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+/*************************************************************************/
+/* test_physics_2d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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 "test_physics_2d.h"
+
+#include "core/os/main_loop.h"
+#include "core/os/os.h"
+#include "core/string/print_string.h"
+#include "core/templates/map.h"
+#include "scene/resources/texture.h"
+#include "servers/display_server.h"
+#include "servers/physics_server_2d.h"
+#include "servers/rendering_server.h"
+
+static const unsigned char convex_png[] = {
+ 0x89, 0x50, 0x4e, 0x47, 0xd, 0xa, 0x1a, 0xa, 0x0, 0x0, 0x0, 0xd, 0x49, 0x48, 0x44, 0x52, 0x0, 0x0, 0x0, 0x40, 0x0, 0x0, 0x0, 0x40, 0x8, 0x6, 0x0, 0x0, 0x0, 0xaa, 0x69, 0x71, 0xde, 0x0, 0x0, 0x0, 0x1, 0x73, 0x52, 0x47, 0x42, 0x0, 0xae, 0xce, 0x1c, 0xe9, 0x0, 0x0, 0x0, 0x6, 0x62, 0x4b, 0x47, 0x44, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xf9, 0x43, 0xbb, 0x7f, 0x0, 0x0, 0x0, 0x9, 0x70, 0x48, 0x59, 0x73, 0x0, 0x0, 0xb, 0x13, 0x0, 0x0, 0xb, 0x13, 0x1, 0x0, 0x9a, 0x9c, 0x18, 0x0, 0x0, 0x0, 0x7, 0x74, 0x49, 0x4d, 0x45, 0x7, 0xdb, 0x6, 0xa, 0x3, 0x13, 0x31, 0x66, 0xa7, 0xac, 0x79, 0x0, 0x0, 0x4, 0xef, 0x49, 0x44, 0x41, 0x54, 0x78, 0xda, 0xed, 0x9b, 0xdd, 0x4e, 0x2a, 0x57, 0x14, 0xc7, 0xf7, 0x1e, 0xc0, 0x19, 0x38, 0x32, 0x80, 0xa, 0x6a, 0xda, 0x18, 0xa3, 0xc6, 0x47, 0x50, 0x7b, 0xa1, 0xd9, 0x36, 0x27, 0x7e, 0x44, 0xed, 0x45, 0x4d, 0x93, 0x3e, 0x40, 0x1f, 0x64, 0x90, 0xf4, 0x1, 0xbc, 0xf0, 0xc2, 0x9c, 0x57, 0x30, 0x4d, 0xbc, 0xa8, 0x6d, 0xc, 0x69, 0x26, 0xb5, 0x68, 0x8b, 0x35, 0x7e, 0x20, 0xb4, 0xf5, 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+};
+
+class TestPhysics2DMainLoop : public MainLoop {
+ GDCLASS(TestPhysics2DMainLoop, MainLoop);
+
+ RID circle_img;
+ RID circle_shape;
+ RID space;
+ RID canvas;
+ RID ray;
+ RID ray_query;
+ Transform2D view_xform;
+
+ Vector2 ray_from, ray_to;
+
+ struct BodyShapeData {
+ RID image;
+ RID shape;
+ };
+
+ BodyShapeData body_shape_data[8];
+
+ void _create_body_shape_data() {
+ RenderingServer *vs = RenderingServer::get_singleton();
+ PhysicsServer2D *ps = PhysicsServer2D::get_singleton();
+
+ // SEGMENT
+
+ {
+ Vector<uint8_t> pixels;
+ pixels.resize(32 * 2 * 2);
+ for (int i = 0; i < 2; i++) {
+ for (int j = 0; j < 32; j++) {
+ pixels.set(i * 32 * 2 + j * 2 + 0, (j == 0) ? 255 : 0);
+ pixels.set(i * 32 * 2 + j * 2 + 1, 255);
+ }
+ }
+
+ Ref<Image> image = memnew(Image(32, 2, 0, Image::FORMAT_LA8, pixels));
+
+ body_shape_data[PhysicsServer2D::SHAPE_SEGMENT].image = vs->texture_2d_create(image);
+
+ RID segment_shape = ps->segment_shape_create();
+ Rect2 sg(Point2(-16, 0), Point2(16, 0));
+ ps->shape_set_data(segment_shape, sg);
+
+ body_shape_data[PhysicsServer2D::SHAPE_SEGMENT].shape = segment_shape;
+ }
+ // CIRCLE
+
+ {
+ Vector<uint8_t> pixels;
+ pixels.resize(32 * 32 * 2);
+ for (int i = 0; i < 32; i++) {
+ for (int j = 0; j < 32; j++) {
+ bool black = Vector2(i - 16, j - 16).length_squared() < 16 * 16;
+
+ pixels.set(i * 32 * 2 + j * 2 + 0, (i == 16 || j == 16) ? 255 : 0);
