diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2024-09-24 12:56:59 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2024-09-24 12:56:59 +0200 |
commit | 39115be8eb9be8da7fdb1478eb6a017b53294f1e (patch) | |
tree | 61544df7d6e309baa645eee38815a08085995f7a /modules | |
parent | 6bea41d68f0511f7854880854d052eafb5382224 (diff) | |
parent | 7c4c4b998716922fcf62f1fe50473bf2f59087c8 (diff) | |
download | redot-engine-39115be8eb9be8da7fdb1478eb6a017b53294f1e.tar.gz |
Merge pull request #95261 from rburing/2d_physics_module
Move Godot Physics 2D into a module; add dummy 2D physics server
Diffstat (limited to 'modules')
35 files changed, 11537 insertions, 0 deletions
diff --git a/modules/godot_physics_2d/SCsub b/modules/godot_physics_2d/SCsub new file mode 100644 index 0000000000..5d93da5ecf --- /dev/null +++ b/modules/godot_physics_2d/SCsub @@ -0,0 +1,5 @@ +#!/usr/bin/env python + +Import('env') + +env.add_source_files(env.modules_sources, "*.cpp") diff --git a/modules/godot_physics_2d/config.py b/modules/godot_physics_2d/config.py new file mode 100644 index 0000000000..d22f9454ed --- /dev/null +++ b/modules/godot_physics_2d/config.py @@ -0,0 +1,6 @@ +def can_build(env, platform): + return True + + +def configure(env): + pass diff --git a/modules/godot_physics_2d/godot_area_2d.cpp b/modules/godot_physics_2d/godot_area_2d.cpp new file mode 100644 index 0000000000..d6c786706c --- /dev/null +++ b/modules/godot_physics_2d/godot_area_2d.cpp @@ -0,0 +1,314 @@ +/**************************************************************************/ +/* godot_area_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#include "godot_area_2d.h" +#include "godot_body_2d.h" +#include "godot_space_2d.h" + +GodotArea2D::BodyKey::BodyKey(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { + rid = p_body->get_self(); + instance_id = p_body->get_instance_id(); + body_shape = p_body_shape; + area_shape = p_area_shape; +} + +GodotArea2D::BodyKey::BodyKey(GodotArea2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { + rid = p_body->get_self(); + instance_id = p_body->get_instance_id(); + body_shape = p_body_shape; + area_shape = p_area_shape; +} + +void GodotArea2D::_shapes_changed() { + if (!moved_list.in_list() && get_space()) { + get_space()->area_add_to_moved_list(&moved_list); + } +} + +void GodotArea2D::set_transform(const Transform2D &p_transform) { + if (!moved_list.in_list() && get_space()) { + get_space()->area_add_to_moved_list(&moved_list); + } + + _set_transform(p_transform); + _set_inv_transform(p_transform.affine_inverse()); +} + +void GodotArea2D::set_space(GodotSpace2D *p_space) { + if (get_space()) { + if (monitor_query_list.in_list()) { + get_space()->area_remove_from_monitor_query_list(&monitor_query_list); + } + if (moved_list.in_list()) { + get_space()->area_remove_from_moved_list(&moved_list); + } + } + + monitored_bodies.clear(); + monitored_areas.clear(); + + _set_space(p_space); +} + +void GodotArea2D::set_monitor_callback(const Callable &p_callback) { + _unregister_shapes(); + + monitor_callback = p_callback; + + monitored_bodies.clear(); + monitored_areas.clear(); + + _shape_changed(); + + if (!moved_list.in_list() && get_space()) { + get_space()->area_add_to_moved_list(&moved_list); + } +} + +void GodotArea2D::set_area_monitor_callback(const Callable &p_callback) { + _unregister_shapes(); + + area_monitor_callback = p_callback; + + monitored_bodies.clear(); + monitored_areas.clear(); + + _shape_changed(); + + if (!moved_list.in_list() && get_space()) { + get_space()->area_add_to_moved_list(&moved_list); + } +} + +void GodotArea2D::_set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode &r_mode, PhysicsServer2D::AreaSpaceOverrideMode p_new_mode) { + bool do_override = p_new_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED; + if (do_override == (r_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED)) { + return; + } + _unregister_shapes(); + r_mode = p_new_mode; + _shape_changed(); +} + +void GodotArea2D::set_param(PhysicsServer2D::AreaParameter p_param, const Variant &p_value) { + switch (p_param) { + case PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE: + _set_space_override_mode(gravity_override_mode, (PhysicsServer2D::AreaSpaceOverrideMode)(int)p_value); + break; + case PhysicsServer2D::AREA_PARAM_GRAVITY: + gravity = p_value; + break; + case PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR: + gravity_vector = p_value; + break; + case PhysicsServer2D::AREA_PARAM_GRAVITY_IS_POINT: + gravity_is_point = p_value; + break; + case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE: + gravity_point_unit_distance = p_value; + break; + case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE: + _set_space_override_mode(linear_damping_override_mode, (PhysicsServer2D::AreaSpaceOverrideMode)(int)p_value); + break; + case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP: + linear_damp = p_value; + break; + case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE: + _set_space_override_mode(angular_damping_override_mode, (PhysicsServer2D::AreaSpaceOverrideMode)(int)p_value); + break; + case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP: + angular_damp = p_value; + break; + case PhysicsServer2D::AREA_PARAM_PRIORITY: + priority = p_value; + break; + } +} + +Variant GodotArea2D::get_param(PhysicsServer2D::AreaParameter p_param) const { + switch (p_param) { + case PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE: + return gravity_override_mode; + case PhysicsServer2D::AREA_PARAM_GRAVITY: + return gravity; + case PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR: + return gravity_vector; + case PhysicsServer2D::AREA_PARAM_GRAVITY_IS_POINT: + return gravity_is_point; + case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE: + return gravity_point_unit_distance; + case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE: + return linear_damping_override_mode; + case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP: + return linear_damp; + case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE: + return angular_damping_override_mode; + case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP: + return angular_damp; + case PhysicsServer2D::AREA_PARAM_PRIORITY: + return priority; + } + + return Variant(); +} + +void GodotArea2D::_queue_monitor_update() { + ERR_FAIL_NULL(get_space()); + + if (!monitor_query_list.in_list()) { + get_space()->area_add_to_monitor_query_list(&monitor_query_list); + } +} + +void GodotArea2D::set_monitorable(bool p_monitorable) { + if (monitorable == p_monitorable) { + return; + } + + monitorable = p_monitorable; + _set_static(!monitorable); + _shapes_changed(); +} + +void GodotArea2D::call_queries() { + if (!monitor_callback.is_null() && !monitored_bodies.is_empty()) { + if (monitor_callback.is_valid()) { + Variant res[5]; + Variant *resptr[5]; + for (int i = 0; i < 5; i++) { + resptr[i] = &res[i]; + } + + for (HashMap<BodyKey, BodyState, BodyKey>::Iterator E = monitored_bodies.begin(); E;) { + if (E->value.state == 0) { // Nothing happened + HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E; + ++next; + monitored_bodies.remove(E); + E = next; + continue; + } + + res[0] = E->value.state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED; + res[1] = E->key.rid; + res[2] = E->key.instance_id; + res[3] = E->key.body_shape; + res[4] = E->key.area_shape; + + HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E; + ++next; + monitored_bodies.remove(E); + E = next; + + Callable::CallError ce; + Variant ret; + monitor_callback.callp((const Variant **)resptr, 5, ret, ce); + + if (ce.error != Callable::CallError::CALL_OK) { + ERR_PRINT_ONCE("Error calling event callback method " + Variant::get_callable_error_text(monitor_callback, (const Variant **)resptr, 5, ce)); + } + } + } else { + monitored_bodies.clear(); + monitor_callback = Callable(); + } + } + + if (!area_monitor_callback.is_null() && !monitored_areas.is_empty()) { + if (area_monitor_callback.is_valid()) { + Variant res[5]; + Variant *resptr[5]; + for (int i = 0; i < 5; i++) { + resptr[i] = &res[i]; + } + + for (HashMap<BodyKey, BodyState, BodyKey>::Iterator E = monitored_areas.begin(); E;) { + if (E->value.state == 0) { // Nothing happened + HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E; + ++next; + monitored_areas.remove(E); + E = next; + continue; + } + + res[0] = E->value.state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED; + res[1] = E->key.rid; + res[2] = E->key.instance_id; + res[3] = E->key.body_shape; + res[4] = E->key.area_shape; + + HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E; + ++next; + monitored_areas.remove(E); + E = next; + + Callable::CallError ce; + Variant ret; + area_monitor_callback.callp((const Variant **)resptr, 5, ret, ce); + + if (ce.error != Callable::CallError::CALL_OK) { + ERR_PRINT_ONCE("Error calling event callback method " + Variant::get_callable_error_text(area_monitor_callback, (const Variant **)resptr, 5, ce)); + } + } + } else { + monitored_areas.clear(); + area_monitor_callback = Callable(); + } + } +} + +void GodotArea2D::compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const { + if (is_gravity_point()) { + const real_t gr_unit_dist = get_gravity_point_unit_distance(); + Vector2 v = get_transform().xform(get_gravity_vector()) - p_position; + if (gr_unit_dist > 0) { + const real_t v_length_sq = v.length_squared(); + if (v_length_sq > 0) { + const real_t gravity_strength = get_gravity() * gr_unit_dist * gr_unit_dist / v_length_sq; + r_gravity = v.normalized() * gravity_strength; + } else { + r_gravity = Vector2(); + } + } else { + r_gravity = v.normalized() * get_gravity(); + } + } else { + r_gravity = get_gravity_vector() * get_gravity(); + } +} + +GodotArea2D::GodotArea2D() : + GodotCollisionObject2D(TYPE_AREA), + monitor_query_list(this), + moved_list(this) { + _set_static(true); //areas are not active by default +} + +GodotArea2D::~GodotArea2D() { +} diff --git a/modules/godot_physics_2d/godot_area_2d.h b/modules/godot_physics_2d/godot_area_2d.h new file mode 100644 index 0000000000..e6c3b45d6c --- /dev/null +++ b/modules/godot_physics_2d/godot_area_2d.h @@ -0,0 +1,191 @@ +/**************************************************************************/ +/* godot_area_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef GODOT_AREA_2D_H +#define GODOT_AREA_2D_H + +#include "godot_collision_object_2d.h" + +#include "core/templates/self_list.h" +#include "servers/physics_server_2d.h" + +class GodotSpace2D; +class GodotBody2D; +class GodotConstraint2D; + +class GodotArea2D : public GodotCollisionObject2D { + PhysicsServer2D::AreaSpaceOverrideMode gravity_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED; + PhysicsServer2D::AreaSpaceOverrideMode linear_damping_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED; + PhysicsServer2D::AreaSpaceOverrideMode angular_damping_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED; + + real_t gravity = 9.80665; + Vector2 gravity_vector = Vector2(0, -1); + bool gravity_is_point = false; + real_t gravity_point_unit_distance = 0.0; + real_t linear_damp = 0.1; + real_t angular_damp = 1.0; + int priority = 0; + bool monitorable = false; + + Callable monitor_callback; + + Callable area_monitor_callback; + + SelfList<GodotArea2D> monitor_query_list; + SelfList<GodotArea2D> moved_list; + + struct BodyKey { + RID rid; + ObjectID instance_id; + uint32_t body_shape = 0; + uint32_t area_shape = 0; + + static uint32_t hash(const BodyKey &p_key) { + uint32_t h = hash_one_uint64(p_key.rid.get_id()); + h = hash_murmur3_one_64(p_key.instance_id, h); + h = hash_murmur3_one_32(p_key.area_shape, h); + return hash_fmix32(hash_murmur3_one_32(p_key.body_shape, h)); + } + + _FORCE_INLINE_ bool operator==(const BodyKey &p_key) const { + return rid == p_key.rid && instance_id == p_key.instance_id && body_shape == p_key.body_shape && area_shape == p_key.area_shape; + } + + _FORCE_INLINE_ BodyKey() {} + BodyKey(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + BodyKey(GodotArea2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + }; + + struct BodyState { + int state = 0; + _FORCE_INLINE_ void inc() { state++; } + _FORCE_INLINE_ void dec() { state--; } + }; + + HashMap<BodyKey, BodyState, BodyKey> monitored_bodies; + HashMap<BodyKey, BodyState, BodyKey> monitored_areas; + + HashSet<GodotConstraint2D *> constraints; + + virtual void _shapes_changed() override; + void _queue_monitor_update(); + + void _set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode &r_mode, PhysicsServer2D::AreaSpaceOverrideMode p_new_mode); + +public: + void set_monitor_callback(const Callable &p_callback); + _FORCE_INLINE_ bool has_monitor_callback() const { return monitor_callback.is_valid(); } + + void set_area_monitor_callback(const Callable &p_callback); + _FORCE_INLINE_ bool has_area_monitor_callback() const { return area_monitor_callback.is_valid(); } + + _FORCE_INLINE_ void add_body_to_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + _FORCE_INLINE_ void remove_body_from_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + + _FORCE_INLINE_ void add_area_to_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape); + _FORCE_INLINE_ void remove_area_from_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape); + + void set_param(PhysicsServer2D::AreaParameter p_param, const Variant &p_value); + Variant get_param(PhysicsServer2D::AreaParameter p_param) const; + + _FORCE_INLINE_ void set_gravity(real_t p_gravity) { gravity = p_gravity; } + _FORCE_INLINE_ real_t get_gravity() const { return gravity; } + + _FORCE_INLINE_ void set_gravity_vector(const Vector2 &p_gravity) { gravity_vector = p_gravity; } + _FORCE_INLINE_ Vector2 get_gravity_vector() const { return gravity_vector; } + + _FORCE_INLINE_ void set_gravity_as_point(bool p_enable) { gravity_is_point = p_enable; } + _FORCE_INLINE_ bool is_gravity_point() const { return gravity_is_point; } + + _FORCE_INLINE_ void set_gravity_point_unit_distance(real_t scale) { gravity_point_unit_distance = scale; } + _FORCE_INLINE_ real_t get_gravity_point_unit_distance() const { return gravity_point_unit_distance; } + + _FORCE_INLINE_ void set_linear_damp(real_t p_linear_damp) { linear_damp = p_linear_damp; } + _FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; } + + _FORCE_INLINE_ void set_angular_damp(real_t p_angular_damp) { angular_damp = p_angular_damp; } + _FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; } + + _FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; } + _FORCE_INLINE_ int get_priority() const { return priority; } + + _FORCE_INLINE_ void add_constraint(GodotConstraint2D *p_constraint) { constraints.insert(p_constraint); } + _FORCE_INLINE_ void remove_constraint(GodotConstraint2D *p_constraint) { constraints.erase(p_constraint); } + _FORCE_INLINE_ const HashSet<GodotConstraint2D *> &get_constraints() const { return constraints; } + _FORCE_INLINE_ void clear_constraints() { constraints.clear(); } + + void set_monitorable(bool p_monitorable); + _FORCE_INLINE_ bool is_monitorable() const { return monitorable; } + + void set_transform(const Transform2D &p_transform); + + void set_space(GodotSpace2D *p_space) override; + + void call_queries(); + + void compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const; + + GodotArea2D(); + ~GodotArea2D(); +}; + +void GodotArea2D::add_body_to_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { + BodyKey bk(p_body, p_body_shape, p_area_shape); + monitored_bodies[bk].inc(); + if (!monitor_query_list.in_list()) { + _queue_monitor_update(); + } +} + +void GodotArea2D::remove_body_from_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { + BodyKey bk(p_body, p_body_shape, p_area_shape); + monitored_bodies[bk].dec(); + if (get_space() && !monitor_query_list.in_list()) { + _queue_monitor_update(); + } +} + +void GodotArea2D::add_area_to_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { + BodyKey bk(p_area, p_area_shape, p_self_shape); + monitored_areas[bk].inc(); + if (!monitor_query_list.in_list()) { + _queue_monitor_update(); + } +} + +void GodotArea2D::remove_area_from_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { + BodyKey bk(p_area, p_area_shape, p_self_shape); + monitored_areas[bk].dec(); + if (get_space() && !monitor_query_list.in_list()) { + _queue_monitor_update(); + } +} + +#endif // GODOT_AREA_2D_H diff --git a/modules/godot_physics_2d/godot_area_pair_2d.cpp b/modules/godot_physics_2d/godot_area_pair_2d.cpp new file mode 100644 index 0000000000..ca12e30c29 --- /dev/null +++ b/modules/godot_physics_2d/godot_area_pair_2d.cpp @@ -0,0 +1,203 @@ +/**************************************************************************/ +/* godot_area_pair_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#include "godot_area_pair_2d.h" +#include "godot_collision_solver_2d.h" + +bool GodotAreaPair2D::setup(real_t p_step) { + bool result = false; + if (area->collides_with(body) && GodotCollisionSolver2D::solve(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), Vector2(), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), Vector2(), nullptr, this)) { + result = true; + } + + process_collision = false; + has_space_override = false; + if (result != colliding) { + if ((int)area->get_param(PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE) != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { + has_space_override = true; + } else if ((int)area->get_param(PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE) != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { + has_space_override = true; + } else if ((int)area->get_param(PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE) != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { + has_space_override = true; + } + process_collision = has_space_override; + + if (area->has_monitor_callback()) { + process_collision = true; + } + + colliding = result; + } + + return process_collision; +} + +bool GodotAreaPair2D::pre_solve(real_t p_step) { + if (!process_collision) { + return false; + } + + if (colliding) { + if (has_space_override) { + body_has_attached_area = true; + body->add_area(area); + } + + if (area->has_monitor_callback()) { + area->add_body_to_query(body, body_shape, area_shape); + } + } else { + if (has_space_override) { + body_has_attached_area = false; + body->remove_area(area); + } + + if (area->has_monitor_callback()) { + area->remove_body_from_query(body, body_shape, area_shape); + } + } + + return false; // Never do any post solving. +} + +void GodotAreaPair2D::solve(real_t p_step) { + // Nothing to do. +} + +GodotAreaPair2D::GodotAreaPair2D(GodotBody2D *p_body, int p_body_shape, GodotArea2D *p_area, int p_area_shape) { + body = p_body; + area = p_area; + body_shape = p_body_shape; + area_shape = p_area_shape; + body->add_constraint(this, 0); + area->add_constraint(this); + if (p_body->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC) { //need to be active to process pair + p_body->set_active(true); + } +} + +GodotAreaPair2D::~GodotAreaPair2D() { + if (colliding) { + if (body_has_attached_area) { + body_has_attached_area = false; + body->remove_area(area); + } + if (area->has_monitor_callback()) { + area->remove_body_from_query(body, body_shape, area_shape); + } + } + body->remove_constraint(this, 0); + area->remove_constraint(this); +} + +////////////////////////////////// + +bool GodotArea2Pair2D::setup(real_t p_step) { + bool result_a = area_a->collides_with(area_b); + bool result_b = area_b->collides_with(area_a); + if ((result_a || result_b) && !GodotCollisionSolver2D::solve(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), Vector2(), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), Vector2(), nullptr, this)) { + result_a = false; + result_b = false; + } + + bool process_collision = false; + + process_collision_a = false; + if (result_a != colliding_a) { + if (area_a->has_area_monitor_callback() && area_b_monitorable) { + process_collision_a = true; + process_collision = true; + } + colliding_a = result_a; + } + + process_collision_b = false; + if (result_b != colliding_b) { + if (area_b->has_area_monitor_callback() && area_a_monitorable) { + process_collision_b = true; + process_collision = true; + } + colliding_b = result_b; + } + + return process_collision; +} + +bool GodotArea2Pair2D::pre_solve(real_t p_step) { + if (process_collision_a) { + if (colliding_a) { + area_a->add_area_to_query(area_b, shape_b, shape_a); + } else { + area_a->remove_area_from_query(area_b, shape_b, shape_a); + } + } + + if (process_collision_b) { + if (colliding_b) { + area_b->add_area_to_query(area_a, shape_a, shape_b); + } else { + area_b->remove_area_from_query(area_a, shape_a, shape_b); + } + } + + return false; // Never do any post solving. +} + +void GodotArea2Pair2D::solve(real_t p_step) { + // Nothing to do. +} + +GodotArea2Pair2D::GodotArea2Pair2D(GodotArea2D *p_area_a, int p_shape_a, GodotArea2D *p_area_b, int p_shape_b) { + area_a = p_area_a; + area_b = p_area_b; + shape_a = p_shape_a; + shape_b = p_shape_b; + area_a_monitorable = area_a->is_monitorable(); + area_b_monitorable = area_b->is_monitorable(); + area_a->add_constraint(this); + area_b->add_constraint(this); +} + +GodotArea2Pair2D::~GodotArea2Pair2D() { + if (colliding_a) { + if (area_a->has_area_monitor_callback() && area_b_monitorable) { + area_a->remove_area_from_query(area_b, shape_b, shape_a); + } + } + + if (colliding_b) { + if (area_b->has_area_monitor_callback() && area_a_monitorable) { + area_b->remove_area_from_query(area_a, shape_a, shape_b); + } + } + + area_a->remove_constraint(this); + area_b->remove_constraint(this); +} diff --git a/modules/godot_physics_2d/godot_area_pair_2d.h b/modules/godot_physics_2d/godot_area_pair_2d.h new file mode 100644 index 0000000000..eb091288a9 --- /dev/null +++ b/modules/godot_physics_2d/godot_area_pair_2d.h @@ -0,0 +1,78 @@ +/**************************************************************************/ +/* godot_area_pair_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef GODOT_AREA_PAIR_2D_H +#define GODOT_AREA_PAIR_2D_H + +#include "godot_area_2d.h" +#include "godot_body_2d.h" +#include "godot_constraint_2d.h" + +class GodotAreaPair2D : public GodotConstraint2D { + GodotBody2D *body = nullptr; + GodotArea2D *area = nullptr; + int body_shape = 0; + int area_shape = 0; + bool colliding = false; + bool has_space_override = false; + bool process_collision = false; + bool body_has_attached_area = false; + +public: + virtual bool setup(real_t p_step) override; + virtual bool pre_solve(real_t p_step) override; + virtual void solve(real_t p_step) override; + + GodotAreaPair2D(GodotBody2D *p_body, int p_body_shape, GodotArea2D *p_area, int p_area_shape); + ~GodotAreaPair2D(); +}; + +class GodotArea2Pair2D : public GodotConstraint2D { + GodotArea2D *area_a = nullptr; + GodotArea2D *area_b = nullptr; + int shape_a = 0; + int shape_b = 0; + bool colliding_a = false; + bool colliding_b = false; + bool process_collision_a = false; + bool process_collision_b = false; + bool area_a_monitorable; + bool area_b_monitorable; + +public: + virtual bool setup(real_t p_step) override; + virtual bool pre_solve(real_t p_step) override; + virtual void solve(real_t p_step) override; + + GodotArea2Pair2D(GodotArea2D *p_area_a, int p_shape_a, GodotArea2D *p_area_b, int p_shape_b); + ~GodotArea2Pair2D(); +}; + +#endif // GODOT_AREA_PAIR_2D_H diff --git a/modules/godot_physics_2d/godot_body_2d.cpp b/modules/godot_physics_2d/godot_body_2d.cpp new file mode 100644 index 0000000000..c401e6eee7 --- /dev/null +++ b/modules/godot_physics_2d/godot_body_2d.cpp @@ -0,0 +1,762 @@ +/**************************************************************************/ +/* godot_body_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#include "godot_body_2d.h" + +#include "godot_area_2d.h" +#include "godot_body_direct_state_2d.h" +#include "godot_space_2d.h" + +void GodotBody2D::_mass_properties_changed() { + if (get_space() && !mass_properties_update_list.in_list()) { + get_space()->body_add_to_mass_properties_update_list(&mass_properties_update_list); + } +} + +void GodotBody2D::update_mass_properties() { + //update shapes and motions + + switch (mode) { + case PhysicsServer2D::BODY_MODE_RIGID: { + real_t total_area = 0; + for (int i = 0; i < get_shape_count(); i++) { + if (is_shape_disabled(i)) { + continue; + } + total_area += get_shape_aabb(i).get_area(); + } + + if (calculate_center_of_mass) { + // We have to recompute the center of mass. + center_of_mass_local = Vector2(); + + if (total_area != 0.0) { + for (int i = 0; i < get_shape_count(); i++) { + if (is_shape_disabled(i)) { + continue; + } + + real_t area = get_shape_aabb(i).get_area(); + + real_t mass_new = area * mass / total_area; + + // NOTE: we assume that the shape origin is also its center of mass. + center_of_mass_local += mass_new * get_shape_transform(i).get_origin(); + } + + center_of_mass_local /= mass; + } + } + + if (calculate_inertia) { + inertia = 0; + + for (int i = 0; i < get_shape_count(); i++) { + if (is_shape_disabled(i)) { + continue; + } + + const GodotShape2D *shape = get_shape(i); + + real_t area = get_shape_aabb(i).get_area(); + if (area == 0.0) { + continue; + } + + real_t mass_new = area * mass / total_area; + + Transform2D mtx = get_shape_transform(i); + Vector2 scale = mtx.get_scale(); + Vector2 shape_origin = mtx.get_origin() - center_of_mass_local; + inertia += shape->get_moment_of_inertia(mass_new, scale) + mass_new * shape_origin.length_squared(); + } + } + + _inv_inertia = inertia > 0.0 ? (1.0 / inertia) : 0.0; + + if (mass) { + _inv_mass = 1.0 / mass; + } else { + _inv_mass = 0; + } + + } break; + case PhysicsServer2D::BODY_MODE_KINEMATIC: + case PhysicsServer2D::BODY_MODE_STATIC: { + _inv_inertia = 0; + _inv_mass = 0; + } break; + case PhysicsServer2D::BODY_MODE_RIGID_LINEAR: { + _inv_inertia = 0; + _inv_mass = 1.0 / mass; + + } break; + } + + _update_transform_dependent(); +} + +void GodotBody2D::reset_mass_properties() { + calculate_inertia = true; + calculate_center_of_mass = true; + _mass_properties_changed(); +} + +void GodotBody2D::set_active(bool p_active) { + if (active == p_active) { + return; + } + + active = p_active; + + if (active) { + if (mode == PhysicsServer2D::BODY_MODE_STATIC) { + // Static bodies can't be active. + active = false; + } else if (get_space()) { + get_space()->body_add_to_active_list(&active_list); + } + } else if (get_space()) { + get_space()->body_remove_from_active_list(&active_list); + } +} + +void GodotBody2D::set_param(PhysicsServer2D::BodyParameter p_param, const Variant &p_value) { + switch (p_param) { + case PhysicsServer2D::BODY_PARAM_BOUNCE: { + bounce = p_value; + } break; + case PhysicsServer2D::BODY_PARAM_FRICTION: { + friction = p_value; + } break; + case PhysicsServer2D::BODY_PARAM_MASS: { + real_t mass_value = p_value; + ERR_FAIL_COND(mass_value <= 0); + mass = mass_value; + if (mode >= PhysicsServer2D::BODY_MODE_RIGID) { + _mass_properties_changed(); + } + } break; + case PhysicsServer2D::BODY_PARAM_INERTIA: { + real_t inertia_value = p_value; + if (inertia_value <= 0.0) { + calculate_inertia = true; + if (mode == PhysicsServer2D::BODY_MODE_RIGID) { + _mass_properties_changed(); + } + } else { + calculate_inertia = false; + inertia = inertia_value; + if (mode == PhysicsServer2D::BODY_MODE_RIGID) { + _inv_inertia = 1.0 / inertia; + } + } + } break; + case PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS: { + calculate_center_of_mass = false; + center_of_mass_local = p_value; + _update_transform_dependent(); + } break; + case PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE: { + if (Math::is_zero_approx(gravity_scale)) { + wakeup(); + } + gravity_scale = p_value; + } break; + case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE: { + int mode_value = p_value; + linear_damp_mode = (PhysicsServer2D::BodyDampMode)mode_value; + } break; + case PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE: { + int mode_value = p_value; + angular_damp_mode = (PhysicsServer2D::BodyDampMode)mode_value; + } break; + case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP: { + linear_damp = p_value; + } break; + case PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP: { + angular_damp = p_value; + } break; + default: { + } + } +} + +Variant GodotBody2D::get_param(PhysicsServer2D::BodyParameter p_param) const { + switch (p_param) { + case PhysicsServer2D::BODY_PARAM_BOUNCE: { + return bounce; + } + case PhysicsServer2D::BODY_PARAM_FRICTION: { + return friction; + } + case PhysicsServer2D::BODY_PARAM_MASS: { + return mass; + } + case PhysicsServer2D::BODY_PARAM_INERTIA: { + return inertia; + } + case PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS: { + return center_of_mass_local; + } + case PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE: { + return gravity_scale; + } + case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE: { + return linear_damp_mode; + } + case PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE: { + return angular_damp_mode; + } + case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP: { + return linear_damp; + } + case PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP: { + return angular_damp; + } + default: { + } + } + + return 0; +} + +void GodotBody2D::set_mode(PhysicsServer2D::BodyMode p_mode) { + PhysicsServer2D::BodyMode prev = mode; + mode = p_mode; + + switch (p_mode) { + //CLEAR UP EVERYTHING IN CASE IT NOT WORKS! + case PhysicsServer2D::BODY_MODE_STATIC: + case PhysicsServer2D::BODY_MODE_KINEMATIC: { + _set_inv_transform(get_transform().affine_inverse()); + _inv_mass = 0; + _inv_inertia = 0; + _set_static(p_mode == PhysicsServer2D::BODY_MODE_STATIC); + set_active(p_mode == PhysicsServer2D::BODY_MODE_KINEMATIC && contacts.size()); + linear_velocity = Vector2(); + angular_velocity = 0; + if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC && prev != mode) { + first_time_kinematic = true; + } + } break; + case PhysicsServer2D::BODY_MODE_RIGID: { + _inv_mass = mass > 0 ? (1.0 / mass) : 0; + if (!calculate_inertia) { + _inv_inertia = 1.0 / inertia; + } + _mass_properties_changed(); + _set_static(false); + set_active(true); + + } break; + case PhysicsServer2D::BODY_MODE_RIGID_LINEAR: { + _inv_mass = mass > 0 ? (1.0 / mass) : 0; + _inv_inertia = 0; + angular_velocity = 0; + _set_static(false); + set_active(true); + } + } +} + +PhysicsServer2D::BodyMode GodotBody2D::get_mode() const { + return mode; +} + +void GodotBody2D::_shapes_changed() { + _mass_properties_changed(); + wakeup(); + wakeup_neighbours(); +} + +void GodotBody2D::set_state(PhysicsServer2D::BodyState p_state, const Variant &p_variant) { + switch (p_state) { + case PhysicsServer2D::BODY_STATE_TRANSFORM: { + if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC) { + new_transform = p_variant; + //wakeup_neighbours(); + set_active(true); + if (first_time_kinematic) { + _set_transform(p_variant); + _set_inv_transform(get_transform().affine_inverse()); + first_time_kinematic = false; + } + } else if (mode == PhysicsServer2D::BODY_MODE_STATIC) { + _set_transform(p_variant); + _set_inv_transform(get_transform().affine_inverse()); + wakeup_neighbours(); + } else { + Transform2D t = p_variant; + t.orthonormalize(); + new_transform = get_transform(); //used as old to compute motion + if (t == new_transform) { + break; + } + _set_transform(t); + _set_inv_transform(get_transform().inverse()); + _update_transform_dependent(); + } + wakeup(); + + } break; + case PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY: { + linear_velocity = p_variant; + constant_linear_velocity = linear_velocity; + wakeup(); + + } break; + case PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY: { + angular_velocity = p_variant; + constant_angular_velocity = angular_velocity; + wakeup(); + + } break; + case PhysicsServer2D::BODY_STATE_SLEEPING: { + if (mode == PhysicsServer2D::BODY_MODE_STATIC || mode == PhysicsServer2D::BODY_MODE_KINEMATIC) { + break; + } + bool do_sleep = p_variant; + if (do_sleep) { + linear_velocity = Vector2(); + //biased_linear_velocity=Vector3(); + angular_velocity = 0; + //biased_angular_velocity=Vector3(); + set_active(false); + } else { + if (mode != PhysicsServer2D::BODY_MODE_STATIC) { + set_active(true); + } + } + } break; + case PhysicsServer2D::BODY_STATE_CAN_SLEEP: { + can_sleep = p_variant; + if (mode >= PhysicsServer2D::BODY_MODE_RIGID && !active && !can_sleep) { + set_active(true); + } + + } break; + } +} + +Variant GodotBody2D::get_state(PhysicsServer2D::BodyState p_state) const { + switch (p_state) { + case PhysicsServer2D::BODY_STATE_TRANSFORM: { + return get_transform(); + } + case PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY: { + return linear_velocity; + } + case PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY: { + return angular_velocity; + } + case PhysicsServer2D::BODY_STATE_SLEEPING: { + return !is_active(); + } + case PhysicsServer2D::BODY_STATE_CAN_SLEEP: { + return can_sleep; + } + } + + return Variant(); +} + +void GodotBody2D::set_space(GodotSpace2D *p_space) { + if (get_space()) { + wakeup_neighbours(); + + if (mass_properties_update_list.in_list()) { + get_space()->body_remove_from_mass_properties_update_list(&mass_properties_update_list); + } + if (active_list.in_list()) { + get_space()->body_remove_from_active_list(&active_list); + } + if (direct_state_query_list.in_list()) { + get_space()->body_remove_from_state_query_list(&direct_state_query_list); + } + } + + _set_space(p_space); + + if (get_space()) { + _mass_properties_changed(); + + if (active && !active_list.in_list()) { + get_space()->body_add_to_active_list(&active_list); + } + } +} + +void GodotBody2D::_update_transform_dependent() { + center_of_mass = get_transform().basis_xform(center_of_mass_local); +} + +void GodotBody2D::integrate_forces(real_t p_step) { + if (mode == PhysicsServer2D::BODY_MODE_STATIC) { + return; + } + + ERR_FAIL_NULL(get_space()); + + int ac = areas.size(); + + bool gravity_done = false; + bool linear_damp_done = false; + bool angular_damp_done = false; + + bool stopped = false; + + gravity = Vector2(0, 0); + + total_linear_damp = 0.0; + total_angular_damp = 0.0; + + // Combine gravity and damping from overlapping areas in priority order. + if (ac) { + areas.sort(); + const AreaCMP *aa = &areas[0]; + for (int i = ac - 1; i >= 0 && !stopped; i--) { + if (!gravity_done) { + PhysicsServer2D::AreaSpaceOverrideMode area_gravity_mode = (PhysicsServer2D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE); + if (area_gravity_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { + Vector2 area_gravity; + aa[i].area->compute_gravity(get_transform().get_origin(), area_gravity); + switch (area_gravity_mode) { + case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE: + case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: { + gravity += area_gravity; + gravity_done = area_gravity_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE; + } break; + case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE: + case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: { + gravity = area_gravity; + gravity_done = area_gravity_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE; + } break; + default: { + } + } + } + } + if (!linear_damp_done) { + PhysicsServer2D::AreaSpaceOverrideMode area_linear_damp_mode = (PhysicsServer2D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE); + if (area_linear_damp_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { + real_t area_linear_damp = aa[i].area->get_linear_damp(); + switch (area_linear_damp_mode) { + case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE: + case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: { + total_linear_damp += area_linear_damp; + linear_damp_done = area_linear_damp_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE; + } break; + case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE: + case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: { + total_linear_damp = area_linear_damp; + linear_damp_done = area_linear_damp_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE; + } break; + default: { + } + } + } + } + if (!angular_damp_done) { + PhysicsServer2D::AreaSpaceOverrideMode area_angular_damp_mode = (PhysicsServer2D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE); + if (area_angular_damp_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { + real_t area_angular_damp = aa[i].area->get_angular_damp(); + switch (area_angular_damp_mode) { + case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE: + case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: { + total_angular_damp += area_angular_damp; + angular_damp_done = area_angular_damp_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE; + } break; + case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE: + case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: { + total_angular_damp = area_angular_damp; + angular_damp_done = area_angular_damp_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE; + } break; + default: { + } + } + } + } + stopped = gravity_done && linear_damp_done && angular_damp_done; + } + } + + // Add default gravity and damping from space area. + if (!stopped) { + GodotArea2D *default_area = get_space()->get_default_area(); + ERR_FAIL_NULL(default_area); + + if (!gravity_done) { + Vector2 default_gravity; + default_area->compute_gravity(get_transform().get_origin(), default_gravity); + gravity += default_gravity; + } + + if (!linear_damp_done) { + total_linear_damp += default_area->get_linear_damp(); + } + + if (!angular_damp_done) { + total_angular_damp += default_area->get_angular_damp(); + } + } + + // Override linear damping with body's value. + switch (linear_damp_mode) { + case PhysicsServer2D::BODY_DAMP_MODE_COMBINE: { + total_linear_damp += linear_damp; + } break; + case PhysicsServer2D::BODY_DAMP_MODE_REPLACE: { + total_linear_damp = linear_damp; + } break; + } + + // Override angular damping with body's value. + switch (angular_damp_mode) { + case PhysicsServer2D::BODY_DAMP_MODE_COMBINE: { + total_angular_damp += angular_damp; + } break; + case PhysicsServer2D::BODY_DAMP_MODE_REPLACE: { + total_angular_damp = angular_damp; + } break; + } + + gravity *= gravity_scale; + + prev_linear_velocity = linear_velocity; + prev_angular_velocity = angular_velocity; + + Vector2 motion; + bool do_motion = false; + + if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC) { + //compute motion, angular and etc. velocities from prev transform + motion = new_transform.get_origin() - get_transform().get_origin(); + linear_velocity = constant_linear_velocity + motion / p_step; + + real_t rot = new_transform.get_rotation() - get_transform().get_rotation(); + angular_velocity = constant_angular_velocity + remainder(rot, 2.0 * Math_PI) / p_step; + + do_motion = true; + + } else { + if (!omit_force_integration) { + //overridden by direct state query + + Vector2 force = gravity * mass + applied_force + constant_force; + real_t torque = applied_torque + constant_torque; + + real_t damp = 1.0 - p_step * total_linear_damp; + + if (damp < 0) { // reached zero in the given time + damp = 0; + } + + real_t angular_damp_new = 1.0 - p_step * total_angular_damp; + + if (angular_damp_new < 0) { // reached zero in the given time + angular_damp_new = 0; + } + + linear_velocity *= damp; + angular_velocity *= angular_damp_new; + + linear_velocity += _inv_mass * force * p_step; + angular_velocity += _inv_inertia * torque * p_step; + } + + if (continuous_cd_mode != PhysicsServer2D::CCD_MODE_DISABLED) { + motion = linear_velocity * p_step; + do_motion = true; + } + } + + applied_force = Vector2(); + applied_torque = 0.0; + + biased_angular_velocity = 0.0; + biased_linear_velocity = Vector2(); + + if (do_motion) { //shapes temporarily extend for raycast + _update_shapes_with_motion(motion); + } + + contact_count = 0; +} + +void GodotBody2D::integrate_velocities(real_t p_step) { + if (mode == PhysicsServer2D::BODY_MODE_STATIC) { + return; + } + + ERR_FAIL_NULL(get_space()); + + if (fi_callback_data || body_state_callback.is_valid()) { + get_space()->body_add_to_state_query_list(&direct_state_query_list); + } + + if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC) { + _set_transform(new_transform, false); + _set_inv_transform(new_transform.affine_inverse()); + if (contacts.size() == 0 && linear_velocity == Vector2() && angular_velocity == 0) { + set_active(false); //stopped moving, deactivate + } + return; + } + + real_t total_angular_velocity = angular_velocity + biased_angular_velocity; + Vector2 total_linear_velocity = linear_velocity + biased_linear_velocity; + + real_t angle_delta = total_angular_velocity * p_step; + real_t angle = get_transform().get_rotation() + angle_delta; + Vector2 pos = get_transform().get_origin() + total_linear_velocity * p_step; + + if (center_of_mass.length_squared() > CMP_EPSILON2) { + // Calculate displacement due to center of mass offset. + pos += center_of_mass - center_of_mass.rotated(angle_delta); + } + + _set_transform(Transform2D(angle, pos), continuous_cd_mode == PhysicsServer2D::CCD_MODE_DISABLED); + _set_inv_transform(get_transform().inverse()); + + if (continuous_cd_mode != PhysicsServer2D::CCD_MODE_DISABLED) { + new_transform = get_transform(); + } + + _update_transform_dependent(); +} + +void GodotBody2D::wakeup_neighbours() { + for (const Pair<GodotConstraint2D *, int> &E : constraint_list) { + const GodotConstraint2D *c = E.first; + GodotBody2D **n = c->get_body_ptr(); + int bc = c->get_body_count(); + + for (int i = 0; i < bc; i++) { + if (i == E.second) { + continue; + } + GodotBody2D *b = n[i]; + if (b->mode < PhysicsServer2D::BODY_MODE_RIGID) { + continue; + } + + if (!b->is_active()) { + b->set_active(true); + } + } + } +} + +void GodotBody2D::call_queries() { + Variant direct_state_variant = get_direct_state(); + + if (fi_callback_data) { + if (!fi_callback_data->callable.is_valid()) { + set_force_integration_callback(Callable()); + } else { + const Variant *vp[2] = { &direct_state_variant, &fi_callback_data->udata }; + + Callable::CallError ce; + Variant rv; + if (fi_callback_data->udata.get_type() != Variant::NIL) { + fi_callback_data->callable.callp(vp, 2, rv, ce); + + } else { + fi_callback_data->callable.callp(vp, 1, rv, ce); + } + } + } + + if (body_state_callback.is_valid()) { + body_state_callback.call(direct_state_variant); + } +} + +bool GodotBody2D::sleep_test(real_t p_step) { + if (mode == PhysicsServer2D::BODY_MODE_STATIC || mode == PhysicsServer2D::BODY_MODE_KINEMATIC) { + return true; + } else if (!can_sleep) { + return false; + } + + ERR_FAIL_NULL_V(get_space(), true); + + if (Math::abs(angular_velocity) < get_space()->get_body_angular_velocity_sleep_threshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_threshold() * get_space()->get_body_linear_velocity_sleep_threshold()) { + still_time += p_step; + + return still_time > get_space()->get_body_time_to_sleep(); + } else { + still_time = 0; //maybe this should be set to 0 on set_active? + return false; + } +} + +void GodotBody2D::set_state_sync_callback(const Callable &p_callable) { + body_state_callback = p_callable; +} + +void GodotBody2D::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) { + if (p_callable.is_valid()) { + if (!fi_callback_data) { + fi_callback_data = memnew(ForceIntegrationCallbackData); + } + fi_callback_data->callable = p_callable; + fi_callback_data->udata = p_udata; + } else if (fi_callback_data) { + memdelete(fi_callback_data); + fi_callback_data = nullptr; + } +} + +GodotPhysicsDirectBodyState2D *GodotBody2D::get_direct_state() { + if (!direct_state) { + direct_state = memnew(GodotPhysicsDirectBodyState2D); + direct_state->body = this; + } + return direct_state; +} + +GodotBody2D::GodotBody2D() : + GodotCollisionObject2D(TYPE_BODY), + active_list(this), + mass_properties_update_list(this), + direct_state_query_list(this) { + _set_static(false); +} + +GodotBody2D::~GodotBody2D() { + if (fi_callback_data) { + memdelete(fi_callback_data); + } + if (direct_state) { + memdelete(direct_state); + } +} diff --git a/modules/godot_physics_2d/godot_body_2d.h b/modules/godot_physics_2d/godot_body_2d.h new file mode 100644 index 0000000000..529305dbb2 --- /dev/null +++ b/modules/godot_physics_2d/godot_body_2d.h @@ -0,0 +1,389 @@ +/**************************************************************************/ +/* godot_body_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef GODOT_BODY_2D_H +#define GODOT_BODY_2D_H + +#include "godot_area_2d.h" +#include "godot_collision_object_2d.h" + +#include "core/templates/list.h" +#include "core/templates/pair.h" +#include "core/templates/vset.h" + +class GodotConstraint2D; +class GodotPhysicsDirectBodyState2D; + +class GodotBody2D : public GodotCollisionObject2D { + PhysicsServer2D::BodyMode mode = PhysicsServer2D::BODY_MODE_RIGID; + + Vector2 biased_linear_velocity; + real_t biased_angular_velocity = 0.0; + + Vector2 linear_velocity; + real_t angular_velocity = 0.0; + + Vector2 prev_linear_velocity; + real_t prev_angular_velocity = 0.0; + + Vector2 constant_linear_velocity; + real_t constant_angular_velocity = 0.0; + + PhysicsServer2D::BodyDampMode linear_damp_mode = PhysicsServer2D::BODY_DAMP_MODE_COMBINE; + PhysicsServer2D::BodyDampMode angular_damp_mode = PhysicsServer2D::BODY_DAMP_MODE_COMBINE; + + real_t linear_damp = 0.0; + real_t angular_damp = 0.0; + + real_t total_linear_damp = 0.0; + real_t total_angular_damp = 0.0; + + real_t gravity_scale = 1.0; + + real_t bounce = 0.0; + real_t friction = 1.0; + + real_t mass = 1.0; + real_t _inv_mass = 1.0; + + real_t inertia = 0.0; + real_t _inv_inertia = 0.0; + + Vector2 center_of_mass_local; + Vector2 center_of_mass; + + bool calculate_inertia = true; + bool calculate_center_of_mass = true; + + Vector2 gravity; + + real_t still_time = 0.0; + + Vector2 applied_force; + real_t applied_torque = 0.0; + + Vector2 constant_force; + real_t constant_torque = 0.0; + + SelfList<GodotBody2D> active_list; + SelfList<GodotBody2D> mass_properties_update_list; + SelfList<GodotBody2D> direct_state_query_list; + + VSet<RID> exceptions; + PhysicsServer2D::CCDMode continuous_cd_mode = PhysicsServer2D::CCD_MODE_DISABLED; + bool omit_force_integration = false; + bool active = true; + bool can_sleep = true; + bool first_time_kinematic = false; + void _mass_properties_changed(); + virtual void _shapes_changed() override; + Transform2D new_transform; + + List<Pair<GodotConstraint2D *, int>> constraint_list; + + struct AreaCMP { + GodotArea2D *area = nullptr; + int refCount = 0; + _FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); } + _FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); } + _FORCE_INLINE_ AreaCMP() {} + _FORCE_INLINE_ AreaCMP(GodotArea2D *p_area) { + area = p_area; + refCount = 1; + } + }; + + Vector<AreaCMP> areas; + + struct Contact { + Vector2 local_pos; + Vector2 local_normal; + Vector2 local_velocity_at_pos; + real_t depth = 0.0; + int local_shape = 0; + Vector2 collider_pos; + int collider_shape = 0; + ObjectID collider_instance_id; + RID collider; + Vector2 collider_velocity_at_pos; + Vector2 impulse; + }; + + Vector<Contact> contacts; //no contacts by default + int contact_count = 0; + + Callable body_state_callback; + + struct ForceIntegrationCallbackData { + Callable callable; + Variant udata; + }; + + ForceIntegrationCallbackData *fi_callback_data = nullptr; + + GodotPhysicsDirectBodyState2D *direct_state = nullptr; + + uint64_t island_step = 0; + + void _update_transform_dependent(); + + friend class GodotPhysicsDirectBodyState2D; // i give up, too many functions to expose + +public: + void set_state_sync_callback(const Callable &p_callable); + void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant()); + + GodotPhysicsDirectBodyState2D *get_direct_state(); + + _FORCE_INLINE_ void add_area(GodotArea2D *p_area) { + int index = areas.find(AreaCMP(p_area)); + if (index > -1) { + areas.write[index].refCount += 1; + } else { + areas.ordered_insert(AreaCMP(p_area)); + } + } + + _FORCE_INLINE_ void remove_area(GodotArea2D *p_area) { + int index = areas.find(AreaCMP(p_area)); + if (index > -1) { + areas.write[index].refCount -= 1; + if (areas[index].refCount < 1) { + areas.remove_at(index); + } + } + } + + _FORCE_INLINE_ void set_max_contacts_reported(int p_size) { + contacts.resize(p_size); + contact_count = 0; + if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC && p_size) { + set_active(true); + } + } + + _FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); } + + _FORCE_INLINE_ bool can_report_contacts() const { return !contacts.is_empty(); } + _FORCE_INLINE_ void add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_local_velocity_at_pos, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos, const Vector2 &p_impulse); + + _FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); } + _FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); } + _FORCE_INLINE_ bool has_exception(const RID &p_exception) const { return exceptions.has(p_exception); } + _FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; } + + _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; } + _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; } + + _FORCE_INLINE_ void add_constraint(GodotConstraint2D *p_constraint, int p_pos) { constraint_list.push_back({ p_constraint, p_pos }); } + _FORCE_INLINE_ void remove_constraint(GodotConstraint2D *p_constraint, int p_pos) { constraint_list.erase({ p_constraint, p_pos }); } + const List<Pair<GodotConstraint2D *, int>> &get_constraint_list() const { return constraint_list; } + _FORCE_INLINE_ void clear_constraint_list() { constraint_list.clear(); } + + _FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration = p_omit_force_integration; } + _FORCE_INLINE_ bool get_omit_force_integration() const { return omit_force_integration; } + + _FORCE_INLINE_ void set_linear_velocity(const Vector2 &p_velocity) { linear_velocity = p_velocity; } + _FORCE_INLINE_ Vector2 get_linear_velocity() const { return linear_velocity; } + + _FORCE_INLINE_ void set_angular_velocity(real_t p_velocity) { angular_velocity = p_velocity; } + _FORCE_INLINE_ real_t get_angular_velocity() const { return angular_velocity; } + + _FORCE_INLINE_ Vector2 get_prev_linear_velocity() const { return prev_linear_velocity; } + _FORCE_INLINE_ real_t get_prev_angular_velocity() const { return prev_angular_velocity; } + + _FORCE_INLINE_ void set_biased_linear_velocity(const Vector2 &p_velocity) { biased_linear_velocity = p_velocity; } + _FORCE_INLINE_ Vector2 get_biased_linear_velocity() const { return biased_linear_velocity; } + + _FORCE_INLINE_ void set_biased_angular_velocity(real_t p_velocity) { biased_angular_velocity = p_velocity; } + _FORCE_INLINE_ real_t get_biased_angular_velocity() const { return biased_angular_velocity; } + + _FORCE_INLINE_ void apply_central_impulse(const Vector2 &p_impulse) { + linear_velocity += p_impulse * _inv_mass; + } + + _FORCE_INLINE_ void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) { + linear_velocity += p_impulse * _inv_mass; + angular_velocity += _inv_inertia * (p_position - center_of_mass).cross(p_impulse); + } + + _FORCE_INLINE_ void apply_torque_impulse(real_t p_torque) { + angular_velocity += _inv_inertia * p_torque; + } + + _FORCE_INLINE_ void apply_bias_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2(), real_t p_max_delta_av = -1.0) { + biased_linear_velocity += p_impulse * _inv_mass; + if (p_max_delta_av != 0.0) { + real_t delta_av = _inv_inertia * (p_position - center_of_mass).cross(p_impulse); + if (p_max_delta_av > 0 && delta_av > p_max_delta_av) { + delta_av = p_max_delta_av; + } + biased_angular_velocity += delta_av; + } + } + + _FORCE_INLINE_ void apply_central_force(const Vector2 &p_force) { + applied_force += p_force; + } + + _FORCE_INLINE_ void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) { + applied_force += p_force; + applied_torque += (p_position - center_of_mass).cross(p_force); + } + + _FORCE_INLINE_ void apply_torque(real_t p_torque) { + applied_torque += p_torque; + } + + _FORCE_INLINE_ void add_constant_central_force(const Vector2 &p_force) { + constant_force += p_force; + } + + _FORCE_INLINE_ void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) { + constant_force += p_force; + constant_torque += (p_position - center_of_mass).cross(p_force); + } + + _FORCE_INLINE_ void add_constant_torque(real_t p_torque) { + constant_torque += p_torque; + } + + void set_constant_force(const Vector2 &p_force) { constant_force = p_force; } + Vector2 get_constant_force() const { return constant_force; } + + void set_constant_torque(real_t p_torque) { constant_torque = p_torque; } + real_t get_constant_torque() const { return constant_torque; } + + void set_active(bool p_active); + _FORCE_INLINE_ bool is_active() const { return active; } + + _FORCE_INLINE_ void wakeup() { + if ((!get_space()) || mode == PhysicsServer2D::BODY_MODE_STATIC || mode == PhysicsServer2D::BODY_MODE_KINEMATIC) { + return; + } + set_active(true); + } + + void set_param(PhysicsServer2D::BodyParameter p_param, const Variant &p_value); + Variant get_param(PhysicsServer2D::BodyParameter p_param) const; + + void set_mode(PhysicsServer2D::BodyMode p_mode); + PhysicsServer2D::BodyMode get_mode() const; + + void set_state(PhysicsServer2D::BodyState p_state, const Variant &p_variant); + Variant get_state(PhysicsServer2D::BodyState p_state) const; + + _FORCE_INLINE_ void set_continuous_collision_detection_mode(PhysicsServer2D::CCDMode p_mode) { continuous_cd_mode = p_mode; } + _FORCE_INLINE_ PhysicsServer2D::CCDMode get_continuous_collision_detection_mode() const { return continuous_cd_mode; } + + void set_space(GodotSpace2D *p_space) override; + + void update_mass_properties(); + void reset_mass_properties(); + + _FORCE_INLINE_ const Vector2 &get_center_of_mass() const { return center_of_mass; } + _FORCE_INLINE_ const Vector2 &get_center_of_mass_local() const { return center_of_mass_local; } + _FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; } + _FORCE_INLINE_ real_t get_inv_inertia() const { return _inv_inertia; } + _FORCE_INLINE_ real_t get_friction() const { return friction; } + _FORCE_INLINE_ real_t get_bounce() const { return bounce; } + + void integrate_forces(real_t p_step); + void integrate_velocities(real_t p_step); + + _FORCE_INLINE_ Vector2 get_velocity_in_local_point(const Vector2 &rel_pos) const { + return linear_velocity + Vector2(-angular_velocity * rel_pos.y, angular_velocity * rel_pos.x); + } + + _FORCE_INLINE_ Vector2 get_motion() const { + if (mode > PhysicsServer2D::BODY_MODE_KINEMATIC) { + return new_transform.get_origin() - get_transform().get_origin(); + } else if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC) { + return get_transform().get_origin() - new_transform.get_origin(); //kinematic simulates forward + } + return Vector2(); + } + + void call_queries(); + void wakeup_neighbours(); + + bool sleep_test(real_t p_step); + + GodotBody2D(); + ~GodotBody2D(); +}; + +//add contact inline + +void GodotBody2D::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_local_velocity_at_pos, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos, const Vector2 &p_impulse) { + int c_max = contacts.size(); + + if (c_max == 0) { + return; + } + + Contact *c = contacts.ptrw(); + + int idx = -1; + + if (contact_count < c_max) { + idx = contact_count++; + } else { + real_t least_depth = 1e20; + int least_deep = -1; + for (int i = 0; i < c_max; i++) { + if (i == 0 || c[i].depth < least_depth) { + least_deep = i; + least_depth = c[i].depth; + } + } + + if (least_deep >= 0 && least_depth < p_depth) { + idx = least_deep; + } + if (idx == -1) { + return; //none least deepe than this + } + } + + c[idx].local_pos = p_local_pos; + c[idx].local_normal = p_local_normal; + c[idx].local_velocity_at_pos = p_local_velocity_at_pos; + c[idx].depth = p_depth; + c[idx].local_shape = p_local_shape; + c[idx].collider_pos = p_collider_pos; + c[idx].collider_shape = p_collider_shape; + c[idx].collider_instance_id = p_collider_instance_id; + c[idx].collider = p_collider; + c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos; + c[idx].impulse = p_impulse; +} + +#endif // GODOT_BODY_2D_H diff --git a/modules/godot_physics_2d/godot_body_direct_state_2d.cpp b/modules/godot_physics_2d/godot_body_direct_state_2d.cpp new file mode 100644 index 0000000000..b34c70831d --- /dev/null +++ b/modules/godot_physics_2d/godot_body_direct_state_2d.cpp @@ -0,0 +1,229 @@ +/**************************************************************************/ +/* godot_body_direct_state_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#include "godot_body_direct_state_2d.h" + +#include "godot_body_2d.h" +#include "godot_physics_server_2d.h" +#include "godot_space_2d.h" + +Vector2 GodotPhysicsDirectBodyState2D::get_total_gravity() const { + return body->gravity; +} + +real_t GodotPhysicsDirectBodyState2D::get_total_angular_damp() const { + return body->total_angular_damp; +} + +real_t GodotPhysicsDirectBodyState2D::get_total_linear_damp() const { + return body->total_linear_damp; +} + +Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass() const { + return body->get_center_of_mass(); +} + +Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass_local() const { + return body->get_center_of_mass_local(); +} + +real_t GodotPhysicsDirectBodyState2D::get_inverse_mass() const { + return body->get_inv_mass(); +} + +real_t GodotPhysicsDirectBodyState2D::get_inverse_inertia() const { + return body->get_inv_inertia(); +} + +void GodotPhysicsDirectBodyState2D::set_linear_velocity(const Vector2 &p_velocity) { + body->wakeup(); + body->set_linear_velocity(p_velocity); +} + +Vector2 GodotPhysicsDirectBodyState2D::get_linear_velocity() const { + return body->get_linear_velocity(); +} + +void GodotPhysicsDirectBodyState2D::set_angular_velocity(real_t p_velocity) { + body->wakeup(); + body->set_angular_velocity(p_velocity); +} + +real_t GodotPhysicsDirectBodyState2D::get_angular_velocity() const { + return body->get_angular_velocity(); +} + +void GodotPhysicsDirectBodyState2D::set_transform(const Transform2D &p_transform) { + body->set_state(PhysicsServer2D::BODY_STATE_TRANSFORM, p_transform); +} + +Transform2D GodotPhysicsDirectBodyState2D::get_transform() const { + return body->get_transform(); +} + +Vector2 GodotPhysicsDirectBodyState2D::get_velocity_at_local_position(const Vector2 &p_position) const { + return body->get_velocity_in_local_point(p_position); +} + +void GodotPhysicsDirectBodyState2D::apply_central_impulse(const Vector2 &p_impulse) { + body->wakeup(); + body->apply_central_impulse(p_impulse); +} + +void GodotPhysicsDirectBodyState2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) { + body->wakeup(); + body->apply_impulse(p_impulse, p_position); +} + +void GodotPhysicsDirectBodyState2D::apply_torque_impulse(real_t p_torque) { + body->wakeup(); + body->apply_torque_impulse(p_torque); +} + +void GodotPhysicsDirectBodyState2D::apply_central_force(const Vector2 &p_force) { + body->wakeup(); + body->apply_central_force(p_force); +} + +void GodotPhysicsDirectBodyState2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) { + body->wakeup(); + body->apply_force(p_force, p_position); +} + +void GodotPhysicsDirectBodyState2D::apply_torque(real_t p_torque) { + body->wakeup(); + body->apply_torque(p_torque); +} + +void GodotPhysicsDirectBodyState2D::add_constant_central_force(const Vector2 &p_force) { + body->wakeup(); + body->add_constant_central_force(p_force); +} + +void GodotPhysicsDirectBodyState2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) { + body->wakeup(); + body->add_constant_force(p_force, p_position); +} + +void GodotPhysicsDirectBodyState2D::add_constant_torque(real_t p_torque) { + body->wakeup(); + body->add_constant_torque(p_torque); +} + +void GodotPhysicsDirectBodyState2D::set_constant_force(const Vector2 &p_force) { + if (!p_force.is_zero_approx()) { + body->wakeup(); + } + body->set_constant_force(p_force); +} + +Vector2 GodotPhysicsDirectBodyState2D::get_constant_force() const { + return body->get_constant_force(); +} + +void GodotPhysicsDirectBodyState2D::set_constant_torque(real_t p_torque) { + if (!Math::is_zero_approx(p_torque)) { + body->wakeup(); + } + body->set_constant_torque(p_torque); +} + +real_t GodotPhysicsDirectBodyState2D::get_constant_torque() const { + return body->get_constant_torque(); +} + +void GodotPhysicsDirectBodyState2D::set_sleep_state(bool p_enable) { + body->set_active(!p_enable); +} + +bool GodotPhysicsDirectBodyState2D::is_sleeping() const { + return !body->is_active(); +} + +int GodotPhysicsDirectBodyState2D::get_contact_count() const { + return body->contact_count; +} + +Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_position(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); + return body->contacts[p_contact_idx].local_pos; +} + +Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_normal(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); + return body->contacts[p_contact_idx].local_normal; +} + +int GodotPhysicsDirectBodyState2D::get_contact_local_shape(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1); + return body->contacts[p_contact_idx].local_shape; +} + +Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_velocity_at_position(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); + return body->contacts[p_contact_idx].local_velocity_at_pos; +} + +RID GodotPhysicsDirectBodyState2D::get_contact_collider(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID()); + return body->contacts[p_contact_idx].collider; +} +Vector2 GodotPhysicsDirectBodyState2D::get_contact_collider_position(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); + return body->contacts[p_contact_idx].collider_pos; +} + +ObjectID GodotPhysicsDirectBodyState2D::get_contact_collider_id(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID()); + return body->contacts[p_contact_idx].collider_instance_id; +} + +int GodotPhysicsDirectBodyState2D::get_contact_collider_shape(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0); + return body->contacts[p_contact_idx].collider_shape; +} + +Vector2 GodotPhysicsDirectBodyState2D::get_contact_collider_velocity_at_position(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); + return body->contacts[p_contact_idx].collider_velocity_at_pos; +} + +Vector2 GodotPhysicsDirectBodyState2D::get_contact_impulse(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); + return body->contacts[p_contact_idx].impulse; +} + +PhysicsDirectSpaceState2D *GodotPhysicsDirectBodyState2D::get_space_state() { + return body->get_space()->get_direct_state(); +} + +real_t GodotPhysicsDirectBodyState2D::get_step() const { + return body->get_space()->get_last_step(); +} diff --git a/modules/godot_physics_2d/godot_body_direct_state_2d.h b/modules/godot_physics_2d/godot_body_direct_state_2d.h new file mode 100644 index 0000000000..90b7c1d369 --- /dev/null +++ b/modules/godot_physics_2d/godot_body_direct_state_2d.h @@ -0,0 +1,104 @@ +/**************************************************************************/ +/* godot_body_direct_state_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef GODOT_BODY_DIRECT_STATE_2D_H +#define GODOT_BODY_DIRECT_STATE_2D_H + +#include "servers/physics_server_2d.h" + +class GodotBody2D; + +class GodotPhysicsDirectBodyState2D : public PhysicsDirectBodyState2D { + GDCLASS(GodotPhysicsDirectBodyState2D, PhysicsDirectBodyState2D); + +public: + GodotBody2D *body = nullptr; + + virtual Vector2 get_total_gravity() const override; + virtual real_t get_total_angular_damp() const override; + virtual real_t get_total_linear_damp() const override; + + virtual Vector2 get_center_of_mass() const override; + virtual Vector2 get_center_of_mass_local() const override; + virtual real_t get_inverse_mass() const override; + virtual real_t get_inverse_inertia() const override; + + virtual void set_linear_velocity(const Vector2 &p_velocity) override; + virtual Vector2 get_linear_velocity() const override; + + virtual void set_angular_velocity(real_t p_velocity) override; + virtual real_t get_angular_velocity() const override; + + virtual void set_transform(const Transform2D &p_transform) override; + virtual Transform2D get_transform() const override; + + virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const override; + + virtual void apply_central_impulse(const Vector2 &p_impulse) override; + virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override; + virtual void apply_torque_impulse(real_t p_torque) override; + + virtual void apply_central_force(const Vector2 &p_force) override; + virtual void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override; + virtual void apply_torque(real_t p_torque) override; + + virtual void add_constant_central_force(const Vector2 &p_force) override; + virtual void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override; + virtual void add_constant_torque(real_t p_torque) override; + + virtual void set_constant_force(const Vector2 &p_force) override; + virtual Vector2 get_constant_force() const override; + + virtual void set_constant_torque(real_t p_torque) override; + virtual real_t get_constant_torque() const override; + + virtual void set_sleep_state(bool p_enable) override; + virtual bool is_sleeping() const override; + + virtual int get_contact_count() const override; + + virtual Vector2 get_contact_local_position(int p_contact_idx) const override; + virtual Vector2 get_contact_local_normal(int p_contact_idx) const override; + virtual int get_contact_local_shape(int p_contact_idx) const override; + virtual Vector2 get_contact_local_velocity_at_position(int p_contact_idx) const override; + + virtual RID get_contact_collider(int p_contact_idx) const override; + virtual Vector2 get_contact_collider_position(int p_contact_idx) const override; + virtual ObjectID get_contact_collider_id(int p_contact_idx) const override; + virtual int get_contact_collider_shape(int p_contact_idx) const override; + virtual Vector2 get_contact_collider_velocity_at_position(int p_contact_idx) const override; + virtual Vector2 get_contact_impulse(int p_contact_idx) const override; + + virtual PhysicsDirectSpaceState2D *get_space_state() override; + + virtual real_t get_step() const override; +}; + +#endif // GODOT_BODY_DIRECT_STATE_2D_H diff --git a/modules/godot_physics_2d/godot_body_pair_2d.cpp b/modules/godot_physics_2d/godot_body_pair_2d.cpp new file mode 100644 index 0000000000..6c2d28dc92 --- /dev/null +++ b/modules/godot_physics_2d/godot_body_pair_2d.cpp @@ -0,0 +1,608 @@ +/**************************************************************************/ +/* godot_body_pair_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#include "godot_body_pair_2d.h" + +#include "godot_collision_solver_2d.h" +#include "godot_space_2d.h" + +#define ACCUMULATE_IMPULSES + +#define MIN_VELOCITY 0.001 +#define MAX_BIAS_ROTATION (Math_PI / 8) + +void GodotBodyPair2D::_add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self) { + GodotBodyPair2D *self = static_cast<GodotBodyPair2D *>(p_self); + + self->_contact_added_callback(p_point_A, p_point_B); +} + +void GodotBodyPair2D::_contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B) { + Vector2 local_A = A->get_inv_transform().basis_xform(p_point_A); + Vector2 local_B = B->get_inv_transform().basis_xform(p_point_B - offset_B); + + int new_index = contact_count; + + ERR_FAIL_COND(new_index >= (MAX_CONTACTS + 1)); + + Contact contact; + contact.local_A = local_A; + contact.local_B = local_B; + contact.normal = (p_point_A - p_point_B).normalized(); + contact.used = true; + + // Attempt to determine if the contact will be reused. + real_t recycle_radius_2 = space->get_contact_recycle_radius() * space->get_contact_recycle_radius(); + + for (int i = 0; i < contact_count; i++) { + Contact &c = contacts[i]; + if (c.local_A.distance_squared_to(local_A) < (recycle_radius_2) && + c.local_B.distance_squared_to(local_B) < (recycle_radius_2)) { + contact.acc_normal_impulse = c.acc_normal_impulse; + contact.acc_tangent_impulse = c.acc_tangent_impulse; + contact.acc_bias_impulse = c.acc_bias_impulse; + contact.acc_bias_impulse_center_of_mass = c.acc_bias_impulse_center_of_mass; + c = contact; + return; + } + } + + // Figure out if the contact amount must be reduced to fit the new contact. + if (new_index == MAX_CONTACTS) { + // Remove the contact with the minimum depth. + + const Transform2D &transform_A = A->get_transform(); + const Transform2D &transform_B = B->get_transform(); + + int least_deep = -1; + real_t min_depth; + + // Start with depth for new contact. + { + Vector2 global_A = transform_A.basis_xform(contact.local_A); + Vector2 global_B = transform_B.basis_xform(contact.local_B) + offset_B; + + Vector2 axis = global_A - global_B; + min_depth = axis.dot(contact.normal); + } + + for (int i = 0; i < contact_count; i++) { + const Contact &c = contacts[i]; + Vector2 global_A = transform_A.basis_xform(c.local_A); + Vector2 global_B = transform_B.basis_xform(c.local_B) + offset_B; + + Vector2 axis = global_A - global_B; + real_t depth = axis.dot(c.normal); + + if (depth < min_depth) { + min_depth = depth; + least_deep = i; + } + } + + if (least_deep > -1) { + // Replace the least deep contact by the new one. + contacts[least_deep] = contact; + } + + return; + } + + contacts[new_index] = contact; + contact_count++; +} + +void GodotBodyPair2D::_validate_contacts() { + // Make sure to erase contacts that are no longer valid. + real_t max_separation = space->get_contact_max_separation(); + real_t max_separation2 = max_separation * max_separation; + + const Transform2D &transform_A = A->get_transform(); + const Transform2D &transform_B = B->get_transform(); + + for (int i = 0; i < contact_count; i++) { + Contact &c = contacts[i]; + + bool erase = false; + if (!c.used) { + // Was left behind in previous frame. + erase = true; + } else { + c.used = false; + + Vector2 global_A = transform_A.basis_xform(c.local_A); + Vector2 global_B = transform_B.basis_xform(c.local_B) + offset_B; + Vector2 axis = global_A - global_B; + real_t depth = axis.dot(c.normal); + + if (depth < -max_separation || (global_B + c.normal * depth - global_A).length_squared() > max_separation2) { + erase = true; + } + } + + if (erase) { + // Contact no longer needed, remove. + + if ((i + 1) < contact_count) { + // Swap with the last one. + SWAP(contacts[i], contacts[contact_count - 1]); + } + + i--; + contact_count--; + } + } +} + +// _test_ccd prevents tunneling by slowing down a high velocity body that is about to collide so that next frame it will be at an appropriate location to collide (i.e. slight overlap) +// Warning: the way velocity is adjusted down to cause a collision means the momentum will be weaker than it should for a bounce! +// Process: only proceed if body A's motion is high relative to its size. +// cast forward along motion vector to see if A is going to enter/pass B's collider next frame, only proceed if it does. +// adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it. +bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, const Transform2D &p_xform_A, GodotBody2D *p_B, int p_shape_B, const Transform2D &p_xform_B) { + Vector2 motion = p_A->get_linear_velocity() * p_step; + real_t mlen = motion.length(); + if (mlen < CMP_EPSILON) { + return false; + } + + Vector2 mnormal = motion / mlen; + + real_t min = 0.0, max = 0.0; + p_A->get_shape(p_shape_A)->project_rangev(mnormal, p_xform_A, min, max); + + // Did it move enough in this direction to even attempt raycast? + // Let's say it should move more than 1/3 the size of the object in that axis. + bool fast_object = mlen > (max - min) * 0.3; + if (!fast_object) { + return false; + } + + // A is moving fast enough that tunneling might occur. See if it's really about to collide. + + // Roughly predict body B's position in the next frame (ignoring collisions). + Transform2D predicted_xform_B = p_xform_B.translated(p_B->get_linear_velocity() * p_step); + + // Cast a segment from support in motion normal, in the same direction of motion by motion length. + // Support point will the farthest forward collision point along the movement vector. + // i.e. the point that should hit B first if any collision does occur. + + // convert mnormal into body A's local xform because get_support requires (and returns) local coordinates. + int a; + Vector2 s[2]; + p_A->get_shape(p_shape_A)->get_supports(p_xform_A.basis_xform_inv(mnormal).normalized(), s, a); + Vector2 from = p_xform_A.xform(s[0]); + // Back up 10% of the per-frame motion behind the support point and use that as the beginning of our cast. + // This should ensure the calculated new velocity will really cause a bit of overlap instead of just getting us very close. + Vector2 to = from + motion; + + Transform2D from_inv = predicted_xform_B.affine_inverse(); + + // Back up 10% of the per-frame motion behind the support point and use that as the beginning of our cast. + // At high speeds, this may mean we're actually casting from well behind the body instead of inside it, which is odd. But it still works out. + Vector2 local_from = from_inv.xform(from - motion * 0.1); + Vector2 local_to = from_inv.xform(to); + + Vector2 rpos, rnorm; + if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm)) { + // there was no hit. Since the segment is the length of per-frame motion, this means the bodies will not + // actually collide yet on next frame. We'll probably check again next frame once they're closer. + return false; + } + + // Check one-way collision based on motion direction. + if (p_A->get_shape(p_shape_A)->allows_one_way_collision() && p_B->is_shape_set_as_one_way_collision(p_shape_B)) { + Vector2 direction = predicted_xform_B.columns[1].normalized(); + if (direction.dot(mnormal) < CMP_EPSILON) { + collided = false; + oneway_disabled = true; + return false; + } + } + + // Shorten the linear velocity so it does not hit, but gets close enough, + // next frame will hit softly or soft enough. + Vector2 hitpos = predicted_xform_B.xform(rpos); + + real_t newlen = hitpos.distance_to(from) + (max - min) * 0.01; // adding 1% of body length to the distance between collision and support point should cause body A's support point to arrive just within B's collider next frame. + p_A->set_linear_velocity(mnormal * (newlen / p_step)); + + return true; +} + +real_t combine_bounce(GodotBody2D *A, GodotBody2D *B) { + return CLAMP(A->get_bounce() + B->get_bounce(), 0, 1); +} + +real_t combine_friction(GodotBody2D *A, GodotBody2D *B) { + return ABS(MIN(A->get_friction(), B->get_friction())); +} + +bool GodotBodyPair2D::setup(real_t p_step) { + check_ccd = false; + + if (!A->interacts_with(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self())) { + collided = false; + return false; + } + + collide_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) && A->collides_with(B); + collide_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) && B->collides_with(A); + + report_contacts_only = false; + if (!collide_A && !collide_B) { + if ((A->get_max_contacts_reported() > 0) || (B->get_max_contacts_reported() > 0)) { + report_contacts_only = true; + } else { + collided = false; + return false; + } + } + + //use local A coordinates to avoid numerical issues on collision detection + offset_B = B->get_transform().get_origin() - A->get_transform().get_origin(); + + _validate_contacts(); + + const Vector2 &offset_A = A->get_transform().get_origin(); + Transform2D xform_Au = A->get_transform().untranslated(); + Transform2D xform_A = xform_Au * A->get_shape_transform(shape_A); + + Transform2D xform_Bu = B->get_transform(); + xform_Bu.columns[2] -= offset_A; + Transform2D xform_B = xform_Bu * B->get_shape_transform(shape_B); + + GodotShape2D *shape_A_ptr = A->get_shape(shape_A); + GodotShape2D *shape_B_ptr = B->get_shape(shape_B); + + Vector2 motion_A, motion_B; + + if (A->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_SHAPE) { + motion_A = A->get_motion(); + } + if (B->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_SHAPE) { + motion_B = B->get_motion(); + } + + bool prev_collided = collided; + + collided = GodotCollisionSolver2D::solve(shape_A_ptr, xform_A, motion_A, shape_B_ptr, xform_B, motion_B, _add_contact, this, &sep_axis); + if (!collided) { + oneway_disabled = false; + + if (A->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_A) { + check_ccd = true; + return true; + } + + if (B->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_B) { + check_ccd = true; + return true; + } + + return false; + } + + if (oneway_disabled) { + return false; + } + + if (!prev_collided) { + if (shape_B_ptr->allows_one_way_collision() && A->is_shape_set_as_one_way_collision(shape_A)) { + Vector2 direction = xform_A.columns[1].normalized(); + bool valid = false; + for (int i = 0; i < contact_count; i++) { + Contact &c = contacts[i]; + if (c.normal.dot(direction) > -CMP_EPSILON) { // Greater (normal inverted). + continue; + } + valid = true; + break; + } + if (!valid) { + collided = false; + oneway_disabled = true; + return false; + } + } + + if (shape_A_ptr->allows_one_way_collision() && B->is_shape_set_as_one_way_collision(shape_B)) { + Vector2 direction = xform_B.columns[1].normalized(); + bool valid = false; + for (int i = 0; i < contact_count; i++) { + Contact &c = contacts[i]; + if (c.normal.dot(direction) < CMP_EPSILON) { // Less (normal ok). + continue; + } + valid = true; + break; + } + if (!valid) { + collided = false; + oneway_disabled = true; + return false; + } + } + } + + return true; +} + +bool GodotBodyPair2D::pre_solve(real_t p_step) { + if (oneway_disabled) { + return false; + } + + if (!collided) { + if (check_ccd) { + const Vector2 &offset_A = A->get_transform().get_origin(); + Transform2D xform_Au = A->get_transform().untranslated(); + Transform2D xform_A = xform_Au * A->get_shape_transform(shape_A); + + Transform2D xform_Bu = B->get_transform(); + xform_Bu.columns[2] -= offset_A; + Transform2D xform_B = xform_Bu * B->get_shape_transform(shape_B); + + if (A->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_A) { + _test_ccd(p_step, A, shape_A, xform_A, B, shape_B, xform_B); + } + + if (B->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_B) { + _test_ccd(p_step, B, shape_B, xform_B, A, shape_A, xform_A); + } + } + + return false; + } + + real_t max_penetration = space->get_contact_max_allowed_penetration(); + + real_t bias = space->get_contact_bias(); + + GodotShape2D *shape_A_ptr = A->get_shape(shape_A); + GodotShape2D *shape_B_ptr = B->get_shape(shape_B); + + if (shape_A_ptr->get_custom_bias() || shape_B_ptr->get_custom_bias()) { + if (shape_A_ptr->get_custom_bias() == 0) { + bias = shape_B_ptr->get_custom_bias(); + } else if (shape_B_ptr->get_custom_bias() == 0) { + bias = shape_A_ptr->get_custom_bias(); + } else { + bias = (shape_B_ptr->get_custom_bias() + shape_A_ptr->get_custom_bias()) * 0.5; + } + } + + real_t inv_dt = 1.0 / p_step; + + bool do_process = false; + + const Vector2 &offset_A = A->get_transform().get_origin(); + const Transform2D &transform_A = A->get_transform(); + const Transform2D &transform_B = B->get_transform(); + + real_t inv_inertia_A = collide_A ? A->get_inv_inertia() : 0.0; + real_t inv_inertia_B = collide_B ? B->get_inv_inertia() : 0.0; + + real_t inv_mass_A = collide_A ? A->get_inv_mass() : 0.0; + real_t inv_mass_B = collide_B ? B->get_inv_mass() : 0.0; + + for (int i = 0; i < contact_count; i++) { + Contact &c = contacts[i]; + c.active = false; + + Vector2 global_A = transform_A.basis_xform(c.local_A); + Vector2 global_B = transform_B.basis_xform(c.local_B) + offset_B; + + Vector2 axis = global_A - global_B; + real_t depth = axis.dot(c.normal); + + if (depth <= 0.0) { + continue; + } + +#ifdef DEBUG_ENABLED + if (space->is_debugging_contacts()) { + space->add_debug_contact(global_A + offset_A); + space->add_debug_contact(global_B + offset_A); + } +#endif + + c.rA = global_A - A->get_center_of_mass(); + c.rB = global_B - B->get_center_of_mass() - offset_B; + + // Precompute normal mass, tangent mass, and bias. + real_t rnA = c.rA.dot(c.normal); + real_t rnB = c.rB.dot(c.normal); + real_t kNormal = inv_mass_A + inv_mass_B; + kNormal += inv_inertia_A * (c.rA.dot(c.rA) - rnA * rnA) + inv_inertia_B * (c.rB.dot(c.rB) - rnB * rnB); + c.mass_normal = 1.0f / kNormal; + + Vector2 tangent = c.normal.orthogonal(); + real_t rtA = c.rA.dot(tangent); + real_t rtB = c.rB.dot(tangent); + real_t kTangent = inv_mass_A + inv_mass_B; + kTangent += inv_inertia_A * (c.rA.dot(c.rA) - rtA * rtA) + inv_inertia_B * (c.rB.dot(c.rB) - rtB * rtB); + c.mass_tangent = 1.0f / kTangent; + + c.bias = -bias * inv_dt * MIN(0.0f, -depth + max_penetration); + c.depth = depth; + + Vector2 P = c.acc_normal_impulse * c.normal + c.acc_tangent_impulse * tangent; + + c.acc_impulse -= P; + + if (A->can_report_contacts() || B->can_report_contacts()) { + Vector2 crB = Vector2(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x) + B->get_linear_velocity(); + Vector2 crA = Vector2(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x) + A->get_linear_velocity(); + if (A->can_report_contacts()) { + A->add_contact(global_A + offset_A, -c.normal, depth, shape_A, crA, global_B + offset_A, shape_B, B->get_instance_id(), B->get_self(), crB, c.acc_impulse); + } + if (B->can_report_contacts()) { + B->add_contact(global_B + offset_A, c.normal, depth, shape_B, crB, global_A + offset_A, shape_A, A->get_instance_id(), A->get_self(), crA, c.acc_impulse); + } + } + + if (report_contacts_only) { + collided = false; + continue; + } + +#ifdef ACCUMULATE_IMPULSES + { + // Apply normal + friction impulse + if (collide_A) { + A->apply_impulse(-P, c.rA + A->get_center_of_mass()); + } + if (collide_B) { + B->apply_impulse(P, c.rB + B->get_center_of_mass()); + } + } +#endif + + c.bounce = combine_bounce(A, B); + if (c.bounce) { + Vector2 crA(-A->get_prev_angular_velocity() * c.rA.y, A->get_prev_angular_velocity() * c.rA.x); + Vector2 crB(-B->get_prev_angular_velocity() * c.rB.y, B->get_prev_angular_velocity() * c.rB.x); + Vector2 dv = B->get_prev_linear_velocity() + crB - A->get_prev_linear_velocity() - crA; + c.bounce = c.bounce * dv.dot(c.normal); + } + + c.active = true; + do_process = true; + } + + return do_process; +} + +void GodotBodyPair2D::solve(real_t p_step) { + if (!collided || oneway_disabled) { + return; + } + + const real_t max_bias_av = MAX_BIAS_ROTATION / p_step; + + real_t inv_mass_A = collide_A ? A->get_inv_mass() : 0.0; + real_t inv_mass_B = collide_B ? B->get_inv_mass() : 0.0; + + for (int i = 0; i < contact_count; ++i) { + Contact &c = contacts[i]; + + if (!c.active) { + continue; + } + + // Relative velocity at contact + + Vector2 crA(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x); + Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x); + Vector2 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA; + + Vector2 crbA(-A->get_biased_angular_velocity() * c.rA.y, A->get_biased_angular_velocity() * c.rA.x); + Vector2 crbB(-B->get_biased_angular_velocity() * c.rB.y, B->get_biased_angular_velocity() * c.rB.x); + Vector2 dbv = B->get_biased_linear_velocity() + crbB - A->get_biased_linear_velocity() - crbA; + + real_t vn = dv.dot(c.normal); + real_t vbn = dbv.dot(c.normal); + + Vector2 tangent = c.normal.orthogonal(); + real_t vt = dv.dot(tangent); + + real_t jbn = (c.bias - vbn) * c.mass_normal; + real_t jbnOld = c.acc_bias_impulse; + c.acc_bias_impulse = MAX(jbnOld + jbn, 0.0f); + + Vector2 jb = c.normal * (c.acc_bias_impulse - jbnOld); + + if (collide_A) { + A->apply_bias_impulse(-jb, c.rA + A->get_center_of_mass(), max_bias_av); + } + if (collide_B) { + B->apply_bias_impulse(jb, c.rB + B->get_center_of_mass(), max_bias_av); + } + + crbA = Vector2(-A->get_biased_angular_velocity() * c.rA.y, A->get_biased_angular_velocity() * c.rA.x); + crbB = Vector2(-B->get_biased_angular_velocity() * c.rB.y, B->get_biased_angular_velocity() * c.rB.x); + dbv = B->get_biased_linear_velocity() + crbB - A->get_biased_linear_velocity() - crbA; + + vbn = dbv.dot(c.normal); + + if (Math::abs(-vbn + c.bias) > MIN_VELOCITY) { + real_t jbn_com = (-vbn + c.bias) / (inv_mass_A + inv_mass_B); + real_t jbnOld_com = c.acc_bias_impulse_center_of_mass; + c.acc_bias_impulse_center_of_mass = MAX(jbnOld_com + jbn_com, 0.0f); + + Vector2 jb_com = c.normal * (c.acc_bias_impulse_center_of_mass - jbnOld_com); + + if (collide_A) { + A->apply_bias_impulse(-jb_com, A->get_center_of_mass(), 0.0f); + } + if (collide_B) { + B->apply_bias_impulse(jb_com, B->get_center_of_mass(), 0.0f); + } + } + + real_t jn = -(c.bounce + vn) * c.mass_normal; + real_t jnOld = c.acc_normal_impulse; + c.acc_normal_impulse = MAX(jnOld + jn, 0.0f); + + real_t friction = combine_friction(A, B); + + real_t jtMax = friction * c.acc_normal_impulse; + real_t jt = -vt * c.mass_tangent; + real_t jtOld = c.acc_tangent_impulse; + c.acc_tangent_impulse = CLAMP(jtOld + jt, -jtMax, jtMax); + + Vector2 j = c.normal * (c.acc_normal_impulse - jnOld) + tangent * (c.acc_tangent_impulse - jtOld); + + if (collide_A) { + A->apply_impulse(-j, c.rA + A->get_center_of_mass()); + } + if (collide_B) { + B->apply_impulse(j, c.rB + B->get_center_of_mass()); + } + c.acc_impulse -= j; + } +} + +GodotBodyPair2D::GodotBodyPair2D(GodotBody2D *p_A, int p_shape_A, GodotBody2D *p_B, int p_shape_B) : + GodotConstraint2D(_arr, 2) { + A = p_A; + B = p_B; + shape_A = p_shape_A; + shape_B = p_shape_B; + space = A->get_space(); + A->add_constraint(this, 0); + B->add_constraint(this, 1); +} + +GodotBodyPair2D::~GodotBodyPair2D() { + A->remove_constraint(this, 0); + B->remove_constraint(this, 1); +} diff --git a/modules/godot_physics_2d/godot_body_pair_2d.h b/modules/godot_physics_2d/godot_body_pair_2d.h new file mode 100644 index 0000000000..4e9bfa6022 --- /dev/null +++ b/modules/godot_physics_2d/godot_body_pair_2d.h @@ -0,0 +1,101 @@ +/**************************************************************************/ +/* godot_body_pair_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef GODOT_BODY_PAIR_2D_H +#define GODOT_BODY_PAIR_2D_H + +#include "godot_body_2d.h" +#include "godot_constraint_2d.h" + +class GodotBodyPair2D : public GodotConstraint2D { + enum { + MAX_CONTACTS = 2 + }; + union { + struct { + GodotBody2D *A; + GodotBody2D *B; + }; + + GodotBody2D *_arr[2] = { nullptr, nullptr }; + }; + + int shape_A = 0; + int shape_B = 0; + + bool collide_A = false; + bool collide_B = false; + + GodotSpace2D *space = nullptr; + + struct Contact { + Vector2 position; + Vector2 normal; + Vector2 local_A, local_B; + Vector2 acc_impulse; // accumulated impulse + real_t acc_normal_impulse = 0.0; // accumulated normal impulse (Pn) + real_t acc_tangent_impulse = 0.0; // accumulated tangent impulse (Pt) + real_t acc_bias_impulse = 0.0; // accumulated normal impulse for position bias (Pnb) + real_t acc_bias_impulse_center_of_mass = 0.0; // accumulated normal impulse for position bias applied to com + real_t mass_normal, mass_tangent = 0.0; + real_t bias = 0.0; + + real_t depth = 0.0; + bool active = false; + bool used = false; + Vector2 rA, rB; + real_t bounce = 0.0; + }; + + Vector2 offset_B; //use local A coordinates to avoid numerical issues on collision detection + + Vector2 sep_axis; + Contact contacts[MAX_CONTACTS]; + int contact_count = 0; + bool collided = false; + bool check_ccd = false; + bool oneway_disabled = false; + bool report_contacts_only = false; + + bool _test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, const Transform2D &p_xform_A, GodotBody2D *p_B, int p_shape_B, const Transform2D &p_xform_B); + void _validate_contacts(); + static void _add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self); + _FORCE_INLINE_ void _contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B); + +public: + virtual bool setup(real_t p_step) override; + virtual bool pre_solve(real_t p_step) override; + virtual void solve(real_t p_step) override; + + GodotBodyPair2D(GodotBody2D *p_A, int p_shape_A, GodotBody2D *p_B, int p_shape_B); + ~GodotBodyPair2D(); +}; + +#endif // GODOT_BODY_PAIR_2D_H diff --git a/modules/godot_physics_2d/godot_broad_phase_2d.cpp b/modules/godot_physics_2d/godot_broad_phase_2d.cpp new file mode 100644 index 0000000000..eb6bc21d60 --- /dev/null +++ b/modules/godot_physics_2d/godot_broad_phase_2d.cpp @@ -0,0 +1,36 @@ +/**************************************************************************/ +/* godot_broad_phase_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#include "godot_broad_phase_2d.h" + +GodotBroadPhase2D::CreateFunction GodotBroadPhase2D::create_func = nullptr; + +GodotBroadPhase2D::~GodotBroadPhase2D() { +} diff --git a/modules/godot_physics_2d/godot_broad_phase_2d.h b/modules/godot_physics_2d/godot_broad_phase_2d.h new file mode 100644 index 0000000000..f3c07a69bb --- /dev/null +++ b/modules/godot_physics_2d/godot_broad_phase_2d.h @@ -0,0 +1,71 @@ +/**************************************************************************/ +/* godot_broad_phase_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef GODOT_BROAD_PHASE_2D_H +#define GODOT_BROAD_PHASE_2D_H + +#include "core/math/math_funcs.h" +#include "core/math/rect2.h" + +class GodotCollisionObject2D; + +class GodotBroadPhase2D { +public: + typedef GodotBroadPhase2D *(*CreateFunction)(); + + static CreateFunction create_func; + + typedef uint32_t ID; + + typedef void *(*PairCallback)(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_userdata); + typedef void (*UnpairCallback)(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_userdata); + + // 0 is an invalid ID + virtual ID create(GodotCollisionObject2D *p_object_, int p_subindex = 0, const Rect2 &p_aabb = Rect2(), bool p_static = false) = 0; + virtual void move(ID p_id, const Rect2 &p_aabb) = 0; + virtual void set_static(ID p_id, bool p_static) = 0; + virtual void remove(ID p_id) = 0; + + virtual GodotCollisionObject2D *get_object(ID p_id) const = 0; + virtual bool is_static(ID p_id) const = 0; + virtual int get_subindex(ID p_id) const = 0; + + virtual int cull_segment(const Vector2 &p_from, const Vector2 &p_to, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices = nullptr) = 0; + virtual int cull_aabb(const Rect2 &p_aabb, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices = nullptr) = 0; + + virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata) = 0; + virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) = 0; + + virtual void update() = 0; + + virtual ~GodotBroadPhase2D(); +}; + +#endif // GODOT_BROAD_PHASE_2D_H diff --git a/modules/godot_physics_2d/godot_broad_phase_2d_bvh.cpp b/modules/godot_physics_2d/godot_broad_phase_2d_bvh.cpp new file mode 100644 index 0000000000..59623a2667 --- /dev/null +++ b/modules/godot_physics_2d/godot_broad_phase_2d_bvh.cpp @@ -0,0 +1,123 @@ +/**************************************************************************/ +/* godot_broad_phase_2d_bvh.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#include "godot_broad_phase_2d_bvh.h" +#include "godot_collision_object_2d.h" + +GodotBroadPhase2D::ID GodotBroadPhase2DBVH::create(GodotCollisionObject2D *p_object, int p_subindex, const Rect2 &p_aabb, bool p_static) { + uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC; + uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC); + ID oid = bvh.create(p_object, true, tree_id, tree_collision_mask, p_aabb, p_subindex); // Pair everything, don't care? + return oid + 1; +} + +void GodotBroadPhase2DBVH::move(ID p_id, const Rect2 &p_aabb) { + ERR_FAIL_COND(!p_id); + bvh.move(p_id - 1, p_aabb); +} + +void GodotBroadPhase2DBVH::set_static(ID p_id, bool p_static) { + ERR_FAIL_COND(!p_id); + uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC; + uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC); + bvh.set_tree(p_id - 1, tree_id, tree_collision_mask, false); +} + +void GodotBroadPhase2DBVH::remove(ID p_id) { + ERR_FAIL_COND(!p_id); + bvh.erase(p_id - 1); +} + +GodotCollisionObject2D *GodotBroadPhase2DBVH::get_object(ID p_id) const { + ERR_FAIL_COND_V(!p_id, nullptr); + GodotCollisionObject2D *it = bvh.get(p_id - 1); + ERR_FAIL_NULL_V(it, nullptr); + return it; +} + +bool GodotBroadPhase2DBVH::is_static(ID p_id) const { + ERR_FAIL_COND_V(!p_id, false); + uint32_t tree_id = bvh.get_tree_id(p_id - 1); + return tree_id == 0; +} + +int GodotBroadPhase2DBVH::get_subindex(ID p_id) const { + ERR_FAIL_COND_V(!p_id, 0); + return bvh.get_subindex(p_id - 1); +} + +int GodotBroadPhase2DBVH::cull_segment(const Vector2 &p_from, const Vector2 &p_to, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices) { + return bvh.cull_segment(p_from, p_to, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices); +} + +int GodotBroadPhase2DBVH::cull_aabb(const Rect2 &p_aabb, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices) { + return bvh.cull_aabb(p_aabb, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices); +} + +void *GodotBroadPhase2DBVH::_pair_callback(void *self, uint32_t p_A, GodotCollisionObject2D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject2D *p_object_B, int subindex_B) { + GodotBroadPhase2DBVH *bpo = static_cast<GodotBroadPhase2DBVH *>(self); + if (!bpo->pair_callback) { + return nullptr; + } + + return bpo->pair_callback(p_object_A, subindex_A, p_object_B, subindex_B, bpo->pair_userdata); +} + +void GodotBroadPhase2DBVH::_unpair_callback(void *self, uint32_t p_A, GodotCollisionObject2D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject2D *p_object_B, int subindex_B, void *pairdata) { + GodotBroadPhase2DBVH *bpo = static_cast<GodotBroadPhase2DBVH *>(self); + if (!bpo->unpair_callback) { + return; + } + + bpo->unpair_callback(p_object_A, subindex_A, p_object_B, subindex_B, pairdata, bpo->unpair_userdata); +} + +void GodotBroadPhase2DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) { + pair_callback = p_pair_callback; + pair_userdata = p_userdata; +} + +void GodotBroadPhase2DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) { + unpair_callback = p_unpair_callback; + unpair_userdata = p_userdata; +} + +void GodotBroadPhase2DBVH::update() { + bvh.update(); +} + +GodotBroadPhase2D *GodotBroadPhase2DBVH::_create() { + return memnew(GodotBroadPhase2DBVH); +} + +GodotBroadPhase2DBVH::GodotBroadPhase2DBVH() { + bvh.set_pair_callback(_pair_callback, this); + bvh.set_unpair_callback(_unpair_callback, this); +} diff --git a/modules/godot_physics_2d/godot_broad_phase_2d_bvh.h b/modules/godot_physics_2d/godot_broad_phase_2d_bvh.h new file mode 100644 index 0000000000..6c1fae5cb2 --- /dev/null +++ b/modules/godot_physics_2d/godot_broad_phase_2d_bvh.h @@ -0,0 +1,101 @@ +/**************************************************************************/ +/* godot_broad_phase_2d_bvh.