mirror of
https://github.com/godotengine/godot
synced 2024-11-02 10:25:48 +00:00
1400 lines
42 KiB
C++
1400 lines
42 KiB
C++
/**************************************************************************/
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/* godot_physics_server_2d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "godot_physics_server_2d.h"
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#include "godot_body_direct_state_2d.h"
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#include "godot_broad_phase_2d_bvh.h"
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#include "godot_collision_solver_2d.h"
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#include "core/config/project_settings.h"
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#include "core/debugger/engine_debugger.h"
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#include "core/os/os.h"
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#define FLUSH_QUERY_CHECK(m_object) \
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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.");
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RID GodotPhysicsServer2D::_shape_create(ShapeType p_shape) {
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GodotShape2D *shape = nullptr;
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switch (p_shape) {
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case SHAPE_WORLD_BOUNDARY: {
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shape = memnew(GodotWorldBoundaryShape2D);
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} break;
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case SHAPE_SEPARATION_RAY: {
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shape = memnew(GodotSeparationRayShape2D);
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} break;
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case SHAPE_SEGMENT: {
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shape = memnew(GodotSegmentShape2D);
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} break;
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case SHAPE_CIRCLE: {
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shape = memnew(GodotCircleShape2D);
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} break;
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case SHAPE_RECTANGLE: {
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shape = memnew(GodotRectangleShape2D);
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} break;
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case SHAPE_CAPSULE: {
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shape = memnew(GodotCapsuleShape2D);
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} break;
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case SHAPE_CONVEX_POLYGON: {
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shape = memnew(GodotConvexPolygonShape2D);
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} break;
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case SHAPE_CONCAVE_POLYGON: {
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shape = memnew(GodotConcavePolygonShape2D);
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} break;
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case SHAPE_CUSTOM: {
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ERR_FAIL_V(RID());
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} break;
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}
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RID id = shape_owner.make_rid(shape);
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shape->set_self(id);
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return id;
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}
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RID GodotPhysicsServer2D::world_boundary_shape_create() {
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return _shape_create(SHAPE_WORLD_BOUNDARY);
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}
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RID GodotPhysicsServer2D::separation_ray_shape_create() {
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return _shape_create(SHAPE_SEPARATION_RAY);
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}
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RID GodotPhysicsServer2D::segment_shape_create() {
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return _shape_create(SHAPE_SEGMENT);
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}
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RID GodotPhysicsServer2D::circle_shape_create() {
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return _shape_create(SHAPE_CIRCLE);
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}
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RID GodotPhysicsServer2D::rectangle_shape_create() {
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return _shape_create(SHAPE_RECTANGLE);
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}
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RID GodotPhysicsServer2D::capsule_shape_create() {
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return _shape_create(SHAPE_CAPSULE);
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}
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RID GodotPhysicsServer2D::convex_polygon_shape_create() {
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return _shape_create(SHAPE_CONVEX_POLYGON);
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}
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RID GodotPhysicsServer2D::concave_polygon_shape_create() {
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return _shape_create(SHAPE_CONCAVE_POLYGON);
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}
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void GodotPhysicsServer2D::shape_set_data(RID p_shape, const Variant &p_data) {
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GodotShape2D *shape = shape_owner.get_or_null(p_shape);
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ERR_FAIL_NULL(shape);
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shape->set_data(p_data);
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};
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void GodotPhysicsServer2D::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) {
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GodotShape2D *shape = shape_owner.get_or_null(p_shape);
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ERR_FAIL_NULL(shape);
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shape->set_custom_bias(p_bias);
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}
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PhysicsServer2D::ShapeType GodotPhysicsServer2D::shape_get_type(RID p_shape) const {
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const GodotShape2D *shape = shape_owner.get_or_null(p_shape);
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ERR_FAIL_NULL_V(shape, SHAPE_CUSTOM);
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return shape->get_type();
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};
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Variant GodotPhysicsServer2D::shape_get_data(RID p_shape) const {
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const GodotShape2D *shape = shape_owner.get_or_null(p_shape);
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ERR_FAIL_NULL_V(shape, Variant());
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ERR_FAIL_COND_V(!shape->is_configured(), Variant());
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return shape->get_data();
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};
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real_t GodotPhysicsServer2D::shape_get_custom_solver_bias(RID p_shape) const {
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const GodotShape2D *shape = shape_owner.get_or_null(p_shape);
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ERR_FAIL_NULL_V(shape, 0);
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return shape->get_custom_bias();
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}
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void GodotPhysicsServer2D::_shape_col_cbk(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) {
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CollCbkData *cbk = static_cast<CollCbkData *>(p_userdata);
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if (cbk->max == 0) {
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return;
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}
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Vector2 rel_dir = (p_point_A - p_point_B);
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real_t rel_length2 = rel_dir.length_squared();
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if (cbk->valid_dir != Vector2()) {
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if (cbk->valid_depth < 10e20) {
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if (rel_length2 > cbk->valid_depth * cbk->valid_depth ||
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(rel_length2 > CMP_EPSILON && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON)) {
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cbk->invalid_by_dir++;
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return;
