godot/main/tests/test_physics_2d.cpp
Hein-Pieter van Braam 411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00

477 lines
19 KiB
C++

/*************************************************************************/
/* test_physics_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "test_physics_2d.h"
#include "servers/visual_server.h"
#include "servers/physics_2d_server.h"
#include "os/main_loop.h"
#include "print_string.h"
#include "map.h"
#include "scene/resources/texture.h"
#include "os/os.h"
static const unsigned char convex_png[]={
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};
class TestPhysics2DMainLoop : public MainLoop {
GDCLASS( TestPhysics2DMainLoop, MainLoop );
RID circle_img;
RID circle_shape;
RID space;
RID canvas;
RID ray;
RID ray_query;
Transform2D view_xform;
Vector2 ray_from,ray_to;
struct BodyShapeData {
RID image;
RID shape;
};
BodyShapeData body_shape_data[8];
void _create_body_shape_data() {
VisualServer *vs = VisualServer::get_singleton();
Physics2DServer *ps = Physics2DServer::get_singleton();
// SEGMENT
{
PoolVector<uint8_t> pixels;
pixels.resize(32*2*2);
for(int i=0;i<2;i++) {
for(int j=0;j<32;j++) {
pixels.set(i*32*2+j*2+0,(j==0)?255:0);
pixels.set(i*32*2+j*2+1,255);
}
}
Image image(32,2,0,Image::FORMAT_LA8,pixels);
body_shape_data[Physics2DServer::SHAPE_SEGMENT].image=vs->texture_create_from_image(image);
RID segment_shape = ps->shape_create(Physics2DServer::SHAPE_SEGMENT);
Rect2 sg(Point2(-16,0),Point2(16,0));
ps->shape_set_data(segment_shape,sg);
body_shape_data[Physics2DServer::SHAPE_SEGMENT].shape = segment_shape;
}
// CIRCLE
{
PoolVector<uint8_t> pixels;
pixels.resize(32*32*2);
for(int i=0;i<32;i++) {
for(int j=0;j<32;j++) {
bool black=Vector2(i-16,j-16).length_squared() < 16*16;
pixels.set(i*32*2+j*2+0,(i==16 || j==16)?255:0);
pixels.set(i*32*2+j*2+1,black?255:0);
}
}
Image image(32,32,0,Image::FORMAT_LA8,pixels);
body_shape_data[Physics2DServer::SHAPE_CIRCLE].image=vs->texture_create_from_image(image);
RID circle_shape = ps->shape_create(Physics2DServer::SHAPE_CIRCLE);
ps->shape_set_data(circle_shape,16);
body_shape_data[Physics2DServer::SHAPE_CIRCLE].shape = circle_shape;
}
// BOX
{
PoolVector<uint8_t> pixels;
pixels.resize(32*32*2);
for(int i=0;i<32;i++) {
for(int j=0;j<32;j++) {
bool black=i>0 && i<31 && j>0 && j<31;
pixels.set(i*32*2+j*2+0,black?0:255);
pixels.set(i*32*2+j*2+1,255);
}
}
Image image(32,32,0,Image::FORMAT_LA8,pixels);
body_shape_data[Physics2DServer::SHAPE_RECTANGLE].image=vs->texture_create_from_image(image);
RID rectangle_shape = ps->shape_create(Physics2DServer::SHAPE_RECTANGLE);
ps->shape_set_data(rectangle_shape,Vector2(16,16));
body_shape_data[Physics2DServer::SHAPE_RECTANGLE].shape = rectangle_shape;
}
// CAPSULE
{
PoolVector<uint8_t> pixels;
pixels.resize(32*64*2);
for(int i=0;i<64;i++) {
for(int j=0;j<32;j++) {
int si = i>48 ? i - 32 : (i<16 ? i : 16);
bool black=Vector2(si-16,j-16).length_squared() < 16*16;
pixels.set(i*32*2+j*2+0,(i==16 || j==16 || i==48)?255:0);
pixels.set(i*32*2+j*2+1,black?255:0);
}
}
Image image(32,64,0,Image::FORMAT_LA8,pixels);
body_shape_data[Physics2DServer::SHAPE_CAPSULE].image=vs->texture_create_from_image(image);
RID capsule_shape = ps->shape_create(Physics2DServer::SHAPE_CAPSULE);
ps->shape_set_data(capsule_shape,Vector2(16,32));
