;
+ float temporal_blend;
+
+ mat3x4 cam_rotation;
+ mat4 to_prev_view;
+
+ mat3 radiance_inverse_xform;
+}
+params;
+#ifndef MODE_COPY
+layout(set = 0, binding = 15) uniform texture3D prev_density_texture;
+
+layout(r32ui, set = 0, binding = 16) uniform uimage3D density_only_map;
+layout(r32ui, set = 0, binding = 17) uniform uimage3D light_only_map;
+layout(r32ui, set = 0, binding = 18) uniform uimage3D emissive_only_map;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+layout(set = 0, binding = 19) uniform textureCubeArray sky_texture;
+#else
+layout(set = 0, binding = 19) uniform textureCube sky_texture;
+#endif
+#endif // MODE_COPY
+
+float get_depth_at_pos(float cell_depth_size, int z) {
+ float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels
+ d = pow(d, params.detail_spread);
+ return params.fog_frustum_end * d;
+}
+
+vec3 hash3f(uvec3 x) {
+ x = ((x >> 16) ^ x) * 0x45d9f3b;
+ x = ((x >> 16) ^ x) * 0x45d9f3b;
+ x = (x >> 16) ^ x;
+ return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF));
+}
+
+float get_omni_attenuation(float dist, float inv_range, float decay) {
+ float nd = dist * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(dist, 0.0001), -decay);
+}
+
+void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) {
+ uint item_min_max = cluster_buffer.data[p_offset];
+ item_min = item_min_max & 0xFFFF;
+ item_max = item_min_max >> 16;
+ ;
+
+ item_from = item_min >> 5;
+ item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements
+}
+
+uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) {
+ int local_min = clamp(int(z_min) - int(i) * 32, 0, 31);
+ int mask_width = min(int(z_max) - int(z_min), 32 - local_min);
+ return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width);
+}
+
+float henyey_greenstein(float cos_theta, float g) {
+ const float k = 0.0795774715459; // 1 / (4 * PI)
+ return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));
+}
+
+#define TEMPORAL_FRAMES 16
+
+const vec3 halton_map[TEMPORAL_FRAMES] = vec3[](
+ vec3(0.5, 0.33333333, 0.2),
+ vec3(0.25, 0.66666667, 0.4),
+ vec3(0.75, 0.11111111, 0.6),
+ vec3(0.125, 0.44444444, 0.8),
+ vec3(0.625, 0.77777778, 0.04),
+ vec3(0.375, 0.22222222, 0.24),
+ vec3(0.875, 0.55555556, 0.44),
+ vec3(0.0625, 0.88888889, 0.64),
+ vec3(0.5625, 0.03703704, 0.84),
+ vec3(0.3125, 0.37037037, 0.08),
+ vec3(0.8125, 0.7037037, 0.28),
+ vec3(0.1875, 0.14814815, 0.48),
+ vec3(0.6875, 0.48148148, 0.68),
+ vec3(0.4375, 0.81481481, 0.88),
+ vec3(0.9375, 0.25925926, 0.12),
+ vec3(0.03125, 0.59259259, 0.32));
+
+void main() {
+ vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
+
+#ifdef MODE_DENSITY
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+ if (any(greaterThanEqual(pos, params.fog_volume_size))) {
+ return; //do not compute
+ }
+
+ vec3 posf = vec3(pos);
+
+ //posf += mix(vec3(0.0),vec3(1.0),0.3) * hash3f(uvec3(pos)) * 2.0 - 1.0;
+
+ vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels
+
+ uvec2 screen_pos = uvec2(fog_unit_pos.xy * params.screen_size);
+ uvec2 cluster_pos = screen_pos >> params.cluster_shift;
+ uint cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32);
+ //positions in screen are too spread apart, no hopes for optimizing with subgroups
+
+ fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
+
+ vec3 view_pos;
+ view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z));
+ view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
+ view_pos.y = -view_pos.y;
+
+ vec4 reprojected_density = vec4(0.0);
+ float reproject_amount = 0.0;
+
+ if (params.use_temporal_reprojection) {
+ vec3 prev_view = (params.to_prev_view * vec4(view_pos, 1.0)).xyz;
+ //undo transform into prev view
+ prev_view.y = -prev_view.y;
+ //z back to unit size
+ prev_view.z /= -params.fog_frustum_end;
+ //xy back to unit size
+ prev_view.xy /= mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(prev_view.z));
+ prev_view.xy = prev_view.xy * 0.5 + 0.5;
+ //z back to unspread value
+ prev_view.z = pow(prev_view.z, 1.0 / params.detail_spread);
+
+ if (all(greaterThan(prev_view, vec3(0.0))) && all(lessThan(prev_view, vec3(1.0)))) {
+ //reprojectinon fits
+
+ reprojected_density = textureLod(sampler3D(prev_density_texture, linear_sampler), prev_view, 0.0);
+ reproject_amount = params.temporal_blend;
+
+ // Since we can reproject, now we must jitter the current view pos.
+ // This is done here because cells that can't reproject should not jitter.
+
+ fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[params.temporal_frame]; //center of voxels, offset by halton table
+
+ screen_pos = uvec2(fog_unit_pos.xy * params.screen_size);
+ cluster_pos = screen_pos >> params.cluster_shift;
+ cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32);
+ //positions in screen are too spread apart, no hopes for optimizing with subgroups
+
+ fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
+
+ view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z));
+ view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
+ view_pos.y = -view_pos.y;
+ }
+ }
+
+ uint cluster_z = uint(clamp((abs(view_pos.z) / params.z_far) * 32.0, 0.0, 31.0));
+
+ vec3 total_light = vec3(0.0);
+
+ float total_density = params.base_density;
+ uint local_density = imageLoad(density_only_map, pos).x;
+ total_density += float(int(local_density)) / DENSITY_SCALE;
+ total_density = max(0.0, total_density);
+
+ uint scattering_u = imageLoad(light_only_map, pos).x;
+ vec3 scattering = vec3(scattering_u >> 21, (scattering_u << 11) >> 21, scattering_u % 1024) / vec3(2047.0, 2047.0, 1023.0);
+ scattering += params.base_scattering * params.base_density;
+
+ uint emission_u = imageLoad(emissive_only_map, pos).x;
+ vec3 emission = vec3(emission_u >> 21, (emission_u << 11) >> 21, emission_u % 1024) / vec3(511.0, 511.0, 255.0);
+ emission += params.base_emission * params.base_density;
+
+ float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1));
+ //compute directional lights
+
+ if (total_density > 0.001) {
+ for (uint i = 0; i < params.directional_light_count; i++) {
+ vec3 shadow_attenuation = vec3(1.0);
+
+ if (directional_lights.data[i].shadow_enabled) {
+ float depth_z = -view_pos.z;
+
+ vec4 pssm_coord;
+ vec3 shadow_color = directional_lights.data[i].shadow_color1.rgb;
+ vec3 light_dir = directional_lights.data[i].direction;
+ vec4 v = vec4(view_pos, 1.0);
+ float z_range;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.x;
+
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.y;
+
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.z;
+
+ } else {
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.w;
+ }
+
+ float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r;
+ float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade);
+
+ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance
+
+ shadow_attenuation = mix(shadow_color, vec3(1.0), shadow);
+ }
+
+ total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy * henyey_greenstein(dot(normalize(view_pos), normalize(directional_lights.data[i].direction)), params.phase_g);
+ }
+
+ // Compute light from sky
+ if (params.ambient_inject > 0.0) {
+ vec3 isotropic = vec3(0.0);
+ vec3 anisotropic = vec3(0.0);
+ if (params.sky_contribution > 0.0) {
+ float mip_bias = 2.0 + total_density * (MAX_SKY_LOD - 2.0); // Not physically based, but looks nice
+ vec3 scatter_direction = (params.radiance_inverse_xform * normalize(view_pos)) * sign(params.phase_g);
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+ isotropic = texture(samplerCubeArray(sky_texture, linear_sampler_with_mipmaps), vec4(0.0, 1.0, 0.0, mip_bias)).rgb;
+ anisotropic = texture(samplerCubeArray(sky_texture, linear_sampler_with_mipmaps), vec4(scatter_direction, mip_bias)).rgb;
+#else
+ isotropic = textureLod(samplerCube(sky_texture, linear_sampler_with_mipmaps), vec3(0.0, 1.0, 0.0), mip_bias).rgb;
+ anisotropic = textureLod(samplerCube(sky_texture, linear_sampler_with_mipmaps), vec3(scatter_direction), mip_bias).rgb;
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ }
+
+ total_light += mix(params.ambient_color, mix(isotropic, anisotropic, abs(params.phase_g)), params.sky_contribution) * params.ambient_inject;
+ }
+
+ //compute lights from cluster
+
+ { //omni lights
+
+ uint cluster_omni_offset = cluster_offset;
+
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
+
+ cluster_get_item_range(cluster_omni_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+
+#ifdef USE_SUBGROUPS
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+#endif
+
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_omni_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+#ifdef USE_SUBGROUPS
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+#else
+ uint merged_mask = mask;
+#endif
+
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
+#ifdef USE_SUBGROUPS
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
+#endif
+ uint light_index = 32 * i + bit;
+
+ //if (!bool(omni_omni_lights.data[light_index].mask & draw_call.layer_mask)) {
+ // continue; //not masked
+ //}
+
+ vec3 light_pos = omni_lights.data[light_index].position;
+ float d = distance(omni_lights.data[light_index].position, view_pos);
+ float shadow_attenuation = 1.0;
+
+ if (d * omni_lights.data[light_index].inv_radius < 1.0) {
+ float attenuation = get_omni_attenuation(d, omni_lights.data[light_index].inv_radius, omni_lights.data[light_index].attenuation);
+
+ vec3 light = omni_lights.data[light_index].color;
+
+ if (omni_lights.data[light_index].shadow_enabled) {
+ //has shadow
+ vec4 uv_rect = omni_lights.data[light_index].atlas_rect;
+ vec2 flip_offset = omni_lights.data[light_index].direction.xy;
+
+ vec3 local_vert = (omni_lights.data[light_index].shadow_matrix * vec4(view_pos, 1.0)).xyz;
+
+ float shadow_len = length(local_vert); //need to remember shadow len from here
+ vec3 shadow_sample = normalize(local_vert);
+
+ if (shadow_sample.z >= 0.0) {
+ uv_rect.xy += flip_offset;
+ }
+
+ shadow_sample.z = 1.0 + abs(shadow_sample.z);
+ vec3 pos = vec3(shadow_sample.xy / shadow_sample.z, shadow_len - omni_lights.data[light_index].shadow_bias);
+ pos.z *= omni_lights.data[light_index].inv_radius;
+
+ pos.xy = pos.xy * 0.5 + 0.5;
+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+
+ float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r;
+
+ shadow_attenuation = exp(min(0.0, (depth - pos.z)) / omni_lights.data[light_index].inv_radius * omni_lights.data[light_index].shadow_volumetric_fog_fade);
+ }
+ total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_pos - view_pos), normalize(view_pos)), params.phase_g);
+ }
+ }
+ }
+ }
+
+ { //spot lights
+
+ uint cluster_spot_offset = cluster_offset + params.cluster_type_size;
+
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
+
+ cluster_get_item_range(cluster_spot_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+
+#ifdef USE_SUBGROUPS
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+#endif
+
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_spot_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+#ifdef USE_SUBGROUPS
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+#else
+ uint merged_mask = mask;
+#endif
+
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
+#ifdef USE_SUBGROUPS
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
+#endif
+
+ //if (!bool(omni_lights.data[light_index].mask & draw_call.layer_mask)) {
+ // continue; //not masked
+ //}
+
+ uint light_index = 32 * i + bit;
+
+ vec3 light_pos = spot_lights.data[light_index].position;
+ vec3 light_rel_vec = spot_lights.data[light_index].position - view_pos;
+ float d = length(light_rel_vec);
+ float shadow_attenuation = 1.0;
+
+ if (d * spot_lights.data[light_index].inv_radius < 1.0) {
+ float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation);
+
+ vec3 spot_dir = spot_lights.data[light_index].direction;
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[light_index].cone_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[light_index].cone_angle));
+ attenuation *= 1.0 - pow(spot_rim, spot_lights.data[light_index].cone_attenuation);
+
+ vec3 light = spot_lights.data[light_index].color;
+
+ if (spot_lights.data[light_index].shadow_enabled) {
+ //has shadow
+ vec4 v = vec4(view_pos, 1.0);
+
+ vec4 splane = (spot_lights.data[light_index].shadow_matrix * v);
+ splane /= splane.w;
+
+ float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
+
+ shadow_attenuation = exp(min(0.0, (depth - splane.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade);
+ }
+
+ total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g);
+ }
+ }
+ }
+ }
+
+ vec3 world_pos = mat3(params.cam_rotation) * view_pos;
+
+ for (uint i = 0; i < params.max_voxel_gi_instances; i++) {
+ vec3 position = (voxel_gi_instances.data[i].xform * vec4(world_pos, 1.0)).xyz;
+
+ //this causes corrupted pixels, i have no idea why..
+ if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, voxel_gi_instances.data[i].bounds))))) {
+ position /= voxel_gi_instances.data[i].bounds;
+
+ vec4 light = vec4(0.0);
+ for (uint j = 0; j < voxel_gi_instances.data[i].mipmaps; j++) {
+ vec4 slight = textureLod(sampler3D(voxel_gi_textures[i], linear_sampler_with_mipmaps), position, float(j));
+ float a = (1.0 - light.a);
+ light += a * slight;
+ }
+
+ light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject;
+
+ total_light += light.rgb;
+ }
+ }
+
+ //sdfgi
+#ifdef ENABLE_SDFGI
+
+ {
+ float blend = -1.0;
+ vec3 ambient_total = vec3(0.0);
+
+ for (uint i = 0; i < sdfgi.max_cascades; i++) {
+ vec3 cascade_pos = (world_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe;
+
+ if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) {
+ continue; //skip cascade
+ }
+
+ vec3 base_pos = floor(cascade_pos);
+ ivec3 probe_base_pos = ivec3(base_pos);
+
+ vec4 ambient_accum = vec4(0.0);
+
+ ivec3 tex_pos = ivec3(probe_base_pos.xy, int(i));
+ tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
+
+ for (uint j = 0; j < 8; j++) {
+ ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
+ ivec3 probe_posi = probe_base_pos;
+ probe_posi += offset;
+
+ // Compute weight
+
+ vec3 probe_pos = vec3(probe_posi);
+ vec3 probe_to_pos = cascade_pos - probe_pos;
+
+ vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
+ float weight = trilinear.x * trilinear.y * trilinear.z;
+
+ // Compute lightprobe occlusion
+
+ if (sdfgi.use_occlusion) {
+ ivec3 occ_indexv = abs((sdfgi.cascades[i].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
+ vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));
+
+ vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw;
+ occ_pos.z += float(i);
+ if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
+ occ_pos.x += 1.0;
+ }
+
+ occ_pos *= sdfgi.occlusion_renormalize;
+ float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask);
+
+ weight *= max(occlusion, 0.01);
+ }
+
+ // Compute ambient texture position
+
+ ivec3 uvw = tex_pos;
+ uvw.xy += offset.xy;
+ uvw.x += offset.z * sdfgi.probe_axis_size;
+
+ vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb;
+
+ ambient_accum.rgb += ambient * weight;
+ ambient_accum.a += weight;
+ }
+
+ if (ambient_accum.a > 0) {
+ ambient_accum.rgb /= ambient_accum.a;
+ }
+ ambient_total = ambient_accum.rgb;
+ break;
+ }
+
+ total_light += ambient_total * params.gi_inject;
+ }
+
+#endif
+ }
+
+ vec4 final_density = vec4(total_light * scattering + emission, total_density);
+
+ final_density = mix(final_density, reprojected_density, reproject_amount);
+
+ imageStore(density_map, pos, final_density);
+ imageStore(density_only_map, pos, uvec4(0));
+ imageStore(light_only_map, pos, uvec4(0));
+ imageStore(emissive_only_map, pos, uvec4(0));
+#endif
+
+#ifdef MODE_FOG
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xy, 0);
+
+ if (any(greaterThanEqual(pos, params.fog_volume_size))) {
+ return; //do not compute
+ }
+
+ vec4 fog_accum = vec4(0.0, 0.0, 0.0, 1.0);
+ float prev_z = 0.0;
+
+ for (int i = 0; i < params.fog_volume_size.z; i++) {
+ //compute fog position
+ ivec3 fog_pos = pos + ivec3(0, 0, i);
+ //get fog value
+ vec4 fog = imageLoad(density_map, fog_pos);
+
+ //get depth at cell pos
+ float z = get_depth_at_pos(fog_cell_size.z, i);
+ //get distance from previous pos
+ float d = abs(prev_z - z);
+ //compute transmittance using beer's law
+ float transmittance = exp(-d * fog.a);
+
+ fog_accum.rgb += ((fog.rgb - fog.rgb * transmittance) / max(fog.a, 0.00001)) * fog_accum.a;
+ fog_accum.a *= transmittance;
+
+ prev_z = z;
+
+ imageStore(fog_map, fog_pos, vec4(fog_accum.rgb, 1.0 - fog_accum.a));
+ }
+
+#endif
+
+#ifdef MODE_FILTER
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+
+ const float gauss[7] = float[](0.071303, 0.131514, 0.189879, 0.214607, 0.189879, 0.131514, 0.071303);
+
+ const ivec3 filter_dir[3] = ivec3[](ivec3(1, 0, 0), ivec3(0, 1, 0), ivec3(0, 0, 1));
+ ivec3 offset = filter_dir[params.filter_axis];
+
+ vec4 accum = vec4(0.0);
+ for (int i = -3; i <= 3; i++) {
+ accum += imageLoad(source_map, clamp(pos + offset * i, ivec3(0), params.fog_volume_size - ivec3(1))) * gauss[i + 3];
+ }
+
+ imageStore(dest_map, pos, accum);
+
+#endif
+#ifdef MODE_COPY
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+ if (any(greaterThanEqual(pos, params.fog_volume_size))) {
+ return; //do not compute
+ }
+
+ imageStore(dest_map, pos, imageLoad(source_map, pos));
+
+#endif
+}
diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h
index 5961f59b6f..b6e99e4be5 100644
--- a/servers/rendering/renderer_scene.h
+++ b/servers/rendering/renderer_scene.h
@@ -76,6 +76,7 @@ public:
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0;
virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) = 0;
virtual void instance_set_visible(RID p_instance, bool p_visible) = 0;
+ virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency) = 0;
virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb) = 0;
@@ -84,6 +85,8 @@ public:
virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0;
virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance) = 0;
+ virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled) = 0;
+
// don't use these in a game!
virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0;
virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0;
@@ -93,10 +96,9 @@ public:
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) = 0;
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
- virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) = 0;
+ virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode) = 0;
virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) = 0;
virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0;
-
virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) = 0;
virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const = 0;
virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const = 0;
@@ -132,7 +134,7 @@ public:
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
- virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
+ virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) = 0;
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 558516ac7c..e338e526a0 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -540,6 +540,10 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data);
RSG::storage->free(collision->instance);
} break;
+ case RS::INSTANCE_FOG_VOLUME: {
+ InstanceFogVolumeData *volume = static_cast<InstanceFogVolumeData *>(instance->base_data);
+ scene_render->free(volume->instance);
+ } break;
case RS::INSTANCE_VISIBLITY_NOTIFIER: {
//none
} break;
@@ -644,6 +648,12 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, instance->lightmap_sh.ptr());
}
+ for (Set<Instance *>::Element *E = instance->visibility_dependencies.front(); E; E = E->next()) {
+ Instance *dep_instance = E->get();
+ ERR_CONTINUE(dep_instance->array_index == -1);
+ ERR_CONTINUE(dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index != -1);
+ dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = instance->array_index;
+ }
} break;
case RS::INSTANCE_PARTICLES_COLLISION: {
InstanceParticlesCollisionData *collision = memnew(InstanceParticlesCollisionData);
@@ -651,6 +661,12 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
RSG::storage->particles_collision_instance_set_active(collision->instance, instance->visible);
instance->base_data = collision;
} break;
+ case RS::INSTANCE_FOG_VOLUME: {
+ InstanceFogVolumeData *volume = memnew(InstanceFogVolumeData);
+ volume->instance = scene_render->fog_volume_instance_create(p_base);
+ scene_render->fog_volume_instance_set_active(volume->instance, instance->visible);
+ instance->base_data = volume;
+ } break;
case RS::INSTANCE_VISIBLITY_NOTIFIER: {
InstanceVisibilityNotifierData *vnd = memnew(InstanceVisibilityNotifierData);
vnd->base = p_base;
@@ -819,6 +835,16 @@ void RendererSceneCull::instance_set_layer_mask(RID p_instance, uint32_t p_mask)
}
}
+void RendererSceneCull::instance_geometry_set_transparency(RID p_instance, float p_transparency) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_set_transparency(geom->geometry_instance, p_transparency);
+ }
+}
+
void RendererSceneCull::instance_set_transform(RID p_instance, const Transform3D &p_transform) {
Instance *instance = instance_owner.get_or_null(p_instance);
ERR_FAIL_COND(!instance);
@@ -914,6 +940,11 @@ void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
RSG::storage->particles_collision_instance_set_active(collision->instance, p_visible);
}
+ if (instance->base_type == RS::INSTANCE_FOG_VOLUME) {
+ InstanceFogVolumeData *volume = static_cast<InstanceFogVolumeData *>(instance->base_data);
+ scene_render->fog_volume_instance_set_active(volume->instance, p_visible);
+ }
+
if (instance->base_type == RS::INSTANCE_OCCLUDER) {
if (instance->scenario) {
RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(instance->scenario->self, p_instance, instance->base, instance->transform, p_visible);
@@ -983,6 +1014,21 @@ void RendererSceneCull::instance_set_extra_visibility_margin(RID p_instance, rea
_instance_queue_update(instance, true, false);
}
+void RendererSceneCull::instance_set_ignore_culling(RID p_instance, bool p_enabled) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+ instance->ignore_all_culling = p_enabled;
+
+ if (instance->scenario && instance->array_index >= 0) {
+ InstanceData &idata = instance->scenario->instance_data[instance->array_index];
+ if (instance->ignore_all_culling) {
+ idata.flags |= InstanceData::FLAG_IGNORE_ALL_CULLING;
+ } else {
+ idata.flags &= ~uint32_t(InstanceData::FLAG_IGNORE_ALL_CULLING);
+ }
+ }
+}
+
Vector<ObjectID> RendererSceneCull::instances_cull_aabb(const AABB &p_aabb, RID p_scenario) const {
Vector<ObjectID> instances;
Scenario *scenario = scenario_owner.get_or_null(p_scenario);
@@ -1139,7 +1185,7 @@ void RendererSceneCull::instance_geometry_set_cast_shadows_setting(RID p_instanc
if (instance->scenario && instance->array_index >= 0) {
InstanceData &idata = instance->scenario->instance_data[instance->array_index];
- if (instance->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
+ if (instance->cast_shadows != RS::SHADOW_CASTING_SETTING_OFF) {
idata.flags |= InstanceData::FLAG_CAST_SHADOWS;
} else {
idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS);
@@ -1173,7 +1219,7 @@ void RendererSceneCull::instance_geometry_set_material_override(RID p_instance,
}
}
-void RendererSceneCull::instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) {
+void RendererSceneCull::instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode) {
Instance *instance = instance_owner.get_or_null(p_instance);
ERR_FAIL_COND(!instance);
@@ -1181,6 +1227,7 @@ void RendererSceneCull::instance_geometry_set_visibility_range(RID p_instance, f
instance->visibility_range_end = p_max;
instance->visibility_range_begin_margin = p_min_margin;
instance->visibility_range_end_margin = p_max_margin;
+ instance->visibility_range_fade_mode = p_fade_mode;
_update_instance_visibility_dependencies(instance);
@@ -1190,6 +1237,7 @@ void RendererSceneCull::instance_geometry_set_visibility_range(RID p_instance, f
vd.range_end = instance->visibility_range_end;
vd.range_begin_margin = instance->visibility_range_begin_margin;
vd.range_end_margin = instance->visibility_range_end_margin;
+ vd.fade_mode = p_fade_mode;
}
}
@@ -1199,53 +1247,48 @@ void RendererSceneCull::instance_set_visibility_parent(RID p_instance, RID p_par
Instance *old_parent = instance->visibility_parent;
if (old_parent) {
- if ((1 << old_parent->base_type) & RS::INSTANCE_GEOMETRY_MASK && old_parent->base_data) {
- InstanceGeometryData *old_parent_geom = static_cast<InstanceGeometryData *>(old_parent->base_data);
- old_parent_geom->visibility_dependencies.erase(instance);
- _update_instance_visibility_depth(old_parent);
- }
+ old_parent->visibility_dependencies.erase(instance);
instance->visibility_parent = nullptr;
+ _update_instance_visibility_depth(old_parent);
}
Instance *parent = instance_owner.get_or_null(p_parent_instance);
ERR_FAIL_COND(p_parent_instance.is_valid() && !parent);
if (parent) {
- if ((1 << parent->base_type) & RS::INSTANCE_GEOMETRY_MASK && parent->base_data) {
- InstanceGeometryData *parent_geom = static_cast<InstanceGeometryData *>(parent->base_data);
- parent_geom->visibility_dependencies.insert(instance);
- _update_instance_visibility_depth(parent);
- }
+ parent->visibility_dependencies.insert(instance);
instance->visibility_parent = parent;
+
+ bool cycle_detected = _update_instance_visibility_depth(parent);
+ if (cycle_detected) {
+ ERR_PRINT("Cycle detected in the visibility dependencies tree. The latest change to visibility_parent will have no effect.");
+ parent->visibility_dependencies.erase(instance);
+ instance->visibility_parent = nullptr;
+ }
}
_update_instance_visibility_dependencies(instance);
}
-void RendererSceneCull::_update_instance_visibility_depth(Instance *p_instance) {
+bool RendererSceneCull::_update_instance_visibility_depth(Instance *p_instance) {
bool cycle_detected = false;
Set<Instance *> traversed_nodes;
{
Instance *instance = p_instance;
- while (instance && ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) && instance->base_data) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
- if (!geom->visibility_dependencies.is_empty()) {
+ while (instance) {
+ if (!instance->visibility_dependencies.is_empty()) {
uint32_t depth = 0;
- for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) {
- if (((1 << E->get()->base_type) & RS::INSTANCE_GEOMETRY_MASK) == 0 || !E->get()->base_data) {
- continue;
- }
- InstanceGeometryData *child_geom = static_cast<InstanceGeometryData *>(E->get()->base_data);
- depth = MAX(depth, child_geom->visibility_dependencies_depth);
+ for (Set<Instance *>::Element *E = instance->visibility_dependencies.front(); E; E = E->next()) {
+ depth = MAX(depth, E->get()->visibility_dependencies_depth);
}
- geom->visibility_dependencies_depth = depth + 1;
+ instance->visibility_dependencies_depth = depth + 1;
} else {
- geom->visibility_dependencies_depth = 0;
+ instance->visibility_dependencies_depth = 0;
}
if (instance->scenario && instance->visibility_index != -1) {
- instance->scenario->instance_visibility.move(instance->visibility_index, geom->visibility_dependencies_depth);
+ instance->scenario->instance_visibility.move(instance->visibility_index, instance->visibility_dependencies_depth);
}
traversed_nodes.insert(instance);
@@ -1258,17 +1301,7 @@ void RendererSceneCull::_update_instance_visibility_depth(Instance *p_instance)
}
}
- if (cycle_detected) {
- ERR_PRINT("Cycle detected in the visibility dependencies tree.");
- for (Set<Instance *>::Element *E = traversed_nodes.front(); E; E = E->next()) {
- Instance *instance = E->get();
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
- geom->visibility_dependencies_depth = 0;
- if (instance->scenario && instance->visibility_index != -1) {
- instance->scenario->instance_visibility.move(instance->visibility_index, geom->visibility_dependencies_depth);
- }
- }
- }
+ return cycle_detected;
}
void RendererSceneCull::_update_instance_visibility_dependencies(Instance *p_instance) {
@@ -1288,25 +1321,42 @@ void RendererSceneCull::_update_instance_visibility_dependencies(Instance *p_ins
vd.range_end_margin = p_instance->visibility_range_end_margin;
vd.position = p_instance->transformed_aabb.get_center();
vd.array_index = p_instance->array_index;
+ vd.fade_mode = p_instance->visibility_range_fade_mode;
- InstanceGeometryData *geom_data = static_cast<InstanceGeometryData *>(p_instance->base_data);
- p_instance->scenario->instance_visibility.insert(vd, geom_data->visibility_dependencies_depth);
+ p_instance->scenario->instance_visibility.insert(vd, p_instance->visibility_dependencies_depth);
}
if (p_instance->scenario && p_instance->array_index != -1) {
- p_instance->scenario->instance_data[p_instance->array_index].visibility_index = p_instance->visibility_index;
+ InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
+ idata.visibility_index = p_instance->visibility_index;
+
+ if (is_geometry_instance) {
+ if (has_visibility_range && p_instance->visibility_range_fade_mode == RS::VISIBILITY_RANGE_FADE_SELF) {
+ bool begin_enabled = p_instance->visibility_range_begin > 0.0f;
+ float begin_min = p_instance->visibility_range_begin - p_instance->visibility_range_begin_margin;
+ float begin_max = p_instance->visibility_range_begin + p_instance->visibility_range_begin_margin;
+ bool end_enabled = p_instance->visibility_range_end > 0.0f;
+ float end_min = p_instance->visibility_range_end - p_instance->visibility_range_end_margin;
+ float end_max = p_instance->visibility_range_end + p_instance->visibility_range_end_margin;
+ scene_render->geometry_instance_set_fade_range(idata.instance_geometry, begin_enabled, begin_min, begin_max, end_enabled, end_min, end_max);
+ } else {
+ scene_render->geometry_instance_set_fade_range(idata.instance_geometry, false, 0.0f, 0.0f, false, 0.0f, 0.0f);
+ }
+ }
- InstanceGeometryData *geom_data = static_cast<InstanceGeometryData *>(p_instance->base_data);
- if ((has_visibility_range || p_instance->visibility_parent) && (p_instance->visibility_index == -1 || (geom_data && geom_data->visibility_dependencies_depth == 0))) {
- p_instance->scenario->instance_data[p_instance->array_index].flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK;
+ if ((has_visibility_range || p_instance->visibility_parent) && (p_instance->visibility_index == -1 || p_instance->visibility_dependencies_depth == 0)) {
+ idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK;
} else {
- p_instance->scenario->instance_data[p_instance->array_index].flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK;
+ idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK;
}
if (p_instance->visibility_parent) {
- p_instance->scenario->instance_data[p_instance->array_index].parent_array_index = p_instance->visibility_parent->array_index;
+ idata.parent_array_index = p_instance->visibility_parent->array_index;
} else {
- p_instance->scenario->instance_data[p_instance->array_index].parent_array_index = -1;
+ idata.parent_array_index = -1;
+ if (is_geometry_instance) {
+ scene_render->geometry_instance_set_parent_fade_alpha(idata.instance_geometry, 1.0f);
+ }
}
}
}
@@ -1471,6 +1521,9 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
heightfield_particle_colliders_update_list.insert(p_instance);
}
RSG::storage->particles_collision_instance_set_transform(collision->instance, p_instance->transform);
+ } else if (p_instance->base_type == RS::INSTANCE_FOG_VOLUME) {
+ InstanceFogVolumeData *volume = static_cast<InstanceFogVolumeData *>(p_instance->base_data);
+ scene_render->fog_volume_instance_set_transform(volume->instance, p_instance->transform);
} else if (p_instance->base_type == RS::INSTANCE_OCCLUDER) {
if (p_instance->scenario) {
RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(p_instance->scenario->self, p_instance->self, p_instance->base, p_instance->transform, p_instance->visible);
@@ -1559,19 +1612,19 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
idata.parent_array_index = p_instance->visibility_parent ? p_instance->visibility_parent->array_index : -1;
idata.visibility_index = p_instance->visibility_index;
+ for (Set<Instance *>::Element *E = p_instance->visibility_dependencies.front(); E; E = E->next()) {
+ Instance *dep_instance = E->get();
+ if (dep_instance->array_index != -1) {
+ dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = p_instance->array_index;
+ }
+ }
+
switch (p_instance->base_type) {
case RS::INSTANCE_MESH:
case RS::INSTANCE_MULTIMESH:
case RS::INSTANCE_PARTICLES: {
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
idata.instance_geometry = geom->geometry_instance;
-
- for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) {
- Instance *dep_instance = E->get();
- if (dep_instance->array_index != -1) {
- dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = p_instance->array_index;
- }
- }
} break;
case RS::INSTANCE_LIGHT: {
InstanceLightData *light_data = static_cast<InstanceLightData *>(p_instance->base_data);
@@ -1592,6 +1645,9 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
case RS::INSTANCE_VOXEL_GI: {
idata.instance_data_rid = static_cast<InstanceVoxelGIData *>(p_instance->base_data)->probe_instance.get_id();
} break;
+ case RS::INSTANCE_FOG_VOLUME: {
+ idata.instance_data_rid = static_cast<InstanceFogVolumeData *>(p_instance->base_data)->instance.get_id();
+ } break;
case RS::INSTANCE_VISIBLITY_NOTIFIER: {
idata.visibility_notifier = static_cast<InstanceVisibilityNotifierData *>(p_instance->base_data);
} break;
@@ -1603,7 +1659,7 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
//always dirty when added
idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY;
}
- if (p_instance->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
+ if (p_instance->cast_shadows != RS::SHADOW_CASTING_SETTING_OFF) {
idata.flags |= InstanceData::FLAG_CAST_SHADOWS;
}
if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
@@ -1622,6 +1678,9 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
if (p_instance->ignore_occlusion_culling) {
idata.flags |= InstanceData::FLAG_IGNORE_OCCLUSION_CULLING;
}
+ if (p_instance->ignore_all_culling) {
+ idata.flags |= InstanceData::FLAG_IGNORE_ALL_CULLING;
+ }
p_instance->scenario->instance_data.push_back(idata);
p_instance->scenario->instance_aabbs.push_back(InstanceBounds(p_instance->transformed_aabb));
@@ -1721,13 +1780,10 @@ void RendererSceneCull::_unpair_instance(Instance *p_instance) {
swapped_instance->scenario->instance_visibility[swapped_instance->visibility_index].array_index = swapped_instance->array_index;
}
- if ((1 << swapped_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(swapped_instance->base_data);
- for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) {
- Instance *dep_instance = E->get();
- if (dep_instance != p_instance && dep_instance->array_index != -1) {
- dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = swapped_instance->array_index;
- }
+ for (Set<Instance *>::Element *E = swapped_instance->visibility_dependencies.front(); E; E = E->next()) {
+ Instance *dep_instance = E->get();
+ if (dep_instance != p_instance && dep_instance->array_index != -1) {
+ dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = swapped_instance->array_index;
}
}
}
@@ -1746,11 +1802,14 @@ void RendererSceneCull::_unpair_instance(Instance *p_instance) {
scene_render->geometry_instance_pair_reflection_probe_instances(geom->geometry_instance, nullptr, 0);
scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, nullptr, 0);
scene_render->geometry_instance_pair_voxel_gi_instances(geom->geometry_instance, nullptr, 0);
+ }
- for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) {
- Instance *dep_instance = E->get();
- if (dep_instance->array_index != -1) {
- dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = -1;
+ for (Set<Instance *>::Element *E = p_instance->visibility_dependencies.front(); E; E = E->next()) {
+ Instance *dep_instance = E->get();
+ if (dep_instance->array_index != -1) {
+ dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = -1;
+ if ((1 << dep_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
+ scene_render->geometry_instance_set_parent_fade_alpha(dep_instance->scenario->instance_data[dep_instance->array_index].instance_geometry, 1.0f);
}
}
}
@@ -1796,6 +1855,9 @@ void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
new_aabb = RSG::storage->particles_collision_get_aabb(p_instance->base);
} break;
+ case RenderingServer::INSTANCE_FOG_VOLUME: {
+ new_aabb = RSG::storage->fog_volume_get_aabb(p_instance->base);
+ } break;
case RenderingServer::INSTANCE_VISIBLITY_NOTIFIER: {
new_aabb = RSG::storage->visibility_notifier_get_aabb(p_instance->base);
} break;
@@ -2076,7 +2138,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
// This trick here is what stabilizes the shadow (make potential jaggies to not move)
// at the cost of some wasted resolution. Still, the quality increase is very well worth it.
- const real_t unit = radius * 2.0 / texture_size;
+ const real_t unit = (radius + soft_shadow_expand) * 2.0 / texture_size;
x_max_cam = Math::snapped(x_vec.dot(center) + radius + soft_shadow_expand, unit);
x_min_cam = Math::snapped(x_vec.dot(center) - radius - soft_shadow_expand, unit);
y_max_cam = Math::snapped(y_vec.dot(center) + radius + soft_shadow_expand, unit);
@@ -2453,34 +2515,49 @@ void RendererSceneCull::_visibility_cull(const VisibilityCullData &cull_data, ui
if (idata.parent_array_index >= 0) {
uint32_t parent_flags = scenario->instance_data[idata.parent_array_index].flags;
- if ((parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN) || (parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE) == 0) {
+
+ if ((parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN) || !(parent_flags & (InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE | InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN))) {
idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
+ idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
continue;
}
}
- int range_check = _visibility_range_check(vd, cull_data.camera_position, cull_data.viewport_mask);
+ int range_check = _visibility_range_check<true>(vd, cull_data.camera_position, cull_data.viewport_mask);
if (range_check == -1) {
idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
+ idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
} else if (range_check == 1) {
idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
+ idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
} else {
idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
+ if (range_check == 2) {
+ idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
+ } else {
+ idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
+ }
}
}
}
+template <bool p_fade_check>
int RendererSceneCull::_visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask) {
float dist = p_camera_pos.distance_to(r_vis_data.position);
+ const RS::VisibilityRangeFadeMode &fade_mode = r_vis_data.fade_mode;
- bool in_range_last_frame = p_viewport_mask & r_vis_data.viewport_state;
- float begin_offset = in_range_last_frame ? -r_vis_data.range_begin_margin : r_vis_data.range_begin_margin;
- float end_offset = in_range_last_frame ? r_vis_data.range_end_margin : -r_vis_data.range_end_margin;
+ float begin_offset = -r_vis_data.range_begin_margin;
+ float end_offset = r_vis_data.range_end_margin;
+
+ if (fade_mode == RS::VISIBILITY_RANGE_FADE_DISABLED && !(p_viewport_mask & r_vis_data.viewport_state)) {
+ begin_offset = -begin_offset;
+ end_offset = -end_offset;
+ }
if (r_vis_data.range_end > 0.0f && dist > r_vis_data.range_end + end_offset) {
r_vis_data.viewport_state &= ~p_viewport_mask;
@@ -2490,10 +2567,34 @@ int RendererSceneCull::_visibility_range_check(InstanceVisibilityData &r_vis_dat
return 1;
} else {
r_vis_data.viewport_state |= p_viewport_mask;
+ if (p_fade_check) {
+ if (fade_mode != RS::VISIBILITY_RANGE_FADE_DISABLED) {
+ r_vis_data.children_fade_alpha = 1.0f;
+ if (r_vis_data.range_end > 0.0f && dist > r_vis_data.range_end - end_offset) {
+ if (fade_mode == RS::VISIBILITY_RANGE_FADE_DEPENDENCIES) {
+ r_vis_data.children_fade_alpha = MIN(1.0f, (dist - (r_vis_data.range_end - end_offset)) / (2.0f * r_vis_data.range_end_margin));
+ }
+ return 2;
+ } else if (r_vis_data.range_begin > 0.0f && dist < r_vis_data.range_begin - begin_offset) {
+ if (fade_mode == RS::VISIBILITY_RANGE_FADE_DEPENDENCIES) {
+ r_vis_data.children_fade_alpha = MIN(1.0f, 1.0 - (dist - (r_vis_data.range_begin + begin_offset)) / (2.0f * r_vis_data.range_begin_margin));
+ }
+ return 2;
+ }
+ }
+ }
return 0;
}
}
+bool RendererSceneCull::_visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data) {
+ if (p_instance_data.parent_array_index == -1) {
+ return true;
+ }
+ const uint32_t &parent_flags = p_cull_data.scenario->instance_data[p_instance_data.parent_array_index].flags;
+ return ((parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK) == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE) || (parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN);
+}
+
void RendererSceneCull::_scene_cull_threaded(uint32_t p_thread, CullData *cull_data) {
uint32_t cull_total = cull_data->scenario->instance_data.size();
uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
@@ -2519,19 +2620,19 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
bool mesh_visible = false;
InstanceData &idata = cull_data.scenario->instance_data[i];
- uint32_t visibility_flags = idata.flags & (InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE | InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN);
+ uint32_t visibility_flags = idata.flags & (InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE | InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN | InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN);
int32_t visibility_check = -1;
#define HIDDEN_BY_VISIBILITY_CHECKS (visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE || visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN)
#define LAYER_CHECK (cull_data.visible_layers & idata.layer_mask)
#define IN_FRUSTUM(f) (cull_data.scenario->instance_aabbs[i].in_frustum(f))
-#define VIS_RANGE_CHECK ((idata.visibility_index == -1) || _visibility_range_check(cull_data.scenario->instance_visibility[idata.visibility_index], cull_data.cam_transform.origin, cull_data.visibility_viewport_mask) == 0)
-#define VIS_PARENT_CHECK ((idata.parent_array_index == -1) || ((cull_data.scenario->instance_data[idata.parent_array_index].flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK) == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE))
+#define VIS_RANGE_CHECK ((idata.visibility_index == -1) || _visibility_range_check<false>(cull_data.scenario->instance_visibility[idata.visibility_index], cull_data.cam_transform.origin, cull_data.visibility_viewport_mask) == 0)
+#define VIS_PARENT_CHECK (_visibility_parent_check(cull_data, idata))
#define VIS_CHECK (visibility_check < 0 ? (visibility_check = (visibility_flags != InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK || (VIS_RANGE_CHECK && VIS_PARENT_CHECK))) : visibility_check)
#define OCCLUSION_CULLED (cull_data.occlusion_buffer != nullptr && (cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_IGNORE_OCCLUSION_CULLING) == 0 && cull_data.occlusion_buffer->is_occluded(cull_data.scenario->instance_aabbs[i].bounds, cull_data.cam_transform.origin, inv_cam_transform, *cull_data.camera_matrix, z_near))
if (!HIDDEN_BY_VISIBILITY_CHECKS) {
- if (LAYER_CHECK && IN_FRUSTUM(cull_data.cull->frustum) && VIS_CHECK && !OCCLUSION_CULLED) {
+ if ((LAYER_CHECK && IN_FRUSTUM(cull_data.cull->frustum) && VIS_CHECK && !OCCLUSION_CULLED) || (cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_IGNORE_ALL_CULLING)) {
uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
if (base_type == RS::INSTANCE_LIGHT) {
cull_result.lights.push_back(idata.instance);
@@ -2574,6 +2675,8 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
} else if (base_type == RS::INSTANCE_LIGHTMAP) {
cull_result.lightmaps.push_back(RID::from_uint64(idata.instance_data_rid));
+ } else if (base_type == RS::INSTANCE_FOG_VOLUME) {
+ cull_result.fog_volumes.push_back(RID::from_uint64(idata.instance_data_rid));
} else if (base_type == RS::INSTANCE_VISIBLITY_NOTIFIER) {
InstanceVisibilityNotifierData *vnd = idata.visibility_notifier;
if (!vnd->list_element.in_list()) {
@@ -2607,6 +2710,16 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
}
}
+ if (idata.parent_array_index != -1) {
+ float fade = 1.0f;
+ const uint32_t &parent_flags = cull_data.scenario->instance_data[idata.parent_array_index].flags;
+ if (parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN) {
+ const int32_t &parent_idx = cull_data.scenario->instance_data[idata.parent_array_index].visibility_index;
+ fade = cull_data.scenario->instance_visibility[parent_idx].children_fade_alpha;
+ }
+ scene_render->geometry_instance_set_parent_fade_alpha(idata.instance_geometry, fade);
+ }
+
if (geometry_instance_pair_mask & (1 << RS::INSTANCE_LIGHT) && (idata.flags & InstanceData::FLAG_GEOM_LIGHTING_DIRTY)) {
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
uint32_t idx = 0;
@@ -2952,7 +3065,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
Transform3D cam_xf = p_camera_data->main_transform;
float zn = p_camera_data->main_projection.get_z_near();
- Plane p(cam_xf.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2)); //camera near plane
+ Plane p(-cam_xf.basis.get_axis(2), cam_xf.origin + cam_xf.basis.get_axis(2) * -zn); //camera near plane
// near plane half width and height
Vector2 vp_half_extents = p_camera_data->main_projection.get_viewport_half_extents();
@@ -3088,7 +3201,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
}
RENDER_TIMESTAMP("Render Scene ");
- scene_render->render_scene(p_render_buffers, p_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info);
+ scene_render->render_scene(p_render_buffers, p_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, scene_cull_result.fog_volumes, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info);
for (uint32_t i = 0; i < max_shadows_used; i++) {
render_shadow_data[i].instances.clear();
@@ -3138,7 +3251,7 @@ void RendererSceneCull::render_empty_scene(RID p_render_buffers, RID p_scenario,
RendererSceneRender::CameraData camera_data;
camera_data.set_camera(Transform3D(), CameraMatrix(), true, false);
- scene_render->render_scene(p_render_buffers, &camera_data, PagedArray<RendererSceneRender::GeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), RID(), RID(), p_shadow_atlas, RID(), scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr);
+ scene_render->render_scene(p_render_buffers, &camera_data, PagedArray<RendererSceneRender::GeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), RID(), RID(), p_shadow_atlas, RID(), scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr);
#endif
}
@@ -3742,6 +3855,10 @@ void RendererSceneCull::update() {
}
bool RendererSceneCull::free(RID p_rid) {
+ if (p_rid.is_null()) {
+ return true;
+ }
+
if (scene_render->free(p_rid)) {
return true;
}
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index 905d0eb558..de22bc1328 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -267,7 +267,9 @@ public:
FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK = (3 << 20), // 2 bits, overlaps with the other vis. dependency flags
FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE = (1 << 20),
FLAG_VISIBILITY_DEPENDENCY_HIDDEN = (1 << 21),
- FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY = (1 << 22),
+ FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN = (1 << 22),
+ FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY = (1 << 23),
+ FLAG_IGNORE_ALL_CULLING = (1 << 24),
};
uint32_t flags = 0;
@@ -286,12 +288,14 @@ public:
struct InstanceVisibilityData {
uint64_t viewport_state = 0;
int32_t array_index = -1;
+ RS::VisibilityRangeFadeMode fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED;
Vector3 position;
Instance *instance = nullptr;
float range_begin = 0.0f;
float range_end = 0.0f;
float range_begin_margin = 0.0f;
float range_end_margin = 0.0f;
+ float children_fade_alpha = 1.0f;
};
class VisibilityArray : public BinSortedArray<InstanceVisibilityData> {
@@ -394,6 +398,7 @@ public:
float lod_bias;
bool ignore_occlusion_culling;
+ bool ignore_all_culling;
Vector<RID> materials;
@@ -440,7 +445,10 @@ public:
float visibility_range_end;
float visibility_range_begin_margin;
float visibility_range_end_margin;
+ RS::VisibilityRangeFadeMode visibility_range_fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED;
Instance *visibility_parent = nullptr;
+ Set<Instance *> visibility_dependencies;
+ uint32_t visibility_dependencies_depth;
Scenario *scenario;
SelfList<Instance> scenario_item;
@@ -529,6 +537,7 @@ public:
lightmap_cull_index = 0;
lod_bias = 1.0;
ignore_occlusion_culling = false;
+ ignore_all_culling = false;
scenario = nullptr;
@@ -583,8 +592,6 @@ public:
Set<Instance *> reflection_probes;
Set<Instance *> voxel_gi_instances;
Set<Instance *> lightmap_captures;
- Set<Instance *> visibility_dependencies;
- uint32_t visibility_dependencies_depth = 0;
InstanceGeometryData() {
can_cast_shadows = true;
@@ -624,6 +631,11 @@ public:
RID instance;
};
+ struct InstanceFogVolumeData : public InstanceBaseData {
+ RID instance;
+ bool is_global;
+ };
+
struct InstanceVisibilityNotifierData : public InstanceBaseData {
bool just_visible = false;
uint64_t visible_in_frame = 0;
@@ -788,6 +800,7 @@ public:
PagedArray<RID> decals;
PagedArray<RID> voxel_gi_instances;
PagedArray<RID> mesh_instances;
+ PagedArray<RID> fog_volumes;
struct DirectionalShadow {
PagedArray<RendererSceneRender::GeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES];
@@ -805,6 +818,7 @@ public:
decals.clear();
voxel_gi_instances.clear();
mesh_instances.clear();
+ fog_volumes.clear();
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
directional_shadows[i].cascade_geometry_instances[j].clear();
@@ -829,6 +843,7 @@ public:
decals.reset();
voxel_gi_instances.reset();
mesh_instances.reset();
+ fog_volumes.reset();
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
directional_shadows[i].cascade_geometry_instances[j].reset();
@@ -853,6 +868,7 @@ public:
decals.merge_unordered(p_cull_result.decals);
voxel_gi_instances.merge_unordered(p_cull_result.voxel_gi_instances);
mesh_instances.merge_unordered(p_cull_result.mesh_instances);
+ fog_volumes.merge_unordered(p_cull_result.fog_volumes);
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
@@ -878,6 +894,7 @@ public:
decals.set_page_pool(p_rid_pool);
voxel_gi_instances.set_page_pool(p_rid_pool);
mesh_instances.set_page_pool(p_rid_pool);
+ fog_volumes.set_page_pool(p_rid_pool);
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool);
@@ -920,6 +937,7 @@ public:
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material);
virtual void instance_set_visible(RID p_instance, bool p_visible);
+ virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency);
virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
@@ -929,7 +947,9 @@ public:
virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance);
- void _update_instance_visibility_depth(Instance *p_instance);
+ virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled);
+
+ bool _update_instance_visibility_depth(Instance *p_instance);
void _update_instance_visibility_dependencies(Instance *p_instance);
// don't use these in a game!