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef GODOT_BROAD_PHASE_2D_BVH_H +#define GODOT_BROAD_PHASE_2D_BVH_H + +#include "godot_broad_phase_2d.h" + +#include "core/math/bvh.h" +#include "core/math/rect2.h" +#include "core/math/vector2.h" + +class GodotBroadPhase2DBVH : public GodotBroadPhase2D { + template <typename T> + class UserPairTestFunction { + public: + static bool user_pair_check(const T *p_a, const T *p_b) { + // return false if no collision, decided by masks etc + return p_a->interacts_with(p_b); + } + }; + + template <typename T> + class UserCullTestFunction { + public: + static bool user_cull_check(const T *p_a, const T *p_b) { + return true; + } + }; + + enum Tree { + TREE_STATIC = 0, + TREE_DYNAMIC = 1, + }; + + enum TreeFlag { + TREE_FLAG_STATIC = 1 << TREE_STATIC, + TREE_FLAG_DYNAMIC = 1 << TREE_DYNAMIC, + }; + + BVH_Manager<GodotCollisionObject2D, 2, true, 128, UserPairTestFunction<GodotCollisionObject2D>, UserCullTestFunction<GodotCollisionObject2D>, Rect2, Vector2> bvh; + + static void *_pair_callback(void *, uint32_t, GodotCollisionObject2D *, int, uint32_t, GodotCollisionObject2D *, int); + static void _unpair_callback(void *, uint32_t, GodotCollisionObject2D *, int, uint32_t, GodotCollisionObject2D *, int, void *); + + PairCallback pair_callback = nullptr; + void *pair_userdata = nullptr; + UnpairCallback unpair_callback = nullptr; + void *unpair_userdata = nullptr; + +public: + // 0 is an invalid ID + virtual ID create(GodotCollisionObject2D *p_object, int p_subindex = 0, const Rect2 &p_aabb = Rect2(), bool p_static = false) override; + virtual void move(ID p_id, const Rect2 &p_aabb) override; + virtual void set_static(ID p_id, bool p_static) override; + virtual void remove(ID p_id) override; + + virtual GodotCollisionObject2D *get_object(ID p_id) const override; + virtual bool is_static(ID p_id) const override; + virtual int get_subindex(ID p_id) const override; + + virtual int cull_segment(const Vector2 &p_from, const Vector2 &p_to, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices = nullptr) override; + virtual int cull_aabb(const Rect2 &p_aabb, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices = nullptr) override; + + virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata) override; + virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) override; + + virtual void update() override; + + static GodotBroadPhase2D *_create(); + GodotBroadPhase2DBVH(); +}; + +#endif // GODOT_BROAD_PHASE_2D_BVH_H diff --git a/modules/godot_physics_2d/godot_collision_object_2d.cpp b/modules/godot_physics_2d/godot_collision_object_2d.cpp new file mode 100644 index 0000000000..9851cac140 --- /dev/null +++ b/modules/godot_physics_2d/godot_collision_object_2d.cpp @@ -0,0 +1,244 @@ +/**************************************************************************/ +/* godot_collision_object_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#include "godot_collision_object_2d.h" +#include "godot_physics_server_2d.h" +#include "godot_space_2d.h" + +void GodotCollisionObject2D::add_shape(GodotShape2D *p_shape, const Transform2D &p_transform, bool p_disabled) { + Shape s; + s.shape = p_shape; + s.xform = p_transform; + s.xform_inv = s.xform.affine_inverse(); + s.bpid = 0; //needs update + s.disabled = p_disabled; + s.one_way_collision = false; + s.one_way_collision_margin = 0; + shapes.push_back(s); + p_shape->add_owner(this); + + if (!pending_shape_update_list.in_list()) { + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); + } +} + +void GodotCollisionObject2D::set_shape(int p_index, GodotShape2D *p_shape) { + ERR_FAIL_INDEX(p_index, shapes.size()); + shapes[p_index].shape->remove_owner(this); + shapes.write[p_index].shape = p_shape; + + p_shape->add_owner(this); + + if (!pending_shape_update_list.in_list()) { + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); + } +} + +void GodotCollisionObject2D::set_shape_transform(int p_index, const Transform2D &p_transform) { + ERR_FAIL_INDEX(p_index, shapes.size()); + + shapes.write[p_index].xform = p_transform; + shapes.write[p_index].xform_inv = p_transform.affine_inverse(); + + if (!pending_shape_update_list.in_list()) { + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); + } +} + +void GodotCollisionObject2D::set_shape_disabled(int p_idx, bool p_disabled) { + ERR_FAIL_INDEX(p_idx, shapes.size()); + + GodotCollisionObject2D::Shape &shape = shapes.write[p_idx]; + if (shape.disabled == p_disabled) { + return; + } + + shape.disabled = p_disabled; + + if (!space) { + return; + } + + if (p_disabled && shape.bpid != 0) { + space->get_broadphase()->remove(shape.bpid); + shape.bpid = 0; + if (!pending_shape_update_list.in_list()) { + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); + } + } else if (!p_disabled && shape.bpid == 0) { + if (!pending_shape_update_list.in_list()) { + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); + } + } +} + +void GodotCollisionObject2D::remove_shape(GodotShape2D *p_shape) { + //remove a shape, all the times it appears + for (int i = 0; i < shapes.size(); i++) { + if (shapes[i].shape == p_shape) { + remove_shape(i); + i--; + } + } +} + +void GodotCollisionObject2D::remove_shape(int p_index) { + //remove anything from shape to be erased to end, so subindices don't change + ERR_FAIL_INDEX(p_index, shapes.size()); + for (int i = p_index; i < shapes.size(); i++) { + if (shapes[i].bpid == 0) { + continue; + } + //should never get here with a null owner + space->get_broadphase()->remove(shapes[i].bpid); + shapes.write[i].bpid = 0; + } + shapes[p_index].shape->remove_owner(this); + shapes.remove_at(p_index); + + if (!pending_shape_update_list.in_list()) { + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); + } + // _update_shapes(); + // _shapes_changed(); +} + +void GodotCollisionObject2D::_set_static(bool p_static) { + if (_static == p_static) { + return; + } + _static = p_static; + + if (!space) { + return; + } + for (int i = 0; i < get_shape_count(); i++) { + const Shape &s = shapes[i]; + if (s.bpid > 0) { + space->get_broadphase()->set_static(s.bpid, _static); + } + } +} + +void GodotCollisionObject2D::_unregister_shapes() { + for (int i = 0; i < shapes.size(); i++) { + Shape &s = shapes.write[i]; + if (s.bpid > 0) { + space->get_broadphase()->remove(s.bpid); + s.bpid = 0; + } + } +} + +void GodotCollisionObject2D::_update_shapes() { + if (!space) { + return; + } + + for (int i = 0; i < shapes.size(); i++) { + Shape &s = shapes.write[i]; + if (s.disabled) { + continue; + } + + //not quite correct, should compute the next matrix.. + Rect2 shape_aabb = s.shape->get_aabb(); + Transform2D xform = transform * s.xform; + shape_aabb = xform.xform(shape_aabb); + shape_aabb.grow_by((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05); + s.aabb_cache = shape_aabb; + + if (s.bpid == 0) { + s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static); + space->get_broadphase()->set_static(s.bpid, _static); + } + + space->get_broadphase()->move(s.bpid, shape_aabb); + } +} + +void GodotCollisionObject2D::_update_shapes_with_motion(const Vector2 &p_motion) { + if (!space) { + return; + } + + for (int i = 0; i < shapes.size(); i++) { + Shape &s = shapes.write[i]; + if (s.disabled) { + continue; + } + + //not quite correct, should compute the next matrix.. + Rect2 shape_aabb = s.shape->get_aabb(); + Transform2D xform = transform * s.xform; + shape_aabb = xform.xform(shape_aabb); + shape_aabb = shape_aabb.merge(Rect2(shape_aabb.position + p_motion, shape_aabb.size)); //use motion + s.aabb_cache = shape_aabb; + + if (s.bpid == 0) { + s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static); + space->get_broadphase()->set_static(s.bpid, _static); + } + + space->get_broadphase()->move(s.bpid, shape_aabb); + } +} + +void GodotCollisionObject2D::_set_space(GodotSpace2D *p_space) { + GodotSpace2D *old_space = space; + space = p_space; + + if (old_space) { + old_space->remove_object(this); + + for (int i = 0; i < shapes.size(); i++) { + Shape &s = shapes.write[i]; + if (s.bpid) { + old_space->get_broadphase()->remove(s.bpid); + s.bpid = 0; + } + } + } + + if (space) { + space->add_object(this); + _update_shapes(); + } +} + +void GodotCollisionObject2D::_shape_changed() { + _update_shapes(); + _shapes_changed(); +} + +GodotCollisionObject2D::GodotCollisionObject2D(Type p_type) : + pending_shape_update_list(this) { + type = p_type; +} diff --git a/modules/godot_physics_2d/godot_collision_object_2d.h b/modules/godot_physics_2d/godot_collision_object_2d.h new file mode 100644 index 0000000000..129fa27ff3 --- /dev/null +++ b/modules/godot_physics_2d/godot_collision_object_2d.h @@ -0,0 +1,198 @@ +/**************************************************************************/ +/* godot_collision_object_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef GODOT_COLLISION_OBJECT_2D_H +#define GODOT_COLLISION_OBJECT_2D_H + +#include "godot_broad_phase_2d.h" +#include "godot_shape_2d.h" + +#include "core/templates/self_list.h" +#include "servers/physics_server_2d.h" + +class GodotSpace2D; + +class GodotCollisionObject2D : public GodotShapeOwner2D { +public: + enum Type { + TYPE_AREA, + TYPE_BODY + }; + +private: + Type type; + RID self; + ObjectID instance_id; + ObjectID canvas_instance_id; + bool pickable = true; + + struct Shape { + Transform2D xform; + Transform2D xform_inv; + GodotBroadPhase2D::ID bpid = 0; + Rect2 aabb_cache; //for rayqueries + GodotShape2D *shape = nullptr; + bool disabled = false; + bool one_way_collision = false; + real_t one_way_collision_margin = 0.0; + }; + + Vector<Shape> shapes; + GodotSpace2D *space = nullptr; + Transform2D transform; + Transform2D inv_transform; + uint32_t collision_mask = 1; + uint32_t collision_layer = 1; + real_t collision_priority = 1.0; + bool _static = true; + + SelfList<GodotCollisionObject2D> pending_shape_update_list; + + void _update_shapes(); + +protected: + void _update_shapes_with_motion(const Vector2 &p_motion); + void _unregister_shapes(); + + _FORCE_INLINE_ void _set_transform(const Transform2D &p_transform, bool p_update_shapes = true) { + transform = p_transform; + if (p_update_shapes) { + _update_shapes(); + } + } + _FORCE_INLINE_ void _set_inv_transform(const Transform2D &p_transform) { inv_transform = p_transform; } + void _set_static(bool p_static); + + virtual void _shapes_changed() = 0; + void _set_space(GodotSpace2D *p_space); + + GodotCollisionObject2D(Type p_type); + +public: + _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } + _FORCE_INLINE_ RID get_self() const { return self; } + + _FORCE_INLINE_ void set_instance_id(const ObjectID &p_instance_id) { instance_id = p_instance_id; } + _FORCE_INLINE_ ObjectID get_instance_id() const { return instance_id; } + + _FORCE_INLINE_ void set_canvas_instance_id(const ObjectID &p_canvas_instance_id) { canvas_instance_id = p_canvas_instance_id; } + _FORCE_INLINE_ ObjectID get_canvas_instance_id() const { return canvas_instance_id; } + + void _shape_changed() override; + + _FORCE_INLINE_ Type get_type() const { return type; } + void add_shape(GodotShape2D *p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false); + void set_shape(int p_index, GodotShape2D *p_shape); + void set_shape_transform(int p_index, const Transform2D &p_transform); + + _FORCE_INLINE_ int get_shape_count() const { return shapes.size(); } + _FORCE_INLINE_ GodotShape2D *get_shape(int p_index) const { + CRASH_BAD_INDEX(p_index, shapes.size()); + return shapes[p_index].shape; + } + _FORCE_INLINE_ const Transform2D &get_shape_transform(int p_index) const { + CRASH_BAD_INDEX(p_index, shapes.size()); + return shapes[p_index].xform; + } + _FORCE_INLINE_ const Transform2D &get_shape_inv_transform(int p_index) const { + CRASH_BAD_INDEX(p_index, shapes.size()); + return shapes[p_index].xform_inv; + } + _FORCE_INLINE_ const Rect2 &get_shape_aabb(int p_index) const { + CRASH_BAD_INDEX(p_index, shapes.size()); + return shapes[p_index].aabb_cache; + } + + _FORCE_INLINE_ const Transform2D &get_transform() const { return transform; } + _FORCE_INLINE_ const Transform2D &get_inv_transform() const { return inv_transform; } + _FORCE_INLINE_ GodotSpace2D *get_space() const { return space; } + + void set_shape_disabled(int p_idx, bool p_disabled); + _FORCE_INLINE_ bool is_shape_disabled(int p_idx) const { + ERR_FAIL_INDEX_V(p_idx, shapes.size(), false); + return shapes[p_idx].disabled; + } + + _FORCE_INLINE_ void set_shape_as_one_way_collision(int p_idx, bool p_one_way_collision, real_t p_margin) { + CRASH_BAD_INDEX(p_idx, shapes.size()); + shapes.write[p_idx].one_way_collision = p_one_way_collision; + shapes.write[p_idx].one_way_collision_margin = p_margin; + } + _FORCE_INLINE_ bool is_shape_set_as_one_way_collision(int p_idx) const { + CRASH_BAD_INDEX(p_idx, shapes.size()); + return shapes[p_idx].one_way_collision; + } + + _FORCE_INLINE_ real_t get_shape_one_way_collision_margin(int p_idx) const { + CRASH_BAD_INDEX(p_idx, shapes.size()); + return shapes[p_idx].one_way_collision_margin; + } + + void set_collision_mask(uint32_t p_mask) { + collision_mask = p_mask; + _shape_changed(); + } + _FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; } + + void set_collision_layer(uint32_t p_layer) { + collision_layer = p_layer; + _shape_changed(); + } + _FORCE_INLINE_ uint32_t get_collision_layer() const { return collision_layer; } + + _FORCE_INLINE_ void set_collision_priority(real_t p_priority) { + ERR_FAIL_COND_MSG(p_priority <= 0, "Priority must be greater than 0."); + collision_priority = p_priority; + _shape_changed(); + } + _FORCE_INLINE_ real_t get_collision_priority() const { return collision_priority; } + + void remove_shape(GodotShape2D *p_shape) override; + void remove_shape(int p_index); + + virtual void set_space(GodotSpace2D *p_space) = 0; + + _FORCE_INLINE_ bool is_static() const { return _static; } + + void set_pickable(bool p_pickable) { pickable = p_pickable; } + _FORCE_INLINE_ bool is_pickable() const { return pickable; } + + _FORCE_INLINE_ bool collides_with(GodotCollisionObject2D *p_other) const { + return p_other->collision_layer & collision_mask; + } + + _FORCE_INLINE_ bool interacts_with(const GodotCollisionObject2D *p_other) const { + return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask; + } + + virtual ~GodotCollisionObject2D() {} +}; + +#endif // GODOT_COLLISION_OBJECT_2D_H diff --git a/modules/godot_physics_2d/godot_collision_solver_2d.cpp b/modules/godot_physics_2d/godot_collision_solver_2d.cpp new file mode 100644 index 0000000000..a1acbe9cf0 --- /dev/null +++ b/modules/godot_physics_2d/godot_collision_solver_2d.cpp @@ -0,0 +1,274 @@ +/**************************************************************************/ +/* godot_collision_solver_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#include "godot_collision_solver_2d.h" +#include "godot_collision_solver_2d_sat.h" + +#define collision_solver sat_2d_calculate_penetration +//#define collision_solver gjk_epa_calculate_penetration + +bool GodotCollisionSolver2D::solve_static_world_boundary(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin) { + const GodotWorldBoundaryShape2D *world_boundary = static_cast<const GodotWorldBoundaryShape2D *>(p_shape_A); + if (p_shape_B->get_type() == PhysicsServer2D::SHAPE_WORLD_BOUNDARY) { + return false; + } + + Vector2 n = p_transform_A.basis_xform(world_boundary->get_normal()).normalized(); + Vector2 p = p_transform_A.xform(world_boundary->get_normal() * world_boundary->get_d()); + real_t d = n.dot(p); + + Vector2 supports[2]; + int support_count; + + p_shape_B->get_supports(p_transform_B.affine_inverse().basis_xform(-n).normalized(), supports, support_count); + + bool found = false; + + for (int i = 0; i < support_count; i++) { + supports[i] += p_margin * supports[i].normalized(); + supports[i] = p_transform_B.xform(supports[i]); + supports[i] += p_motion_B; + real_t pd = n.dot(supports[i]); + if (pd >= d) { + continue; + } + found = true; + + Vector2 support_A = supports[i] - n * (pd - d); + + if (p_result_callback) { + if (p_swap_result) { + p_result_callback(supports[i], support_A, p_userdata); + } else { + p_result_callback(support_A, supports[i], p_userdata); + } + } + } + + return found; +} + +bool GodotCollisionSolver2D::solve_separation_ray(const GodotShape2D *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis, real_t p_margin) { + const GodotSeparationRayShape2D *ray = static_cast<const GodotSeparationRayShape2D *>(p_shape_A); + if (p_shape_B->get_type() == PhysicsServer2D::SHAPE_SEPARATION_RAY) { + return false; + } + + Vector2 from = p_transform_A.get_origin(); + Vector2 to = from + p_transform_A[1] * (ray->get_length() + p_margin); + if (p_motion_A != Vector2()) { + //not the best but should be enough + Vector2 normal = (to - from).normalized(); + to += normal * MAX(0.0, normal.dot(p_motion_A)); + } + Vector2 support_A = to; + + Transform2D invb = p_transform_B.affine_inverse(); + from = invb.xform(from); + to = invb.xform(to); + + Vector2 p, n; + if (!p_shape_B->intersect_segment(from, to, p, n)) { + if (r_sep_axis) { + *r_sep_axis = p_transform_A[1].normalized(); + } + return false; + } + + // Discard contacts when the ray is fully contained inside the shape. + if (n == Vector2()) { + if (r_sep_axis) { + *r_sep_axis = p_transform_A[1].normalized(); + } + return false; + } + + // Discard contacts in the wrong direction. + if (n.dot(from - to) < CMP_EPSILON) { + if (r_sep_axis) { + *r_sep_axis = p_transform_A[1].normalized(); + } + return false; + } + + Vector2 support_B = p_transform_B.xform(p); + if (ray->get_slide_on_slope()) { + Vector2 global_n = invb.basis_xform_inv(n).normalized(); + support_B = support_A + (support_B - support_A).length() * global_n; + } + + if (p_result_callback) { + if (p_swap_result) { + p_result_callback(support_B, support_A, p_userdata); + } else { + p_result_callback(support_A, support_B, p_userdata); + } + } + return true; +} + +struct _ConcaveCollisionInfo2D { + const Transform2D *transform_A = nullptr; + const GodotShape2D *shape_A = nullptr; + const Transform2D *transform_B = nullptr; + Vector2 motion_A; + Vector2 motion_B; + real_t margin_A = 0.0; + real_t margin_B = 0.0; + GodotCollisionSolver2D::CallbackResult result_callback = nullptr; + void *userdata = nullptr; + bool swap_result = false; + bool collided = false; + int aabb_tests = 0; + int collisions = 0; + Vector2 *sep_axis = nullptr; +}; + +bool GodotCollisionSolver2D::concave_callback(void *p_userdata, GodotShape2D *p_convex) { + _ConcaveCollisionInfo2D &cinfo = *(static_cast<_ConcaveCollisionInfo2D *>(p_userdata)); + cinfo.aabb_tests++; + + bool collided = collision_solver(cinfo.shape_A, *cinfo.transform_A, cinfo.motion_A, p_convex, *cinfo.transform_B, cinfo.motion_B, cinfo.result_callback, cinfo.userdata, cinfo.swap_result, cinfo.sep_axis, cinfo.margin_A, cinfo.margin_B); + if (!collided) { + return false; + } + + cinfo.collided = true; + cinfo.collisions++; + + // Stop at first collision if contacts are not needed. + return !cinfo.result_callback; +} + +bool GodotCollisionSolver2D::solve_concave(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) { + const GodotConcaveShape2D *concave_B = static_cast<const GodotConcaveShape2D *>(p_shape_B); + + _ConcaveCollisionInfo2D cinfo; + cinfo.transform_A = &p_transform_A; + cinfo.shape_A = p_shape_A; + cinfo.transform_B = &p_transform_B; + cinfo.motion_A = p_motion_A; + cinfo.result_callback = p_result_callback; + cinfo.userdata = p_userdata; + cinfo.swap_result = p_swap_result; + cinfo.collided = false; + cinfo.collisions = 0; + cinfo.sep_axis = r_sep_axis; + cinfo.margin_A = p_margin_A; + cinfo.margin_B = p_margin_B; + + cinfo.aabb_tests = 0; + + Transform2D rel_transform = p_transform_A; + rel_transform.columns[2] -= p_transform_B.get_origin(); + + // Quickly compute a local Rect2. + Rect2 local_aabb; + for (int i = 0; i < 2; i++) { + Vector2 axis(p_transform_B.columns[i]); + real_t axis_scale = 1.0 / axis.length(); + axis *= axis_scale; + + real_t smin = 0.0, smax = 0.0; + p_shape_A->project_rangev(axis, rel_transform, smin, smax); + smin *= axis_scale; + smax *= axis_scale; + + local_aabb.position[i] = smin; + local_aabb.size[i] = smax - smin; + } + // In case of motion, expand the Rect2 in the motion direction. + if (p_motion_A != Vector2()) { + Rect2 moved_aabb = local_aabb; + moved_aabb.position += p_motion_A; + local_aabb = local_aabb.merge(moved_aabb); + } + + concave_B->cull(local_aabb, concave_callback, &cinfo); + + return cinfo.collided; +} + +bool GodotCollisionSolver2D::solve(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) { + PhysicsServer2D::ShapeType type_A = p_shape_A->get_type(); + PhysicsServer2D::ShapeType type_B = p_shape_B->get_type(); + bool concave_A = p_shape_A->is_concave(); + bool concave_B = p_shape_B->is_concave(); + real_t margin_A = p_margin_A, margin_B = p_margin_B; + + bool swap = false; + + if (type_A > type_B) { + SWAP(type_A, type_B); + SWAP(concave_A, concave_B); + SWAP(margin_A, margin_B); + swap = true; + } + + if (type_A == PhysicsServer2D::SHAPE_WORLD_BOUNDARY) { + if (type_B == PhysicsServer2D::SHAPE_WORLD_BOUNDARY) { + WARN_PRINT_ONCE("Collisions between world boundaries are not supported."); + return false; + } + + if (swap) { + return solve_static_world_boundary(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_motion_A, p_result_callback, p_userdata, true, p_margin_A); + } else { + return solve_static_world_boundary(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_motion_B, p_result_callback, p_userdata, false, p_margin_B); + } + + } else if (type_A == PhysicsServer2D::SHAPE_SEPARATION_RAY) { + if (type_B == PhysicsServer2D::SHAPE_SEPARATION_RAY) { + WARN_PRINT_ONCE("Collisions between two rays are not supported."); + return false; //no ray-ray + } + + if (swap) { + return solve_separation_ray(p_shape_B, p_motion_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, r_sep_axis, p_margin_B); + } else { + return solve_separation_ray(p_shape_A, p_motion_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, r_sep_axis, p_margin_A); + } + + } else if (concave_B) { + if (concave_A) { + WARN_PRINT_ONCE("Collisions between two concave shapes are not supported."); + return false; + } + + if (!swap) { + return solve_concave(p_shape_A, p_transform_A, p_motion_A, p_shape_B, p_transform_B, p_motion_B, p_result_callback, p_userdata, false, r_sep_axis, margin_A, margin_B); + } else { + return solve_concave(p_shape_B, p_transform_B, p_motion_B, p_shape_A, p_transform_A, p_motion_A, p_result_callback, p_userdata, true, r_sep_axis, margin_A, margin_B); + } + + } else { + return collision_solver(p_shape_A, p_transform_A, p_motion_A, p_shape_B, p_transform_B, p_motion_B, p_result_callback, p_userdata, false, r_sep_axis, margin_A, margin_B); + } +} diff --git a/modules/godot_physics_2d/godot_collision_solver_2d.h b/modules/godot_physics_2d/godot_collision_solver_2d.h new file mode 100644 index 0000000000..1c09714f76 --- /dev/null +++ b/modules/godot_physics_2d/godot_collision_solver_2d.h @@ -0,0 +1,50 @@ +/**************************************************************************/ +/* godot_collision_solver_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef GODOT_COLLISION_SOLVER_2D_H +#define GODOT_COLLISION_SOLVER_2D_H + +#include "godot_shape_2d.h" + +class GodotCollisionSolver2D { +public: + typedef void (*CallbackResult)(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata); + +private: + static bool solve_static_world_boundary(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin = 0); + static bool concave_callback(void *p_userdata, GodotShape2D *p_convex); + static bool solve_concave(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0); + static bool solve_separation_ray(const GodotShape2D *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis = nullptr, real_t p_margin = 0); + +public: + static bool solve(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0); +}; + +#endif // GODOT_COLLISION_SOLVER_2D_H diff --git a/modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp b/modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp new file mode 100644 index 0000000000..daa9982b2e --- /dev/null +++ b/modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp @@ -0,0 +1,1404 @@ +/**************************************************************************/ +/* godot_collision_solver_2d_sat.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#include "godot_collision_solver_2d_sat.h" + +#include "core/math/geometry_2d.h" + +struct _CollectorCallback2D { + GodotCollisionSolver2D::CallbackResult callback = nullptr; + void *userdata = nullptr; + bool swap = false; + bool collided = false; + Vector2 normal; + Vector2 *sep_axis = nullptr; + + _FORCE_INLINE_ void call(const Vector2 &p_point_A, const Vector2 &p_point_B) { + if (swap) { + callback(p_point_B, p_point_A, userdata); + } else { + callback(p_point_A, p_point_B, userdata); + } + } +}; + +typedef void (*GenerateContactsFunc)(const Vector2 *, int, const Vector2 *, int, _CollectorCallback2D *); + +_FORCE_INLINE_ static void _generate_contacts_point_point(const Vector2 *p_points_A, int p_point_count_A, const Vector2 *p_points_B, int p_point_count_B, _CollectorCallback2D *p_collector) { +#ifdef DEBUG_ENABLED + ERR_FAIL_COND(p_point_count_A != 1); + ERR_FAIL_COND(p_point_count_B != 1); +#endif + + p_collector->call(*p_points_A, *p_points_B); +} + +_FORCE_INLINE_ static void _generate_contacts_point_edge(const Vector2 *p_points_A, int p_point_count_A, const Vector2 *p_points_B, int p_point_count_B, _CollectorCallback2D *p_collector) { +#ifdef DEBUG_ENABLED + ERR_FAIL_COND(p_point_count_A != 1); + ERR_FAIL_COND(p_point_count_B != 2); +#endif + + Vector2 closest_B = Geometry2D::get_closest_point_to_segment_uncapped(*p_points_A, p_points_B); + p_collector->call(*p_points_A, closest_B); +} + +struct _generate_contacts_Pair { + bool a = false; + int idx = 0; + real_t d = 0.0; + _FORCE_INLINE_ bool operator<(const _generate_contacts_Pair &l) const { return d < l.d; } +}; + +_FORCE_INLINE_ static void _generate_contacts_edge_edge(const Vector2 *p_points_A, int p_point_count_A, const Vector2 *p_points_B, int p_point_count_B, _CollectorCallback2D *p_collector) { +#ifdef DEBUG_ENABLED + ERR_FAIL_COND(p_point_count_A != 2); + ERR_FAIL_COND(p_point_count_B != 2); // circle is actually a 4x3 matrix +#endif + + Vector2 n = p_collector->normal; + Vector2 t = n.orthogonal(); + real_t dA = n.dot(p_points_A[0]); + real_t dB = n.dot(p_points_B[0]); + + _generate_contacts_Pair dvec[4]; + + dvec[0].d = t.dot(p_points_A[0]); + dvec[0].a = true; + dvec[0].idx = 0; + dvec[1].d = t.dot(p_points_A[1]); + dvec[1].a = true; + dvec[1].idx = 1; + dvec[2].d = t.dot(p_points_B[0]); + dvec[2].a = false; + dvec[2].idx = 0; + dvec[3].d = t.dot(p_points_B[1]); + dvec[3].a = false; + dvec[3].idx = 1; + + SortArray<_generate_contacts_Pair> sa; + sa.sort(dvec, 4); + + for (int i = 1; i <= 2; i++) { + if (dvec[i].a) { + Vector2 a = p_points_A[dvec[i].idx]; + Vector2 b = n.plane_project(dB, a); + if (n.dot(a) > n.dot(b) - CMP_EPSILON) { + continue; + } + p_collector->call(a, b); + } else { + Vector2 b = p_points_B[dvec[i].idx]; + Vector2 a = n.plane_project(dA, b); + if (n.dot(a) > n.dot(b) - CMP_EPSILON) { + continue; + } + p_collector->call(a, b); + } + } +} + +static void _generate_contacts_from_supports(const Vector2 *p_points_A, int p_point_count_A, const Vector2 *p_points_B, int p_point_count_B, _CollectorCallback2D *p_collector) { +#ifdef DEBUG_ENABLED + ERR_FAIL_COND(p_point_count_A < 1); + ERR_FAIL_COND(p_point_count_B < 1); +#endif + + static const GenerateContactsFunc generate_contacts_func_table[2][2] = { + { + _generate_contacts_point_point, + _generate_contacts_point_edge, + }, + { + nullptr, + _generate_contacts_edge_edge, + } + }; + + int pointcount_B = 0; + int pointcount_A = 0; + const Vector2 *points_A = nullptr; + const Vector2 *points_B = nullptr; + + if (p_point_count_A > p_point_count_B) { + //swap + p_collector->swap = !p_collector->swap; + p_collector->normal = -p_collector->normal; + + pointcount_B = p_point_count_A; + pointcount_A = p_point_count_B; + points_A = p_points_B; + points_B = p_points_A; + } else { + pointcount_B = p_point_count_B; + pointcount_A = p_point_count_A; + points_A = p_points_A; + points_B = p_points_B; + } + + int version_A = (pointcount_A > 2 ? 2 : pointcount_A) - 1; + int version_B = (pointcount_B > 2 ? 