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}
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} else {
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if (rel_length2 > 0 && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON) {
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return;
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}
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}
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}
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if (cbk->amount == cbk->max) {
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//find least deep
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real_t min_depth = 1e20;
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int min_depth_idx = 0;
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for (int i = 0; i < cbk->amount; i++) {
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real_t d = cbk->ptr[i * 2 + 0].distance_squared_to(cbk->ptr[i * 2 + 1]);
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if (d < min_depth) {
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min_depth = d;
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min_depth_idx = i;
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}
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}
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if (rel_length2 < min_depth) {
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return;
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}
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cbk->ptr[min_depth_idx * 2 + 0] = p_point_A;
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cbk->ptr[min_depth_idx * 2 + 1] = p_point_B;
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cbk->passed++;
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} else {
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cbk->ptr[cbk->amount * 2 + 0] = p_point_A;
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cbk->ptr[cbk->amount * 2 + 1] = p_point_B;
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cbk->amount++;
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cbk->passed++;
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}
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}
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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) {
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GodotShape2D *shape_A = shape_owner.get_or_null(p_shape_A);
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ERR_FAIL_NULL_V(shape_A, false);
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GodotShape2D *shape_B = shape_owner.get_or_null(p_shape_B);
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ERR_FAIL_NULL_V(shape_B, false);
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if (p_result_max == 0) {
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return GodotCollisionSolver2D::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, nullptr, nullptr);
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}
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CollCbkData cbk;
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cbk.max = p_result_max;
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cbk.amount = 0;
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cbk.passed = 0;
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cbk.ptr = r_results;
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bool res = GodotCollisionSolver2D::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, _shape_col_cbk, &cbk);
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r_result_count = cbk.amount;
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return res;
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}
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RID GodotPhysicsServer2D::space_create() {
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GodotSpace2D *space = memnew(GodotSpace2D);
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RID id = space_owner.make_rid(space);
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space->set_self(id);
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RID area_id = area_create();
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GodotArea2D *area = area_owner.get_or_null(area_id);
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ERR_FAIL_NULL_V(area, RID());
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space->set_default_area(area);
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area->set_space(space);
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area->set_priority(-1);
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return id;
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};
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void GodotPhysicsServer2D::space_set_active(RID p_space, bool p_active) {
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GodotSpace2D *space = space_owner.get_or_null(p_space);
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ERR_FAIL_NULL(space);
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if (p_active) {
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active_spaces.insert(space);
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} else {
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active_spaces.erase(space);
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}
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}
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bool GodotPhysicsServer2D::space_is_active(RID p_space) const {
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const GodotSpace2D *space = space_owner.get_or_null(p_space);
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ERR_FAIL_NULL_V(space, false);
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return active_spaces.has(space);
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}
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void GodotPhysicsServer2D::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) {
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GodotSpace2D *space = space_owner.get_or_null(p_space);
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ERR_FAIL_NULL(space);
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space->set_param(p_param, p_value);
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}
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real_t GodotPhysicsServer2D::space_get_param(RID p_space, SpaceParameter p_param) const {
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const GodotSpace2D *space = space_owner.get_or_null(p_space);
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ERR_FAIL_NULL_V(space, 0);
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return space->get_param(p_param);
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}
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void GodotPhysicsServer2D::space_set_debug_contacts(RID p_space, int p_max_contacts) {
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GodotSpace2D *space = space_owner.get_or_null(p_space);
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ERR_FAIL_NULL(space);
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space->set_debug_contacts(p_max_contacts);
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}
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Vector<Vector2> GodotPhysicsServer2D::space_get_contacts(RID p_space) const {
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GodotSpace2D *space = space_owner.get_or_null(p_space);
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ERR_FAIL_NULL_V(space, Vector<Vector2>());
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return space->get_debug_contacts();
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}
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int GodotPhysicsServer2D::space_get_contact_count(RID p_space) const {
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GodotSpace2D *space = space_owner.get_or_null(p_space);
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ERR_FAIL_NULL_V(space, 0);
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return space->get_debug_contact_count();
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}
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PhysicsDirectSpaceState2D *GodotPhysicsServer2D::space_get_direct_state(RID p_space) {
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GodotSpace2D *space = space_owner.get_or_null(p_space);
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ERR_FAIL_NULL_V(space, nullptr);
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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.");
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return space->get_direct_state();
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}
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RID GodotPhysicsServer2D::area_create() {
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GodotArea2D *area = memnew(GodotArea2D);
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RID rid = area_owner.make_rid(area);
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area->set_self(rid);
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return rid;
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}
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void GodotPhysicsServer2D::area_set_space(RID p_area, RID p_space) {