@@ -941,7 +961,7 @@ public:
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
- virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin);
+ virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode);
virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias);
@@ -1013,7 +1033,7 @@ public:
void _visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data);
void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to);
- _FORCE_INLINE_ void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_idx);
+ template <bool p_fade_check>
_FORCE_INLINE_ int _visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask);
struct CullData {
@@ -1030,6 +1050,7 @@ public:
void _scene_cull_threaded(uint32_t p_thread, CullData *cull_data);
void _scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to);
+ _FORCE_INLINE_ bool _visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data);
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr);
@@ -1095,7 +1116,7 @@ public:
PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
PASS9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
- PASS10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float)
+ PASS13(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float)
PASS2(environment_set_volumetric_fog_volume_size, int, int)
PASS1(environment_set_volumetric_fog_filter_active, bool)
diff --git a/servers/rendering/renderer_scene_render.cpp b/servers/rendering/renderer_scene_render.cpp
index 3a230ac89d..38d1218dee 100644
--- a/servers/rendering/renderer_scene_render.cpp
+++ b/servers/rendering/renderer_scene_render.cpp
@@ -68,7 +68,7 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count
main_transform.basis.set(x, y, z);
// 3. create a horizon plane with one of the eyes and the up vector as normal.
- Plane horizon(p_transforms[0].origin, y);
+ Plane horizon(y, p_transforms[0].origin);
// 4. Intersect horizon, left and right to obtain the combined camera origin.
ERR_FAIL_COND_MSG(
@@ -79,7 +79,7 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count
// 5. figure out far plane, this could use some improvement, we may have our far plane too close like this, not sure if this matters
Vector3 far_center = (planes[0][CameraMatrix::PLANE_FAR].center() + planes[1][CameraMatrix::PLANE_FAR].center()) * 0.5;
- Plane far(far_center, -z);
+ Plane far(-z, far_center);
/////////////////////////////////////////////////////////////////////////////
// Figure out our top/bottom planes
@@ -137,9 +137,9 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count
Plane near;
Vector3 neg_z = -z;
if (neg_z.dot(p_transforms[1].origin) < neg_z.dot(p_transforms[0].origin)) {
- near = Plane(p_transforms[0].origin, neg_z);
+ near = Plane(neg_z, p_transforms[0].origin);
} else {
- near = Plane(p_transforms[1].origin, neg_z);
+ near = Plane(neg_z, p_transforms[1].origin);
}
// 13. Intersect near plane with bottm/left planes, to obtain min_vec then top/right to obtain max_vec
diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h
index 60ba355c03..200ddc55d4 100644
--- a/servers/rendering/renderer_scene_render.h
+++ b/servers/rendering/renderer_scene_render.h
@@ -56,6 +56,9 @@ public:
virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) = 0;
virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) = 0;
virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) = 0;
+ virtual void geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) = 0;
+ virtual void geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) = 0;
+ virtual void geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) = 0;
virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) = 0;
virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) = 0;
virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) = 0;
@@ -123,7 +126,7 @@ public:
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
- virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
+ virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) = 0;
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
@@ -173,6 +176,12 @@ public:
return true;
}
+ virtual RID fog_volume_instance_create(RID p_fog_volume) = 0;
+ virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) = 0;
+ virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) = 0;
+ virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const = 0;
+ virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const = 0;
+
virtual RID reflection_atlas_create() = 0;
virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) = 0;
virtual int reflection_atlas_get_size(RID p_ref_atlas) const = 0;
@@ -237,7 +246,7 @@ public:
void set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const CameraMatrix *p_projections, bool p_is_ortogonal, bool p_vaspect);
};
- virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) = 0;
+ virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) = 0;
virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) = 0;
diff --git a/servers/rendering/renderer_storage.h b/servers/rendering/renderer_storage.h
index 2304394501..8926bf24aa 100644
--- a/servers/rendering/renderer_storage.h
+++ b/servers/rendering/renderer_storage.h
@@ -183,8 +183,8 @@ public:
virtual String shader_get_code(RID p_shader) const = 0;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
- virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
- virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
+ virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) = 0;
+ virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const = 0;
virtual Variant shader_get_param_default(RID p_material, const StringName &p_param) const = 0;
virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const = 0;
@@ -535,6 +535,19 @@ public:
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const = 0;
virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const = 0;
+ /* FOG VOLUMES */
+
+ virtual RID fog_volume_allocate() = 0;
+ virtual void fog_volume_initialize(RID p_rid) = 0;
+
+ virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) = 0;
+ virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) = 0;
+ virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) = 0;
+ virtual AABB fog_volume_get_aabb(RID p_fog_volume) const = 0;
+ virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const = 0;
+
+ /* VISIBILITY NOTIFIER */
+
virtual RID visibility_notifier_allocate() = 0;
virtual void visibility_notifier_initialize(RID p_notifier) = 0;
virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) = 0;
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index b67b1cd806..c3d57a13ad 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -129,6 +129,11 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
timestamp_vp_map[rt_id] = p_viewport->self;
}
+ if (OS::get_singleton()->get_current_rendering_driver_name() == "opengl3") {
+ // This is currently needed for GLES to keep the current window being rendered to up to date
+ DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);
+ }
+
/* Camera should always be BEFORE any other 3D */
bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
@@ -495,9 +500,6 @@ void RendererViewport::draw_viewports() {
if (XRServer::get_singleton() != nullptr) {
xr_interface = XRServer::get_singleton()->get_primary_interface();
-
- // process all our active interfaces
- XRServer::get_singleton()->_process();
}
if (Engine::get_singleton()->is_editor_hint()) {
@@ -750,7 +752,7 @@ void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_
ERR_FAIL_COND(!viewport);
if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
- // If using GLES2 we can optimize this operation by rendering directly to system_fbo
+ // If using OpenGL we can optimize this operation by rendering directly to system_fbo
// instead of rendering to fbo and copying to system_fbo after
if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
RSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->get_view_count());
@@ -1012,6 +1014,7 @@ void RendererViewport::viewport_set_lod_threshold(RID p_viewport, float p_pixels
}
int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
+ ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1);
ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
diff --git a/servers/rendering/rendering_device_binds.h b/servers/rendering/rendering_device_binds.h
index da614877c4..2cf7821668 100644
--- a/servers/rendering/rendering_device_binds.h
+++ b/servers/rendering/rendering_device_binds.h
@@ -427,7 +427,7 @@ protected:
ClassDB::bind_method(D_METHOD("_set_versions", "versions"), &RDShaderFile::_set_versions);
ClassDB::bind_method(D_METHOD("_get_versions"), &RDShaderFile::_get_versions);
- ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_versions", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_versions", "_get_versions");
+ ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_versions", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_versions", "_get_versions");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "base_error"), "set_base_error", "get_base_error");
}
};
diff --git a/servers/rendering/rendering_server_default.cpp b/servers/rendering/rendering_server_default.cpp
index 107c9f8040..2ce9a20b6b 100644
--- a/servers/rendering/rendering_server_default.cpp
+++ b/servers/rendering/rendering_server_default.cpp
@@ -64,14 +64,8 @@ void RenderingServerDefault::_free(RID p_rid) {
/* EVENT QUEUING */
-void RenderingServerDefault::request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) {
- ERR_FAIL_NULL(p_where);
- FrameDrawnCallbacks fdc;
- fdc.object = p_where->get_instance_id();
- fdc.method = p_method;
- fdc.param = p_userdata;
-
- frame_drawn_callbacks.push_back(fdc);
+void RenderingServerDefault::request_frame_drawn_callback(const Callable &p_callable) {
+ frame_drawn_callbacks.push_back(p_callable);
}
void RenderingServerDefault::_draw(bool p_swap_buffers, double frame_step) {
@@ -103,15 +97,13 @@ void RenderingServerDefault::_draw(bool p_swap_buffers, double frame_step) {
RSG::scene->update_visibility_notifiers();
while (frame_drawn_callbacks.front()) {
- Object *obj = ObjectDB::get_instance(frame_drawn_callbacks.front()->get().object);
- if (obj) {
- Callable::CallError ce;
- const Variant *v = &frame_drawn_callbacks.front()->get().param;
- obj->call(frame_drawn_callbacks.front()->get().method, &v, 1, ce);
- if (ce.error != Callable::CallError::CALL_OK) {
- String err = Variant::get_call_error_text(obj, frame_drawn_callbacks.front()->get().method, &v, 1, ce);
- ERR_PRINT("Error calling frame drawn function: " + err);
- }
+ Callable c = frame_drawn_callbacks.front()->get();
+ Variant result;
+ Callable::CallError ce;
+ c.call(nullptr, 0, result, ce);
+ if (ce.error != Callable::CallError::CALL_OK) {
+ String err = Variant::get_callable_error_text(c, nullptr, 0, ce);
+ ERR_PRINT("Error calling frame drawn function: " + err);
}
frame_drawn_callbacks.pop_front();
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index 911d4c463b..f75bca600e 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -58,13 +58,7 @@ class RenderingServerDefault : public RenderingServer {
static int changes;
RID test_cube;
- struct FrameDrawnCallbacks {
- ObjectID object;
- StringName method;
- Variant param;
- };
-
- List<FrameDrawnCallbacks> frame_drawn_callbacks;
+ List<Callable> frame_drawn_callbacks;
static void _changes_changed() {}
@@ -229,8 +223,8 @@ public:
FUNC2SC(shader_get_param_list, RID, List<PropertyInfo> *)
- FUNC3(shader_set_default_texture_param, RID, const StringName &, RID)
- FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &)
+ FUNC4(shader_set_default_texture_param, RID, const StringName &, RID, int)
+ FUNC3RC(RID, shader_get_default_texture_param, RID, const StringName &, int)
FUNC2RC(Variant, shader_get_param_default, RID, const StringName &)
FUNC1RC(ShaderNativeSourceCode, shader_get_native_source_code, RID)
@@ -487,6 +481,14 @@ public:
FUNC1(particles_collision_height_field_update, RID)
FUNC2(particles_collision_set_height_field_resolution, RID, ParticlesCollisionHeightfieldResolution)
+ /* FOG VOLUME */
+
+ FUNCRIDSPLIT(fog_volume)
+
+ FUNC2(fog_volume_set_shape, RID, FogVolumeShape)
+ FUNC2(fog_volume_set_extents, RID, const Vector3 &)
+ FUNC2(fog_volume_set_material, RID, RID)
+
/* VISIBILITY_NOTIFIER */
FUNCRIDSPLIT(visibility_notifier)
@@ -629,7 +631,7 @@ public:
FUNC7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
FUNC9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
- FUNC10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float)
+ FUNC13(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float)
FUNC2(environment_set_volumetric_fog_volume_size, int, int)
FUNC1(environment_set_volumetric_fog_filter_active, bool)
@@ -693,6 +695,8 @@ public:
FUNC2(instance_set_extra_visibility_margin, RID, real_t)
FUNC2(instance_set_visibility_parent, RID, RID)
+ FUNC2(instance_set_ignore_culling, RID, bool)
+
// don't use these in a game!
FUNC2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)
FUNC3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
@@ -702,10 +706,10 @@ public:
FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
FUNC2(instance_geometry_set_material_override, RID, RID)
- FUNC5(instance_geometry_set_visibility_range, RID, float, float, float, float)
+ FUNC6(instance_geometry_set_visibility_range, RID, float, float, float, float, VisibilityRangeFadeMode)
FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int)
FUNC2(instance_geometry_set_lod_bias, RID, float)
-
+ FUNC2(instance_geometry_set_transparency, RID, float)
FUNC3(instance_geometry_set_shader_parameter, RID, const StringName &, const Variant &)
FUNC2RC(Variant, instance_geometry_get_shader_parameter, RID, const StringName &)
FUNC2RC(Variant, instance_geometry_get_shader_parameter_default_value, RID, const StringName &)
@@ -870,7 +874,7 @@ public:
/* EVENT QUEUING */
- virtual void request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) override;
+ virtual void request_frame_drawn_callback(const Callable &p_callable) override;
virtual void draw(bool p_swap_buffers, double frame_step) override;
virtual void sync() override;
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 81a9e00d7c..d803d5fcf8 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -2456,6 +2456,23 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "textureGrad", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
{ "textureGrad", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ // textureGather
+
+ { "textureGather", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureGather", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureGather", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureGather", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "comp" }, TAG_GLOBAL, true },
+ { "textureGather", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC2, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "comp" }, TAG_GLOBAL, true },
+ { "textureGather", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "comp" }, TAG_GLOBAL, true },
+ { "textureGather", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureGather", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureGather", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureGather", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_VEC3, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "comp" }, TAG_GLOBAL, true },
+ { "textureGather", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_VEC3, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "comp" }, TAG_GLOBAL, true },
+ { "textureGather", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_VEC3, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "comp" }, TAG_GLOBAL, true },
+ { "textureGather", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureGather", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "comp" }, TAG_GLOBAL, true },
+
// dFdx
{ "dFdx", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
@@ -2576,6 +2593,20 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "findMSB", TYPE_UVEC3, { TYPE_UVEC3, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
{ "findMSB", TYPE_UVEC4, { TYPE_UVEC4, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
+ // umulExtended
+
+ { "umulExtended", TYPE_VOID, { TYPE_UINT, TYPE_UINT, TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "x", "y", "msb", "lsb" }, TAG_GLOBAL, true },
+ { "umulExtended", TYPE_VOID, { TYPE_UVEC2, TYPE_UVEC2, TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "x", "y", "msb", "lsb" }, TAG_GLOBAL, true },
+ { "umulExtended", TYPE_VOID, { TYPE_UVEC3, TYPE_UVEC3, TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "x", "y", "msb", "lsb" }, TAG_GLOBAL, true },
+ { "umulExtended", TYPE_VOID, { TYPE_UVEC4, TYPE_UVEC4, TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "x", "y", "msb", "lsb" }, TAG_GLOBAL, true },
+
+ // imulExtended
+
+ { "imulExtended", TYPE_VOID, { TYPE_INT, TYPE_INT, TYPE_INT, TYPE_INT, TYPE_VOID }, { "x", "y", "msb", "lsb" }, TAG_GLOBAL, true },
+ { "imulExtended", TYPE_VOID, { TYPE_IVEC2, TYPE_IVEC2, TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "x", "y", "msb", "lsb" }, TAG_GLOBAL, true },
+ { "imulExtended", TYPE_VOID, { TYPE_IVEC3, TYPE_IVEC3, TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, { "x", "y", "msb", "lsb" }, TAG_GLOBAL, true },
+ { "imulExtended", TYPE_VOID, { TYPE_IVEC4, TYPE_IVEC4, TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, { "x", "y", "msb", "lsb" }, TAG_GLOBAL, true },
+
// uaddCarry
{ "uaddCarry", TYPE_UINT, { TYPE_UINT, TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "x", "y", "carry" }, TAG_GLOBAL, true },
@@ -2590,15 +2621,37 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "usubBorrow", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "x", "y", "borrow" }, TAG_GLOBAL, true },
{ "usubBorrow", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "x", "y", "borrow" }, TAG_GLOBAL, true },
+ // ldexp
+
+ { "ldexp", TYPE_FLOAT, { TYPE_FLOAT, TYPE_INT, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
+ { "ldexp", TYPE_VEC2, { TYPE_VEC2, TYPE_IVEC2, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
+ { "ldexp", TYPE_VEC3, { TYPE_VEC3, TYPE_IVEC3, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
+ { "ldexp", TYPE_VEC4, { TYPE_VEC4, TYPE_IVEC4, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
+
+ // frexp
+
+ { "frexp", TYPE_FLOAT, { TYPE_FLOAT, TYPE_INT, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
+ { "frexp", TYPE_VEC2, { TYPE_VEC2, TYPE_IVEC2, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
+ { "frexp", TYPE_VEC3, { TYPE_VEC3, TYPE_IVEC3, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
+ { "frexp", TYPE_VEC4, { TYPE_VEC4, TYPE_IVEC4, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
+
{ nullptr, TYPE_VOID, { TYPE_VOID }, { "" }, TAG_GLOBAL, false }
};
const ShaderLanguage::BuiltinFuncOutArgs ShaderLanguage::builtin_func_out_args[] = {
- //constructors
- { "modf", 1 },
- { "uaddCarry", 2 },
- { "usubBorrow", 2 },
- { nullptr, 0 }
+ { "modf", { 1, -1 } },
+ { "umulExtended", { 2, 3 } },
+ { "imulExtended", { 2, 3 } },
+ { "uaddCarry", { 2, -1 } },
+ { "usubBorrow", { 2, -1 } },
+ { "ldexp", { 1, -1 } },
+ { "frexp", { 1, -1 } },
+ { nullptr, { 0, -1 } }
+};
+
+const ShaderLanguage::BuiltinFuncConstArgs ShaderLanguage::builtin_func_const_args[] = {
+ { "textureGather", 2, 0, 3 },
+ { nullptr, 0, 0, 0 }
};
bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionInfo &p_function_info, OperatorNode *p_func, DataType *r_ret_type, StringName *r_ret_type_str) {
@@ -2692,100 +2745,153 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI
}
if (!fail) {
- //make sure its not an out argument used in the wrong way
- int outarg_idx = 0;
- while (builtin_func_out_args[outarg_idx].name) {
- if (String(name) == builtin_func_out_args[outarg_idx].name) {
- int arg_idx = builtin_func_out_args[outarg_idx].argument;
-
- if (arg_idx < argcount) {
- if (p_func->arguments[arg_idx + 1]->type != Node::TYPE_VARIABLE && p_func->arguments[arg_idx + 1]->type != Node::TYPE_MEMBER && p_func->arguments[arg_idx + 1]->type != Node::TYPE_ARRAY) {
- _set_error("Argument " + itos(arg_idx + 1) + " of function '" + String(name) + "' is not a variable, array or member.");
- return false;
+ {
+ int constarg_idx = 0;
+ while (builtin_func_const_args[constarg_idx].name) {
+ if (String(name) == builtin_func_const_args[constarg_idx].name) {
+ int arg = builtin_func_const_args[constarg_idx].arg + 1;
+ if (p_func->arguments.size() <= arg) {
+ break;
}
- if (p_func->arguments[arg_idx + 1]->type == Node::TYPE_ARRAY) {
- ArrayNode *mn = static_cast<ArrayNode *>(p_func->arguments[arg_idx + 1]);
- if (mn->is_const) {
- fail = true;
- }
- } else if (p_func->arguments[arg_idx + 1]->type == Node::TYPE_MEMBER) {
- MemberNode *mn = static_cast<MemberNode *>(p_func->arguments[arg_idx + 1]);
- if (mn->basetype_const) {
- fail = true;
+ int min = builtin_func_const_args[constarg_idx].min;
+ int max = builtin_func_const_args[constarg_idx].max;
+
+ bool error = false;
+ if (p_func->arguments[arg]->type == Node::TYPE_VARIABLE) {
+ const VariableNode *vn = (VariableNode *)p_func->arguments[arg];
+
+ bool is_const = false;
+ ConstantNode::Value value;
+ value.sint = -1;
+
+ _find_identifier(p_block, false, p_function_info, vn->name, nullptr, nullptr, &is_const, nullptr, nullptr, &value);
+ if (!is_const || value.sint < min || value.sint > max) {
+ error = true;
}
- } else { // TYPE_VARIABLE
- VariableNode *vn = static_cast<VariableNode *>(p_func->arguments[arg_idx + 1]);
- if (vn->is_const) {
- fail = true;