2 : pointcount_B) - 1; + + GenerateContactsFunc contacts_func = generate_contacts_func_table[version_A][version_B]; + ERR_FAIL_NULL(contacts_func); + contacts_func(points_A, pointcount_A, points_B, pointcount_B, p_collector); +} + +template <typename ShapeA, typename ShapeB, bool castA = false, bool castB = false, bool withMargin = false> +class SeparatorAxisTest2D { + const ShapeA *shape_A = nullptr; + const ShapeB *shape_B = nullptr; + const Transform2D *transform_A = nullptr; + const Transform2D *transform_B = nullptr; + real_t best_depth = 1e15; + Vector2 best_axis; +#ifdef DEBUG_ENABLED + int best_axis_count = 0; + int best_axis_index = -1; +#endif + Vector2 motion_A; + Vector2 motion_B; + real_t margin_A = 0.0; + real_t margin_B = 0.0; + _CollectorCallback2D *callback; + +public: + _FORCE_INLINE_ bool test_previous_axis() { + if (callback && callback->sep_axis && *callback->sep_axis != Vector2()) { + return test_axis(*callback->sep_axis); + } else { +#ifdef DEBUG_ENABLED + best_axis_count++; +#endif + } + return true; + } + + _FORCE_INLINE_ bool test_cast() { + if (castA) { + Vector2 na = motion_A.normalized(); + if (!test_axis(na)) { + return false; + } + if (!test_axis(na.orthogonal())) { + return false; + } + } + + if (castB) { + Vector2 nb = motion_B.normalized(); + if (!test_axis(nb)) { + return false; + } + if (!test_axis(nb.orthogonal())) { + return false; + } + } + + return true; + } + + _FORCE_INLINE_ bool test_axis(const Vector2 &p_axis) { + Vector2 axis = p_axis; + + if (Math::is_zero_approx(axis.x) && + Math::is_zero_approx(axis.y)) { + // strange case, try an upwards separator + axis = Vector2(0.0, 1.0); + } + + real_t min_A = 0.0, max_A = 0.0, min_B = 0.0, max_B = 0.0; + + if (castA) { + shape_A->project_range_cast(motion_A, axis, *transform_A, min_A, max_A); + } else { + shape_A->project_range(axis, *transform_A, min_A, max_A); + } + + if (castB) { + shape_B->project_range_cast(motion_B, axis, *transform_B, min_B, max_B); + } else { + shape_B->project_range(axis, *transform_B, min_B, max_B); + } + + if (withMargin) { + min_A -= margin_A; + max_A += margin_A; + min_B -= margin_B; + max_B += margin_B; + } + + min_B -= (max_A - min_A) * 0.5; + max_B += (max_A - min_A) * 0.5; + + real_t dmin = min_B - (min_A + max_A) * 0.5; + real_t dmax = max_B - (min_A + max_A) * 0.5; + + if (dmin > 0.0 || dmax < 0.0) { + if (callback && callback->sep_axis) { + *callback->sep_axis = axis; + } +#ifdef DEBUG_ENABLED + best_axis_count++; +#endif + + return false; // doesn't contain 0 + } + + //use the smallest depth + + dmin = Math::abs(dmin); + + if (dmax < dmin) { + if (dmax < best_depth) { + best_depth = dmax; + best_axis = axis; +#ifdef DEBUG_ENABLED + best_axis_index = best_axis_count; +#endif + } + } else { + if (dmin < best_depth) { + best_depth = dmin; + best_axis = -axis; // keep it as A axis +#ifdef DEBUG_ENABLED + best_axis_index = best_axis_count; +#endif + } + } + +#ifdef DEBUG_ENABLED + best_axis_count++; +#endif + + return true; + } + + _FORCE_INLINE_ void generate_contacts() { + // nothing to do, don't generate + if (best_axis == Vector2(0.0, 0.0)) { + return; + } + + if (callback) { + callback->collided = true; + + if (!callback->callback) { + return; //only collide, no callback + } + } + static const int max_supports = 2; + + Vector2 supports_A[max_supports]; + int support_count_A; + if (castA) { + shape_A->get_supports_transformed_cast(motion_A, -best_axis, *transform_A, supports_A, support_count_A); + } else { + shape_A->get_supports(transform_A->basis_xform_inv(-best_axis).normalized(), supports_A, support_count_A); + for (int i = 0; i < support_count_A; i++) { + supports_A[i] = transform_A->xform(supports_A[i]); + } + } + + if (withMargin) { + for (int i = 0; i < support_count_A; i++) { + supports_A[i] += -best_axis * margin_A; + } + } + + Vector2 supports_B[max_supports]; + int support_count_B; + if (castB) { + shape_B->get_supports_transformed_cast(motion_B, best_axis, *transform_B, supports_B, support_count_B); + } else { + shape_B->get_supports(transform_B->basis_xform_inv(best_axis).normalized(), supports_B, support_count_B); + for (int i = 0; i < support_count_B; i++) { + supports_B[i] = transform_B->xform(supports_B[i]); + } + } + + if (withMargin) { + for (int i = 0; i < support_count_B; i++) { + supports_B[i] += best_axis * margin_B; + } + } + if (callback) { + callback->normal = best_axis; + _generate_contacts_from_supports(supports_A, support_count_A, supports_B, support_count_B, callback); + + if (callback->sep_axis && *callback->sep_axis != Vector2()) { + *callback->sep_axis = Vector2(); //invalidate previous axis (no test) + } + } + } + + _FORCE_INLINE_ SeparatorAxisTest2D(const ShapeA *p_shape_A, const Transform2D &p_transform_a, const ShapeB *p_shape_B, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_A = Vector2(), const Vector2 &p_motion_B = Vector2(), real_t p_margin_A = 0, real_t p_margin_B = 0) { + margin_A = p_margin_A; + margin_B = p_margin_B; + shape_A = p_shape_A; + shape_B = p_shape_B; + transform_A = &p_transform_a; + transform_B = &p_transform_b; + motion_A = p_motion_A; + motion_B = p_motion_B; + callback = p_collector; + } +}; + +/****** SAT TESTS *******/ + +#define TEST_POINT(m_a, m_b) \ + ((!separator.test_axis(((m_a) - (m_b)).normalized())) || \ + (castA && !separator.test_axis(((m_a) + p_motion_a - (m_b)).normalized())) || \ + (castB && !separator.test_axis(((m_a) - ((m_b) + p_motion_b)).normalized())) || \ + (castA && castB && !separator.test_axis(((m_a) + p_motion_a - ((m_b) + p_motion_b)).normalized()))) + +typedef void (*CollisionFunc)(const GodotShape2D *, const Transform2D &, const GodotShape2D *, const Transform2D &, _CollectorCallback2D *p_collector, const Vector2 &, const Vector2 &, real_t, real_t); + +template <bool castA, bool castB, bool withMargin> +static void _collision_segment_segment(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a); + const GodotSegmentShape2D *segment_B = static_cast<const GodotSegmentShape2D *>(p_b); + + SeparatorAxisTest2D<GodotSegmentShape2D, GodotSegmentShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, segment_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + + if (!separator.test_previous_axis()) { + return; + } + //this collision is kind of pointless + + if (!separator.test_cast()) { + return; + } + + if (!separator.test_axis(segment_A->get_xformed_normal(p_transform_a))) { + return; + } + if (!separator.test_axis(segment_B->get_xformed_normal(p_transform_b))) { + return; + } + + if (withMargin) { + //points grow to circles + + if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), p_transform_b.xform(segment_B->get_a()))) { + return; + } + if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), p_transform_b.xform(segment_B->get_b()))) { + return; + } + if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), p_transform_b.xform(segment_B->get_a()))) { + return; + } + if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), p_transform_b.xform(segment_B->get_b()))) { + return; + } + } + + separator.generate_contacts(); +} + +template <bool castA, bool castB, bool withMargin> +static void _collision_segment_circle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a); + const GodotCircleShape2D *circle_B = static_cast<const GodotCircleShape2D *>(p_b); + + SeparatorAxisTest2D<GodotSegmentShape2D, GodotCircleShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, circle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + + if (!separator.test_previous_axis()) { + return; + } + + if (!separator.test_cast()) { + return; + } + + //segment normal + if (!separator.test_axis( + (p_transform_a.xform(segment_A->get_b()) - p_transform_a.xform(segment_A->get_a())).normalized().orthogonal())) { + return; + } + + //endpoint a vs circle + if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), p_transform_b.get_origin())) { + return; + } + //endpoint b vs circle + if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), p_transform_b.get_origin())) { + return; + } + + separator.generate_contacts(); +} + +template <bool castA, bool castB, bool withMargin> +static void _collision_segment_rectangle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a); + const GodotRectangleShape2D *rectangle_B = static_cast<const GodotRectangleShape2D *>(p_b); + + SeparatorAxisTest2D<GodotSegmentShape2D, GodotRectangleShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + + if (!separator.test_previous_axis()) { + return; + } + + if (!separator.test_cast()) { + return; + } + + if (!separator.test_axis(segment_A->get_xformed_normal(p_transform_a))) { + return; + } + + if (!separator.test_axis(p_transform_b.columns[0].normalized())) { + return; + } + + if (!separator.test_axis(p_transform_b.columns[1].normalized())) { + return; + } + + if (withMargin) { + Transform2D inv = p_transform_b.affine_inverse(); + + Vector2 a = p_transform_a.xform(segment_A->get_a()); + Vector2 b = p_transform_a.xform(segment_A->get_b()); + + if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, inv, a))) { + return; + } + if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, inv, b))) { + return; + } + + if constexpr (castA) { + if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, inv, a + p_motion_a))) { + return; + } + if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, inv, b + p_motion_a))) { + return; + } + } + + if constexpr (castB) { + if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, inv, a - p_motion_b))) { + return; + } + if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, inv, b - p_motion_b))) { + return; + } + } + + if constexpr (castA && castB) { + if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, inv, a - p_motion_b + p_motion_a))) { + return; + } + if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, inv, b - p_motion_b + p_motion_a))) { + return; + } + } + } + + separator.generate_contacts(); +} + +template <bool castA, bool castB, bool withMargin> +static void _collision_segment_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a); + const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b); + + SeparatorAxisTest2D<GodotSegmentShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + + if (!separator.test_previous_axis()) { + return; + } + + if (!separator.test_cast()) { + return; + } + + if (!separator.test_axis(segment_A->get_xformed_normal(p_transform_a))) { + return; + } + + if (!separator.test_axis(p_transform_b.columns[0].normalized())) { + return; + } + + real_t capsule_dir = capsule_B->get_height() * 0.5 - capsule_B->get_radius(); + + if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), (p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir))) { + return; + } + if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), (p_transform_b.get_origin() - p_transform_b.columns[1] * capsule_dir))) { + return; + } + if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), (p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir))) { + return; + } + if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), (p_transform_b.get_origin() - p_transform_b.columns[1] * capsule_dir))) { + return; + } + + separator.generate_contacts(); +} + +template <bool castA, bool castB, bool withMargin> +static void _collision_segment_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a); + const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b); + + SeparatorAxisTest2D<GodotSegmentShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + + if (!separator.test_previous_axis()) { + return; + } + + if (!separator.test_cast()) { + return; + } + + if (!separator.test_axis(segment_A->get_xformed_normal(p_transform_a))) { + return; + } + + for (int i = 0; i < convex_B->get_point_count(); i++) { + if (!separator.test_axis(convex_B->get_xformed_segment_normal(p_transform_b, i))) { + return; + } + + if (withMargin) { + if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), p_transform_b.xform(convex_B->get_point(i)))) { + return; + } + if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), p_transform_b.xform(convex_B->get_point(i)))) { + return; + } + } + } + + separator.generate_contacts(); +} + +///////// + +template <bool castA, bool castB, bool withMargin> +static void _collision_circle_circle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a); + const GodotCircleShape2D *circle_B = static_cast<const GodotCircleShape2D *>(p_b); + + SeparatorAxisTest2D<GodotCircleShape2D, GodotCircleShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, circle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + + if (!separator.test_previous_axis()) { + return; + } + + if (!separator.test_cast()) { + return; + } + + if (TEST_POINT(p_transform_a.get_origin(), p_transform_b.get_origin())) { + return; + } + + separator.generate_contacts(); +} + +template <bool castA, bool castB, bool withMargin> +static void _collision_circle_rectangle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a); + const GodotRectangleShape2D *rectangle_B = static_cast<const GodotRectangleShape2D *>(p_b); + + SeparatorAxisTest2D<GodotCircleShape2D, GodotRectangleShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + + if (!separator.test_previous_axis()) { + return; + } + + if (!separator.test_cast()) { + return; + } + + const Vector2 &sphere = p_transform_a.columns[2]; + const Vector2 *axis = &p_transform_b.columns[0]; + //const Vector2& half_extents = rectangle_B->get_half_extents(); + + if (!separator.test_axis(axis[0].normalized())) { + return; + } + + if (!separator.test_axis(axis[1].normalized())) { + return; + } + + Transform2D binv = p_transform_b.affine_inverse(); + { + if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, binv, sphere))) { + return; + } + } + + if constexpr (castA) { + Vector2 sphereofs = sphere + p_motion_a; + if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, binv, sphereofs))) { + return; + } + } + + if constexpr (castB) { + Vector2 sphereofs = sphere - p_motion_b; + if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, binv, sphereofs))) { + return; + } + } + + if constexpr (castA && castB) { + Vector2 sphereofs = sphere - p_motion_b + p_motion_a; + if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, binv, sphereofs))) { + return; + } + } + + separator.generate_contacts(); +} + +template <bool castA, bool castB, bool withMargin> +static void _collision_circle_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a); + const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b); + + SeparatorAxisTest2D<GodotCircleShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + + if (!separator.test_previous_axis()) { + return; + } + + if (!separator.test_cast()) { + return; + } + + //capsule axis + if (!separator.test_axis(p_transform_b.columns[0].normalized())) { + return; + } + + real_t capsule_dir = capsule_B->get_height() * 0.5 - capsule_B->get_radius(); + + //capsule endpoints + if (TEST_POINT(p_transform_a.get_origin(), (p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir))) { + return; + } + if (TEST_POINT(p_transform_a.get_origin(), (p_transform_b.get_origin() - p_transform_b.columns[1] * capsule_dir))) { + return; + } + + separator.generate_contacts(); +} + +template <bool castA, bool castB, bool withMargin> +static void _collision_circle_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a); + const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b); + + SeparatorAxisTest2D<GodotCircleShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + + if (!separator.test_previous_axis()) { + return; + } + + if (!separator.test_cast()) { + return; + } + + //poly faces and poly points vs circle + for (int i = 0; i < convex_B->get_point_count(); i++) { + if (TEST_POINT(p_transform_a.get_origin(), p_transform_b.xform(convex_B->get_point(i)))) { + return; + } + + if (!separator.test_axis(convex_B->get_xformed_segment_normal(p_transform_b, i))) { + return; + } + } + + separator.generate_contacts(); +} + +///////// + +template <bool castA, bool castB, bool withMargin> +static void _collision_rectangle_rectangle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotRectangleShape2D *rectangle_A = static_cast<const GodotRectangleShape2D *>(p_a); + const GodotRectangleShape2D *rectangle_B = static_cast<const GodotRectangleShape2D *>(p_b); + + SeparatorAxisTest2D<GodotRectangleShape2D, GodotRectangleShape2D, castA, castB, withMargin> separator(rectangle_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + + if (!separator.test_previous_axis()) { + return; + } + + if (!separator.test_cast()) { + return; + } + + //box faces A + if (!separator.test_axis(p_transform_a.columns[0].normalized())) { + return; + } + + if (!separator.test_axis(p_transform_a.columns[1].normalized())) { + return; + } + + //box faces B + if (!separator.test_axis(p_transform_b.columns[0].normalized())) { + return; + } + + if (!separator.test_axis(p_transform_b.columns[1].normalized())) { + return; + } + + if constexpr (withMargin) { + Transform2D invA = p_transform_a.affine_inverse(); + Transform2D invB = p_transform_b.affine_inverse(); + + if (!separator.test_axis(rectangle_A->get_box_axis(p_transform_a, invA, rectangle_B, p_transform_b, invB))) { + return; + } + + if constexpr (castA || castB) { + Transform2D aofs = p_transform_a; + aofs.columns[2] += p_motion_a; + + Transform2D bofs = p_transform_b; + bofs.columns[2] += p_motion_b; + + [[maybe_unused]] Transform2D aofsinv = aofs.affine_inverse(); + [[maybe_unused]] Transform2D bofsinv = bofs.affine_inverse(); + + if constexpr (castA) { + if (!separator.test_axis(rectangle_A->get_box_axis(aofs, aofsinv, rectangle_B, p_transform_b, invB))) { + return; + } + } + + if constexpr (castB) { + if (!separator.test_axis(rectangle_A->get_box_axis(p_transform_a, invA, rectangle_B, bofs, bofsinv))) { + return; + } + } + + if constexpr (castA && castB) { + if (!separator.test_axis(rectangle_A->get_box_axis(aofs, aofsinv, rectangle_B, bofs, bofsinv))) { + return; + } + } + } + } + + separator.generate_contacts(); +} + +template <bool castA, bool castB, bool withMargin> +static void _collision_rectangle_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotRectangleShape2D *rectangle_A = static_cast<const GodotRectangleShape2D *>(p_a); + const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b); + + SeparatorAxisTest2D<GodotRectangleShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(rectangle_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + + if (!separator.test_previous_axis()) { + return; + } + + if (!separator.test_cast()) { + return; + } + + //box faces + if (!separator.test_axis(p_transform_a.columns[0].normalized())) { + return; + } + + if (!separator.test_axis(p_transform_a.columns[1].normalized())) { + return; + } + + //capsule axis + if (!separator.test_axis(p_transform_b.columns[0].normalized())) { + return; + } + + //box endpoints to capsule circles + + Transform2D boxinv = p_transform_a.affine_inverse(); + + real_t capsule_dir = capsule_B->get_height() * 0.5 - capsule_B->get_radius(); + + for (int i = 0; i < 2; i++) { + { + Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir; + + if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, capsule_endpoint))) { + return; + } + } + + if constexpr (castA) { + Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir; + capsule_endpoint -= p_motion_a; + + if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, capsule_endpoint))) { + return; + } + } + + if constexpr (castB) { + Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir; + capsule_endpoint += p_motion_b; + + if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, capsule_endpoint))) { + return; + } + } + + if constexpr (castA && castB) { + Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir; + capsule_endpoint -= p_motion_a; + capsule_endpoint += p_motion_b; + + if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, capsule_endpoint))) { + return; + } + } + + capsule_dir *= -1.0; + } + + separator.generate_contacts(); +} + +template <bool castA, bool castB, bool withMargin> +static void _collision_rectangle_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotRectangleShape2D *rectangle_A = static_cast<const GodotRectangleShape2D *>(p_a); + const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b); + + SeparatorAxisTest2D<GodotRectangleShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(rectangle_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + + if (!separator.test_previous_axis()) { + return; + } + + if (!separator.test_cast()) { + return; + } + + //box faces + if (!separator.test_axis(p_transform_a.columns[0].normalized())) { + return; + } + + if (!separator.test_axis(p_transform_a.columns[1].normalized())) { + return; + } + + //convex faces + Transform2D boxinv; + if constexpr (withMargin) { + boxinv = p_transform_a.affine_inverse(); + } + for (int i = 0; i < convex_B->get_point_count(); i++) { + if (!separator.test_axis(convex_B->get_xformed_segment_normal(p_transform_b, i))) { + return; + } + + if constexpr (withMargin) { + //all points vs all points need to be tested if margin exist + if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, p_transform_b.xform(convex_B->get_point(i))))) { + return; + } + if constexpr (castA) { + if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, p_transform_b.xform(convex_B->get_point(i)) - p_motion_a))) { + return; + } + } + if constexpr (castB) { + if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, p_transform_b.xform(convex_B->get_point(i)) + p_motion_b))) { + return; + } + } + if constexpr (castA && castB) { + if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, p_transform_b.xform(convex_B->get_point(i)) + p_motion_b - p_motion_a))) { + return; + } + } + } + } + + separator.generate_contacts(); +} + +///////// + +template <bool castA, bool castB, bool withMargin> +static void _collision_capsule_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotCapsuleShape2D *capsule_A = static_cast<const GodotCapsuleShape2D *>(p_a); + const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b); + + SeparatorAxisTest2D<GodotCapsuleShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(capsule_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + + if (!separator.test_previous_axis()) { + return; + } + + if (!separator.test_cast()) { + return; + } + + //capsule axis + + if (!separator.test_axis(p_transform_b.columns[0].normalized())) { + return; + } + + if (!separator.test_axis(p_transform_a.columns[0].normalized())) { + return; + } + + //capsule endpoints + + real_t capsule_dir_A = capsule_A->get_height() * 0.5 - capsule_A->get_radius(); + for (int i = 0; i < 2; i++) { + Vector2 capsule_endpoint_A = p_transform_a.get_origin() + p_transform_a.columns[1] * capsule_dir_A; + + real_t capsule_dir_B = capsule_B->get_height() * 0.5 - capsule_B->get_radius(); + for (int j = 0; j < 2; j++) { + Vector2 capsule_endpoint_B = p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir_B; + + if (TEST_POINT(capsule_endpoint_A, capsule_endpoint_B)) { + return; + } + + capsule_dir_B *= -1.0; + } + + capsule_dir_A *= -1.0; + } + + separator.generate_contacts(); +} + +template <bool castA, bool castB, bool withMargin> +static void _collision_capsule_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotCapsuleShape2D *capsule_A = static_cast<const GodotCapsuleShape2D *>(p_a); + const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b); + + SeparatorAxisTest2D<GodotCapsuleShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(capsule_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + + if (!separator.test_previous_axis()) { + return; + } + + if (!separator.test_cast()) { + return; + } + + //capsule axis + + if (!separator.test_axis(p_transform_a.columns[0].normalized())) { + return; + } + + //poly vs capsule + for (int i = 0; i < convex_B->get_point_count(); i++) { + Vector2 cpoint = p_transform_b.xform(convex_B->get_point(i)); + + real_t capsule_dir = capsule_A->get_height() * 0.5 - capsule_A->get_radius(); + for (int j = 0; j < 2; j++) { + Vector2 capsule_endpoint_A = p_transform_a.get_origin() + p_transform_a.columns[1] * capsule_dir; + + if (TEST_POINT(capsule_endpoint_A, cpoint)) { + return; + } + + capsule_dir *= -1.0; + } + + if (!separator.test_axis(convex_B->get_xformed_segment_normal(p_transform_b, i))) { + return; + } + } + + separator.generate_contacts(); +} + +///////// + +template <bool castA, bool castB, bool withMargin> +static void _collision_convex_polygon_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotConvexPolygonShape2D *convex_A = static_cast<const GodotConvexPolygonShape2D *>(p_a); + const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b); + + SeparatorAxisTest2D<GodotConvexPolygonShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(convex_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + + if (!separator.test_previous_axis()) { + return; + } + + if (!separator.test_cast()) { + return; + } + + for (int i = 0; i < convex_A->get_point_count(); i++) { + if (!separator.test_axis(convex_A->get_xformed_segment_normal(p_transform_a, i))) { + return; + } + } + + for (int i = 0; i < convex_B->get_point_count(); i++) { + if (!separator.test_axis(convex_B->get_xformed_segment_normal(p_transform_b, i))) { + return; + } + } + + if (withMargin) { + for (int i = 0; i < convex_A->get_point_count(); i++) { + for (int j = 0; j < convex_B->get_point_count(); j++) { + if (TEST_POINT(p_transform_a.xform(convex_A->get_point(i)), p_transform_b.xform(convex_B->get_point(j)))) { + return; + } + } + } + } + + separator.generate_contacts(); +} + +//////// + +bool sat_2d_calculate_penetration(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, GodotCollisionSolver2D::CallbackResult p_result_callback, void *p_userdata, bool p_swap, Vector2 *sep_axis, real_t p_margin_A, real_t p_margin_B) { + PhysicsServer2D::ShapeType type_A = p_shape_A->get_type(); + + ERR_FAIL_COND_V(type_A == PhysicsServer2D::SHAPE_WORLD_BOUNDARY, false); + ERR_FAIL_COND_V(type_A == PhysicsServer2D::SHAPE_SEPARATION_RAY, false); + ERR_FAIL_COND_V(p_shape_A->is_concave(), false); + + PhysicsServer2D::ShapeType type_B = p_shape_B->get_type(); + + ERR_FAIL_COND_V(type_B == PhysicsServer2D::SHAPE_WORLD_BOUNDARY, false); + ERR_FAIL_COND_V(type_B == PhysicsServer2D::SHAPE_SEPARATION_RAY, false); + ERR_FAIL_COND_V(p_shape_B->is_concave(), false); + + static const CollisionFunc collision_table[5][5] = { + { _collision_segment_segment<false, false, false>, + _collision_segment_circle<false, false, false>, + _collision_segment_rectangle<false, false, false>, + _collision_segment_capsule<false, false, false>, + _collision_segment_convex_polygon<false, false, false> }, + { nullptr, + _collision_circle_circle<false, false, false>, + _collision_circle_rectangle<false, false, false>, + _collision_circle_capsule<false, false, false>, + _collision_circle_convex_polygon<false, false, false> }, + { nullptr, + nullptr, + _collision_rectangle_rectangle<false, false, false>, + _collision_rectangle_capsule<false, false, false>, + _collision_rectangle_convex_polygon<false, false, false> }, + { nullptr, + nullptr, + nullptr, + _collision_capsule_capsule<false, false, false>, + _collision_capsule_convex_polygon<false, false, false> }, + { nullptr, + nullptr, + nullptr, + nullptr, + _collision_convex_polygon_convex_polygon<false, false, false> } + + }; + + static const CollisionFunc collision_table_castA[5][5] = { + { _collision_segment_segment<true, false, false>, + _collision_segment_circle<true, false, false>, + _collision_segment_rectangle<true, false, false>, + _collision_segment_capsule<true, false, false>, + _collision_segment_convex_polygon<true, false, false> }, + { nullptr, + _collision_circle_circle<true, false, false>, + _collision_circle_rectangle<true, false, false>, + _collision_circle_capsule<true, false, false>, + _collision_circle_convex_polygon<true, false, false> }, + { nullptr, + nullptr, + _collision_rectangle_rectangle<true, false, false>, + _collision_rectangle_capsule<true, false, false>, + _collision_rectangle_convex_polygon<true, false, false> }, + { nullptr, + nullptr, + nullptr, + _collision_capsule_capsule<true, false, false>, + _collision_capsule_convex_polygon<true, false, false> }, + { nullptr, + nullptr, + nullptr, + nullptr, + _collision_convex_polygon_convex_polygon<true, false, false> } + + }; + + static const CollisionFunc collision_table_castB[5][5] = { + { _collision_segment_segment<false, true, false>, + _collision_segment_circle<false, true, false>, + _collision_segment_rectangle<false, true, false>, + _collision_segment_capsule<false, true, false>, + _collision_segment_convex_polygon<false, true, false> }, + { nullptr, + _collision_circle_circle<false, true, false>, + _collision_circle_rectangle<false, true, false>, + _collision_circle_capsule<false, true, false>, + _collision_circle_convex_polygon<false, true, false> }, + { nullptr, + nullptr, + _collision_rectangle_rectangle<false, true, false>, + _collision_rectangle_capsule<false, true, false>, + _collision_rectangle_convex_polygon<false, true, false> }, + { nullptr, + nullptr, + nullptr, + _collision_capsule_capsule<false, true, false>, + _collision_capsule_convex_polygon<false, true, false> }, + { nullptr, + nullptr, + nullptr, + nullptr, + _collision_convex_polygon_convex_polygon<false, true, false> } + + }; + + static const CollisionFunc collision_table_castA_castB[5][5] = { + { _collision_segment_segment<true, true, false>, + _collision_segment_circle<true, true, false>, + _collision_segment_rectangle<true, true, false>, + _collision_segment_capsule<true, true, false>, + _collision_segment_convex_polygon<true, true, false> }, + { nullptr, + _collision_circle_circle<true, true, false>, + _collision_circle_rectangle<true, true, false>, + _collision_circle_capsule<true, true, false>, + _collision_circle_convex_polygon<true, true, false> }, + { nullptr, + nullptr, + _collision_rectangle_rectangle<true, true, false>, + _collision_rectangle_capsule<true, true, false>, + _collision_rectangle_convex_polygon<true, true, false> }, + { nullptr, + nullptr, + nullptr, + _collision_capsule_capsule<true, true, false>, + _collision_capsule_convex_polygon<true, true, false> }, + { nullptr, + nullptr, + nullptr, + nullptr, + _collision_convex_polygon_convex_polygon<true, true, false> } + + }; + + static const CollisionFunc collision_table_margin[5][5] = { + { _collision_segment_segment<false, false, true>, + _collision_segment_circle<false, false, true>, + _collision_segment_rectangle<false, false, true>, + _collision_segment_capsule<false, false, true>, + _collision_segment_convex_polygon<false, false, true> }, + { nullptr, + _collision_circle_circle<false, false, true>, + _collision_circle_rectangle<false, false, true>, + _collision_circle_capsule<false, false, true>, + _collision_circle_convex_polygon<false, false, true> }, + { nullptr, + nullptr, + _collision_rectangle_rectangle<false, false, true>, + _collision_rectangle_capsule<false, false, true>, + _collision_rectangle_convex_polygon<false, false, true> }, + { nullptr, + nullptr, + nullptr, + _collision_capsule_capsule<false, false, true>, + _collision_capsule_convex_polygon<false, false, true> }, + { nullptr, + nullptr, + nullptr, + nullptr, + _collision_convex_polygon_convex_polygon<false, false, true> } + + }; + + static const CollisionFunc collision_table_castA_margin[5][5] = { + { _collision_segment_segment<true, false, true>, + _collision_segment_circle<true, false, true>, + _collision_segment_rectangle<true, false, true>, + _collision_segment_capsule<true, false, true>, + _collision_segment_convex_polygon<true, false, true> }, + { nullptr, + _collision_circle_circle<true, false, true>, + _collision_circle_rectangle<true, false, true>, + _collision_circle_capsule<true, false, true>, + _collision_circle_convex_polygon<true, false, true> }, + { nullptr, + nullptr, + _collision_rectangle_rectangle<true, false, true>, + _collision_rectangle_capsule<true, false, true>, + _collision_rectangle_convex_polygon<true, false, true> }, + { nullptr, + nullptr, + nullptr, + _collision_capsule_capsule<true, false, true>, + _collision_capsule_convex_polygon<true, false, true> }, + { nullptr, + nullptr, + nullptr, + nullptr, + _collision_convex_polygon_convex_polygon<true, false, true> } + + }; + + static const CollisionFunc collision_table_castB_margin[5][5] = { + { _collision_segment_segment<false, true, true>, + _collision_segment_circle<false, true, true>, + _collision_segment_rectangle<false, true, true>, + _collision_segment_capsule<false, true, true>, + _collision_segment_convex_polygon<false, true, true> }, + { nullptr, + _collision_circle_circle<false, true, true>, + _collision_circle_rectangle<false, true, true>, + _collision_circle_capsule<false, true, true>, + _collision_circle_convex_polygon<false, true, true> }, + { nullptr, + nullptr, + _collision_rectangle_rectangle<false, true, true>, + _collision_rectangle_capsule<false, true, true>, + _collision_rectangle_convex_polygon<false, true, true> }, + { nullptr, + nullptr, + nullptr, + _collision_capsule_capsule<false, true, true>, + _collision_capsule_convex_polygon<false, true, true> }, + { nullptr, + nullptr, + nullptr, + nullptr, + _collision_convex_polygon_convex_polygon<false, true, true> } + + }; + + static const CollisionFunc collision_table_castA_castB_margin[5][5] = { + { _collision_segment_segment<true, true, true>, + _collision_segment_circle<true, true, true>, + _collision_segment_rectangle<true, true, true>, + _collision_segment_capsule<true, true, true>, + _collision_segment_convex_polygon<true, true, true> }, + { nullptr, + _collision_circle_circle<true, true, true>, + _collision_circle_rectangle<true, true, true>, + _collision_circle_capsule<true, true, true>, + _collision_circle_convex_polygon<true, true, true> }, + { nullptr, + nullptr, + _collision_rectangle_rectangle<true, true, true>, + _collision_rectangle_capsule<true, true, true>, + _collision_rectangle_convex_polygon<true, true, true> }, + { nullptr, + nullptr, + nullptr, + _collision_capsule_capsule<true, true, true>, + _collision_capsule_convex_polygon<true, true, true> }, + { nullptr, + nullptr, + nullptr, + nullptr, + _collision_convex_polygon_convex_polygon<true, true, true> } + + }; + + _CollectorCallback2D callback; + callback.callback = p_result_callback; + callback.swap = p_swap; + callback.userdata = p_userdata; + callback.collided = false; + callback.sep_axis = sep_axis; + + const GodotShape2D *A = p_shape_A; + const GodotShape2D *B = p_shape_B; + const Transform2D *transform_A = &p_transform_A; + const Transform2D *transform_B = &p_transform_B; + const Vector2 *motion_A = &p_motion_A; + const Vector2 *motion_B = &p_motion_B; + real_t margin_A = p_margin_A, margin_B = p_margin_B; + + if (type_A > type_B) { + SWAP(A, B); + SWAP(transform_A, transform_B); + SWAP(type_A, type_B); + SWAP(motion_A, motion_B); + SWAP(margin_A, margin_B); + callback.swap = !callback.swap; + } + + CollisionFunc collision_func; + + if (p_margin_A || p_margin_B) { + if (*motion_A == Vector2() && *motion_B == Vector2()) { + collision_func = collision_table_margin[type_A - 2][type_B - 2]; + } else if (*motion_A != Vector2() && *motion_B == Vector2()) { + collision_func = collision_table_castA_margin[type_A - 2][type_B - 2]; + } else if (*motion_A == Vector2() && *motion_B != Vector2()) { + collision_func = collision_table_castB_margin[type_A - 2][type_B - 2]; + } else { + collision_func = collision_table_castA_castB_margin[type_A - 2][type_B - 2]; + } + } else { + if (*motion_A == Vector2() && *motion_B == Vector2()) { + collision_func = collision_table[type_A - 2][type_B - 2]; + } else if (*motion_A != Vector2() && *motion_B == Vector2()) { + collision_func = collision_table_castA[type_A - 2][type_B - 2]; + } else if (*motion_A == Vector2() && *motion_B != Vector2()) { + collision_func = collision_table_castB[type_A - 2][type_B - 2]; + } else { + collision_func = collision_table_castA_castB[type_A - 2][type_B - 2]; + } + } + + ERR_FAIL_NULL_V(collision_func, false); + + collision_func(A, *transform_A, B, *transform_B, &callback, *motion_A, *motion_B, margin_A, margin_B); + + return callback.collided; +} diff --git a/modules/godot_physics_2d/godot_collision_solver_2d_sat.h b/modules/godot_physics_2d/godot_collision_solver_2d_sat.h new file mode 100644 index 0000000000..c9183f7ecb --- /dev/null +++ b/modules/godot_physics_2d/godot_collision_solver_2d_sat.h @@ -0,0 +1,38 @@ +/**************************************************************************/ +/* godot_collision_solver_2d_sat.