+ pixels.set(i * 32 * 2 + j * 2 + 1, black ? 255 : 0);
+ }
+ }
+
+ Ref<Image> image = memnew(Image(32, 32, 0, Image::FORMAT_LA8, pixels));
+
+ body_shape_data[PhysicsServer2D::SHAPE_CIRCLE].image = vs->texture_2d_create(image);
+
+ RID circle_shape = ps->circle_shape_create();
+ ps->shape_set_data(circle_shape, 16);
+
+ body_shape_data[PhysicsServer2D::SHAPE_CIRCLE].shape = circle_shape;
+ }
+
+ // BOX
+
+ {
+ Vector<uint8_t> pixels;
+ pixels.resize(32 * 32 * 2);
+ for (int i = 0; i < 32; i++) {
+ for (int j = 0; j < 32; j++) {
+ bool black = i > 0 && i < 31 && j > 0 && j < 31;
+
+ pixels.set(i * 32 * 2 + j * 2 + 0, black ? 0 : 255);
+ pixels.set(i * 32 * 2 + j * 2 + 1, 255);
+ }
+ }
+
+ Ref<Image> image = memnew(Image(32, 32, 0, Image::FORMAT_LA8, pixels));
+
+ body_shape_data[PhysicsServer2D::SHAPE_RECTANGLE].image = vs->texture_2d_create(image);
+
+ RID rectangle_shape = ps->rectangle_shape_create();
+ ps->shape_set_data(rectangle_shape, Vector2(16, 16));
+
+ body_shape_data[PhysicsServer2D::SHAPE_RECTANGLE].shape = rectangle_shape;
+ }
+
+ // CAPSULE
+
+ {
+ Vector<uint8_t> pixels;
+ pixels.resize(32 * 64 * 2);
+ for (int i = 0; i < 64; i++) {
+ for (int j = 0; j < 32; j++) {
+ int si = i > 48 ? i - 32 : (i < 16 ? i : 16);
+ bool black = Vector2(si - 16, j - 16).length_squared() < 16 * 16;
+
+ pixels.set(i * 32 * 2 + j * 2 + 0, (i == 16 || j == 16 || i == 48) ? 255 : 0);
+ pixels.set(i * 32 * 2 + j * 2 + 1, black ? 255 : 0);
+ }
+ }
+
+ Ref<Image> image = memnew(Image(32, 64, 0, Image::FORMAT_LA8, pixels));
+
+ body_shape_data[PhysicsServer2D::SHAPE_CAPSULE].image = vs->texture_2d_create(image);
+
+ RID capsule_shape = ps->capsule_shape_create();
+ ps->shape_set_data(capsule_shape, Vector2(16, 32));
+
+ body_shape_data[PhysicsServer2D::SHAPE_CAPSULE].shape = capsule_shape;
+ }
+
+ // CONVEX
+
+ {
+ Ref<Image> image = memnew(Image(convex_png));
+
+ body_shape_data[PhysicsServer2D::SHAPE_CONVEX_POLYGON].image = vs->texture_2d_create(image);
+
+ RID convex_polygon_shape = ps->convex_polygon_shape_create();
+
+ Vector<Vector2> arr;
+ Point2 sb(32, 32);
+ arr.push_back(Point2(20, 3) - sb);
+ arr.push_back(Point2(58, 23) - sb);
+ arr.push_back(Point2(55, 54) - sb);
+ arr.push_back(Point2(27, 60) - sb);
+ arr.push_back(Point2(5, 56) - sb);
+ arr.push_back(Point2(4, 20) - sb);
+ arr.push_back(Point2(11, 7) - sb);
+ ps->shape_set_data(convex_polygon_shape, arr);
+
+ body_shape_data[PhysicsServer2D::SHAPE_CONVEX_POLYGON].shape = convex_polygon_shape;
+ }
+ }
+
+ void _do_ray_query() {
+ /*
+ PhysicsServer2D *ps = PhysicsServer2D::get_singleton();
+ ps->query_intersection_segment(ray_query,ray_from,ray_to);
+ */
+ }
+
+protected:
+ void input_event(const Ref<InputEvent> &p_event) {
+ Ref<InputEventMouseButton> mb = p_event;
+
+ if (mb.is_valid()) {
+ if (mb->is_pressed()) {
+ Point2 p(mb->get_position().x, mb->get_position().y);
+
+ if (mb->get_button_index() == 1) {
+ ray_to = p;
+ _do_ray_query();
+ } else if (mb->get_button_index() == 2) {
+ ray_from = p;
+ _do_ray_query();
+ }
+ }
+ }
+
+ Ref<InputEventMouseMotion> mm = p_event;