- } else {
- StringName varname = vn->name;
- if (shader->uniforms.has(varname)) {
- fail = true;
- } else {
- if (shader->varyings.has(varname)) {
- _set_error(vformat("Varyings cannot be passed for '%s' parameter!", "out"));
- return false;
- }
- if (p_function_info.built_ins.has(varname)) {
- BuiltInInfo info = p_function_info.built_ins[varname];
- if (info.constant) {
- fail = true;
- }
+ } else {
+ if (p_func->arguments[arg]->type == Node::TYPE_CONSTANT) {
+ ConstantNode *cn = (ConstantNode *)p_func->arguments[arg];
+
+ if (cn->get_datatype() == TYPE_INT && cn->values.size() == 1) {
+ int value = cn->values[0].sint;
+
+ if (value < min || value > max) {
+ error = true;
}
+ } else {
+ error = true;
}
+ } else {
+ error = true;
}
}
- if (fail) {
- _set_error(vformat("Constant value cannot be passed for '%s' parameter!", "out"));
+ if (error) {
+ _set_error(vformat("Expected integer constant within %s..%s range.", min, max));
return false;
}
+ }
+ constarg_idx++;
+ }
+ }
- StringName var_name;
- if (p_func->arguments[arg_idx + 1]->type == Node::TYPE_ARRAY) {
- var_name = static_cast<const ArrayNode *>(p_func->arguments[arg_idx + 1])->name;
- } else if (p_func->arguments[arg_idx + 1]->type == Node::TYPE_MEMBER) {
- Node *n = static_cast<const MemberNode *>(p_func->arguments[arg_idx + 1])->owner;
- while (n->type == Node::TYPE_MEMBER) {
- n = static_cast<const MemberNode *>(n)->owner;
- }
- if (n->type != Node::TYPE_VARIABLE && n->type != Node::TYPE_ARRAY) {
+ //make sure its not an out argument used in the wrong way
+ int outarg_idx = 0;
+ while (builtin_func_out_args[outarg_idx].name) {
+ if (String(name) == builtin_func_out_args[outarg_idx].name) {
+ for (int arg = 0; arg < BuiltinFuncOutArgs::MAX_ARGS; arg++) {
+ int arg_idx = builtin_func_out_args[outarg_idx].arguments[arg];
+ if (arg_idx == -1) {
+ break;
+ }
+ if (arg_idx < argcount) {
+ if (p_func->arguments[arg_idx + 1]->type != Node::TYPE_VARIABLE && p_func->arguments[arg_idx + 1]->type != Node::TYPE_MEMBER && p_func->arguments[arg_idx + 1]->type != Node::TYPE_ARRAY) {
_set_error("Argument " + itos(arg_idx + 1) + " of function '" + String(name) + "' is not a variable, array or member.");
return false;
}
- if (n->type == Node::TYPE_VARIABLE) {
- var_name = static_cast<const VariableNode *>(n)->name;
- } else { // TYPE_ARRAY
- var_name = static_cast<const ArrayNode *>(n)->name;
+
+ if (p_func->arguments[arg_idx + 1]->type == Node::TYPE_ARRAY) {
+ ArrayNode *mn = static_cast<ArrayNode *>(p_func->arguments[arg_idx + 1]);
+ if (mn->is_const) {
+ fail = true;
+ }
+ } else if (p_func->arguments[arg_idx + 1]->type == Node::TYPE_MEMBER) {
+ MemberNode *mn = static_cast<MemberNode *>(p_func->arguments[arg_idx + 1]);
+ if (mn->basetype_const) {
+ fail = true;
+ }
+ } else { // TYPE_VARIABLE
+ VariableNode *vn = static_cast<VariableNode *>(p_func->arguments[arg_idx + 1]);
+ if (vn->is_const) {
+ fail = true;
+ } else {
+ StringName varname = vn->name;
+ if (shader->uniforms.has(varname)) {
+ fail = true;
+ } else {
+ if (shader->varyings.has(varname)) {
+ _set_error(vformat("Varyings cannot be passed for '%s' parameter!", "out"));
+ return false;
+ }
+ if (p_function_info.built_ins.has(varname)) {
+ BuiltInInfo info = p_function_info.built_ins[varname];
+ if (info.constant) {
+ fail = true;
+ }
+ }
+ }
+ }
}
- } else { // TYPE_VARIABLE
- var_name = static_cast<const VariableNode *>(p_func->arguments[arg_idx + 1])->name;
- }
- const BlockNode *b = p_block;
- bool valid = false;
- while (b) {
- if (b->variables.has(var_name) || p_function_info.built_ins.has(var_name)) {
- valid = true;
- break;
+ if (fail) {
+ _set_error(vformat("Constant value cannot be passed for '%s' parameter!", "out"));
+ return false;
}
- if (b->parent_function) {
- for (int i = 0; i < b->parent_function->arguments.size(); i++) {
- if (b->parent_function->arguments[i].name == var_name) {
- valid = true;
- break;
+
+ StringName var_name;
+ if (p_func->arguments[arg_idx + 1]->type == Node::TYPE_ARRAY) {
+ var_name = static_cast<const ArrayNode *>(p_func->arguments[arg_idx + 1])->name;
+ } else if (p_func->arguments[arg_idx + 1]->type == Node::TYPE_MEMBER) {
+ Node *n = static_cast<const MemberNode *>(p_func->arguments[arg_idx + 1])->owner;
+ while (n->type == Node::TYPE_MEMBER) {
+ n = static_cast<const MemberNode *>(n)->owner;
+ }
+ if (n->type != Node::TYPE_VARIABLE && n->type != Node::TYPE_ARRAY) {
+ _set_error("Argument " + itos(arg_idx + 1) + " of function '" + String(name) + "' is not a variable, array or member.");
+ return false;
+ }
+ if (n->type == Node::TYPE_VARIABLE) {
+ var_name = static_cast<const VariableNode *>(n)->name;
+ } else { // TYPE_ARRAY
+ var_name = static_cast<const ArrayNode *>(n)->name;
+ }
+ } else { // TYPE_VARIABLE
+ var_name = static_cast<const VariableNode *>(p_func->arguments[arg_idx + 1])->name;
+ }
+ const BlockNode *b = p_block;
+ bool valid = false;
+ while (b) {
+ if (b->variables.has(var_name) || p_function_info.built_ins.has(var_name)) {
+ valid = true;
+ break;
+ }
+ if (b->parent_function) {
+ for (int i = 0; i < b->parent_function->arguments.size(); i++) {
+ if (b->parent_function->arguments[i].name == var_name) {
+ valid = true;
+ break;
+ }
}
}
+ b = b->parent_block;
}
- b = b->parent_block;
- }
- if (!valid) {
- _set_error("Argument " + itos(arg_idx + 1) + " of function '" + String(name) + "' can only take a local variable, array or member.");
- return false;
+ if (!valid) {
+ _set_error("Argument " + itos(arg_idx + 1) + " of function '" + String(name) + "' can only take a local variable, array or member.");
+ return false;
+ }
}
}
}
-
outarg_idx++;
}
//implicitly convert values if possible
@@ -3190,16 +3296,16 @@ bool ShaderLanguage::is_float_type(DataType p_type) {
}
bool ShaderLanguage::is_sampler_type(DataType p_type) {
return p_type == TYPE_SAMPLER2D ||
- p_type == TYPE_ISAMPLER2D ||
- p_type == TYPE_USAMPLER2D ||
- p_type == TYPE_SAMPLER2DARRAY ||
- p_type == TYPE_ISAMPLER2DARRAY ||
- p_type == TYPE_USAMPLER2DARRAY ||
- p_type == TYPE_SAMPLER3D ||
- p_type == TYPE_ISAMPLER3D ||
- p_type == TYPE_USAMPLER3D ||
- p_type == TYPE_SAMPLERCUBE ||
- p_type == TYPE_SAMPLERCUBEARRAY;
+ p_type == TYPE_ISAMPLER2D ||
+ p_type == TYPE_USAMPLER2D ||
+ p_type == TYPE_SAMPLER2DARRAY ||
+ p_type == TYPE_ISAMPLER2DARRAY ||
+ p_type == TYPE_USAMPLER2DARRAY ||
+ p_type == TYPE_SAMPLER3D ||
+ p_type == TYPE_ISAMPLER3D ||
+ p_type == TYPE_USAMPLER3D ||
+ p_type == TYPE_SAMPLERCUBE ||
+ p_type == TYPE_SAMPLERCUBEARRAY;
}
Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, int p_array_size, ShaderLanguage::ShaderNode::Uniform::Hint p_hint) {
@@ -3767,16 +3873,16 @@ void ShaderLanguage::get_keyword_list(List<String> *r_keywords) {
bool ShaderLanguage::is_control_flow_keyword(String p_keyword) {
return p_keyword == "break" ||
- p_keyword == "case" ||
- p_keyword == "continue" ||
- p_keyword == "default" ||
- p_keyword == "do" ||
- p_keyword == "else" ||
- p_keyword == "for" ||
- p_keyword == "if" ||
- p_keyword == "return" ||
- p_keyword == "switch" ||
- p_keyword == "while";
+ p_keyword == "case" ||
+ p_keyword == "continue" ||
+ p_keyword == "default" ||
+ p_keyword == "do" ||
+ p_keyword == "else" ||
+ p_keyword == "for" ||
+ p_keyword == "if" ||
+ p_keyword == "return" ||
+ p_keyword == "switch" ||
+ p_keyword == "while";
}
void ShaderLanguage::get_builtin_funcs(List<String> *r_keywords) {
@@ -7333,7 +7439,6 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
int texture_uniforms = 0;
int texture_binding = 0;
- int uniforms = 0;
int instance_index = 0;
ShaderNode::Uniform::Scope uniform_scope = ShaderNode::Uniform::SCOPE_LOCAL;
@@ -7539,7 +7644,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
bool uniform = tk.type == TK_UNIFORM;
if (!uniform) {
- if (shader_type_identifier == "particles" || shader_type_identifier == "sky") {
+ if (shader_type_identifier == "particles" || shader_type_identifier == "sky" || shader_type_identifier == "fog") {
_set_error(vformat("Varyings cannot be used in '%s' shaders!", shader_type_identifier));
return ERR_PARSE_ERROR;
}
@@ -7684,9 +7789,6 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
return ERR_PARSE_ERROR;
}
uniform2.texture_order = -1;
- if (uniform_scope != ShaderNode::Uniform::SCOPE_INSTANCE) {
- uniform2.order = uniforms++;
- }
}
if (uniform2.array_size > 0) {
@@ -8665,6 +8767,20 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
tk = _get_token();
}
+ int uniforms = 0;
+
+ // Need to push arrays to first place in a uniform buffer in order to correct work.
+ for (Map<StringName, ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
+ if (E->get().texture_order == -1 && E->get().scope != ShaderNode::Uniform::SCOPE_INSTANCE && E->get().array_size > 0) {
+ E->get().order = uniforms++;
+ }
+ }
+ for (Map<StringName, ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
+ if (E->get().texture_order == -1 && E->get().scope != ShaderNode::Uniform::SCOPE_INSTANCE && E->get().array_size == 0) {
+ E->get().order = uniforms++;
+ }
+ }
+
int error_line;
String error_message;
if (!_check_varying_usages(&error_line, &error_message)) {
@@ -9157,10 +9273,16 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
}
int idx2 = 0;
- int out_arg = -1;
+ Set<int> out_args;
while (builtin_func_out_args[idx2].name != nullptr) {
if (builtin_func_out_args[idx2].name == builtin_func_defs[idx].name) {
- out_arg = builtin_func_out_args[idx2].argument;
+ for (int i = 0; i < BuiltinFuncOutArgs::MAX_ARGS; i++) {
+ int arg = builtin_func_out_args[idx2].arguments[i];
+ if (arg == -1) {
+ break;
+ }
+ out_args.insert(arg);
+ }
break;
}
idx2++;
@@ -9197,7 +9319,7 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
calltip += char32_t(0xFFFF);
}
- if (out_arg >= 0 && i == out_arg) {
+ if (out_args.has(i)) {
calltip += "out ";
}
@@ -9258,15 +9380,6 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
limit = 4;
} break;
- case TYPE_MAT2:
- limit = 2;
- break;
- case TYPE_MAT3:
- limit = 3;
- break;
- case TYPE_MAT4:
- limit = 4;
- break;
default: {
}
}
diff --git a/servers/rendering/shader_language.h b/servers/rendering/shader_language.h
index 4740da0c37..c82f71d10d 100644
--- a/servers/rendering/shader_language.h
+++ b/servers/rendering/shader_language.h
@@ -949,8 +949,16 @@ private:
};
struct BuiltinFuncOutArgs { //arguments used as out in built in functions
+ enum { MAX_ARGS = 2 };
const char *name;
- int argument;
+ const int arguments[MAX_ARGS];
+ };
+
+ struct BuiltinFuncConstArgs {
+ const char *name;
+ int arg;
+ int min;
+ int max;
};
CompletionType completion_type;
@@ -966,6 +974,7 @@ private:
bool _get_completable_identifier(BlockNode *p_block, CompletionType p_type, StringName &identifier);
static const BuiltinFuncDef builtin_func_defs[];
static const BuiltinFuncOutArgs builtin_func_out_args[];
+ static const BuiltinFuncConstArgs builtin_func_const_args[];
Error _validate_datatype(DataType p_type);
bool _compare_datatypes(DataType p_datatype_a, String p_datatype_name_a, int p_array_size_a, DataType p_datatype_b, String p_datatype_name_b, int p_array_size_b);
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 0bfcccef28..eb5c9e66e8 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -443,10 +443,29 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SKY].modes.push_back("use_quarter_res_pass");
shader_modes[RS::SHADER_SKY].modes.push_back("disable_fog");
+ /************ FOG **************************/
+
+ shader_modes[RS::SHADER_FOG].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_FOG].functions["global"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_FOG].functions["global"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_FOG].functions["global"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT);
+
+ shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["WORLD_POSITION"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["OBJECT_POSITION"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["UVW"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["EXTENTS"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["SDF"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["DENSITY"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[RS::SHADER_FOG].functions["fog"].main_function = true;
+
shader_types_list.push_back("spatial");
shader_types_list.push_back("canvas_item");
shader_types_list.push_back("particles");
shader_types_list.push_back("sky");
+ shader_types_list.push_back("fog");
for (int i = 0; i < shader_types_list.size(); i++) {
shader_types.insert(shader_types_list[i]);
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index b3efe840b6..ae72f47a44 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -1716,13 +1716,14 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("shader_get_param_list", "shader"), &RenderingServer::_shader_get_param_list);
ClassDB::bind_method(D_METHOD("shader_get_param_default", "shader", "param"), &RenderingServer::shader_get_param_default);
- ClassDB::bind_method(D_METHOD("shader_set_default_texture_param", "shader", "param", "texture"), &RenderingServer::shader_set_default_texture_param);
- ClassDB::bind_method(D_METHOD("shader_get_default_texture_param", "shader", "param"), &RenderingServer::shader_get_default_texture_param);
+ ClassDB::bind_method(D_METHOD("shader_set_default_texture_param", "shader", "param", "texture", "index"), &RenderingServer::shader_set_default_texture_param, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("shader_get_default_texture_param", "shader", "param", "index"), &RenderingServer::shader_get_default_texture_param, DEFVAL(0));
BIND_ENUM_CONSTANT(SHADER_SPATIAL);
BIND_ENUM_CONSTANT(SHADER_CANVAS_ITEM);
BIND_ENUM_CONSTANT(SHADER_PARTICLES);
BIND_ENUM_CONSTANT(SHADER_SKY);
+ BIND_ENUM_CONSTANT(SHADER_FOG);
BIND_ENUM_CONSTANT(SHADER_MAX);
/* MATERIAL */
@@ -1942,6 +1943,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("directional_shadow_atlas_set_size", "size", "is_16bits"), &RenderingServer::directional_shadow_atlas_set_size);
BIND_ENUM_CONSTANT(SHADOW_QUALITY_HARD);
+ BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_VERY_LOW);
BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_LOW);
BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_MEDIUM);
BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_HIGH);
@@ -2125,6 +2127,17 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_8192);
BIND_ENUM_CONSTANT(PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX);
+ /* FOG VOLUMES */
+
+ ClassDB::bind_method(D_METHOD("fog_volume_create"), &RenderingServer::fog_volume_create);
+ ClassDB::bind_method(D_METHOD("fog_volume_set_shape", "fog_volume", "shape"), &RenderingServer::fog_volume_set_shape);
+ ClassDB::bind_method(D_METHOD("fog_volume_set_extents", "fog_volume", "extents"), &RenderingServer::fog_volume_set_extents);
+ ClassDB::bind_method(D_METHOD("fog_volume_set_material", "fog_volume", "material"), &RenderingServer::fog_volume_set_material);
+
+ BIND_ENUM_CONSTANT(FOG_VOLUME_SHAPE_ELLIPSOID);
+ BIND_ENUM_CONSTANT(FOG_VOLUME_SHAPE_BOX);
+ BIND_ENUM_CONSTANT(FOG_VOLUME_SHAPE_WORLD);
+
/* VISIBILITY NOTIFIER */
ClassDB::bind_method(D_METHOD("visibility_notifier_create"), &RenderingServer::visibility_notifier_create);
@@ -2300,7 +2313,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "power", "detail", "horizon", "sharpness", "light_affect", "ao_channel_affect"), &RenderingServer::environment_set_ssao);
ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density", "aerial_perspective"), &RenderingServer::environment_set_fog);
ClassDB::bind_method(D_METHOD("environment_set_sdfgi", "env", "enable", "cascades", "min_cell_size", "y_scale", "use_occlusion", "bounce_feedback", "read_sky", "energy", "normal_bias", "probe_bias"), &RenderingServer::environment_set_sdfgi);
- ClassDB::bind_method(D_METHOD("environment_set_volumetric_fog", "env", "enable", "density", "light", "light_energy", "length", "p_detail_spread", "gi_inject", "temporal_reprojection", "temporal_reprojection_amount"), &RenderingServer::environment_set_volumetric_fog);
+ ClassDB::bind_method(D_METHOD("environment_set_volumetric_fog", "env", "enable", "density", "albedo", "emission", "emission_energy", "anisotropy", "length", "p_detail_spread", "gi_inject", "temporal_reprojection", "temporal_reprojection_amount", "ambient_inject"), &RenderingServer::environment_set_volumetric_fog);
ClassDB::bind_method(D_METHOD("environment_glow_set_use_bicubic_upscale", "enable"), &RenderingServer::environment_glow_set_use_bicubic_upscale);
ClassDB::bind_method(D_METHOD("environment_glow_set_use_high_quality", "enable"), &RenderingServer::environment_glow_set_use_high_quality);
@@ -2432,17 +2445,19 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("instance_set_blend_shape_weight", "instance", "shape", "weight"), &RenderingServer::instance_set_blend_shape_weight);
ClassDB::bind_method(D_METHOD("instance_set_surface_override_material", "instance", "surface", "material"), &RenderingServer::instance_set_surface_override_material);
ClassDB::bind_method(D_METHOD("instance_set_visible", "instance", "visible"), &RenderingServer::instance_set_visible);
+ ClassDB::bind_method(D_METHOD("instance_geometry_set_transparency", "instance", "transparency"), &RenderingServer::instance_geometry_set_transparency);
ClassDB::bind_method(D_METHOD("instance_set_custom_aabb", "instance", "aabb"), &RenderingServer::instance_set_custom_aabb);
ClassDB::bind_method(D_METHOD("instance_attach_skeleton", "instance", "skeleton"), &RenderingServer::instance_attach_skeleton);
ClassDB::bind_method(D_METHOD("instance_set_extra_visibility_margin", "instance", "margin"), &RenderingServer::instance_set_extra_visibility_margin);
ClassDB::bind_method(D_METHOD("instance_set_visibility_parent", "instance", "parent"), &RenderingServer::instance_set_visibility_parent);
+ ClassDB::bind_method(D_METHOD("instance_set_ignore_culling", "instance", "enabled"), &RenderingServer::instance_set_ignore_culling);
ClassDB::bind_method(D_METHOD("instance_geometry_set_flag", "instance", "flag", "enabled"), &RenderingServer::instance_geometry_set_flag);
ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &RenderingServer::instance_geometry_set_cast_shadows_setting);
ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &RenderingServer::instance_geometry_set_material_override);
- ClassDB::bind_method(D_METHOD("instance_geometry_set_visibility_range", "instance", "min", "max", "min_margin", "max_margin"), &RenderingServer::instance_geometry_set_visibility_range);
+ ClassDB::bind_method(D_METHOD("instance_geometry_set_visibility_range", "instance", "min", "max", "min_margin", "max_margin", "fade_mode"), &RenderingServer::instance_geometry_set_visibility_range);
ClassDB::bind_method(D_METHOD("instance_geometry_set_lightmap", "instance", "lightmap", "lightmap_uv_scale", "lightmap_slice"), &RenderingServer::instance_geometry_set_lightmap);
ClassDB::bind_method(D_METHOD("instance_geometry_set_lod_bias", "instance", "lod_bias"), &RenderingServer::instance_geometry_set_lod_bias);
@@ -2467,6 +2482,7 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(INSTANCE_LIGHTMAP);
BIND_ENUM_CONSTANT(INSTANCE_OCCLUDER);
BIND_ENUM_CONSTANT(INSTANCE_VISIBLITY_NOTIFIER);
+ BIND_ENUM_CONSTANT(INSTANCE_FOG_VOLUME);
BIND_ENUM_CONSTANT(INSTANCE_MAX);
BIND_ENUM_CONSTANT(INSTANCE_GEOMETRY_MASK);
@@ -2482,6 +2498,10 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
+ BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_DISABLED);
+ BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_SELF);
+ BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_DEPENDENCIES);
+
/* Bake 3D Object */
ClassDB::bind_method(D_METHOD("bake_render_uv2", "base", "material_overrides", "image_size"), &RenderingServer::bake_render_uv2);
@@ -2681,7 +2701,7 @@ void RenderingServer::_bind_methods() {
/* Misc */
- ClassDB::bind_method(D_METHOD("request_frame_drawn_callback", "where", "method", "userdata"), &RenderingServer::request_frame_drawn_callback);
+ ClassDB::bind_method(D_METHOD("request_frame_drawn_callback", "callable"), &RenderingServer::request_frame_drawn_callback);
ClassDB::bind_method(D_METHOD("has_changed"), &RenderingServer::has_changed);
ClassDB::bind_method(D_METHOD("get_rendering_info", "info"), &RenderingServer::get_rendering_info);
ClassDB::bind_method(D_METHOD("get_video_adapter_name"), &RenderingServer::get_video_adapter_name);
@@ -2793,14 +2813,14 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/shadows/directional_shadow/size", 4096);
GLOBAL_DEF("rendering/shadows/directional_shadow/size.mobile", 2048);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384"));
- GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality", 2);
+ GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality", 3);
GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality.mobile", 0);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
GLOBAL_DEF("rendering/shadows/directional_shadow/16_bits", true);
- GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality", 2);
+ GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality", 3);
GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality.mobile", 0);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
GLOBAL_DEF("rendering/2d/shadow_atlas/size", 2048);
@@ -2810,6 +2830,12 @@ RenderingServer::RenderingServer() {
PropertyInfo(Variant::INT,
"rendering/vulkan/rendering/back_end",
PROPERTY_HINT_ENUM, "Forward Clustered (Supports Desktop Only),Forward Mobile (Supports Desktop and Mobile)"));
+ // Already defined in RenderingDeviceVulkan::initialize which runs before this code.
