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- /**************************************************************************/
- /* godot_physics_server_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_physics_server_2d.h"
- #include "godot_body_direct_state_2d.h"
- #include "godot_broad_phase_2d_bvh.h"
- #include "godot_collision_solver_2d.h"
- #include "core/config/project_settings.h"
- #include "core/debugger/engine_debugger.h"
- #include "core/os/os.h"
- #define FLUSH_QUERY_CHECK(m_object) \
- ERR_FAIL_COND_MSG(m_object->get_space() && flushing_queries, "Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead.");
- RID GodotPhysicsServer2D::_shape_create(ShapeType p_shape) {
- GodotShape2D *shape = nullptr;
- switch (p_shape) {
- case SHAPE_WORLD_BOUNDARY: {
- shape = memnew(GodotWorldBoundaryShape2D);
- } break;
- case SHAPE_SEPARATION_RAY: {
- shape = memnew(GodotSeparationRayShape2D);
- } break;
- case SHAPE_SEGMENT: {
- shape = memnew(GodotSegmentShape2D);
- } break;
- case SHAPE_CIRCLE: {
- shape = memnew(GodotCircleShape2D);
- } break;
- case SHAPE_RECTANGLE: {
- shape = memnew(GodotRectangleShape2D);
- } break;
- case SHAPE_CAPSULE: {
- shape = memnew(GodotCapsuleShape2D);
- } break;
- case SHAPE_CONVEX_POLYGON: {
- shape = memnew(GodotConvexPolygonShape2D);
- } break;
- case SHAPE_CONCAVE_POLYGON: {
- shape = memnew(GodotConcavePolygonShape2D);
- } break;
- case SHAPE_CUSTOM: {
- ERR_FAIL_V(RID());
- } break;
- }
- RID id = shape_owner.make_rid(shape);
- shape->set_self(id);
- return id;
- }
- RID GodotPhysicsServer2D::world_boundary_shape_create() {
- return _shape_create(SHAPE_WORLD_BOUNDARY);
- }
- RID GodotPhysicsServer2D::separation_ray_shape_create() {
- return _shape_create(SHAPE_SEPARATION_RAY);
- }
- RID GodotPhysicsServer2D::segment_shape_create() {
- return _shape_create(SHAPE_SEGMENT);
- }
- RID GodotPhysicsServer2D::circle_shape_create() {
- return _shape_create(SHAPE_CIRCLE);
- }
- RID GodotPhysicsServer2D::rectangle_shape_create() {
- return _shape_create(SHAPE_RECTANGLE);
- }
- RID GodotPhysicsServer2D::capsule_shape_create() {
- return _shape_create(SHAPE_CAPSULE);
- }
- RID GodotPhysicsServer2D::convex_polygon_shape_create() {
- return _shape_create(SHAPE_CONVEX_POLYGON);
- }
- RID GodotPhysicsServer2D::concave_polygon_shape_create() {
- return _shape_create(SHAPE_CONCAVE_POLYGON);
- }
- void GodotPhysicsServer2D::shape_set_data(RID p_shape, const Variant &p_data) {
- GodotShape2D *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_NULL(shape);
- shape->set_data(p_data);
- }
- void GodotPhysicsServer2D::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) {
- GodotShape2D *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_NULL(shape);
- shape->set_custom_bias(p_bias);
- }
- PhysicsServer2D::ShapeType GodotPhysicsServer2D::shape_get_type(RID p_shape) const {
- const GodotShape2D *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_NULL_V(shape, SHAPE_CUSTOM);
- return shape->get_type();
- }
- Variant GodotPhysicsServer2D::shape_get_data(RID p_shape) const {
- const GodotShape2D *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_NULL_V(shape, Variant());
- ERR_FAIL_COND_V(!shape->is_configured(), Variant());
- return shape->get_data();
- }
- real_t GodotPhysicsServer2D::shape_get_custom_solver_bias(RID p_shape) const {
- const GodotShape2D *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_NULL_V(shape, 0);
- return shape->get_custom_bias();
- }
- void GodotPhysicsServer2D::_shape_col_cbk(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) {
- CollCbkData *cbk = static_cast<CollCbkData *>(p_userdata);
- if (cbk->max == 0) {
- return;
- }
- Vector2 rel_dir = (p_point_A - p_point_B);
- real_t rel_length2 = rel_dir.length_squared();
- if (cbk->valid_dir != Vector2()) {
- if (cbk->valid_depth < 10e20) {
- if (rel_length2 > cbk->valid_depth * cbk->valid_depth ||
- (rel_length2 > CMP_EPSILON && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON)) {
- cbk->invalid_by_dir++;
- return;
- }
- } else {
- if (rel_length2 > 0 && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON) {
- return;
- }
- }
- }
- if (cbk->amount == cbk->max) {
- //find least deep
- real_t min_depth = 1e20;
- int min_depth_idx = 0;
- for (int i = 0; i < cbk->amount; i++) {
- real_t d = cbk->ptr[i * 2 + 0].distance_squared_to(cbk->ptr[i * 2 + 1]);
- if (d < min_depth) {
- min_depth = d;
- min_depth_idx = i;
- }
- }
- if (rel_length2 < min_depth) {
- return;
- }
- cbk->ptr[min_depth_idx * 2 + 0] = p_point_A;
- cbk->ptr[min_depth_idx * 2 + 1] = p_point_B;
- cbk->passed++;
- } else {
- cbk->ptr[cbk->amount * 2 + 0] = p_point_A;
- cbk->ptr[cbk->amount * 2 + 1] = p_point_B;
- cbk->amount++;