+
+ if (mm.is_valid()) {
+ Point2 p = mm->get_position();
+
+ if (mm->get_button_mask() & BUTTON_MASK_LEFT) {
+ ray_to = p;
+ _do_ray_query();
+ } else if (mm->get_button_mask() & BUTTON_MASK_RIGHT) {
+ ray_from = p;
+ _do_ray_query();
+ }
+ }
+ }
+
+ RID _add_body(PhysicsServer2D::ShapeType p_shape, const Transform2D &p_xform) {
+ RenderingServer *vs = RenderingServer::get_singleton();
+ PhysicsServer2D *ps = PhysicsServer2D::get_singleton();
+
+ RID body = ps->body_create();
+ ps->body_add_shape(body, body_shape_data[p_shape].shape);
+ ps->body_set_space(body, space);
+ ps->body_set_continuous_collision_detection_mode(body, PhysicsServer2D::CCD_MODE_CAST_SHAPE);
+ ps->body_set_state(body, PhysicsServer2D::BODY_STATE_TRANSFORM, p_xform);
+
+ //print_line("add body with xform: "+p_xform);
+ RID sprite = vs->canvas_item_create();
+ vs->canvas_item_set_parent(sprite, canvas);
+ vs->canvas_item_set_transform(sprite, p_xform);
+ Size2 imgsize(5, 5); //vs->texture_get_width(body_shape_data[p_shape].image), vs->texture_get_height(body_shape_data[p_shape].image));
+ vs->canvas_item_add_texture_rect(sprite, Rect2(-imgsize / 2.0, imgsize), body_shape_data[p_shape].image);
+
+ ps->body_set_force_integration_callback(body, this, "_body_moved", sprite);
+ //RID q = ps->query_create(this,"_body_moved",sprite);
+ //ps->query_body_state(q,body);
+
+ return body;
+ }
+
+ void _add_plane(const Vector2 &p_normal, real_t p_d) {
+ PhysicsServer2D *ps = PhysicsServer2D::get_singleton();
+
+ Array arr;
+ arr.push_back(p_normal);
+ arr.push_back(p_d);
+
+ RID plane = ps->line_shape_create();
+ ps->shape_set_data(plane, arr);
+
+ RID plane_body = ps->body_create();
+ ps->body_set_mode(plane_body, PhysicsServer2D::BODY_MODE_STATIC);
+ ps->body_set_space(plane_body, space);
+ ps->body_add_shape(plane_body, plane);
+ }
+
+ void _add_concave(const Vector<Vector2> &p_points, const Transform2D &p_xform = Transform2D()) {
+ PhysicsServer2D *ps = PhysicsServer2D::get_singleton();
+ RenderingServer *vs = RenderingServer::get_singleton();
+
+ RID concave = ps->concave_polygon_shape_create();
+ ps->shape_set_data(concave, p_points);
+ RID body = ps->body_create();
+ ps->body_set_mode(body, PhysicsServer2D::BODY_MODE_STATIC);
+ ps->body_set_space(body, space);
+ ps->body_add_shape(body, concave);
+ ps->body_set_state(body, PhysicsServer2D::BODY_STATE_TRANSFORM, p_xform);
+
+ RID sprite = vs->canvas_item_create();
+ vs->canvas_item_set_parent(sprite, canvas);
+ vs->canvas_item_set_transform(sprite, p_xform);
+ for (int i = 0; i < p_points.size(); i += 2) {
+ vs->canvas_item_add_line(sprite, p_points[i], p_points[i + 1], Color(0, 0, 0), 2);
+ }
+ }
+
+ void _body_moved(Object *p_state, RID p_sprite) {
+ PhysicsDirectBodyState2D *state = (PhysicsDirectBodyState2D *)p_state;
+ RenderingServer::get_singleton()->canvas_item_set_transform(p_sprite, state->get_transform());
+ }
+
+ void _ray_query_callback(const RID &p_rid, ObjectID p_id, int p_shape, const Vector2 &p_point, const Vector2 &p_normal) {
+ Vector2 ray_end;
+
+ if (p_rid.is_valid()) {
