Reworked how servers preallocate RIDs, should fix #10970

This commit is contained in:
Juan Linietsky 2017-11-09 23:34:01 -03:00
parent 0de6cba7e7
commit 192a4d7de5
27 changed files with 196 additions and 99 deletions

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@ -76,11 +76,11 @@ Vector<Ref<Texture> > EditorInterface::make_mesh_previews(const Vector<Ref<Mesh>
//VS::get_singleton()->camera_set_perspective(camera,45,0.1,10); //VS::get_singleton()->camera_set_perspective(camera,45,0.1,10);
VS::get_singleton()->camera_set_orthogonal(camera, 1.0, 0.01, 1000.0); VS::get_singleton()->camera_set_orthogonal(camera, 1.0, 0.01, 1000.0);
RID light = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL); RID light = VS::get_singleton()->directional_light_create();
RID light_instance = VS::get_singleton()->instance_create2(light, scenario); RID light_instance = VS::get_singleton()->instance_create2(light, scenario);
VS::get_singleton()->instance_set_transform(light_instance, Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0))); VS::get_singleton()->instance_set_transform(light_instance, Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
RID light2 = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL); RID light2 = VS::get_singleton()->directional_light_create();
VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7)); VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
//VS::get_singleton()->light_set_color(light2, VS::LIGHT_COLOR_SPECULAR, Color(0.0, 0.0, 0.0)); //VS::get_singleton()->light_set_color(light2, VS::LIGHT_COLOR_SPECULAR, Color(0.0, 0.0, 0.0));
RID light_instance2 = VS::get_singleton()->instance_create2(light2, scenario); RID light_instance2 = VS::get_singleton()->instance_create2(light2, scenario);

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@ -278,11 +278,11 @@ EditorMaterialPreviewPlugin::EditorMaterialPreviewPlugin() {
VS::get_singleton()->camera_set_transform(camera, Transform(Basis(), Vector3(0, 0, 3))); VS::get_singleton()->camera_set_transform(camera, Transform(Basis(), Vector3(0, 0, 3)));
VS::get_singleton()->camera_set_perspective(camera, 45, 0.1, 10); VS::get_singleton()->camera_set_perspective(camera, 45, 0.1, 10);
light = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL); light = VS::get_singleton()->directional_light_create();
light_instance = VS::get_singleton()->instance_create2(light, scenario); light_instance = VS::get_singleton()->instance_create2(light, scenario);
VS::get_singleton()->instance_set_transform(light_instance, Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0))); VS::get_singleton()->instance_set_transform(light_instance, Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
light2 = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL); light2 = VS::get_singleton()->directional_light_create();
VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7)); VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
//VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7)); //VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
@ -850,11 +850,11 @@ EditorMeshPreviewPlugin::EditorMeshPreviewPlugin() {
//VS::get_singleton()->camera_set_perspective(camera,45,0.1,10); //VS::get_singleton()->camera_set_perspective(camera,45,0.1,10);
VS::get_singleton()->camera_set_orthogonal(camera, 1.0, 0.01, 1000.0); VS::get_singleton()->camera_set_orthogonal(camera, 1.0, 0.01, 1000.0);
light = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL); light = VS::get_singleton()->directional_light_create();
light_instance = VS::get_singleton()->instance_create2(light, scenario); light_instance = VS::get_singleton()->instance_create2(light, scenario);
VS::get_singleton()->instance_set_transform(light_instance, Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0))); VS::get_singleton()->instance_set_transform(light_instance, Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
light2 = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL); light2 = VS::get_singleton()->directional_light_create();
VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7)); VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
//VS::get_singleton()->light_set_color(light2, VS::LIGHT_COLOR_SPECULAR, Color(0.0, 0.0, 0.0)); //VS::get_singleton()->light_set_color(light2, VS::LIGHT_COLOR_SPECULAR, Color(0.0, 0.0, 0.0));
light_instance2 = VS::get_singleton()->instance_create2(light2, scenario); light_instance2 = VS::get_singleton()->instance_create2(light2, scenario);

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@ -299,7 +299,7 @@ public:
VisualServer *vs = VisualServer::get_singleton(); VisualServer *vs = VisualServer::get_singleton();
/* LIGHT */ /* LIGHT */
RID lightaux = vs->light_create(VisualServer::LIGHT_DIRECTIONAL); RID lightaux = vs->directional_light_create();
scenario = vs->scenario_create(); scenario = vs->scenario_create();
vs->light_set_shadow(lightaux, true); vs->light_set_shadow(lightaux, true);
light = vs->instance_create2(lightaux, scenario); light = vs->instance_create2(lightaux, scenario);

