|
@ -31,6 +31,7 @@
|
|||
|
||||
#include "resource.h"
|
||||
#include "map.h"
|
||||
#include "pair.h"
|
||||
/**
|
||||
@author Juan Linietsky <reduzio@gmail.com>
|
||||
*/
|
||||
|
@ -157,6 +158,7 @@ public:
|
|||
|
||||
virtual void get_recognized_extensions(List<String> *p_extensions) const=0;
|
||||
virtual void get_public_functions(List<MethodInfo> *p_functions) const=0;
|
||||
virtual void get_public_constants(List<Pair<String,Variant> > *p_constants) const=0;
|
||||
|
||||
virtual void frame();
|
||||
|
||||
|
|
|
@ -0,0 +1,17 @@
|
|||
|
||||
extends Node2D
|
||||
|
||||
# member variables here, example:
|
||||
# var a=2
|
||||
# var b="textvar"
|
||||
|
||||
func _ready():
|
||||
# Initalization here
|
||||
pass
|
||||
|
||||
|
||||
|
||||
|
||||
func _on_princess_body_enter( body ):
|
||||
#the name of this editor-generated callback is unfortunate
|
||||
get_node("youwin").show()
|
|
@ -0,0 +1,13 @@
|
|||
[application]
|
||||
|
||||
name="Kinematic Collision"
|
||||
main_scene="res://colworld.scn"
|
||||
icon="res://icon.png"
|
||||
|
||||
[input]
|
||||
|
||||
move_up=[key(Up)]
|
||||
move_left=[key(Left)]
|
||||
move_right=[key(Right)]
|
||||
move_bottom=[key(Down)]
|
||||
jump=[key(Space)]
|
After Width: | Height: | Size: 1.5 KiB |
After Width: | Height: | Size: 490 B |
|
@ -0,0 +1,116 @@
|
|||
|
||||
extends KinematicBody2D
|
||||
|
||||
# This is a simple collision demo showing how
|
||||
# the kinematic cotroller works.
|
||||
# move() will allow to move the node, and will
|
||||
# always move it to a non-colliding spot,
|
||||
# as long as it starts from a non-colliding spot too.
|
||||
|
||||
|
||||
#pixels / second
|
||||
const GRAVITY = 500.0
|
||||
|
||||
# Angle in degrees towards either side that the player can
|
||||
# consider "floor".
|
||||
const FLOOR_ANGLE_TOLERANCE = 40
|
||||
const WALK_FORCE = 600
|
||||
const WALK_MAX_SPEED = 200
|
||||
const STOP_FORCE = 1300
|
||||
const JUMP_SPEED = 200
|
||||
const JUMP_MAX_AIRBORNE_TIME=0.2
|
||||
|
||||
var velocity = Vector2()
|
||||
var on_air_time=100
|
||||
var jumping=false
|
||||
|
||||
var prev_jump_pressed=false
|
||||
|
||||
func _fixed_process(delta):
|
||||
|
||||
#create forces
|
||||
var force = Vector2(0,GRAVITY)
|
||||
|
||||
var stop = velocity.x!=0.0
|
||||
|
||||
var walk_left = Input.is_action_pressed("move_left")
|
||||
var walk_right = Input.is_action_pressed("move_right")
|
||||
var jump = Input.is_action_pressed("jump")
|
||||
|
||||
var stop=true
|
||||
|
||||
if (walk_left):
|
||||
if (velocity.x<=0 and velocity.x > -WALK_MAX_SPEED):
|
||||
force.x-=WALK_FORCE
|
||||
stop=false
|
||||
|
||||
elif (walk_right):
|
||||
if (velocity.x>=0 and velocity.x < WALK_MAX_SPEED):
|
||||
force.x+=WALK_FORCE
|
||||
stop=false
|
||||
|
||||
if (stop):
|
||||
var vsign = sign(velocity.x)
|
||||
var vlen = abs(velocity.x)
|
||||
|
||||
vlen -= STOP_FORCE * delta
|
||||
if (vlen<0):
|
||||
vlen=0
|
||||
|
||||
velocity.x=vlen*vsign
|
||||
|
||||
|
||||
|
||||
#integrate forces to velocity
|
||||
velocity += force * delta
|
||||
|
||||
#integrate velocity into motion and move
|
||||
var motion = velocity * delta
|
||||
|
||||
#move and consume motion
|
||||
#
|
||||
motion = move(motion)
|
||||
|
||||
|
||||
var floor_velocity=Vector2()
|
||||
|
||||
if (is_colliding()):
|
||||
#ran against something, is it the floor? get normal
|
||||
var n = get_collision_normal()
|
||||
|
||||
if ( rad2deg(acos(n.dot( Vector2(0,-1)))) < FLOOR_ANGLE_TOLERANCE ):
|
||||
#if angle to the "up" vectors is < angle tolerance
|
||||
#char is on floor
|
||||
on_air_time=0
|
||||
floor_velocity=get_collider_velocity()
|
||||
#velocity.y=0
|
||||
|
||||
# But we were moving and our motion was interrupted,
|
||||
# so try to complete the motion by "sliding"
|
||||
# by the normal
|
||||
motion = n.slide(motion)
|
||||
velocity = n.slide(velocity)
|
||||
|
||||
#then move again
|
||||
move(motion)
|
||||
|
||||
if (floor_velocity!=Vector2()):
|
||||
#if floor moves, move with floor
|
||||
move(floor_velocity*delta)
|
||||
|
||||
if (jumping and velocity.y>0):
|
||||
jumping=false
|
||||
|
||||
if (on_air_time<JUMP_MAX_AIRBORNE_TIME and jump and not prev_jump_pressed and not jumping):
|
||||
velocity.y=-JUMP_SPEED
|
||||
jumping=true
|
||||
|
||||
on_air_time+=delta
|
||||
prev_jump_pressed=jump
|
||||
|
||||
func _ready():
|
||||
# Initalization here
|
||||
set_fixed_process(true)
|
||||
pass
|
||||
|
||||
|
After Width: | Height: | Size: 502 B |
After Width: | Height: | Size: 504 B |
|
@ -0,0 +1,12 @@
|
|||
[application]
|
||||
|
||||
name="Kinematic Collision"
|
||||
main_scene="res://colworld.scn"
|
||||
icon="res://icon.png"
|
||||
|
||||
[input]
|
||||
|
||||
move_up=[key(Up)]
|
||||
move_left=[key(Left)]
|
||||
move_right=[key(Right)]
|
||||
move_bottom=[key(Down)]
|
After Width: | Height: | Size: 1.4 KiB |
After Width: | Height: | Size: 453 B |
|
@ -0,0 +1,36 @@
|
|||
|
||||
extends KinematicBody2D
|
||||
|
||||
# This is a simple collision demo showing how
|
||||
# the kinematic cotroller works.
|
||||
# move() will allow to move the node, and will
|
||||
# always move it to a non-colliding spot,
|
||||
# as long as it starts from a non-colliding spot too.
|
||||
|
||||
|
||||
#pixels / second
|
||||
const MOTION_SPEED=160
|
||||
|
||||
func _fixed_process(delta):
|
||||
|
||||
var motion = Vector2()
|
||||
|
||||
if (Input.is_action_pressed("move_up")):
|
||||
motion+=Vector2(0,-1)
|
||||
if (Input.is_action_pressed("move_bottom")):
|
||||
motion+=Vector2(0,1)
|
||||
if (Input.is_action_pressed("move_left")):
|
||||
motion+=Vector2(-1,0)
|
||||
if (Input.is_action_pressed("move_right")):
|
||||
motion+=Vector2(1,0)
|
||||
|
||||
motion = motion.normalized() * MOTION_SPEED * delta
|
||||
move(motion)
|
||||
|
||||
|
||||
func _ready():
|
||||
# Initalization here
|
||||
set_fixed_process(true)
|
||||
pass
|
||||
|
||||
|
After Width: | Height: | Size: 502 B |
|
@ -744,192 +744,149 @@ bool KinematicBody2D::_ignores_mode(Physics2DServer::BodyMode p_mode) const {
|
|||
return true;
|
||||
}
|
||||
|
||||
bool KinematicBody2D::is_trapped() const {
|
||||
|
||||
ERR_FAIL_COND_V(!is_inside_scene(),false);
|
||||
|
||||
Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
|
||||
ERR_FAIL_COND_V(!dss,false);
|
||||
|
||||
const int max_shapes=32;
|
||||
Physics2DDirectSpaceState::ShapeResult sr[max_shapes];
|
||||
|
||||
Set<RID> exclude;
|
||||
exclude.insert(get_rid());
|
||||
|
||||
|
||||
for(int i=0;i<get_shape_count();i++) {
|
||||
|
||||
|
||||
int res = dss->intersect_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),Vector2(),sr,max_shapes,exclude);
|
||||
|
||||
for(int j=0;j<res;j++) {
|
||||
|
||||
Physics2DServer::BodyMode bm = Physics2DServer::get_singleton()->body_get_mode(sr[j].rid);
|
||||
if (!_ignores_mode(bm)) {
|
||||
return true; //it's indeed trapped
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
}
|
||||
void KinematicBody2D::untrap() {
|
||||
|
||||
//this is reaaaaaaaaally wild, will probably only work for simple cases
|
||||
ERR_FAIL_COND(!is_inside_scene());
|
||||
|
||||
Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
|
||||
ERR_FAIL_COND(!dss);
|
||||
|
||||
const int max_shapes=32;
|
||||
Physics2DDirectSpaceState::ShapeResult sr[max_shapes];
|
||||
const int max_contacts=8;
|
||||
Vector2 pairs[max_contacts*2];
|
||||
|
||||
Set<RID> exclude;
|
||||
exclude.insert(get_rid());
|
||||
|
||||
Vector2 untrap_vec;
|
||||
|
||||
for(int i=0;i<get_shape_count();i++) {
|
||||
|
||||
Matrix32 shape_xform = get_global_transform() * get_shape_transform(i);
|
||||
int res = dss->intersect_shape(get_shape(i)->get_rid(), shape_xform,Vector2(),sr,max_shapes,exclude);
|
||||
|
||||
for(int j=0;j<res;j++) {
|
||||
|
||||
Physics2DServer::BodyMode bm = Physics2DServer::get_singleton()->body_get_mode(sr[j].rid);
|
||||
if (_ignores_mode(bm)) {
|
||||
exclude.insert(sr[j].rid);
|
||||
} else {
|
||||
|
||||
int rc;
|
||||
bool c = Physics2DServer::get_singleton()->body_collide_shape(sr[j].rid,sr[j].shape,get_shape(i)->get_rid(),shape_xform,Vector2(),pairs,max_contacts,rc);
|
||||
|
||||
if (c) {
|
||||
|
||||
for(int k=0;k<rc;k++) {
|
||||
|
||||
untrap_vec+=pairs[k*2+0]-pairs[k*2+1];
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
untrap_vec += untrap_vec.normalized()*margin;
|
||||
|
||||
|
||||
Matrix32 gt = get_global_transform();
|
||||
gt.elements[2]+=untrap_vec;
|
||||
set_global_transform(gt);
|
||||
|
||||
}
|
||||
|
||||
Vector2 KinematicBody2D::move(const Vector2& p_motion) {
|
||||
|
||||
//give me back regular physics engine logic
|
||||
//this is madness
|
||||
//and most people using this function will think
|
||||
//what it does is simpler than using physics
|
||||
//this took about a week to get right..
