/*************************************************************************/ /* space_2d_sw.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "space_2d_sw.h" #include "collision_solver_2d_sw.h" #include "physics_2d_server_sw.h" _FORCE_INLINE_ static bool _match_object_type_query(CollisionObject2DSW *p_object, uint32_t p_layer_mask, uint32_t p_type_mask) { if ((p_object->get_layer_mask()&p_layer_mask)==0) return false; if (p_object->get_type()==CollisionObject2DSW::TYPE_AREA) return p_type_mask&Physics2DDirectSpaceState::TYPE_MASK_AREA; Body2DSW *body = static_cast(p_object); return (1<get_mode())&p_type_mask; } int Physics2DDirectSpaceStateSW::intersect_point(const Vector2& p_point,ShapeResult *r_results,int p_result_max,const Set& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask,bool p_pick_point) { if (p_result_max<=0) return 0; Rect2 aabb; aabb.pos=p_point-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 cc=0; for(int i=0;iintersection_query_results[i],p_layer_mask,p_object_type_mask)) continue; if (p_exclude.has( space->intersection_query_results[i]->get_self())) continue; const CollisionObject2DSW *col_obj=space->intersection_query_results[i]; if (p_pick_point && !col_obj->is_pickable()) continue; int shape_idx=space->intersection_query_subindex_results[i]; Shape2DSW * 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); if (!shape->contains_point(local_point)) continue; r_results[cc].collider_id=col_obj->get_instance_id(); if (r_results[cc].collider_id!=0) r_results[cc].collider=ObjectDB::get_instance(r_results[cc].collider_id); r_results[cc].rid=col_obj->get_self(); r_results[cc].shape=shape_idx; r_results[cc].metadata=col_obj->get_shape_metadata(shape_idx); cc++; } return cc; } bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2& p_from, const Vector2& p_to,RayResult &r_result,const Set& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) { ERR_FAIL_COND_V(space->locked,false); Vector2 begin,end; Vector2 normal; begin=p_from; end=p_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); //todo, create another array tha 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; real_t min_d=1e10; for(int i=0;iintersection_query_results[i],p_layer_mask,p_object_type_mask)) continue; if (p_exclude.has( space->intersection_query_results[i]->get_self())) continue; const CollisionObject2DSW *col_obj=space->intersection_query_results[i]; int shape_idx=space->intersection_query_subindex_results[i]; Matrix32 inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform(); 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); Vector2 shape_point,shape_normal; if (shape->intersect_segment(local_from,local_to,shape_point,shape_normal)) { Matrix32 xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); shape_point=xform.xform(shape_point); real_t ld = normal.dot(shape_point); if (ldget_instance_id(); if (r_result.collider_id!=0) r_result.collider=ObjectDB::get_instance(r_result.collider_id); r_result.normal=res_normal; r_result.metadata=res_obj->get_shape_metadata(res_shape); r_result.position=res_point; r_result.rid=res_obj->get_self(); r_result.shape=res_shape; return true; } int Physics2DDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion,float p_margin,ShapeResult *r_results,int p_result_max,const Set& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) { if (p_result_max<=0) return 0; Shape2DSW *shape = Physics2DServerSW::singletonsw->shape_owner.get(p_shape); ERR_FAIL_COND_V(!shape,0); Rect2 aabb = p_xform.xform(shape->get_aabb()); aabb=aabb.grow(p_margin); int amount = space->broadphase->cull_aabb(aabb,space->intersection_query_results,p_result_max,space->intersection_query_subindex_results); int cc=0; for(int i=0;iintersection_query_results[i],p_layer_mask,p_object_type_mask)) continue; if (p_exclude.has( space->intersection_query_results[i]->get_self())) continue; const CollisionObject2DSW *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(),NULL,NULL,NULL,p_margin)) continue; r_results[cc].collider_id=col_obj->get_instance_id(); if (r_results[cc].collider_id!