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@ -86,7 +86,7 @@ class TestPhysics2DMainLoop : public MainLoop {
body_shape_data[Physics2DServer::SHAPE_SEGMENT].image = vs->texture_create_from_image(image); body_shape_data[Physics2DServer::SHAPE_SEGMENT].image = vs->texture_create_from_image(image);
RID segment_shape = ps->shape_create(Physics2DServer::SHAPE_SEGMENT); RID segment_shape = ps->segment_shape_create();
Rect2 sg(Point2(-16, 0), Point2(16, 0)); Rect2 sg(Point2(-16, 0), Point2(16, 0));
ps->shape_set_data(segment_shape, sg); ps->shape_set_data(segment_shape, sg);
@ -113,7 +113,7 @@ class TestPhysics2DMainLoop : public MainLoop {
body_shape_data[Physics2DServer::SHAPE_CIRCLE].image = vs->texture_create_from_image(image); body_shape_data[Physics2DServer::SHAPE_CIRCLE].image = vs->texture_create_from_image(image);
RID circle_shape = ps->shape_create(Physics2DServer::SHAPE_CIRCLE); RID circle_shape = ps->circle_shape_create();
ps->shape_set_data(circle_shape, 16); ps->shape_set_data(circle_shape, 16);
body_shape_data[Physics2DServer::SHAPE_CIRCLE].shape = circle_shape; body_shape_data[Physics2DServer::SHAPE_CIRCLE].shape = circle_shape;
@ -140,7 +140,7 @@ class TestPhysics2DMainLoop : public MainLoop {
body_shape_data[Physics2DServer::SHAPE_RECTANGLE].image = vs->texture_create_from_image(image); body_shape_data[Physics2DServer::SHAPE_RECTANGLE].image = vs->texture_create_from_image(image);
RID rectangle_shape = ps->shape_create(Physics2DServer::SHAPE_RECTANGLE); RID rectangle_shape = ps->rectangle_shape_create();
ps->shape_set_data(rectangle_shape, Vector2(16, 16)); ps->shape_set_data(rectangle_shape, Vector2(16, 16));
body_shape_data[Physics2DServer::SHAPE_RECTANGLE].shape = rectangle_shape; body_shape_data[Physics2DServer::SHAPE_RECTANGLE].shape = rectangle_shape;
@ -168,7 +168,7 @@ class TestPhysics2DMainLoop : public MainLoop {
body_shape_data[Physics2DServer::SHAPE_CAPSULE].image = vs->texture_create_from_image(image); body_shape_data[Physics2DServer::SHAPE_CAPSULE].image = vs->texture_create_from_image(image);
RID capsule_shape = ps->shape_create(Physics2DServer::SHAPE_CAPSULE); RID capsule_shape = ps->capsule_shape_create();
ps->shape_set_data(capsule_shape, Vector2(16, 32)); ps->shape_set_data(capsule_shape, Vector2(16, 32));
body_shape_data[Physics2DServer::SHAPE_CAPSULE].shape = capsule_shape; body_shape_data[Physics2DServer::SHAPE_CAPSULE].shape = capsule_shape;
@ -182,7 +182,7 @@ class TestPhysics2DMainLoop : public MainLoop {
body_shape_data[Physics2DServer::SHAPE_CONVEX_POLYGON].image = vs->texture_create_from_image(image); body_shape_data[Physics2DServer::SHAPE_CONVEX_POLYGON].image = vs->texture_create_from_image(image);
RID convex_polygon_shape = ps->shape_create(Physics2DServer::SHAPE_CONVEX_POLYGON); RID convex_polygon_shape = ps->convex_polygon_shape_create();
PoolVector<Vector2> arr; PoolVector<Vector2> arr;
Point2 sb(32, 32); Point2 sb(32, 32);
@ -277,10 +277,11 @@ protected:
arr.push_back(p_normal); arr.push_back(p_normal);
arr.push_back(p_d); arr.push_back(p_d);
RID plane = ps->shape_create(Physics2DServer::SHAPE_LINE); RID plane = ps->line_shape_create();
ps->shape_set_data(plane, arr); ps->shape_set_data(plane, arr);
RID plane_body = ps->body_create(Physics2DServer::BODY_MODE_STATIC); RID plane_body = ps->body_create();
ps->body_set_mode(plane_body, Physics2DServer::BODY_MODE_STATIC);
ps->body_set_space(plane_body, space); ps->body_set_space(plane_body, space);
ps->body_add_shape(plane_body, plane); ps->body_add_shape(plane_body, plane);
} }
@ -290,9 +291,10 @@ protected:
Physics2DServer *ps = Physics2DServer::get_singleton(); Physics2DServer *ps = Physics2DServer::get_singleton();
VisualServer *vs = VisualServer::get_singleton(); VisualServer *vs = VisualServer::get_singleton();
RID concave = ps->shape_create(Physics2DServer::SHAPE_CONCAVE_POLYGON); RID concave = ps->concave_polygon_shape_create();
ps->shape_set_data(concave, p_points); ps->shape_set_data(concave, p_points);
RID body = ps->body_create(Physics2DServer::BODY_MODE_STATIC); RID body = ps->body_create();
ps->body_set_mode(body, Physics2DServer::BODY_MODE_STATIC);
ps->body_set_space(body, space); ps->body_set_space(body, space);
ps->body_add_shape(body, concave); ps->body_add_shape(body, concave);
ps->body_set_state(body, Physics2DServer::BODY_STATE_TRANSFORM, p_xform); ps->body_set_state(body, Physics2DServer::BODY_STATE_TRANSFORM, p_xform);

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@ -180,7 +180,7 @@ public:
*/ */
RID lightaux; RID lightaux;
lightaux = vs->light_create(VisualServer::LIGHT_DIRECTIONAL); lightaux = vs->directional_light_create();
//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) ); //vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
vs->light_set_color(lightaux, Color(1.0, 1.0, 1.0)); vs->light_set_color(lightaux, Color(1.0, 1.0, 1.0));
//vs->light_set_shadow( lightaux, true ); //vs->light_set_shadow( lightaux, true );
@ -191,7 +191,7 @@ public:
vs->instance_set_transform(light, lla); vs->instance_set_transform(light, lla);
lightaux = vs->light_create(VisualServer::LIGHT_OMNI); lightaux = vs->omni_light_create();
//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) ); //vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
vs->light_set_color(lightaux, Color(1.0, 1.0, 0.0)); vs->light_set_color(lightaux, Color(1.0, 1.0, 0.0));
vs->light_set_param(lightaux, VisualServer::LIGHT_PARAM_RANGE, 4); vs->light_set_param(lightaux, VisualServer::LIGHT_PARAM_RANGE, 4);