|
||||
//but is it right? who knows at this point..
|
||||
|
||||
|
||||
colliding=false;
|
||||
ERR_FAIL_COND_V(!is_inside_scene(),Vector2());
|
||||
Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
|
||||
ERR_FAIL_COND_V(!dss,Vector2());
|
||||
const int max_shapes=32;
|
||||
Physics2DDirectSpaceState::ShapeResult sr[max_shapes];
|
||||
Vector2 sr[max_shapes*2];
|
||||
int res_shapes;
|
||||
|
||||
float best_travel = 1e20;
|
||||
Physics2DDirectSpaceState::MotionCastCollision mcc_final;
|
||||
Set<RID> exclude;
|
||||
exclude.insert(get_rid());
|
||||
|
||||
print_line("pos: "+get_global_pos());
|
||||
print_line("mlen: "+p_motion);
|
||||
|
||||
if (!collide_static || ! collide_rigid || !collide_character || !collide_kinematic) {
|
||||
//recover first
|
||||
int recover_attempts=4;
|
||||
|
||||
bool collided=false;
|
||||
uint32_t mask=0;
|
||||
if (collide_static)
|
||||
mask|=Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY;
|
||||
if (collide_kinematic)
|
||||
mask|=Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
|
||||
if (collide_rigid)
|
||||
mask|=Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY;
|
||||
if (collide_character)
|
||||
mask|=Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
|
||||
|
||||
// print_line("motion: "+p_motion+" margin: "+rtos(margin));
|
||||
|
||||
//print_line("margin: "+rtos(margin));
|
||||
do {
|
||||
|
||||
//fill exclude list..
|
||||
for(int i=0;i<get_shape_count();i++) {
|
||||
|
||||
|
||||
int res = dss->intersect_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),p_motion,sr,max_shapes,exclude);
|
||||
if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),Vector2(),margin,sr,max_shapes,res_shapes,exclude,0,mask))
|
||||
collided=true;
|
||||
|
||||
for(int j=0;j<res;j++) {
|
||||
|
||||
Physics2DServer::BodyMode bm = Physics2DServer::get_singleton()->body_get_mode(sr[j].rid);
|
||||
if (_ignores_mode(bm)) {
|
||||
exclude.insert(sr[j].rid);
|
||||
} else {
|
||||
// print_line("DANGER???");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!collided)
|
||||
break;
|
||||
|
||||
Vector2 recover_motion;
|
||||
|
||||
for(int i=0;i<res_shapes;i++) {
|
||||
|
||||
Vector2 a = sr[i*2+0];
|
||||
Vector2 b = sr[i*2+1];
|
||||
|
||||
float d = a.distance_to(b);
|
||||
|
||||
//if (d<margin)
|
||||
/// continue;
|
||||
recover_motion+=(b-a)*0.2;
|
||||
}
|
||||
|
||||
if (recover_motion==Vector2()) {
|
||||
collided=false;
|
||||
break;
|
||||
}
|
||||
|
||||
Matrix32 gt = get_global_transform();
|
||||
gt.elements[2]+=recover_motion;
|
||||
set_global_transform(gt);
|
||||
|
||||
recover_attempts--;
|
||||
|
||||
} while (recover_attempts);
|
||||
|
||||
|
||||
//move second
|
||||
float safe = 1.0;
|
||||
float unsafe = 1.0;
|
||||
int best_shape=-1;
|
||||
|
||||
for(int i=0;i<get_shape_count();i++) {
|
||||
|
||||
Physics2DDirectSpaceState::MotionCastCollision mcc;
|
||||
|
||||
bool res = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, mcc,exclude,0);
|
||||
if (res==false)
|
||||
continue;
|
||||
if (mcc.travel<=0) {
|
||||
//uh it's trapped
|
||||
colliding=false;
|
||||
return p_motion;
|
||||
float lsafe,lunsafe;
|
||||
bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0,lsafe,lunsafe,exclude,0,mask);
|
||||
//print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
|
||||
if (!valid) {
|
||||
safe=0;
|
||||
unsafe=0;
|
||||
best_shape=i; //sadly it's the best
|
||||
break;
|
||||
}
|
||||
if (mcc.travel < best_travel) {
|
||||
if (lsafe==1.0) {
|
||||
continue;
|
||||
}
|
||||
if (lsafe < safe) {
|
||||
|
||||
mcc_final=mcc;
|
||||
best_travel=mcc.travel;
|
||||
safe=lsafe;
|
||||
unsafe=lunsafe;
|
||||
best_shape=i;
|
||||
}
|
||||
}
|
||||
|
||||
float motion;
|
||||
Vector2 motion_ret;
|
||||
Vector2 push;
|
||||
if (best_travel>1) {
|
||||
|
||||
//print_line("best shape: "+itos(best_shape)+" motion "+p_motion);
|
||||
|
||||
if (safe>=1) {
|
||||
//not collided
|
||||
colliding=false;
|
||||
motion=p_motion.length(); //no stopped
|
||||
} else {
|
||||
|
||||
colliding=true;
|
||||
collision=mcc_final.point;
|
||||
normal=mcc_final.normal;
|
||||
collider=mcc_final.collider_id;
|
||||
Vector2 mnormal=p_motion.normalized();
|
||||
|
||||
float sine = Math::abs(mnormal.dot(normal));
|
||||
float retreat=0;
|
||||
motion = p_motion.length()*mcc_final.travel;
|
||||
|
||||
if (sine==0) {
|
||||
//something odd going on, do not allow motion?
|
||||
|
||||
retreat=motion;
|
||||
|
||||
//it collided, let's get the rest info in unsafe advance
|
||||
Matrix32 ugt = get_global_transform();
|
||||
ugt.elements[2]+=p_motion*unsafe;
|
||||
Physics2DDirectSpaceState::ShapeRestInfo rest_info;
|
||||
bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt*get_shape_transform(best_shape), Vector2(), margin,&rest_info,exclude,0,mask);
|
||||
if (!c2) {
|
||||
//should not happen, but floating point precision is so weird..