=0) r_results[cc].collider=ObjectDB::get_instance(r_results[cc].collider_id); r_results[cc].rid=col_obj->get_self(); r_results[cc].shape=shape_idx; r_results[cc].metadata=col_obj->get_shape_metadata(shape_idx); cc++; } return cc; } bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion,float p_margin,float &p_closest_safe,float &p_closest_unsafe, const Set& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) { Shape2DSW *shape = Physics2DServerSW::singletonsw->shape_owner.get(p_shape); ERR_FAIL_COND_V(!shape,false); Rect2 aabb = p_xform.xform(shape->get_aabb()); aabb=aabb.merge(Rect2(aabb.pos+p_motion,aabb.size)); //motion aabb=aabb.grow(p_margin); //if (p_motion!=Vector2()) // print_line(p_motion); int amount = space->broadphase->cull_aabb(aabb,space->intersection_query_results,Space2DSW::INTERSECTION_QUERY_MAX,space->intersection_query_subindex_results); float best_safe=1; float best_unsafe=1; for(int i=0;iintersection_query_results[i],p_layer_mask,p_object_type_mask)) continue; if (p_exclude.has( space->intersection_query_results[i]->get_self())) continue; //ignore excluded const CollisionObject2DSW *col_obj=space->intersection_query_results[i]; int shape_idx=space->intersection_query_subindex_results[i]; /*if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { const Body2DSW *body=static_cast(col_obj); if (body->get_one_way_collision_direction()!=Vector2() && p_motion.dot(body->get_one_way_collision_direction())<=CMP_EPSILON) { print_line("failed in motion dir"); continue; } }*/ Matrix32 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() ,NULL,NULL,NULL,p_margin)) { continue; } //test initial overlap if (CollisionSolver2DSW::solve(shape,p_xform,Vector2(),col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL,p_margin)) { if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { //if one way collision direction ignore initial overlap const Body2DSW *body=static_cast(col_obj); if (body->get_one_way_collision_direction()!=Vector2()) { continue; } } return false; } //just do kinematic solving float low=0; float hi=1; Vector2 mnormal=p_motion.normalized(); for(int i=0;i<8;i++) { //steps should be customizable.. float ofs = (low+hi)*0.5; Vector2 sep=mnormal; //important optimization for this to work fast enough bool collided = CollisionSolver2DSW::solve(shape,p_xform,p_motion*ofs,col_obj->get_shape(shape_idx),col_obj_xform,Vector2(),NULL,NULL,&sep,p_margin); if (collided) { hi=ofs; } else { low=ofs; } } if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { const Body2DSW *body=static_cast(col_obj); if (body->get_one_way_collision_direction()!=Vector2()) { Vector2 cd[2]; Physics2DServerSW::CollCbkData cbk; cbk.max=1; cbk.amount=0; cbk.ptr=cd; cbk.valid_dir=body->get_one_way_collision_direction(); cbk.valid_depth=body->get_one_way_collision_max_depth(); Vector2 sep=mnormal; //important optimization for this to work fast enough bool collided = CollisionSolver2DSW::solve(shape,p_xform,p_motion*(hi+space->contact_max_allowed_penetration),col_obj->get_shape(shape_idx),col_obj_xform,Vector2(),Physics2DServerSW::_shape_col_cbk,&cbk,&sep,p_margin); if (!collided || cbk.amount==0) { continue; } } } if (low& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) { if (p_result_max<=0) return 0; Shape2DSW *shape = Physics2DServerSW::singletonsw->shape_owner.get(p_shape); ERR_FAIL_COND_V(!shape,0); Rect2 