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@ -133,8 +133,9 @@ bool PhysicsBody2D::get_collision_layer_bit(int p_bit) const {
} }
PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode) PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode)
: CollisionObject2D(Physics2DServer::get_singleton()->body_create(p_mode), false) { : CollisionObject2D(Physics2DServer::get_singleton()->body_create(), false) {
Physics2DServer::get_singleton()->body_set_mode(get_rid(), p_mode);
collision_layer = 1; collision_layer = 1;
collision_mask = 1; collision_mask = 1;
set_pickable(false); set_pickable(false);

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@ -587,7 +587,9 @@ Map<TileMap::PosKey, TileMap::Quadrant>::Element *TileMap::_create_quadrant(cons
xform.set_origin(q.pos); xform.set_origin(q.pos);
//q.canvas_item = VisualServer::get_singleton()->canvas_item_create(); //q.canvas_item = VisualServer::get_singleton()->canvas_item_create();
q.body = Physics2DServer::get_singleton()->body_create(use_kinematic ? Physics2DServer::BODY_MODE_KINEMATIC : Physics2DServer::BODY_MODE_STATIC); q.body = Physics2DServer::get_singleton()->body_create();
Physics2DServer::get_singleton()->body_set_mode(q.body, use_kinematic ? Physics2DServer::BODY_MODE_KINEMATIC : Physics2DServer::BODY_MODE_STATIC);
Physics2DServer::get_singleton()->body_attach_object_instance_id(q.body, get_instance_id()); Physics2DServer::get_singleton()->body_attach_object_instance_id(q.body, get_instance_id());
Physics2DServer::get_singleton()->body_set_collision_layer(q.body, collision_layer); Physics2DServer::get_singleton()->body_set_collision_layer(q.body, collision_layer);
Physics2DServer::get_singleton()->body_set_collision_mask(q.body, collision_mask); Physics2DServer::get_singleton()->body_set_collision_mask(q.body, collision_mask);

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@ -255,7 +255,13 @@ void Light::_bind_methods() {
Light::Light(VisualServer::LightType p_type) { Light::Light(VisualServer::LightType p_type) {
type = p_type; type = p_type;
light = VisualServer::get_singleton()->light_create(p_type); switch (p_type) {
case VS::LIGHT_DIRECTIONAL: light = VisualServer::get_singleton()->directional_light_create(); break;
case VS::LIGHT_OMNI: light = VisualServer::get_singleton()->omni_light_create(); break;
case VS::LIGHT_SPOT: light = VisualServer::get_singleton()->spot_light_create(); break;
default: {};
}
VS::get_singleton()->instance_set_base(get_instance(), light); VS::get_singleton()->instance_set_base(get_instance(), light);
reverse_cull = false; reverse_cull = false;

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@ -995,7 +995,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
Transform gt = get_global_transform(); Transform gt = get_global_transform();
gt.origin -= collision.travel; gt.origin -= collision.travel;
set_global_transform(gt); set_global_transform(gt);
return floor_velocity; return floor_velocity - p_floor_direction * p_floor_direction.dot(floor_velocity);
} }
} else if (collision.normal.dot(-p_floor_direction) >= Math::cos(p_floor_max_angle)) { //ceiling } else if (collision.normal.dot(-p_floor_direction) >= Math::cos(p_floor_max_angle)) { //ceiling
on_ceiling = true; on_ceiling = true;

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@ -98,7 +98,7 @@ void CapsuleShape2D::_bind_methods() {
} }
CapsuleShape2D::CapsuleShape2D() CapsuleShape2D::CapsuleShape2D()
: Shape2D(Physics2DServer::get_singleton()->shape_create(Physics2DServer::SHAPE_CAPSULE)) { : Shape2D(Physics2DServer::get_singleton()->capsule_shape_create()) {
radius = 10; radius = 10;
height = 20; height = 20;

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@ -77,7 +77,7 @@ void CircleShape2D::draw(const RID &p_to_rid, const Color &p_color) {
} }
CircleShape2D::CircleShape2D() CircleShape2D::CircleShape2D()
: Shape2D(Physics2DServer::get_singleton()->shape_create(Physics2DServer::SHAPE_CIRCLE)) { : Shape2D(Physics2DServer::get_singleton()->circle_shape_create()) {
radius = 10; radius = 10;
_update_shape(); _update_shape();

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@ -85,5 +85,5 @@ void ConcavePolygonShape2D::_bind_methods() {
} }
ConcavePolygonShape2D::ConcavePolygonShape2D() ConcavePolygonShape2D::ConcavePolygonShape2D()
: Shape2D(Physics2DServer::get_singleton()->shape_create(Physics2DServer::SHAPE_CONCAVE_POLYGON)) { : Shape2D(Physics2DServer::get_singleton()->concave_polygon_shape_create()) {
} }

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@ -87,7 +87,7 @@ Rect2 ConvexPolygonShape2D::get_rect() const {
} }
ConvexPolygonShape2D::ConvexPolygonShape2D() ConvexPolygonShape2D::ConvexPolygonShape2D()
: Shape2D(Physics2DServer::get_singleton()->shape_create(Physics2DServer::SHAPE_CONVEX_POLYGON)) { : Shape2D(Physics2DServer::get_singleton()->convex_polygon_shape_create()) {
int pcount = 3; int pcount = 3;
for (int i = 0; i < pcount; i++) for (int i = 0; i < pcount; i++)