body_shape_data[Physics2DServer::SHAPE_CAPSULE].shape = capsule_shape;
}
// CONVEX
{
Image image(convex_png);
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);
PoolVector<Vector2> arr;
Point2 sb(32,32);
arr.push_back(Point2(20,3)-sb);
arr.push_back(Point2(58,23)-sb);
arr.push_back(Point2(55,54)-sb);
arr.push_back(Point2(27,60)-sb);
arr.push_back(Point2(5,56)-sb);
arr.push_back(Point2(4,20)-sb);
arr.push_back(Point2(11,7)-sb);
ps->shape_set_data(convex_polygon_shape,arr);
body_shape_data[Physics2DServer::SHAPE_CONVEX_POLYGON].shape = convex_polygon_shape;
}
}
void _do_ray_query() {
/*
Physics2DServer *ps = Physics2DServer::get_singleton();
ps->query_intersection_segment(ray_query,ray_from,ray_to);
*/
}
protected:
void input_event(const InputEvent& p_event) {
if (p_event.type==InputEvent::MOUSE_BUTTON) {
const InputEventMouseButton &mb=p_event.mouse_button;
if (mb.pressed) {
Point2 p( mb.x, mb.y );
if (mb.button_index==1) {
ray_to=p;
_do_ray_query();
} else if (mb.button_index==2) {
ray_from=p;
_do_ray_query();
}
}
}
if (p_event.type==InputEvent::MOUSE_MOTION) {
const InputEventMouseMotion &mm=p_event.mouse_motion;
Point2 p( mm.x, mm.y );
if (mm.button_mask&BUTTON_MASK_LEFT) {
ray_to=p;
_do_ray_query();
} else if (mm.button_mask&BUTTON_MASK_RIGHT) {
ray_from=p;
_do_ray_query();
}
}
}
RID _add_body(Physics2DServer::ShapeType p_shape, const Transform2D& p_xform) {
VisualServer *vs = VisualServer::get_singleton();
Physics2DServer *ps = Physics2DServer::get_singleton();
RID body = ps->body_create();
ps->body_add_shape(body,body_shape_data[p_shape].shape);
ps->body_set_space(body,space);
ps->body_set_continuous_collision_detection_mode(body,Physics2DServer::CCD_MODE_CAST_SHAPE);
ps->body_set_state(body,Physics2DServer::BODY_STATE_TRANSFORM,p_xform);
//print_line("add body with xform: "+p_xform);
RID sprite = vs->canvas_item_create();
vs->canvas_item_set_parent(sprite,canvas);
vs->canvas_item_set_transform(sprite,p_xform);
Size2 imgsize( vs->texture_get_width(body_shape_data[p_shape].image),vs->texture_get_height(body_shape_data[p_shape].image) );
vs->canvas_item_add_texture_rect(sprite,Rect2(-imgsize/2.0,imgsize),body_shape_data[p_shape].image);
ps->body_set_force_integration_callback(body,this,"_body_moved",sprite);
//RID q = ps->query_create(this,"_body_moved",sprite);
//ps->query_body_state(q,body);
return body;
}
void _add_plane(const Vector2& p_normal, real_t p_d) {
Physics2DServer *ps = Physics2DServer::get_singleton();
Array arr;
arr.push_back(p_normal);
arr.push_back(p_d);
RID plane = ps->shape_create(Physics2DServer::SHAPE_LINE);
ps->shape_set_data(plane,arr);
RID plane_body = ps->body_create(Physics2DServer::BODY_MODE_STATIC);
ps->body_set_space(plane_body,space);
ps->body_add_shape(plane_body,plane);
}
void _add_concave(const Vector<Vector2>& p_points,const Transform2D& p_xform=Transform2D()) {
Physics2DServer *ps = Physics2DServer::get_singleton();
VisualServer *vs = VisualServer::get_singleton();
RID concave = ps->shape_create(Physics2DServer::SHAPE_CONCAVE_POLYGON);
ps->shape_set_data(concave,p_points);
RID body = ps->body_create(Physics2DServer::BODY_MODE_STATIC);
ps->body_set_space(body,space);
ps->body_add_shape(body,concave);
ps->body_set_state(body,Physics2DServer::BODY_STATE_TRANSFORM,p_xform);
RID sprite = vs->canvas_item_create();