- cbk->passed++;
- }
- }
- bool GodotPhysicsServer2D::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) {
- GodotShape2D *shape_A = shape_owner.get_or_null(p_shape_A);
- ERR_FAIL_NULL_V(shape_A, false);
- GodotShape2D *shape_B = shape_owner.get_or_null(p_shape_B);
- ERR_FAIL_NULL_V(shape_B, false);
- if (p_result_max == 0) {
- return GodotCollisionSolver2D::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, nullptr, nullptr);
- }
- CollCbkData cbk;
- cbk.max = p_result_max;
- cbk.amount = 0;
- cbk.passed = 0;
- cbk.ptr = r_results;
- bool res = GodotCollisionSolver2D::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, _shape_col_cbk, &cbk);
- r_result_count = cbk.amount;
- return res;
- }
- RID GodotPhysicsServer2D::space_create() {
- GodotSpace2D *space = memnew(GodotSpace2D);
- RID id = space_owner.make_rid(space);
- space->set_self(id);
- RID area_id = area_create();
- GodotArea2D *area = area_owner.get_or_null(area_id);
- ERR_FAIL_NULL_V(area, RID());
- space->set_default_area(area);
- area->set_space(space);
- area->set_priority(-1);
- return id;
- }
- void GodotPhysicsServer2D::space_set_active(RID p_space, bool p_active) {
- GodotSpace2D *space = space_owner.get_or_null(p_space);
- ERR_FAIL_NULL(space);
- if (p_active) {
- active_spaces.insert(space);
- } else {
- active_spaces.erase(space);
- }
- }
- bool GodotPhysicsServer2D::space_is_active(RID p_space) const {
- const GodotSpace2D *space = space_owner.get_or_null(p_space);
- ERR_FAIL_NULL_V(space, false);
- return active_spaces.has(space);
- }
- void GodotPhysicsServer2D::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) {
- GodotSpace2D *space = space_owner.get_or_null(p_space);
- ERR_FAIL_NULL(space);
- space->set_param(p_param, p_value);
- }
- real_t GodotPhysicsServer2D::space_get_param(RID p_space, SpaceParameter p_param) const {
- const GodotSpace2D *space = space_owner.get_or_null(p_space);
- ERR_FAIL_NULL_V(space, 0);
- return space->get_param(p_param);
- }
- void GodotPhysicsServer2D::space_set_debug_contacts(RID p_space, int p_max_contacts) {
- GodotSpace2D *space = space_owner.get_or_null(p_space);
- ERR_FAIL_NULL(space);
- space->set_debug_contacts(p_max_contacts);
- }
- Vector<Vector2> GodotPhysicsServer2D::space_get_contacts(RID p_space) const {
- GodotSpace2D *space = space_owner.get_or_null(p_space);
- ERR_FAIL_NULL_V(space, Vector<Vector2>());
- return space->get_debug_contacts();
- }
- int GodotPhysicsServer2D::space_get_contact_count(RID p_space) const {
- GodotSpace2D *space = space_owner.get_or_null(p_space);
- ERR_FAIL_NULL_V(space, 0);
- return space->get_debug_contact_count();
- }
- PhysicsDirectSpaceState2D *GodotPhysicsServer2D::space_get_direct_state(RID p_space) {
- GodotSpace2D *space = space_owner.get_or_null(p_space);
- ERR_FAIL_NULL_V(space, nullptr);
- ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification.");
- return space->get_direct_state();
- }
- RID GodotPhysicsServer2D::area_create() {
- GodotArea2D *area = memnew(GodotArea2D);
- RID rid = area_owner.make_rid(area);
- area->set_self(rid);
- return rid;
- }
- void GodotPhysicsServer2D::area_set_space(RID p_area, RID p_space) {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL(area);
- GodotSpace2D *space = nullptr;
- if (p_space.is_valid()) {
- space = space_owner.get_or_null(p_space);
- ERR_FAIL_NULL(space);
- }
- if (area->get_space() == space) {
- return; //pointless
- }
- area->clear_constraints();
- area->set_space(space);
- }
- RID GodotPhysicsServer2D::area_get_space(RID p_area) const {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL_V(area, RID());
- GodotSpace2D *space = area->get_space();
- if (!space) {
- return RID();
- }
- return space->get_self();
- }
- void GodotPhysicsServer2D::area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform, bool p_disabled) {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL(area);
- GodotShape2D *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_NULL(shape);
- area->add_shape(shape, p_transform, p_disabled);
- }
- void GodotPhysicsServer2D::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL(area);
- GodotShape2D *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_NULL(shape);
- ERR_FAIL_COND(!shape->is_configured());
- area->set_shape(p_shape_idx, shape);
- }
- void GodotPhysicsServer2D::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform) {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL(area);
- area->set_shape_transform(p_shape_idx, p_transform);
- }
- void GodotPhysicsServer2D::area_set_shape_disabled(RID p_area, int p_shape, bool p_disabled) {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL(area);
- ERR_FAIL_INDEX(p_shape, area->get_shape_count());