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@ -67,7 +67,7 @@ void RectangleShape2D::_bind_methods() {
} }
RectangleShape2D::RectangleShape2D() RectangleShape2D::RectangleShape2D()
: Shape2D(Physics2DServer::get_singleton()->shape_create(Physics2DServer::SHAPE_RECTANGLE)) { : Shape2D(Physics2DServer::get_singleton()->rectangle_shape_create()) {
extents = Vector2(10, 10); extents = Vector2(10, 10);
_update_shape(); _update_shape();

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@ -87,7 +87,7 @@ void SegmentShape2D::_bind_methods() {
} }
SegmentShape2D::SegmentShape2D() SegmentShape2D::SegmentShape2D()
: Shape2D(Physics2DServer::get_singleton()->shape_create(Physics2DServer::SHAPE_SEGMENT)) { : Shape2D(Physics2DServer::get_singleton()->segment_shape_create()) {
a = Vector2(); a = Vector2();
b = Vector2(0, 10); b = Vector2(0, 10);
@ -146,7 +146,7 @@ real_t RayShape2D::get_length() const {
} }
RayShape2D::RayShape2D() RayShape2D::RayShape2D()
: Shape2D(Physics2DServer::get_singleton()->shape_create(Physics2DServer::SHAPE_RAY)) { : Shape2D(Physics2DServer::get_singleton()->ray_shape_create()) {
length = 20; length = 20;
_update_shape(); _update_shape();

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@ -96,7 +96,7 @@ void LineShape2D::_bind_methods() {
} }
LineShape2D::LineShape2D() LineShape2D::LineShape2D()
: Shape2D(Physics2DServer::get_singleton()->shape_create(Physics2DServer::SHAPE_LINE)) { : Shape2D(Physics2DServer::get_singleton()->line_shape_create()) {
normal = Vector2(0, -1); normal = Vector2(0, -1);
d = 0; d = 0;

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@ -35,7 +35,7 @@
#include "project_settings.h" #include "project_settings.h"
#include "script_language.h" #include "script_language.h"
RID Physics2DServerSW::shape_create(ShapeType p_shape) { RID Physics2DServerSW::_shape_create(ShapeType p_shape) {
Shape2DSW *shape = NULL; Shape2DSW *shape = NULL;
switch (p_shape) { switch (p_shape) {
@ -83,7 +83,42 @@ RID Physics2DServerSW::shape_create(ShapeType p_shape) {
shape->set_self(id); shape->set_self(id);
return id; return id;
}; }
RID Physics2DServerSW::line_shape_create() {
return _shape_create(SHAPE_LINE);
}
RID Physics2DServerSW::ray_shape_create() {
return _shape_create(SHAPE_RAY);
}
RID Physics2DServerSW::segment_shape_create() {
return _shape_create(SHAPE_SEGMENT);
}
RID Physics2DServerSW::circle_shape_create() {
return _shape_create(SHAPE_CIRCLE);
}
RID Physics2DServerSW::rectangle_shape_create() {
return _shape_create(SHAPE_RECTANGLE);
}
RID Physics2DServerSW::capsule_shape_create() {
return _shape_create(SHAPE_CAPSULE);
}
RID Physics2DServerSW::convex_polygon_shape_create() {
return _shape_create(SHAPE_CONVEX_POLYGON);
}
RID Physics2DServerSW::concave_polygon_shape_create() {
return _shape_create(SHAPE_CONCAVE_POLYGON);
}
void Physics2DServerSW::shape_set_data(RID p_shape, const Variant &p_data) { void Physics2DServerSW::shape_set_data(RID p_shape, const Variant &p_data) {
@ -519,17 +554,13 @@ void Physics2DServerSW::area_set_area_monitor_callback(RID p_area, Object *p_rec
/* BODY API */ /* BODY API */
RID Physics2DServerSW::body_create(BodyMode p_mode, bool p_init_sleeping) { RID Physics2DServerSW::body_create() {
Body2DSW *body = memnew(Body2DSW); Body2DSW *body = memnew(Body2DSW);
if (p_mode != BODY_MODE_RIGID)
body->set_mode(p_mode);
if (p_init_sleeping)
body->set_state(BODY_STATE_SLEEPING, p_init_sleeping);
RID rid = body_owner.make_rid(body); RID rid = body_owner.make_rid(body);
body->set_self(rid); body->set_self(rid);
return rid; return rid;
}; }
void Physics2DServerSW::body_set_space(RID p_body, RID p_space) { void Physics2DServerSW::body_set_space(RID p_body, RID p_space) {