+ ray_end = p_point;
+ } else {
+ ray_end = ray_to;
+ }
+
+ RenderingServer *vs = RenderingServer::get_singleton();
+
+ vs->canvas_item_clear(ray);
+ vs->canvas_item_add_line(ray, ray_from, ray_end, p_rid.is_valid() ? Color(0, 1, 0.4) : Color(1, 0.4, 0), 2);
+ if (p_rid.is_valid()) {
+ vs->canvas_item_add_line(ray, ray_end, ray_end + p_normal * 20, p_rid.is_valid() ? Color(0, 1, 0.4) : Color(1, 0.4, 0), 2);
+ }
+ }
+
+ static void _bind_methods() {
+ ClassDB::bind_method(D_METHOD("_body_moved"), &TestPhysics2DMainLoop::_body_moved);
+ ClassDB::bind_method(D_METHOD("_ray_query_callback"), &TestPhysics2DMainLoop::_ray_query_callback);
+ }
+
+public:
+ virtual void init() override {
+ RenderingServer *vs = RenderingServer::get_singleton();
+ PhysicsServer2D *ps = PhysicsServer2D::get_singleton();
+
+ space = ps->space_create();
+ ps->space_set_active(space, true);
+ ps->set_active(true);
+ ps->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1));
+ ps->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY, 98);
+
+ {
+ RID vp = vs->viewport_create();
+ canvas = vs->canvas_create();
+
+ Size2i screen_size = DisplayServer::get_singleton()->window_get_size();
+ vs->viewport_attach_canvas(vp, canvas);
+ vs->viewport_set_size(vp, screen_size.x, screen_size.y);
+ vs->viewport_attach_to_screen(vp, Rect2(Vector2(), screen_size));
+ vs->viewport_set_active(vp, true);
+
+ Transform2D smaller;
+ //smaller.scale(Vector2(0.6,0.6));
+ //smaller.elements[2]=Vector2(100,0);
+
+ //view_xform = smaller;
+ vs->viewport_set_canvas_transform(vp, canvas, view_xform);
+ }
+
+ ray = vs->canvas_item_create();
+ vs->canvas_item_set_parent(ray, canvas);
+ //ray_query = ps->query_create(this,"_ray_query_callback",Variant());
+ //ps->query_intersection(ray_query,space);
+
+ _create_body_shape_data();
+
+ for (int i = 0; i < 32; i++) {
+ PhysicsServer2D::ShapeType types[4] = {
+ PhysicsServer2D::SHAPE_CIRCLE,
+ PhysicsServer2D::SHAPE_CAPSULE,
+ PhysicsServer2D::SHAPE_RECTANGLE,
+ PhysicsServer2D::SHAPE_CONVEX_POLYGON,
+
+ };
+
+ PhysicsServer2D::ShapeType type = types[i % 4];
+ //type=PhysicsServer2D::SHAPE_SEGMENT;
+ _add_body(type, Transform2D(i * 0.8, Point2(152 + i * 40, 100 - 40 * i)));
+ /*
+ if (i==0)
+ ps->body_set_mode(b,PhysicsServer2D::BODY_MODE_STATIC);
+ */
+ }
+
+ //RID b= _add_body(PhysicsServer2D::SHAPE_CIRCLE,Transform2D(0,Point2(101,140)));
+ //ps->body_set_mode(b,PhysicsServer2D::BODY_MODE_STATIC);
+
+ Point2 prev;
+
+ Vector<Point2> parr;
+ for (int i = 0; i < 30; i++) {
+ Point2 p(i * 60, Math::randf() * 70 + 340);
+ if (i > 0) {
+ parr.push_back(prev);
+ parr.push_back(p);
+ }
+ prev = p;
+ }
+
+ _add_concave(parr);
+ //_add_plane(Vector2(0.0,-1).normalized(),-300);
+ //_add_plane(Vector2(1,0).normalized(),50);
+ //_add_plane(Vector2(-1,0).normalized(),-600);
+ }
+
+ virtual bool idle(float p_time) override {
+ return false;
+ }
+ virtual void finish() override {
+ }
+
+ TestPhysics2DMainLoop() {}
+};
+
+namespace TestPhysics2D {
+
+MainLoop *test() {
+ return memnew(TestPhysics2DMainLoop);
+}
+} // namespace TestPhysics2D