godot_space_2d.h 9.1 KB

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  1. /**************************************************************************/
  2. /* godot_space_2d.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef GODOT_SPACE_2D_H
  31. #define GODOT_SPACE_2D_H
  32. #include "godot_area_2d.h"
  33. #include "godot_area_pair_2d.h"
  34. #include "godot_body_2d.h"
  35. #include "godot_body_pair_2d.h"
  36. #include "godot_broad_phase_2d.h"
  37. #include "godot_collision_object_2d.h"
  38. #include "core/config/project_settings.h"
  39. #include "core/templates/hash_map.h"
  40. #include "core/typedefs.h"
  41. class GodotPhysicsDirectSpaceState2D : public PhysicsDirectSpaceState2D {
  42. GDCLASS(GodotPhysicsDirectSpaceState2D, PhysicsDirectSpaceState2D);
  43. public:
  44. GodotSpace2D *space = nullptr;
  45. virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) override;
  46. virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) override;
  47. virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) override;
  48. virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) override;
  49. virtual bool collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) override;
  50. virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) override;
  51. GodotPhysicsDirectSpaceState2D() {}
  52. };
  53. class GodotSpace2D {
  54. public:
  55. enum ElapsedTime {
  56. ELAPSED_TIME_INTEGRATE_FORCES,
  57. ELAPSED_TIME_GENERATE_ISLANDS,
  58. ELAPSED_TIME_SETUP_CONSTRAINTS,
  59. ELAPSED_TIME_SOLVE_CONSTRAINTS,
  60. ELAPSED_TIME_INTEGRATE_VELOCITIES,
  61. ELAPSED_TIME_MAX
  62. };
  63. private:
  64. struct ExcludedShapeSW {
  65. GodotShape2D *local_shape = nullptr;
  66. const GodotCollisionObject2D *against_object = nullptr;
  67. int against_shape_index = 0;
  68. };
  69. uint64_t elapsed_time[ELAPSED_TIME_MAX] = {};
  70. GodotPhysicsDirectSpaceState2D *direct_access = nullptr;
  71. RID self;
  72. GodotBroadPhase2D *broadphase = nullptr;
  73. SelfList<GodotBody2D>::List active_list;
  74. SelfList<GodotBody2D>::List mass_properties_update_list;
  75. SelfList<GodotBody2D>::List state_query_list;
  76. SelfList<GodotArea2D>::List monitor_query_list;
  77. SelfList<GodotArea2D>::List area_moved_list;
  78. static void *_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_self);
  79. static void _broadphase_unpair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_self);
  80. HashSet<GodotCollisionObject2D *> objects;
  81. GodotArea2D *area = nullptr;
  82. int solver_iterations = 0;
  83. real_t contact_recycle_radius = 0.0;
  84. real_t contact_max_separation = 0.0;
  85. real_t contact_max_allowed_penetration = 0.0;
  86. real_t contact_bias = 0.0;
  87. real_t constraint_bias = 0.0;
  88. enum {
  89. INTERSECTION_QUERY_MAX = 2048
  90. };
  91. GodotCollisionObject2D *intersection_query_results[INTERSECTION_QUERY_MAX];
  92. int intersection_query_subindex_results[INTERSECTION_QUERY_MAX];
  93. real_t body_linear_velocity_sleep_threshold = 0.0;
  94. real_t body_angular_velocity_sleep_threshold = 0.0;
  95. real_t body_time_to_sleep = 0.0;
  96. bool locked = false;
  97. real_t last_step = 0.001;
  98. int island_count = 0;
  99. int active_objects = 0;
  100. int collision_pairs = 0;
  101. int _cull_aabb_for_body(GodotBody2D *p_body, const Rect2 &p_aabb);
  102. Vector<Vector2> contact_debug;
  103. int contact_debug_count = 0;
  104. friend class GodotPhysicsDirectSpaceState2D;
  105. public:
  106. _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
  107. _FORCE_INLINE_ RID get_self() const { return self; }
  108. void set_default_area(GodotArea2D *p_area) { area = p_area; }
  109. GodotArea2D *get_default_area() const { return area; }
  110. const SelfList<GodotBody2D>::List &get_active_body_list() const;
  111. void body_add_to_active_list(SelfList<GodotBody2D> *p_body);
  112. void body_remove_from_active_list(SelfList<GodotBody2D> *p_body);
  113. void body_add_to_mass_properties_update_list(SelfList<GodotBody2D> *p_body);
  114. void body_remove_from_mass_properties_update_list(SelfList<GodotBody2D> *p_body);
  115. void area_add_to_moved_list(SelfList<GodotArea2D> *p_area);
  116. void area_remove_from_moved_list(SelfList<GodotArea2D> *p_area);
  117. const SelfList<GodotArea2D>::List &get_moved_area_list() const;
  118. void body_add_to_state_query_list(SelfList<GodotBody2D> *p_body);
  119. void body_remove_from_state_query_list(SelfList<GodotBody2D> *p_body);
  120. void area_add_to_monitor_query_list(SelfList<GodotArea2D> *p_area);
  121. void area_remove_from_monitor_query_list(SelfList<GodotArea2D> *p_area);
  122. GodotBroadPhase2D *get_broadphase();
  123. void add_object(GodotCollisionObject2D *p_object);
  124. void remove_object(GodotCollisionObject2D *p_object);
  125. const HashSet<GodotCollisionObject2D *> &get_objects() const;
  126. _FORCE_INLINE_ int get_solver_iterations() const { return solver_iterations; }
  127. _FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; }
  128. _FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; }
  129. _FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; }
  130. _FORCE_INLINE_ real_t get_contact_bias() const { return contact_bias; }
  131. _FORCE_INLINE_ real_t get_constraint_bias() const { return constraint_bias; }
  132. _FORCE_INLINE_ real_t get_body_linear_velocity_sleep_threshold() const { return body_linear_velocity_sleep_threshold; }
  133. _FORCE_INLINE_ real_t get_body_angular_velocity_sleep_threshold() const { return body_angular_velocity_sleep_threshold; }
  134. _FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; }
  135. void update();
  136. void setup();
  137. void call_queries();
  138. bool is_locked() const;
  139. void lock();
  140. void unlock();
  141. real_t get_last_step() const { return last_step; }
  142. void set_last_step(real_t p_step) { last_step = p_step; }
  143. void set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_value);
  144. real_t get_param(PhysicsServer2D::SpaceParameter p_param) const;
  145. void set_island_count(int p_island_count) { island_count = p_island_count; }
  146. int get_island_count() const { return island_count; }
  147. void set_active_objects(int p_active_objects) { active_objects = p_active_objects; }
  148. int get_active_objects() const { return active_objects; }
  149. int get_collision_pairs() const { return collision_pairs; }
  150. bool test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result);
  151. void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); }
  152. _FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.is_empty(); }
  153. _FORCE_INLINE_ void add_debug_contact(const Vector2 &p_contact) {
  154. if (contact_debug_count < contact_debug.size()) {
  155. contact_debug.write[contact_debug_count++] = p_contact;
  156. }
  157. }
  158. _FORCE_INLINE_ Vector<Vector2> get_debug_contacts() { return contact_debug; }
  159. _FORCE_INLINE_ int get_debug_contact_count() { return contact_debug_count; }
  160. GodotPhysicsDirectSpaceState2D *get_direct_state();
  161. void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; }
  162. uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; }
  163. GodotSpace2D();
  164. ~GodotSpace2D();
  165. };
  166. #endif // GODOT_SPACE_2D_H