|
||||
colliding=false;
|
||||
} else {
|
||||
|
||||
retreat = margin/sine;
|
||||
if (retreat>motion)
|
||||
retreat=motion;
|
||||
//print_line("Travel: "+rtos(travel));
|
||||
colliding=true;
|
||||
collision=rest_info.point;
|
||||
normal=rest_info.normal;
|
||||
collider=rest_info.collider_id;
|
||||
collider_vel=rest_info.linear_velocity;
|
||||
}
|
||||
|
||||
motion_ret=p_motion.normalized() * ( p_motion.length() - motion);
|
||||
motion-=retreat;
|
||||
|
||||
|
||||
}
|
||||
|
||||
Vector2 motion=p_motion*safe;
|
||||
Matrix32 gt = get_global_transform();
|
||||
gt.elements[2]+=p_motion.normalized()*motion;
|
||||
gt.elements[2]+=motion;
|
||||
set_global_transform(gt);
|
||||
|
||||
return motion_ret;
|
||||
return p_motion-motion;
|
||||
|
||||
}
|
||||
|
||||
|
@ -938,18 +895,31 @@ Vector2 KinematicBody2D::move_to(const Vector2& p_position) {
|
|||
return move(p_position-get_global_pos());
|
||||
}
|
||||
|
||||
bool KinematicBody2D::can_move_to(const Vector2& p_position) {
|
||||
bool KinematicBody2D::can_move_to(const Vector2& p_position, bool p_discrete) {
|
||||
|
||||
ERR_FAIL_COND_V(!is_inside_scene(),false);
|
||||
Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
|
||||
ERR_FAIL_COND_V(!dss,false);
|
||||
|
||||
const int max_shapes=32;
|
||||
Physics2DDirectSpaceState::ShapeResult sr[max_shapes];
|
||||
uint32_t mask=0;
|
||||
if (collide_static)
|
||||
mask|=Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY;
|
||||
if (collide_kinematic)
|
||||
mask|=Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
|
||||
if (collide_rigid)
|
||||
mask|=Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY;
|
||||
if (collide_character)
|
||||
mask|=Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
|
||||
|
||||
Vector2 motion = p_position-get_global_pos();
|
||||
Matrix32 xform=get_global_transform();
|
||||
|
||||
if (p_discrete) {
|
||||
|
||||
xform.elements[2]+=motion;
|
||||
motion=Vector2();
|
||||
}
|
||||
|
||||
Physics2DDirectSpaceState::MotionCastCollision mcc_final;
|
||||
Set<RID> exclude;
|
||||
exclude.insert(get_rid());
|
||||
|
||||
|
@ -957,19 +927,9 @@ bool KinematicBody2D::can_move_to(const Vector2& p_position) {
|
|||
for(int i=0;i<get_shape_count();i++) {
|
||||
|
||||
|
||||
int res = dss->intersect_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),motion,sr,max_shapes,exclude);
|
||||
|
||||
for(int j=0;j<res;j++) {
|
||||
|
||||
Physics2DServer::BodyMode bm = Physics2DServer::get_singleton()->body_get_mode(sr[j].rid);
|
||||
if (_ignores_mode(bm)) {
|
||||
exclude.insert(sr[j].rid);
|
||||
continue;
|
||||
}
|
||||
|
||||
return false; //omg collided
|
||||
|
||||
}
|
||||
bool col = dss->intersect_shape(get_shape(i)->get_rid(), xform * get_shape_transform(i),motion,0,NULL,0,exclude,0,mask);
|
||||
if (col)
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
|
@ -993,6 +953,12 @@ Vector2 KinematicBody2D::get_collision_normal() const {
|
|||
return normal;
|
||||
|
||||
}
|
||||
|
||||
Vector2 KinematicBody2D::get_collider_velocity() const {
|
||||
|
||||
return collider_vel;
|
||||
}
|
||||
|
||||
ObjectID KinematicBody2D::get_collider() const {
|
||||
|
||||
ERR_FAIL_COND_V(!colliding,0);
|
||||
|
@ -1051,9 +1017,6 @@ float KinematicBody2D::get_collision_margin() const{
|
|||
void KinematicBody2D::_bind_methods() {
|
||||
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("is_trapped"),&KinematicBody2D::is_trapped);
|
||||
ObjectTypeDB::bind_method(_MD("untrap"),&KinematicBody2D::untrap);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("move","rel_vec"),&KinematicBody2D::move);
|
||||
ObjectTypeDB::bind_method(_MD("move_to","position"),&KinematicBody2D::move_to);
|
||||
|
||||
|
@ -1063,6 +1026,7 @@ void KinematicBody2D::_bind_methods() {
|
|||
|
||||
ObjectTypeDB::bind_method(_MD("get_collision_pos"),&KinematicBody2D::get_collision_pos);
|
||||
ObjectTypeDB::bind_method(_MD("get_collision_normal"),&KinematicBody2D::get_collision_normal);
|
||||
ObjectTypeDB::bind_method(_MD("get_collider_velocity"),&KinematicBody2D::get_collider_velocity);
|
||||
ObjectTypeDB::bind_method(_MD("get_collider:Object"),&KinematicBody2D::get_collider);
|
||||
|
||||
|
||||
|
@ -1085,7 +1049,7 @@ void KinematicBody2D::_bind_methods() {
|
|||
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/kinematic"),_SCS("set_collide_with_kinematic_bodies"),_SCS("can_collide_with_kinematic_bodies"));
|
||||
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/rigid"),_SCS("set_collide_with_rigid_bodies"),_SCS("can_collide_with_rigid_bodies"));
|
||||
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/character"),_SCS("set_collide_with_character_bodies"),_SCS("can_collide_with_character_bodies"));
|
||||
ADD_PROPERTY( PropertyInfo(Variant::REAL,"collision/margin",PROPERTY_HINT_RANGE,"0.01,256,0.01"),_SCS("set_collision_margin"),_SCS("get_collision_margin"));
|
||||
ADD_PROPERTY( PropertyInfo(Variant::REAL,"collision/margin",PROPERTY_HINT_RANGE,"0.001,256,0.001"),_SCS("set_collision_margin"),_SCS("get_collision_margin"));
|
||||
|
||||
|
||||
}
|
||||
|
@ -1100,7 +1064,7 @@ KinematicBody2D::KinematicBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_KI
|
|||
colliding=false;
|
||||
collider=0;
|
||||
|
||||
margin=1;
|
||||
margin=0.01;
|
||||
}
|
||||
KinematicBody2D::~KinematicBody2D() {
|
||||
|
||||
|
|
|
@ -243,6 +243,7 @@ class KinematicBody2D : public PhysicsBody2D {
|
|||
bool colliding;
|
||||
Vector2 collision;
|
||||
Vector2 normal;
|
||||
Vector2 collider_vel;
|
||||
ObjectID collider;
|
||||
|
||||
|
||||
|
@ -254,16 +255,14 @@ protected:
|
|||
static void _bind_methods();
|
||||
public:
|
||||
|
||||
bool is_trapped() const;
|
||||
void untrap();
|
||||
|
||||
Vector2 move(const Vector2& p_motion);
|
||||
Vector2 move_to(const Vector2& p_position);
|
||||
|
||||
bool can_move_to(const Vector2& p_position);
|
||||
bool can_move_to(const Vector2& p_position,bool p_discrete=false);
|
||||
bool is_colliding() const;
|
||||
Vector2 get_collision_pos() const;
|
||||
Vector2 get_collision_normal() const;
|
||||
Vector2 get_collider_velocity() const;
|
||||
ObjectID get_collider() const;
|
||||
|
||||
void set_collide_with_static_bodies(bool p_enable);
|
||||
|
|
|
@ -462,7 +462,7 @@ void Node::_set_name_nocheck(const StringName& p_name) {
|
|||
|
||||
void Node::set_name(const String& p_name) {
|
||||
|
||||
String name=p_name.replace(":","").replace("/","");
|
||||
String name=p_name.replace(":","").replace("/","").replace("@","");
|
||||
|
||||
ERR_FAIL_COND(name=="");
|
||||
data.name=name;
|
||||
|
@ -479,45 +479,97 @@ void Node::set_name(const String& p_name) {
|
|||
}
|
||||
}
|
||||
|
||||
static bool node_hrcr=false;
|
||||
static SafeRefCount node_hrcr_count;
|
||||
|
||||
void Node::init_node_hrcr() {
|
||||
node_hrcr_count.init(1);
|
||||
}
|
||||
|
||||
void Node::set_human_readable_collision_renaming(bool p_enabled) {
|
||||
|
||||
node_hrcr=p_enabled;
|
||||
}
|
||||
|
||||
|
||||
void Node::_validate_child_name(Node *p_child) {
|
||||
|
||||
/* Make sure the name is unique */
|
||||
String basename = p_child->data.name;
|
||||
|
||||
if (basename=="") {
|
||||
|
||||
basename = p_child->get_type();
|
||||
}
|
||||
|
||||
int val=1;
|
||||
|
||||
for(;;) {
|
||||
|
||||
String attempted = val > 1 ? (basename + " " +itos(val) ) : basename;
|
||||
if (node_hrcr) {
|
||||
|
||||
//this approach to autoset node names is human readable but very slow
|
||||
//it's turned on while running in the editor
|
||||
|
||||
String basename = p_child->data.name;
|
||||
|
||||
if (basename=="") {
|
||||
|
||||
basename = p_child->get_type();
|
||||
}
|
||||
|
||||
int val=1;
|
||||
|
||||
for(;;) {
|
||||
|
||||
String attempted = val > 1 ? (basename + " " +itos(val) ) : basename;
|
||||
|
||||
bool found=false;
|
||||
|
||||
for (int i=0;i<data.children.size();i++) {
|
||||
|
||||
if (data.children[i]==p_child)
|
||||
continue;
|
||||
if (data.children[i]->get_name() == attempted) {
|
||||
found=true;
|
||||
break;
|
||||
}
|
||||
|
||||
bool found=false;
|
||||
|
||||
for (int i=0;i<data.children.size();i++) {
|
||||
|
||||
if (data.children[i]==p_child)
|
||||
continue;
|
||||
if (data.children[i]->get_name() == attempted) {
|
||||
found=true;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
if (found) {
|
||||
|
||||
val++;
|
||||
continue;
|
||||
}
|
||||
|
||||
p_child->data.name=attempted;
|
||||
break;
|
||||
}
|
||||
|
||||
if (found) {
|
||||
|
||||
val++;
|
||||
continue;
|
||||
} else {
|
||||
|
||||
//this approach to autoset node names is fast but not as readable
|
||||
//it's the default and reserves the '@' character for unique names.