- FLUSH_QUERY_CHECK(area);
- area->set_shape_disabled(p_shape, p_disabled);
- }
- int GodotPhysicsServer2D::area_get_shape_count(RID p_area) const {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL_V(area, -1);
- return area->get_shape_count();
- }
- RID GodotPhysicsServer2D::area_get_shape(RID p_area, int p_shape_idx) const {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL_V(area, RID());
- GodotShape2D *shape = area->get_shape(p_shape_idx);
- ERR_FAIL_NULL_V(shape, RID());
- return shape->get_self();
- }
- Transform2D GodotPhysicsServer2D::area_get_shape_transform(RID p_area, int p_shape_idx) const {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL_V(area, Transform2D());
- return area->get_shape_transform(p_shape_idx);
- }
- void GodotPhysicsServer2D::area_remove_shape(RID p_area, int p_shape_idx) {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL(area);
- area->remove_shape(p_shape_idx);
- }
- void GodotPhysicsServer2D::area_clear_shapes(RID p_area) {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL(area);
- while (area->get_shape_count()) {
- area->remove_shape(0);
- }
- }
- void GodotPhysicsServer2D::area_attach_object_instance_id(RID p_area, ObjectID p_id) {
- if (space_owner.owns(p_area)) {
- GodotSpace2D *space = space_owner.get_or_null(p_area);
- p_area = space->get_default_area()->get_self();
- }
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL(area);
- area->set_instance_id(p_id);
- }
- ObjectID GodotPhysicsServer2D::area_get_object_instance_id(RID p_area) const {
- if (space_owner.owns(p_area)) {
- GodotSpace2D *space = space_owner.get_or_null(p_area);
- p_area = space->get_default_area()->get_self();
- }
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL_V(area, ObjectID());
- return area->get_instance_id();
- }
- void GodotPhysicsServer2D::area_attach_canvas_instance_id(RID p_area, ObjectID p_id) {
- if (space_owner.owns(p_area)) {
- GodotSpace2D *space = space_owner.get_or_null(p_area);
- p_area = space->get_default_area()->get_self();
- }
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL(area);
- area->set_canvas_instance_id(p_id);
- }
- ObjectID GodotPhysicsServer2D::area_get_canvas_instance_id(RID p_area) const {
- if (space_owner.owns(p_area)) {
- GodotSpace2D *space = space_owner.get_or_null(p_area);
- p_area = space->get_default_area()->get_self();
- }
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL_V(area, ObjectID());
- return area->get_canvas_instance_id();
- }
- void GodotPhysicsServer2D::area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) {
- if (space_owner.owns(p_area)) {
- GodotSpace2D *space = space_owner.get_or_null(p_area);
- p_area = space->get_default_area()->get_self();
- }
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL(area);
- area->set_param(p_param, p_value);
- }
- void GodotPhysicsServer2D::area_set_transform(RID p_area, const Transform2D &p_transform) {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL(area);
- area->set_transform(p_transform);
- }
- Variant GodotPhysicsServer2D::area_get_param(RID p_area, AreaParameter p_param) const {
- if (space_owner.owns(p_area)) {
- GodotSpace2D *space = space_owner.get_or_null(p_area);
- p_area = space->get_default_area()->get_self();
- }
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL_V(area, Variant());
- return area->get_param(p_param);
- }
- Transform2D GodotPhysicsServer2D::area_get_transform(RID p_area) const {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL_V(area, Transform2D());
- return area->get_transform();
- }
- void GodotPhysicsServer2D::area_set_pickable(RID p_area, bool p_pickable) {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL(area);
- area->set_pickable(p_pickable);
- }
- void GodotPhysicsServer2D::area_set_monitorable(RID p_area, bool p_monitorable) {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL(area);
- FLUSH_QUERY_CHECK(area);
- area->set_monitorable(p_monitorable);
- }
- void GodotPhysicsServer2D::area_set_collision_layer(RID p_area, uint32_t p_layer) {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL(area);
- area->set_collision_layer(p_layer);
- }
- uint32_t GodotPhysicsServer2D::area_get_collision_layer(RID p_area) const {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL_V(area, 0);
- return area->get_collision_layer();
- }
- void GodotPhysicsServer2D::area_set_collision_mask(RID p_area, uint32_t p_mask) {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL(area);
- area->set_collision_mask(p_mask);
- }
- uint32_t GodotPhysicsServer2D::area_get_collision_mask(RID p_area) const {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL_V(area, 0);
- return area->get_collision_mask();