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@ -67,6 +67,9 @@ class Physics2DServerSW : public Physics2DServer {
static Physics2DServerSW *singletonsw; static Physics2DServerSW *singletonsw;
//void _clear_query(Query2DSW *p_query); //void _clear_query(Query2DSW *p_query);
RID _shape_create(ShapeType p_shape);
public: public:
struct CollCbkData { struct CollCbkData {
@ -78,9 +81,17 @@ public:
Vector2 *ptr; Vector2 *ptr;
}; };
virtual RID line_shape_create();
virtual RID ray_shape_create();
virtual RID segment_shape_create();
virtual RID circle_shape_create();
virtual RID rectangle_shape_create();
virtual RID capsule_shape_create();
virtual RID convex_polygon_shape_create();
virtual RID concave_polygon_shape_create();
static void _shape_col_cbk(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata); static void _shape_col_cbk(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata);
virtual RID shape_create(ShapeType p_shape);
virtual void shape_set_data(RID p_shape, const Variant &p_data); virtual void shape_set_data(RID p_shape, const Variant &p_data);
virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias); virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias);
@ -149,7 +160,7 @@ public:
/* BODY API */ /* BODY API */
// create a body of a given type // create a body of a given type
virtual RID body_create(BodyMode p_mode = BODY_MODE_RIGID, bool p_init_sleeping = false); virtual RID body_create();
virtual void body_set_space(RID p_body, RID p_space); virtual void body_set_space(RID p_body, RID p_space);
virtual RID body_get_space(RID p_body) const; virtual RID body_get_space(RID p_body) const;

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@ -130,19 +130,23 @@ void Physics2DServerWrapMT::finish() {
Thread::wait_to_finish(thread); Thread::wait_to_finish(thread);
memdelete(thread); memdelete(thread);
/*
shape_free_cached_ids();
area_free_cached_ids();
body_free_cached_ids();
pin_joint_free_cached_ids();
groove_joint_free_cached_ids();
damped_string_free_cached_ids();
*/
thread = NULL; thread = NULL;
} else { } else {
physics_2d_server->finish(); physics_2d_server->finish();
} }
line_shape_free_cached_ids();
ray_shape_free_cached_ids();
segment_shape_free_cached_ids();
circle_shape_free_cached_ids();
rectangle_shape_free_cached_ids();
convex_polygon_shape_free_cached_ids();
concave_polygon_shape_free_cached_ids();
space_free_cached_ids();
area_free_cached_ids();
body_free_cached_ids();
if (step_sem) if (step_sem)
memdelete(step_sem); memdelete(step_sem);
} }
@ -158,12 +162,7 @@ Physics2DServerWrapMT::Physics2DServerWrapMT(Physics2DServer *p_contained, bool
step_thread_up = false; step_thread_up = false;
alloc_mutex = Mutex::create(); alloc_mutex = Mutex::create();
shape_pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc"); pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc");
area_pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc");
body_pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc");
pin_joint_pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc");
groove_joint_pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc");
damped_spring_joint_pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc");
if (!p_create_thread) { if (!p_create_thread) {
server_thread = Thread::get_caller_id(); server_thread = Thread::get_caller_id();

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@ -64,21 +64,10 @@ class Physics2DServerWrapMT : public Physics2DServer {
void thread_exit(); void thread_exit();
Mutex *alloc_mutex;
bool first_frame; bool first_frame;
int shape_pool_max_size; Mutex *alloc_mutex;
List<RID> shape_id_pool; int pool_max_size;
int area_pool_max_size;
List<RID> area_id_pool;
int body_pool_max_size;
List<RID> body_id_pool;
int pin_joint_pool_max_size;
List<RID> pin_joint_id_pool;
int groove_joint_pool_max_size;
List<RID> groove_joint_id_pool;
int damped_spring_joint_pool_max_size;
List<RID> damped_spring_joint_id_pool;
public: public:
#define ServerName Physics2DServer #define ServerName Physics2DServer
@ -87,7 +76,15 @@ public:
#include "servers/server_wrap_mt_common.h" #include "servers/server_wrap_mt_common.h"
//FUNC1RID(shape,ShapeType); todo fix //FUNC1RID(shape,ShapeType); todo fix
FUNC1R(RID, shape_create, ShapeType); FUNCRID(line_shape)
FUNCRID(ray_shape)
FUNCRID(segment_shape)
FUNCRID(circle_shape)
FUNCRID(rectangle_shape)
FUNCRID(capsule_shape)
FUNCRID(convex_polygon_shape)
FUNCRID(concave_polygon_shape)
FUNC2(shape_set_data, RID, const Variant &); FUNC2(shape_set_data, RID, const Variant &);
FUNC2(shape_set_custom_solver_bias, RID, real_t); FUNC2(shape_set_custom_solver_bias, RID, real_t);
@ -104,7 +101,7 @@ public:
/* SPACE API */ /* SPACE API */
FUNC0R(RID, space_create); FUNCRID(space);
FUNC2(space_set_active, RID, bool); FUNC2(space_set_active, RID, bool);
FUNC1RC(bool, space_is_active, RID); FUNC1RC(bool, space_is_active, RID);
@ -134,7 +131,7 @@ public:
/* AREA API */ /* AREA API */
//FUNC0RID(area); //FUNC0RID(area);
FUNC0R(RID, area_create); FUNCRID(area);
FUNC2(area_set_space, RID, RID); FUNC2(area_set_space, RID, RID);
FUNC1RC(RID, area_get_space, RID); FUNC1RC(RID, area_get_space, RID);
@ -174,7 +171,7 @@ public:
/* BODY API */ /* BODY API */
//FUNC2RID(body,BodyMode,bool); //FUNC2RID(body,BodyMode,bool);
FUNC2R(RID, body_create, BodyMode, bool) FUNCRID(body)
FUNC2(body_set_space, RID, RID); FUNC2(body_set_space, RID, RID);
FUNC1RC(RID, body_get_space, RID); FUNC1RC(RID, body_get_space, RID);
@ -269,6 +266,8 @@ public:
///FUNC5RID(groove_joint,const Vector2&,const Vector2&,const Vector2&,RID,RID); ///FUNC5RID(groove_joint,const Vector2&,const Vector2&,const Vector2&,RID,RID);
///FUNC4RID(damped_spring_joint,const Vector2&,const Vector2&,RID,RID); ///FUNC4RID(damped_spring_joint,const Vector2&,const Vector2&,RID,RID);
//TODO need to convert this to FUNCRID, but it's a hassle..
FUNC3R(RID, pin_joint_create, const Vector2 &, RID, RID); FUNC3R(RID, pin_joint_create, const Vector2 &, RID, RID);
FUNC5R(RID, groove_joint_create, const Vector2 &, const Vector2 &, const Vector2 &, RID, RID); FUNC5R(RID, groove_joint_create, const Vector2 &, const Vector2 &, const Vector2 &, RID, RID);
FUNC4R(RID, damped_spring_joint_create, const Vector2 &, const Vector2 &, RID, RID); FUNC4R(RID, damped_spring_joint_create, const Vector2 &, const Vector2 &, RID, RID);

