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- /**************************************************************************/
- /* godot_space_2d.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 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 "godot_space_2d.h"
- #include "godot_collision_solver_2d.h"
- #include "godot_physics_server_2d.h"
- #include "core/os/os.h"
- #include "core/templates/pair.h"
- #define TEST_MOTION_MARGIN_MIN_VALUE 0.0001
- #define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
- _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() == GodotCollisionObject2D::TYPE_AREA && !p_collide_with_areas) {
- return false;
- }
- if (p_object->get_type() == GodotCollisionObject2D::TYPE_BODY && !p_collide_with_bodies) {
- return false;
- }
- return true;
- }
- 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_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, 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_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
- continue;
- }
- if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
- continue;
- }
- const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
- if (p_parameters.pick_point && !col_obj->is_pickable()) {
- continue;
- }
- if (col_obj->get_canvas_instance_id() != p_parameters.canvas_instance_id) {
- continue;
- }
- int shape_idx = space->intersection_query_subindex_results[i];
- 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_parameters.position);
- if (!shape->contains_point(local_point)) {
- continue;
- }
- if (cc >= p_result_max) {
- continue;
- }
- r_results[cc].collider_id = col_obj->get_instance_id();
- if (r_results[cc].collider_id.is_valid()) {
- 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;
- cc++;
- }
- return cc;
- }
- 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_parameters.from;
- end = p_parameters.to;
- normal = (end - begin).normalized();
- 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 = -1;
- const GodotCollisionObject2D *res_obj = nullptr;
- real_t min_d = 1e10;
- for (int i = 0; i < amount; i++) {
- 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_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
- continue;
- }
- 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();
- Vector2 local_from = inv_xform.xform(begin);
- Vector2 local_to = inv_xform.xform(end);
- 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 = begin;
- 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);
- real_t ld = normal.dot(shape_point);
- if (ld < min_d) {
- min_d = ld;
- res_point = shape_point;
- res_normal = inv_xform.basis_xform_inv(shape_normal).normalized();
- res_shape = shape_idx;
- res_obj = col_obj;
- collided = true;
- }
- }
- }
- if (!collided) {
- return false;
- }
- ERR_FAIL_NULL_V(res_obj, false); // Shouldn't happen but silences warning.
- r_result.collider_id = res_obj->get_instance_id();
- if (r_result.collider_id.is_valid()) {
- r_result.collider = ObjectDB::get_instance(r_result.collider_id);
- }
- r_result.normal = res_normal;
- r_result.position = res_point;
- r_result.rid = res_obj->get_self();
- r_result.shape = res_shape;
- return true;
- }
- int GodotPhysicsDirectSpaceState2D::intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
- if (p_result_max <= 0) {
- return 0;
- }
- GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
- ERR_FAIL_NULL_V(shape, 0);
- 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, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
- int cc = 0;
- for (int i = 0; i < amount; i++) {
- if (cc >= p_result_max) {
- break;
- }
- 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_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
- continue;
- }
- const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
- int shape_idx = space->intersection_query_subindex_results[i];
- 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;
- }
- r_results[cc].collider_id = col_obj->get_instance_id();
- if (r_results[cc].collider_id.is_valid()) {
- 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;
- cc++;
- }
- return cc;
- }
- 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_NULL_V(shape, false);
- 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, 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_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
- continue;
- }
- if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
- continue; //ignore excluded
- }
- 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 (!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 (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_parameters.motion.normalized();
- //just do kinematic solving
- real_t low = 0.0;
- real_t hi = 1.0;
- real_t fraction_coeff = 0.5;
- for (int j = 0; j < 8; j++) { //steps should be customizable..
- real_t fraction = low + (hi - low) * fraction_coeff;
- Vector2 sep = mnormal; //important optimization for this to work fast enough
- 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;
- if ((j == 0) || (low > 0.0)) { // Did it not collide before?
- // When alternating or first iteration, use dichotomy.