+ // We re-define them here just for doctool's sake. Make sure to keep default values in sync.
+ GLOBAL_DEF("rendering/vulkan/staging_buffer/block_size_kb", 256);
+ GLOBAL_DEF("rendering/vulkan/staging_buffer/max_size_mb", 128);
+ GLOBAL_DEF("rendering/vulkan/staging_buffer/texture_upload_region_size_px", 64);
+ GLOBAL_DEF("rendering/vulkan/descriptor_pools/max_descriptors_per_pool", 64);
GLOBAL_DEF("rendering/3d/viewport/scale", 1.0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/3d/viewport/scale",
@@ -2824,7 +2850,7 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/shader_compiler/shader_cache/strip_debug.release", true);
GLOBAL_DEF("rendering/reflections/sky_reflections/roughness_layers", 8);
- GLOBAL_DEF("rendering/reflections/sky_reflections/texture_array_reflections", true);
+ GLOBAL_DEF_RST("rendering/reflections/sky_reflections/texture_array_reflections", true);
GLOBAL_DEF("rendering/reflections/sky_reflections/texture_array_reflections.mobile", false);
GLOBAL_DEF("rendering/reflections/sky_reflections/ggx_samples", 1024);
GLOBAL_DEF("rendering/reflections/sky_reflections/ggx_samples.mobile", 128);
@@ -2915,7 +2941,7 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/environment/volumetric_fog/volume_size", 64);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/volumetric_fog/volume_size", PropertyInfo(Variant::INT, "rendering/environment/volumetric_fog/volume_size", PROPERTY_HINT_RANGE, "16,512,1"));
- GLOBAL_DEF("rendering/environment/volumetric_fog/volume_depth", 128);
+ GLOBAL_DEF("rendering/environment/volumetric_fog/volume_depth", 64);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/volumetric_fog/volume_depth", PropertyInfo(Variant::INT, "rendering/environment/volumetric_fog/volume_depth", PROPERTY_HINT_RANGE, "16,512,1"));
GLOBAL_DEF("rendering/environment/volumetric_fog/use_filter", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/volumetric_fog/use_filter", PropertyInfo(Variant::INT, "rendering/environment/volumetric_fog/use_filter", PROPERTY_HINT_ENUM, "No (Faster),Yes (Higher Quality)"));
@@ -2931,6 +2957,43 @@ RenderingServer::RenderingServer() {
ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/cluster_builder/max_clustered_elements", PropertyInfo(Variant::FLOAT, "rendering/limits/cluster_builder/max_clustered_elements", PROPERTY_HINT_RANGE, "32,8192,1"));
GLOBAL_DEF_RST("rendering/xr/enabled", false);
+
+ GLOBAL_DEF_RST("rendering/2d/options/use_software_skinning", true);
+ GLOBAL_DEF_RST("rendering/2d/options/ninepatch_mode", 1);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/options/ninepatch_mode", PropertyInfo(Variant::INT, "rendering/2d/options/ninepatch_mode", PROPERTY_HINT_ENUM, "Fixed,Scaling"));
+
+ GLOBAL_DEF_RST("rendering/2d/opengl/batching_send_null", 0);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/batching_send_null", PropertyInfo(Variant::INT, "rendering/2d/opengl/batching_send_null", PROPERTY_HINT_ENUM, "Default (On),Off,On"));
+ GLOBAL_DEF_RST("rendering/2d/opengl/batching_stream", 0);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/batching_stream", PropertyInfo(Variant::INT, "rendering/2d/opengl/batching_stream", PROPERTY_HINT_ENUM, "Default (Off),Off,On"));
+ GLOBAL_DEF_RST("rendering/2d/opengl/legacy_orphan_buffers", 0);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/legacy_orphan_buffers", PropertyInfo(Variant::INT, "rendering/2d/opengl/legacy_orphan_buffers", PROPERTY_HINT_ENUM, "Default (On),Off,On"));
+ GLOBAL_DEF_RST("rendering/2d/opengl/legacy_stream", 0);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/legacy_stream", PropertyInfo(Variant::INT, "rendering/2d/opengl/legacy_stream", PROPERTY_HINT_ENUM, "Default (On),Off,On"));
+
+ GLOBAL_DEF("rendering/batching/options/use_batching", false);
+ GLOBAL_DEF_RST("rendering/batching/options/use_batching_in_editor", false);
+ GLOBAL_DEF("rendering/batching/options/single_rect_fallback", false);
+ GLOBAL_DEF("rendering/batching/parameters/max_join_item_commands", 16);
+ GLOBAL_DEF("rendering/batching/parameters/colored_vertex_format_threshold", 0.25f);
+ GLOBAL_DEF("rendering/batching/lights/scissor_area_threshold", 1.0f);
+ GLOBAL_DEF("rendering/batching/lights/max_join_items", 32);
+ GLOBAL_DEF("rendering/batching/parameters/batch_buffer_size", 16384);
+ GLOBAL_DEF("rendering/batching/parameters/item_reordering_lookahead", 4);
+ GLOBAL_DEF("rendering/batching/debug/flash_batching", false);
+ GLOBAL_DEF("rendering/batching/debug/diagnose_frame", false);
+ GLOBAL_DEF("rendering/gles2/compatibility/disable_half_float", false);
+ GLOBAL_DEF("rendering/gles2/compatibility/enable_high_float.Android", false);
+ GLOBAL_DEF("rendering/batching/precision/uv_contract", false);
+ GLOBAL_DEF("rendering/batching/precision/uv_contract_amount", 100);
+
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/max_join_item_commands", PropertyInfo(Variant::INT, "rendering/batching/parameters/max_join_item_commands", PROPERTY_HINT_RANGE, "0,65535"));
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/colored_vertex_format_threshold", PropertyInfo(Variant::FLOAT, "rendering/batching/parameters/colored_vertex_format_threshold", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"));
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/batch_buffer_size", PropertyInfo(Variant::INT, "rendering/batching/parameters/batch_buffer_size", PROPERTY_HINT_RANGE, "1024,65535,1024"));
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/lights/scissor_area_threshold", PropertyInfo(Variant::FLOAT, "rendering/batching/lights/scissor_area_threshold", PROPERTY_HINT_RANGE, "0.0,1.0"));
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/lights/max_join_items", PropertyInfo(Variant::INT, "rendering/batching/lights/max_join_items", PROPERTY_HINT_RANGE, "0,512"));
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/item_reordering_lookahead", PropertyInfo(Variant::INT, "rendering/batching/parameters/item_reordering_lookahead", PROPERTY_HINT_RANGE, "0,256"));
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/precision/uv_contract_amount", PropertyInfo(Variant::INT, "rendering/batching/precision/uv_contract_amount", PROPERTY_HINT_RANGE, "0,10000"));
}
RenderingServer::~RenderingServer() {
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index b50da66d03..32ec0197ee 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -161,6 +161,7 @@ public:
SHADER_CANVAS_ITEM,
SHADER_PARTICLES,
SHADER_SKY,
+ SHADER_FOG,
SHADER_MAX
};
@@ -171,8 +172,8 @@ public:
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
virtual Variant shader_get_param_default(RID p_shader, const StringName &p_param) const = 0;
- virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
- virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
+ virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index = 0) = 0;
+ virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index = 0) const = 0;
struct ShaderNativeSourceCode {
struct Version {
@@ -474,6 +475,7 @@ public:
enum ShadowQuality {
SHADOW_QUALITY_HARD,
+ SHADOW_QUALITY_SOFT_VERY_LOW,
SHADOW_QUALITY_SOFT_LOW,
SHADOW_QUALITY_SOFT_MEDIUM,
SHADOW_QUALITY_SOFT_HIGH,
@@ -708,6 +710,20 @@ public:
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, ParticlesCollisionHeightfieldResolution p_resolution) = 0; //for SDF and vector field
+ /* FOG VOLUME API */
+
+ virtual RID fog_volume_create() = 0;
+
+ enum FogVolumeShape {
+ FOG_VOLUME_SHAPE_ELLIPSOID,
+ FOG_VOLUME_SHAPE_BOX,
+ FOG_VOLUME_SHAPE_WORLD,
+ };
+
+ virtual void fog_volume_set_shape(RID p_fog_volume, FogVolumeShape p_shape) = 0;
+ virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) = 0;
+ virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) = 0;
+
/* VISIBILITY NOTIFIER API */
virtual RID visibility_notifier_create() = 0;
@@ -1052,7 +1068,7 @@ public:
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) = 0;
- virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
+ virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) = 0;
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
@@ -1117,6 +1133,7 @@ public:
INSTANCE_LIGHTMAP,
INSTANCE_OCCLUDER,
INSTANCE_VISIBLITY_NOTIFIER,
+ INSTANCE_FOG_VOLUME,
INSTANCE_MAX,
INSTANCE_GEOMETRY_MASK = (1 << INSTANCE_MESH) | (1 << INSTANCE_MULTIMESH) | (1 << INSTANCE_PARTICLES)
@@ -1142,6 +1159,8 @@ public:
virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0;
virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance) = 0;
+ virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled) = 0;
+
// don't use these in a game!
virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0;
virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0;
@@ -1166,12 +1185,19 @@ public:
SHADOW_CASTING_SETTING_SHADOWS_ONLY,
};
+ enum VisibilityRangeFadeMode {
+ VISIBILITY_RANGE_FADE_DISABLED,
+ VISIBILITY_RANGE_FADE_SELF,
+ VISIBILITY_RANGE_FADE_DEPENDENCIES,
+ };
+
virtual void instance_geometry_set_flag(RID p_instance, InstanceFlags p_flags, bool p_enabled) = 0;
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting) = 0;
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
- virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) = 0;
+ virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, VisibilityRangeFadeMode p_fade_mode) = 0;
virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice) = 0;
virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0;
+ virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency) = 0;
virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &, const Variant &p_value) = 0;
virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &) const = 0;
@@ -1409,10 +1435,10 @@ public:
virtual void free(RID p_rid) = 0; ///< free RIDs associated with the rendering server
- virtual void request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) = 0;
-
/* EVENT QUEUING */
+ virtual void request_frame_drawn_callback(const Callable &p_callable) = 0;
+
virtual void draw(bool p_swap_buffers = true, double frame_step = 0.0) = 0;
virtual void sync() = 0;
virtual bool has_changed() const = 0;
@@ -1534,6 +1560,7 @@ VARIANT_ENUM_CAST(RenderingServer::ParticlesDrawOrder);
VARIANT_ENUM_CAST(RenderingServer::ParticlesEmitFlags);
VARIANT_ENUM_CAST(RenderingServer::ParticlesCollisionType);
VARIANT_ENUM_CAST(RenderingServer::ParticlesCollisionHeightfieldResolution);
+VARIANT_ENUM_CAST(RenderingServer::FogVolumeShape);
VARIANT_ENUM_CAST(RenderingServer::ViewportUpdateMode);
VARIANT_ENUM_CAST(RenderingServer::ViewportClearMode);
VARIANT_ENUM_CAST(RenderingServer::ViewportMSAA);
@@ -1564,6 +1591,7 @@ VARIANT_ENUM_CAST(RenderingServer::ShadowQuality);
VARIANT_ENUM_CAST(RenderingServer::InstanceType);
VARIANT_ENUM_CAST(RenderingServer::InstanceFlags);
VARIANT_ENUM_CAST(RenderingServer::ShadowCastingSetting);
+VARIANT_ENUM_CAST(RenderingServer::VisibilityRangeFadeMode);
VARIANT_ENUM_CAST(RenderingServer::NinePatchAxisMode);
VARIANT_ENUM_CAST(RenderingServer::CanvasItemTextureFilter);
VARIANT_ENUM_CAST(RenderingServer::CanvasItemTextureRepeat);
diff --git a/servers/text/text_server_extension.cpp b/servers/text/text_server_extension.cpp
index a44fee7c95..0a7523e33a 100644
--- a/servers/text/text_server_extension.cpp
+++ b/servers/text/text_server_extension.cpp
@@ -55,6 +55,15 @@ void TextServerExtension::_bind_methods() {
GDVIRTUAL_BIND(_font_set_data, "font_rid", "data");
GDVIRTUAL_BIND(_font_set_data_ptr, "font_rid", "data_ptr", "data_size");
+ GDVIRTUAL_BIND(_font_set_style, "font_rid", "style");
+ GDVIRTUAL_BIND(_font_get_style, "font_rid");
+
+ GDVIRTUAL_BIND(_font_set_name, "font_rid", "name");
+ GDVIRTUAL_BIND(_font_get_name, "font_rid");
+
+ GDVIRTUAL_BIND(_font_set_style_name, "font_rid", "name_style");
+ GDVIRTUAL_BIND(_font_get_style_name, "font_rid");
+
GDVIRTUAL_BIND(_font_set_antialiased, "font_rid", "antialiased");
GDVIRTUAL_BIND(_font_is_antialiased, "font_rid");
@@ -185,6 +194,9 @@ void TextServerExtension::_bind_methods() {
GDVIRTUAL_BIND(_shaped_text_set_bidi_override, "shaped", "override");
+ GDVIRTUAL_BIND(_shaped_text_set_custom_punctuation, "shaped", "punct");
+ GDVIRTUAL_BIND(_shaped_text_get_custom_punctuation, "shaped");
+
GDVIRTUAL_BIND(_shaped_text_set_orientation, "shaped", "orientation");
GDVIRTUAL_BIND(_shaped_text_get_orientation, "shaped");
@@ -368,6 +380,42 @@ void TextServerExtension::font_set_data_ptr(RID p_font_rid, const uint8_t *p_dat
GDVIRTUAL_CALL(_font_set_data_ptr, p_font_rid, p_data_ptr, p_data_size);
}
+void TextServerExtension::font_set_style(RID p_font_rid, uint32_t /*FontStyle*/ p_style) {
+ GDVIRTUAL_CALL(_font_set_style, p_font_rid, p_style);
+}
+
+uint32_t /*FontStyle*/ TextServerExtension::font_get_style(RID p_font_rid) const {
+ uint32_t ret;
+ if (GDVIRTUAL_CALL(_font_get_style, p_font_rid, ret)) {
+ return ret;
+ }
+ return 0;
+}
+
+void TextServerExtension::font_set_style_name(RID p_font_rid, const String &p_name) {
+ GDVIRTUAL_CALL(_font_set_style_name, p_font_rid, p_name);
+}
+
+String TextServerExtension::font_get_style_name(RID p_font_rid) const {
+ String ret;
+ if (GDVIRTUAL_CALL(_font_get_style_name, p_font_rid, ret)) {
+ return ret;
+ }
+ return String();
+}
+
+void TextServerExtension::font_set_name(RID p_font_rid, const String &p_name) {
+ GDVIRTUAL_CALL(_font_set_name, p_font_rid, p_name);
+}
+
+String TextServerExtension::font_get_name(RID p_font_rid) const {
+ String ret;
+ if (GDVIRTUAL_CALL(_font_get_name, p_font_rid, ret)) {
+ return ret;
+ }
+ return String();
+}
+
void TextServerExtension::font_set_antialiased(RID p_font_rid, bool p_antialiased) {
GDVIRTUAL_CALL(_font_set_antialiased, p_font_rid, p_antialiased);
}
@@ -906,6 +954,18 @@ void TextServerExtension::shaped_text_set_bidi_override(RID p_shaped, const Arra
GDVIRTUAL_CALL(_shaped_text_set_bidi_override, p_shaped, p_override);
}
+void TextServerExtension::shaped_text_set_custom_punctuation(RID p_shaped, const String &p_punct) {
+ GDVIRTUAL_CALL(_shaped_text_set_custom_punctuation, p_shaped, p_punct);
+}
+
+String TextServerExtension::shaped_text_get_custom_punctuation(RID p_shaped) const {
+ String ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_custom_punctuation, p_shaped, ret)) {
+ return ret;
+ }
+ return String();
+}
+
void TextServerExtension::shaped_text_set_preserve_invalid(RID p_shaped, bool p_enabled) {
GDVIRTUAL_CALL(_shaped_text_set_preserve_invalid, p_shaped, p_enabled);
}
diff --git a/servers/text/text_server_extension.h b/servers/text/text_server_extension.h
index 954b2cf660..e419b4055d 100644
--- a/servers/text/text_server_extension.h
+++ b/servers/text/text_server_extension.h
@@ -84,6 +84,21 @@ public:
GDVIRTUAL2(_font_set_data, RID, const PackedByteArray &);
GDVIRTUAL3(_font_set_data_ptr, RID, GDNativeConstPtr<const uint8_t>, uint64_t);
+ virtual void font_set_style(RID p_font_rid, uint32_t /*FontStyle*/ p_style) override;
+ virtual uint32_t /*FontStyle*/ font_get_style(RID p_font_rid) const override;
+ GDVIRTUAL2(_font_set_style, RID, uint32_t);
+ GDVIRTUAL1RC(uint32_t, _font_get_style, RID);
+
+ virtual void font_set_name(RID p_font_rid, const String &p_name) override;
+ virtual String font_get_name(RID p_font_rid) const override;
+ GDVIRTUAL2(_font_set_name, RID, const String &);
+ GDVIRTUAL1RC(String, _font_get_name, RID);
+
+ virtual void font_set_style_name(RID p_font_rid, const String &p_name) override;
+ virtual String font_get_style_name(RID p_font_rid) const override;
+ GDVIRTUAL2(_font_set_style_name, RID, const String &);
+ GDVIRTUAL1RC(String, _font_get_style_name, RID);
+
virtual void font_set_antialiased(RID p_font_rid, bool p_antialiased) override;
virtual bool font_is_antialiased(RID p_font_rid) const override;
GDVIRTUAL2(_font_set_antialiased, RID, bool);
@@ -301,6 +316,11 @@ public:
virtual void shaped_text_set_bidi_override(RID p_shaped, const Array &p_override) override;
GDVIRTUAL2(_shaped_text_set_bidi_override, RID, const Array &);
+ virtual void shaped_text_set_custom_punctuation(RID p_shaped, const String &p_punct) override;
+ virtual String shaped_text_get_custom_punctuation(RID p_shaped) const override;
+ GDVIRTUAL2(_shaped_text_set_custom_punctuation, RID, String);
+ GDVIRTUAL1RC(String, _shaped_text_get_custom_punctuation, RID);
+
virtual void shaped_text_set_orientation(RID p_shaped, Orientation p_orientation = ORIENTATION_HORIZONTAL) override;
virtual Orientation shaped_text_get_orientation(RID p_shaped) const override;
GDVIRTUAL2(_shaped_text_set_orientation, RID, Orientation);
diff --git a/servers/text_server.cpp b/servers/text_server.cpp
index 5087d32a7f..9034239fe0 100644
--- a/servers/text_server.cpp
+++ b/servers/text_server.cpp
@@ -42,7 +42,7 @@ void TextServerManager::_bind_methods() {
ClassDB::bind_method(D_METHOD("find_interface", "name"), &TextServerManager::find_interface);
ClassDB::bind_method(D_METHOD("set_primary_interface", "index"), &TextServerManager::set_primary_interface);
- ClassDB::bind_method(D_METHOD("get_primary_interface"), &TextServerManager::_get_primary_interface);
+ ClassDB::bind_method(D_METHOD("get_primary_interface"), &TextServerManager::get_primary_interface);
ADD_SIGNAL(MethodInfo("interface_added", PropertyInfo(Variant::STRING_NAME, "interface_name")));
ADD_SIGNAL(MethodInfo("interface_removed", PropertyInfo(Variant::STRING_NAME, "interface_name")));
@@ -118,10 +118,6 @@ Array TextServerManager::get_interfaces() const {
return ret;
}
-Ref<TextServer> TextServerManager::_get_primary_interface() const {
- return primary_interface;
-}
-
void TextServerManager::set_primary_interface(const Ref<TextServer> &p_primary_interface) {
if (p_primary_interface.is_null()) {
print_verbose("TextServer: Clearing primary interface");
@@ -212,6 +208,15 @@ void TextServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("font_set_data", "font_rid", "data"), &TextServer::font_set_data);
+ ClassDB::bind_method(D_METHOD("font_set_style", "font_rid", "style"), &TextServer::font_set_style);
+ ClassDB::bind_method(D_METHOD("font_get_style", "font_rid"), &TextServer::font_get_style);
+
+ ClassDB::bind_method(D_METHOD("font_set_name", "font_rid", "name"), &TextServer::font_set_name);
+ ClassDB::bind_method(D_METHOD("font_get_name", "font_rid"), &TextServer::font_get_name);
+
+ ClassDB::bind_method(D_METHOD("font_set_style_name", "font_rid", "name"), &TextServer::font_set_style_name);
+ ClassDB::bind_method(D_METHOD("font_get_style_name", "font_rid"), &TextServer::font_get_style_name);
+
ClassDB::bind_method(D_METHOD("font_set_antialiased", "font_rid", "antialiased"), &TextServer::font_set_antialiased);
ClassDB::bind_method(D_METHOD("font_is_antialiased", "font_rid"), &TextServer::font_is_antialiased);
@@ -342,6 +347,9 @@ void TextServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("shaped_text_set_bidi_override", "shaped", "override"), &TextServer::shaped_text_set_bidi_override);
+ ClassDB::bind_method(D_METHOD("shaped_text_set_custom_punctuation", "shaped", "punct"), &TextServer::shaped_text_set_custom_punctuation);
+ ClassDB::bind_method(D_METHOD("shaped_text_get_custom_punctuation", "shaped"), &TextServer::shaped_text_get_custom_punctuation);
+
ClassDB::bind_method(D_METHOD("shaped_text_set_orientation", "shaped", "orientation"), &TextServer::shaped_text_set_orientation, DEFVAL(ORIENTATION_HORIZONTAL));
ClassDB::bind_method(D_METHOD("shaped_text_get_orientation", "shaped"), &TextServer::shaped_text_get_orientation);
@@ -407,6 +415,8 @@ void TextServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("parse_number", "number", "language"), &TextServer::parse_number, DEFVAL(""));
ClassDB::bind_method(D_METHOD("percent_sign", "language"), &TextServer::percent_sign, DEFVAL(""));
+ ClassDB::bind_method(D_METHOD("strip_diacritics", "string"), &TextServer::strip_diacritics);
+
/* Direction */
BIND_ENUM_CONSTANT(DIRECTION_AUTO);
BIND_ENUM_CONSTANT(DIRECTION_LTR);
@@ -472,17 +482,22 @@ void TextServer::_bind_methods() {
BIND_ENUM_CONSTANT(CONTOUR_CURVE_TAG_OFF_CONIC);
BIND_ENUM_CONSTANT(CONTOUR_CURVE_TAG_OFF_CUBIC);
- /* Font Spacing*/
+ /* Font Spacing */
BIND_ENUM_CONSTANT(SPACING_GLYPH);
BIND_ENUM_CONSTANT(SPACING_SPACE);
BIND_ENUM_CONSTANT(SPACING_TOP);
BIND_ENUM_CONSTANT(SPACING_BOTTOM);
+
+ /* Font Style */
+ BIND_ENUM_CONSTANT(FONT_BOLD);
+ BIND_ENUM_CONSTANT(FONT_ITALIC);
+ BIND_ENUM_CONSTANT(FONT_FIXED_WIDTH);
}
Vector2 TextServer::get_hex_code_box_size(int p_size, char32_t p_index) const {
int w = ((p_index <= 0xFF) ? 1 : ((p_index <= 0xFFFF) ? 2 : 3));
int sp = MAX(0, w - 1);
- int sz = MAX(1, p_size / 15);
+ int sz = MAX(1, Math::round(p_size / 15.f));
return Vector2(4 + 3 * w + sp + 1, 15) * sz;
}
@@ -520,7 +535,7 @@ void TextServer::draw_hex_code_box(RID p_canvas, int p_size, const Vector2 &p_po
int w = ((p_index <= 0xFF) ? 1 : ((p_index <= 0xFFFF) ? 2 : 3));
int sp = MAX(0, w - 1);
- int sz = MAX(1, p_size / 15);
+ int sz = MAX(1, Math::round(p_size / 15.f));
Size2 size = Vector2(4 + 3 * w + sp, 15) * sz;
Point2 pos = p_pos - Point2i(0, size.y * 0.85);
@@ -1317,6 +1332,134 @@ void TextServer::shaped_text_draw_outline(RID p_shaped, RID p_canvas, const Vect
}
}
+void TextServer::_diacritics_map_add(const String &p_from, char32_t p_to) {
+ for (int i = 0; i < p_from.size(); i++) {
+ diacritics_map[p_from[i]] = p_to;
+ }
+}
+
+void TextServer::_init_diacritics_map() {
+ diacritics_map.clear();
+
+ // Latin.