|
||||
|
||||
bool unique=true;
|
||||
|
||||
if (p_child->data.name==StringName() || p_child->data.name.operator String()[0]=='@') {
|
||||
//new unique name must be assigned
|
||||
unique=false;
|
||||
} else {
|
||||
//check if exists
|
||||
Node **childs=data.children.ptr();
|
||||
int cc = data.children.size();
|
||||
|
||||
for(int i=0;i<cc;i++) {
|
||||
if (childs[i]->data.name==p_child->data.name) {
|
||||
unique=false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!unique) {
|
||||
|
||||
node_hrcr_count.ref();
|
||||
#ifdef DEBUG_ENABLED
|
||||
String name = "@"+String(p_child->get_type_name())+itos(node_hrcr_count.get());
|
||||
#else
|
||||
String name = "@"+itos(node_hrcr_count.get());
|
||||
#endif
|
||||
p_child->data.name=name;
|
||||
}
|
||||
|
||||
p_child->data.name=attempted;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Node::_add_child_nocheck(Node* p_child,const StringName& p_name) {
|
||||
|
@ -541,6 +593,7 @@ void Node::_add_child_nocheck(Node* p_child,const StringName& p_name) {
|
|||
|
||||
}
|
||||
|
||||
|
||||
void Node::add_child(Node *p_child) {
|
||||
|
||||
ERR_FAIL_NULL(p_child);
|
||||
|
|
|
@ -261,6 +261,9 @@ public:
|
|||
|
||||
void queue_delete();
|
||||
|
||||
static void set_human_readable_collision_renaming(bool p_enabled);
|
||||
static void init_node_hrcr();
|
||||
|
||||
/* CANVAS */
|
||||
|
||||
Node();
|
||||
|
|
|
@ -223,6 +223,7 @@ void register_scene_types() {
|
|||
|
||||
OS::get_singleton()->yield(); //may take time to init
|
||||
|
||||
Node::init_node_hrcr();
|
||||
|
||||
#ifdef OLD_SCENE_FORMAT_ENABLED
|
||||
ObjectTypeDB::register_type<SceneIO>();
|
||||
|
@ -452,7 +453,7 @@ void register_scene_types() {
|
|||
ObjectTypeDB::register_virtual_type<PhysicsBody2D>();
|
||||
ObjectTypeDB::register_type<StaticBody2D>();
|
||||
ObjectTypeDB::register_type<RigidBody2D>();
|
||||
//ObjectTypeDB::register_type<KinematicBody2D>();
|
||||
ObjectTypeDB::register_type<KinematicBody2D>();
|
||||
ObjectTypeDB::register_type<Area2D>();
|
||||
ObjectTypeDB::register_type<CollisionShape2D>();
|
||||
ObjectTypeDB::register_type<CollisionPolygon2D>();
|
||||
|
|
|
@ -282,6 +282,14 @@ void GDScriptLanguage::get_public_functions(List<MethodInfo> *p_functions) const
|
|||
}
|
||||
}
|
||||
|
||||
void GDScriptLanguage::get_public_constants(List<Pair<String,Variant> > *p_constants) const {
|
||||
|
||||
Pair<String,Variant> pi;
|
||||
pi.first="PI";
|
||||
pi.second=Math_PI;
|
||||
p_constants->push_back(pi);
|
||||
}
|
||||
|
||||
String GDScriptLanguage::make_function(const String& p_class,const String& p_name,const StringArray& p_args) const {
|
||||
|
||||
String s="func "+p_name+"(";
|
||||
|
|
|
@ -440,6 +440,8 @@ public:
|
|||
virtual void frame();
|
||||
|
||||
virtual void get_public_functions(List<MethodInfo> *p_functions) const;
|
||||
virtual void get_public_constants(List<Pair<String,Variant> > *p_constants) const;
|
||||
|
||||
/* LOADER FUNCTIONS */
|
||||
|
||||
virtual void get_recognized_extensions(List<String> *p_extensions) const;
|
||||
|
|
|
@ -148,6 +148,7 @@ public:
|
|||
|
||||
virtual void get_recognized_extensions(List<String> *p_extensions) const {}
|
||||
virtual void get_public_functions(List<MethodInfo> *p_functions) const {}
|
||||
virtual void get_public_constants(List<Pair<String,Variant> > *p_constants) const {}
|
||||
|
||||
MultiScriptLanguage() { singleton=this; }
|
||||
virtual ~MultiScriptLanguage() {};
|
||||
|
|
|
@ -62,6 +62,7 @@ class Body2DSW : public CollisionObject2DSW {
|
|||
Vector2 applied_force;
|
||||
real_t applied_torque;
|
||||
|
||||
|
||||
SelfList<Body2DSW> active_list;
|
||||
SelfList<Body2DSW> inertia_update_list;
|
||||
SelfList<Body2DSW> direct_state_query_list;
|
||||
|
|
|
@ -434,8 +434,9 @@ void BroadPhase2DHashGrid::_cull(const Point2i p_cell,const Rect2& p_aabb,const
|
|||
if (E->key()->pass==pass)
|
||||
continue;
|
||||
|
||||
if (use_aabb && !p_aabb.intersects(E->key()->aabb))
|
||||
if (use_aabb && !p_aabb.intersects(E->key()->aabb)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (use_segment && !E->key()->aabb.intersects_segment(p_from,p_to))
|
||||
continue;
|
||||
|
|
|
@ -218,4 +218,5 @@ CollisionObject2DSW::CollisionObject2DSW(Type p_type) {
|
|||
type=p_type;
|
||||
space=NULL;
|
||||
instance_id=0;
|
||||
user_mask=0;
|
||||
}
|
||||
|
|
|
@ -65,6 +65,7 @@ private:
|
|||
Space2DSW *space;
|
||||
Matrix32 transform;
|
||||
Matrix32 inv_transform;
|
||||
uint32_t user_mask;
|
||||
bool _static;
|
||||
|
||||
void _update_shapes();
|
||||
|
@ -117,6 +118,8 @@ public:
|
|||
_FORCE_INLINE_ bool is_shape_set_as_trigger(int p_idx) const { return shapes[p_idx].trigger; }
|
||||
|
||||
|
||||
void set_user_mask(uint32_t p_mask) {user_mask=p_mask;}
|
||||
_FORCE_INLINE_ uint32_t get_user_mask() const { return user_mask; }
|
||||
|
||||
void remove_shape(Shape2DSW *p_shape);
|
||||
void remove_shape(int p_index);
|
||||
|
|
|
@ -32,6 +32,6 @@
|
|||
#include "collision_solver_2d_sw.h"
|
||||
|
||||
|
||||
bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Matrix32& p_transform_A, const Vector2& p_motion_A,const Shape2DSW *p_shape_B, const Matrix32& p_transform_B,const Vector2& p_motion_B, CollisionSolver2DSW::CallbackResult p_result_callback,void *p_userdata, bool p_swap=false,Vector2 *sep_axis=NULL);
|
||||
bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Matrix32& p_transform_A, const Vector2& p_motion_A,const Shape2DSW *p_shape_B, const Matrix32& p_transform_B,const Vector2& p_motion_B, CollisionSolver2DSW::CallbackResult p_result_callback,void *p_userdata, bool p_swap=false,Vector2 *sep_axis=NULL,float p_margin_A=0,float p_margin_B=0);
|
||||
|
||||
#endif // COLLISION_SOLVER_2D_SAT_H
|
||||
|
|
|
@ -150,6 +150,8 @@ struct _ConcaveCollisionInfo2D {
|
|||
const Matrix32 *transform_B;
|
||||
Vector2 motion_A;
|
||||
Vector2 motion_B;
|
||||
real_t margin_A;
|
||||
real_t margin_B;
|
||||
CollisionSolver2DSW::CallbackResult result_callback;
|
||||
void *userdata;
|
||||
bool swap_result;
|
||||
|
@ -169,7 +171,7 @@ void CollisionSolver2DSW::concave_callback(void *p_userdata, Shape2DSW *p_convex
|
|||
if (!cinfo.result_callback && cinfo.collided)
|
||||
return; //already collided and no contacts requested, don't test anymore
|
||||
|
||||
bool collided = collision_solver(cinfo.shape_A, *cinfo.transform_A, cinfo.motion_A, p_convex,*cinfo.transform_B, cinfo.motion_B, cinfo.result_callback, cinfo.userdata, cinfo.swap_result,cinfo.sep_axis );
|
||||
bool collided = collision_solver(cinfo.shape_A, *cinfo.transform_A, cinfo.motion_A, p_convex,*cinfo.transform_B, cinfo.motion_B, cinfo.result_callback, cinfo.userdata, cinfo.swap_result,cinfo.sep_axis,cinfo.margin_A,cinfo.margin_B );
|
||||
if (!collided)
|
||||
return;
|
||||
|
||||
|
@ -179,7 +181,7 @@ void CollisionSolver2DSW::concave_callback(void *p_userdata, Shape2DSW *p_convex
|
|||
|
||||
}
|
||||
|
||||
bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A,const Matrix32& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Matrix32& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis) {
|
||||
bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A,const Matrix32& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Matrix32& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis,float p_margin_A,float p_margin_B) {
|
||||
|
||||
|
||||
const ConcaveShape2DSW *concave_B=static_cast<const ConcaveShape2DSW*>(p_shape_B);
|
||||
|
@ -195,6 +197,8 @@ bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A,const Matrix3
|
|||
cinfo.collided=false;
|
||||
cinfo.collisions=0;
|
||||
cinfo.sep_axis=sep_axis;
|
||||
cinfo.margin_A=p_margin_A;
|
||||