aabb = p_shape_xform.xform(shape->get_aabb()); aabb=aabb.merge(Rect2(aabb.pos+p_motion,aabb.size)); //motion aabb=aabb.grow(p_margin); int amount = space->broadphase->cull_aabb(aabb,space->intersection_query_results,Space2DSW::INTERSECTION_QUERY_MAX,space->intersection_query_subindex_results); bool collided=false; r_result_count=0; Physics2DServerSW::CollCbkData cbk; cbk.max=p_result_max; cbk.amount=0; cbk.ptr=r_results; CollisionSolver2DSW::CallbackResult cbkres=NULL; Physics2DServerSW::CollCbkData *cbkptr=NULL; if (p_result_max>0) { cbkptr=&cbk; cbkres=Physics2DServerSW::_shape_col_cbk; } for(int i=0;iintersection_query_results[i],p_layer_mask,p_object_type_mask)) continue; const CollisionObject2DSW *col_obj=space->intersection_query_results[i]; int shape_idx=space->intersection_query_subindex_results[i]; if (p_exclude.has( col_obj->get_self() )) continue; if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { const Body2DSW *body=static_cast(col_obj); cbk.valid_dir=body->get_one_way_collision_direction(); cbk.valid_depth=body->get_one_way_collision_max_depth(); } else { 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,NULL,p_margin)) { collided=p_result_max==0 || cbk.amount>0; } } r_result_count=cbk.amount; return collided; } struct _RestCallbackData2D { const CollisionObject2DSW *object; const CollisionObject2DSW *best_object; int shape; int best_shape; Vector2 best_contact; Vector2 best_normal; float best_len; Vector2 valid_dir; float valid_depth; }; static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,void *p_userdata) { _RestCallbackData2D *rd=(_RestCallbackData2D*)p_userdata; if (rd->valid_dir!=Vector2()) { if (rd->valid_dir!=Vector2()) { if (p_point_A.distance_squared_to(p_point_B)>rd->valid_depth*rd->valid_depth) return; if (rd->valid_dir.dot((p_point_A-p_point_B).normalized())best_len) return; rd->best_len=len; rd->best_contact=p_point_B; rd->best_normal=contact_rel/len; rd->best_object=rd->object; rd->best_shape=rd->shape; } bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Matrix32& p_shape_xform,const Vector2& p_motion,float p_margin,ShapeRestInfo *r_info, const Set& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) { Shape2DSW *shape = Physics2DServerSW::singletonsw->shape_owner.get(p_shape); ERR_FAIL_COND_V(!shape,0); Rect2 aabb = p_shape_xform.xform(shape->get_aabb()); aabb=aabb.merge(Rect2(aabb.pos+p_motion,aabb.size)); //motion aabb=aabb.grow(p_margin); int amount = space->broadphase->cull_aabb(aabb,space->intersection_query_results,Space2DSW::INTERSECTION_QUERY_MAX,space->intersection_query_subindex_results); _RestCallbackData2D rcd; rcd.best_len=0; rcd.best_object=NULL; rcd.best_shape=0; for(int i=0;iintersection_query_results[i],p_layer_mask,p_object_type_mask)) continue; const CollisionObject2DSW *col_obj=space->intersection_query_results[i]; int shape_idx=space->intersection_query_subindex_results[i]; if (p_exclude.has( col_obj->get_self() )) continue; if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { const Body2DSW *body=static_cast(col_obj); rcd.valid_dir=body->get_one_way_collision_direction(); rcd.valid_depth=body->get_one_way_collision_max_depth(); } else { rcd.valid_dir=Vector2(); rcd.valid_depth=0; } rcd.object=col_obj; rcd.shape=shape_idx; bool sc = CollisionSolver2DSW::solve(shape,p_shape_xform,p_motion,col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),Vector2() ,_rest_cbk_result,&rcd,NULL,p_margin); if (!sc) continue; } if (rcd.best_len==0) return false; r_info->collider_id=rcd.best_object->get_instance_id(); r_info->shape=rcd.best_shape; r_info->normal=rcd.best_normal; r_info->point=rcd.best_contact; r_info->rid=rcd.best_object->get_self(); r_info->metadata=rcd.best_object->get_shape_metadata(rcd.best_shape); if (rcd.best_object->get_type()==CollisionObject2DSW::TYPE_BODY) { const Body2DSW *body = static_cast(rcd.best_object); Vector2 rel_vec = r_info->point-body->get_transform().get_origin(); r_info->linear_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity(); } else { r_info->linear_velocity=Vector2(); } return true; } Physics2DDirectSpaceStateSW::Physics2DDirectSpaceStateSW() { space=NULL; } //////////////////////////////////////////////////////////////////////////////////////////////////////////// int Space2DSW::_cull_aabb_for_body(Body2DSW *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;iget_type()==CollisionObject2DSW::TYPE_AREA) keep=false; else if ((static_cast(intersection_query_results[i])->test_collision_mask(p_body))==0) keep=false; else if (static_cast(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) keep=false; else if (static_cast(intersection_query_results[i])->is_shape_set_as_trigger(intersection_query_subindex_results[i])) keep=false; if (!keep) { if (iget_shape_count();i++) { if (i==0) body_aabb=p_body->get_shape_aabb(i); else body_aabb=body_aabb.merge(p_body->get_shape_aabb(i)); } body_aabb=body_aabb.grow(p_margin); Matrix32 body_transform = p_body->get_transform(); { //STEP 1, FREE BODY IF STUCK const int max_results = 32; int recover_attempts=4; Vector2 sr[max_results*2]; do { Physics2DServerSW::CollCbkData cbk; cbk.max=max_results; cbk.amount=0; cbk.ptr=sr; CollisionSolver2DSW::CallbackResult cbkres=NULL; Physics2DServerSW::CollCbkData *cbkptr=NULL; cbkptr=&cbk; cbkres=Physics2DServerSW::_shape_col_cbk; bool collided=false; int amount = _cull_aabb_for_body(p_body,body_aabb); for(int j=0;jget_shape_count();j++) { if (p_body->is_shape_set_as_trigger(j)) continue; Matrix32 body_shape_xform = body_transform * p_body->get_shape_transform(j); Shape2DSW *body_shape = p_body->get_shape(j); for(int i=0;iget_type()==CollisionObject2DSW::TYPE_BODY) { const Body2DSW *body=static_cast(col_obj); Vector2 cdir = body->get_one_way_collision_direction(); //if (cdir!=Vector2() && p_motion.dot(cdir)<0) // continue; cbk.valid_dir=cdir; cbk.valid_depth=body->get_one_way_collision_max_depth(); } else { cbk.valid_dir=Vector2(); cbk.valid_depth=0; } if (CollisionSolver2DSW::solve(body_shape,body_shape_xform,Vector2(),col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),Vector2(),cbkres,cbkptr,NULL,p_margin)) { collided=cbk.amount>0; } } } if (!collided) break; Vector2 recover_motion; for(int i=0;iget_shape_count();j++) { if (p_body->is_shape_set_as_trigger(j)) continue; Matrix32 body_shape_xform = body_transform * p_body->get_shape_transform(j); Shape2DSW *body_shape = p_body->get_shape(j); bool stuck=false; float best_safe=1; float best_unsafe=1; for(int i=0;iget_transform() * col_obj->get_shape_transform(shape_idx); //test initial overlap, does it collide if going all the way? if (!CollisionSolver2DSW::solve(body_shape,body_shape_xform,p_motion,col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL,0)) { continue; } //test initial overlap if (CollisionSolver2DSW::solve(body_shape,body_shape_xform,Vector2(),col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL,0)) { if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { //if one way collision direction ignore initial overlap const Body2DSW *body=static_cast(col_obj); if (body->get_one_way_collision_direction()!=Vector2()) { continue; } } stuck=true; break; } //just do kinematic solving float low=0; float hi=1; Vector2 mnormal=p_motion.normalized(); for(int i=0;i<8;i++) { //steps should be customizable.. float ofs = (low+hi)*0.5; Vector2 sep=mnormal; //important optimization for this to work fast enough bool collided = CollisionSolver2DSW::solve(body_shape,body_shape_xform,p_motion*ofs,col_obj->get_shape(shape_idx),col_obj_xform,Vector2(),NULL,NULL,&sep,0); if (collided) { hi=ofs; } else { low=ofs; } } if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { const Body2DSW *body=static_cast(col_obj); if (body->get_one_way_collision_direction()!