- fraction_coeff = 0.5;
- } else {
- // When colliding again, converge faster towards low fraction
- // for more accurate results with long motions that collide near the start.
- fraction_coeff = 0.25;
- }
- } else {
- low = fraction;
- if ((j == 0) || (hi < 1.0)) { // Did it collide before?
- // When alternating or first iteration, use dichotomy.
- fraction_coeff = 0.5;
- } else {
- // When not colliding again, converge faster towards high fraction
- // for more accurate results with long motions that collide near the end.
- fraction_coeff = 0.75;
- }
- }
- }
- if (low < best_safe) {
- best_safe = low;
- best_unsafe = hi;
- }
- }
- p_closest_safe = best_safe;
- p_closest_unsafe = best_unsafe;
- return true;
- }
- 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;
- }
- GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
- ERR_FAIL_NULL_V(shape, false);
- 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, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
- bool collided = false;
- r_result_count = 0;
- GodotPhysicsServer2D::CollCbkData cbk;
- cbk.max = p_result_max;
- cbk.amount = 0;
- cbk.passed = 0;
- cbk.ptr = r_results;
- GodotCollisionSolver2D::CallbackResult cbkres = GodotPhysicsServer2D::_shape_col_cbk;
- GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk;
- for (int i = 0; i < amount; i++) {
- 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 GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
- if (p_parameters.exclude.has(col_obj->get_self())) {
- continue;
- }
- int shape_idx = space->intersection_query_subindex_results[i];
- cbk.valid_dir = Vector2();
- cbk.valid_depth = 0;
- 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;
- }
- }
- r_result_count = cbk.amount;
- return collided;
- }
- struct _RestCallbackData2D {
- const GodotCollisionObject2D *object = nullptr;
- const GodotCollisionObject2D *best_object = nullptr;
- int local_shape = 0;
- int best_local_shape = 0;
- int shape = 0;
- int best_shape = 0;
- Vector2 best_contact;
- Vector2 best_normal;
- real_t best_len = 0.0;
- Vector2 valid_dir;
- real_t valid_depth = 0.0;
- real_t min_allowed_depth = 0.0;
- };
- static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) {
- _RestCallbackData2D *rd = static_cast<_RestCallbackData2D *>(p_userdata);
- Vector2 contact_rel = p_point_B - p_point_A;
- real_t len = contact_rel.length();
- if (len < rd->min_allowed_depth) {
- return;
- }
- if (len <= rd->best_len) {
- return;
- }
- Vector2 normal = contact_rel / len;
- if (rd->valid_dir != Vector2()) {
- if (len > rd->valid_depth) {
- return;
- }
- if (rd->valid_dir.dot(normal) > -CMP_EPSILON) {
- return;
- }
- }
- rd->best_len = len;
- rd->best_contact = p_point_B;
- rd->best_normal = normal;
- rd->best_object = rd->object;
- rd->best_shape = rd->shape;
- rd->best_local_shape = rd->local_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_NULL_V(shape, false);
- real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE);
- Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
- aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
- aabb = aabb.grow(margin);
- int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
- _RestCallbackData2D rcd;
- // Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
- real_t motion_length = p_parameters.motion.length();
- real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
- rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
- for (int i = 0; i < amount; i++) {
- 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 GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
- if (p_parameters.exclude.has(col_obj->get_self())) {
- continue;
- }
- int shape_idx = space->intersection_query_subindex_results[i];
- rcd.valid_dir = Vector2();
- rcd.object = col_obj;
- rcd.shape = shape_idx;
- rcd.local_shape = 0;
- 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, margin);
- if (!sc) {
- continue;
- }
- }
- if (rcd.best_len == 0 || !rcd.best_object) {
- 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();
- 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();
- } else {
- r_info->linear_velocity = Vector2();
- }
- return true;
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////
- 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++) {
- bool keep = true;
- if (intersection_query_results[i] == p_body) {
- keep = false;
- } else if (intersection_query_results[i]->get_type() == GodotCollisionObject2D::TYPE_AREA) {
- keep = false;
- } else if (!p_body->collides_with(static_cast<GodotBody2D *>(intersection_query_results[i]))) {
- keep = false;
- } 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;
- }
- if (!keep) {
- if (i < amount - 1) {
- SWAP(intersection_query_results[i], intersection_query_results[amount - 1]);
- SWAP(intersection_query_subindex_results[i], intersection_query_subindex_results[amount - 1]);
- }
- amount--;
- i--;
- }
- }
- return amount;
- }
- 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
- //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..
