/*************************************************************************/ /* physics_server_2d_wrap_mt.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 PHYSICS2DSERVERWRAPMT_H #define PHYSICS2DSERVERWRAPMT_H #include "core/config/project_settings.h" #include "core/os/thread.h" #include "core/templates/command_queue_mt.h" #include "core/templates/safe_refcount.h" #include "servers/physics_server_2d.h" #ifdef DEBUG_SYNC #define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__)); #else #define SYNC_DEBUG #endif class PhysicsServer2DWrapMT : public PhysicsServer2D { mutable PhysicsServer2D *physics_2d_server; mutable CommandQueueMT command_queue; static void _thread_callback(void *_instance); void thread_loop(); Thread::ID server_thread; Thread::ID main_thread; SafeFlag exit; Thread thread; SafeFlag step_thread_up; bool create_thread; Semaphore step_sem; int step_pending; void thread_step(real_t p_delta); void thread_flush(); void thread_exit(); bool first_frame; Mutex alloc_mutex; int pool_max_size; public: #define ServerName PhysicsServer2D #define ServerNameWrapMT PhysicsServer2DWrapMT #define server_name physics_2d_server #define WRITE_ACTION #include "servers/server_wrap_mt_common.h" //FUNC1RID(shape,ShapeType); todo fix FUNCRID(world_margin_shape) FUNCRID(segment_shape) FUNCRID(circle_shape) FUNCRID(rectangle_shape) FUNCRID(capsule_shape) FUNCRID(convex_polygon_shape) FUNCRID(concave_polygon_shape) FUNC2(shape_set_data, RID, const Variant &); FUNC2(shape_set_custom_solver_bias, RID, real_t); FUNC1RC(ShapeType, shape_get_type, RID); FUNC1RC(Variant, shape_get_data, RID); FUNC1RC(real_t, shape_get_custom_solver_bias, RID); //these work well, but should be used from the main thread only bool 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) override { ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false); return physics_2d_server->shape_collide(p_shape_A, p_xform_A, p_motion_A, p_shape_B, p_xform_B, p_motion_B, r_results, p_result_max, r_result_count); } /* SPACE API */ FUNCRID(space); FUNC2(space_set_active, RID, bool); FUNC1RC(bool, space_is_active, RID); FUNC3(space_set_param, RID, SpaceParameter, real_t); FUNC2RC(real_t, space_get_param, RID, SpaceParameter); // this function only works on physics process, errors and returns null otherwise PhysicsDirectSpaceState2D *space_get_direct_state(RID p_space) override { ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), nullptr); return physics_2d_server->space_get_direct_state(p_space); } FUNC2(space_set_debug_contacts, RID, int); virtual Vector space_get_contacts(RID p_space) const override { ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), Vector()); return physics_2d_server->space_get_contacts(p_space); } virtual int space_get_contact_count(RID p_space) const override { ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), 0); return physics_2d_server->space_get_contact_count(p_space); } /* AREA API */ //FUNC0RID(area); FUNCRID(area); 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 &); FUNC3(area_set_shape_disabled, RID, int, bool); FUNC1RC(int, area_get_shape_count, RID); FUNC2RC(RID, area_get_shape, RID, int); FUNC2RC(Transform2D, area_get_shape_transform, RID, int); FUNC2(area_remove_shape, RID, int); FUNC1(area_clear_shapes, RID); FUNC2(area_attach_object_instance_id, RID, ObjectID); FUNC1RC(ObjectID, area_get_object_instance_id, RID); FUNC2(area_attach_canvas_instance_id, RID, ObjectID); FUNC1RC(ObjectID, area_get_canvas_instance_id, RID); FUNC3(area_set_param, RID, AreaParameter, const Variant &); FUNC2(area_set_transform, RID, const Transform2D &); FUNC2RC(Variant, area_get_param, RID, AreaParameter); FUNC1RC(Transform2D, area_get_transform, RID); FUNC2(area_set_collision_mask, RID, uint32_t); FUNC2(area_set_collision_layer, RID, uint32_t); 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 &); /* BODY API */ //FUNC2RID(body,BodyMode,bool); FUNCRID(body) FUNC2(body_set_space, RID, RID); FUNC1RC(RID, body_get_space, RID); FUNC2(body_set_mode, RID, BodyMode); FUNC1RC(BodyMode, body_get_mode, RID); FUNC4(body_add_shape, RID, RID, const Transform2D &, bool); FUNC3(body_set_shape, RID, int, RID); FUNC3(body_set_shape_transform, RID, int, const Transform2D &); FUNC3(body_set_shape_metadata, RID, int, const Variant &); FUNC1RC(int, body_get_shape_count, RID); FUNC2RC(Transform2D, body_get_shape_transform, RID, int); FUNC2RC(Variant, body_get_shape_metadata, RID, int); FUNC2RC(RID, body_get_shape, RID, int); FUNC3(body_set_shape_disabled, RID, int, bool); FUNC4(body_set_shape_as_one_way_collision, RID, int, bool, real_t); FUNC2(body_remove_shape, RID, int); FUNC1(body_clear_shapes, RID); FUNC2(body_attach_object_instance_id, RID, ObjectID); FUNC1RC(ObjectID, body_get_object_instance_id, RID); FUNC2(body_attach_canvas_instance_id, RID, ObjectID); FUNC1RC(ObjectID, body_get_canvas_instance_id, RID); FUNC2(body_set_continuous_collision_detection_mode, RID, CCDMode); FUNC1RC(CCDMode, body_get_continuous_collision_detection_mode, RID); FUNC2(body_set_collision_layer, RID, uint32_t); FUNC1RC(uint32_t, body_get_collision_layer, RID); FUNC2(body_set_collision_mask, RID, uint32_t); FUNC1RC(uint32_t, body_get_collision_mask, RID); FUNC3(body_set_param, RID, BodyParameter, real_t); FUNC2RC(real_t, body_get_param, RID, BodyParameter); FUNC3(body_set_state, RID, BodyState, const Variant &); FUNC2RC(Variant, body_get_state, RID, BodyState); FUNC2(body_set_applied_force, RID, const Vector2 &); FUNC1RC(Vector2, body_get_applied_force, RID); FUNC2(body_set_applied_torque, RID, real_t); FUNC1RC(real_t, body_get_applied_torque, RID); FUNC2(body_add_central_force, RID, const Vector2 &); FUNC3(body_add_force, RID, const Vector2 &, const Vector2 &); FUNC2(body_add_torque, RID, real_t); FUNC2(body_apply_central_impulse, RID, const Vector2 &); FUNC2(body_apply_torque_impulse, RID, real_t); FUNC3(body_apply_impulse, RID, const Vector2 &, const Vector2 &); FUNC2(body_set_axis_velocity, RID, const Vector2 &); FUNC2(body_add_collision_exception, RID, RID); FUNC2(body_remove_collision_exception, RID, RID); FUNC2S(body_get_collision_exceptions, RID, List *); FUNC2(body_set_max_contacts_reported, RID, int); FUNC1RC(int, body_get_max_contacts_reported, RID); FUNC2(body_set_contacts_reported_depth_threshold, RID, real_t); FUNC1RC(real_t, body_get_contacts_reported_depth_threshold, RID); FUNC2(body_set_omit_force_integration, RID, bool); FUNC1RC(bool, body_is_omitting_force_integration, RID); FUNC3(body_set_force_integration_callback, RID, const Callable &, const Variant &); bool body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) override { return physics_2d_server->body_collide_shape(p_body, p_body_shape, p_shape, p_shape_xform, p_motion, r_results, p_result_max, r_result_count); } FUNC2(body_set_pickable, RID, bool); bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin = 0.08, MotionResult *r_result = nullptr, const Set &p_exclude = Set()) override { ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false); return physics_2d_server->body_test_motion(p_body, p_from, p_motion, p_margin, r_result, p_exclude); } // this function only works on physics process, errors and returns null otherwise PhysicsDirectBodyState2D *body_get_direct_state(RID p_body) override { ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), nullptr); return physics_2d_server->body_get_direct_state(p_body); } /* JOINT API */ FUNCRID(joint) FUNC1(joint_clear, RID) FUNC3(joint_set_param, RID, JointParam, real_t); FUNC2RC(real_t, joint_get_param, RID, JointParam); FUNC2(joint_disable_collisions_between_bodies, RID, const bool); FUNC1RC(bool, joint_is_disabled_collisions_between_bodies, RID); ///FUNC3RID(pin_joint,const Vector2&,RID,RID); ///FUNC5RID(groove_joint,const Vector2&,const Vector2&,const Vector2&,RID,RID); ///FUNC4RID(damped_spring_joint,const Vector2&,const Vector2&,RID,RID); //TODO need to convert this to FUNCRID, but it's a hassle.. FUNC4(joint_make_pin, RID, const Vector2 &, RID, RID); FUNC6(joint_make_groove, RID, const Vector2 &, const Vector2 &, const Vector2 &, RID, RID); FUNC5(joint_make_damped_spring, RID, const Vector2 &, const Vector2 &, RID, RID); FUNC3(pin_joint_set_param, RID, PinJointParam, real_t); FUNC2RC(real_t, pin_joint_get_param, RID, PinJointParam); FUNC3(damped_spring_joint_set_param, RID, DampedSpringParam, real_t); FUNC2RC(real_t, damped_spring_joint_get_param, RID, DampedSpringParam); FUNC1RC(JointType, joint_get_type, RID); /* MISC */ FUNC1(free, RID); FUNC1(set_active, bool); FUNC1(set_collision_iterations, int); virtual void init() override; virtual void step(real_t p_step) override; virtual void sync() override; virtual void end_sync() override; virtual void flush_queries() override; virtual void finish() override; virtual bool is_flushing_queries() const override { return physics_2d_server->is_flushing_queries(); } int get_process_info(ProcessInfo p_info) override { return physics_2d_server->get_process_info(p_info); } PhysicsServer2DWrapMT(PhysicsServer2D *p_contained, bool p_create_thread); ~PhysicsServer2DWrapMT(); #undef ServerNameWrapMT #undef ServerName #undef server_name #undef WRITE_ACTION }; #ifdef DEBUG_SYNC #undef DEBUG_SYNC #endif #undef SYNC_DEBUG #endif // PHYSICS2DSERVERWRAPMT_H