746dddc067
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
299 lines
14 KiB
C++
299 lines
14 KiB
C++
/*************************************************************************/
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/* godot_physics_server_2d.h */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 GODOT_PHYSICS_SERVER_2D_H
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#define GODOT_PHYSICS_SERVER_2D_H
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#include "godot_joints_2d.h"
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#include "godot_shape_2d.h"
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#include "godot_space_2d.h"
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#include "godot_step_2d.h"
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#include "core/templates/rid_owner.h"
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#include "servers/physics_server_2d.h"
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class GodotPhysicsServer2D : public PhysicsServer2D {
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GDCLASS(GodotPhysicsServer2D, PhysicsServer2D);
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friend class GodotPhysicsDirectSpaceState2D;
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friend class GodotPhysicsDirectBodyState2D;
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bool active = true;
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bool doing_sync = false;
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int island_count = 0;
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int active_objects = 0;
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int collision_pairs = 0;
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bool using_threads = false;
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bool flushing_queries = false;
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GodotStep2D *stepper = nullptr;
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RBSet<const GodotSpace2D *> active_spaces;
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mutable RID_PtrOwner<GodotShape2D, true> shape_owner;
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mutable RID_PtrOwner<GodotSpace2D, true> space_owner;
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mutable RID_PtrOwner<GodotArea2D, true> area_owner;
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mutable RID_PtrOwner<GodotBody2D, true> body_owner;
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mutable RID_PtrOwner<GodotJoint2D, true> joint_owner;
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static GodotPhysicsServer2D *godot_singleton;
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friend class GodotCollisionObject2D;
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SelfList<GodotCollisionObject2D>::List pending_shape_update_list;
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void _update_shapes();
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RID _shape_create(ShapeType p_shape);
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public:
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struct CollCbkData {
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Vector2 valid_dir;
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real_t valid_depth = 0.0;
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int max = 0;
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int amount = 0;
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int passed = 0;
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int invalid_by_dir = 0;
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Vector2 *ptr = nullptr;
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};
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virtual RID world_boundary_shape_create() override;
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virtual RID separation_ray_shape_create() override;
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virtual RID segment_shape_create() override;
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virtual RID circle_shape_create() override;
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virtual RID rectangle_shape_create() override;
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virtual RID capsule_shape_create() override;
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virtual RID convex_polygon_shape_create() override;
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virtual RID concave_polygon_shape_create() override;
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static void _shape_col_cbk(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata);
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virtual void shape_set_data(RID p_shape, const Variant &p_data) override;
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virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias) override;
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virtual ShapeType shape_get_type(RID p_shape) const override;
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virtual Variant shape_get_data(RID p_shape) const override;
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virtual real_t shape_get_custom_solver_bias(RID p_shape) const override;
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virtual bool shape_collide(RID p_shape_A, const Transform2D &p_xform_A, const Vector2 &p_motion_A, RID p_shape_B, const Transform2D &p_xform_B, const Vector2 &p_motion_B, Vector2 *r_results, int p_result_max, int &r_result_count) override;
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/* SPACE API */
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virtual RID space_create() override;
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virtual void space_set_active(RID p_space, bool p_active) override;
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virtual bool space_is_active(RID p_space) const override;
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virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) override;
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virtual real_t space_get_param(RID p_space, SpaceParameter p_param) const override;
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virtual void space_set_debug_contacts(RID p_space, int p_max_contacts) override;
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virtual Vector<Vector2> space_get_contacts(RID p_space) const override;
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virtual int space_get_contact_count(RID p_space) const override;
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// this function only works on physics process, errors and returns null otherwise
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virtual PhysicsDirectSpaceState2D *space_get_direct_state(RID p_space) override;
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/* AREA API */
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virtual RID area_create() override;
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virtual void area_set_space(RID p_area, RID p_space) override;
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virtual RID area_get_space(RID p_area) const override;
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virtual void area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false) override;
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virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape) override;
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virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform) override;
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virtual int area_get_shape_count(RID p_area) const override;
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virtual RID area_get_shape(RID p_area, int p_shape_idx) const override;
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virtual Transform2D area_get_shape_transform(RID p_area, int p_shape_idx) const override;
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virtual void area_set_shape_disabled(RID p_area, int p_shape, bool p_disabled) override;
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virtual void area_remove_shape(RID p_area, int p_shape_idx) override;
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virtual void area_clear_shapes(RID p_area) override;
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virtual void area_attach_object_instance_id(RID p_area, ObjectID p_id) override;
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virtual ObjectID area_get_object_instance_id(RID p_area) const override;
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virtual void area_attach_canvas_instance_id(RID p_area, ObjectID p_id) override;
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virtual ObjectID area_get_canvas_instance_id(RID p_area) const override;
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virtual void area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) override;
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virtual void area_set_transform(RID p_area, const Transform2D &p_transform) override;
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virtual Variant area_get_param(RID p_area, AreaParameter p_param) const override;
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virtual Transform2D area_get_transform(RID p_area) const override;
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virtual void area_set_monitorable(RID p_area, bool p_monitorable) override;
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virtual void area_set_collision_mask(RID p_area, uint32_t p_mask) override;
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virtual void area_set_collision_layer(RID p_area, uint32_t p_layer) override;
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virtual void area_set_monitor_callback(RID p_area, const Callable &p_callback) override;
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virtual void area_set_area_monitor_callback(RID p_area, const Callable &p_callback) override;
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virtual void area_set_pickable(RID p_area, bool p_pickable) override;
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/* BODY API */
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// create a body of a given type
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virtual RID body_create() override;
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virtual void body_set_space(RID p_body, RID p_space) override;
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virtual RID body_get_space(RID p_body) const override;