cinfo.margin_B=p_margin_B;
|
||||
|
||||
cinfo.aabb_tests=0;
|
||||
|
||||
|
@ -227,7 +231,7 @@ bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A,const Matrix3
|
|||
}
|
||||
|
||||
|
||||
bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A,const Matrix32& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Matrix32& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,Vector2 *sep_axis) {
|
||||
bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A,const Matrix32& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Matrix32& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,Vector2 *sep_axis,float p_margin_A,float p_margin_B) {
|
||||
|
||||
|
||||
|
||||
|
@ -236,12 +240,14 @@ bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A,const Matrix32& p_tra
|
|||
Physics2DServer::ShapeType type_B=p_shape_B->get_type();
|
||||
bool concave_A=p_shape_A->is_concave();
|
||||
bool concave_B=p_shape_B->is_concave();
|
||||
real_t margin_A=p_margin_A,margin_B=p_margin_B;
|
||||
|
||||
bool swap = false;
|
||||
|
||||
if (type_A>type_B) {
|
||||
SWAP(type_A,type_B);
|
||||
SWAP(concave_A,concave_B);
|
||||
SWAP(margin_A,margin_B);
|
||||
swap=true;
|
||||
}
|
||||
|
||||
|
@ -292,16 +298,16 @@ bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A,const Matrix32& p_tra
|
|||
return false;
|
||||
|
||||
if (!swap)
|
||||
return solve_concave(p_shape_A,p_transform_A,p_motion_A,p_shape_B,p_transform_B,p_motion_B,p_result_callback,p_userdata,false,sep_axis);
|
||||
return solve_concave(p_shape_A,p_transform_A,p_motion_A,p_shape_B,p_transform_B,p_motion_B,p_result_callback,p_userdata,false,sep_axis,margin_A,margin_B);
|
||||
else
|
||||
return solve_concave(p_shape_B,p_transform_B,p_motion_B,p_shape_A,p_transform_A,p_motion_A,p_result_callback,p_userdata,true,sep_axis);
|
||||
return solve_concave(p_shape_B,p_transform_B,p_motion_B,p_shape_A,p_transform_A,p_motion_A,p_result_callback,p_userdata,true,sep_axis,margin_A,margin_B);
|
||||
|
||||
|
||||
|
||||
} else {
|
||||
|
||||
|
||||
return collision_solver(p_shape_A, p_transform_A,p_motion_A, p_shape_B, p_transform_B, p_motion_B,p_result_callback,p_userdata,false,sep_axis);
|
||||
return collision_solver(p_shape_A, p_transform_A,p_motion_A, p_shape_B, p_transform_B, p_motion_B,p_result_callback,p_userdata,false,sep_axis,margin_A,margin_B);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -37,14 +37,14 @@ public:
|
|||
private:
|
||||
static bool solve_static_line(const Shape2DSW *p_shape_A,const Matrix32& p_transform_A,const Shape2DSW *p_shape_B,const Matrix32& p_transform_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result);
|
||||
static void concave_callback(void *p_userdata, Shape2DSW *p_convex);
|
||||
static bool solve_concave(const Shape2DSW *p_shape_A,const Matrix32& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Matrix32& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis=NULL);
|
||||
static bool solve_concave(const Shape2DSW *p_shape_A,const Matrix32& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Matrix32& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis=NULL,float p_margin_A=0,float p_margin_B=0);
|
||||
static bool solve_raycast(const Shape2DSW *p_shape_A,const Matrix32& p_transform_A,const Shape2DSW *p_shape_B,const Matrix32& p_transform_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis=NULL);
|
||||
|
||||
|
||||
|
||||
public:
|
||||
|
||||
static bool solve(const Shape2DSW *p_shape_A,const Matrix32& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Matrix32& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,Vector2 *sep_axis=NULL);
|
||||
static bool solve(const Shape2DSW *p_shape_A,const Matrix32& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Matrix32& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,Vector2 *sep_axis=NULL,float p_margin_A=0,float p_margin_B=0);
|
||||
|
||||
|
||||
};
|
||||
|
|
|
@ -132,8 +132,12 @@ real_t Physics2DServerSW::shape_get_custom_solver_bias(RID p_shape) const {
|
|||
|
||||
void Physics2DServerSW::_shape_col_cbk(const Vector2& p_point_A,const Vector2& p_point_B,void *p_userdata) {
|
||||
|
||||
|
||||
CollCbkData *cbk=(CollCbkData *)p_userdata;
|
||||
|
||||
if (cbk->max==0)
|
||||
return;
|
||||
|
||||
if (cbk->amount == cbk->max) {
|
||||
//find least deep
|
||||
float min_depth=1e20;
|
||||
|
@ -159,6 +163,7 @@ void Physics2DServerSW::_shape_col_cbk(const Vector2& p_point_A,const Vector2& p
|
|||
|
||||
cbk->ptr[cbk->amount*2+0]=p_point_A;
|
||||
cbk->ptr[cbk->amount*2+1]=p_point_B;
|
||||
cbk->amount++;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -648,19 +653,20 @@ uint32_t Physics2DServerSW::body_get_object_instance_ID(RID p_body) const {
|
|||
};
|
||||
|
||||
|
||||
void Physics2DServerSW::body_set_user_flags(RID p_body, uint32_t p_flags) {
|
||||
void Physics2DServerSW::body_set_user_mask(RID p_body, uint32_t p_flags) {
|
||||
|
||||
Body2DSW *body = body_owner.get(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
body->set_user_mask(p_flags);
|
||||
|
||||
};
|
||||
|
||||
uint32_t Physics2DServerSW::body_get_user_flags(RID p_body, uint32_t p_flags) const {
|
||||
uint32_t Physics2DServerSW::body_get_user_mask(RID p_body, uint32_t p_flags) const {
|
||||
|
||||
Body2DSW *body = body_owner.get(p_body);
|
||||
ERR_FAIL_COND_V(!body,0);
|
||||
|
||||
return 0;
|
||||
return body->get_user_mask();
|
||||
};
|
||||
|
||||
void Physics2DServerSW::body_set_param(RID p_body, BodyParameter p_param, float p_value) {
|
||||
|
|
|
@ -58,6 +58,12 @@ friend class Physics2DDirectSpaceStateSW;
|
|||
mutable RID_Owner<Body2DSW> body_owner;
|
||||
mutable RID_Owner<Joint2DSW> joint_owner;
|
||||
|
||||
|
||||
|
||||
|
||||
// void _clear_query(Query2DSW *p_query);
|
||||
public:
|
||||
|
||||
struct CollCbkData {
|
||||
|
||||
int max;
|
||||
|
@ -68,9 +74,6 @@ friend class Physics2DDirectSpaceStateSW;
|
|||
static void _shape_col_cbk(const Vector2& p_point_A,const Vector2& p_point_B,void *p_userdata);
|
||||
|
||||
|
||||
// void _clear_query(Query2DSW *p_query);
|
||||
public:
|
||||
|
||||
virtual RID shape_create(ShapeType p_shape);
|
||||
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);
|
||||
|
@ -158,8 +161,8 @@ public:
|
|||
virtual void body_set_continuous_collision_detection_mode(RID p_body,CCDMode p_mode);
|
||||
virtual CCDMode body_get_continuous_collision_detection_mode(RID p_body) const;
|
||||
|
||||
virtual void body_set_user_flags(RID p_body, uint32_t p_flags);
|
||||
virtual uint32_t body_get_user_flags(RID p_body, uint32_t p_flags) const;
|
||||
virtual void body_set_user_mask(RID p_body, uint32_t p_mask);
|
||||
virtual uint32_t body_get_user_mask(RID p_body, uint32_t p_mask) const;
|
||||
|
||||
virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value);
|
||||
virtual float body_get_param(RID p_body, BodyParameter p_param) const;
|
||||
|
|
|
@ -354,6 +354,51 @@ public:
|
|||
r_max = distance + length;
|
||||
}
|
||||
|
||||
|
||||
|
||||
_FORCE_INLINE_ Vector2 get_circle_axis(const Matrix32& p_xform, const Matrix32& p_xform_inv,const Vector2& p_circle) const {
|
||||
|
||||
Vector2 local_v = p_xform_inv.xform(p_circle);
|
||||
|
||||
Vector2 he(
|
||||
(local_v.x<0) ? -half_extents.x : half_extents.x,
|
||||
(local_v.y<0) ? -half_extents.y : half_extents.y
|
||||
);
|
||||
|
||||
return (p_xform.xform(he)-p_circle).normalized();
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Vector2 get_box_axis(const Matrix32& p_xform, const Matrix32& p_xform_inv,const RectangleShape2DSW *p_B,const Matrix32& p_B_xform, const Matrix32& p_B_xform_inv) const {
|
||||
|
||||
Vector2 a,b;
|
||||
|
||||
{
|
||||
Vector2 local_v = p_xform_inv.xform(p_B_xform.get_origin());