+ _diacritics_map_add(U"ÀÁÂÃÄÅĀĂĄǍǞǠǺȀȂȦḀẠẢẤẦẨẪẬẮẰẲẴẶ", U'A');
+ _diacritics_map_add(U"àáâãäåāăąǎǟǡǻȁȃȧḁẚạảấầẩẫậắằẳẵặ", U'a');
+ _diacritics_map_add(U"ǢǼ", U'Æ');
+ _diacritics_map_add(U"ǣǽ", U'æ');
+ _diacritics_map_add(U"ḂḄḆ", U'B');
+ _diacritics_map_add(U"ḃḅḇ", U'b');
+ _diacritics_map_add(U"ÇĆĈĊČḈ", U'C');
+ _diacritics_map_add(U"çćĉċčḉ", U'c');
+ _diacritics_map_add(U"ĎḊḌḎḐḒ", U'D');
+ _diacritics_map_add(U"ďḋḍḏḑḓ", U'd');
+ _diacritics_map_add(U"ÈÉÊËĒĔĖĘĚȆȨḔḖḘḚḜẸẺẼẾỀỂỄỆ", U'E');
+ _diacritics_map_add(U"èéêëēĕėęěȇȩḕḗḙḛḝẹẻẽếềểễệ", U'e');
+ _diacritics_map_add(U"Ḟ", U'F');
+ _diacritics_map_add(U"ḟ", U'f');
+ _diacritics_map_add(U"ĜĞĠĢǦǴḠ", U'G');
+ _diacritics_map_add(U"ĝğġģǧǵḡ", U'g');
+ _diacritics_map_add(U"ĤȞḢḤḦḨḪ", U'H');
+ _diacritics_map_add(U"ĥȟḣḥḧḩḫẖ", U'h');
+ _diacritics_map_add(U"ÌÍÎÏĨĪĬĮİǏȈȊḬḮỈỊ", U'I');
+ _diacritics_map_add(U"ìíîïĩīĭįıǐȉȋḭḯỉị", U'i');
+ _diacritics_map_add(U"Ĵ", U'J');
+ _diacritics_map_add(U"ĵ", U'j');
+ _diacritics_map_add(U"ĶǨḰḲḴ", U'K');
+ _diacritics_map_add(U"ķĸǩḱḳḵ", U'k');
+ _diacritics_map_add(U"ĹĻĽĿḶḸḺḼ", U'L');
+ _diacritics_map_add(U"ĺļľŀḷḹḻḽ", U'l');
+ _diacritics_map_add(U"ḾṀṂ", U'M');
+ _diacritics_map_add(U"ḿṁṃ", U'm');
+ _diacritics_map_add(U"ÑŃŅŇǸṄṆṈṊ", U'N');
+ _diacritics_map_add(U"ñńņňʼnǹṅṇṉṋ", U'n');
+ _diacritics_map_add(U"ÒÓÔÕÖŌŎŐƠǑǪǬȌȎȪȬȮȰṌṎṐṒỌỎỐỒỔỖỘỚỜỞỠỢ", U'O');
+ _diacritics_map_add(U"òóôõöōŏőơǒǫǭȍȏȫȭȯȱṍṏṑṓọỏốồổỗộớờởỡợ", U'o');
+ _diacritics_map_add(U"ṔṖ", U'P');
+ _diacritics_map_add(U"ṗṕ", U'p');
+ _diacritics_map_add(U"ŔŖŘȐȒṘṚṜṞ", U'R');
+ _diacritics_map_add(U"ŕŗřȑȓṙṛṝṟ", U'r');
+ _diacritics_map_add(U"ŚŜŞŠȘṠṢṤṦṨ", U'S');
+ _diacritics_map_add(U"śŝşšſșṡṣṥṧṩẛẜẝ", U's');
+ _diacritics_map_add(U"ŢŤȚṪṬṮṰ", U'T');
+ _diacritics_map_add(U"ţťțṫṭṯṱẗ", U't');
+ _diacritics_map_add(U"ÙÚÛÜŨŪŬŮŰŲƯǓǕǗǙǛȔȖṲṴṶṸṺỤỦỨỪỬỮỰ", U'U');
+ _diacritics_map_add(U"ùúûüũūŭůűųưǔǖǘǚǜȕȗṳṵṷṹṻụủứừửữự", U'u');
+ _diacritics_map_add(U"ṼṾ", U'V');
+ _diacritics_map_add(U"ṽṿ", U'v');
+ _diacritics_map_add(U"ŴẀẂẄẆẈ", U'W');
+ _diacritics_map_add(U"ŵẁẃẅẇẉẘ", U'w');
+ _diacritics_map_add(U"ẊẌ", U'X');
+ _diacritics_map_add(U"ẋẍ", U'x');
+ _diacritics_map_add(U"ÝŶẎỲỴỶỸỾ", U'Y');
+ _diacritics_map_add(U"ýÿŷẏẙỳỵỷỹỿ", U'y');
+ _diacritics_map_add(U"ŹŻŽẐẒẔ", U'Z');
+ _diacritics_map_add(U"źżžẑẓẕ", U'z');
+
+ // Greek.
+ _diacritics_map_add(U"ΆἈἉἊἋἌἍἎἏᾈᾉᾊᾋᾌᾍᾎᾏᾸᾹᾺΆᾼ", U'Α');
+ _diacritics_map_add(U"άἀἁἂἃἄἅἆἇὰάᾀᾁᾂᾃᾄᾅᾆᾇᾰᾱᾲᾳᾴᾶᾷ", U'α');
+ _diacritics_map_add(U"ΈἘἙἚἛἜἝῈΈ", U'Ε');
+ _diacritics_map_add(U"έἐἑἒἓἔἕὲέ", U'ε');
+ _diacritics_map_add(U"ΉἨἩἪἫἬἭἮἯᾘᾙᾚᾛᾜᾝᾞᾟῊΉῌ", U'Η');
+ _diacritics_map_add(U"ήἠἡἢἣἤἥἦἧὴήᾐᾑᾒᾓᾔᾕᾖᾗῂῃῄῆῇ", U'η');
+ _diacritics_map_add(U"ΊΪἸἹἺἻἼἽἾἿῘῙῚΊ", U'Ι');
+ _diacritics_map_add(U"ίΐϊἰἱἲἳἴἵἶἷὶίῐῑῒΐῖῗ", U'ι');
+ _diacritics_map_add(U"ΌὈὉὊὋὌὍῸΌ", U'Ο');
+ _diacritics_map_add(U"όὀὁὂὃὄὅὸό", U'ο');
+ _diacritics_map_add(U"Ῥ", U'Ρ');
+ _diacritics_map_add(U"ῤῥ", U'ρ');
+ _diacritics_map_add(U"ΎΫϓϔὙὛὝὟῨῩῪΎ", U'Υ');
+ _diacritics_map_add(U"ΰϋύὐὑὒὓὔὕὖὗὺύῠῡῢΰῦῧ", U'υ');
+ _diacritics_map_add(U"ΏὨὩὪὫὬὭὮὯᾨᾩᾪᾫᾬᾭᾮᾯῺΏῼ", U'Ω');
+ _diacritics_map_add(U"ώὠὡὢὣὤὥὦὧὼώᾠᾡᾢᾣᾤᾥᾦᾧῲῳῴῶῷ", U'ω');
+
+ // Cyrillic.
+ _diacritics_map_add(U"ӐӒ", U'А');
+ _diacritics_map_add(U"ӑӓ", U'а');
+ _diacritics_map_add(U"ЀЁӖ", U'Е');
+ _diacritics_map_add(U"ѐёӗ", U'е');
+ _diacritics_map_add(U"Ӛ", U'Ә');
+ _diacritics_map_add(U"ӛ", U'ә');
+ _diacritics_map_add(U"Ӝ", U'Ж');
+ _diacritics_map_add(U"ӝ", U'ж');
+ _diacritics_map_add(U"Ӟ", U'З');
+ _diacritics_map_add(U"ӟ", U'з');
+ _diacritics_map_add(U"Ѓ", U'Г');
+ _diacritics_map_add(U"ѓ", U'г');
+ _diacritics_map_add(U"Ї", U'І');
+ _diacritics_map_add(U"ї", U'і');
+ _diacritics_map_add(U"ЍӢӤЙ", U'И');
+ _diacritics_map_add(U"ѝӣӥй", U'и');
+ _diacritics_map_add(U"Ќ", U'К');
+ _diacritics_map_add(U"ќ", U'к');
+ _diacritics_map_add(U"Ӧ", U'О');
+ _diacritics_map_add(U"ӧ", U'о');
+ _diacritics_map_add(U"Ӫ", U'Ө');
+ _diacritics_map_add(U"ӫ", U'ө');
+ _diacritics_map_add(U"Ӭ", U'Э');
+ _diacritics_map_add(U"ӭ", U'э');
+ _diacritics_map_add(U"ЎӮӰӲ", U'У');
+ _diacritics_map_add(U"ўӯӱӳ", U'у');
+ _diacritics_map_add(U"Ӵ", U'Ч');
+ _diacritics_map_add(U"ӵ", U'ч');
+ _diacritics_map_add(U"Ӹ", U'Ы');
+ _diacritics_map_add(U"ӹ", U'ы');
+}
+
+String TextServer::strip_diacritics(const String &p_string) const {
+ String result;
+ for (int i = 0; i < p_string.length(); i++) {
+ if (p_string[i] < 0x02B0 || p_string[i] > 0x036F) { // Skip combining diacritics.
+ if (diacritics_map.has(p_string[i])) {
+ result += diacritics_map[p_string[i]];
+ } else {
+ result += p_string[i];
+ }
+ }
+ }
+ return result;
+}
+
Array TextServer::_shaped_text_get_glyphs_wrapper(RID p_shaped) const {
Array ret;
@@ -1393,6 +1536,7 @@ Array TextServer::_shaped_text_get_ellipsis_glyphs_wrapper(RID p_shaped) const {
}
TextServer::TextServer() {
+ _init_diacritics_map();
}
TextServer::~TextServer() {
diff --git a/servers/text_server.h b/servers/text_server.h
index 3a5f946fbf..4f55f881e6 100644
--- a/servers/text_server.h
+++ b/servers/text_server.h
@@ -125,6 +125,12 @@ public:
SPACING_BOTTOM,
};
+ enum FontStyle {
+ FONT_BOLD = 1 << 0,
+ FONT_ITALIC = 1 << 1,
+ FONT_FIXED_WIDTH = 1 << 2,
+ };
+
void _draw_hex_code_box_number(RID p_canvas, int p_size, const Vector2 &p_pos, uint8_t p_index, const Color &p_color) const;
protected:
@@ -144,6 +150,7 @@ protected:
int end = 0; // Substring end offset in the parent string.
String text;
+ String custom_punct;
TextServer::Direction direction = DIRECTION_LTR; // Desired text direction.
TextServer::Orientation orientation = ORIENTATION_HORIZONTAL;
@@ -194,6 +201,10 @@ protected:
Vector<Glyph> glyphs_logical;
};
+ Map<char32_t, char32_t> diacritics_map;
+ void _diacritics_map_add(const String &p_from, char32_t p_to);
+ void _init_diacritics_map();
+
static void _bind_methods();
public:
@@ -220,6 +231,15 @@ public:
virtual void font_set_data(RID p_font_rid, const PackedByteArray &p_data) = 0;
virtual void font_set_data_ptr(RID p_font_rid, const uint8_t *p_data_ptr, size_t p_data_size) = 0;
+ virtual void font_set_style(RID p_font_rid, uint32_t /*FontStyle*/ p_style) = 0;
+ virtual uint32_t /*FontStyle*/ font_get_style(RID p_font_rid) const = 0;
+
+ virtual void font_set_name(RID p_font_rid, const String &p_name) = 0;
+ virtual String font_get_name(RID p_font_rid) const = 0;
+
+ virtual void font_set_style_name(RID p_font_rid, const String &p_name) = 0;
+ virtual String font_get_style_name(RID p_font_rid) const = 0;
+
virtual void font_set_antialiased(RID p_font_rid, bool p_antialiased) = 0;
virtual bool font_is_antialiased(RID p_font_rid) const = 0;
@@ -350,6 +370,9 @@ public:
virtual void shaped_text_set_bidi_override(RID p_shaped, const Array &p_override) = 0;
+ virtual void shaped_text_set_custom_punctuation(RID p_shaped, const String &p_punct) = 0;
+ virtual String shaped_text_get_custom_punctuation(RID p_shaped) const = 0;
+
virtual void shaped_text_set_orientation(RID p_shaped, Orientation p_orientation = ORIENTATION_HORIZONTAL) = 0;
virtual Orientation shaped_text_get_orientation(RID p_shaped) const = 0;
@@ -427,6 +450,8 @@ public:
virtual String parse_number(const String &p_string, const String &p_language = "") const { return p_string; };
virtual String percent_sign(const String &p_language = "") const { return "%"; };
+ virtual String strip_diacritics(const String &p_string) const;
+
TextServer();
~TextServer();
};
@@ -509,7 +534,6 @@ public:
_FORCE_INLINE_ Ref<TextServer> get_primary_interface() const {
return primary_interface;
}
- Ref<TextServer> _get_primary_interface() const;
void set_primary_interface(const Ref<TextServer> &p_primary_interface);
TextServerManager();
@@ -530,6 +554,7 @@ VARIANT_ENUM_CAST(TextServer::Hinting);
VARIANT_ENUM_CAST(TextServer::Feature);
VARIANT_ENUM_CAST(TextServer::ContourPointTag);
VARIANT_ENUM_CAST(TextServer::SpacingType);
+VARIANT_ENUM_CAST(TextServer::FontStyle);
GDVIRTUAL_NATIVE_PTR(Glyph);
GDVIRTUAL_NATIVE_PTR(Glyph *);
diff --git a/servers/xr/xr_interface.cpp b/servers/xr/xr_interface.cpp
index bf54158905..ca11df439c 100644
--- a/servers/xr/xr_interface.cpp
+++ b/servers/xr/xr_interface.cpp
@@ -32,6 +32,8 @@
// #include "servers/rendering/renderer_compositor.h"
void XRInterface::_bind_methods() {
+ ADD_SIGNAL(MethodInfo("play_area_changed", PropertyInfo(Variant::INT, "mode")));
+
ClassDB::bind_method(D_METHOD("get_name"), &XRInterface::get_name);
ClassDB::bind_method(D_METHOD("get_capabilities"), &XRInterface::get_capabilities);
@@ -47,12 +49,21 @@ void XRInterface::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_render_target_size"), &XRInterface::get_render_target_size);
ClassDB::bind_method(D_METHOD("get_view_count"), &XRInterface::get_view_count);
+ ClassDB::bind_method(D_METHOD("trigger_haptic_pulse", "action_name", "tracker_name", "frequency", "amplitude", "duration_sec", "delay_sec"), &XRInterface::trigger_haptic_pulse);
+
ADD_GROUP("Interface", "interface_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "interface_is_primary"), "set_primary", "is_primary");
- // we don't have any properties specific to VR yet....
+ // methods and properties specific to VR...
+ ClassDB::bind_method(D_METHOD("supports_play_area_mode", "mode"), &XRInterface::supports_play_area_mode);
+ ClassDB::bind_method(D_METHOD("get_play_area_mode"), &XRInterface::get_play_area_mode);
+ ClassDB::bind_method(D_METHOD("set_play_area_mode", "mode"), &XRInterface::set_play_area_mode);
+ ClassDB::bind_method(D_METHOD("get_play_area"), &XRInterface::get_play_area);
+
+ ADD_GROUP("XR", "xr_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "xr_play_area_mode", PROPERTY_HINT_ENUM, "Unknown,3DOF,Sitting,Roomscale,Stage"), "set_play_area_mode", "get_play_area_mode");
- // but we do have properties specific to AR....
+ // methods and properties specific to AR....
ClassDB::bind_method(D_METHOD("get_anchor_detection_is_enabled"), &XRInterface::get_anchor_detection_is_enabled);
ClassDB::bind_method(D_METHOD("set_anchor_detection_is_enabled", "enable"), &XRInterface::set_anchor_detection_is_enabled);
ClassDB::bind_method(D_METHOD("get_camera_feed_id"), &XRInterface::get_camera_feed_id);
@@ -63,19 +74,23 @@ void XRInterface::_bind_methods() {
BIND_ENUM_CONSTANT(XR_NONE);
BIND_ENUM_CONSTANT(XR_MONO);
BIND_ENUM_CONSTANT(XR_STEREO);
+ BIND_ENUM_CONSTANT(XR_QUAD);
+ BIND_ENUM_CONSTANT(XR_VR);
BIND_ENUM_CONSTANT(XR_AR);
BIND_ENUM_CONSTANT(XR_EXTERNAL);
- BIND_ENUM_CONSTANT(EYE_MONO);
- BIND_ENUM_CONSTANT(EYE_LEFT);
- BIND_ENUM_CONSTANT(EYE_RIGHT);
-
BIND_ENUM_CONSTANT(XR_NORMAL_TRACKING);
BIND_ENUM_CONSTANT(XR_EXCESSIVE_MOTION);
BIND_ENUM_CONSTANT(XR_INSUFFICIENT_FEATURES);
BIND_ENUM_CONSTANT(XR_UNKNOWN_TRACKING);
BIND_ENUM_CONSTANT(XR_NOT_TRACKING);
-}
+
+ BIND_ENUM_CONSTANT(XR_PLAY_AREA_UNKNOWN);
+ BIND_ENUM_CONSTANT(XR_PLAY_AREA_3DOF);
+ BIND_ENUM_CONSTANT(XR_PLAY_AREA_SITTING);
+ BIND_ENUM_CONSTANT(XR_PLAY_AREA_ROOMSCALE);
+ BIND_ENUM_CONSTANT(XR_PLAY_AREA_STAGE);
+};
bool XRInterface::is_primary() {
XRServer *xr_server = XRServer::get_singleton();
@@ -101,6 +116,29 @@ XRInterface::XRInterface() {}
XRInterface::~XRInterface() {}
+// query if this interface supports this play area mode
+bool XRInterface::supports_play_area_mode(XRInterface::PlayAreaMode p_mode) {
+ return p_mode == XR_PLAY_AREA_UNKNOWN;
+}
+
+// get the current play area mode
+XRInterface::PlayAreaMode XRInterface::get_play_area_mode() const {
+ return XR_PLAY_AREA_UNKNOWN;
+}
+
+// change the play area mode, note that this should return false if the mode is not available
+bool XRInterface::set_play_area_mode(XRInterface::PlayAreaMode p_mode) {
+ return p_mode == XR_PLAY_AREA_UNKNOWN;
+}
+
+// if available, returns an array of vectors denoting the play area the player can move around in
+PackedVector3Array XRInterface::get_play_area() const {
+ // Return an empty array by default.
+ // Note implementation is responsible for applying our reference frame and world scale to the raw data.
+ // `play_area_changed` should be emitted if play area data is available and either the reference frame or world scale changes.