- if (r_result) {
- r_result->collider_id = ObjectID();
- r_result->collider_shape = 0;
- }
- Rect2 body_aabb;
- bool shapes_found = false;
- for (int i = 0; i < p_body->get_shape_count(); i++) {
- if (p_body->is_shape_disabled(i)) {
- continue;
- }
- if (!shapes_found) {
- body_aabb = p_body->get_shape_aabb(i);
- shapes_found = true;
- } else {
- body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
- }
- }
- if (!shapes_found) {
- if (r_result) {
- *r_result = PhysicsServer2D::MotionResult();
- r_result->travel = p_parameters.motion;
- }
- return false;
- }
- real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE);
- // Undo the currently transform the physics server is aware of and apply the provided one
- body_aabb = p_parameters.from.xform(p_body->get_inv_transform().xform(body_aabb));
- body_aabb = body_aabb.grow(margin);
- static const int max_excluded_shape_pairs = 32;
- ExcludedShapeSW excluded_shape_pairs[max_excluded_shape_pairs];
- int excluded_shape_pair_count = 0;
- real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
- real_t motion_length = p_parameters.motion.length();
- Vector2 motion_normal = p_parameters.motion / motion_length;
- Transform2D body_transform = p_parameters.from;
- bool recovered = false;
- {
- //STEP 1, FREE BODY IF STUCK
- const int max_results = 32;
- int recover_attempts = 4;
- Vector2 sr[max_results * 2];
- real_t priorities[max_results];
- do {
- GodotPhysicsServer2D::CollCbkData cbk;
- cbk.max = max_results;
- cbk.amount = 0;
- cbk.passed = 0;
- cbk.ptr = sr;
- cbk.invalid_by_dir = 0;
- excluded_shape_pair_count = 0; //last step is the one valid
- GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk;
- GodotCollisionSolver2D::CallbackResult cbkres = GodotPhysicsServer2D::_shape_col_cbk;
- int priority_amount = 0;
- bool collided = false;
- int amount = _cull_aabb_for_body(p_body, body_aabb);
- for (int j = 0; j < p_body->get_shape_count(); j++) {
- if (p_body->is_shape_disabled(j)) {
- continue;
- }
- 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 GodotCollisionObject2D *col_obj = intersection_query_results[i];
- if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
- continue;
- }
- if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
- continue;
- }
- int shape_idx = intersection_query_subindex_results[i];
- Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
- if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
- cbk.valid_dir = col_obj_shape_xform.columns[1].normalized();
- real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
- cbk.valid_depth = MAX(owc_margin, margin); //user specified, but never less than actual margin or it won't work
- cbk.invalid_by_dir = 0;
- 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_RIGID) {
- //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();
- //compute displacement from linear velocity
- Vector2 motion = lv * last_step;
- real_t motion_len = motion.length();
- motion.normalize();
- cbk.valid_depth += motion_len * MAX(motion.dot(-cbk.valid_dir), 0.0);
- }
- }
- } else {
- cbk.valid_dir = Vector2();
- cbk.valid_depth = 0;
- cbk.invalid_by_dir = 0;
- }
- int current_passed = cbk.passed; //save how many points passed collision
- bool did_collide = false;
- 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, margin)) {
- did_collide = cbk.passed > current_passed; //more passed, so collision actually existed
- }
- while (cbk.amount > priority_amount) {
- priorities[priority_amount] = col_obj->get_collision_priority();
- priority_amount++;
- }
- if (!did_collide && cbk.invalid_by_dir > 0) {
- //this shape must be excluded
- if (excluded_shape_pair_count < max_excluded_shape_pairs) {
- ExcludedShapeSW esp;
- esp.local_shape = body_shape;
- esp.against_object = col_obj;
- esp.against_shape_index = shape_idx;
- excluded_shape_pairs[excluded_shape_pair_count++] = esp;
- }
- }
- if (did_collide) {
- collided = true;
- }
- }
- }
- if (!collided) {
- break;
- }
- real_t inv_total_weight = 0.0;
- for (int i = 0; i < cbk.amount; i++) {
- inv_total_weight += priorities[i];
- }
- inv_total_weight = Math::is_zero_approx(inv_total_weight) ? 1.0 : (real_t)cbk.amount / inv_total_weight;
- recovered = true;
- Vector2 recover_motion;
- for (int i = 0; i < cbk.amount; i++) {
- Vector2 a = sr[i * 2 + 0];
- Vector2 b = sr[i * 2 + 1];
- // Compute plane on b towards a.