- }
- void GodotPhysicsServer2D::area_set_monitor_callback(RID p_area, const Callable &p_callback) {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL(area);
- area->set_monitor_callback(p_callback.is_valid() ? p_callback : Callable());
- }
- void GodotPhysicsServer2D::area_set_area_monitor_callback(RID p_area, const Callable &p_callback) {
- GodotArea2D *area = area_owner.get_or_null(p_area);
- ERR_FAIL_NULL(area);
- area->set_area_monitor_callback(p_callback.is_valid() ? p_callback : Callable());
- }
- /* BODY API */
- RID GodotPhysicsServer2D::body_create() {
- GodotBody2D *body = memnew(GodotBody2D);
- RID rid = body_owner.make_rid(body);
- body->set_self(rid);
- return rid;
- }
- void GodotPhysicsServer2D::body_set_space(RID p_body, RID p_space) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- GodotSpace2D *space = nullptr;
- if (p_space.is_valid()) {
- space = space_owner.get_or_null(p_space);
- ERR_FAIL_NULL(space);
- }
- if (body->get_space() == space) {
- return; //pointless
- }
- body->clear_constraint_list();
- body->set_space(space);
- }
- RID GodotPhysicsServer2D::body_get_space(RID p_body) const {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, RID());
- GodotSpace2D *space = body->get_space();
- if (!space) {
- return RID();
- }
- return space->get_self();
- }
- void GodotPhysicsServer2D::body_set_mode(RID p_body, BodyMode p_mode) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- FLUSH_QUERY_CHECK(body);
- body->set_mode(p_mode);
- }
- PhysicsServer2D::BodyMode GodotPhysicsServer2D::body_get_mode(RID p_body) const {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, BODY_MODE_STATIC);
- return body->get_mode();
- }
- void GodotPhysicsServer2D::body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform, bool p_disabled) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- GodotShape2D *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_NULL(shape);
- body->add_shape(shape, p_transform, p_disabled);
- }
- void GodotPhysicsServer2D::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- GodotShape2D *shape = shape_owner.get_or_null(p_shape);
- ERR_FAIL_NULL(shape);
- ERR_FAIL_COND(!shape->is_configured());
- body->set_shape(p_shape_idx, shape);
- }
- void GodotPhysicsServer2D::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->set_shape_transform(p_shape_idx, p_transform);
- }
- int GodotPhysicsServer2D::body_get_shape_count(RID p_body) const {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, -1);
- return body->get_shape_count();
- }
- RID GodotPhysicsServer2D::body_get_shape(RID p_body, int p_shape_idx) const {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, RID());
- GodotShape2D *shape = body->get_shape(p_shape_idx);
- ERR_FAIL_NULL_V(shape, RID());
- return shape->get_self();
- }
- Transform2D GodotPhysicsServer2D::body_get_shape_transform(RID p_body, int p_shape_idx) const {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, Transform2D());
- return body->get_shape_transform(p_shape_idx);
- }
- void GodotPhysicsServer2D::body_remove_shape(RID p_body, int p_shape_idx) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->remove_shape(p_shape_idx);
- }
- void GodotPhysicsServer2D::body_clear_shapes(RID p_body) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- while (body->get_shape_count()) {
- body->remove_shape(0);
- }
- }
- void GodotPhysicsServer2D::body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count());
- FLUSH_QUERY_CHECK(body);
- body->set_shape_disabled(p_shape_idx, p_disabled);
- }
- void GodotPhysicsServer2D::body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, real_t p_margin) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count());
- FLUSH_QUERY_CHECK(body);
- body->set_shape_as_one_way_collision(p_shape_idx, p_enable, p_margin);
- }
- void GodotPhysicsServer2D::body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->set_continuous_collision_detection_mode(p_mode);
- }
- GodotPhysicsServer2D::CCDMode GodotPhysicsServer2D::body_get_continuous_collision_detection_mode(RID p_body) const {
- const GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, CCD_MODE_DISABLED);
- return body->get_continuous_collision_detection_mode();
- }
- void GodotPhysicsServer2D::body_attach_object_instance_id(RID p_body, ObjectID p_id) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->set_instance_id(p_id);
- }
- ObjectID GodotPhysicsServer2D::body_get_object_instance_id(RID p_body) const {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, ObjectID());
- return body->get_instance_id();
- }
- void GodotPhysicsServer2D::body_attach_canvas_instance_id(RID p_body, ObjectID p_id) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->set_canvas_instance_id(p_id);