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@ -475,7 +475,15 @@ bool Physics2DServer::_body_test_motion(RID p_body, const Transform2D &p_from, c
void Physics2DServer::_bind_methods() { void Physics2DServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("shape_create", "type"), &Physics2DServer::shape_create); ClassDB::bind_method(D_METHOD("line_shape_create"), &Physics2DServer::line_shape_create);
ClassDB::bind_method(D_METHOD("ray_shape_create"), &Physics2DServer::ray_shape_create);
ClassDB::bind_method(D_METHOD("segment_shape_create"), &Physics2DServer::segment_shape_create);
ClassDB::bind_method(D_METHOD("circle_shape_create"), &Physics2DServer::circle_shape_create);
ClassDB::bind_method(D_METHOD("rectangle_shape_create"), &Physics2DServer::rectangle_shape_create);
ClassDB::bind_method(D_METHOD("capsule_shape_create"), &Physics2DServer::capsule_shape_create);
ClassDB::bind_method(D_METHOD("convex_polygon_shape_create"), &Physics2DServer::convex_polygon_shape_create);
ClassDB::bind_method(D_METHOD("concave_polygon_shape_create"), &Physics2DServer::concave_polygon_shape_create);
ClassDB::bind_method(D_METHOD("shape_set_data", "shape", "data"), &Physics2DServer::shape_set_data); ClassDB::bind_method(D_METHOD("shape_set_data", "shape", "data"), &Physics2DServer::shape_set_data);
ClassDB::bind_method(D_METHOD("shape_get_type", "shape"), &Physics2DServer::shape_get_type); ClassDB::bind_method(D_METHOD("shape_get_type", "shape"), &Physics2DServer::shape_get_type);

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@ -252,7 +252,15 @@ public:
SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error
}; };
virtual RID shape_create(ShapeType p_shape) = 0; virtual RID line_shape_create() = 0;
virtual RID ray_shape_create() = 0;
virtual RID segment_shape_create() = 0;
virtual RID circle_shape_create() = 0;
virtual RID rectangle_shape_create() = 0;
virtual RID capsule_shape_create() = 0;
virtual RID convex_polygon_shape_create() = 0;
virtual RID concave_polygon_shape_create() = 0;
virtual void shape_set_data(RID p_shape, const Variant &p_data) = 0; virtual void shape_set_data(RID p_shape, const Variant &p_data) = 0;
virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias) = 0; virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias) = 0;
@ -366,7 +374,7 @@ public:
//BODY_MODE_SOFT ?? //BODY_MODE_SOFT ??
}; };
virtual RID body_create(BodyMode p_mode = BODY_MODE_RIGID, bool p_init_sleeping = false) = 0; virtual RID body_create() = 0;
virtual void body_set_space(RID p_body, RID p_space) = 0; virtual void body_set_space(RID p_body, RID p_space) = 0;
virtual RID body_get_space(RID p_body) const = 0; virtual RID body_get_space(RID p_body) const = 0;

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@ -320,6 +320,10 @@ public:
virtual RID light_create(VS::LightType p_type) = 0; virtual RID light_create(VS::LightType p_type) = 0;
RID directional_light_create() { return light_create(VS::LIGHT_DIRECTIONAL); }
RID omni_light_create() { return light_create(VS::LIGHT_OMNI); }
RID spot_light_create() { return light_create(VS::LIGHT_SPOT); }
virtual void light_set_color(RID p_light, const Color &p_color) = 0; virtual void light_set_color(RID p_light, const Color &p_color) = 0;
virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value) = 0; virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value) = 0;
virtual void light_set_shadow(RID p_light, bool p_enabled) = 0; virtual void light_set_shadow(RID p_light, bool p_enabled) = 0;

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@ -799,7 +799,9 @@ public:
/* Light API */ /* Light API */
BIND1R(RID, light_create, LightType) BIND0R(RID, directional_light_create)
BIND0R(RID, omni_light_create)
BIND0R(RID, spot_light_create)
BIND2(light_set_color, RID, const Color &) BIND2(light_set_color, RID, const Color &)
BIND3(light_set_param, RID, LightParam, float) BIND3(light_set_param, RID, LightParam, float)

