10fdd196b7
In 3D, disabled shapes are now not added to the broadphase anymore. Since they are removed right away when disabled, no need to check for disabled shapes for any query that comes from the broadphase. Also Fixes raycast queries returning disabled shapes. In 2D, disabled shapes where already not added to the broadphase. Remove the same unnecessary checks as in 3D. Overall harmonized API for disabled shapes in the physics servers and removed duplicate method.
254 lines
7.8 KiB
C++
254 lines
7.8 KiB
C++
/*************************************************************************/
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/* collision_object_2d_sw.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "collision_object_2d_sw.h"
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#include "servers/physics_2d/physics_2d_server_sw.h"
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#include "space_2d_sw.h"
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void CollisionObject2DSW::add_shape(Shape2DSW *p_shape, const Transform2D &p_transform, bool p_disabled) {
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Shape s;
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s.shape = p_shape;
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s.xform = p_transform;
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s.xform_inv = s.xform.affine_inverse();
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s.bpid = 0; //needs update
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s.disabled = p_disabled;
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s.one_way_collision = false;
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s.one_way_collision_margin = 0;
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shapes.push_back(s);
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p_shape->add_owner(this);
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if (!pending_shape_update_list.in_list()) {
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Physics2DServerSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
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}
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}
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void CollisionObject2DSW::set_shape(int p_index, Shape2DSW *p_shape) {
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ERR_FAIL_INDEX(p_index, shapes.size());
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shapes[p_index].shape->remove_owner(this);
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shapes.write[p_index].shape = p_shape;
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p_shape->add_owner(this);
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if (!pending_shape_update_list.in_list()) {
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Physics2DServerSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
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}
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}
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void CollisionObject2DSW::set_shape_metadata(int p_index, const Variant &p_metadata) {
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ERR_FAIL_INDEX(p_index, shapes.size());
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shapes.write[p_index].metadata = p_metadata;
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}
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void CollisionObject2DSW::set_shape_transform(int p_index, const Transform2D &p_transform) {
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ERR_FAIL_INDEX(p_index, shapes.size());
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shapes.write[p_index].xform = p_transform;
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shapes.write[p_index].xform_inv = p_transform.affine_inverse();
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if (!pending_shape_update_list.in_list()) {
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Physics2DServerSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
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}
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}
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void CollisionObject2DSW::set_shape_disabled(int p_idx, bool p_disabled) {
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ERR_FAIL_INDEX(p_idx, shapes.size());
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CollisionObject2DSW::Shape &shape = shapes.write[p_idx];
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if (shape.disabled == p_disabled) {
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return;
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}
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shape.disabled = p_disabled;
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if (!space) {
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return;
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}
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if (p_disabled && shape.bpid != 0) {
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space->get_broadphase()->remove(shape.bpid);
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shape.bpid = 0;
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if (!pending_shape_update_list.in_list()) {
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Physics2DServerSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
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}
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} else if (!p_disabled && shape.bpid == 0) {
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if (!pending_shape_update_list.in_list()) {
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Physics2DServerSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
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}
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}
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}
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void CollisionObject2DSW::remove_shape(Shape2DSW *p_shape) {
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//remove a shape, all the times it appears
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for (int i = 0; i < shapes.size(); i++) {
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if (shapes[i].shape == p_shape) {
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remove_shape(i);
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i--;
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}
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}
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}
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void CollisionObject2DSW::remove_shape(int p_index) {
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//remove anything from shape to be erased to end, so subindices don't change
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ERR_FAIL_INDEX(p_index, shapes.size());
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for (int i = p_index; i < shapes.size(); i++) {
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if (shapes[i].bpid == 0) {
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continue;
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}
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//should never get here with a null owner
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space->get_broadphase()->remove(shapes[i].bpid);
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shapes.write[i].bpid = 0;
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}
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shapes[p_index].shape->remove_owner(this);
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shapes.remove(p_index);
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if (!pending_shape_update_list.in_list()) {
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Physics2DServerSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
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}
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}
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void CollisionObject2DSW::_set_static(bool p_static) {
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if (_static == p_static) {
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return;
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}
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_static = p_static;
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if (!space) {
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return;
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}
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for (int i = 0; i < get_shape_count(); i++) {
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const Shape &s = shapes[i];
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if (s.bpid > 0) {
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space->get_broadphase()->set_static(s.bpid, _static);
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}
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}
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}
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void CollisionObject2DSW::_unregister_shapes() {
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for (int i = 0; i < shapes.size(); i++) {
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Shape &s = shapes.write[i];
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if (s.bpid > 0) {
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space->get_broadphase()->remove(s.bpid);
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s.bpid = 0;
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}
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}
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}
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void CollisionObject2DSW::_update_shapes() {
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if (!space) {
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return;
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}
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for (int i = 0; i < shapes.size(); i++) {
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Shape &s = shapes.write[i];
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if (s.disabled) {
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continue;
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}
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//not quite correct, should compute the next matrix..
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Rect2 shape_aabb = s.shape->get_aabb();
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Transform2D xform = transform * s.xform;
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shape_aabb = xform.xform(shape_aabb);
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shape_aabb.grow_by((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05);
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s.aabb_cache = shape_aabb;
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if (s.bpid == 0) {
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s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static);
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space->get_broadphase()->set_static(s.bpid, _static);
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}
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space->get_broadphase()->move(s.bpid, shape_aabb);
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}
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}
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void CollisionObject2DSW::_update_shapes_with_motion(const Vector2 &p_motion) {
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if (!space) {
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return;
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}
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for (int i = 0; i < shapes.size(); i++) {
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Shape &s = shapes.write[i];
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if (s.disabled) {
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continue;
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}
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//not quite correct, should compute the next matrix..
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Rect2 shape_aabb = s.shape->get_aabb();
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Transform2D xform = transform * s.xform;
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shape_aabb = xform.xform(shape_aabb);
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shape_aabb = shape_aabb.merge(Rect2(shape_aabb.position + p_motion, shape_aabb.size)); //use motion
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s.aabb_cache = shape_aabb;
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if (s.bpid == 0) {
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s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static);
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space->get_broadphase()->set_static(s.bpid, _static);
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}
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space->get_broadphase()->move(s.bpid, shape_aabb);
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}
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}
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void CollisionObject2DSW::_set_space(Space2DSW *p_space) {
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if (space) {
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space->remove_object(this);
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for (int i = 0; i < shapes.size(); i++) {
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Shape &s = shapes.write[i];
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if (s.bpid) {
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space->get_broadphase()->remove(s.bpid);
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s.bpid = 0;
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}
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}
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}
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space = p_space;
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if (space) {
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space->add_object(this);
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_update_shapes();
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}
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}
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void CollisionObject2DSW::_shape_changed() {
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_update_shapes();
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_shapes_changed();
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}
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CollisionObject2DSW::CollisionObject2DSW(Type p_type) :
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pending_shape_update_list(this) {
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_static = true;
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type = p_type;
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space = nullptr;
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instance_id = 0;
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canvas_instance_id = 0;
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collision_mask = 1;
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collision_layer = 1;
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pickable = true;
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}
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