- }
- ObjectID GodotPhysicsServer2D::body_get_canvas_instance_id(RID p_body) const {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, ObjectID());
- return body->get_canvas_instance_id();
- }
- void GodotPhysicsServer2D::body_set_collision_layer(RID p_body, uint32_t p_layer) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->set_collision_layer(p_layer);
- }
- uint32_t GodotPhysicsServer2D::body_get_collision_layer(RID p_body) const {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, 0);
- return body->get_collision_layer();
- }
- void GodotPhysicsServer2D::body_set_collision_mask(RID p_body, uint32_t p_mask) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->set_collision_mask(p_mask);
- }
- uint32_t GodotPhysicsServer2D::body_get_collision_mask(RID p_body) const {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, 0);
- return body->get_collision_mask();
- }
- void GodotPhysicsServer2D::body_set_collision_priority(RID p_body, real_t p_priority) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->set_collision_priority(p_priority);
- }
- real_t GodotPhysicsServer2D::body_get_collision_priority(RID p_body) const {
- const GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, 0);
- return body->get_collision_priority();
- }
- void GodotPhysicsServer2D::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->set_param(p_param, p_value);
- }
- Variant GodotPhysicsServer2D::body_get_param(RID p_body, BodyParameter p_param) const {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, 0);
- return body->get_param(p_param);
- }
- void GodotPhysicsServer2D::body_reset_mass_properties(RID p_body) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- return body->reset_mass_properties();
- }
- void GodotPhysicsServer2D::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->set_state(p_state, p_variant);
- }
- Variant GodotPhysicsServer2D::body_get_state(RID p_body, BodyState p_state) const {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, Variant());
- return body->get_state(p_state);
- }
- void GodotPhysicsServer2D::body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->apply_central_impulse(p_impulse);
- body->wakeup();
- }
- void GodotPhysicsServer2D::body_apply_torque_impulse(RID p_body, real_t p_torque) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- _update_shapes();
- body->apply_torque_impulse(p_torque);
- body->wakeup();
- }
- void GodotPhysicsServer2D::body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- _update_shapes();
- body->apply_impulse(p_impulse, p_position);
- body->wakeup();
- }
- void GodotPhysicsServer2D::body_apply_central_force(RID p_body, const Vector2 &p_force) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->apply_central_force(p_force);
- body->wakeup();
- }
- void GodotPhysicsServer2D::body_apply_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->apply_force(p_force, p_position);
- body->wakeup();
- }
- void GodotPhysicsServer2D::body_apply_torque(RID p_body, real_t p_torque) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->apply_torque(p_torque);
- body->wakeup();
- }
- void GodotPhysicsServer2D::body_add_constant_central_force(RID p_body, const Vector2 &p_force) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->add_constant_central_force(p_force);
- body->wakeup();
- }
- void GodotPhysicsServer2D::body_add_constant_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->add_constant_force(p_force, p_position);
- body->wakeup();
- }
- void GodotPhysicsServer2D::body_add_constant_torque(RID p_body, real_t p_torque) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->add_constant_torque(p_torque);
- body->wakeup();
- }
- void GodotPhysicsServer2D::body_set_constant_force(RID p_body, const Vector2 &p_force) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->set_constant_force(p_force);
- if (!p_force.is_zero_approx()) {
- body->wakeup();
- }
- }
- Vector2 GodotPhysicsServer2D::body_get_constant_force(RID p_body) const {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, Vector2());
- return body->get_constant_force();
- }
- void GodotPhysicsServer2D::body_set_constant_torque(RID p_body, real_t p_torque) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->set_constant_torque(p_torque);
- if (!Math::is_zero_approx(p_torque)) {
- body->wakeup();
- }
- }
- real_t GodotPhysicsServer2D::body_get_constant_torque(RID p_body) const {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, 0);
- return body->get_constant_torque();
- }
- void GodotPhysicsServer2D::body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- _update_shapes();
- Vector2 v = body->get_linear_velocity();