- Vector2 n = (a - b).normalized();
- real_t d = n.dot(b);
- // Compute depth on recovered motion.
- real_t depth = n.dot(a + recover_motion) - d;
- if (depth > min_contact_depth + CMP_EPSILON) {
- // Only recover if there is penetration.
- recover_motion -= n * (depth - min_contact_depth) * 0.4 * priorities[i] * inv_total_weight;
- }
- }
- if (recover_motion == Vector2()) {
- collided = false;
- break;
- }
- body_transform.columns[2] += recover_motion;
- body_aabb.position += recover_motion;
- recover_attempts--;
- } while (recover_attempts);
- }
- real_t safe = 1.0;
- real_t unsafe = 1.0;
- int best_shape = -1;
- {
- // STEP 2 ATTEMPT MOTION
- Rect2 motion_aabb = body_aabb;
- motion_aabb.position += p_parameters.motion;
- motion_aabb = motion_aabb.merge(body_aabb);
- int amount = _cull_aabb_for_body(p_body, motion_aabb);
- for (int body_shape_idx = 0; body_shape_idx < p_body->get_shape_count(); body_shape_idx++) {
- if (p_body->is_shape_disabled(body_shape_idx)) {
- continue;
- }
- 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<GodotSeparationRayShape2D *>(body_shape)->get_slide_on_slope()) {
- continue;
- }
- }
- Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(body_shape_idx);
- bool stuck = false;
- real_t best_safe = 1;
- real_t best_unsafe = 1;
- for (int i = 0; i < amount; i++) {
- const GodotCollisionObject2D *col_obj = intersection_query_results[i];
- if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
- continue;
- }
- if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
- continue;
- }
- int col_shape_idx = intersection_query_subindex_results[i];
- GodotShape2D *against_shape = col_obj->get_shape(col_shape_idx);
- bool excluded = false;
- for (int k = 0; k < excluded_shape_pair_count; k++) {
- if (excluded_shape_pairs[k].local_shape == body_shape && excluded_shape_pairs[k].against_object == col_obj && excluded_shape_pairs[k].against_shape_index == col_shape_idx) {
- excluded = true;
- break;
- }
- }
- if (excluded) {
- continue;
- }
- 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 (!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 (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.columns[1].normalized();
- if (motion_normal.dot(direction) < 0) {
- continue;
- }
- }
- stuck = true;
- break;
- }
- //just do kinematic solving
- real_t low = 0.0;
- real_t hi = 1.0;
- real_t fraction_coeff = 0.5;
- for (int k = 0; k < 8; k++) { //steps should be customizable..
- real_t fraction = low + (hi - low) * fraction_coeff;
- Vector2 sep = motion_normal; //important optimization for this to work fast enough
- 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;
- if ((k == 0) || (low > 0.0)) { // Did it not collide before?
- // When alternating or first iteration, use dichotomy.
- fraction_coeff = 0.5;
- } else {
- // When colliding again, converge faster towards low fraction
- // for more accurate results with long motions that collide near the start.