+ return PackedVector3Array();
+};
+
/** these will only be implemented on AR interfaces, so we want dummies for VR **/
bool XRInterface::get_anchor_detection_is_enabled() const {
return false;
@@ -114,9 +152,24 @@ int XRInterface::get_camera_feed_id() {
}
/** these are optional, so we want dummies **/
+PackedStringArray XRInterface::get_suggested_tracker_names() const {
+ PackedStringArray arr;
+
+ return arr;
+}
+
+PackedStringArray XRInterface::get_suggested_pose_names(const StringName &p_tracker_name) const {
+ PackedStringArray arr;
+
+ return arr;
+}
+
XRInterface::TrackingStatus XRInterface::get_tracking_status() const {
return XR_UNKNOWN_TRACKING;
}
void XRInterface::notification(int p_what) {
}
+
+void XRInterface::trigger_haptic_pulse(const String &p_action_name, const StringName &p_tracker_name, double p_frequency, double p_amplitude, double p_duration_sec, double p_delay_sec) {
+}
diff --git a/servers/xr/xr_interface.h b/servers/xr/xr_interface.h
index 534fa18d8a..b489481f75 100644
--- a/servers/xr/xr_interface.h
+++ b/servers/xr/xr_interface.h
@@ -58,14 +58,10 @@ public:
XR_NONE = 0, /* no capabilities */
XR_MONO = 1, /* can be used with mono output */
XR_STEREO = 2, /* can be used with stereo output */
- XR_AR = 4, /* offers a camera feed for AR */
- XR_EXTERNAL = 8 /* renders to external device */
- };
-
- enum Eyes {
- EYE_MONO, /* my son says we should call this EYE_CYCLOPS */
- EYE_LEFT,
- EYE_RIGHT
+ XR_QUAD = 4, /* can be used with quad output (not currently supported) */
+ XR_VR = 8, /* offers VR support */
+ XR_AR = 16, /* offers AR support */
+ XR_EXTERNAL = 32 /* renders to external device */
};
enum TrackingStatus { /* tracking status currently based on AR but we can start doing more with this for VR as well */
@@ -76,7 +72,14 @@ public:
XR_NOT_TRACKING
};
-private:
+ enum PlayAreaMode { /* defines the mode used by the XR interface for tracking */
+ XR_PLAY_AREA_UNKNOWN, /* Area mode not set or not available */
+ XR_PLAY_AREA_3DOF, /* Only support orientation tracking, no positional tracking, area will center around player */
+ XR_PLAY_AREA_SITTING, /* Player is in seated position, limited positional tracking, fixed guardian around player */
+ XR_PLAY_AREA_ROOMSCALE, /* Player is free to move around, full positional tracking */
+ XR_PLAY_AREA_STAGE, /* Same as roomscale but origin point is fixed to the center of the physical space, XRServer.center_on_hmd disabled */
+ };
+
protected:
_THREAD_SAFE_CLASS_
@@ -94,10 +97,18 @@ public:
virtual bool initialize() = 0; /* initialize this interface, if this has an HMD it becomes the primary interface */
virtual void uninitialize() = 0; /* deinitialize this interface */
+ /** input and output **/
+
+ virtual PackedStringArray get_suggested_tracker_names() const; /* return a list of likely/suggested tracker names */
+ virtual PackedStringArray get_suggested_pose_names(const StringName &p_tracker_name) const; /* return a list of likely/suggested action names for this tracker */
virtual TrackingStatus get_tracking_status() const; /* get the status of our current tracking */
+ virtual void trigger_haptic_pulse(const String &p_action_name, const StringName &p_tracker_name, double p_frequency, double p_amplitude, double p_duration_sec, double p_delay_sec = 0); /* trigger a haptic pulse */
/** specific to VR **/
- // nothing yet
+ virtual bool supports_play_area_mode(XRInterface::PlayAreaMode p_mode); /* query if this interface supports this play area mode */
+ virtual XRInterface::PlayAreaMode get_play_area_mode() const; /* get the current play area mode */
+ virtual bool set_play_area_mode(XRInterface::PlayAreaMode p_mode); /* change the play area mode, note that this should return false if the mode is not available */
+ virtual PackedVector3Array get_play_area() const; /* if available, returns an array of vectors denoting the play area the player can move around in */
/** specific to AR **/
virtual bool get_anchor_detection_is_enabled() const;
@@ -124,7 +135,7 @@ public:
};
VARIANT_ENUM_CAST(XRInterface::Capabilities);
-VARIANT_ENUM_CAST(XRInterface::Eyes);
VARIANT_ENUM_CAST(XRInterface::TrackingStatus);
+VARIANT_ENUM_CAST(XRInterface::PlayAreaMode);
#endif // !XR_INTERFACE_H
diff --git a/servers/xr/xr_interface_extension.cpp b/servers/xr/xr_interface_extension.cpp
index 7fdf90770d..80576ac607 100644
--- a/servers/xr/xr_interface_extension.cpp
+++ b/servers/xr/xr_interface_extension.cpp
@@ -41,7 +41,10 @@ void XRInterfaceExtension::_bind_methods() {
GDVIRTUAL_BIND(_initialize);
GDVIRTUAL_BIND(_uninitialize);
- GDVIRTUAL_BIND(_get_tracking_status);
+ GDVIRTUAL_BIND(_supports_play_area_mode, "mode");
+ GDVIRTUAL_BIND(_get_play_area_mode);
+ GDVIRTUAL_BIND(_set_play_area_mode, "mode");
+ GDVIRTUAL_BIND(_get_play_area);
GDVIRTUAL_BIND(_get_render_target_size);
GDVIRTUAL_BIND(_get_view_count);
@@ -54,6 +57,13 @@ void XRInterfaceExtension::_bind_methods() {
GDVIRTUAL_BIND(_process);
GDVIRTUAL_BIND(_notification, "what");
+ /** input and output **/
+
+ GDVIRTUAL_BIND(_get_suggested_tracker_names);
+ GDVIRTUAL_BIND(_get_suggested_pose_names, "tracker_name");
+ GDVIRTUAL_BIND(_get_tracking_status);
+ GDVIRTUAL_BIND(_trigger_haptic_pulse, "action_name", "tracker_name", "frequency", "amplitude", "duration_sec", "delay_sec");
+
// we don't have any properties specific to VR yet....
// but we do have properties specific to AR....
@@ -111,6 +121,22 @@ void XRInterfaceExtension::uninitialize() {
GDVIRTUAL_CALL(_uninitialize);
}
+PackedStringArray XRInterfaceExtension::get_suggested_tracker_names() const {
+ PackedStringArray arr;
+
+ GDVIRTUAL_CALL(_get_suggested_tracker_names, arr);
+
+ return arr;
+}
+
+PackedStringArray XRInterfaceExtension::get_suggested_pose_names(const StringName &p_tracker_name) const {
+ PackedStringArray arr;
+
+ GDVIRTUAL_CALL(_get_suggested_pose_names, p_tracker_name, arr);
+
+ return arr;
+}
+
XRInterface::TrackingStatus XRInterfaceExtension::get_tracking_status() const {
uint32_t status;
@@ -121,6 +147,48 @@ XRInterface::TrackingStatus XRInterfaceExtension::get_tracking_status() const {
return XR_UNKNOWN_TRACKING;
}
+void XRInterfaceExtension::trigger_haptic_pulse(const String &p_action_name, const StringName &p_tracker_name, double p_frequency, double p_amplitude, double p_duration_sec, double p_delay_sec) {
+ GDVIRTUAL_CALL(_trigger_haptic_pulse, p_action_name, p_tracker_name, p_frequency, p_amplitude, p_duration_sec, p_delay_sec);
+}
+
+bool XRInterfaceExtension::supports_play_area_mode(XRInterface::PlayAreaMode p_mode) {
+ bool is_supported;
+
+ if (GDVIRTUAL_CALL(_supports_play_area_mode, p_mode, is_supported)) {
+ return is_supported;
+ }
+
+ return false;
+}
+
+XRInterface::PlayAreaMode XRInterfaceExtension::get_play_area_mode() const {
+ uint32_t mode;
+
+ if (GDVIRTUAL_CALL(_get_play_area_mode, mode)) {
+ return XRInterface::PlayAreaMode(mode);
+ }
+
+ return XRInterface::XR_PLAY_AREA_UNKNOWN;
+}
+
+bool XRInterfaceExtension::set_play_area_mode(XRInterface::PlayAreaMode p_mode) {
+ bool success;
+
+ if (GDVIRTUAL_CALL(_set_play_area_mode, p_mode, success)) {
+ return success;
+ }
+
+ return false;
+}
+
+PackedVector3Array XRInterfaceExtension::get_play_area() const {
+ PackedVector3Array arr;
+
+ GDVIRTUAL_CALL(_get_play_area, arr);
+
+ return arr;
+}
+
/** these will only be implemented on AR interfaces, so we want dummies for VR **/
bool XRInterfaceExtension::get_anchor_detection_is_enabled() const {
bool enabled;
diff --git a/servers/xr/xr_interface_extension.h b/servers/xr/xr_interface_extension.h
index 3b7af4c0a2..763526de96 100644
--- a/servers/xr/xr_interface_extension.h
+++ b/servers/xr/xr_interface_extension.h
@@ -62,11 +62,28 @@ public:
GDVIRTUAL0R(bool, _initialize);
GDVIRTUAL0(_uninitialize);
+ /** input and output **/
+
+ virtual PackedStringArray get_suggested_tracker_names() const override; /* return a list of likely/suggested tracker names */
+ virtual PackedStringArray get_suggested_pose_names(const StringName &p_tracker_name) const override; /* return a list of likely/suggested action names for this tracker */
virtual TrackingStatus get_tracking_status() const override;
+ virtual void trigger_haptic_pulse(const String &p_action_name, const StringName &p_tracker_name, double p_frequency, double p_amplitude, double p_duration_sec, double p_delay_sec = 0) override;
+
+ GDVIRTUAL0RC(PackedStringArray, _get_suggested_tracker_names);
+ GDVIRTUAL1RC(PackedStringArray, _get_suggested_pose_names, const StringName &);
GDVIRTUAL0RC(uint32_t, _get_tracking_status);
+ GDVIRTUAL6(_trigger_haptic_pulse, const String &, const StringName &, double, double, double, double);
/** specific to VR **/
- // nothing yet
+ virtual bool supports_play_area_mode(XRInterface::PlayAreaMode p_mode) override; /* query if this interface supports this play area mode */
+ virtual XRInterface::PlayAreaMode get_play_area_mode() const override; /* get the current play area mode */
+ virtual bool set_play_area_mode(XRInterface::PlayAreaMode p_mode) override; /* change the play area mode, note that this should return false if the mode is not available */
+ virtual PackedVector3Array get_play_area() const override; /* if available, returns an array of vectors denoting the play area the player can move around in */
+
+ GDVIRTUAL1RC(bool, _supports_play_area_mode, XRInterface::PlayAreaMode);
+ GDVIRTUAL0RC(uint32_t, _get_play_area_mode);
+ GDVIRTUAL1RC(bool, _set_play_area_mode, uint32_t);
+ GDVIRTUAL0RC(PackedVector3Array, _get_play_area);
/** specific to AR **/
virtual bool get_anchor_detection_is_enabled() const override;
diff --git a/servers/xr/xr_pose.cpp b/servers/xr/xr_pose.cpp
new file mode 100644
index 0000000000..0d05e62b46
--- /dev/null
+++ b/servers/xr/xr_pose.cpp
@@ -0,0 +1,110 @@
+/*************************************************************************/
+/* xr_pose.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "xr_pose.h"
+
+#include "servers/xr_server.h"
+
+void XRPose::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_has_tracking_data", "has_tracking_data"), &XRPose::set_has_tracking_data);
+ ClassDB::bind_method(D_METHOD("get_has_tracking_data"), &XRPose::get_has_tracking_data);
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "has_tracking_data"), "set_has_tracking_data", "get_has_tracking_data");
+
+ ClassDB::bind_method(D_METHOD("set_name", "name"), &XRPose::set_name);
+ ClassDB::bind_method(D_METHOD("get_name"), &XRPose::get_name);
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "name"), "set_name", "get_name");
+
+ ClassDB::bind_method(D_METHOD("set_transform", "transform"), &XRPose::set_transform);
+ ClassDB::bind_method(D_METHOD("get_transform"), &XRPose::get_transform);
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "transform"), "set_transform", "get_transform");
+ ClassDB::bind_method(D_METHOD("get_adjusted_transform"), &XRPose::get_adjusted_transform);
+
+ ClassDB::bind_method(D_METHOD("set_linear_velocity", "velocity"), &XRPose::set_linear_velocity);
+ ClassDB::bind_method(D_METHOD("get_linear_velocity"), &XRPose::get_linear_velocity);
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
+
+ ClassDB::bind_method(D_METHOD("set_angular_velocity", "velocity"), &XRPose::set_angular_velocity);
+ ClassDB::bind_method(D_METHOD("get_angular_velocity"), &XRPose::get_angular_velocity);
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
+}
+
+void XRPose::set_has_tracking_data(const bool p_has_tracking_data) {
+ has_tracking_data = p_has_tracking_data;
+}
+bool XRPose::get_has_tracking_data() const {
+ return has_tracking_data;
+}
+
+void XRPose::set_name(const StringName &p_name) {
+ name = p_name;
+}
+
+StringName XRPose::get_name() const {
+ return name;
+}
+
+void XRPose::set_transform(const Transform3D p_transform) {
+ transform = p_transform;
+}
+
+Transform3D XRPose::get_transform() const {
+ return transform;
+}
+
+Transform3D XRPose::get_adjusted_transform() const {
+ Transform3D adjusted_transform = transform;
+
+ XRServer *xr_server = XRServer::get_singleton();
+ ERR_FAIL_NULL_V(xr_server, transform);
+
+ // apply world scale
+ adjusted_transform.origin *= xr_server->get_world_scale();
+
+ // apply reference frame
+ adjusted_transform = xr_server->get_reference_frame() * adjusted_transform;
+
+ return adjusted_transform;
+}
+
+void XRPose::set_linear_velocity(const Vector3 p_velocity) {
+ linear_velocity = p_velocity;
+}
+
+Vector3 XRPose::get_linear_velocity() const {
+ return linear_velocity;
+}
+
+void XRPose::set_angular_velocity(const Vector3 p_velocity) {
+ angular_velocity = p_velocity;
+}
+
+Vector3 XRPose::get_angular_velocity() const {
+ return angular_velocity;
+}
diff --git a/servers/xr/xr_pose.h b/servers/xr/xr_pose.h
new file mode 100644
index 0000000000..223e95ddfe
--- /dev/null
+++ b/servers/xr/xr_pose.h
@@ -0,0 +1,68 @@
+/*************************************************************************/
+/* xr_pose.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef XR_POSE_H
+#define XR_POSE_H
+
+#include "core/object/ref_counted.h"
+
+class XRPose : public RefCounted {
+ GDCLASS(XRPose, RefCounted);
+
+public:
+private:
+ bool has_tracking_data = false;
+ StringName name;
+ Transform3D transform;
+ Vector3 linear_velocity;
+ Vector3 angular_velocity;
+
+protected:
+ static void _bind_methods();
+
+public:
+ void set_has_tracking_data(const bool p_has_tracking_data);
+ bool get_has_tracking_data() const;
+
+ void set_name(const StringName &p_name);
+ StringName get_name() const;
+
+ void set_transform(const Transform3D p_transform);
+ Transform3D get_transform() const;
+ Transform3D get_adjusted_transform() const;
+
+ void set_linear_velocity(const Vector3 p_velocity);
+ Vector3 get_linear_velocity() const;
+
+ void set_angular_velocity(const Vector3 p_velocity);
+ Vector3 get_angular_velocity() const;
+};
+
+#endif
diff --git a/servers/xr/xr_positional_tracker.cpp b/servers/xr/xr_positional_tracker.cpp
index e9383db941..1313a91172 100644
--- a/servers/xr/xr_positional_tracker.cpp
+++ b/servers/xr/xr_positional_tracker.cpp
@@ -37,29 +37,37 @@ void XRPositionalTracker::_bind_methods() {
BIND_ENUM_CONSTANT(TRACKER_HAND_LEFT);
BIND_ENUM_CONSTANT(TRACKER_HAND_RIGHT);
- // this class is read only from GDScript, so we only have access to getters..
ClassDB::bind_method(D_METHOD("get_tracker_type"), &XRPositionalTracker::get_tracker_type);
- ClassDB::bind_method(D_METHOD("get_tracker_id"), &XRPositionalTracker::get_tracker_id);
+ ClassDB::bind_method(D_METHOD("set_tracker_type", "type"), &XRPositionalTracker::set_tracker_type);
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_tracker_type", "get_tracker_type");
+
ClassDB::bind_method(D_METHOD("get_tracker_name"), &XRPositionalTracker::get_tracker_name);
- ClassDB::bind_method(D_METHOD("get_joy_id"), &XRPositionalTracker::get_joy_id);
- ClassDB::bind_method(D_METHOD("is_tracking_orientation"), &XRPositionalTracker::is_tracking_orientation);
- ClassDB::bind_method(D_METHOD("get_orientation"), &XRPositionalTracker::get_orientation);
- ClassDB::bind_method(D_METHOD("is_tracking_position"), &XRPositionalTracker::is_tracking_position);
- ClassDB::bind_method(D_METHOD("get_position"), &XRPositionalTracker::get_position);
+ ClassDB::bind_method(D_METHOD("set_tracker_name", "name"), &XRPositionalTracker::set_tracker_name);
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "name"), "set_tracker_name", "get_tracker_name");
+
+ ClassDB::bind_method(D_METHOD("get_tracker_desc"), &XRPositionalTracker::get_tracker_desc);
+ ClassDB::bind_method(D_METHOD("set_tracker_desc", "description"), &XRPositionalTracker::set_tracker_desc);
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "description"), "set_tracker_desc", "get_tracker_desc");
+
ClassDB::bind_method(D_METHOD("get_tracker_hand"), &XRPositionalTracker::get_tracker_hand);
- ClassDB::bind_method(D_METHOD("get_transform", "adjust_by_reference_frame"), &XRPositionalTracker::get_transform);
- ClassDB::bind_method(D_METHOD("get_mesh"), &XRPositionalTracker::get_mesh);
-
- // these functions we don't want to expose to normal users but do need to be callable from GDNative
- ClassDB::bind_method(D_METHOD("_set_tracker_type", "type"), &XRPositionalTracker::set_tracker_type);
- ClassDB::bind_method(D_METHOD("_set_tracker_name", "name"), &XRPositionalTracker::set_tracker_name);
- ClassDB::bind_method(D_METHOD("_set_joy_id", "joy_id"), &XRPositionalTracker::set_joy_id);
- ClassDB::bind_method(D_METHOD("_set_orientation", "orientation"), &XRPositionalTracker::set_orientation);
- ClassDB::bind_method(D_METHOD("_set_rw_position", "rw_position"), &XRPositionalTracker::set_rw_position);
- ClassDB::bind_method(D_METHOD("_set_mesh", "mesh"), &XRPositionalTracker::set_mesh);
+ ClassDB::bind_method(D_METHOD("set_tracker_hand", "hand"), &XRPositionalTracker::set_tracker_hand);
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "hand", PROPERTY_HINT_ENUM, "Unknown,Left,Right"), "set_tracker_hand", "get_tracker_hand");
+
+ ClassDB::bind_method(D_METHOD("has_pose", "name"), &XRPositionalTracker::has_pose);
+ ClassDB::bind_method(D_METHOD("get_pose", "name"), &XRPositionalTracker::get_pose);
+ ClassDB::bind_method(D_METHOD("invalidate_pose", "name"), &XRPositionalTracker::invalidate_pose);
+ ClassDB::bind_method(D_METHOD("set_pose", "name", "transform", "linear_velocity", "angular_velocity"), &XRPositionalTracker::set_pose);
+ ADD_SIGNAL(MethodInfo("pose_changed", PropertyInfo(Variant::OBJECT, "pose", PROPERTY_HINT_RESOURCE_TYPE, "XRPose")));
+
+ ClassDB::bind_method(D_METHOD("get_input", "name"), &XRPositionalTracker::get_input);
+ ClassDB::bind_method(D_METHOD("set_input", "name", "value"), &XRPositionalTracker::set_input);
+ ADD_SIGNAL(MethodInfo("button_pressed", PropertyInfo(Variant::STRING, "name")));
+ ADD_SIGNAL(MethodInfo("button_released", PropertyInfo(Variant::STRING, "name")));
+ ADD_SIGNAL(MethodInfo("input_value_changed", PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::FLOAT, "value")));
+ ADD_SIGNAL(MethodInfo("input_axis_changed", PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::VECTOR2, "vector")));
+
ClassDB::bind_method(D_METHOD("get_rumble"), &XRPositionalTracker::get_rumble);
ClassDB::bind_method(D_METHOD("set_rumble", "rumble"), &XRPositionalTracker::set_rumble);
-
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rumble"), "set_rumble", "get_rumble");
};
@@ -67,13 +75,6 @@ void XRPositionalTracker::set_tracker_type(XRServer::TrackerType p_type) {
if (type != p_type) {
type = p_type;
hand = XRPositionalTracker::TRACKER_HAND_UNKNOWN;
-
- XRServer *xr_server = XRServer::get_singleton();
- ERR_FAIL_NULL(xr_server);
-
- // get a tracker id for our type
- // note if this is a controller this will be 3 or higher but we may change it later.
- tracker_id = xr_server->get_free_tracker_id_for_type(p_type);
};
};
@@ -81,7 +82,8 @@ XRServer::TrackerType XRPositionalTracker::get_tracker_type() const {
return type;
};
-void XRPositionalTracker::set_tracker_name(const String &p_name) {
+void XRPositionalTracker::set_tracker_name(const StringName &p_name) {
+ // Note: this should not be changed after the tracker is registered with the XRServer!
name = p_name;
};
@@ -89,85 +91,13 @@ StringName XRPositionalTracker::get_tracker_name() const {
return name;
};
-int XRPositionalTracker::get_tracker_id() const {
- return tracker_id;
-};
-
-void XRPositionalTracker::set_joy_id(int p_joy_id) {
- joy_id = p_joy_id;
-};
-
-int XRPositionalTracker::get_joy_id() const {
- return joy_id;
-};
-
-bool XRPositionalTracker::is_tracking_orientation() const {
- return tracking_orientation;
-};
-
-void XRPositionalTracker::set_orientation(const Basis &p_orientation) {
- _THREAD_SAFE_METHOD_
-
- tracking_orientation = true; // obviously we have this
- orientation = p_orientation;
-};
-
-Basis XRPositionalTracker::get_orientation() const {
- _THREAD_SAFE_METHOD_
-
- return orientation;
-};
-
-bool XRPositionalTracker::is_tracking_position() const {
- return tracking_position;
-};
-
-void XRPositionalTracker::set_position(const Vector3 &p_position) {
- _THREAD_SAFE_METHOD_
-
- XRServer *xr_server = XRServer::get_singleton();
- ERR_FAIL_NULL(xr_server);
- real_t world_scale = xr_server->get_world_scale();
- ERR_FAIL_COND(world_scale == 0);
-
- tracking_position = true; // obviously we have this
- rw_position = p_position / world_scale;
-};
-
-Vector3 XRPositionalTracker::get_position() const {
- _THREAD_SAFE_METHOD_
-
- XRServer *xr_server = XRServer::get_singleton();
- ERR_FAIL_NULL_V(xr_server, rw_position);
- real_t world_scale = xr_server->get_world_scale();
-
- return rw_position * world_scale;
-};
-
-void XRPositionalTracker::set_rw_position(const Vector3 &p_rw_position) {
- _THREAD_SAFE_METHOD_
-
- tracking_position = true; // obviously we have this
- rw_position = p_rw_position;
-};
-
-Vector3 XRPositionalTracker::get_rw_position() const {
- _THREAD_SAFE_METHOD_
-
- return rw_position;
-};
-
-void XRPositionalTracker::set_mesh(const Ref<Mesh> &p_mesh) {
- _THREAD_SAFE_METHOD_
-
- mesh = p_mesh;
-};
-
-Ref<Mesh> XRPositionalTracker::get_mesh() const {
- _THREAD_SAFE_METHOD_
+void XRPositionalTracker::set_tracker_desc(const String &p_desc) {
+ description = p_desc;
+}
- return mesh;
-};
+String XRPositionalTracker::get_tracker_desc() const {
+ return description;
+}
XRPositionalTracker::TrackerHand XRPositionalTracker::get_tracker_hand() const {
return hand;
@@ -182,33 +112,98 @@ void XRPositionalTracker::set_tracker_hand(const XRPositionalTracker::TrackerHan
ERR_FAIL_COND((type != XRServer::TRACKER_CONTROLLER) && (p_hand != XRPositionalTracker::TRACKER_HAND_UNKNOWN));
hand = p_hand;
- if (hand == XRPositionalTracker::TRACKER_HAND_LEFT) {
- if (!xr_server->is_tracker_id_in_use_for_type(type, 1)) {
- tracker_id = 1;
- };
- } else if (hand == XRPositionalTracker::TRACKER_HAND_RIGHT) {
- if (!xr_server->is_tracker_id_in_use_for_type(type, 2)) {
- tracker_id = 2;
- };
- };
};
};
-Transform3D XRPositionalTracker::get_transform(bool p_adjust_by_reference_frame) const {
- Transform3D new_transform;
+bool XRPositionalTracker::has_pose(const StringName &p_action_name) const {
+ return poses.has(p_action_name);
+}
- new_transform.basis = get_orientation();
- new_transform.origin = get_position();
+Ref<XRPose> XRPositionalTracker::get_pose(const StringName &p_action_name) const {
+ Ref<XRPose> pose;
- if (p_adjust_by_reference_frame) {
- XRServer *xr_server = XRServer::get_singleton();
- ERR_FAIL_NULL_V(xr_server, new_transform);
+ if (poses.has(p_action_name)) {
+ pose = poses[p_action_name];
+ }
- new_transform = xr_server->get_reference_frame() * new_transform;
- };
+ return pose;
+}
- return new_transform;
-};
+void XRPositionalTracker::invalidate_pose(const StringName &p_action_name) {
+ // only update this if we were tracking this pose
+ if (poses.has(p_action_name)) {
+ // We just set tracking data as invalid, we leave our current transform and velocity data as is so controllers don't suddenly jump to origin.
