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.
246 lines
7.6 KiB
C++
246 lines
7.6 KiB
C++
/*************************************************************************/
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/* collision_object_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_sw.h"
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#include "servers/physics/physics_server_sw.h"
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#include "space_sw.h"
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void CollisionObjectSW::add_shape(ShapeSW *p_shape, const Transform &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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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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PhysicsServerSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
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}
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}
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void CollisionObjectSW::set_shape(int p_index, ShapeSW *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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PhysicsServerSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
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}
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}
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void CollisionObjectSW::set_shape_transform(int p_index, const Transform &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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PhysicsServerSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
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}
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}
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void CollisionObjectSW::set_shape_disabled(int p_idx, bool p_disabled) {
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ERR_FAIL_INDEX(p_idx, shapes.size());
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CollisionObjectSW::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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PhysicsServerSW::singleton->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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PhysicsServerSW::singleton->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 CollisionObjectSW::remove_shape(ShapeSW *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 CollisionObjectSW::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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PhysicsServerSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
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}
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}
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void CollisionObjectSW::_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 CollisionObjectSW::_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 CollisionObjectSW::_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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AABB shape_aabb = s.shape->get_aabb();
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Transform 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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Vector3 scale = xform.get_basis().get_scale();
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s.area_cache = s.shape->get_area() * scale.x * scale.y * scale.z;
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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 CollisionObjectSW::_update_shapes_with_motion(const Vector3 &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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AABB shape_aabb = s.shape->get_aabb();
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Transform xform = transform * s.xform;
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shape_aabb = xform.xform(shape_aabb);
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shape_aabb.merge_with(AABB(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 CollisionObjectSW::_set_space(SpaceSW *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 CollisionObjectSW::_shape_changed() {
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_update_shapes();
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_shapes_changed();
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}
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CollisionObjectSW::CollisionObjectSW(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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collision_layer = 1;
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collision_mask = 1;
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ray_pickable = true;
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}
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