3e5e8b6c9e
- Use `NOTIFICATION_ENTER`/`EXIT_WORLD` for `Area` (intead of `*_TREE`). - Now both bodies' and areas' constraints are cleaned up. - And now also that happens as soon as the space is set to null (i.e., when exiting the tree) instead of only at freeing time. - When clearing constraints, the loop goes on to the next if the current is already released, instead of breaking. - When one has been already released, no error is shown from now on, as it's something expected, since a pair (our kind of constraint of interest) can be freed by any of its involved collision objects and the other will try again. - Implement index shifting (or marking as -1) for shapes indices in collision pairs shapes are removed. - Standarize behavior of bodies and areas so that anything that invalidates a given pair gives the same result (collision mask, actual collision, etc); for instance, triggering area enter/exit signals. - Add missing member initializations. - Extend the new-space-equals-area/body-current-space test to every case. - Fix 3D ray-casts early accepting Areas (skipping the mask check). - Fix unpairing of large elements (2D's `BroadPhase2DHashGrid`). Some of these prevent random crashes caused by constraints with dangling pointers to involved objects. Fixes #8856. Fixes #7589. Fixes #6676. And maybe others.
82 lines
3.7 KiB
C++
82 lines
3.7 KiB
C++
/*************************************************************************/
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/* constraint_sw.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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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#ifndef CONSTRAINT_SW_H
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#define CONSTRAINT_SW_H
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#include "body_sw.h"
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class ConstraintSW {
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BodySW **_body_ptr;
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int _body_count;
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uint64_t island_step;
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ConstraintSW *island_next;
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ConstraintSW *island_list_next;
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int priority;
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RID self;
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protected:
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ConstraintSW(BodySW **p_body_ptr = NULL, int p_body_count = 0) {
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_body_ptr = p_body_ptr;
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_body_count = p_body_count;
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island_step = 0;
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priority = 1;
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}
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public:
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_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
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_FORCE_INLINE_ RID get_self() const { return self; }
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_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
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_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
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_FORCE_INLINE_ ConstraintSW *get_island_next() const { return island_next; }
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_FORCE_INLINE_ void set_island_next(ConstraintSW *p_next) { island_next = p_next; }
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_FORCE_INLINE_ ConstraintSW *get_island_list_next() const { return island_list_next; }
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_FORCE_INLINE_ void set_island_list_next(ConstraintSW *p_next) { island_list_next = p_next; }
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_FORCE_INLINE_ BodySW **get_body_ptr() const { return _body_ptr; }
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_FORCE_INLINE_ int get_body_count() const { return _body_count; }
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_FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
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_FORCE_INLINE_ int get_priority() const { return priority; }
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virtual bool setup(float p_step) = 0;
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virtual void solve(float p_step) = 0;
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virtual void shift_shape_indices(const CollisionObjectSW *p_object, int p_removed_index) {}
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virtual ~ConstraintSW() {}
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};
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#endif // CONSTRAINT__SW_H
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