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@ -154,14 +154,34 @@ void VisualServerWrapMT::finish() {
Thread::wait_to_finish(thread); Thread::wait_to_finish(thread);
memdelete(thread); memdelete(thread);
texture_free_cached_ids();
//mesh_free_cached_ids();
thread = NULL; thread = NULL;
} else { } else {
visual_server->finish(); visual_server->finish();
} }
texture_free_cached_ids();
shader_free_cached_ids();
material_free_cached_ids();
mesh_free_cached_ids();
multimesh_free_cached_ids();
immediate_free_cached_ids();
skeleton_free_cached_ids();
directional_light_free_cached_ids();
omni_light_free_cached_ids();
spot_light_free_cached_ids();
reflection_probe_free_cached_ids();
gi_probe_free_cached_ids();
particles_free_cached_ids();
camera_free_cached_ids();
viewport_free_cached_ids();
environment_free_cached_ids();
scenario_free_cached_ids();
instance_free_cached_ids();
canvas_free_cached_ids();
canvas_item_free_cached_ids();
canvas_light_occluder_free_cached_ids();
canvas_occluder_polygon_free_cached_ids();
if (draw_mutex) if (draw_mutex)
memdelete(draw_mutex); memdelete(draw_mutex);
} }

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@ -103,12 +103,12 @@ public:
/* SKY API */ /* SKY API */
FUNC0R(RID, sky_create) FUNCRID(sky)
FUNC3(sky_set_texture, RID, RID, int) FUNC3(sky_set_texture, RID, RID, int)
/* SHADER API */ /* SHADER API */
FUNC0R(RID, shader_create) FUNCRID(shader)
FUNC2(shader_set_code, RID, const String &) FUNC2(shader_set_code, RID, const String &)
FUNC1RC(String, shader_get_code, RID) FUNC1RC(String, shader_get_code, RID)
@ -120,7 +120,7 @@ public:
/* COMMON MATERIAL API */ /* COMMON MATERIAL API */
FUNC0R(RID, material_create) FUNCRID(material)
FUNC2(material_set_shader, RID, RID) FUNC2(material_set_shader, RID, RID)
FUNC1RC(RID, material_get_shader, RID) FUNC1RC(RID, material_get_shader, RID)
@ -134,7 +134,7 @@ public:
/* MESH API */ /* MESH API */
FUNC0R(RID, mesh_create) FUNCRID(mesh)
FUNC10(mesh_add_surface, RID, uint32_t, PrimitiveType, const PoolVector<uint8_t> &, int, const PoolVector<uint8_t> &, int, const Rect3 &, const Vector<PoolVector<uint8_t> > &, const Vector<Rect3> &) FUNC10(mesh_add_surface, RID, uint32_t, PrimitiveType, const PoolVector<uint8_t> &, int, const PoolVector<uint8_t> &, int, const Rect3 &, const Vector<PoolVector<uint8_t> > &, const Vector<Rect3> &)
@ -170,7 +170,7 @@ public:
/* MULTIMESH API */ /* MULTIMESH API */
FUNC0R(RID, multimesh_create) FUNCRID(multimesh)
FUNC4(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat) FUNC4(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat)
FUNC1RC(int, multimesh_get_instance_count, RID) FUNC1RC(int, multimesh_get_instance_count, RID)
@ -192,7 +192,7 @@ public:
/* IMMEDIATE API */ /* IMMEDIATE API */
FUNC0R(RID, immediate_create) FUNCRID(immediate)
FUNC3(immediate_begin, RID, PrimitiveType, RID) FUNC3(immediate_begin, RID, PrimitiveType, RID)
FUNC2(immediate_vertex, RID, const Vector3 &) FUNC2(immediate_vertex, RID, const Vector3 &)
FUNC2(immediate_normal, RID, const Vector3 &) FUNC2(immediate_normal, RID, const Vector3 &)
@ -207,7 +207,7 @@ public:
/* SKELETON API */ /* SKELETON API */
FUNC0R(RID, skeleton_create) FUNCRID(skeleton)
FUNC3(skeleton_allocate, RID, int, bool) FUNC3(skeleton_allocate, RID, int, bool)
FUNC1RC(int, skeleton_get_bone_count, RID) FUNC1RC(int, skeleton_get_bone_count, RID)
FUNC3(skeleton_bone_set_transform, RID, int, const Transform &) FUNC3(skeleton_bone_set_transform, RID, int, const Transform &)
@ -217,7 +217,9 @@ public:
/* Light API */ /* Light API */
FUNC1R(RID, light_create, LightType) FUNCRID(directional_light)
FUNCRID(omni_light)
FUNCRID(spot_light)
FUNC2(light_set_color, RID, const Color &) FUNC2(light_set_color, RID, const Color &)
FUNC3(light_set_param, RID, LightParam, float) FUNC3(light_set_param, RID, LightParam, float)
@ -237,7 +239,7 @@ public:
/* PROBE API */ /* PROBE API */
FUNC0R(RID, reflection_probe_create) FUNCRID(reflection_probe)
FUNC2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode) FUNC2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
FUNC2(reflection_probe_set_intensity, RID, float) FUNC2(reflection_probe_set_intensity, RID, float)
@ -254,7 +256,7 @@ public:
/* BAKED LIGHT API */ /* BAKED LIGHT API */
FUNC0R(RID, gi_probe_create) FUNCRID(gi_probe)
FUNC2(gi_probe_set_bounds, RID, const Rect3 &) FUNC2(gi_probe_set_bounds, RID, const Rect3 &)
FUNC1RC(Rect3, gi_probe_get_bounds, RID) FUNC1RC(Rect3, gi_probe_get_bounds, RID)
@ -291,7 +293,7 @@ public:
/* PARTICLES */ /* PARTICLES */
FUNC0R(RID, particles_create) FUNCRID(particles)