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GodotArea2D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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GodotSpace2D *space = nullptr;
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if (p_space.is_valid()) {
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space = space_owner.get_or_null(p_space);
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ERR_FAIL_NULL(space);
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}
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if (area->get_space() == space) {
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return; //pointless
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}
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area->clear_constraints();
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area->set_space(space);
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}
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RID GodotPhysicsServer2D::area_get_space(RID p_area) const {
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GodotArea2D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL_V(area, RID());
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GodotSpace2D *space = area->get_space();
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if (!space) {
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return RID();
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}
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return space->get_self();
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}
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void GodotPhysicsServer2D::area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform, bool p_disabled) {
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GodotArea2D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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GodotShape2D *shape = shape_owner.get_or_null(p_shape);
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ERR_FAIL_NULL(shape);
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area->add_shape(shape, p_transform, p_disabled);
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}
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void GodotPhysicsServer2D::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) {
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GodotArea2D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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GodotShape2D *shape = shape_owner.get_or_null(p_shape);
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ERR_FAIL_NULL(shape);
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ERR_FAIL_COND(!shape->is_configured());
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area->set_shape(p_shape_idx, shape);
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}
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void GodotPhysicsServer2D::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform) {
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GodotArea2D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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area->set_shape_transform(p_shape_idx, p_transform);
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}
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void GodotPhysicsServer2D::area_set_shape_disabled(RID p_area, int p_shape, bool p_disabled) {
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GodotArea2D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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ERR_FAIL_INDEX(p_shape, area->get_shape_count());
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FLUSH_QUERY_CHECK(area);
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area->set_shape_disabled(p_shape, p_disabled);
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}
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int GodotPhysicsServer2D::area_get_shape_count(RID p_area) const {
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GodotArea2D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL_V(area, -1);
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return area->get_shape_count();
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}
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RID GodotPhysicsServer2D::area_get_shape(RID p_area, int p_shape_idx) const {
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GodotArea2D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL_V(area, RID());
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GodotShape2D *shape = area->get_shape(p_shape_idx);
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ERR_FAIL_NULL_V(shape, RID());
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return shape->get_self();
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}
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Transform2D GodotPhysicsServer2D::area_get_shape_transform(RID p_area, int p_shape_idx) const {
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GodotArea2D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL_V(area, Transform2D());
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return area->get_shape_transform(p_shape_idx);
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}
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void GodotPhysicsServer2D::area_remove_shape(RID p_area, int p_shape_idx) {
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GodotArea2D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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area->remove_shape(p_shape_idx);
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}
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void GodotPhysicsServer2D::area_clear_shapes(RID p_area) {
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GodotArea2D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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while (area->get_shape_count()) {
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area->remove_shape(0);
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}
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}
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void GodotPhysicsServer2D::area_attach_object_instance_id(RID p_area, ObjectID p_id) {
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if (space_owner.owns(p_area)) {
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GodotSpace2D *space = space_owner.get_or_null(p_area);
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p_area = space->get_default_area()->get_self();
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}
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GodotArea2D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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area->set_instance_id(p_id);
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}
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ObjectID GodotPhysicsServer2D::area_get_object_instance_id(RID p_area) const {
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if (space_owner.owns(p_area)) {
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GodotSpace2D *space = space_owner.get_or_null(p_area);
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p_area = space->get_default_area()->get_self();
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}
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GodotArea2D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL_V(area, ObjectID());
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return area->get_instance_id();
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}
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void GodotPhysicsServer2D::area_attach_canvas_instance_id(RID p_area, ObjectID p_id) {
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if (space_owner.owns(p_area)) {
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GodotSpace2D *space = space_owner.get_or_null(p_area);
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p_area = space->get_default_area()->get_self();
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}
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GodotArea2D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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area->set_canvas_instance_id(p_id);
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}
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ObjectID GodotPhysicsServer2D::area_get_canvas_instance_id(RID p_area) const {
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if (space_owner.owns(p_area)) {
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GodotSpace2D *space = space_owner.get_or_null(p_area);
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p_area = space->get_default_area()->get_self();
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}
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GodotArea2D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL_V(area, ObjectID());
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return area->get_canvas_instance_id();
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}
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|
|
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, 0);
|
|
ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, 0);
|
|
|
|
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;
|
|
}
|