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virtual void body_set_mode(RID p_body, BodyMode p_mode) override;
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virtual BodyMode body_get_mode(RID p_body) const override;
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virtual void body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false) override;
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virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape) override;
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virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform) override;
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virtual int body_get_shape_count(RID p_body) const override;
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virtual RID body_get_shape(RID p_body, int p_shape_idx) const override;
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virtual Transform2D body_get_shape_transform(RID p_body, int p_shape_idx) const override;
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virtual void body_remove_shape(RID p_body, int p_shape_idx) override;
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virtual void body_clear_shapes(RID p_body) override;
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virtual void body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) override;
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virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, real_t p_margin) override;
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virtual void body_attach_object_instance_id(RID p_body, ObjectID p_id) override;
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virtual ObjectID body_get_object_instance_id(RID p_body) const override;
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virtual void body_attach_canvas_instance_id(RID p_body, ObjectID p_id) override;
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virtual ObjectID body_get_canvas_instance_id(RID p_body) const override;
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virtual void body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) override;
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virtual CCDMode body_get_continuous_collision_detection_mode(RID p_body) const override;
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virtual void body_set_collision_layer(RID p_body, uint32_t p_layer) override;
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virtual uint32_t body_get_collision_layer(RID p_body) const override;
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virtual void body_set_collision_mask(RID p_body, uint32_t p_mask) override;
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virtual uint32_t body_get_collision_mask(RID p_body) const override;
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virtual void body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) override;
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virtual Variant body_get_param(RID p_body, BodyParameter p_param) const override;
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virtual void body_reset_mass_properties(RID p_body) override;
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virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override;
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virtual Variant body_get_state(RID p_body, BodyState p_state) const override;
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virtual void body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) override;
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virtual void body_apply_torque_impulse(RID p_body, real_t p_torque) override;
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virtual void body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override;
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virtual void body_apply_central_force(RID p_body, const Vector2 &p_force) override;
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virtual void body_apply_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
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virtual void body_apply_torque(RID p_body, real_t p_torque) override;
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virtual void body_add_constant_central_force(RID p_body, const Vector2 &p_force) override;
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virtual void body_add_constant_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
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virtual void body_add_constant_torque(RID p_body, real_t p_torque) override;
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virtual void body_set_constant_force(RID p_body, const Vector2 &p_force) override;
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virtual Vector2 body_get_constant_force(RID p_body) const override;
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virtual void body_set_constant_torque(RID p_body, real_t p_torque) override;
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virtual real_t body_get_constant_torque(RID p_body) const override;
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virtual void body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) override;
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virtual void body_add_collision_exception(RID p_body, RID p_body_b) override;
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virtual void body_remove_collision_exception(RID p_body, RID p_body_b) override;
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virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) override;
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virtual void body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) override;
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virtual real_t body_get_contacts_reported_depth_threshold(RID p_body) const override;
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virtual void body_set_omit_force_integration(RID p_body, bool p_omit) override;
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virtual bool body_is_omitting_force_integration(RID p_body) const override;
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virtual void body_set_max_contacts_reported(RID p_body, int p_contacts) override;
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virtual int body_get_max_contacts_reported(RID p_body) const override;
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virtual void body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) override;
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virtual void body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata = Variant()) override;
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virtual bool body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) override;
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virtual void body_set_pickable(RID p_body, bool p_pickable) override;
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virtual bool body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result = nullptr) override;
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// this function only works on physics process, errors and returns null otherwise
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virtual PhysicsDirectBodyState2D *body_get_direct_state(RID p_body) override;
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/* JOINT API */
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virtual RID joint_create() override;
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virtual void joint_clear(RID p_joint) override;
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virtual void joint_set_param(RID p_joint, JointParam p_param, real_t p_value) override;
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virtual real_t joint_get_param(RID p_joint, JointParam p_param) const override;
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virtual void joint_disable_collisions_between_bodies(RID p_joint, const bool p_disabled) override;
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virtual bool joint_is_disabled_collisions_between_bodies(RID p_joint) const override;
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virtual void joint_make_pin(RID p_joint, const Vector2 &p_anchor, RID p_body_a, RID p_body_b = RID()) override;
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virtual void joint_make_groove(RID p_joint, const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) override;
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virtual void joint_make_damped_spring(RID p_joint, const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b = RID()) override;
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virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) override;
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virtual real_t pin_joint_get_param(RID p_joint, PinJointParam p_param) const override;
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virtual void damped_spring_joint_set_param(RID p_joint, DampedSpringParam p_param, real_t p_value) override;
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virtual real_t damped_spring_joint_get_param(RID p_joint, DampedSpringParam p_param) const override;
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virtual JointType joint_get_type(RID p_joint) const override;
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/* MISC */
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virtual void free(RID p_rid) override;
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virtual void set_active(bool p_active) override;
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virtual void init() override;
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virtual void step(real_t p_step) override;
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virtual void sync() override;
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virtual void flush_queries() override;
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virtual void end_sync() override;
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virtual void finish() override;
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virtual bool is_flushing_queries() const override { return flushing_queries; }
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int get_process_info(ProcessInfo p_info) override;
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GodotPhysicsServer2D(bool p_using_threads = false);
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~GodotPhysicsServer2D() {}
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};
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#endif // GODOT_PHYSICS_SERVER_2D_H
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