godot/servers/physics/area_pair_sw.cpp

175 lines
5.7 KiB
C++
Raw Normal View History

2014-02-10 01:10:30 +00:00
/*************************************************************************/
/* area_pair_sw.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
2014-02-10 01:10:30 +00:00
/* */
/* 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 "area_pair_sw.h"
#include "collision_solver_sw.h"
bool AreaPairSW::setup(float p_step) {
if (!area->test_collision_mask(body)) {
colliding = false;
return false;
}
2014-02-10 01:10:30 +00:00
bool result = CollisionSolverSW::solve_static(body->get_shape(body_shape),body->get_transform() * body->get_shape_transform(body_shape),area->get_shape(area_shape),area->get_transform() * area->get_shape_transform(area_shape),NULL,this);
if (result!=colliding) {
if (result) {
if (area->get_space_override_mode()!=PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED)
body->add_area(area);
if (area->has_monitor_callback())
area->add_body_to_query(body,body_shape,area_shape);
} else {
if (area->get_space_override_mode()!=PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED)
body->remove_area(area);
if (area->has_monitor_callback())
area->remove_body_from_query(body,body_shape,area_shape);
}
colliding=result;
}
return false; //never do any post solving
}
void AreaPairSW::solve(float p_step) {
}
AreaPairSW::AreaPairSW(BodySW *p_body,int p_body_shape, AreaSW *p_area,int p_area_shape) {
body=p_body;
area=p_area;
body_shape=p_body_shape;
area_shape=p_area_shape;
colliding=false;
body->add_constraint(this,0);
area->add_constraint(this);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
if (p_body->get_mode()==PhysicsServer::BODY_MODE_KINEMATIC)
p_body->set_active(true);
2014-02-10 01:10:30 +00:00
}
AreaPairSW::~AreaPairSW() {
if (colliding) {
if (area->get_space_override_mode()!=PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED)
body->remove_area(area);
if (area->has_monitor_callback())
area->remove_body_from_query(body,body_shape,area_shape);
}
body->remove_constraint(this);
area->remove_constraint(this);
}
////////////////////////////////////////////////////
bool Area2PairSW::setup(float p_step) {
if (!area_a->test_collision_mask(area_b)) {
colliding = false;
return false;
}
//bool result = area_a->test_collision_mask(area_b) && CollisionSolverSW::solve(area_a->get_shape(shape_a),area_a->get_transform() * area_a->get_shape_transform(shape_a),Vector2(),area_b->get_shape(shape_b),area_b->get_transform() * area_b->get_shape_transform(shape_b),Vector2(),NULL,this);
bool result = CollisionSolverSW::solve_static(area_a->get_shape(shape_a),area_a->get_transform() * area_a->get_shape_transform(shape_a),area_b->get_shape(shape_b),area_b->get_transform() * area_b->get_shape_transform(shape_b),NULL,this);
if (result!=colliding) {
if (result) {
if (area_b->has_area_monitor_callback() && area_a->is_monitorable())
area_b->add_area_to_query(area_a,shape_a,shape_b);
if (area_a->has_area_monitor_callback() && area_b->is_monitorable())
area_a->add_area_to_query(area_b,shape_b,shape_a);
} else {
if (area_b->has_area_monitor_callback() && area_a->is_monitorable())
area_b->remove_area_from_query(area_a,shape_a,shape_b);
if (area_a->has_area_monitor_callback() && area_b->is_monitorable())
area_a->remove_area_from_query(area_b,shape_b,shape_a);
}
colliding=result;
}
return false; //never do any post solving
}
void Area2PairSW::solve(float p_step) {
}
Area2PairSW::Area2PairSW(AreaSW *p_area_a,int p_shape_a, AreaSW *p_area_b,int p_shape_b) {
area_a=p_area_a;
area_b=p_area_b;
shape_a=p_shape_a;
shape_b=p_shape_b;
colliding=false;
area_a->add_constraint(this);
area_b->add_constraint(this);
}
Area2PairSW::~Area2PairSW() {
if (colliding) {
if (area_b->has_area_monitor_callback() && area_a->is_monitorable())
area_b->remove_area_from_query(area_a,shape_a,shape_b);
if (area_a->has_area_monitor_callback() && area_b->is_monitorable())
area_a->remove_area_from_query(area_b,shape_b,shape_a);
}
area_a->remove_constraint(this);
area_b->remove_constraint(this);
}