godot/servers/physics_2d/space_2d_sw.h
fabriceci cee814e4df Fixing 2D moving platform logic
Fixing by applying the movement in two steps, first the platform
movement, and then the body movement. Plus, add the platform movement
when we are on_wall.
2021-07-15 11:54:43 +02:00

209 lines
10 KiB
C++

/*************************************************************************/
/* space_2d_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
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#ifndef SPACE_2D_SW_H
#define SPACE_2D_SW_H
#include "area_2d_sw.h"
#include "area_pair_2d_sw.h"
#include "body_2d_sw.h"
#include "body_pair_2d_sw.h"
#include "broad_phase_2d_sw.h"
#include "collision_object_2d_sw.h"
#include "core/config/project_settings.h"
#include "core/templates/hash_map.h"
#include "core/typedefs.h"
class PhysicsDirectSpaceState2DSW : public PhysicsDirectSpaceState2D {
GDCLASS(PhysicsDirectSpaceState2DSW, PhysicsDirectSpaceState2D);
int _intersect_point_impl(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point, bool p_filter_by_canvas = false, ObjectID p_canvas_instance_id = ObjectID());
public:
Space2DSW *space;
virtual int intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) override;
virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) override;
virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
virtual int intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
virtual bool cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
PhysicsDirectSpaceState2DSW();
};
class Space2DSW {
public:
enum ElapsedTime {
ELAPSED_TIME_INTEGRATE_FORCES,
ELAPSED_TIME_GENERATE_ISLANDS,
ELAPSED_TIME_SETUP_CONSTRAINTS,
ELAPSED_TIME_SOLVE_CONSTRAINTS,
ELAPSED_TIME_INTEGRATE_VELOCITIES,
ELAPSED_TIME_MAX
};
private:
struct ExcludedShapeSW {
Shape2DSW *local_shape;
const CollisionObject2DSW *against_object;
int against_shape_index;
};
uint64_t elapsed_time[ELAPSED_TIME_MAX];
PhysicsDirectSpaceState2DSW *direct_access;
RID self;
BroadPhase2DSW *broadphase;
SelfList<Body2DSW>::List active_list;
SelfList<Body2DSW>::List inertia_update_list;
SelfList<Body2DSW>::List state_query_list;
SelfList<Area2DSW>::List monitor_query_list;
SelfList<Area2DSW>::List area_moved_list;
static void *_broadphase_pair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_self);
static void _broadphase_unpair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_data, void *p_self);
Set<CollisionObject2DSW *> objects;
Area2DSW *area;
real_t contact_recycle_radius;
real_t contact_max_separation;
real_t contact_max_allowed_penetration;
real_t constraint_bias;
real_t test_motion_min_contact_depth;
enum {
INTERSECTION_QUERY_MAX = 2048
};
CollisionObject2DSW *intersection_query_results[INTERSECTION_QUERY_MAX];
int intersection_query_subindex_results[INTERSECTION_QUERY_MAX];
real_t body_linear_velocity_sleep_threshold;
real_t body_angular_velocity_sleep_threshold;
real_t body_time_to_sleep;
bool locked;
int island_count;
int active_objects;
int collision_pairs;
int _cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb);
Vector<Vector2> contact_debug;
int contact_debug_count;
friend class PhysicsDirectSpaceState2DSW;
public:
_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
_FORCE_INLINE_ RID get_self() const { return self; }
void set_default_area(Area2DSW *p_area) { area = p_area; }
Area2DSW *get_default_area() const { return area; }
const SelfList<Body2DSW>::List &get_active_body_list() const;
void body_add_to_active_list(SelfList<Body2DSW> *p_body);
void body_remove_from_active_list(SelfList<Body2DSW> *p_body);
void body_add_to_inertia_update_list(SelfList<Body2DSW> *p_body);
void body_remove_from_inertia_update_list(SelfList<Body2DSW> *p_body);
void area_add_to_moved_list(SelfList<Area2DSW> *p_area);
void area_remove_from_moved_list(SelfList<Area2DSW> *p_area);
const SelfList<Area2DSW>::List &get_moved_area_list() const;
void body_add_to_state_query_list(SelfList<Body2DSW> *p_body);
void body_remove_from_state_query_list(SelfList<Body2DSW> *p_body);
void area_add_to_monitor_query_list(SelfList<Area2DSW> *p_area);
void area_remove_from_monitor_query_list(SelfList<Area2DSW> *p_area);
BroadPhase2DSW *get_broadphase();
void add_object(CollisionObject2DSW *p_object);
void remove_object(CollisionObject2DSW *p_object);
const Set<CollisionObject2DSW *> &get_objects() const;
_FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; }
_FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; }
_FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; }
_FORCE_INLINE_ real_t get_constraint_bias() const { return constraint_bias; }
_FORCE_INLINE_ real_t get_body_linear_velocity_sleep_threshold() const { return body_linear_velocity_sleep_threshold; }
_FORCE_INLINE_ real_t get_body_angular_velocity_sleep_threshold() const { return body_angular_velocity_sleep_threshold; }
_FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; }
void update();
void setup();
void call_queries();
bool is_locked() const;
void lock();
void unlock();
void set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_value);
real_t get_param(PhysicsServer2D::SpaceParameter p_param) const;
void set_island_count(int p_island_count) { island_count = p_island_count; }
int get_island_count() const { return island_count; }
void set_active_objects(int p_active_objects) { active_objects = p_active_objects; }
int get_active_objects() const { return active_objects; }
int get_collision_pairs() const { return collision_pairs; }
bool test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer2D::MotionResult *r_result, bool p_exclude_raycast_shapes = true, const Set<RID> &p_exclude = Set<RID>());
int test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, PhysicsServer2D::SeparationResult *r_results, int p_result_max, real_t p_margin);
void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); }
_FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.is_empty(); }
_FORCE_INLINE_ void add_debug_contact(const Vector2 &p_contact) {
if (contact_debug_count < contact_debug.size()) {
contact_debug.write[contact_debug_count++] = p_contact;
}
}
_FORCE_INLINE_ Vector<Vector2> get_debug_contacts() { return contact_debug; }
_FORCE_INLINE_ int get_debug_contact_count() { return contact_debug_count; }
PhysicsDirectSpaceState2DSW *get_direct_state();
void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; }
uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; }
Space2DSW();
~Space2DSW();
};
#endif // SPACE_2D_SW_H