+ poses[p_action_name]->set_has_tracking_data(false);
+ }
+}
+
+void XRPositionalTracker::set_pose(const StringName &p_action_name, const Transform3D &p_transform, const Vector3 &p_linear_velocity, const Vector3 &p_angular_velocity) {
+ Ref<XRPose> new_pose;
+
+ new_pose.instantiate();
+ new_pose->set_name(p_action_name);
+ new_pose->set_has_tracking_data(true);
+ new_pose->set_transform(p_transform);
+ new_pose->set_linear_velocity(p_linear_velocity);
+ new_pose->set_angular_velocity(p_angular_velocity);
+
+ poses[p_action_name] = new_pose;
+ emit_signal("pose_changed", new_pose);
+
+ // TODO discuss whether we also want to create and emit an InputEventXRPose event
+}
+
+Variant XRPositionalTracker::get_input(const StringName &p_action_name) const {
+ if (inputs.has(p_action_name)) {
+ return inputs[p_action_name];
+ } else {
+ return Variant();
+ }
+}
+
+void XRPositionalTracker::set_input(const StringName &p_action_name, const Variant &p_value) {
+ bool changed = false;
+
+ // XR inputs
+
+ if (inputs.has(p_action_name)) {
+ changed = inputs[p_action_name] != p_value;
+ } else {
+ changed = true;
+ }
+
+ if (changed) {
+ // store the new value
+ inputs[p_action_name] = p_value;
+
+ // emit signals to let the rest of the world know
+ switch (p_value.get_type()) {
+ case Variant::BOOL: {
+ bool pressed = p_value;
+ if (pressed) {
+ emit_signal("button_pressed", p_action_name);
+ } else {
+ emit_signal("button_released", p_action_name);
+ }
+
+ // TODO discuss whether we also want to create and emit an InputEventXRButton event
+ } break;
+ case Variant::FLOAT: {
+ emit_signal("input_value_changed", p_action_name, p_value);
+
+ // TODO discuss whether we also want to create and emit an InputEventXRValue event
+ } break;
+ case Variant::VECTOR2: {
+ emit_signal("input_axis_changed", p_action_name, p_value);
+
+ // TODO discuss whether we also want to create and emit an InputEventXRAxis event
+ } break;
+ default: {
+ // ???
+ } break;
+ }
+ }
+}
real_t XRPositionalTracker::get_rumble() const {
return rumble;
@@ -225,10 +220,6 @@ void XRPositionalTracker::set_rumble(real_t p_rumble) {
XRPositionalTracker::XRPositionalTracker() {
type = XRServer::TRACKER_UNKNOWN;
name = "Unknown";
- joy_id = -1;
- tracker_id = 0;
- tracking_orientation = false;
- tracking_position = false;
hand = TRACKER_HAND_UNKNOWN;
rumble = 0.0;
};
diff --git a/servers/xr/xr_positional_tracker.h b/servers/xr/xr_positional_tracker.h
index 5577582929..69eb105b5a 100644
--- a/servers/xr/xr_positional_tracker.h
+++ b/servers/xr/xr_positional_tracker.h
@@ -33,6 +33,7 @@
#include "core/os/thread_safe.h"
#include "scene/resources/mesh.h"
+#include "servers/xr/xr_pose.h"
#include "servers/xr_server.h"
/**
@@ -57,14 +58,14 @@ public:
private:
XRServer::TrackerType type; // type of tracker
StringName name; // (unique) name of the tracker
- int tracker_id; // tracker index id that is unique per type
+ String description; // description of the tracker, this is interface dependent, for OpenXR this will be the interaction profile bound for to the tracker
+ TrackerHand hand; // if known, the hand this tracker is held in
+
+ Map<StringName, Ref<XRPose>> poses;
+ Map<StringName, Variant> inputs;
+
int joy_id; // if we also have a related joystick entity, the id of the joystick
- bool tracking_orientation; // do we track orientation?
- Basis orientation; // our orientation
- bool tracking_position; // do we track position?
- Vector3 rw_position; // our position "in the real world, so without world_scale applied"
Ref<Mesh> mesh; // when available, a mesh that can be used to render this tracker
- TrackerHand hand; // if known, the hand this tracker is held in
real_t rumble; // rumble strength, 0.0 is off, 1.0 is maximum, note that we only record here, xr_interface is responsible for execution
protected:
@@ -73,27 +74,24 @@ protected:
public:
void set_tracker_type(XRServer::TrackerType p_type);
XRServer::TrackerType get_tracker_type() const;
- void set_tracker_name(const String &p_name);
+ void set_tracker_name(const StringName &p_name);
StringName get_tracker_name() const;
- int get_tracker_id() const;
- void set_joy_id(int p_joy_id);
- int get_joy_id() const;
- bool is_tracking_orientation() const;
- void set_orientation(const Basis &p_orientation);
- Basis get_orientation() const;
- bool is_tracking_position() const;
- void set_position(const Vector3 &p_position); // set position with world_scale applied
- Vector3 get_position() const; // get position with world_scale applied
- void set_rw_position(const Vector3 &p_rw_position);
- Vector3 get_rw_position() const;
+ void set_tracker_desc(const String &p_desc);
+ String get_tracker_desc() const;
XRPositionalTracker::TrackerHand get_tracker_hand() const;
void set_tracker_hand(const XRPositionalTracker::TrackerHand p_hand);
+
+ bool has_pose(const StringName &p_action_name) const;
+ Ref<XRPose> get_pose(const StringName &p_action_name) const;
+ void invalidate_pose(const StringName &p_action_name);
+ void set_pose(const StringName &p_action_name, const Transform3D &p_transform, const Vector3 &p_linear_velocity, const Vector3 &p_angular_velocity);
+
+ Variant get_input(const StringName &p_action_name) const;
+ void set_input(const StringName &p_action_name, const Variant &p_value);
+
+ // TODO replace by new implementation
real_t get_rumble() const;
void set_rumble(real_t p_rumble);
- void set_mesh(const Ref<Mesh> &p_mesh);
- Ref<Mesh> get_mesh() const;
-
- Transform3D get_transform(bool p_adjust_by_reference_frame) const;
XRPositionalTracker();
~XRPositionalTracker() {}
diff --git a/servers/xr_server.cpp b/servers/xr_server.cpp
index 780bd10fc5..d0367ba95e 100644
--- a/servers/xr_server.cpp
+++ b/servers/xr_server.cpp
@@ -54,10 +54,11 @@ void XRServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_interface", "idx"), &XRServer::get_interface);
ClassDB::bind_method(D_METHOD("get_interfaces"), &XRServer::get_interfaces);
ClassDB::bind_method(D_METHOD("find_interface", "name"), &XRServer::find_interface);
- ClassDB::bind_method(D_METHOD("get_tracker_count"), &XRServer::get_tracker_count);
- ClassDB::bind_method(D_METHOD("get_tracker", "idx"), &XRServer::get_tracker);
+
ClassDB::bind_method(D_METHOD("add_tracker", "tracker"), &XRServer::add_tracker);
ClassDB::bind_method(D_METHOD("remove_tracker", "tracker"), &XRServer::remove_tracker);
+ ClassDB::bind_method(D_METHOD("get_trackers", "tracker_types"), &XRServer::get_trackers);
+ ClassDB::bind_method(D_METHOD("get_tracker", "tracker_name"), &XRServer::get_tracker);
ClassDB::bind_method(D_METHOD("get_primary_interface"), &XRServer::get_primary_interface);
ClassDB::bind_method(D_METHOD("set_primary_interface", "interface"), &XRServer::set_primary_interface);
@@ -68,6 +69,7 @@ void XRServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_last_commit_usec"), &XRServer::get_last_commit_usec);
ClassDB::bind_method(D_METHOD("get_last_frame_usec"), &XRServer::get_last_frame_usec);
+ BIND_ENUM_CONSTANT(TRACKER_HEAD);
BIND_ENUM_CONSTANT(TRACKER_CONTROLLER);
BIND_ENUM_CONSTANT(TRACKER_BASESTATION);
BIND_ENUM_CONSTANT(TRACKER_ANCHOR);
@@ -82,8 +84,9 @@ void XRServer::_bind_methods() {
ADD_SIGNAL(MethodInfo("interface_added", PropertyInfo(Variant::STRING_NAME, "interface_name")));
ADD_SIGNAL(MethodInfo("interface_removed", PropertyInfo(Variant::STRING_NAME, "interface_name")));
- ADD_SIGNAL(MethodInfo("tracker_added", PropertyInfo(Variant::STRING_NAME, "tracker_name"), PropertyInfo(Variant::INT, "type"), PropertyInfo(Variant::INT, "id")));
- ADD_SIGNAL(MethodInfo("tracker_removed", PropertyInfo(Variant::STRING_NAME, "tracker_name"), PropertyInfo(Variant::INT, "type"), PropertyInfo(Variant::INT, "id")));
+ ADD_SIGNAL(MethodInfo("tracker_added", PropertyInfo(Variant::STRING_NAME, "tracker_name"), PropertyInfo(Variant::INT, "type")));
+ ADD_SIGNAL(MethodInfo("tracker_updated", PropertyInfo(Variant::STRING_NAME, "tracker_name"), PropertyInfo(Variant::INT, "type")));
+ ADD_SIGNAL(MethodInfo("tracker_removed", PropertyInfo(Variant::STRING_NAME, "tracker_name"), PropertyInfo(Variant::INT, "type")));
};
double XRServer::get_world_scale() const {
@@ -113,35 +116,43 @@ Transform3D XRServer::get_reference_frame() const {
};
void XRServer::center_on_hmd(RotationMode p_rotation_mode, bool p_keep_height) {
- if (primary_interface != nullptr) {
- // clear our current reference frame or we'll end up double adjusting it
+ if (primary_interface == nullptr) {
+ return;
+ }
+
+ if (primary_interface->get_play_area_mode() == XRInterface::XR_PLAY_AREA_STAGE) {
+ // center_on_hmd is not available in this mode
reference_frame = Transform3D();
+ return;
+ }
- // requesting our EYE_MONO transform should return our current HMD position
- Transform3D new_reference_frame = primary_interface->get_camera_transform();
+ // clear our current reference frame or we'll end up double adjusting it
+ reference_frame = Transform3D();
- // remove our tilt
- if (p_rotation_mode == 1) {
- // take the Y out of our Z
- new_reference_frame.basis.set_axis(2, Vector3(new_reference_frame.basis.elements[0][2], 0.0, new_reference_frame.basis.elements[2][2]).normalized());
+ // requesting our EYE_MONO transform should return our current HMD position
+ Transform3D new_reference_frame = primary_interface->get_camera_transform();
- // Y is straight up
- new_reference_frame.basis.set_axis(1, Vector3(0.0, 1.0, 0.0));
+ // remove our tilt
+ if (p_rotation_mode == 1) {
+ // take the Y out of our Z
+ new_reference_frame.basis.set_axis(2, Vector3(new_reference_frame.basis.elements[0][2], 0.0, new_reference_frame.basis.elements[2][2]).normalized());
- // and X is our cross reference
- new_reference_frame.basis.set_axis(0, new_reference_frame.basis.get_axis(1).cross(new_reference_frame.basis.get_axis(2)).normalized());
- } else if (p_rotation_mode == 2) {
- // remove our rotation, we're only interesting in centering on position
- new_reference_frame.basis = Basis();
- };
+ // Y is straight up
+ new_reference_frame.basis.set_axis(1, Vector3(0.0, 1.0, 0.0));
- // don't negate our height
- if (p_keep_height) {
- new_reference_frame.origin.y = 0.0;
- };
+ // and X is our cross reference
+ new_reference_frame.basis.set_axis(0, new_reference_frame.basis.get_axis(1).cross(new_reference_frame.basis.get_axis(2)).normalized());
+ } else if (p_rotation_mode == 2) {
+ // remove our rotation, we're only interesting in centering on position
+ new_reference_frame.basis = Basis();
+ };
- reference_frame = new_reference_frame.inverse();
+ // don't negate our height
+ if (p_keep_height) {
+ new_reference_frame.origin.y = 0.0;
};
+
+ reference_frame = new_reference_frame.inverse();
};
Transform3D XRServer::get_hmd_transform() {
@@ -224,106 +235,121 @@ Array XRServer::get_interfaces() const {
return ret;
};
-/*
- A little extra info on the tracker ids, these are unique per tracker type so we get some consistency in recognising our trackers, specifically controllers.
-
- The first controller that is turned of will get ID 1, the second will get ID 2, etc.
- The magic happens when one of the controllers is turned off, say controller 1 turns off, controller 2 will remain controller 2, controller 3 will remain controller 3.
- If controller number 1 is turned on again it again gets ID 1 unless another new controller was turned on since.
-
- The most likely scenario however is a controller that runs out of battery and another controller being used to replace it.
- Because the controllers are often linked to physical objects, say you're holding a shield in controller 1, your left hand, and a gun in controller 2, your right hand, and controller 1 dies:
- - using our tracker index would suddenly make the gun disappear and the shield jump into your right hand because controller 2 becomes controller 1.
- - using this approach the shield disappears or is no longer tracked, but the gun stays firmly in your right hand because that is still controller 2, further more, if controller 1 is replaced the shield will return.
-*/
-
-bool XRServer::is_tracker_id_in_use_for_type(TrackerType p_tracker_type, int p_tracker_id) const {
- for (int i = 0; i < trackers.size(); i++) {
- if (trackers[i]->get_tracker_type() == p_tracker_type && trackers[i]->get_tracker_id() == p_tracker_id) {
- return true;
- };
- };
-
- // all good
- return false;
+Ref<XRInterface> XRServer::get_primary_interface() const {
+ return primary_interface;
};
-int XRServer::get_free_tracker_id_for_type(TrackerType p_tracker_type) {
- // We start checking at 1, 0 means that it's not a controller..
- // Note that for controller we reserve:
- // - 1 for the left hand controller and
- // - 2 for the right hand controller
- // so we start at 3 :)
- int tracker_id = p_tracker_type == XRServer::TRACKER_CONTROLLER ? 3 : 1;
-
- while (is_tracker_id_in_use_for_type(p_tracker_type, tracker_id)) {
- // try the next one
- tracker_id++;
- };
+void XRServer::set_primary_interface(const Ref<XRInterface> &p_primary_interface) {
+ if (p_primary_interface.is_null()) {
+ print_verbose("XR: Clearing primary interface");
+ primary_interface.unref();
+ } else {
+ primary_interface = p_primary_interface;
- return tracker_id;
+ print_verbose("XR: Primary interface set to: " + primary_interface->get_name());
+ }
};
void XRServer::add_tracker(Ref<XRPositionalTracker> p_tracker) {
ERR_FAIL_COND(p_tracker.is_null());
- trackers.push_back(p_tracker);
- emit_signal(SNAME("tracker_added"), p_tracker->get_tracker_name(), p_tracker->get_tracker_type(), p_tracker->get_tracker_id());
+ StringName tracker_name = p_tracker->get_tracker_name();
+ if (trackers.has(tracker_name)) {
+ if (trackers[tracker_name] != p_tracker) {
+ // We already have a tracker with this name, we're going to replace it
+ trackers[tracker_name] = p_tracker;
+ emit_signal(SNAME("tracker_updated"), tracker_name, p_tracker->get_tracker_type());
+ }
+ } else {
+ trackers[tracker_name] = p_tracker;
+ emit_signal(SNAME("tracker_added"), tracker_name, p_tracker->get_tracker_type());
+ }
};
void XRServer::remove_tracker(Ref<XRPositionalTracker> p_tracker) {
ERR_FAIL_COND(p_tracker.is_null());
- int idx = -1;
- for (int i = 0; i < trackers.size(); i++) {
- if (trackers[i] == p_tracker) {
- idx = i;
- break;
- };
- };
-
- ERR_FAIL_COND(idx == -1);
+ StringName tracker_name = p_tracker->get_tracker_name();
+ if (trackers.has(tracker_name)) {
+ // we send the signal right before removing it
+ emit_signal(SNAME("tracker_removed"), p_tracker->get_tracker_name(), p_tracker->get_tracker_type());
- emit_signal(SNAME("tracker_removed"), p_tracker->get_tracker_name(), p_tracker->get_tracker_type(), p_tracker->get_tracker_id());
- trackers.remove(idx);
+ // and remove it
+ trackers.erase(tracker_name);
+ }
};
-int XRServer::get_tracker_count() const {
- return trackers.size();
-};
+Dictionary XRServer::get_trackers(int p_tracker_types) {
+ Dictionary res;
-Ref<XRPositionalTracker> XRServer::get_tracker(int p_index) const {
- ERR_FAIL_INDEX_V(p_index, trackers.size(), Ref<XRPositionalTracker>());
+ for (int i = 0; i < trackers.size(); i++) {
+ Ref<XRPositionalTracker> tracker = trackers.get_value_at_index(i);
+ if (tracker.is_valid() && (tracker->get_tracker_type() & p_tracker_types) != 0) {
+ res[tracker->get_tracker_name()] = tracker;
+ }
+ }
- return trackers[p_index];
+ return res;
+}
+
+Ref<XRPositionalTracker> XRServer::get_tracker(const StringName &p_name) const {
+ if (trackers.has(p_name)) {
+ return trackers[p_name];
+ } else {
+ // tracker hasn't been registered yet, which is fine, no need to spam the error log...
+ return Ref<XRPositionalTracker>();
+ }
};
-Ref<XRPositionalTracker> XRServer::find_by_type_and_id(TrackerType p_tracker_type, int p_tracker_id) const {
- ERR_FAIL_COND_V(p_tracker_id == 0, Ref<XRPositionalTracker>());
+PackedStringArray XRServer::get_suggested_tracker_names() const {
+ PackedStringArray arr;
- for (int i = 0; i < trackers.size(); i++) {
- if (trackers[i]->get_tracker_type() == p_tracker_type && trackers[i]->get_tracker_id() == p_tracker_id) {
- return trackers[i];
- };
- };
+ for (int i = 0; i < interfaces.size(); i++) {
+ Ref<XRInterface> interface = interfaces[i];
+ PackedStringArray interface_arr = interface->get_suggested_tracker_names();
+ for (int a = 0; a < interface_arr.size(); a++) {
+ if (!arr.has(interface_arr[a])) {
+ arr.push_back(interface_arr[a]);
+ }
+ }
+ }
- return Ref<XRPositionalTracker>();
-};
+ if (arr.size() == 0) {
+ // no suggestions from our tracker? include our defaults
+ arr.push_back(String("head"));
+ arr.push_back(String("left_hand"));
+ arr.push_back(String("right_hand"));
+ }
-Ref<XRInterface> XRServer::get_primary_interface() const {
- return primary_interface;
-};
+ return arr;
+}
-void XRServer::set_primary_interface(const Ref<XRInterface> &p_primary_interface) {
- if (p_primary_interface.is_null()) {
- print_verbose("XR: Clearing primary interface");
- primary_interface.unref();
- } else {
- primary_interface = p_primary_interface;
+PackedStringArray XRServer::get_suggested_pose_names(const StringName &p_tracker_name) const {
+ PackedStringArray arr;
- print_verbose("XR: Primary interface set to: " + primary_interface->get_name());
+ for (int i = 0; i < interfaces.size(); i++) {
+ Ref<XRInterface> interface = interfaces[i];
+ PackedStringArray interface_arr = interface->get_suggested_pose_names(p_tracker_name);
+ for (int a = 0; a < interface_arr.size(); a++) {
+ if (!arr.has(interface_arr[a])) {
+ arr.push_back(interface_arr[a]);
+ }
+ }
}
-};
+
+ if (arr.size() == 0) {
+ // no suggestions from our tracker? include our defaults
+ arr.push_back(String("default"));
+
+ if ((p_tracker_name == "left_hand") || (p_tracker_name == "right_hand")) {
+ arr.push_back(String("aim"));
+ arr.push_back(String("grip"));
+ arr.push_back(String("skeleton"));
+ }
+ }
+
+ return arr;
+}
uint64_t XRServer::get_last_process_usec() {
return last_process_usec;
@@ -373,8 +399,9 @@ XRServer::~XRServer() {
interfaces.remove(0);
}
+ // TODO pretty sure there is a clear function or something...
while (trackers.size() > 0) {
- trackers.remove(0);
+ trackers.erase(trackers.get_key_at_index(0));
}
singleton = nullptr;
diff --git a/servers/xr_server.h b/servers/xr_server.h
index 6d07263755..48d73cac9a 100644
--- a/servers/xr_server.h
+++ b/servers/xr_server.h
@@ -60,9 +60,10 @@ class XRServer : public Object {
public:
enum TrackerType {
- TRACKER_CONTROLLER = 0x01, /* tracks a controller */
- TRACKER_BASESTATION = 0x02, /* tracks location of a base station */
- TRACKER_ANCHOR = 0x04, /* tracks an anchor point, used in AR to track a real live location */
+ TRACKER_HEAD = 0x01, /* tracks the position of the players head (or in case of handheld AR, location of the phone) */
+ TRACKER_CONTROLLER = 0x02, /* tracks a controller */
+ TRACKER_BASESTATION = 0x04, /* tracks location of a base station */
+ TRACKER_ANCHOR = 0x08, /* tracks an anchor point, used in AR to track a real live location */
TRACKER_UNKNOWN = 0x80, /* unknown tracker */
TRACKER_ANY_KNOWN = 0x7f, /* all except unknown */
@@ -77,7 +78,7 @@ public:
private:
Vector<Ref<XRInterface>> interfaces;
- Vector<Ref<XRPositionalTracker>> trackers;
+ Dictionary trackers;
Ref<XRInterface> primary_interface; /* we'll identify one interface as primary, this will be used by our viewports */
@@ -164,13 +165,17 @@ public:
Our trackers are objects that expose the orientation and position of physical devices such as controller, anchor points, etc.
They are created and managed by our active AR/VR interfaces.
*/
- bool is_tracker_id_in_use_for_type(TrackerType p_tracker_type, int p_tracker_id) const;
- int get_free_tracker_id_for_type(TrackerType p_tracker_type);
void add_tracker(Ref<XRPositionalTracker> p_tracker);
void remove_tracker(Ref<XRPositionalTracker> p_tracker);
- int get_tracker_count() const;
- Ref<XRPositionalTracker> get_tracker(int p_index) const;
- Ref<XRPositionalTracker> find_by_type_and_id(TrackerType p_tracker_type, int p_tracker_id) const;
+ Dictionary get_trackers(int p_tracker_types);
+ Ref<XRPositionalTracker> get_tracker(const StringName &p_name) const;
+
+ /*
+ We don't know which trackers and actions will existing during runtime but we can request suggested names from our interfaces to help our IDE UI.
+ */
+ PackedStringArray get_suggested_tracker_names() const;
+ PackedStringArray get_suggested_pose_names(const StringName &p_tracker_name) const;
+ // Q: Should we add get_suggested_input_names and get_suggested_haptic_names even though we don't use them for the IDE?
uint64_t get_last_process_usec();
uint64_t get_last_commit_usec();