- Vector2 axis = p_axis_velocity.normalized();
- v -= axis * axis.dot(v);
- v += p_axis_velocity;
- body->set_linear_velocity(v);
- body->wakeup();
- }
- void GodotPhysicsServer2D::body_add_collision_exception(RID p_body, RID p_body_b) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->add_exception(p_body_b);
- body->wakeup();
- }
- void GodotPhysicsServer2D::body_remove_collision_exception(RID p_body, RID p_body_b) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->remove_exception(p_body_b);
- body->wakeup();
- }
- void GodotPhysicsServer2D::body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- for (int i = 0; i < body->get_exceptions().size(); i++) {
- p_exceptions->push_back(body->get_exceptions()[i]);
- }
- }
- void GodotPhysicsServer2D::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- }
- real_t GodotPhysicsServer2D::body_get_contacts_reported_depth_threshold(RID p_body) const {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, 0);
- return 0;
- }
- void GodotPhysicsServer2D::body_set_omit_force_integration(RID p_body, bool p_omit) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->set_omit_force_integration(p_omit);
- }
- bool GodotPhysicsServer2D::body_is_omitting_force_integration(RID p_body) const {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, false);
- return body->get_omit_force_integration();
- }
- void GodotPhysicsServer2D::body_set_max_contacts_reported(RID p_body, int p_contacts) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->set_max_contacts_reported(p_contacts);
- }
- int GodotPhysicsServer2D::body_get_max_contacts_reported(RID p_body) const {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, -1);
- return body->get_max_contacts_reported();
- }
- void GodotPhysicsServer2D::body_set_state_sync_callback(RID p_body, const Callable &p_callable) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->set_state_sync_callback(p_callable);
- }
- void GodotPhysicsServer2D::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->set_force_integration_callback(p_callable, p_udata);
- }
- bool GodotPhysicsServer2D::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) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, false);
- ERR_FAIL_INDEX_V(p_body_shape, body->get_shape_count(), false);
- return shape_collide(body->get_shape(p_body_shape)->get_self(), body->get_transform() * body->get_shape_transform(p_body_shape), Vector2(), p_shape, p_shape_xform, p_motion, r_results, p_result_max, r_result_count);
- }
- void GodotPhysicsServer2D::body_set_pickable(RID p_body, bool p_pickable) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL(body);
- body->set_pickable(p_pickable);
- }
- bool GodotPhysicsServer2D::body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result) {
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, false);
- ERR_FAIL_NULL_V(body->get_space(), false);
- ERR_FAIL_COND_V(body->get_space()->is_locked(), false);
- _update_shapes();
- return body->get_space()->test_body_motion(body, p_parameters, r_result);
- }
- PhysicsDirectBodyState2D *GodotPhysicsServer2D::body_get_direct_state(RID p_body) {
- ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
- if (!body_owner.owns(p_body)) {
- return nullptr;
- }
- GodotBody2D *body = body_owner.get_or_null(p_body);
- ERR_FAIL_NULL_V(body, nullptr);
- if (!body->get_space()) {
- return nullptr;
- }
- ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
- return body->get_direct_state();
- }
- /* JOINT API */
- RID GodotPhysicsServer2D::joint_create() {
- GodotJoint2D *joint = memnew(GodotJoint2D);
- RID joint_rid = joint_owner.make_rid(joint);
- joint->set_self(joint_rid);
- return joint_rid;
- }
- void GodotPhysicsServer2D::joint_clear(RID p_joint) {
- GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_NULL(joint);
- if (joint->get_type() != JOINT_TYPE_MAX) {
- GodotJoint2D *empty_joint = memnew(GodotJoint2D);
- empty_joint->copy_settings_from(joint);
- joint_owner.replace(p_joint, empty_joint);
- memdelete(joint);
- }
- }
- void GodotPhysicsServer2D::joint_set_param(RID p_joint, JointParam p_param, real_t p_value) {
- GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_NULL(joint);
- switch (p_param) {
- case JOINT_PARAM_BIAS:
- joint->set_bias(p_value);
- break;
- case JOINT_PARAM_MAX_BIAS:
- joint->set_max_bias(p_value);
- break;
- case JOINT_PARAM_MAX_FORCE:
- joint->set_max_force(p_value);
- break;
- }
- }
- real_t GodotPhysicsServer2D::joint_get_param(RID p_joint, JointParam p_param) const {
- const GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_NULL_V(joint, -1);
- switch (p_param) {
- case JOINT_PARAM_BIAS:
- return joint->get_bias();
- break;
- case JOINT_PARAM_MAX_BIAS:
- return joint->get_max_bias();
- break;
- case JOINT_PARAM_MAX_FORCE:
- return joint->get_max_force();
- break;
- }
- return 0;
- }
- void GodotPhysicsServer2D::joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) {
- GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_NULL(joint);
- joint->disable_collisions_between_bodies(p_disable);
- if (2 == joint->get_body_count()) {
- GodotBody2D *body_a = *joint->get_body_ptr();
- GodotBody2D *body_b = *(joint->get_body_ptr() + 1);
- if (p_disable) {
- body_add_collision_exception(body_a->get_self(), body_b->get_self());
- body_add_collision_exception(body_b->get_self(), body_a->get_self());
- } else {
- body_remove_collision_exception(body_a->get_self(), body_b->get_self());
- body_remove_collision_exception(body_b->get_self(), body_a->get_self());
- }
- }
- }
- bool GodotPhysicsServer2D::joint_is_disabled_collisions_between_bodies(RID p_joint) const {
- const GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_NULL_V(joint, true);
- return joint->is_disabled_collisions_between_bodies();
- }
- void GodotPhysicsServer2D::joint_make_pin(RID p_joint, const Vector2 &p_pos, RID p_body_a, RID p_body_b) {
- GodotBody2D *A = body_owner.get_or_null(p_body_a);
- ERR_FAIL_NULL(A);
- GodotBody2D *B = nullptr;
- if (body_owner.owns(p_body_b)) {
- B = body_owner.get_or_null(p_body_b);
- ERR_FAIL_NULL(B);
- }
- GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_NULL(prev_joint);
- GodotJoint2D *joint = memnew(GodotPinJoint2D(p_pos, A, B));
- joint_owner.replace(p_joint, joint);
- joint->copy_settings_from(prev_joint);
- memdelete(prev_joint);
- }
- void GodotPhysicsServer2D::joint_make_groove(RID p_joint, const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) {
- GodotBody2D *A = body_owner.get_or_null(p_body_a);
- ERR_FAIL_NULL(A);
- GodotBody2D *B = body_owner.get_or_null(p_body_b);
- ERR_FAIL_NULL(B);
- GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_NULL(prev_joint);
- GodotJoint2D *joint = memnew(GodotGrooveJoint2D(p_a_groove1, p_a_groove2, p_b_anchor, A, B));
- joint_owner.replace(p_joint, joint);
- joint->copy_settings_from(prev_joint);
- memdelete(prev_joint);
- }
- void GodotPhysicsServer2D::joint_make_damped_spring(RID p_joint, const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b) {
- GodotBody2D *A = body_owner.get_or_null(p_body_a);
- ERR_FAIL_NULL(A);
- GodotBody2D *B = body_owner.get_or_null(p_body_b);
- ERR_FAIL_NULL(B);
- GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_NULL(prev_joint);
- GodotJoint2D *joint = memnew(GodotDampedSpringJoint2D(p_anchor_a, p_anchor_b, A, B));
- joint_owner.replace(p_joint, joint);
- joint->copy_settings_from(prev_joint);
- memdelete(prev_joint);
- }
- void GodotPhysicsServer2D::pin_joint_set_flag(RID p_joint, PinJointFlag p_flag, bool p_enabled) {
- GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_NULL(joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN);
- GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(joint);
- pin_joint->set_flag(p_flag, p_enabled);
- }
- bool GodotPhysicsServer2D::pin_joint_get_flag(RID p_joint, PinJointFlag p_flag) const {
- GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_NULL_V(joint, false);
- ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, false);
- GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(joint);
- return pin_joint->get_flag(p_flag);
- }
- void GodotPhysicsServer2D::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) {
- GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_NULL(joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN);
- GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(joint);
- pin_joint->set_param(p_param, p_value);
- }
- real_t GodotPhysicsServer2D::pin_joint_get_param(RID p_joint, PinJointParam p_param) const {
- GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_NULL_V(joint, 0);
- ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, 0);
- GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(joint);
- return pin_joint->get_param(p_param);
- }
- void GodotPhysicsServer2D::damped_spring_joint_set_param(RID p_joint, DampedSpringParam p_param, real_t p_value) {
- GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_NULL(joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_DAMPED_SPRING);
- GodotDampedSpringJoint2D *dsj = static_cast<GodotDampedSpringJoint2D *>(joint);
- dsj->set_param(p_param, p_value);
- }
- real_t GodotPhysicsServer2D::damped_spring_joint_get_param(RID p_joint, DampedSpringParam p_param) const {
- GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_NULL_V(joint, 0);
- ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_DAMPED_SPRING, 0);