|
||||
|
||||
Vector2 he(
|
||||
(local_v.x<0) ? -half_extents.x : half_extents.x,
|
||||
(local_v.y<0) ? -half_extents.y : half_extents.y
|
||||
);
|
||||
|
||||
a=p_xform.xform(he);
|
||||
|
||||
}
|
||||
{
|
||||
Vector2 local_v = p_B_xform_inv.xform(p_xform.get_origin());
|
||||
|
||||
Vector2 he(
|
||||
(local_v.x<0) ? -p_B->half_extents.x : p_B->half_extents.x,
|
||||
(local_v.y<0) ? -p_B->half_extents.y : p_B->half_extents.y
|
||||
);
|
||||
|
||||
b=p_B_xform.xform(he);
|
||||
|
||||
}
|
||||
|
||||
return (a-b).normalized();
|
||||
}
|
||||
|
||||
|
||||
DEFAULT_PROJECT_RANGE_CAST
|
||||
|
||||
};
|
||||
|
|
|
@ -31,7 +31,22 @@
|
|||
#include "physics_2d_server_sw.h"
|
||||
|
||||
|
||||
bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2& p_from, const Vector2& p_to,RayResult &r_result,const Set<RID>& p_exclude,uint32_t p_user_mask) {
|
||||
_FORCE_INLINE_ static bool _match_object_type_query(CollisionObject2DSW *p_object, uint32_t p_user_mask, uint32_t p_type_mask) {
|
||||
|
||||
if (p_user_mask && !(p_object->get_user_mask()&p_user_mask))
|
||||
return false;
|
||||
|
||||
if (p_object->get_type()==CollisionObject2DSW::TYPE_AREA && !(p_type_mask&Physics2DDirectSpaceState::TYPE_MASK_AREA))
|
||||
return false;
|
||||
|
||||
Body2DSW *body = static_cast<Body2DSW*>(p_object);
|
||||
|
||||
return (1<<body->get_mode())&p_type_mask;
|
||||
|
||||
}
|
||||
|
||||
bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2& p_from, const Vector2& p_to,RayResult &r_result,const Set<RID>& p_exclude,uint32_t p_user_mask,uint32_t p_object_type_mask) {
|
||||
|
||||
|
||||
|
||||
ERR_FAIL_COND_V(space->locked,false);
|
||||
|
@ -55,8 +70,8 @@ bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2& p_from, const Vec
|
|||
|
||||
for(int i=0;i<amount;i++) {
|
||||
|
||||
if (space->intersection_query_results[i]->get_type()==CollisionObject2DSW::TYPE_AREA)
|
||||
continue; //ignore area
|
||||
if (!_match_object_type_query(space->intersection_query_results[i],p_user_mask,p_object_type_mask))
|
||||
continue;
|
||||
|
||||
if (p_exclude.has( space->intersection_query_results[i]->get_self()))
|
||||
continue;
|
||||
|
@ -120,7 +135,7 @@ bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2& p_from, const Vec
|
|||
}
|
||||
|
||||
|
||||
int Physics2DDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion,ShapeResult *r_results,int p_result_max,const Set<RID>& p_exclude,uint32_t p_user_mask) {
|
||||
int Physics2DDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion,float p_margin,ShapeResult *r_results,int p_result_max,const Set<RID>& p_exclude,uint32_t p_user_mask,uint32_t p_object_type_mask) {
|
||||
|
||||
if (p_result_max<=0)
|
||||
return 0;
|
||||
|
@ -129,6 +144,7 @@ int Physics2DDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Matri
|
|||
ERR_FAIL_COND_V(!shape,0);
|
||||
|
||||
Rect2 aabb = p_xform.xform(shape->get_aabb());
|
||||
aabb=aabb.grow(p_margin);
|
||||
|
||||
int amount = space->broadphase->cull_aabb(aabb,space->intersection_query_results,Space2DSW::INTERSECTION_QUERY_MAX,space->intersection_query_subindex_results);
|
||||
|
||||
|
@ -137,11 +153,8 @@ int Physics2DDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Matri
|
|||
|
||||
for(int i=0;i<amount;i++) {
|
||||
|
||||
if (cc>=p_result_max)
|
||||
break;
|
||||
|
||||
if (space->intersection_query_results[i]->get_type()==CollisionObject2DSW::TYPE_AREA)
|
||||
continue; //ignore area
|
||||
if (!_match_object_type_query(space->intersection_query_results[i],p_user_mask,p_object_type_mask))
|
||||
continue;
|
||||
|
||||
if (p_exclude.has( space->intersection_query_results[i]->get_self()))
|
||||
continue;
|
||||
|
@ -150,7 +163,7 @@ int Physics2DDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Matri
|
|||
const CollisionObject2DSW *col_obj=space->intersection_query_results[i];
|
||||
int shape_idx=space->intersection_query_subindex_results[i];
|
||||
|
||||
if (!CollisionSolver2DSW::solve(shape,p_xform,p_motion,col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),Vector2(),NULL,NULL,NULL))
|
||||
if (!CollisionSolver2DSW::solve(shape,p_xform,p_motion,col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),Vector2(),NULL,NULL,NULL,p_margin))
|
||||
continue;
|
||||
|
||||
r_results[cc].collider_id=col_obj->get_instance_id();
|
||||
|
@ -168,79 +181,31 @@ int Physics2DDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Matri
|
|||
}
|
||||
|
||||
|
||||
struct MotionCallbackRayCastData {
|
||||
|
||||
Vector2 best_contact;
|
||||
Vector2 best_normal;
|
||||
float best_len;
|
||||
Matrix32 b_xform_inv;
|
||||
Matrix32 b_xform;
|
||||
Vector2 motion;
|
||||
Shape2DSW * shape_B;
|
||||
|
||||
};
|
||||
|
||||
static void _motion_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,void *p_userdata) {
|
||||
bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion,float p_margin,float &p_closest_safe,float &p_closest_unsafe, const Set<RID>& p_exclude,uint32_t p_user_mask,uint32_t p_object_type_mask) {
|
||||
|
||||
|
||||
MotionCallbackRayCastData *rd=(MotionCallbackRayCastData*)p_userdata;
|
||||
|
||||
Vector2 contact_normal = (p_point_B-p_point_A).normalized();
|
||||
|
||||
Vector2 from=p_point_A-(rd->motion*1.01);
|
||||
Vector2 p,n;
|
||||
|
||||
if (contact_normal.dot(rd->motion.normalized())<CMP_EPSILON) {
|
||||
//safe to assume it was a perpendicular collision
|
||||
n=contact_normal;
|
||||
p=p_point_B;
|
||||
} else {
|
||||
//entered in a different angle
|
||||
Vector2 to = p_point_A+rd->motion; //avoid precission issues
|
||||
|
||||
|
||||
bool res = rd->shape_B->intersect_segment(rd->b_xform_inv.xform(from),rd->b_xform_inv.xform(to),p,n);
|
||||
|
||||
|
||||
if (!res) {
|
||||
print_line("lolwut failed");
|
||||
return;
|
||||
}
|
||||
|
||||
p = rd->b_xform.xform(p);
|
||||
|
||||
n = rd->b_xform_inv.basis_xform_inv(n).normalized();
|
||||
}
|
||||
|
||||
float len = p.distance_to(from);
|
||||
|
||||
if (len<rd->best_len) {
|
||||
rd->best_contact=p;
|
||||
rd->best_normal=n;
|
||||
rd->best_len=len;
|
||||
}
|
||||
}
|
||||
|
||||
bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion, MotionCastCollision &r_result, const Set<RID>& p_exclude,uint32_t p_user_mask) {
|
||||
|
||||
Shape2DSW *shape = static_cast<Physics2DServerSW*>(Physics2DServer::get_singleton())->shape_owner.get(p_shape);
|
||||
ERR_FAIL_COND_V(!shape,0);
|
||||
ERR_FAIL_COND_V(!shape,false);
|
||||
|
||||
Rect2 aabb = p_xform.xform(shape->get_aabb());
|
||||
aabb=aabb.merge(Rect2(aabb.pos+p_motion,aabb.size)); //motion
|
||||
aabb=aabb.grow(p_margin);
|
||||
|
||||
//if (p_motion!=Vector2())
|
||||
// print_line(p_motion);
|
||||
|
||||
int amount = space->broadphase->cull_aabb(aabb,space->intersection_query_results,Space2DSW::INTERSECTION_QUERY_MAX,space->intersection_query_subindex_results);
|
||||
|
||||
bool collided=false;
|
||||
r_result.travel=1;
|
||||
float best_safe=1;
|
||||
float best_unsafe=1;
|
||||
|
||||
MotionCallbackRayCastData best_normal;
|
||||
best_normal.best_len=1e20;
|
||||
for(int i=0;i<amount;i++) {
|
||||
|
||||
|
||||
if (space->intersection_query_results[i]->get_type()==CollisionObject2DSW::TYPE_AREA)
|
||||
continue; //ignore area
|
||||
if (!_match_object_type_query(space->intersection_query_results[i],p_user_mask,p_object_type_mask))
|
||||
continue;
|
||||
|
||||
if (p_exclude.has( space->intersection_query_results[i]->get_self()))
|
||||
continue; //ignore excluded
|
||||
|
@ -252,54 +217,17 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32
|
|||
|
||||
Matrix32 col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
|
||||
//test initial overlap, does it collide if going all the way?