=Vector2()) { Vector2 cd[2]; Physics2DServerSW::CollCbkData cbk; cbk.max=1; cbk.amount=0; cbk.ptr=cd; cbk.valid_dir=body->get_one_way_collision_direction(); cbk.valid_depth=body->get_one_way_collision_max_depth(); Vector2 sep=mnormal; //important optimization for this to work fast enough bool collided = CollisionSolver2DSW::solve(body_shape,body_shape_xform,p_motion*(hi+contact_max_allowed_penetration),col_obj->get_shape(shape_idx),col_obj_xform,Vector2(),Physics2DServerSW::_shape_col_cbk,&cbk,&sep,0); if (!collided || cbk.amount==0) { continue; } } } if (low=1) { //not collided collided=false; if (r_result) { r_result->motion=p_motion+(body_transform.elements[2]-p_body->get_transform().elements[2]); r_result->remainder=Vector2(); } } else { //it collided, let's get the rest info in unsafe advance Matrix32 ugt = body_transform; ugt.elements[2]+=p_motion*unsafe; _RestCallbackData2D rcd; rcd.best_len=0; rcd.best_object=NULL; rcd.best_shape=0; Matrix32 body_shape_xform = ugt * p_body->get_shape_transform(best_shape); Shape2DSW *body_shape = p_body->get_shape(best_shape); body_aabb.pos+=p_motion*unsafe; int amount = _cull_aabb_for_body(p_body,body_aabb); for(int i=0;iget_type()==CollisionObject2DSW::TYPE_BODY) { const Body2DSW *body=static_cast(col_obj); rcd.valid_dir=body->get_one_way_collision_direction(); rcd.valid_depth=body->get_one_way_collision_max_depth(); } else { rcd.valid_dir=Vector2(); rcd.valid_depth=0; } rcd.object=col_obj; rcd.shape=shape_idx; bool sc = CollisionSolver2DSW::solve(body_shape,body_shape_xform,Vector2(),col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),Vector2() ,_rest_cbk_result,&rcd,NULL,p_margin); if (!sc) continue; } if (rcd.best_len!=0) { if (r_result) { r_result->collider=rcd.best_object->get_self(); r_result->collider_id=rcd.best_object->get_instance_id(); r_result->collider_shape=rcd.best_shape; r_result->collision_normal=rcd.best_normal; r_result->collision_point=rcd.best_contact; r_result->collider_metadata=rcd.best_object->get_shape_metadata(rcd.best_shape); const Body2DSW *body = static_cast(rcd.best_object); Vector2 rel_vec = r_result->collision_point-body->get_transform().get_origin(); r_result->collider_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity(); r_result->motion=safe*p_motion+(body_transform.elements[2]-p_body->get_transform().elements[2]); r_result->remainder=p_motion - safe * p_motion; } collided=true; } else { if (r_result) { r_result->motion=p_motion+(body_transform.elements[2]-p_body->get_transform().elements[2]); r_result->remainder=Vector2(); } collided=false; } } return collided; #if 0 //give me back regular physics engine logic //this is madness //and most people using this function will think //what it does is simpler than using physics //this took about a week to get right.. //but is it right? who knows at this point.. colliding=false; ERR_FAIL_COND_V(!is_inside_tree(),Vector2()); Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space()); ERR_FAIL_COND_V(!dss,Vector2()); const int max_shapes=32; Vector2 sr[max_shapes*2]; int res_shapes; Set exclude; exclude.insert(get_rid()); //recover first int recover_attempts=4; bool collided=false; uint32_t mask=0; if (collide_static) mask|=Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY; if (collide_kinematic) mask|=Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY; if (collide_rigid) mask|=Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY; if (collide_character) mask|=Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY; // print_line("motion: "+p_motion+" margin: "+rtos(margin)); //print_line("margin: "+rtos(margin)); do { //motion recover for(int i=0;icollide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),Vector2(),margin,sr,max_shapes,res_shapes,exclude,get_layer_mask(),mask)) collided=true; } if (!collided) break; Vector2 recover_motion; for(int i=0;icast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0,lsafe,lunsafe,exclude,get_layer_mask(),mask); //print_line("shape: "+itos(i)+" travel:"+rtos(ltravel)); if (!valid) { safe=0; unsafe=0; best_shape=i; //sadly it's the best break; } if (lsafe==1.0) { continue; } if (lsafe < safe) { safe=lsafe; unsafe=lunsafe; best_shape=i; } } //print_line("best shape: "+itos(best_shape)+" motion "+p_motion); if (safe>=1) { //not collided colliding=false; } else { //it collided, let's get the rest info in unsafe advance Matrix32 ugt = get_global_transform(); ugt.elements[2]+=p_motion*unsafe; Physics2DDirectSpaceState::ShapeRestInfo rest_info; bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt*get_shape_transform(best_shape), Vector2(), margin,&rest_info,exclude,get_layer_mask(),mask); if (!c2) { //should not happen, but floating point precision is so weird.. colliding=false; } else { //print_line("Travel: "+rtos(travel)); colliding=true; collision=rest_info.point; normal=rest_info.normal; collider=rest_info.collider_id; collider_vel=rest_info.linear_velocity; collider_shape=rest_info.shape; collider_metadata=rest_info.metadata; } } Vector2 motion=p_motion*safe; Matrix32 gt = get_global_transform(); gt.elements[2]+=motion; set_global_transform(gt); return p_motion-motion; #endif return false; } void* Space2DSW::_broadphase_pair(CollisionObject2DSW *A,int p_subindex_A,CollisionObject2DSW *B,int p_subindex_B,void *p_self) { CollisionObject2DSW::Type type_A=A->get_type(); CollisionObject2DSW::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; self->collision_pairs++; if (type_A==CollisionObject2DSW::TYPE_AREA) { Area2DSW *area=static_cast(A); if (type_B==CollisionObject2DSW::TYPE_AREA) { Area2DSW *area_b=static_cast(B); Area2Pair2DSW *area2_pair = memnew(Area2Pair2DSW(area_b,p_subindex_B,area,p_subindex_A) ); return area2_pair; } else { Body2DSW *body=static_cast(B); AreaPair2DSW *area_pair = memnew(AreaPair2DSW(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) ); return b; } return NULL; } void Space2DSW::_broadphase_unpair(CollisionObject2DSW *A,int p_subindex_A,CollisionObject2DSW *B,int p_subindex_B,void *p_data,void *p_self) { Space2DSW *self = (Space2DSW*)p_self; self->collision_pairs--; Constraint2DSW *c = (Constraint2DSW*)p_data; memdelete(c); } const SelfList::List& Space2DSW::get_active_body_list() const { return active_list; } void Space2DSW::body_add_to_active_list(SelfList* p_body) { active_list.add(p_body); } void Space2DSW::body_remove_from_active_list(SelfList* p_body) { active_list.remove(p_body); } void Space2DSW::body_add_to_inertia_update_list(SelfList* p_body) { inertia_update_list.add(p_body); } void Space2DSW::body_remove_from_inertia_update_list(SelfList* p_body) { inertia_update_list.remove(p_body); } BroadPhase2DSW *Space2DSW::get_broadphase() { return broadphase; } void Space2DSW::add_object(CollisionObject2DSW *p_object) { ERR_FAIL_COND( objects.has(p_object) ); objects.insert(p_object); } void Space2DSW::remove_object(CollisionObject2DSW *p_object) { ERR_FAIL_COND( !objects.has(p_object) ); objects.erase(p_object); } const Set &Space2DSW::get_objects() const { return objects; } void Space2DSW::body_add_to_state_query_list(SelfList* p_body) { state_query_list.add(p_body); } void