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef GODOT_COLLISION_SOLVER_2D_SAT_H +#define GODOT_COLLISION_SOLVER_2D_SAT_H + +#include "godot_collision_solver_2d.h" + +bool sat_2d_calculate_penetration(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, GodotCollisionSolver2D::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, Vector2 *sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0); + +#endif // GODOT_COLLISION_SOLVER_2D_SAT_H diff --git a/modules/godot_physics_2d/godot_constraint_2d.h b/modules/godot_physics_2d/godot_constraint_2d.h new file mode 100644 index 0000000000..f4136f6643 --- /dev/null +++ b/modules/godot_physics_2d/godot_constraint_2d.h @@ -0,0 +1,70 @@ +/**************************************************************************/ +/* godot_constraint_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef GODOT_CONSTRAINT_2D_H +#define GODOT_CONSTRAINT_2D_H + +#include "godot_body_2d.h" + +class GodotConstraint2D { + GodotBody2D **_body_ptr; + int _body_count; + uint64_t island_step = 0; + bool disabled_collisions_between_bodies = true; + + RID self; + +protected: + GodotConstraint2D(GodotBody2D **p_body_ptr = nullptr, int p_body_count = 0) { + _body_ptr = p_body_ptr; + _body_count = p_body_count; + } + +public: + _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } + _FORCE_INLINE_ RID get_self() const { return self; } + + _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; } + _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; } + + _FORCE_INLINE_ GodotBody2D **get_body_ptr() const { return _body_ptr; } + _FORCE_INLINE_ int get_body_count() const { return _body_count; } + + _FORCE_INLINE_ void disable_collisions_between_bodies(const bool p_disabled) { disabled_collisions_between_bodies = p_disabled; } + _FORCE_INLINE_ bool is_disabled_collisions_between_bodies() const { return disabled_collisions_between_bodies; } + + virtual bool setup(real_t p_step) = 0; + virtual bool pre_solve(real_t p_step) = 0; + virtual void solve(real_t p_step) = 0; + + virtual ~GodotConstraint2D() {} +}; + +#endif // GODOT_CONSTRAINT_2D_H diff --git a/modules/godot_physics_2d/godot_joints_2d.cpp b/modules/godot_physics_2d/godot_joints_2d.cpp new file mode 100644 index 0000000000..5c76eb9dad --- /dev/null +++ b/modules/godot_physics_2d/godot_joints_2d.cpp @@ -0,0 +1,595 @@ +/**************************************************************************/ +/* godot_joints_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#include "godot_joints_2d.h" + +#include "godot_space_2d.h" + +//based on chipmunk joint constraints + +/* Copyright (c) 2007 Scott Lembcke + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to deal + * in the Software without restriction, including without limitation the rights + * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + +void GodotJoint2D::copy_settings_from(GodotJoint2D *p_joint) { + set_self(p_joint->get_self()); + set_max_force(p_joint->get_max_force()); + set_bias(p_joint->get_bias()); + set_max_bias(p_joint->get_max_bias()); + disable_collisions_between_bodies(p_joint->is_disabled_collisions_between_bodies()); +} + +static inline real_t k_scalar(GodotBody2D *a, GodotBody2D *b, const Vector2 &rA, const Vector2 &rB, const Vector2 &n) { + real_t value = 0.0; + + { + value += a->get_inv_mass(); + real_t rcn = (rA - a->get_center_of_mass()).cross(n); + value += a->get_inv_inertia() * rcn * rcn; + } + + if (b) { + value += b->get_inv_mass(); + real_t rcn = (rB - b->get_center_of_mass()).cross(n); + value += b->get_inv_inertia() * rcn * rcn; + } + + return value; +} + +static inline Vector2 +relative_velocity(GodotBody2D *a, GodotBody2D *b, Vector2 rA, Vector2 rB) { + Vector2 sum = a->get_linear_velocity() - (rA - a->get_center_of_mass()).orthogonal() * a->get_angular_velocity(); + if (b) { + return (b->get_linear_velocity() - (rB - b->get_center_of_mass()).orthogonal() * b->get_angular_velocity()) - sum; + } else { + return -sum; + } +} + +static inline real_t +normal_relative_velocity(GodotBody2D *a, GodotBody2D *b, Vector2 rA, Vector2 rB, Vector2 n) { + return relative_velocity(a, b, rA, rB).dot(n); +} + +bool GodotPinJoint2D::setup(real_t p_step) { + dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); + dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); + + if (!dynamic_A && !dynamic_B) { + return false; + } + + GodotSpace2D *space = A->get_space(); + ERR_FAIL_NULL_V(space, false); + + rA = A->get_transform().basis_xform(anchor_A); + rB = B ? B->get_transform().basis_xform(anchor_B) : anchor_B; + + real_t B_inv_mass = B ? B->get_inv_mass() : 0.0; + + Transform2D K1; + K1[0].x = A->get_inv_mass() + B_inv_mass; + K1[1].x = 0.0f; + K1[0].y = 0.0f; + K1[1].y = A->get_inv_mass() + B_inv_mass; + + Vector2 r1 = rA - A->get_center_of_mass(); + + Transform2D K2; + K2[0].x = A->get_inv_inertia() * r1.y * r1.y; + K2[1].x = -A->get_inv_inertia() * r1.x * r1.y; + K2[0].y = -A->get_inv_inertia() * r1.x * r1.y; + K2[1].y = A->get_inv_inertia() * r1.x * r1.x; + + Transform2D K; + K[0] = K1[0] + K2[0]; + K[1] = K1[1] + K2[1]; + + if (B) { + Vector2 r2 = rB - B->get_center_of_mass(); + + Transform2D K3; + K3[0].x = B->get_inv_inertia() * r2.y * r2.y; + K3[1].x = -B->get_inv_inertia() * r2.x * r2.y; + K3[0].y = -B->get_inv_inertia() * r2.x * r2.y; + K3[1].y = B->get_inv_inertia() * r2.x * r2.x; + + K[0] += K3[0]; + K[1] += K3[1]; + } + + K[0].x += softness; + K[1].y += softness; + + M = K.affine_inverse(); + + Vector2 gA = rA + A->get_transform().get_origin(); + Vector2 gB = B ? rB + B->get_transform().get_origin() : rB; + + Vector2 delta = gB - gA; + + bias = delta * -(get_bias() == 0 ? space->get_constraint_bias() : get_bias()) * (1.0 / p_step); + + // Compute max impulse. + jn_max = get_max_force() * p_step; + + return true; +} + +inline Vector2 custom_cross(const Vector2 &p_vec, real_t p_other) { + return Vector2(p_other * p_vec.y, -p_other * p_vec.x); +} + +bool GodotPinJoint2D::pre_solve(real_t p_step) { + // Apply accumulated impulse. + if (dynamic_A) { + A->apply_impulse(-P, rA); + } + if (B && dynamic_B) { + B->apply_impulse(P, rB); + } + // Angle limits joint pre_solve step taken from https://github.com/slembcke/Chipmunk2D/blob/d0239ef4599b3688a5a336373f7d0a68426414ba/src/cpRotaryLimitJoint.c + real_t i_sum_local = A->get_inv_inertia(); + if (B) { + i_sum_local += B->get_inv_inertia(); + } + i_sum = 1.0 / (i_sum_local); + if (angular_limit_enabled && B) { + Vector2 diff_vector = B->get_transform().get_origin() - A->get_transform().get_origin(); + diff_vector = diff_vector.rotated(-initial_angle); + real_t dist = diff_vector.angle(); + real_t pdist = 0.0; + if (dist > angular_limit_upper) { + pdist = dist - angular_limit_upper; + } else if (dist < angular_limit_lower) { + pdist = dist - angular_limit_lower; + } + real_t error_bias = Math::pow(1.0 - 0.15, 60.0); + // Calculate bias velocity. + bias_velocity = -CLAMP((-1.0 - Math::pow(error_bias, p_step)) * pdist / p_step, -get_max_bias(), get_max_bias()); + // If the bias velocity is 0, the joint is not at a limit. + if (bias_velocity >= -CMP_EPSILON && bias_velocity <= CMP_EPSILON) { + j_acc = 0; + is_joint_at_limit = false; + } else { + is_joint_at_limit = true; + } + } else { + bias_velocity = 0.0; + } + + return true; +} + +void GodotPinJoint2D::solve(real_t p_step) { + // Compute relative velocity. + Vector2 vA = A->get_linear_velocity() - custom_cross(rA - A->get_center_of_mass(), A->get_angular_velocity()); + + Vector2 rel_vel; + if (B) { + rel_vel = B->get_linear_velocity() - custom_cross(rB - B->get_center_of_mass(), B->get_angular_velocity()) - vA; + } else { + rel_vel = -vA; + } + // Angle limits joint solve step taken from https://github.com/slembcke/Chipmunk2D/blob/d0239ef4599b3688a5a336373f7d0a68426414ba/src/cpRotaryLimitJoint.c + if ((angular_limit_enabled || motor_enabled) && B) { + // Compute relative rotational velocity. + real_t wr = B->get_angular_velocity() - A->get_angular_velocity(); + // Motor solve part taken from https://github.com/slembcke/Chipmunk2D/blob/d0239ef4599b3688a5a336373f7d0a68426414ba/src/cpSimpleMotor.c + if (motor_enabled) { + wr -= motor_target_velocity; + } + real_t j_max = jn_max; + + // Compute normal impulse. + real_t j = -(bias_velocity + wr) * i_sum; + real_t j_old = j_acc; + // Only enable the limits if we have to. + if (angular_limit_enabled && is_joint_at_limit) { + if (bias_velocity < 0.0) { + j_acc = CLAMP(j_old + j, 0.0, j_max); + } else { + j_acc = CLAMP(j_old + j, -j_max, 0.0); + } + } else { + j_acc = CLAMP(j_old + j, -j_max, j_max); + } + j = j_acc - j_old; + A->apply_torque_impulse(-j * A->get_inv_inertia()); + B->apply_torque_impulse(j * B->get_inv_inertia()); + } + + Vector2 impulse = M.basis_xform(bias - rel_vel - Vector2(softness, softness) * P); + + if (dynamic_A) { + A->apply_impulse(-impulse, rA); + } + if (B && dynamic_B) { + B->apply_impulse(impulse, rB); + } + + P += impulse; +} + +void GodotPinJoint2D::set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value) { + switch (p_param) { + case PhysicsServer2D::PIN_JOINT_SOFTNESS: { + softness = p_value; + } break; + case PhysicsServer2D::PIN_JOINT_LIMIT_UPPER: { + angular_limit_upper = p_value; + } break; + case PhysicsServer2D::PIN_JOINT_LIMIT_LOWER: { + angular_limit_lower = p_value; + } break; + case PhysicsServer2D::PIN_JOINT_MOTOR_TARGET_VELOCITY: { + motor_target_velocity = p_value; + } break; + } +} + +real_t GodotPinJoint2D::get_param(PhysicsServer2D::PinJointParam p_param) const { + switch (p_param) { + case PhysicsServer2D::PIN_JOINT_SOFTNESS: { + return softness; + } + case PhysicsServer2D::PIN_JOINT_LIMIT_UPPER: { + return angular_limit_upper; + } + case PhysicsServer2D::PIN_JOINT_LIMIT_LOWER: { + return angular_limit_lower; + } + case PhysicsServer2D::PIN_JOINT_MOTOR_TARGET_VELOCITY: { + return motor_target_velocity; + } + } + ERR_FAIL_V(0); +} + +void GodotPinJoint2D::set_flag(PhysicsServer2D::PinJointFlag p_flag, bool p_enabled) { + switch (p_flag) { + case PhysicsServer2D::PIN_JOINT_FLAG_ANGULAR_LIMIT_ENABLED: { + angular_limit_enabled = p_enabled; + } break; + case PhysicsServer2D::PIN_JOINT_FLAG_MOTOR_ENABLED: { + motor_enabled = p_enabled; + } break; + } +} + +bool GodotPinJoint2D::get_flag(PhysicsServer2D::PinJointFlag p_flag) const { + switch (p_flag) { + case PhysicsServer2D::PIN_JOINT_FLAG_ANGULAR_LIMIT_ENABLED: { + return angular_limit_enabled; + } + case PhysicsServer2D::PIN_JOINT_FLAG_MOTOR_ENABLED: { + return motor_enabled; + } + } + ERR_FAIL_V(0); +} + +GodotPinJoint2D::GodotPinJoint2D(const Vector2 &p_pos, GodotBody2D *p_body_a, GodotBody2D *p_body_b) : + GodotJoint2D(_arr, p_body_b ? 2 : 1) { + A = p_body_a; + B = p_body_b; + anchor_A = p_body_a->get_inv_transform().xform(p_pos); + anchor_B = p_body_b ? p_body_b->get_inv_transform().xform(p_pos) : p_pos; + + p_body_a->add_constraint(this, 0); + if (p_body_b) { + p_body_b->add_constraint(this, 1); + initial_angle = A->get_transform().get_origin().angle_to_point(B->get_transform().get_origin()); + } +} + +////////////////////////////////////////////// +////////////////////////////////////////////// +////////////////////////////////////////////// + +static inline void +k_tensor(GodotBody2D *a, GodotBody2D *b, Vector2 r1, Vector2 r2, Vector2 *k1, Vector2 *k2) { + // calculate mass matrix + // If I wasn't lazy and wrote a proper matrix class, this wouldn't be so gross... + real_t k11, k12, k21, k22; + real_t m_sum = a->get_inv_mass() + b->get_inv_mass(); + + // start with I*m_sum + k11 = m_sum; + k12 = 0.0f; + k21 = 0.0f; + k22 = m_sum; + + r1 -= a->get_center_of_mass(); + r2 -= b->get_center_of_mass(); + + // add the influence from r1 + real_t a_i_inv = a->get_inv_inertia(); + real_t r1xsq = r1.x * r1.x * a_i_inv; + real_t r1ysq = r1.y * r1.y * a_i_inv; + real_t r1nxy = -r1.x * r1.y * a_i_inv; + k11 += r1ysq; + k12 += r1nxy; + k21 += r1nxy; + k22 += r1xsq; + + // add the influnce from r2 + real_t b_i_inv = b->get_inv_inertia(); + real_t r2xsq = r2.x * r2.x * b_i_inv; + real_t r2ysq = r2.y * r2.y * b_i_inv; + real_t r2nxy = -r2.x * r2.y * b_i_inv; + k11 += r2ysq; + k12 += r2nxy; + k21 += r2nxy; + k22 += r2xsq; + + // invert + real_t determinant = k11 * k22 - k12 * k21; + ERR_FAIL_COND(determinant == 0.0); + + real_t det_inv = 1.0f / determinant; + *k1 = Vector2(k22 * det_inv, -k12 * det_inv); + *k2 = Vector2(-k21 * det_inv, k11 * det_inv); +} + +static _FORCE_INLINE_ Vector2 +mult_k(const Vector2 &vr, const Vector2 &k1, const Vector2 &k2) { + return Vector2(vr.dot(k1), vr.dot(k2)); +} + +bool GodotGrooveJoint2D::setup(real_t p_step) { + dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); + dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); + + if (!dynamic_A && !dynamic_B) { + return false; + } + + GodotSpace2D *space = A->get_space(); + ERR_FAIL_NULL_V(space, false); + + // calculate endpoints in worldspace + Vector2 ta = A->get_transform().xform(A_groove_1); + Vector2 tb = A->get_transform().xform(A_groove_2); + + // calculate axis + Vector2 n = -(tb - ta).orthogonal().normalized(); + real_t d = ta.dot(n); + + xf_normal = n; + rB = B->get_transform().basis_xform(B_anchor); + + // calculate tangential distance along the axis of rB + real_t td = (B->get_transform().get_origin() + rB).cross(n); + // calculate clamping factor and rB + if (td <= ta.cross(n)) { + clamp = 1.0f; + rA = ta - A->get_transform().get_origin(); + } else if (td >= tb.cross(n)) { + clamp = -1.0f; + rA = tb - A->get_transform().get_origin(); + } else { + clamp = 0.0f; + //joint->r1 = cpvsub(cpvadd(cpvmult(cpvperp(n), -td), cpvmult(n, d)), a->p); + rA = ((-n.orthogonal() * -td) + n * d) - A->get_transform().get_origin(); + } + + // Calculate mass tensor + k_tensor(A, B, rA, rB, &k1, &k2); + + // compute max impulse + jn_max = get_max_force() * p_step; + + // calculate bias velocity + //cpVect delta = cpvsub(cpvadd(b->p, joint->r2), cpvadd(a->p, joint->r1)); + //joint->bias = cpvclamp(cpvmult(delta, -joint->constraint.biasCoef*dt_inv), joint->constraint.maxBias); + + Vector2 delta = (B->get_transform().get_origin() + rB) - (A->get_transform().get_origin() + rA); + + real_t _b = get_bias(); + gbias = (delta * -(_b == 0 ? space->get_constraint_bias() : _b) * (1.0 / p_step)).limit_length(get_max_bias()); + + correct = true; + return true; +} + +bool GodotGrooveJoint2D::pre_solve(real_t p_step) { + // Apply accumulated impulse. + if (dynamic_A) { + A->apply_impulse(-jn_acc, rA); + } + if (dynamic_B) { + B->apply_impulse(jn_acc, rB); + } + + return true; +} + +void GodotGrooveJoint2D::solve(real_t p_step) { + // compute impulse + Vector2 vr = relative_velocity(A, B, rA, rB); + + Vector2 j = mult_k(gbias - vr, k1, k2); + Vector2 jOld = jn_acc; + j += jOld; + + jn_acc = (((clamp * j.cross(xf_normal)) > 0) ? j : j.project(xf_normal)).limit_length(jn_max); + + j = jn_acc - jOld; + + if (dynamic_A) { + A->apply_impulse(-j, rA); + } + if (dynamic_B) { + B->apply_impulse(j, rB); + } +} + +GodotGrooveJoint2D::GodotGrooveJoint2D(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, GodotBody2D *p_body_a, GodotBody2D *p_body_b) : + GodotJoint2D(_arr, 2) { + A = p_body_a; + B = p_body_b; + + A_groove_1 = A->get_inv_transform().xform(p_a_groove1); + A_groove_2 = A->get_inv_transform().xform(p_a_groove2); + B_anchor = B->get_inv_transform().xform(p_b_anchor); + A_groove_normal = -(A_groove_2 - A_groove_1).normalized().orthogonal(); + + A->add_constraint(this, 0); + B->add_constraint(this, 1); +} + +////////////////////////////////////////////// +////////////////////////////////////////////// +////////////////////////////////////////////// + +bool GodotDampedSpringJoint2D::setup(real_t p_step) { + dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); + dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); + + if (!dynamic_A && !dynamic_B) { + return false; + } + + rA = A->get_transform().basis_xform(anchor_A); + rB = B->get_transform().basis_xform(anchor_B); + + Vector2 delta = (B->get_transform().get_origin() + rB) - (A->get_transform().get_origin() + rA); + real_t dist = delta.length(); + + if (dist) { + n = delta / dist; + } else { + n = Vector2(); + } + + real_t k = k_scalar(A, B, rA, rB, n); + n_mass = 1.0f / k; + + target_vrn = 0.0f; + v_coef = 1.0f - Math::exp(-damping * (p_step)*k); + + // Calculate spring force. + real_t f_spring = (rest_length - dist) * stiffness; + j = n * f_spring * (p_step); + + return true; +} + +bool GodotDampedSpringJoint2D::pre_solve(real_t p_step) { + // Apply spring force. + if (dynamic_A) { + A->apply_impulse(-j, rA); + } + if (dynamic_B) { + B->apply_impulse(j, rB); + } + + return true; +} + +void GodotDampedSpringJoint2D::solve(real_t p_step) { + // compute relative velocity + real_t vrn = normal_relative_velocity(A, B, rA, rB, n) - target_vrn; + + // compute velocity loss from drag + // not 100% certain this is derived correctly, though it makes sense + real_t v_damp = -vrn * v_coef; + target_vrn = vrn + v_damp; + Vector2 j_new = n * v_damp * n_mass; + + if (dynamic_A) { + A->apply_impulse(-j_new, rA); + } + if (dynamic_B) { + B->apply_impulse(j_new, rB); + } +} + +void GodotDampedSpringJoint2D::set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value) { + switch (p_param) { + case PhysicsServer2D::DAMPED_SPRING_REST_LENGTH: { + rest_length = p_value; + } break; + case PhysicsServer2D::DAMPED_SPRING_DAMPING: { + damping = p_value; + } break; + case PhysicsServer2D::DAMPED_SPRING_STIFFNESS: { + stiffness = p_value; + } break; + } +} + +real_t GodotDampedSpringJoint2D::get_param(PhysicsServer2D::DampedSpringParam p_param) const { + switch (p_param) { + case PhysicsServer2D::DAMPED_SPRING_REST_LENGTH: { + return rest_length; + } break; + case PhysicsServer2D::DAMPED_SPRING_DAMPING: { + return damping; + } break; + case PhysicsServer2D::DAMPED_SPRING_STIFFNESS: { + return stiffness; + } break; + } + + ERR_FAIL_V(0); +} + +GodotDampedSpringJoint2D::GodotDampedSpringJoint2D(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, GodotBody2D *p_body_a, GodotBody2D *p_body_b) : + GodotJoint2D(_arr, 2) { + A = p_body_a; + B = p_body_b; + anchor_A = A->get_inv_transform().xform(p_anchor_a); + anchor_B = B->get_inv_transform().xform(p_anchor_b); + + rest_length = p_anchor_a.distance_to(p_anchor_b); + + A->add_constraint(this, 0); + B->add_constraint(this, 1); +} diff --git a/modules/godot_physics_2d/godot_joints_2d.h b/modules/godot_physics_2d/godot_joints_2d.h new file mode 100644 index 0000000000..c6a1fdb692 --- /dev/null +++ b/modules/godot_physics_2d/godot_joints_2d.h @@ -0,0 +1,192 @@ +/**************************************************************************/ +/* godot_joints_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef GODOT_JOINTS_2D_H +#define GODOT_JOINTS_2D_H + +#include "godot_body_2d.h" +#include "godot_constraint_2d.h" + +class GodotJoint2D : public GodotConstraint2D { + real_t bias = 0; + real_t max_bias = 3.40282e+38; + real_t max_force = 3.40282e+38; + +protected: + bool dynamic_A = false; + bool dynamic_B = false; + +public: + _FORCE_INLINE_ void set_max_force(real_t p_force) { max_force = p_force; } + _FORCE_INLINE_ real_t get_max_force() const { return max_force; } + + _FORCE_INLINE_ void set_bias(real_t p_bias) { bias = p_bias; } + _FORCE_INLINE_ real_t get_bias() const { return bias; } + + _FORCE_INLINE_ void set_max_bias(real_t p_bias) { max_bias = p_bias; } + _FORCE_INLINE_ real_t get_max_bias() const { return max_bias; } + + virtual bool setup(real_t p_step) override { return false; } + virtual bool pre_solve(real_t p_step) override { return false; } + virtual void solve(real_t p_step) override {} + + void copy_settings_from(GodotJoint2D *p_joint); + + virtual PhysicsServer2D::JointType get_type() const { return PhysicsServer2D::JOINT_TYPE_MAX; } + GodotJoint2D(GodotBody2D **p_body_ptr = nullptr, int p_body_count = 0) : + GodotConstraint2D(p_body_ptr, p_body_count) {} + + virtual ~GodotJoint2D() { + for (int i = 0; i < get_body_count(); i++) { + GodotBody2D *body = get_body_ptr()[i]; + if (body) { + body->remove_constraint(this, i); + } + } + }; +}; + +class GodotPinJoint2D : public GodotJoint2D { + union { + struct { + GodotBody2D *A; + GodotBody2D *B; + }; + + GodotBody2D *_arr[2] = { nullptr, nullptr }; + }; + + Transform2D M; + Vector2 rA, rB; + Vector2 anchor_A; + Vector2 anchor_B; + Vector2 bias; + real_t initial_angle = 0.0; + real_t bias_velocity = 0.0; + real_t jn_max = 0.0; + real_t j_acc = 0.0; + real_t i_sum = 0.0; + Vector2 P; + real_t softness = 0.0; + real_t angular_limit_lower = 0.0; + real_t angular_limit_upper = 0.0; + real_t motor_target_velocity = 0.0; + bool is_joint_at_limit = false; + bool motor_enabled = false; + bool angular_limit_enabled = false; + +public: + virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_PIN; } + + virtual bool setup(real_t p_step) override; + virtual bool pre_solve(real_t p_step) override; + virtual void solve(real_t p_step) override; + + void set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value); + real_t get_param(PhysicsServer2D::PinJointParam p_param) const; + + void set_flag(PhysicsServer2D::PinJointFlag p_flag, bool p_enabled); + bool get_flag(PhysicsServer2D::PinJointFlag p_flag) const; + + GodotPinJoint2D(const Vector2 &p_pos, GodotBody2D *p_body_a, GodotBody2D *p_body_b = nullptr); +}; + +class GodotGrooveJoint2D : public GodotJoint2D { + union { + struct { + GodotBody2D *A; + GodotBody2D *B; + }; + + GodotBody2D *_arr[2] = { nullptr, nullptr }; + }; + + Vector2 A_groove_1; + Vector2 A_groove_2; + Vector2 A_groove_normal; + Vector2 B_anchor; + Vector2 jn_acc; + Vector2 gbias; + real_t jn_max = 0.0; + real_t clamp = 0.0; + Vector2 xf_normal; + Vector2 rA, rB; + Vector2 k1, k2; + + bool correct = false; + +public: + virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_GROOVE; } + + virtual bool setup(real_t p_step) override; + virtual bool pre_solve(real_t p_step) override; + virtual void solve(real_t p_step) override; + + GodotGrooveJoint2D(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, GodotBody2D *p_body_a, GodotBody2D *p_body_b); +}; + +class GodotDampedSpringJoint2D : public GodotJoint2D { + union { + struct { + GodotBody2D *A; + GodotBody2D *B; + }; + + GodotBody2D *_arr[2] = { nullptr, nullptr }; + }; + + Vector2 anchor_A; + Vector2 anchor_B; + + real_t rest_length = 0.0; + real_t damping = 1.5; + real_t stiffness = 20.0; + + Vector2 rA, rB; + Vector2 n; + Vector2 j; + real_t n_mass = 0.0; + real_t target_vrn = 0.0; + real_t v_coef = 0.0; + +public: + virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_DAMPED_SPRING; } + + virtual bool setup(real_t p_step) override; + virtual bool pre_solve(real_t p_step) override; + virtual void solve(real_t p_step) override; + + void set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value); + real_t get_param(PhysicsServer2D::DampedSpringParam p_param) const; + + GodotDampedSpringJoint2D(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, GodotBody2D *p_body_a, GodotBody2D *p_body_b); +}; + +#endif // GODOT_JOINTS_2D_H diff --git a/modules/godot_physics_2d/godot_physics_server_2d.cpp b/modules/godot_physics_2d/godot_physics_server_2d.cpp new file mode 100644 index 0000000000..8df17992ea --- /dev/null +++ b/modules/godot_physics_2d/godot_physics_server_2d.cpp @@ -0,0 +1,1400 @@ +/**************************************************************************/ +/* godot_physics_server_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#include "godot_physics_server_2d.h" + +#include "godot_body_direct_state_2d.h" +#include "godot_broad_phase_2d_bvh.h" +#include "godot_collision_solver_2d.h" + +#include "core/config/project_settings.h" +#include "core/debugger/engine_debugger.h" +#include "core/os/os.h" + +#define FLUSH_QUERY_CHECK(m_object) \ + ERR_FAIL_COND_MSG(m_object->get_space() && flushing_queries, "Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead."); + +RID GodotPhysicsServer2D::_shape_create(ShapeType p_shape) { + GodotShape2D *shape = nullptr; + switch (p_shape) { + case SHAPE_WORLD_BOUNDARY: { + shape = memnew(GodotWorldBoundaryShape2D); + } break; + case SHAPE_SEPARATION_RAY: { + shape = memnew(GodotSeparationRayShape2D); + } break; + case SHAPE_SEGMENT: { + shape = memnew(GodotSegmentShape2D); + } break; + case SHAPE_CIRCLE: { + shape = memnew(GodotCircleShape2D); + } break; + case SHAPE_RECTANGLE: { + shape = memnew(GodotRectangleShape2D); + } break; + case SHAPE_CAPSULE: { + shape = memnew(GodotCapsuleShape2D); + } break; + case SHAPE_CONVEX_POLYGON: { + shape = memnew(GodotConvexPolygonShape2D); + } break; + case SHAPE_CONCAVE_POLYGON: { + shape = memnew(GodotConcavePolygonShape2D); + } break; + case SHAPE_CUSTOM: { + ERR_FAIL_V(RID()); + + } break; + } + + RID id = shape_owner.make_rid(shape); + shape->set_self(id); + + return id; +} + +RID GodotPhysicsServer2D::world_boundary_shape_create() { + return _shape_create(SHAPE_WORLD_BOUNDARY); +} + +RID GodotPhysicsServer2D::separation_ray_shape_create() { + return _shape_create(SHAPE_SEPARATION_RAY); +} + +RID GodotPhysicsServer2D::segment_shape_create() { + return _shape_create(SHAPE_SEGMENT); +} + +RID GodotPhysicsServer2D::circle_shape_create() { + return _shape_create(SHAPE_CIRCLE); +} + +RID GodotPhysicsServer2D::rectangle_shape_create() { + return _shape_create(SHAPE_RECTANGLE); +} + +RID GodotPhysicsServer2D::capsule_shape_create() { + return _shape_create(SHAPE_CAPSULE); +} + +RID GodotPhysicsServer2D::convex_polygon_shape_create() { + return _shape_create(SHAPE_CONVEX_POLYGON); +} + +RID GodotPhysicsServer2D::concave_polygon_shape_create() { + return _shape_create(SHAPE_CONCAVE_POLYGON); +} + +void GodotPhysicsServer2D::shape_set_data(RID p_shape, const Variant &p_data) { + GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_NULL(shape); + shape->set_data(p_data); +}; + +void GodotPhysicsServer2D::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) { + GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_NULL(shape); + shape->set_custom_bias(p_bias); +} + +PhysicsServer2D::ShapeType GodotPhysicsServer2D::shape_get_type(RID p_shape) const { + const GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_NULL_V(shape, SHAPE_CUSTOM); + return shape->get_type(); +}; + +Variant GodotPhysicsServer2D::shape_get_data(RID p_shape) const { + const GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_NULL_V(shape, Variant()); + ERR_FAIL_COND_V(!shape->is_configured(), Variant()); + return shape->get_data(); +}; + +real_t GodotPhysicsServer2D::shape_get_custom_solver_bias(RID p_shape) const { + const GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_NULL_V(shape, 0); + return shape->get_custom_bias(); +} + +void GodotPhysicsServer2D::_shape_col_cbk(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) { + CollCbkData *cbk = static_cast<CollCbkData *>(p_userdata); + + if (cbk->max == 0) { + return; + } + + Vector2 rel_dir = (p_point_A - p_point_B); + real_t rel_length2 = rel_dir.length_squared(); + if (cbk->valid_dir != Vector2()) { + if (cbk->valid_depth < 10e20) { + if (rel_length2 > cbk->valid_depth * cbk->valid_depth || + (rel_length2 > CMP_EPSILON && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON)) { + cbk->invalid_by_dir++; + return; + } + } else { + if (rel_length2 > 0 && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON) { + return; + } + } + } + + if (cbk->amount == cbk->max) { + //find least deep + real_t min_depth = 1e20; + int min_depth_idx = 0; + for (int i = 0; i < cbk->amount; i++) { + real_t d = cbk->ptr[i * 2 + 0].distance_squared_to(cbk->ptr[i * 2 + 1]); + if (d < min_depth) { + min_depth = d; + min_depth_idx = i; + } + } + + if (rel_length2 < min_depth) { + return; + } + cbk->ptr[min_depth_idx * 2 + 0] = p_point_A; + cbk->ptr[min_depth_idx * 2 + 1] = p_point_B; + cbk->passed++; + + } else { + cbk->ptr[cbk->amount * 2 + 0] = p_point_A; + cbk->ptr[cbk->amount * 2 + 1] = p_point_B; + cbk->amount++; + cbk->passed++; + } +} + +bool GodotPhysicsServer2D::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) { + GodotShape2D *shape_A = shape_owner.get_or_null(p_shape_A); + ERR_FAIL_NULL_V(shape_A, false); + GodotShape2D *shape_B = shape_owner.get_or_null(p_shape_B); + ERR_FAIL_NULL_V(shape_B, false); + + if (p_result_max == 0) { + return GodotCollisionSolver2D::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, nullptr, nullptr); + } + + CollCbkData cbk; + cbk.max = p_result_max; + cbk.amount = 0; + cbk.passed = 0; + cbk.ptr = r_results; + + bool res = GodotCollisionSolver2D::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, _shape_col_cbk, &cbk); + r_result_count = cbk.amount; + return res; +} + +RID GodotPhysicsServer2D::space_create() { + GodotSpace2D *space = memnew(GodotSpace2D); + RID id = space_owner.make_rid(space); + space->set_self(id); + RID area_id = area_create(); + GodotArea2D *area = area_owner.get_or_null(area_id); + ERR_FAIL_NULL_V(area, RID()); + space->set_default_area(area); + area->set_space(space); + area->set_priority(-1); + + return id; +}; + +void GodotPhysicsServer2D::space_set_active(RID p_space, bool p_active) { + GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_NULL(space); + if (p_active) { + active_spaces.insert(space); + } else { + active_spaces.erase(space); + } +} + +bool GodotPhysicsServer2D::space_is_active(RID p_space) const { + const GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_NULL_V(space, false); + + return active_spaces.has(space); +} + +void GodotPhysicsServer2D::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) { + GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_NULL(space); + + space->set_param(p_param, p_value); +} + +real_t GodotPhysicsServer2D::space_get_param(RID p_space, SpaceParameter p_param) const { + const GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_NULL_V(space, 0); + return space->get_param(p_param); +} + +void GodotPhysicsServer2D::space_set_debug_contacts(RID p_space, int