From acbd24ea842cb90ab49cd66d5dc7220e57c73f29 Mon Sep 17 00:00:00 2001 From: PouleyKetchoupp Date: Mon, 1 Nov 2021 18:00:58 -0700 Subject: Use parameter classes instead of arguments for all physics queries Same as what is already done for shape queries, applied to point and ray queries. Easier to document and more flexible to add more parameters. Also expose intersect_point method to script in 3D. Remove intersect_point_on_canvas in 2D, replaced with a parameter. --- scene/2d/audio_stream_player_2d.cpp | 8 ++++++- scene/2d/ray_cast_2d.cpp | 11 ++++++++- scene/3d/audio_stream_player_3d.cpp | 8 ++++++- scene/3d/ray_cast_3d.cpp | 11 +++++++-- scene/3d/spring_arm_3d.cpp | 27 +++++++++++++++++++--- scene/3d/vehicle_body_3d.cpp | 8 ++++++- scene/main/viewport.cpp | 16 +++++++++++-- .../resources/skeleton_modification_2d_jiggle.cpp | 8 +++++-- .../resources/skeleton_modification_3d_jiggle.cpp | 8 +++++-- 9 files changed, 90 insertions(+), 15 deletions(-) (limited to 'scene') diff --git a/scene/2d/audio_stream_player_2d.cpp b/scene/2d/audio_stream_player_2d.cpp index f73d52152e..24da2ce9ce 100644 --- a/scene/2d/audio_stream_player_2d.cpp +++ b/scene/2d/audio_stream_player_2d.cpp @@ -112,7 +112,13 @@ StringName AudioStreamPlayer2D::_get_actual_bus() { PhysicsDirectSpaceState2D *space_state = PhysicsServer2D::get_singleton()->space_get_direct_state(world_2d->get_space()); PhysicsDirectSpaceState2D::ShapeResult sr[MAX_INTERSECT_AREAS]; - int areas = space_state->intersect_point(global_pos, sr, MAX_INTERSECT_AREAS, Set(), area_mask, false, true); + PhysicsDirectSpaceState2D::PointParameters point_params; + point_params.position = global_pos; + point_params.collision_mask = area_mask; + point_params.collide_with_bodies = false; + point_params.collide_with_areas = true; + + int areas = space_state->intersect_point(point_params, sr, MAX_INTERSECT_AREAS); for (int i = 0; i < areas; i++) { Area2D *area2d = Object::cast_to(sr[i].collider); diff --git a/scene/2d/ray_cast_2d.cpp b/scene/2d/ray_cast_2d.cpp index 0a8e9e2a58..7af91f3a8d 100644 --- a/scene/2d/ray_cast_2d.cpp +++ b/scene/2d/ray_cast_2d.cpp @@ -192,7 +192,16 @@ void RayCast2D::_update_raycast_state() { PhysicsDirectSpaceState2D::RayResult rr; bool prev_collision_state = collided; - if (dss->intersect_ray(gt.get_origin(), gt.xform(to), rr, exclude, collision_mask, collide_with_bodies, collide_with_areas)) { + + PhysicsDirectSpaceState2D::RayParameters ray_params; + ray_params.from = gt.get_origin(); + ray_params.to = gt.xform(to); + ray_params.exclude = exclude; + ray_params.collision_mask = collision_mask; + ray_params.collide_with_bodies = collide_with_bodies; + ray_params.collide_with_areas = collide_with_areas; + + if (dss->intersect_ray(ray_params, rr)) { collided = true; against = rr.collider_id; collision_point = rr.position; diff --git a/scene/3d/audio_stream_player_3d.cpp b/scene/3d/audio_stream_player_3d.cpp index b5e4eac5d5..34f748b197 100644 --- a/scene/3d/audio_stream_player_3d.cpp +++ b/scene/3d/audio_stream_player_3d.cpp @@ -327,7 +327,13 @@ Area3D *AudioStreamPlayer3D::_get_overriding_area() { PhysicsDirectSpaceState3D::ShapeResult sr[MAX_INTERSECT_AREAS]; - int areas = space_state->intersect_point(global_pos, sr, MAX_INTERSECT_AREAS, Set(), area_mask, false, true); + PhysicsDirectSpaceState3D::PointParameters point_params; + point_params.position = global_pos; + point_params.collision_mask = area_mask; + point_params.collide_with_bodies = false; + point_params.collide_with_areas = true; + + int areas = space_state->intersect_point(point_params, sr, MAX_INTERSECT_AREAS); for (int i = 0; i < areas; i++) { if (!sr[i].collider) { diff --git a/scene/3d/ray_cast_3d.cpp b/scene/3d/ray_cast_3d.cpp index fd4c6e7416..646f659996 100644 --- a/scene/3d/ray_cast_3d.cpp +++ b/scene/3d/ray_cast_3d.cpp @@ -212,9 +212,16 @@ void RayCast3D::_update_raycast_state() { to = Vector3(0, 0.01, 0); } - PhysicsDirectSpaceState3D::RayResult rr; + PhysicsDirectSpaceState3D::RayParameters ray_params; + ray_params.from = gt.get_origin(); + ray_params.to = gt.xform(to); + ray_params.exclude = exclude; + ray_params.collision_mask = collision_mask; + ray_params.collide_with_bodies = collide_with_bodies; + ray_params.collide_with_areas = collide_with_areas; - if (dss->intersect_ray(gt.get_origin(), gt.xform(to), rr, exclude, collision_mask, collide_with_bodies, collide_with_areas)) { + PhysicsDirectSpaceState3D::RayResult rr; + if (dss->intersect_ray(ray_params, rr)) { collided = true; against = rr.collider_id; collision_point = rr.position; diff --git a/scene/3d/spring_arm_3d.cpp b/scene/3d/spring_arm_3d.cpp index 116cab19b1..0b5af8823b 100644 --- a/scene/3d/spring_arm_3d.cpp +++ b/scene/3d/spring_arm_3d.cpp @@ -149,10 +149,24 @@ void SpringArm3D::process_spring() { //use camera rotation, but spring arm position Transform3D base_transform = camera->get_global_transform(); base_transform.origin = get_global_transform().origin; - get_world_3d()->get_direct_space_state()->cast_motion(camera->get_pyramid_shape_rid(), base_transform, motion, 0, motion_delta, motion_delta_unsafe, excluded_objects, mask); + + PhysicsDirectSpaceState3D::ShapeParameters shape_params; + shape_params.shape_rid = camera->get_pyramid_shape_rid(); + shape_params.transform = base_transform; + shape_params.motion = motion; + shape_params.exclude = excluded_objects; + shape_params.collision_mask = mask; + + get_world_3d()->get_direct_space_state()->cast_motion(shape_params, motion_delta, motion_delta_unsafe); } else { + PhysicsDirectSpaceState3D::RayParameters ray_params; + ray_params.from = get_global_transform().origin; + ray_params.to = get_global_transform().origin + motion; + ray_params.exclude = excluded_objects; + ray_params.collision_mask = mask; + PhysicsDirectSpaceState3D::RayResult r; - bool intersected = get_world_3d()->get_direct_space_state()->intersect_ray(get_global_transform().origin, get_global_transform().origin + motion, r, excluded_objects, mask); + bool intersected = get_world_3d()->get_direct_space_state()->intersect_ray(ray_params, r); if (intersected) { real_t dist = get_global_transform().origin.distance_to(r.position); dist -= margin; @@ -160,7 +174,14 @@ void SpringArm3D::process_spring() { } } } else { - get_world_3d()->get_direct_space_state()->cast_motion(shape->get_rid(), get_global_transform(), motion, 0, motion_delta, motion_delta_unsafe, excluded_objects, mask); + PhysicsDirectSpaceState3D::ShapeParameters shape_params; + shape_params.shape_rid = shape->get_rid(); + shape_params.transform = get_global_transform(); + shape_params.motion = motion; + shape_params.exclude = excluded_objects; + shape_params.collision_mask = mask; + + get_world_3d()->get_direct_space_state()->cast_motion(shape_params, motion_delta, motion_delta_unsafe); } current_spring_length = spring_length * motion_delta; diff --git a/scene/3d/vehicle_body_3d.cpp b/scene/3d/vehicle_body_3d.cpp index 61cba17cde..90db093137 100644 --- a/scene/3d/vehicle_body_3d.cpp +++ b/scene/3d/vehicle_body_3d.cpp @@ -407,7 +407,13 @@ real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState3D *s) { PhysicsDirectSpaceState3D *ss = s->get_space_state(); - bool col = ss->intersect_ray(source, target, rr, exclude, get_collision_mask()); + PhysicsDirectSpaceState3D::RayParameters ray_params; + ray_params.from = source; + ray_params.to = target; + ray_params.exclude = exclude; + ray_params.collision_mask = get_collision_mask(); + + bool col = ss->intersect_ray(ray_params, rr); wheel.m_raycastInfo.m_groundObject = nullptr; diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index cdf1f495e4..31e8c20991 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -638,7 +638,13 @@ void Viewport::_process_picking() { Vector2 point = canvas_transform.affine_inverse().xform(pos); - int rc = ss2d->intersect_point_on_canvas(point, canvas_layer_id, res, 64, Set(), 0xFFFFFFFF, true, true, true); + PhysicsDirectSpaceState2D::PointParameters point_params; + point_params.position = point; + point_params.canvas_instance_id = canvas_layer_id; + point_params.collide_with_areas = true; + point_params.pick_point = true; + + int rc = ss2d->intersect_point(point_params, res, 64); for (int i = 0; i < rc; i++) { if (res[i].collider_id.is_valid() && res[i].collider) { CollisionObject2D *co = Object::cast_to(res[i].collider); @@ -719,7 +725,13 @@ void Viewport::_process_picking() { PhysicsDirectSpaceState3D *space = PhysicsServer3D::get_singleton()->space_get_direct_state(find_world_3d()->get_space()); if (space) { - bool col = space->intersect_ray(from, from + dir * far, result, Set(), 0xFFFFFFFF, true, true, true); + PhysicsDirectSpaceState3D::RayParameters ray_params; + ray_params.from = from; + ray_params.to = from + dir * far; + ray_params.collide_with_areas = true; + ray_params.pick_ray = true; + + bool col = space->intersect_ray(ray_params, result); ObjectID new_collider; if (col) { CollisionObject3D *co = Object::cast_to(result.collider); diff --git a/scene/resources/skeleton_modification_2d_jiggle.cpp b/scene/resources/skeleton_modification_2d_jiggle.cpp index 84abc9d020..31045455a3 100644 --- a/scene/resources/skeleton_modification_2d_jiggle.cpp +++ b/scene/resources/skeleton_modification_2d_jiggle.cpp @@ -194,9 +194,13 @@ void SkeletonModification2DJiggle::_execute_jiggle_joint(int p_joint_idx, Node2D PhysicsDirectSpaceState2D *space_state = PhysicsServer2D::get_singleton()->space_get_direct_state(world_2d->get_space()); PhysicsDirectSpaceState2D::RayResult ray_result; + PhysicsDirectSpaceState2D::RayParameters ray_params; + ray_params.from = operation_bone_trans.get_origin(); + ray_params.to = jiggle_data_chain[p_joint_idx].dynamic_position; + ray_params.collision_mask = collision_mask; + // Add exception support? - bool ray_hit = space_state->intersect_ray(operation_bone_trans.get_origin(), jiggle_data_chain[p_joint_idx].dynamic_position, - ray_result, Set(), collision_mask); + bool ray_hit = space_state->intersect_ray(ray_params, ray_result); if (ray_hit) { jiggle_data_chain.write[p_joint_idx].dynamic_position = jiggle_data_chain[p_joint_idx].last_noncollision_position; diff --git a/scene/resources/skeleton_modification_3d_jiggle.cpp b/scene/resources/skeleton_modification_3d_jiggle.cpp index a6bcb0176a..2535f2b987 100644 --- a/scene/resources/skeleton_modification_3d_jiggle.cpp +++ b/scene/resources/skeleton_modification_3d_jiggle.cpp @@ -206,8 +206,12 @@ void SkeletonModification3DJiggle::_execute_jiggle_joint(int p_joint_idx, Node3D Transform3D new_bone_trans_world = stack->skeleton->global_pose_to_world_transform(new_bone_trans); Transform3D dynamic_position_world = stack->skeleton->global_pose_to_world_transform(Transform3D(Basis(), jiggle_data_chain[p_joint_idx].dynamic_position)); - bool ray_hit = space_state->intersect_ray(new_bone_trans_world.origin, dynamic_position_world.get_origin(), - ray_result, Set(), collision_mask); + PhysicsDirectSpaceState3D::RayParameters ray_params; + ray_params.from = new_bone_trans_world.origin; + ray_params.to = dynamic_position_world.get_origin(); + ray_params.collision_mask = collision_mask; + + bool ray_hit = space_state->intersect_ray(ray_params, ray_result); if (ray_hit) { jiggle_data_chain[p_joint_idx].dynamic_position = jiggle_data_chain[p_joint_idx].last_noncollision_position; -- cgit v1.2.3