FUNC2(particles_set_emitting, RID, bool) FUNC2(particles_set_emitting, RID, bool)
FUNC2(particles_set_amount, RID, int) FUNC2(particles_set_amount, RID, int)
@ -318,7 +320,7 @@ public:
/* CAMERA API */ /* CAMERA API */
FUNC0R(RID, camera_create) FUNCRID(camera)
FUNC4(camera_set_perspective, RID, float, float, float) FUNC4(camera_set_perspective, RID, float, float, float)
FUNC4(camera_set_orthogonal, RID, float, float, float) FUNC4(camera_set_orthogonal, RID, float, float, float)
FUNC2(camera_set_transform, RID, const Transform &) FUNC2(camera_set_transform, RID, const Transform &)
@ -328,7 +330,7 @@ public:
/* VIEWPORT TARGET API */ /* VIEWPORT TARGET API */
FUNC0R(RID, viewport_create) FUNCRID(viewport)
FUNC2(viewport_set_use_arvr, RID, bool) FUNC2(viewport_set_use_arvr, RID, bool)
@ -377,7 +379,7 @@ public:
/* ENVIRONMENT API */ /* ENVIRONMENT API */
FUNC0R(RID, environment_create) FUNCRID(environment)
FUNC2(environment_set_background, RID, EnvironmentBG) FUNC2(environment_set_background, RID, EnvironmentBG)
FUNC2(environment_set_sky, RID, RID) FUNC2(environment_set_sky, RID, RID)
@ -401,7 +403,7 @@ public:
FUNC6(environment_set_fog_depth, RID, bool, float, float, bool, float) FUNC6(environment_set_fog_depth, RID, bool, float, float, bool, float)
FUNC5(environment_set_fog_height, RID, bool, float, float, float) FUNC5(environment_set_fog_height, RID, bool, float, float, float)
FUNC0R(RID, scenario_create) FUNCRID(scenario)
FUNC2(scenario_set_debug, RID, ScenarioDebugMode) FUNC2(scenario_set_debug, RID, ScenarioDebugMode)
FUNC2(scenario_set_environment, RID, RID) FUNC2(scenario_set_environment, RID, RID)
@ -410,7 +412,7 @@ public:
/* INSTANCING API */ /* INSTANCING API */
// from can be mesh, light, area and portal so far. // from can be mesh, light, area and portal so far.
FUNC0R(RID, instance_create) FUNCRID(instance)
FUNC2(instance_set_base, RID, RID) // from can be mesh, light, poly, area and portal so far. FUNC2(instance_set_base, RID, RID) // from can be mesh, light, poly, area and portal so far.
FUNC2(instance_set_scenario, RID, RID) // from can be mesh, light, poly, area and portal so far. FUNC2(instance_set_scenario, RID, RID) // from can be mesh, light, poly, area and portal so far.
@ -440,11 +442,11 @@ public:
/* CANVAS (2D) */ /* CANVAS (2D) */
FUNC0R(RID, canvas_create) FUNCRID(canvas)
FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &) FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &)
FUNC2(canvas_set_modulate, RID, const Color &) FUNC2(canvas_set_modulate, RID, const Color &)
FUNC0R(RID, canvas_item_create) FUNCRID(canvas_item)
FUNC2(canvas_item_set_parent, RID, RID) FUNC2(canvas_item_set_parent, RID, RID)
FUNC2(canvas_item_set_visible, RID, bool) FUNC2(canvas_item_set_visible, RID, bool)
@ -510,14 +512,14 @@ public:
FUNC2(canvas_light_set_shadow_color, RID, const Color &) FUNC2(canvas_light_set_shadow_color, RID, const Color &)
FUNC2(canvas_light_set_shadow_smooth, RID, float) FUNC2(canvas_light_set_shadow_smooth, RID, float)
FUNC0R(RID, canvas_light_occluder_create) FUNCRID(canvas_light_occluder)
FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID) FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID)
FUNC2(canvas_light_occluder_set_enabled, RID, bool) FUNC2(canvas_light_occluder_set_enabled, RID, bool)
FUNC2(canvas_light_occluder_set_polygon, RID, RID) FUNC2(canvas_light_occluder_set_polygon, RID, RID)
FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &) FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &)
FUNC2(canvas_light_occluder_set_light_mask, RID, int) FUNC2(canvas_light_occluder_set_light_mask, RID, int)
FUNC0R(RID, canvas_occluder_polygon_create) FUNCRID(canvas_occluder_polygon)
FUNC3(canvas_occluder_polygon_set_shape, RID, const PoolVector<Vector2> &, bool) FUNC3(canvas_occluder_polygon_set_shape, RID, const PoolVector<Vector2> &, bool)
FUNC2(canvas_occluder_polygon_set_shape_as_lines, RID, const PoolVector<Vector2> &) FUNC2(canvas_occluder_polygon_set_shape_as_lines, RID, const PoolVector<Vector2> &)

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@ -373,7 +373,9 @@ public:
LIGHT_PARAM_MAX LIGHT_PARAM_MAX
}; };
virtual RID light_create(LightType p_type) = 0; virtual RID directional_light_create() = 0;
virtual RID omni_light_create() = 0;
virtual RID spot_light_create() = 0;
virtual void light_set_color(RID p_light, const Color &p_color) = 0; virtual void light_set_color(RID p_light, const Color &p_color) = 0;
virtual void light_set_param(RID p_light, LightParam p_param, float p_value) = 0; virtual void light_set_param(RID p_light, LightParam p_param, float p_value) = 0;