- fraction_coeff = 0.25;
- }
- } else {
- low = fraction;
- if ((k == 0) || (hi < 1.0)) { // Did it collide before?
- // When alternating or first iteration, use dichotomy.
- fraction_coeff = 0.5;
- } else {
- // When not colliding again, converge faster towards high fraction
- // for more accurate results with long motions that collide near the end.
- fraction_coeff = 0.75;
- }
- }
- }
- if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
- Vector2 cd[2];
- GodotPhysicsServer2D::CollCbkData cbk;
- cbk.max = 1;
- cbk.amount = 0;
- cbk.passed = 0;
- cbk.ptr = cd;
- cbk.valid_dir = col_obj_shape_xform.columns[1].normalized();
- cbk.valid_depth = 10e20;
- Vector2 sep = motion_normal; //important optimization for this to work fast enough
- 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;
- }
- }
- if (low < best_safe) {
- best_safe = low;
- best_unsafe = hi;
- }
- }
- if (stuck) {
- safe = 0;
- unsafe = 0;
- best_shape = body_shape_idx; //sadly it's the best
- break;
- }
- if (best_safe == 1.0) {
- continue;
- }
- if (best_safe < safe) {
- safe = best_safe;
- unsafe = best_unsafe;
- best_shape = body_shape_idx;
- }
- }
- }
- bool collided = false;
- if ((p_parameters.recovery_as_collision && recovered) || (safe < 1)) {
- if (safe >= 1) {
- best_shape = -1; //no best shape with cast, reset to -1
- }
- //it collided, let's get the rest info in unsafe advance
- Transform2D ugt = body_transform;
- ugt.columns[2] += p_parameters.motion * unsafe;
- _RestCallbackData2D rcd;
- // Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
- rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
- body_aabb.position += p_parameters.motion * unsafe;
- int amount = _cull_aabb_for_body(p_body, body_aabb);
- int from_shape = best_shape != -1 ? best_shape : 0;
- int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
- for (int j = from_shape; j < to_shape; j++) {
- if (p_body->is_shape_disabled(j)) {
- continue;
- }
- Transform2D body_shape_xform = ugt * p_body->get_shape_transform(j);
- GodotShape2D *body_shape = p_body->get_shape(j);
- for (int i = 0; i < amount; i++) {
- const GodotCollisionObject2D *col_obj = intersection_query_results[i];
- if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
- continue;
- }
- if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
- continue;
- }
- int shape_idx = intersection_query_subindex_results[i];
- GodotShape2D *against_shape = col_obj->get_shape(shape_idx);
- bool excluded = false;
- for (int k = 0; k < excluded_shape_pair_count; k++) {
- if (excluded_shape_pairs[k].local_shape == body_shape && excluded_shape_pairs[k].against_object == col_obj && excluded_shape_pairs[k].against_shape_index == shape_idx) {
- excluded = true;
- break;
- }
- }
- if (excluded) {
- continue;
- }
- Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
- if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
- rcd.valid_dir = col_obj_shape_xform.columns[1].normalized();
- real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
- rcd.valid_depth = MAX(owc_margin, margin); //user specified, but never less than actual margin or it won't work
- 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_RIGID) {
- //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();
- //compute displacement from linear velocity
- Vector2 motion = lv * last_step;
- real_t motion_len = motion.length();
- motion.normalize();
- rcd.valid_depth += motion_len * MAX(motion.dot(-rcd.valid_dir), 0.0);
- }
- }
- } else {
- rcd.valid_dir = Vector2();
- rcd.valid_depth = 0;
- }
- rcd.object = col_obj;
- rcd.shape = shape_idx;
- rcd.local_shape = j;
- bool sc = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), _rest_cbk_result, &rcd, nullptr, 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_local_shape = rcd.best_local_shape;
- r_result->collision_normal = rcd.best_normal;
- r_result->collision_point = rcd.best_contact;
- r_result->collision_depth = rcd.best_len;
- r_result->collision_safe_fraction = safe;
- r_result->collision_unsafe_fraction = unsafe;
- 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();
- r_result->travel = safe * p_parameters.motion;
- r_result->remainder = p_parameters.motion - safe * p_parameters.motion;
- r_result->travel += (body_transform.get_origin() - p_parameters.from.get_origin());
- }
- collided = true;
- }
- }
- if (!collided && r_result) {
- r_result->travel = p_parameters.motion;
- r_result->remainder = Vector2();
- r_result->travel += (body_transform.get_origin() - p_parameters.from.get_origin());
- }
- return collided;
- }
- // Assumes a valid collision pair, this should have been checked beforehand in the BVH or octree.