p_max_contacts) { + GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_NULL(space); + space->set_debug_contacts(p_max_contacts); +} + +Vector<Vector2> GodotPhysicsServer2D::space_get_contacts(RID p_space) const { + GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_NULL_V(space, Vector<Vector2>()); + return space->get_debug_contacts(); +} + +int GodotPhysicsServer2D::space_get_contact_count(RID p_space) const { + GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_NULL_V(space, 0); + return space->get_debug_contact_count(); +} + +PhysicsDirectSpaceState2D *GodotPhysicsServer2D::space_get_direct_state(RID p_space) { + GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_NULL_V(space, nullptr); + ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification."); + + return space->get_direct_state(); +} + +RID GodotPhysicsServer2D::area_create() { + GodotArea2D *area = memnew(GodotArea2D); + RID rid = area_owner.make_rid(area); + area->set_self(rid); + return rid; +} + +void GodotPhysicsServer2D::area_set_space(RID p_area, RID p_space) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL(area); + + GodotSpace2D *space = nullptr; + if (p_space.is_valid()) { + space = space_owner.get_or_null(p_space); + ERR_FAIL_NULL(space); + } + + if (area->get_space() == space) { + return; //pointless + } + + area->clear_constraints(); + area->set_space(space); +} + +RID GodotPhysicsServer2D::area_get_space(RID p_area) const { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL_V(area, RID()); + + GodotSpace2D *space = area->get_space(); + if (!space) { + return RID(); + } + return space->get_self(); +} + +void GodotPhysicsServer2D::area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform, bool p_disabled) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL(area); + + GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_NULL(shape); + + area->add_shape(shape, p_transform, p_disabled); +} + +void GodotPhysicsServer2D::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL(area); + + GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_NULL(shape); + ERR_FAIL_COND(!shape->is_configured()); + + area->set_shape(p_shape_idx, shape); +} + +void GodotPhysicsServer2D::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL(area); + + area->set_shape_transform(p_shape_idx, p_transform); +} + +void GodotPhysicsServer2D::area_set_shape_disabled(RID p_area, int p_shape, bool p_disabled) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL(area); + ERR_FAIL_INDEX(p_shape, area->get_shape_count()); + FLUSH_QUERY_CHECK(area); + + area->set_shape_disabled(p_shape, p_disabled); +} + +int GodotPhysicsServer2D::area_get_shape_count(RID p_area) const { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL_V(area, -1); + + return area->get_shape_count(); +} + +RID GodotPhysicsServer2D::area_get_shape(RID p_area, int p_shape_idx) const { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL_V(area, RID()); + + GodotShape2D *shape = area->get_shape(p_shape_idx); + ERR_FAIL_NULL_V(shape, RID()); + + return shape->get_self(); +} + +Transform2D GodotPhysicsServer2D::area_get_shape_transform(RID p_area, int p_shape_idx) const { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL_V(area, Transform2D()); + + return area->get_shape_transform(p_shape_idx); +} + +void GodotPhysicsServer2D::area_remove_shape(RID p_area, int p_shape_idx) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL(area); + + area->remove_shape(p_shape_idx); +} + +void GodotPhysicsServer2D::area_clear_shapes(RID p_area) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL(area); + + while (area->get_shape_count()) { + area->remove_shape(0); + } +} + +void GodotPhysicsServer2D::area_attach_object_instance_id(RID p_area, ObjectID p_id) { + if (space_owner.owns(p_area)) { + GodotSpace2D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL(area); + area->set_instance_id(p_id); +} + +ObjectID GodotPhysicsServer2D::area_get_object_instance_id(RID p_area) const { + if (space_owner.owns(p_area)) { + GodotSpace2D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL_V(area, ObjectID()); + return area->get_instance_id(); +} + +void GodotPhysicsServer2D::area_attach_canvas_instance_id(RID p_area, ObjectID p_id) { + if (space_owner.owns(p_area)) { + GodotSpace2D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL(area); + area->set_canvas_instance_id(p_id); +} + +ObjectID GodotPhysicsServer2D::area_get_canvas_instance_id(RID p_area) const { + if (space_owner.owns(p_area)) { + GodotSpace2D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL_V(area, ObjectID()); + return area->get_canvas_instance_id(); +} + +void GodotPhysicsServer2D::area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) { + if (space_owner.owns(p_area)) { + GodotSpace2D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL(area); + area->set_param(p_param, p_value); +}; + +void GodotPhysicsServer2D::area_set_transform(RID p_area, const Transform2D &p_transform) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL(area); + area->set_transform(p_transform); +}; + +Variant GodotPhysicsServer2D::area_get_param(RID p_area, AreaParameter p_param) const { + if (space_owner.owns(p_area)) { + GodotSpace2D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL_V(area, Variant()); + + return area->get_param(p_param); +}; + +Transform2D GodotPhysicsServer2D::area_get_transform(RID p_area) const { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL_V(area, Transform2D()); + + return area->get_transform(); +}; + +void GodotPhysicsServer2D::area_set_pickable(RID p_area, bool p_pickable) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL(area); + area->set_pickable(p_pickable); +} + +void GodotPhysicsServer2D::area_set_monitorable(RID p_area, bool p_monitorable) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL(area); + FLUSH_QUERY_CHECK(area); + + area->set_monitorable(p_monitorable); +} + +void GodotPhysicsServer2D::area_set_collision_layer(RID p_area, uint32_t p_layer) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL(area); + + area->set_collision_layer(p_layer); +} + +uint32_t GodotPhysicsServer2D::area_get_collision_layer(RID p_area) const { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL_V(area, 0); + + return area->get_collision_layer(); +} + +void GodotPhysicsServer2D::area_set_collision_mask(RID p_area, uint32_t p_mask) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL(area); + + area->set_collision_mask(p_mask); +} + +uint32_t GodotPhysicsServer2D::area_get_collision_mask(RID p_area) const { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL_V(area, 0); + + return area->get_collision_mask(); +} + +void GodotPhysicsServer2D::area_set_monitor_callback(RID p_area, const Callable &p_callback) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL(area); + + area->set_monitor_callback(p_callback.is_valid() ? p_callback : Callable()); +} + +void GodotPhysicsServer2D::area_set_area_monitor_callback(RID p_area, const Callable &p_callback) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_NULL(area); + + area->set_area_monitor_callback(p_callback.is_valid() ? p_callback : Callable()); +} + +/* BODY API */ + +RID GodotPhysicsServer2D::body_create() { + GodotBody2D *body = memnew(GodotBody2D); + RID rid = body_owner.make_rid(body); + body->set_self(rid); + return rid; +} + +void GodotPhysicsServer2D::body_set_space(RID p_body, RID p_space) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + GodotSpace2D *space = nullptr; + if (p_space.is_valid()) { + space = space_owner.get_or_null(p_space); + ERR_FAIL_NULL(space); + } + + if (body->get_space() == space) { + return; //pointless + } + + body->clear_constraint_list(); + body->set_space(space); +}; + +RID GodotPhysicsServer2D::body_get_space(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, RID()); + + GodotSpace2D *space = body->get_space(); + if (!space) { + return RID(); + } + return space->get_self(); +}; + +void GodotPhysicsServer2D::body_set_mode(RID p_body, BodyMode p_mode) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + FLUSH_QUERY_CHECK(body); + + body->set_mode(p_mode); +}; + +PhysicsServer2D::BodyMode GodotPhysicsServer2D::body_get_mode(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, BODY_MODE_STATIC); + + return body->get_mode(); +}; + +void GodotPhysicsServer2D::body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform, bool p_disabled) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_NULL(shape); + + body->add_shape(shape, p_transform, p_disabled); +} + +void GodotPhysicsServer2D::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_NULL(shape); + ERR_FAIL_COND(!shape->is_configured()); + + body->set_shape(p_shape_idx, shape); +} + +void GodotPhysicsServer2D::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + body->set_shape_transform(p_shape_idx, p_transform); +} + +int GodotPhysicsServer2D::body_get_shape_count(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, -1); + + return body->get_shape_count(); +} + +RID GodotPhysicsServer2D::body_get_shape(RID p_body, int p_shape_idx) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, RID()); + + GodotShape2D *shape = body->get_shape(p_shape_idx); + ERR_FAIL_NULL_V(shape, RID()); + + return shape->get_self(); +} + +Transform2D GodotPhysicsServer2D::body_get_shape_transform(RID p_body, int p_shape_idx) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, Transform2D()); + + return body->get_shape_transform(p_shape_idx); +} + +void GodotPhysicsServer2D::body_remove_shape(RID p_body, int p_shape_idx) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + body->remove_shape(p_shape_idx); +} + +void GodotPhysicsServer2D::body_clear_shapes(RID p_body) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + while (body->get_shape_count()) { + body->remove_shape(0); + } +} + +void GodotPhysicsServer2D::body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count()); + FLUSH_QUERY_CHECK(body); + + body->set_shape_disabled(p_shape_idx, p_disabled); +} + +void GodotPhysicsServer2D::body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, real_t p_margin) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count()); + FLUSH_QUERY_CHECK(body); + + body->set_shape_as_one_way_collision(p_shape_idx, p_enable, p_margin); +} + +void GodotPhysicsServer2D::body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + body->set_continuous_collision_detection_mode(p_mode); +} + +GodotPhysicsServer2D::CCDMode GodotPhysicsServer2D::body_get_continuous_collision_detection_mode(RID p_body) const { + const GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, CCD_MODE_DISABLED); + + return body->get_continuous_collision_detection_mode(); +} + +void GodotPhysicsServer2D::body_attach_object_instance_id(RID p_body, ObjectID p_id) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + body->set_instance_id(p_id); +} + +ObjectID GodotPhysicsServer2D::body_get_object_instance_id(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, ObjectID()); + + return body->get_instance_id(); +} + +void GodotPhysicsServer2D::body_attach_canvas_instance_id(RID p_body, ObjectID p_id) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + body->set_canvas_instance_id(p_id); +} + +ObjectID GodotPhysicsServer2D::body_get_canvas_instance_id(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, ObjectID()); + + return body->get_canvas_instance_id(); +} + +void GodotPhysicsServer2D::body_set_collision_layer(RID p_body, uint32_t p_layer) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + body->set_collision_layer(p_layer); +} + +uint32_t GodotPhysicsServer2D::body_get_collision_layer(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, 0); + + return body->get_collision_layer(); +} + +void GodotPhysicsServer2D::body_set_collision_mask(RID p_body, uint32_t p_mask) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + body->set_collision_mask(p_mask); +} + +uint32_t GodotPhysicsServer2D::body_get_collision_mask(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, 0); + + return body->get_collision_mask(); +} + +void GodotPhysicsServer2D::body_set_collision_priority(RID p_body, real_t p_priority) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + body->set_collision_priority(p_priority); +} + +real_t GodotPhysicsServer2D::body_get_collision_priority(RID p_body) const { + const GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, 0); + + return body->get_collision_priority(); +} + +void GodotPhysicsServer2D::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + body->set_param(p_param, p_value); +} + +Variant GodotPhysicsServer2D::body_get_param(RID p_body, BodyParameter p_param) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, 0); + + return body->get_param(p_param); +} + +void GodotPhysicsServer2D::body_reset_mass_properties(RID p_body) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + return body->reset_mass_properties(); +} + +void GodotPhysicsServer2D::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + body->set_state(p_state, p_variant); +} + +Variant GodotPhysicsServer2D::body_get_state(RID p_body, BodyState p_state) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, Variant()); + + return body->get_state(p_state); +} + +void GodotPhysicsServer2D::body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + body->apply_central_impulse(p_impulse); + body->wakeup(); +} + +void GodotPhysicsServer2D::body_apply_torque_impulse(RID p_body, real_t p_torque) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + _update_shapes(); + + body->apply_torque_impulse(p_torque); + body->wakeup(); +} + +void GodotPhysicsServer2D::body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + _update_shapes(); + + body->apply_impulse(p_impulse, p_position); + body->wakeup(); +} + +void GodotPhysicsServer2D::body_apply_central_force(RID p_body, const Vector2 &p_force) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + body->apply_central_force(p_force); + body->wakeup(); +} + +void GodotPhysicsServer2D::body_apply_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + body->apply_force(p_force, p_position); + body->wakeup(); +} + +void GodotPhysicsServer2D::body_apply_torque(RID p_body, real_t p_torque) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + body->apply_torque(p_torque); + body->wakeup(); +} + +void GodotPhysicsServer2D::body_add_constant_central_force(RID p_body, const Vector2 &p_force) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + body->add_constant_central_force(p_force); + body->wakeup(); +} + +void GodotPhysicsServer2D::body_add_constant_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + body->add_constant_force(p_force, p_position); + body->wakeup(); +} + +void GodotPhysicsServer2D::body_add_constant_torque(RID p_body, real_t p_torque) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + body->add_constant_torque(p_torque); + body->wakeup(); +} + +void GodotPhysicsServer2D::body_set_constant_force(RID p_body, const Vector2 &p_force) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + body->set_constant_force(p_force); + if (!p_force.is_zero_approx()) { + body->wakeup(); + } +} + +Vector2 GodotPhysicsServer2D::body_get_constant_force(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, Vector2()); + return body->get_constant_force(); +} + +void GodotPhysicsServer2D::body_set_constant_torque(RID p_body, real_t p_torque) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + body->set_constant_torque(p_torque); + if (!Math::is_zero_approx(p_torque)) { + body->wakeup(); + } +} + +real_t GodotPhysicsServer2D::body_get_constant_torque(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, 0); + + return body->get_constant_torque(); +} + +void GodotPhysicsServer2D::body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + _update_shapes(); + + Vector2 v = body->get_linear_velocity(); + Vector2 axis = p_axis_velocity.normalized(); + v -= axis * axis.dot(v); + v += p_axis_velocity; + body->set_linear_velocity(v); + body->wakeup(); +}; + +void GodotPhysicsServer2D::body_add_collision_exception(RID p_body, RID p_body_b) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + body->add_exception(p_body_b); + body->wakeup(); +}; + +void GodotPhysicsServer2D::body_remove_collision_exception(RID p_body, RID p_body_b) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + body->remove_exception(p_body_b); + body->wakeup(); +}; + +void GodotPhysicsServer2D::body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + for (int i = 0; i < body->get_exceptions().size(); i++) { + p_exceptions->push_back(body->get_exceptions()[i]); + } +}; + +void GodotPhysicsServer2D::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); +}; + +real_t GodotPhysicsServer2D::body_get_contacts_reported_depth_threshold(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, 0); + return 0; +}; + +void GodotPhysicsServer2D::body_set_omit_force_integration(RID p_body, bool p_omit) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + + body->set_omit_force_integration(p_omit); +}; + +bool GodotPhysicsServer2D::body_is_omitting_force_integration(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, false); + return body->get_omit_force_integration(); +}; + +void GodotPhysicsServer2D::body_set_max_contacts_reported(RID p_body, int p_contacts) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + body->set_max_contacts_reported(p_contacts); +} + +int GodotPhysicsServer2D::body_get_max_contacts_reported(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, -1); + return body->get_max_contacts_reported(); +} + +void GodotPhysicsServer2D::body_set_state_sync_callback(RID p_body, const Callable &p_callable) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + body->set_state_sync_callback(p_callable); +} + +void GodotPhysicsServer2D::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + body->set_force_integration_callback(p_callable, p_udata); +} + +bool GodotPhysicsServer2D::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) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, false); + ERR_FAIL_INDEX_V(p_body_shape, body->get_shape_count(), false); + + return shape_collide(body->get_shape(p_body_shape)->get_self(), body->get_transform() * body->get_shape_transform(p_body_shape), Vector2(), p_shape, p_shape_xform, p_motion, r_results, p_result_max, r_result_count); +} + +void GodotPhysicsServer2D::body_set_pickable(RID p_body, bool p_pickable) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL(body); + body->set_pickable(p_pickable); +} + +bool GodotPhysicsServer2D::body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, false); + ERR_FAIL_NULL_V(body->get_space(), false); + ERR_FAIL_COND_V(body->get_space()->is_locked(), false); + + _update_shapes(); + + return body->get_space()->test_body_motion(body, p_parameters, r_result); +} + +PhysicsDirectBodyState2D *GodotPhysicsServer2D::body_get_direct_state(RID p_body) { + ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification."); + + if (!body_owner.owns(p_body)) { + return nullptr; + } + + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, nullptr); + + if (!body->get_space()) { + return nullptr; + } + + ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification."); + + return body->get_direct_state(); +} + +/* JOINT API */ + +RID GodotPhysicsServer2D::joint_create() { + GodotJoint2D *joint = memnew(GodotJoint2D); + RID joint_rid = joint_owner.make_rid(joint); + joint->set_self(joint_rid); + return joint_rid; +} + +void GodotPhysicsServer2D::joint_clear(RID p_joint) { + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL(joint); + if (joint->get_type() != JOINT_TYPE_MAX) { + GodotJoint2D *empty_joint = memnew(GodotJoint2D); + empty_joint->copy_settings_from(joint); + + joint_owner.replace(p_joint, empty_joint); + memdelete(joint); + } +} + +void GodotPhysicsServer2D::joint_set_param(RID p_joint, JointParam p_param, real_t p_value) { + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL(joint); + + switch (p_param) { + case JOINT_PARAM_BIAS: + joint->set_bias(p_value); + break; + case JOINT_PARAM_MAX_BIAS: + joint->set_max_bias(p_value); + break; + case JOINT_PARAM_MAX_FORCE: + joint->set_max_force(p_value); + break; + } +} + +real_t GodotPhysicsServer2D::joint_get_param(RID p_joint, JointParam p_param) const { + const GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL_V(joint, -1); + + switch (p_param) { + case JOINT_PARAM_BIAS: + return joint->get_bias(); + break; + case JOINT_PARAM_MAX_BIAS: + return joint->get_max_bias(); + break; + case JOINT_PARAM_MAX_FORCE: + return joint->get_max_force(); + break; + } + + return 0; +} + +void GodotPhysicsServer2D::joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) { + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL(joint); + + joint->disable_collisions_between_bodies(p_disable); + + if (2 == joint->get_body_count()) { + GodotBody2D *body_a = *joint->get_body_ptr(); + GodotBody2D *body_b = *(joint->get_body_ptr() + 1); + + if (p_disable) { + body_add_collision_exception(body_a->get_self(), body_b->get_self()); + body_add_collision_exception(body_b->get_self(), body_a->get_self()); + } else { + body_remove_collision_exception(body_a->get_self(), body_b->get_self()); + body_remove_collision_exception(body_b->get_self(), body_a->get_self()); + } + } +} + +bool GodotPhysicsServer2D::joint_is_disabled_collisions_between_bodies(RID p_joint) const { + const GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL_V(joint, true); + + return joint->is_disabled_collisions_between_bodies(); +} + +void GodotPhysicsServer2D::joint_make_pin(RID p_joint, const Vector2 &p_pos, RID p_body_a, RID p_body_b) { + GodotBody2D *A = body_owner.get_or_null(p_body_a); + ERR_FAIL_NULL(A); + GodotBody2D *B = nullptr; + if (body_owner.owns(p_body_b)) { + B = body_owner.get_or_null(p_body_b); + ERR_FAIL_NULL(B); + } + + GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL(prev_joint); + + GodotJoint2D *joint = memnew(GodotPinJoint2D(p_pos, A, B)); + + joint_owner.replace(p_joint, joint); + joint->copy_settings_from(prev_joint); + memdelete(prev_joint); +} + +void GodotPhysicsServer2D::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) { + GodotBody2D *A = body_owner.get_or_null(p_body_a); + ERR_FAIL_NULL(A); + + GodotBody2D *B = body_owner.get_or_null(p_body_b); + ERR_FAIL_NULL(B); + + GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL(prev_joint); + + GodotJoint2D *joint = memnew(GodotGrooveJoint2D(p_a_groove1, p_a_groove2, p_b_anchor, A, B)); + + joint_owner.replace(p_joint, joint); + joint->copy_settings_from(prev_joint); + memdelete(prev_joint); +} + +void GodotPhysicsServer2D::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) { + GodotBody2D *A = body_owner.get_or_null(p_body_a); + ERR_FAIL_NULL(A); + + GodotBody2D *B = body_owner.get_or_null(p_body_b); + ERR_FAIL_NULL(B); + + GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL(prev_joint); + + GodotJoint2D *joint = memnew(GodotDampedSpringJoint2D(p_anchor_a, p_anchor_b, A, B)); + + joint_owner.replace(p_joint, joint); + joint->copy_settings_from(prev_joint); + memdelete(prev_joint); +} + +void GodotPhysicsServer2D::pin_joint_set_flag(RID p_joint, PinJointFlag p_flag, bool p_enabled) { + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL(joint); + ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN); + + GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(joint); + pin_joint->set_flag(p_flag, p_enabled); +} + +bool GodotPhysicsServer2D::pin_joint_get_flag(RID p_joint, PinJointFlag p_flag) const { + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL_V(joint, 0); + ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, 0); + + GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(joint); + return pin_joint->get_flag(p_flag); +} + +void GodotPhysicsServer2D::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) { + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL(joint); + ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN); + + GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(joint); + pin_joint->set_param(p_param, p_value); +} + +real_t GodotPhysicsServer2D::pin_joint_get_param(RID p_joint, PinJointParam p_param) const { + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL_V(joint, 0); + ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, 0); + + GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(joint); + return pin_joint->get_param(p_param); +} + +void GodotPhysicsServer2D::damped_spring_joint_set_param(RID p_joint, DampedSpringParam p_param, real_t p_value) { + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL(joint); + ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_DAMPED_SPRING); + + GodotDampedSpringJoint2D *dsj = static_cast<GodotDampedSpringJoint2D *>(joint); + dsj->set_param(p_param, p_value); +} + +real_t GodotPhysicsServer2D::damped_spring_joint_get_param(RID p_joint, DampedSpringParam p_param) const { + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL_V(joint, 0); + ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_DAMPED_SPRING, 0); + + GodotDampedSpringJoint2D *dsj = static_cast<GodotDampedSpringJoint2D *>(joint); + return dsj->get_param(p_param); +} + +PhysicsServer2D::JointType GodotPhysicsServer2D::joint_get_type(RID p_joint) const { + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_NULL_V(joint, JOINT_TYPE_PIN); + + return joint->get_type(); +} + +void GodotPhysicsServer2D::free(RID p_rid) { + _update_shapes(); // just in case + + if (shape_owner.owns(p_rid)) { + GodotShape2D *shape = shape_owner.get_or_null(p_rid); + + while (shape->get_owners().size()) { + GodotShapeOwner2D *so = shape->get_owners().begin()->key; + so->remove_shape(shape); + } + + shape_owner.free(p_rid); + memdelete(shape); + } else if (body_owner.owns(p_rid)) { + GodotBody2D *body = body_owner.get_or_null(p_rid); + + body_set_space(p_rid, RID()); + + while (body->get_shape_count()) { + body->remove_shape(0); + } + + body_owner.free(p_rid); + memdelete(body); + + } else if (area_owner.owns(p_rid)) { + GodotArea2D *area = area_owner.get_or_null(p_rid); + + area->set_space(nullptr); + + while (area->get_shape_count()) { + area->remove_shape(0); + } + + area_owner.free(p_rid); + memdelete(area); + } else if (space_owner.owns(p_rid)) { + GodotSpace2D *space = space_owner.get_or_null(p_rid); + + while (space->get_objects().size()) { + GodotCollisionObject2D *co = static_cast<GodotCollisionObject2D *>(*space->get_objects().begin()); + co->set_space(nullptr); + } + + active_spaces.erase(space); + free(space->get_default_area()->get_self()); + space_owner.free(p_rid); + memdelete(space); + } else if (joint_owner.owns(p_rid)) { + GodotJoint2D *joint = joint_owner.get_or_null(p_rid); + + joint_owner.free(p_rid); + memdelete(joint); + + } else { + ERR_FAIL_MSG("Invalid ID."); + } +} + +void GodotPhysicsServer2D::set_active(bool p_active) { + active = p_active; +} + +void GodotPhysicsServer2D::init() { + doing_sync = false; + stepper = memnew(GodotStep2D); +} + +void GodotPhysicsServer2D::step(real_t p_step) { + if (!active) { + return; + } + + _update_shapes(); + + island_count = 0; + active_objects = 0; + collision_pairs = 0; + for (const GodotSpace2D *E : active_spaces) { + stepper->step(const_cast<GodotSpace2D *>(E), p_step); + island_count += E->get_island_count(); + active_objects += E->get_active_objects(); + collision_pairs += E->get_collision_pairs(); + } +} + +void GodotPhysicsServer2D::sync() { + doing_sync = true; +} + +void GodotPhysicsServer2D::flush_queries() { + if (!active) { + return; + } + + flushing_queries = true; + + uint64_t time_beg = OS::get_singleton()->get_ticks_usec(); + + for (const GodotSpace2D *E : active_spaces) { + GodotSpace2D *space = const_cast<GodotSpace2D *>(E); + space->call_queries(); + } + + flushing_queries = false; + + if (EngineDebugger::is_profiling("servers")) { + uint64_t total_time[GodotSpace2D::ELAPSED_TIME_MAX]; + static const char *time_name[GodotSpace2D::ELAPSED_TIME_MAX] = { + "integrate_forces", + "generate_islands", + "setup_constraints", + "solve_constraints", + "integrate_velocities" + }; + + for (int i = 0; i < GodotSpace2D::ELAPSED_TIME_MAX; i++) { + total_time[i] = 0; + } + + for (const GodotSpace2D *E : active_spaces) { + for (int i = 0; i < GodotSpace2D::ELAPSED_TIME_MAX; i++) { + total_time[i] += E->get_elapsed_time(GodotSpace2D::ElapsedTime(i)); + } + } + + Array values; + values.resize(GodotSpace2D::ELAPSED_TIME_MAX * 2); + for (int i = 0; i < GodotSpace2D::ELAPSED_TIME_MAX; i++) { + values[i * 2 + 0] = time_name[i]; + values[i * 2 + 1] = USEC_TO_SEC(total_time[i]); + } + values.push_back("flush_queries"); + values.push_back(USEC_TO_SEC(OS::get_singleton()->get_ticks_usec() - time_beg)); + + values.push_front("physics_2d"); + EngineDebugger::profiler_add_frame_data("servers", values); + } +} + +void GodotPhysicsServer2D::end_sync() { + doing_sync = false; +} + +void GodotPhysicsServer2D::finish() { + memdelete(stepper); +} + +void GodotPhysicsServer2D::_update_shapes() { + while (pending_shape_update_list.first()) { + pending_shape_update_list.first()->self()->_shape_changed(); + pending_shape_update_list.remove(pending_shape_update_list.first()); + } +} + +int GodotPhysicsServer2D::get_process_info(ProcessInfo p_info) { + switch (p_info) { + case INFO_ACTIVE_OBJECTS: { + return active_objects; + } break; + case INFO_COLLISION_PAIRS: { + return collision_pairs; + } break; + case INFO_ISLAND_COUNT: { + return island_count; + } break; + } + + return 0; +} + +GodotPhysicsServer2D *GodotPhysicsServer2D::godot_singleton = nullptr; + +GodotPhysicsServer2D::GodotPhysicsServer2D(bool p_using_threads) { + godot_singleton = this; + GodotBroadPhase2D::create_func = GodotBroadPhase2DBVH::_create; + + using_threads = p_using_threads; +} diff --git a/modules/godot_physics_2d/godot_physics_server_2d.h b/modules/godot_physics_2d/godot_physics_server_2d.h new file mode 100644 index 0000000000..991cf67c95 --- /dev/null +++ b/modules/godot_physics_2d/godot_physics_server_2d.h @@ -0,0 +1,307 @@ +/**************************************************************************/ +/* godot_physics_server_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef GODOT_PHYSICS_SERVER_2D_H +#define GODOT_PHYSICS_SERVER_2D_H + +#include "godot_joints_2d.h" +#include "godot_shape_2d.h" +#include "godot_space_2d.h" +#include "godot_step_2d.h" + +#include "core/templates/rid_owner.h" +#include "servers/physics_server_2d.h" + +class GodotPhysicsServer2D : public PhysicsServer2D { + GDCLASS(GodotPhysicsServer2D, PhysicsServer2D); + + friend class GodotPhysicsDirectSpaceState2D; + friend class GodotPhysicsDirectBodyState2D; + bool active = true; + bool doing_sync = false; + + int island_count = 0; + int active_objects = 0; + int collision_pairs = 0; + + bool using_threads = false; + + bool flushing_queries = false; + + GodotStep2D *stepper = nullptr; + HashSet<const GodotSpace2D *> active_spaces; + + mutable RID_PtrOwner<GodotShape2D, true> shape_owner; + mutable RID_PtrOwner<GodotSpace2D, true> space_owner; + mutable RID_PtrOwner<GodotArea2D, true> area_owner; + mutable RID_PtrOwner<GodotBody2D, true> body_owner; + mutable RID_PtrOwner<GodotJoint2D, true> joint_owner; + + static GodotPhysicsServer2D *godot_singleton; + + friend class GodotCollisionObject2D; + SelfList<GodotCollisionObject2D>::List pending_shape_update_list; + void _update_shapes(); + + RID _shape_create(ShapeType p_shape); + +public: + struct CollCbkData { + Vector2 valid_dir; + real_t valid_depth = 0.0; + int max = 0; + int amount = 0; + int passed = 0; + int invalid_by_dir = 0; + Vector2 *ptr = nullptr; + }; + + virtual