|
||||
if (!CollisionSolver2DSW::solve(shape,p_xform,p_motion,col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL)) {
|
||||
|
||||
if (!CollisionSolver2DSW::solve(shape,p_xform,p_motion,col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL,p_margin)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
//test initial overlap
|
||||
if (CollisionSolver2DSW::solve(shape,p_xform,Vector2(),col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL)) {
|
||||
if (CollisionSolver2DSW::solve(shape,p_xform,Vector2(),col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL,p_margin)) {
|
||||
|
||||
r_result.collider_id=col_obj->get_instance_id();
|
||||
r_result.collider=r_result.collider_id!=0 ? ObjectDB::get_instance(col_obj->get_instance_id()) : NULL;
|
||||
r_result.shape=shape_idx;
|
||||
r_result.rid=col_obj->get_self();
|
||||
r_result.travel=0;
|
||||
r_result.point=Vector2();
|
||||
r_result.normal=Vector2();
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
#if 0
|
||||
Vector2 mnormal=p_motion.normalized();
|
||||
Matrix32 col_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
|
||||
ShapeSW *col_shape = col_obj->get_shape(shape_idx);
|
||||
|
||||
real_t min,max;
|
||||
col_shape->project_rangev(mnormal,col_shape_xform,min,max);
|
||||
real_t width = max-min;
|
||||
|
||||
int a;
|
||||
Vector2 s[2];
|
||||
col_shape->get_supports(col_shape_xform.basis_xform(mnormal).normalized(),s,a);
|
||||
Vector2 from = col_shape_xform.xform(s[0]);
|
||||
Vector2 to = from + p_motion;
|
||||
|
||||
Matrix32 from_inv = col_shape_xform.affine_inverse();
|
||||
|
||||
Vector2 local_from = from_inv.xform(from-mnormal*width*0.1); //start from a little inside the bounding box
|
||||
Vector2 local_to = from_inv.xform(to);
|
||||
|
||||
Vector2 rpos,rnorm;
|
||||
if (!col_shape->intersect_segment(local_from,local_to,rpos,rnorm))
|
||||
return false;
|
||||
|
||||
//ray hit something
|
||||
|
||||
|
||||
Vector2 hitpos = p_xform_B.xform(rpos);
|
||||
#endif
|
||||
|
||||
//just do kinematic solving
|
||||
float low=0;
|
||||
|
@ -312,7 +240,7 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32
|
|||
float ofs = (low+hi)*0.5;
|
||||
|
||||
Vector2 sep=mnormal; //important optimization for this to work fast enough
|
||||
bool collided = CollisionSolver2DSW::solve(shape,p_xform,p_motion*ofs,col_obj->get_shape(shape_idx),col_obj_xform,Vector2(),NULL,NULL,&sep);
|
||||
bool collided = CollisionSolver2DSW::solve(shape,p_xform,p_motion*ofs,col_obj->get_shape(shape_idx),col_obj_xform,Vector2(),NULL,NULL,&sep,p_margin);
|
||||
|
||||
if (collided) {
|
||||
|
||||
|
@ -323,38 +251,165 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32
|
|||
}
|
||||
}
|
||||
|
||||
if (low<best_safe) {
|
||||
best_safe=low;
|
||||
best_unsafe=hi;
|
||||
}
|
||||
|
||||
best_normal.shape_B=col_obj->get_shape(shape_idx);
|
||||
best_normal.motion=p_motion*hi;
|
||||
best_normal.b_xform=col_obj_xform;
|
||||
best_normal.b_xform_inv=col_obj_xform.affine_inverse();
|
||||
}
|
||||
|
||||
bool sc = CollisionSolver2DSW::solve(shape,p_xform,p_motion*hi,col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),Vector2() ,_motion_cbk_result,&best_normal);
|
||||
print_line("CLD: "+itos(sc));
|
||||
p_closest_safe=best_safe;
|
||||
p_closest_unsafe=best_unsafe;
|
||||
|
||||
return true;
|
||||
|
||||
|
||||
if (collided && low>=r_result.travel)
|
||||
}
|
||||
|
||||
|
||||
bool Physics2DDirectSpaceStateSW::collide_shape(RID p_shape, const Matrix32& p_shape_xform,const Vector2& p_motion,float p_margin,Vector2 *r_results,int p_result_max,int &r_result_count, const Set<RID>& p_exclude,uint32_t p_user_mask,uint32_t p_object_type_mask) {
|
||||
|
||||
|
||||
if (p_result_max<=0)
|
||||
return 0;
|
||||
|
||||
Shape2DSW *shape = static_cast<Physics2DServerSW*>(Physics2DServer::get_singleton())->shape_owner.get(p_shape);
|
||||
ERR_FAIL_COND_V(!shape,0);
|
||||
|
||||
Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
|
||||
aabb=aabb.merge(Rect2(aabb.pos+p_motion,aabb.size)); //motion
|
||||
aabb=aabb.grow(p_margin);
|
||||
|
||||
int amount = space->broadphase->cull_aabb(aabb,space->intersection_query_results,Space2DSW::INTERSECTION_QUERY_MAX,space->intersection_query_subindex_results);
|
||||
|
||||
bool collided=false;
|
||||
int cc=0;
|
||||
r_result_count=0;
|
||||
|
||||
Physics2DServerSW::CollCbkData cbk;
|
||||
cbk.max=p_result_max;
|
||||
cbk.amount=0;
|
||||
cbk.ptr=r_results;
|
||||
CollisionSolver2DSW::CallbackResult cbkres=NULL;
|
||||
|
||||
Physics2DServerSW::CollCbkData *cbkptr=NULL;
|
||||
if (p_result_max>0) {
|
||||
cbkptr=&cbk;
|
||||
cbkres=Physics2DServerSW::_shape_col_cbk;
|
||||
}
|
||||
|
||||
|
||||
for(int i=0;i<amount;i++) {
|
||||
|
||||
if (!_match_object_type_query(space->intersection_query_results[i],p_user_mask,p_object_type_mask))
|
||||
continue;
|
||||
|
||||
collided=true;
|
||||
r_result.travel=low;
|
||||
const CollisionObject2DSW *col_obj=space->intersection_query_results[i];
|
||||
int shape_idx=space->intersection_query_subindex_results[i];
|
||||
|
||||
r_result.collider_id=col_obj->get_instance_id();
|
||||
r_result.collider=r_result.collider_id!=0 ? ObjectDB::get_instance(col_obj->get_instance_id()) : NULL;
|
||||
r_result.shape=shape_idx;
|
||||
r_result.rid=col_obj->get_self();
|
||||
if (p_exclude.has( col_obj->get_self() ))
|
||||
continue;
|
||||
|
||||
|
||||
if (CollisionSolver2DSW::solve(shape,p_shape_xform,p_motion,col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),Vector2(),cbkres,cbkptr,NULL,p_margin)) {
|
||||
collided=true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (collided) {
|
||||
ERR_FAIL_COND_V(best_normal.best_normal==Vector2(),false);
|
||||
r_result.normal=best_normal.best_normal;
|
||||
r_result.point=best_normal.best_contact;
|
||||
}
|
||||
r_result_count=cbk.amount;
|
||||
|
||||
return collided;
|
||||
}
|
||||
|
||||
|
||||
struct _RestCallbackData {
|
||||
|
||||
const CollisionObject2DSW *object;
|
||||
const CollisionObject2DSW *best_object;
|
||||
int shape;
|
||||
int best_shape;
|
||||
Vector2 best_contact;
|
||||
Vector2 best_normal;
|
||||
float best_len;
|
||||
};
|
||||
|
||||
static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,void *p_userdata) {
|
||||
|
||||
|
||||
_RestCallbackData *rd=(_RestCallbackData*)p_userdata;
|
||||
|
||||
Vector2 contact_rel = p_point_B - p_point_A;
|
||||
float len = contact_rel.length();
|
||||
if (len <= rd->best_len)
|
||||
return;
|
||||
|
||||
rd->best_len=len;
|
||||
rd->best_contact=p_point_B;
|
||||
rd->best_normal=contact_rel/len;
|
||||
rd->best_object=rd->object;
|
||||
rd->best_shape=rd->shape;
|
||||
|
||||
}
|
||||
|
||||
|
||||
bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Matrix32& p_shape_xform,const Vector2& p_motion,float p_margin,ShapeRestInfo *r_info, const Set<RID>& p_exclude,uint32_t p_user_mask,uint32_t p_object_type_mask) {
|
||||
|
||||
|
||||
Shape2DSW *shape = static_cast<Physics2DServerSW*>(Physics2DServer::get_singleton())->shape_owner.get(p_shape);
|
||||
ERR_FAIL_COND_V(!shape,0);
|
||||
|
||||
Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
|
||||
aabb=aabb.merge(Rect2(aabb.pos+p_motion,aabb.size)); //motion
|
||||
aabb=aabb.grow(p_margin);
|
||||
|
||||
int amount = space->broadphase->cull_aabb(aabb,space->intersection_query_results,Space2DSW::INTERSECTION_QUERY_MAX,space->intersection_query_subindex_results);
|
||||
|
||||
_RestCallbackData rcd;
|
||||
rcd.best_len=0;
|
||||
rcd.best_object=NULL;
|
||||
rcd.best_shape=0;
|
||||
|
||||
for(int i=0;i<amount;i++) {
|
||||
|
||||
|
||||
if (!_match_object_type_query(space->intersection_query_results[i],p_user_mask,p_object_type_mask))
|
||||
continue;
|
||||
|
||||
const CollisionObject2DSW *col_obj=space->intersection_query_results[i];
|
||||
int shape_idx=space->intersection_query_subindex_results[i];
|
||||
|
||||
if (p_exclude.has( col_obj->get_self() ))
|
||||
continue;
|
||||
|
||||