- void *GodotSpace2D::_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_self) {
- 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);
- }
- GodotSpace2D *self = static_cast<GodotSpace2D *>(p_self);
- self->collision_pairs++;
- 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 {
- GodotBody2D *body = static_cast<GodotBody2D *>(B);
- GodotAreaPair2D *area_pair = memnew(GodotAreaPair2D(body, p_subindex_B, area, p_subindex_A));
- return area_pair;
- }
- } else {
- GodotBodyPair2D *b = memnew(GodotBodyPair2D(static_cast<GodotBody2D *>(A), p_subindex_A, static_cast<GodotBody2D *>(B), p_subindex_B));
- return b;
- }
- }
- 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;
- }
- GodotSpace2D *self = static_cast<GodotSpace2D *>(p_self);
- self->collision_pairs--;
- GodotConstraint2D *c = static_cast<GodotConstraint2D *>(p_data);
- memdelete(c);
- }
- const SelfList<GodotBody2D>::List &GodotSpace2D::get_active_body_list() const {
- return active_list;
- }
- void GodotSpace2D::body_add_to_active_list(SelfList<GodotBody2D> *p_body) {
- active_list.add(p_body);
- }
- void GodotSpace2D::body_remove_from_active_list(SelfList<GodotBody2D> *p_body) {
- active_list.remove(p_body);
- }
- void GodotSpace2D::body_add_to_mass_properties_update_list(SelfList<GodotBody2D> *p_body) {
- mass_properties_update_list.add(p_body);
- }
- void GodotSpace2D::body_remove_from_mass_properties_update_list(SelfList<GodotBody2D> *p_body) {
- mass_properties_update_list.remove(p_body);
- }
- GodotBroadPhase2D *GodotSpace2D::get_broadphase() {
- return broadphase;
- }
- void GodotSpace2D::add_object(GodotCollisionObject2D *p_object) {
- ERR_FAIL_COND(objects.has(p_object));
- objects.insert(p_object);
- }
- void GodotSpace2D::remove_object(GodotCollisionObject2D *p_object) {
- ERR_FAIL_COND(!objects.has(p_object));
- objects.erase(p_object);
- }
- const HashSet<GodotCollisionObject2D *> &GodotSpace2D::get_objects() const {
- return objects;
- }
- void GodotSpace2D::body_add_to_state_query_list(SelfList<GodotBody2D> *p_body) {
- state_query_list.add(p_body);
- }
- void GodotSpace2D::body_remove_from_state_query_list(SelfList<GodotBody2D> *p_body) {
- state_query_list.remove(p_body);
- }
- void GodotSpace2D::area_add_to_monitor_query_list(SelfList<GodotArea2D> *p_area) {
- monitor_query_list.add(p_area);
- }
- void GodotSpace2D::area_remove_from_monitor_query_list(SelfList<GodotArea2D> *p_area) {
- monitor_query_list.remove(p_area);
- }
- void GodotSpace2D::area_add_to_moved_list(SelfList<GodotArea2D> *p_area) {
- area_moved_list.add(p_area);
- }
- void GodotSpace2D::area_remove_from_moved_list(SelfList<GodotArea2D> *p_area) {
- area_moved_list.remove(p_area);
- }
- const SelfList<GodotArea2D>::List &GodotSpace2D::get_moved_area_list() const {
- return area_moved_list;
- }
- void GodotSpace2D::call_queries() {
- while (state_query_list.first()) {
- GodotBody2D *b = state_query_list.first()->self();
- state_query_list.remove(state_query_list.first());
- b->call_queries();
- }
- while (monitor_query_list.first()) {
- GodotArea2D *a = monitor_query_list.first()->self();
- monitor_query_list.remove(monitor_query_list.first());
- a->call_queries();
- }
- }
- void GodotSpace2D::setup() {
- contact_debug_count = 0;
- while (mass_properties_update_list.first()) {
- mass_properties_update_list.first()->self()->update_mass_properties();
- mass_properties_update_list.remove(mass_properties_update_list.first());
- }
- }
- void GodotSpace2D::update() {