- GodotDampedSpringJoint2D *dsj = static_cast<GodotDampedSpringJoint2D *>(joint);
- return dsj->get_param(p_param);
- }
- PhysicsServer2D::JointType GodotPhysicsServer2D::joint_get_type(RID p_joint) const {
- GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
- ERR_FAIL_NULL_V(joint, JOINT_TYPE_PIN);
- return joint->get_type();
- }
- void GodotPhysicsServer2D::free(RID p_rid) {
- _update_shapes(); // just in case
- if (shape_owner.owns(p_rid)) {
- GodotShape2D *shape = shape_owner.get_or_null(p_rid);
- while (shape->get_owners().size()) {
- GodotShapeOwner2D *so = shape->get_owners().begin()->key;
- so->remove_shape(shape);
- }
- shape_owner.free(p_rid);
- memdelete(shape);
- } else if (body_owner.owns(p_rid)) {
- GodotBody2D *body = body_owner.get_or_null(p_rid);
- body_set_space(p_rid, RID());
- while (body->get_shape_count()) {
- body->remove_shape(0);
- }
- body_owner.free(p_rid);
- memdelete(body);
- } else if (area_owner.owns(p_rid)) {
- GodotArea2D *area = area_owner.get_or_null(p_rid);
- area->set_space(nullptr);
- while (area->get_shape_count()) {
- area->remove_shape(0);
- }
- area_owner.free(p_rid);
- memdelete(area);
- } else if (space_owner.owns(p_rid)) {
- GodotSpace2D *space = space_owner.get_or_null(p_rid);
- while (space->get_objects().size()) {
- GodotCollisionObject2D *co = static_cast<GodotCollisionObject2D *>(*space->get_objects().begin());
- co->set_space(nullptr);
- }
- active_spaces.erase(space);
- free(space->get_default_area()->get_self());
- space_owner.free(p_rid);
- memdelete(space);
- } else if (joint_owner.owns(p_rid)) {
- GodotJoint2D *joint = joint_owner.get_or_null(p_rid);
- joint_owner.free(p_rid);
- memdelete(joint);
- } else {
- ERR_FAIL_MSG("Invalid ID.");
- }
- }
- void GodotPhysicsServer2D::set_active(bool p_active) {
- active = p_active;
- }
- void GodotPhysicsServer2D::init() {
- doing_sync = false;
- stepper = memnew(GodotStep2D);
- }
- void GodotPhysicsServer2D::step(real_t p_step) {
- if (!active) {
- return;
- }
- _update_shapes();
- island_count = 0;
- active_objects = 0;
- collision_pairs = 0;
- for (const GodotSpace2D *E : active_spaces) {
- stepper->step(const_cast<GodotSpace2D *>(E), p_step);
- island_count += E->get_island_count();
- active_objects += E->get_active_objects();
- collision_pairs += E->get_collision_pairs();
- }
- }
- void GodotPhysicsServer2D::sync() {
- doing_sync = true;
- }
- void GodotPhysicsServer2D::flush_queries() {
- if (!active) {
- return;
- }
- flushing_queries = true;
- uint64_t time_beg = OS::get_singleton()->get_ticks_usec();
- for (const GodotSpace2D *E : active_spaces) {
- GodotSpace2D *space = const_cast<GodotSpace2D *>(E);
- space->call_queries();
- }
- flushing_queries = false;
- if (EngineDebugger::is_profiling("servers")) {
- uint64_t total_time[GodotSpace2D::ELAPSED_TIME_MAX];
- static const char *time_name[GodotSpace2D::ELAPSED_TIME_MAX] = {
- "integrate_forces",
- "generate_islands",
- "setup_constraints",
- "solve_constraints",
- "integrate_velocities"
- };
- for (int i = 0; i < GodotSpace2D::ELAPSED_TIME_MAX; i++) {
- total_time[i] = 0;
- }
- for (const GodotSpace2D *E : active_spaces) {
- for (int i = 0; i < GodotSpace2D::ELAPSED_TIME_MAX; i++) {
- total_time[i] += E->get_elapsed_time(GodotSpace2D::ElapsedTime(i));
- }
- }
- Array values;
- values.resize(GodotSpace2D::ELAPSED_TIME_MAX * 2);
- for (int i = 0; i < GodotSpace2D::ELAPSED_TIME_MAX; i++) {
- values[i * 2 + 0] = time_name[i];
- values[i * 2 + 1] = USEC_TO_SEC(total_time[i]);
- }
- values.push_back("flush_queries");
- values.push_back(USEC_TO_SEC(OS::get_singleton()->get_ticks_usec() - time_beg));
- values.push_front("physics_2d");
- EngineDebugger::profiler_add_frame_data("servers", values);
- }
- }
- void GodotPhysicsServer2D::end_sync() {
- doing_sync = false;
- }
- void GodotPhysicsServer2D::finish() {
- memdelete(stepper);
- }
- void GodotPhysicsServer2D::_update_shapes() {
- while (pending_shape_update_list.first()) {
- pending_shape_update_list.first()->self()->_shape_changed();
- pending_shape_update_list.remove(pending_shape_update_list.first());
- }
- }
- int GodotPhysicsServer2D::get_process_info(ProcessInfo p_info) {
- switch (p_info) {
- case INFO_ACTIVE_OBJECTS: {
- return active_objects;
- } break;
- case INFO_COLLISION_PAIRS: {
- return collision_pairs;
- } break;
- case INFO_ISLAND_COUNT: {
- return island_count;
- } break;
- }
- return 0;
- }
- GodotPhysicsServer2D *GodotPhysicsServer2D::godot_singleton = nullptr;
- GodotPhysicsServer2D::GodotPhysicsServer2D(bool p_using_threads) {
- godot_singleton = this;
- GodotBroadPhase2D::create_func = GodotBroadPhase2DBVH::_create;
- using_threads = p_using_threads;
- }
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