rcd.object=col_obj;
|
||||
rcd.shape=shape_idx;
|
||||
bool sc = CollisionSolver2DSW::solve(shape,p_shape_xform,p_motion,col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),Vector2() ,_rest_cbk_result,&rcd,NULL,p_margin);
|
||||
if (!sc)
|
||||
continue;
|
||||
|
||||
|
||||
}
|
||||
|
||||
if (rcd.best_len==0)
|
||||
return false;
|
||||
|
||||
r_info->collider_id=rcd.best_object->get_instance_id();
|
||||
r_info->shape=rcd.best_shape;
|
||||
r_info->normal=rcd.best_normal;
|
||||
r_info->point=rcd.best_contact;
|
||||
r_info->rid=rcd.best_object->get_self();
|
||||
if (rcd.best_object->get_type()==CollisionObject2DSW::TYPE_BODY) {
|
||||
|
||||
const Body2DSW *body = static_cast<const Body2DSW*>(rcd.best_object);
|
||||
Vector2 rel_vec = r_info->point-body->get_transform().get_origin();
|
||||
r_info->linear_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
|
||||
|
||||
} else {
|
||||
r_info->linear_velocity=Vector2();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -46,9 +46,11 @@ public:
|
|||
|
||||
Space2DSW *space;
|
||||
|
||||
bool intersect_ray(const Vector2& p_from, const Vector2& p_to,RayResult &r_result,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0);
|
||||
int intersect_shape(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion,ShapeResult *r_results,int p_result_max,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0);
|
||||
bool cast_motion(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion, MotionCastCollision &r_result, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0);
|
||||
virtual bool intersect_ray(const Vector2& p_from, const Vector2& p_to,RayResult &r_result,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
|
||||
virtual int intersect_shape(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion,float p_margin,ShapeResult *r_results,int p_result_max,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
|
||||
virtual bool cast_motion(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion,float p_margin,float &p_closest_safe,float &p_closest_unsafe, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
|
||||
virtual bool collide_shape(RID p_shape, const Matrix32& p_shape_xform,const Vector2& p_motion,float p_margin,Vector2 *r_results,int p_result_max,int &r_result_count, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
|
||||
virtual bool rest_info(RID p_shape, const Matrix32& p_shape_xform,const Vector2& p_motion,float p_margin,ShapeRestInfo *r_info, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
|
||||
|
||||
Physics2DDirectSpaceStateSW();
|
||||
};
|
||||
|
|
|
@ -145,7 +145,7 @@ Variant Physics2DDirectSpaceState::_intersect_shape(const RID& p_shape, const Ma
|
|||
|
||||
ShapeResult *res=(ShapeResult*)alloca(p_result_max*sizeof(ShapeResult));
|
||||
|
||||
int rc = intersect_shape(p_shape,p_xform,Vector2(),res,p_result_max,exclude,p_user_mask);
|
||||
int rc = intersect_shape(p_shape,p_xform,Vector2(),0,res,p_result_max,exclude,p_user_mask);
|
||||
|
||||
if (rc==0)
|
||||
return Variant();
|
||||
|
@ -163,15 +163,13 @@ Variant Physics2DDirectSpaceState::_intersect_shape(const RID& p_shape, const Ma
|
|||
Variant Physics2DDirectSpaceState::_cast_motion(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion,const Vector<RID>& p_exclude,uint32_t p_user_mask) {
|
||||
|
||||
|
||||
#if 0
|
||||
Set<RID> exclude;
|
||||
for(int i=0;i<p_exclude.size();i++)
|
||||
exclude.insert(p_exclude[i]);
|
||||
|
||||
|
||||
|
||||
MotionCastCollision mcc;
|
||||
|
||||
bool result = cast_motion(p_shape,p_xform,p_motion,mcc,exclude,p_user_mask);
|
||||
bool result = cast_motion(p_shape,p_xform,p_motion,0,mcc,exclude,p_user_mask);
|
||||
|
||||
if (!result)
|
||||
return Variant();
|
||||
|
@ -185,7 +183,8 @@ Variant Physics2DDirectSpaceState::_cast_motion(const RID& p_shape, const Matrix
|
|||
d["shape"]=mcc.shape;
|
||||
|
||||
return d;
|
||||
|
||||
#endif
|
||||
return Variant();
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -98,6 +98,16 @@ protected:
|
|||
|
||||
public:
|
||||
|
||||
enum ObjectTypeMask {
|
||||
TYPE_MASK_STATIC_BODY=1<<0,
|
||||
TYPE_MASK_KINEMATIC_BODY=1<<1,
|
||||
TYPE_MASK_RIGID_BODY=1<<2,
|
||||
TYPE_MASK_CHARACTER_BODY=1<<3,
|
||||
TYPE_MASK_AREA=1<<4,
|
||||
TYPE_MASK_COLLISION=TYPE_MASK_STATIC_BODY|TYPE_MASK_CHARACTER_BODY|TYPE_MASK_KINEMATIC_BODY|TYPE_MASK_RIGID_BODY
|
||||
|
||||
};
|
||||
|
||||
struct RayResult {
|
||||
|
||||
Vector2 position;
|
||||
|
@ -108,7 +118,7 @@ public:
|
|||
int shape;
|
||||
};
|
||||
|
||||
virtual bool intersect_ray(const Vector2& p_from, const Vector2& p_to,RayResult &r_result,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0)=0;
|
||||
virtual bool intersect_ray(const Vector2& p_from, const Vector2& p_to,RayResult &r_result,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;
|
||||
|
||||
struct ShapeResult {
|
||||
|
||||
|
@ -119,25 +129,26 @@ public:
|
|||
|
||||
};
|
||||
|
||||
virtual int intersect_shape(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion,ShapeResult *r_results,int p_result_max,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0)=0;
|
||||
virtual int intersect_shape(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion,float p_margin,ShapeResult *r_results,int p_result_max,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;
|
||||
|
||||
|
||||
|
||||
struct MotionCastCollision {
|
||||
virtual bool cast_motion(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion,float p_margin,float &p_closest_safe,float &p_closest_unsafe, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;
|
||||
|
||||
virtual bool collide_shape(RID p_shape, const Matrix32& p_shape_xform,const Vector2& p_motion,float p_margin,Vector2 *r_results,int p_result_max,int &r_result_count, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;
|
||||
|
||||
struct ShapeRestInfo {
|
||||
|
||||
float travel; //0 to 1, if 0 then it's blocked
|
||||
Vector2 point;
|
||||
Vector2 normal;
|
||||
RID rid;
|
||||
ObjectID collider_id;
|
||||
Object *collider;
|
||||
int shape;
|
||||
Vector2 linear_velocity; //velocity at contact point
|
||||
|
||||
};
|
||||
|
||||
virtual bool cast_motion(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion, MotionCastCollision &r_result, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0)=0;
|
||||
|
||||
|
||||
virtual bool rest_info(RID p_shape, const Matrix32& p_shape_xform,const Vector2& p_motion,float p_margin,ShapeRestInfo *r_info, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;
|
||||
|
||||
|
||||
Physics2DDirectSpaceState();
|
||||
|
@ -327,8 +338,8 @@ public:
|
|||
virtual void body_set_continuous_collision_detection_mode(RID p_body,CCDMode p_mode)=0;
|
||||
virtual CCDMode body_get_continuous_collision_detection_mode(RID p_body) const=0;
|
||||
|
||||
virtual void body_set_user_flags(RID p_body, uint32_t p_flags)=0;
|
||||
virtual uint32_t body_get_user_flags(RID p_body, uint32_t p_flags) const=0;
|
||||
virtual void body_set_user_mask(RID p_body, uint32_t p_mask)=0;
|
||||
virtual uint32_t body_get_user_mask(RID p_body, uint32_t p_mask) const=0;
|
||||
|
||||
// common body variables
|
||||
enum BodyParameter {
|
||||
|
|
|
@ -530,6 +530,17 @@ void DocData::generate(bool p_basic_types) {
|
|||
|
||||
}
|
||||
|
||||
List<Pair<String,Variant> > cinfo;
|
||||
lang->get_public_constants(&cinfo);
|
||||
|
||||
|
||||
for(List<Pair<String,Variant> >::Element *E=cinfo.front();E;E=E->next()) {
|
||||
|
||||
ConstantDoc cd;
|
||||
cd.name=E->get().first;
|
||||
cd.value=E->get().second;
|
||||
c.constants.push_back(cd);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -4148,6 +4148,7 @@ EditorNode::EditorNode() {
|
|||
|
||||
|
||||
EditorSettings::get_singleton()->enable_plugins();
|
||||
Node::set_human_readable_collision_renaming(true);
|
||||
|
||||
// Ref<ImageTexture> it = gui_base->get_icon("logo","Icons");
|
||||
// OS::get_singleton()->set_icon( it->get_data() );
|
||||
|
|