- broadphase->update();
- }
- 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;
- break;
- case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
- contact_max_separation = p_value;
- break;
- case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
- contact_max_allowed_penetration = p_value;
- break;
- case PhysicsServer2D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
- contact_bias = p_value;
- break;
- case PhysicsServer2D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
- body_linear_velocity_sleep_threshold = p_value;
- break;
- case PhysicsServer2D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
- body_angular_velocity_sleep_threshold = p_value;
- break;
- case PhysicsServer2D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
- body_time_to_sleep = p_value;
- break;
- case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
- constraint_bias = p_value;
- break;
- case PhysicsServer2D::SPACE_PARAM_SOLVER_ITERATIONS:
- solver_iterations = p_value;
- break;
- }
- }
- real_t GodotSpace2D::get_param(PhysicsServer2D::SpaceParameter p_param) const {
- switch (p_param) {
- case PhysicsServer2D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
- return contact_recycle_radius;
- case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
- return contact_max_separation;
- case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
- return contact_max_allowed_penetration;
- case PhysicsServer2D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
- return contact_bias;
- case PhysicsServer2D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
- return body_linear_velocity_sleep_threshold;
- case PhysicsServer2D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
- return body_angular_velocity_sleep_threshold;
- case PhysicsServer2D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
- return body_time_to_sleep;
- case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
- return constraint_bias;
- case PhysicsServer2D::SPACE_PARAM_SOLVER_ITERATIONS:
- return solver_iterations;
- }
- return 0;
- }
- void GodotSpace2D::lock() {
- locked = true;
- }
- void GodotSpace2D::unlock() {
- locked = false;
- }
- bool GodotSpace2D::is_locked() const {
- return locked;
- }
- GodotPhysicsDirectSpaceState2D *GodotSpace2D::get_direct_state() {
- return direct_access;
- }
- GodotSpace2D::GodotSpace2D() {
- body_linear_velocity_sleep_threshold = GLOBAL_GET("physics/2d/sleep_threshold_linear");
- body_angular_velocity_sleep_threshold = GLOBAL_GET("physics/2d/sleep_threshold_angular");
- body_time_to_sleep = GLOBAL_GET("physics/2d/time_before_sleep");
- solver_iterations = GLOBAL_GET("physics/2d/solver/solver_iterations");
- contact_recycle_radius = GLOBAL_GET("physics/2d/solver/contact_recycle_radius");
- contact_max_separation = GLOBAL_GET("physics/2d/solver/contact_max_separation");
- contact_max_allowed_penetration = GLOBAL_GET("physics/2d/solver/contact_max_allowed_penetration");
- contact_bias = GLOBAL_GET("physics/2d/solver/default_contact_bias");
- constraint_bias = GLOBAL_GET("physics/2d/solver/default_constraint_bias");
- broadphase = GodotBroadPhase2D::create_func();
- broadphase->set_pair_callback(_broadphase_pair, this);
- broadphase->set_unpair_callback(_broadphase_unpair, this);
- direct_access = memnew(GodotPhysicsDirectSpaceState2D);
- direct_access->space = this;
- }
- GodotSpace2D::~GodotSpace2D() {
- memdelete(broadphase);
- memdelete(direct_access);
- }
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