Space2DSW::body_remove_from_state_query_list(SelfList* p_body) { state_query_list.remove(p_body); } void Space2DSW::area_add_to_monitor_query_list(SelfList* p_area) { monitor_query_list.add(p_area); } void Space2DSW::area_remove_from_monitor_query_list(SelfList* p_area) { monitor_query_list.remove(p_area); } void Space2DSW::area_add_to_moved_list(SelfList* p_area) { area_moved_list.add(p_area); } void Space2DSW::area_remove_from_moved_list(SelfList* p_area) { area_moved_list.remove(p_area); } const SelfList::List& Space2DSW::get_moved_area_list() const { return area_moved_list; } void Space2DSW::call_queries() { while(state_query_list.first()) { Body2DSW * b = state_query_list.first()->self(); b->call_queries(); state_query_list.remove(state_query_list.first()); } while(monitor_query_list.first()) { Area2DSW * a = monitor_query_list.first()->self(); a->call_queries(); monitor_query_list.remove(monitor_query_list.first()); } } void Space2DSW::setup() { contact_debug_count=0; while(inertia_update_list.first()) { inertia_update_list.first()->self()->update_inertias(); inertia_update_list.remove(inertia_update_list.first()); } } void Space2DSW::update() { broadphase->update(); } void Space2DSW::set_param(Physics2DServer::SpaceParameter p_param, real_t p_value) { switch(p_param) { case Physics2DServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: contact_recycle_radius=p_value; break; case Physics2DServer::SPACE_PARAM_CONTACT_MAX_SEPARATION: contact_max_separation=p_value; break; case Physics2DServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: contact_max_allowed_penetration=p_value; break; case Physics2DServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD: body_linear_velocity_sleep_treshold=p_value; break; case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD: body_angular_velocity_sleep_treshold=p_value; break; case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: body_time_to_sleep=p_value; break; case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: constraint_bias=p_value; break; } } real_t Space2DSW::get_param(Physics2DServer::SpaceParameter p_param) const { switch(p_param) { case Physics2DServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: return contact_recycle_radius; case Physics2DServer::SPACE_PARAM_CONTACT_MAX_SEPARATION: return contact_max_separation; case Physics2DServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: return contact_max_allowed_penetration; case Physics2DServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD: return body_linear_velocity_sleep_treshold; case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD: return body_angular_velocity_sleep_treshold; case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: return body_time_to_sleep; case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: return constraint_bias; } return 0; } void Space2DSW::lock() { locked=true; } void Space2DSW::unlock() { locked=false; } bool Space2DSW::is_locked() const { return locked; } Physics2DDirectSpaceStateSW *Space2DSW::get_direct_state() { return direct_access; } Space2DSW::Space2DSW() { collision_pairs=0; active_objects=0; island_count=0; contact_debug_count=0; locked=false; contact_recycle_radius=0.01; contact_max_separation=0.05; contact_max_allowed_penetration= 0.01; constraint_bias = 0.01; body_linear_velocity_sleep_treshold=0.01; body_angular_velocity_sleep_treshold=(8.0 / 180.0 * Math_PI); body_time_to_sleep=0.5; broadphase = BroadPhase2DSW::create_func(); broadphase->set_pair_callback(_broadphase_pair,this); broadphase->set_unpair_callback(_broadphase_unpair,this); area=NULL; direct_access = memnew( Physics2DDirectSpaceStateSW ); direct_access->space=this; for(int i=0;i