vs->canvas_item_set_parent(sprite,canvas);
vs->canvas_item_set_transform(sprite,p_xform);
for(int i=0;i<p_points.size();i+=2) {
vs->canvas_item_add_line(sprite,p_points[i],p_points[i+1],Color(0,0,0),2);
}
}
void _body_moved(Object *p_state,RID p_sprite) {
Physics2DDirectBodyState *state=(Physics2DDirectBodyState *)p_state;
VisualServer::get_singleton()->canvas_item_set_transform(p_sprite,state->get_transform());
}
void _ray_query_callback(const RID& p_rid, ObjectID p_id, int p_shape, const Vector2& p_point, const Vector2& p_normal) {
Vector2 ray_end;
if (p_rid.is_valid()) {
ray_end=p_point;
} else {
ray_end=ray_to;
}
VisualServer *vs = VisualServer::get_singleton();
vs->canvas_item_clear(ray);
vs->canvas_item_add_line(ray,ray_from,ray_end,p_rid.is_valid()?Color(0,1,0.4):Color(1,0.4,0),2);
if (p_rid.is_valid())
vs->canvas_item_add_line(ray,ray_end,ray_end+p_normal*20,p_rid.is_valid()?Color(0,1,0.4):Color(1,0.4,0),2);
}
static void _bind_methods() {
ClassDB::bind_method(D_METHOD("_body_moved"),&TestPhysics2DMainLoop::_body_moved);
ClassDB::bind_method(D_METHOD("_ray_query_callback"),&TestPhysics2DMainLoop::_ray_query_callback);
}
public:
virtual void init() {
VisualServer *vs = VisualServer::get_singleton();
Physics2DServer *ps = Physics2DServer::get_singleton();
space=ps->space_create();
ps->space_set_active(space,true);
ps->set_active(true);
ps->area_set_param(space,Physics2DServer::AREA_PARAM_GRAVITY_VECTOR,Vector2(0,1));
ps->area_set_param(space,Physics2DServer::AREA_PARAM_GRAVITY,98);
{
RID vp = vs->viewport_create();
canvas = vs->canvas_create();
Size2i screen_size = OS::get_singleton()->get_window_size();
vs->viewport_attach_canvas(vp,canvas);
vs->viewport_set_size(vp,screen_size.x,screen_size.y);
vs->viewport_attach_to_screen(vp,Rect2(Vector2(),screen_size));
vs->viewport_set_active(vp,true);
Transform2D smaller;
//smaller.scale(Vector2(0.6,0.6));
//smaller.elements[2]=Vector2(100,0);
//view_xform = smaller;
vs->viewport_set_canvas_transform(vp,canvas,view_xform);
}
ray = vs->canvas_item_create();
vs->canvas_item_set_parent(ray,canvas);
//ray_query = ps->query_create(this,"_ray_query_callback",Variant());
//ps->query_intersection(ray_query,space);
_create_body_shape_data();
for(int i=0;i<32;i++) {
Physics2DServer::ShapeType types[4]={
Physics2DServer::SHAPE_CIRCLE,
Physics2DServer::SHAPE_CAPSULE,
Physics2DServer::SHAPE_RECTANGLE,
Physics2DServer::SHAPE_CONVEX_POLYGON,
};
Physics2DServer::ShapeType type = types[i%4];
//type=Physics2DServer::SHAPE_SEGMENT;
_add_body(type,Transform2D(i*0.8,Point2(152+i*40,100-40*i)));
/*
if (i==0)
ps->body_set_mode(b,Physics2DServer::BODY_MODE_STATIC);
*/
}
//RID b= _add_body(Physics2DServer::SHAPE_CIRCLE,Transform2D(0,Point2(101,140)));
//ps->body_set_mode(b,Physics2DServer::BODY_MODE_STATIC);
Point2 prev;
Vector<Point2> parr;
for(int i=0;i<30;i++) {
Point2 p(i*60,Math::randf() * 70+340);
if (i>0) {
parr.push_back(prev);
parr.push_back(p);
}
prev=p;
}
_add_concave(parr);
//_add_plane(Vector2(0.0,-1).normalized(),-300);
//_add_plane(Vector2(1,0).normalized(),50);
//_add_plane(Vector2(-1,0).normalized(),-600);
}
virtual bool idle(float p_time) {
return false;
}
virtual void finish() {
}
TestPhysics2DMainLoop() {}
};
namespace TestPhysics2D {
MainLoop* test() {
return memnew( TestPhysics2DMainLoop );
}
}