RID world_boundary_shape_create() override; + virtual RID separation_ray_shape_create() override; + virtual RID segment_shape_create() override; + virtual RID circle_shape_create() override; + virtual RID rectangle_shape_create() override; + virtual RID capsule_shape_create() override; + virtual RID convex_polygon_shape_create() override; + virtual RID concave_polygon_shape_create() override; + + static void _shape_col_cbk(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata); + + virtual void shape_set_data(RID p_shape, const Variant &p_data) override; + virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias) override; + + virtual ShapeType shape_get_type(RID p_shape) const override; + virtual Variant shape_get_data(RID p_shape) const override; + virtual real_t shape_get_custom_solver_bias(RID p_shape) const override; + + 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; + + /* SPACE API */ + + virtual RID space_create() override; + virtual void space_set_active(RID p_space, bool p_active) override; + virtual bool space_is_active(RID p_space) const override; + + virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) override; + virtual real_t space_get_param(RID p_space, SpaceParameter p_param) const override; + + virtual void space_set_debug_contacts(RID p_space, int p_max_contacts) override; + virtual Vector<Vector2> space_get_contacts(RID p_space) const override; + virtual int space_get_contact_count(RID p_space) const override; + + // this function only works on physics process, errors and returns null otherwise + virtual PhysicsDirectSpaceState2D *space_get_direct_state(RID p_space) override; + + /* AREA API */ + + virtual RID area_create() override; + + virtual void area_set_space(RID p_area, RID p_space) override; + virtual RID area_get_space(RID p_area) const override; + + virtual void area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false) override; + virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape) override; + virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform) override; + + virtual int area_get_shape_count(RID p_area) const override; + virtual RID area_get_shape(RID p_area, int p_shape_idx) const override; + virtual Transform2D area_get_shape_transform(RID p_area, int p_shape_idx) const override; + + virtual void area_set_shape_disabled(RID p_area, int p_shape, bool p_disabled) override; + + virtual void area_remove_shape(RID p_area, int p_shape_idx) override; + virtual void area_clear_shapes(RID p_area) override; + + virtual void area_attach_object_instance_id(RID p_area, ObjectID p_id) override; + virtual ObjectID area_get_object_instance_id(RID p_area) const override; + + virtual void area_attach_canvas_instance_id(RID p_area, ObjectID p_id) override; + virtual ObjectID area_get_canvas_instance_id(RID p_area) const override; + + virtual void area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) override; + virtual void area_set_transform(RID p_area, const Transform2D &p_transform) override; + + virtual Variant area_get_param(RID p_area, AreaParameter p_param) const override; + virtual Transform2D area_get_transform(RID p_area) const override; + virtual void area_set_monitorable(RID p_area, bool p_monitorable) override; + + virtual void area_set_collision_layer(RID p_area, uint32_t p_layer) override; + virtual uint32_t area_get_collision_layer(RID p_area) const override; + + virtual void area_set_collision_mask(RID p_area, uint32_t p_mask) override; + virtual uint32_t area_get_collision_mask(RID p_area) const override; + + virtual void area_set_monitor_callback(RID p_area, const Callable &p_callback) override; + virtual void area_set_area_monitor_callback(RID p_area, const Callable &p_callback) override; + + virtual void area_set_pickable(RID p_area, bool p_pickable) override; + + /* BODY API */ + + // create a body of a given type + virtual RID body_create() override; + + virtual void body_set_space(RID p_body, RID p_space) override; + virtual RID body_get_space(RID p_body) const override; + + virtual void body_set_mode(RID p_body, BodyMode p_mode) override; + virtual BodyMode body_get_mode(RID p_body) const override; + + virtual void body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false) override; + virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape) override; + virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform) override; + + virtual int body_get_shape_count(RID p_body) const override; + virtual RID body_get_shape(RID p_body, int p_shape_idx) const override; + virtual Transform2D body_get_shape_transform(RID p_body, int p_shape_idx) const override; + + virtual void body_remove_shape(RID p_body, int p_shape_idx) override; + virtual void body_clear_shapes(RID p_body) override; + + virtual void body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) override; + virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, real_t p_margin) override; + + virtual void body_attach_object_instance_id(RID p_body, ObjectID p_id) override; + virtual ObjectID body_get_object_instance_id(RID p_body) const override; + + virtual void body_attach_canvas_instance_id(RID p_body, ObjectID p_id) override; + virtual ObjectID body_get_canvas_instance_id(RID p_body) const override; + + virtual void body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) override; + virtual CCDMode body_get_continuous_collision_detection_mode(RID p_body) const override; + + virtual void body_set_collision_layer(RID p_body, uint32_t p_layer) override; + virtual uint32_t body_get_collision_layer(RID p_body) const override; + + virtual void body_set_collision_mask(RID p_body, uint32_t p_mask) override; + virtual uint32_t body_get_collision_mask(RID p_body) const override; + + virtual void body_set_collision_priority(RID p_body, real_t p_priority) override; + virtual real_t body_get_collision_priority(RID p_body) const override; + + virtual void body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) override; + virtual Variant body_get_param(RID p_body, BodyParameter p_param) const override; + + virtual void body_reset_mass_properties(RID p_body) override; + + virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override; + virtual Variant body_get_state(RID p_body, BodyState p_state) const override; + + virtual void body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) override; + virtual void body_apply_torque_impulse(RID p_body, real_t p_torque) override; + virtual void body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override; + + virtual void body_apply_central_force(RID p_body, const Vector2 &p_force) override; + virtual void body_apply_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) override; + virtual void body_apply_torque(RID p_body, real_t p_torque) override; + + virtual void body_add_constant_central_force(RID p_body, const Vector2 &p_force) override; + virtual void body_add_constant_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) override; + virtual void body_add_constant_torque(RID p_body, real_t p_torque) override; + + virtual void body_set_constant_force(RID p_body, const Vector2 &p_force) override; + virtual Vector2 body_get_constant_force(RID p_body) const override; + + virtual void body_set_constant_torque(RID p_body, real_t p_torque) override; + virtual real_t body_get_constant_torque(RID p_body) const override; + + virtual void body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) override; + + virtual void body_add_collision_exception(RID p_body, RID p_body_b) override; + virtual void body_remove_collision_exception(RID p_body, RID p_body_b) override; + virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) override; + + virtual void body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) override; + virtual real_t body_get_contacts_reported_depth_threshold(RID p_body) const override; + + virtual void body_set_omit_force_integration(RID p_body, bool p_omit) override; + virtual bool body_is_omitting_force_integration(RID p_body) const override; + + virtual void body_set_max_contacts_reported(RID p_body, int p_contacts) override; + virtual int body_get_max_contacts_reported(RID p_body) const override; + + virtual void body_set_state_sync_callback(RID p_body, const Callable &p_callable) override; + virtual void body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata = Variant()) override; + + 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; + + virtual void body_set_pickable(RID p_body, bool p_pickable) override; + + virtual bool body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result = nullptr) override; + + // this function only works on physics process, errors and returns null otherwise + virtual PhysicsDirectBodyState2D *body_get_direct_state(RID p_body) override; + + /* JOINT API */ + + virtual RID joint_create() override; + + virtual void joint_clear(RID p_joint) override; + + virtual void joint_set_param(RID p_joint, JointParam p_param, real_t p_value) override; + virtual real_t joint_get_param(RID p_joint, JointParam p_param) const override; + + virtual void joint_disable_collisions_between_bodies(RID p_joint, const bool p_disabled) override; + virtual bool joint_is_disabled_collisions_between_bodies(RID p_joint) const override; + + virtual void joint_make_pin(RID p_joint, const Vector2 &p_anchor, RID p_body_a, RID p_body_b = RID()) override; + 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; + 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; + + virtual void pin_joint_set_flag(RID p_joint, PinJointFlag p_flag, bool p_enabled) override; + virtual bool pin_joint_get_flag(RID p_joint, PinJointFlag p_flag) const override; + virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) override; + virtual real_t pin_joint_get_param(RID p_joint, PinJointParam p_param) const override; + virtual void damped_spring_joint_set_param(RID p_joint, DampedSpringParam p_param, real_t p_value) override; + virtual real_t damped_spring_joint_get_param(RID p_joint, DampedSpringParam p_param) const override; + + virtual JointType joint_get_type(RID p_joint) const override; + + /* MISC */ + + virtual void free(RID p_rid) override; + + virtual void set_active(bool p_active) override; + virtual void init() override; + virtual void step(real_t p_step) override; + virtual void sync() override; + virtual void flush_queries() override; + virtual void end_sync() override; + virtual void finish() override; + + virtual bool is_flushing_queries() const override { return flushing_queries; } + + int get_process_info(ProcessInfo p_info) override; + + GodotPhysicsServer2D(bool p_using_threads = false); + ~GodotPhysicsServer2D() {} +}; + +#endif // GODOT_PHYSICS_SERVER_2D_H diff --git a/modules/godot_physics_2d/godot_shape_2d.cpp b/modules/godot_physics_2d/godot_shape_2d.cpp new file mode 100644 index 0000000000..d77b1a77e3 --- /dev/null +++ b/modules/godot_physics_2d/godot_shape_2d.cpp @@ -0,0 +1,985 @@ +/**************************************************************************/ +/* godot_shape_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#include "godot_shape_2d.h" + +#include "core/math/geometry_2d.h" +#include "core/templates/sort_array.h" + +void GodotShape2D::configure(const Rect2 &p_aabb) { + aabb = p_aabb; + configured = true; + for (const KeyValue<GodotShapeOwner2D *, int> &E : owners) { + GodotShapeOwner2D *co = const_cast<GodotShapeOwner2D *>(E.key); + co->_shape_changed(); + } +} + +Vector2 GodotShape2D::get_support(const Vector2 &p_normal) const { + Vector2 res[2]; + int amnt; + get_supports(p_normal, res, amnt); + return res[0]; +} + +void GodotShape2D::add_owner(GodotShapeOwner2D *p_owner) { + HashMap<GodotShapeOwner2D *, int>::Iterator E = owners.find(p_owner); + if (E) { + E->value++; + } else { + owners[p_owner] = 1; + } +} + +void GodotShape2D::remove_owner(GodotShapeOwner2D *p_owner) { + HashMap<GodotShapeOwner2D *, int>::Iterator E = owners.find(p_owner); + ERR_FAIL_COND(!E); + E->value--; + if (E->value == 0) { + owners.remove(E); + } +} + +bool GodotShape2D::is_owner(GodotShapeOwner2D *p_owner) const { + return owners.has(p_owner); +} + +const HashMap<GodotShapeOwner2D *, int> &GodotShape2D::get_owners() const { + return owners; +} + +GodotShape2D::~GodotShape2D() { + ERR_FAIL_COND(owners.size()); +} + +/*********************************************************/ +/*********************************************************/ +/*********************************************************/ + +void GodotWorldBoundaryShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { + r_amount = 0; +} + +bool GodotWorldBoundaryShape2D::contains_point(const Vector2 &p_point) const { + return normal.dot(p_point) < d; +} + +bool GodotWorldBoundaryShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { + Vector2 segment = p_begin - p_end; + real_t den = normal.dot(segment); + + //printf("den is %i\n",den); + if (Math::abs(den) <= CMP_EPSILON) { + return false; + } + + real_t dist = (normal.dot(p_begin) - d) / den; + //printf("dist is %i\n",dist); + + if (dist < -CMP_EPSILON || dist > (1.0 + CMP_EPSILON)) { + return false; + } + + r_point = p_begin + segment * -dist; + r_normal = normal; + + return true; +} + +real_t GodotWorldBoundaryShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { + return 0; +} + +void GodotWorldBoundaryShape2D::set_data(const Variant &p_data) { + ERR_FAIL_COND(p_data.get_type() != Variant::ARRAY); + Array arr = p_data; + ERR_FAIL_COND(arr.size() != 2); + normal = arr[0]; + d = arr[1]; + configure(Rect2(Vector2(-1e15, -1e15), Vector2(1e15 * 2, 1e15 * 2))); +} + +Variant GodotWorldBoundaryShape2D::get_data() const { + Array arr; + arr.resize(2); + arr[0] = normal; + arr[1] = d; + return arr; +} + +/*********************************************************/ +/*********************************************************/ +/*********************************************************/ + +void GodotSeparationRayShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { + r_amount = 1; + + if (p_normal.y > 0) { + *r_supports = Vector2(0, length); + } else { + *r_supports = Vector2(); + } +} + +bool GodotSeparationRayShape2D::contains_point(const Vector2 &p_point) const { + return false; +} + +bool GodotSeparationRayShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { + return false; //rays can't be intersected +} + +real_t GodotSeparationRayShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { + return 0; //rays are mass-less +} + +void GodotSeparationRayShape2D::set_data(const Variant &p_data) { + Dictionary d = p_data; + length = d["length"]; + slide_on_slope = d["slide_on_slope"]; + configure(Rect2(0, 0, 0.001, length)); +} + +Variant GodotSeparationRayShape2D::get_data() const { + Dictionary d; + d["length"] = length; + d["slide_on_slope"] = slide_on_slope; + return d; +} + +/*********************************************************/ +/*********************************************************/ +/*********************************************************/ + +void GodotSegmentShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { + if (Math::abs(p_normal.dot(n)) > segment_is_valid_support_threshold) { + r_supports[0] = a; + r_supports[1] = b; + r_amount = 2; + return; + } + + real_t dp = p_normal.dot(b - a); + if (dp > 0) { + *r_supports = b; + } else { + *r_supports = a; + } + r_amount = 1; +} + +bool GodotSegmentShape2D::contains_point(const Vector2 &p_point) const { + return false; +} + +bool GodotSegmentShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { + if (!Geometry2D::segment_intersects_segment(p_begin, p_end, a, b, &r_point)) { + return false; + } + + if (n.dot(p_begin) > n.dot(a)) { + r_normal = n; + } else { + r_normal = -n; + } + + return true; +} + +real_t GodotSegmentShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { + return p_mass * ((a * p_scale).distance_squared_to(b * p_scale)) / 12; +} + +void GodotSegmentShape2D::set_data(const Variant &p_data) { + ERR_FAIL_COND(p_data.get_type() != Variant::RECT2); + + Rect2 r = p_data; + a = r.position; + b = r.size; + n = (b - a).orthogonal(); + + Rect2 aabb_new; + aabb_new.position = a; + aabb_new.expand_to(b); + if (aabb_new.size.x == 0) { + aabb_new.size.x = 0.001; + } + if (aabb_new.size.y == 0) { + aabb_new.size.y = 0.001; + } + configure(aabb_new); +} + +Variant GodotSegmentShape2D::get_data() const { + Rect2 r; + r.position = a; + r.size = b; + return r; +} + +/*********************************************************/ +/*********************************************************/ +/*********************************************************/ + +void GodotCircleShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { + r_amount = 1; + *r_supports = p_normal * radius; +} + +bool GodotCircleShape2D::contains_point(const Vector2 &p_point) const { + return p_point.length_squared() < radius * radius; +} + +bool GodotCircleShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { + Vector2 line_vec = p_end - p_begin; + + real_t a, b, c; + + a = line_vec.dot(line_vec); + b = 2 * p_begin.dot(line_vec); + c = p_begin.dot(p_begin) - radius * radius; + + real_t sqrtterm = b * b - 4 * a * c; + + if (sqrtterm < 0) { + return false; + } + sqrtterm = Math::sqrt(sqrtterm); + real_t res = (-b - sqrtterm) / (2 * a); + + if (res < 0 || res > 1 + CMP_EPSILON) { + return false; + } + + r_point = p_begin + line_vec * res; + r_normal = r_point.normalized(); + return true; +} + +real_t GodotCircleShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { + real_t a = radius * p_scale.x; + real_t b = radius * p_scale.y; + return p_mass * (a * a + b * b) / 4; +} + +void GodotCircleShape2D::set_data(const Variant &p_data) { + ERR_FAIL_COND(!p_data.is_num()); + radius = p_data; + configure(Rect2(-radius, -radius, radius * 2, radius * 2)); +} + +Variant GodotCircleShape2D::get_data() const { + return radius; +} + +/*********************************************************/ +/*********************************************************/ +/*********************************************************/ + +void GodotRectangleShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { + for (int i = 0; i < 2; i++) { + Vector2 ag; + ag[i] = 1.0; + real_t dp = ag.dot(p_normal); + if (Math::abs(dp) <= segment_is_valid_support_threshold) { + continue; + } + + real_t sgn = dp > 0 ? 1.0 : -1.0; + + r_amount = 2; + + r_supports[0][i] = half_extents[i] * sgn; + r_supports[0][i ^ 1] = half_extents[i ^ 1]; + + r_supports[1][i] = half_extents[i] * sgn; + r_supports[1][i ^ 1] = -half_extents[i ^ 1]; + + return; + } + + /* USE POINT */ + + r_amount = 1; + r_supports[0] = Vector2( + (p_normal.x < 0) ? -half_extents.x : half_extents.x, + (p_normal.y < 0) ? -half_extents.y : half_extents.y); +} + +bool GodotRectangleShape2D::contains_point(const Vector2 &p_point) const { + real_t x = p_point.x; + real_t y = p_point.y; + real_t edge_x = half_extents.x; + real_t edge_y = half_extents.y; + return (x >= -edge_x) && (x < edge_x) && (y >= -edge_y) && (y < edge_y); +} + +bool GodotRectangleShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { + return get_aabb().intersects_segment(p_begin, p_end, &r_point, &r_normal); +} + +real_t GodotRectangleShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { + Vector2 he2 = half_extents * 2 * p_scale; + return p_mass * he2.dot(he2) / 12.0; +} + +void GodotRectangleShape2D::set_data(const Variant &p_data) { + ERR_FAIL_COND(p_data.get_type() != Variant::VECTOR2); + + half_extents = p_data; + configure(Rect2(-half_extents, half_extents * 2.0)); +} + +Variant GodotRectangleShape2D::get_data() const { + return half_extents; +} + +/*********************************************************/ +/*********************************************************/ +/*********************************************************/ + +void GodotCapsuleShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { + Vector2 n = p_normal; + + real_t h = height * 0.5 - radius; // half-height of the rectangle part + + if (h > 0 && Math::abs(n.x) > segment_is_valid_support_threshold) { + // make it flat + n.y = 0.0; + n.x = SIGN(n.x) * radius; + + r_amount = 2; + r_supports[0] = n; + r_supports[0].y += h; + r_supports[1] = n; + r_supports[1].y -= h; + } else { + n *= radius; + n.y += (n.y > 0) ? h : -h; + r_amount = 1; + *r_supports = n; + } +} + +bool GodotCapsuleShape2D::contains_point(const Vector2 &p_point) const { + Vector2 p = p_point; + p.y = Math::abs(p.y); + p.y -= height * 0.5 - radius; + if (p.y < 0) { + p.y = 0; + } + + return p.length_squared() < radius * radius; +} + +bool GodotCapsuleShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { + real_t d = 1e10; + Vector2 n = (p_end - p_begin).normalized(); + bool collided = false; + + //try spheres + for (int i = 0; i < 2; i++) { + Vector2 begin = p_begin; + Vector2 end = p_end; + real_t ofs = (i == 0) ? -height * 0.5 + radius : height * 0.5 - radius; + begin.y += ofs; + end.y += ofs; + + Vector2 line_vec = end - begin; + + real_t a, b, c; + + a = line_vec.dot(line_vec); + b = 2 * begin.dot(line_vec); + c = begin.dot(begin) - radius * radius; + + real_t sqrtterm = b * b - 4 * a * c; + + if (sqrtterm < 0) { + continue; + } + + sqrtterm = Math::sqrt(sqrtterm); + real_t res = (-b - sqrtterm) / (2 * a); + + if (res < 0 || res > 1 + CMP_EPSILON) { + continue; + } + + Vector2 point = begin + line_vec * res; + Vector2 pointf(point.x, point.y - ofs); + real_t pd = n.dot(pointf); + if (pd < d) { + r_point = pointf; + r_normal = point.normalized(); + d = pd; + collided = true; + } + } + + Vector2 rpos, rnorm; + if (Rect2(Point2(-radius, -height * 0.5 + radius), Size2(radius * 2.0, height - radius * 2)).intersects_segment(p_begin, p_end, &rpos, &rnorm)) { + real_t pd = n.dot(rpos); + if (pd < d) { + r_point = rpos; + r_normal = rnorm; + d = pd; + collided = true; + } + } + + //return get_aabb().intersects_segment(p_begin,p_end,&r_point,&r_normal); + return collided; //todo +} + +real_t GodotCapsuleShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { + Vector2 he2 = Vector2(radius * 2, height) * p_scale; + return p_mass * he2.dot(he2) / 12.0; +} + +void GodotCapsuleShape2D::set_data(const Variant &p_data) { + ERR_FAIL_COND(p_data.get_type() != Variant::ARRAY && p_data.get_type() != Variant::VECTOR2); + + if (p_data.get_type() == Variant::ARRAY) { + Array arr = p_data; + ERR_FAIL_COND(arr.size() != 2); + height = arr[0]; + radius = arr[1]; + } else { + Point2 p = p_data; + radius = p.x; + height = p.y; + } + + Point2 he(radius, height * 0.5); + configure(Rect2(-he, he * 2)); +} + +Variant GodotCapsuleShape2D::get_data() const { + return Point2(height, radius); +} + +/*********************************************************/ +/*********************************************************/ +/*********************************************************/ + +void GodotConvexPolygonShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { + int support_idx = -1; + real_t d = -1e10; + r_amount = 0; + + for (int i = 0; i < point_count; i++) { + //test point + real_t ld = p_normal.dot(points[i].pos); + if (ld > d) { + support_idx = i; + d = ld; + } + + //test segment + if (points[i].normal.dot(p_normal) > segment_is_valid_support_threshold) { + r_amount = 2; + r_supports[0] = points[i].pos; + r_supports[1] = points[(i + 1) % point_count].pos; + return; + } + } + + ERR_FAIL_COND_MSG(support_idx == -1, "Convex polygon shape support not found."); + + r_amount = 1; + r_supports[0] = points[support_idx].pos; +} + +bool GodotConvexPolygonShape2D::contains_point(const Vector2 &p_point) const { + bool out = false; + bool in = false; + + for (int i = 0; i < point_count; i++) { + real_t d = points[i].normal.dot(p_point) - points[i].normal.dot(points[i].pos); + if (d > 0) { + out = true; + } else { + in = true; + } + } + + return in != out; +} + +bool GodotConvexPolygonShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { + Vector2 n = (p_end - p_begin).normalized(); + real_t d = 1e10; + bool inters = false; + + for (int i = 0; i < point_count; i++) { + Vector2 res; + + if (!Geometry2D::segment_intersects_segment(p_begin, p_end, points[i].pos, points[(i + 1) % point_count].pos, &res)) { + continue; + } + + real_t nd = n.dot(res); + if (nd < d) { + d = nd; + r_point = res; + r_normal = points[i].normal; + inters = true; + } + } + + return inters; +} + +real_t GodotConvexPolygonShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { + ERR_FAIL_COND_V_MSG(point_count == 0, 0, "Convex polygon shape has no points."); + Rect2 aabb_new; + aabb_new.position = points[0].pos * p_scale; + for (int i = 0; i < point_count; i++) { + aabb_new.expand_to(points[i].pos * p_scale); + } + + return p_mass * aabb_new.size.dot(aabb_new.size) / 12.0; +} + +void GodotConvexPolygonShape2D::set_data(const Variant &p_data) { +#ifdef REAL_T_IS_DOUBLE + ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT64_ARRAY); +#else + ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT32_ARRAY); +#endif + + if (points) { + memdelete_arr(points); + } + points = nullptr; + point_count = 0; + + if (p_data.get_type() == Variant::PACKED_VECTOR2_ARRAY) { + Vector<Vector2> arr = p_data; + ERR_FAIL_COND(arr.is_empty()); + point_count = arr.size(); + points = memnew_arr(Point, point_count); + const Vector2 *r = arr.ptr(); + + for (int i = 0; i < point_count; i++) { + points[i].pos = r[i]; + } + + for (int i = 0; i < point_count; i++) { + Vector2 p = points[i].pos; + Vector2 pn = points[(i + 1) % point_count].pos; + points[i].normal = (pn - p).orthogonal().normalized(); + } + } else { + Vector<real_t> dvr = p_data; + point_count = dvr.size() / 4; + ERR_FAIL_COND(point_count == 0); + + points = memnew_arr(Point, point_count); + const real_t *r = dvr.ptr(); + + for (int i = 0; i < point_count; i++) { + int idx = i << 2; + points[i].pos.x = r[idx + 0]; + points[i].pos.y = r[idx + 1]; + points[i].normal.x = r[idx + 2]; + points[i].normal.y = r[idx + 3]; + } + } + + ERR_FAIL_COND(point_count == 0); + Rect2 aabb_new; + aabb_new.position = points[0].pos; + for (int i = 1; i < point_count; i++) { + aabb_new.expand_to(points[i].pos); + } + + configure(aabb_new); +} + +Variant GodotConvexPolygonShape2D::get_data() const { + Vector<Vector2> dvr; + + dvr.resize(point_count); + + for (int i = 0; i < point_count; i++) { + dvr.set(i, points[i].pos); + } + + return dvr; +} + +GodotConvexPolygonShape2D::~GodotConvexPolygonShape2D() { + if (points) { + memdelete_arr(points); + } +} + +////////////////////////////////////////////////// + +void GodotConcavePolygonShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { + real_t d = -1e10; + int idx = -1; + for (int i = 0; i < points.size(); i++) { + real_t ld = p_normal.dot(points[i]); + if (ld > d) { + d = ld; + idx = i; + } + } + + r_amount = 1; + ERR_FAIL_COND(idx == -1); + *r_supports = points[idx]; +} + +bool GodotConcavePolygonShape2D::contains_point(const Vector2 &p_point) const { + return false; //sorry +} + +bool GodotConcavePolygonShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { + if (segments.size() == 0 || points.size() == 0) { + return false; + } + + uint32_t *stack = (uint32_t *)alloca(sizeof(int) * bvh_depth); + + enum { + TEST_AABB_BIT = 0, + VISIT_LEFT_BIT = 1, + VISIT_RIGHT_BIT = 2, + VISIT_DONE_BIT = 3, + VISITED_BIT_SHIFT = 29, + NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1, + VISITED_BIT_MASK = ~NODE_IDX_MASK, + + }; + + Vector2 n = (p_end - p_begin).normalized(); + real_t d = 1e10; + bool inters = false; + + /* + for(int i=0;i<bvh_depth;i++) + stack[i]=0; + */ + + int level = 0; + + const Segment *segmentptr = &segments[0]; + const Vector2 *pointptr = &points[0]; + const BVH *bvhptr = &bvh[0]; + + stack[0] = 0; + while (true) { + uint32_t node = stack[level] & NODE_IDX_MASK; + const BVH &bvh2 = bvhptr[node]; + bool done = false; + + switch (stack[level] >> VISITED_BIT_SHIFT) { + case TEST_AABB_BIT: { + bool valid = bvh2.aabb.intersects_segment(p_begin, p_end); + if (!valid) { + stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; + + } else { + if (bvh2.left < 0) { + const Segment &s = segmentptr[bvh2.right]; + Vector2 a = pointptr[s.points[0]]; + Vector2 b = pointptr[s.points[1]]; + + Vector2 res; + + if (Geometry2D::segment_intersects_segment(p_begin, p_end, a, b, &res)) { + real_t nd = n.dot(res); + if (nd < d) { + d = nd; + r_point = res; + r_normal = (b - a).orthogonal().normalized(); + inters = true; + } + } + + stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; + + } else { + stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node; + } + } + } + continue; + case VISIT_LEFT_BIT: { + stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node; + stack[level + 1] = bvh2.left | TEST_AABB_BIT; + level++; + } + continue; + case VISIT_RIGHT_BIT: { + stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; + stack[level + 1] = bvh2.right | TEST_AABB_BIT; + level++; + } + continue; + case VISIT_DONE_BIT: { + if (level == 0) { + done = true; + break; + } else { + level--; + } + } + continue; + } + + if (done) { + break; + } + } + + if (inters) { + if (n.dot(r_normal) > 0) { + r_normal = -r_normal; + } + } + + return inters; +} + +int GodotConcavePolygonShape2D::_generate_bvh(BVH *p_bvh, int p_len, int p_depth) { + if (p_len == 1) { + bvh_depth = MAX(p_depth, bvh_depth); + bvh.push_back(*p_bvh); + return bvh.size() - 1; + } + + //else sort best + + Rect2 global_aabb = p_bvh[0].aabb; + for (int i = 1; i < p_len; i++) { + global_aabb = global_aabb.merge(p_bvh[i].aabb); + } + + if (global_aabb.size.x > global_aabb.size.y) { + SortArray<BVH, BVH_CompareX> sort; + sort.sort(p_bvh, p_len); + + } else { + SortArray<BVH, BVH_CompareY> sort; + sort.sort(p_bvh, p_len); + } + + int median = p_len / 2; + + BVH node; + node.aabb = global_aabb; + int node_idx = bvh.size(); + bvh.push_back(node); + + int l = _generate_bvh(p_bvh, median, p_depth + 1); + int r = _generate_bvh(&p_bvh[median], p_len - median, p_depth + 1); + bvh.write[node_idx].left = l; + bvh.write[node_idx].right = r; + + return node_idx; +} + +void GodotConcavePolygonShape2D::set_data(const Variant &p_data) { +#ifdef REAL_T_IS_DOUBLE + ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT64_ARRAY); +#else + ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT32_ARRAY); +#endif + + Rect2 aabb_new; + + if (p_data.get_type() == Variant::PACKED_VECTOR2_ARRAY) { + Vector<Vector2> p2arr = p_data; + int len = p2arr.size(); + ERR_FAIL_COND(len % 2); + + segments.clear(); + points.clear(); + bvh.clear(); + bvh_depth = 1; + + if (len == 0) { + configure(aabb_new); + return; + } + + const Vector2 *arr = p2arr.ptr(); + + HashMap<Point2, int> pointmap; + for (int i = 0; i < len; i += 2) { + Point2 p1 = arr[i]; + Point2 p2 = arr[i + 1]; + int idx_p1, idx_p2; + + if (pointmap.has(p1)) { + idx_p1 = pointmap[p1]; + } else { + idx_p1 = pointmap.size(); + pointmap[p1] = idx_p1; + } + + if (pointmap.has(p2)) { + idx_p2 = pointmap[p2]; + } else { + idx_p2 = pointmap.size(); + pointmap[p2] = idx_p2; + } + + Segment s; + s.points[0] = idx_p1; + s.points[1] = idx_p2; + segments.push_back(s); + } + + points.resize(pointmap.size()); + aabb_new.position = pointmap.begin()->key; + for (const KeyValue<Point2, int> &E : pointmap) { + aabb_new.expand_to(E.key); + points.write[E.value] = E.key; + } + + Vector<BVH> main_vbh; + main_vbh.resize(segments.size()); + for (int i = 0; i < main_vbh.size(); i++) { + main_vbh.write[i].aabb.position = points[segments[i].points[0]]; + main_vbh.write[i].aabb.expand_to(points[segments[i].points[1]]); + main_vbh.write[i].left = -1; + main_vbh.write[i].right = i; + } + + _generate_bvh(main_vbh.ptrw(), main_vbh.size(), 1); + + } else { + //dictionary with arrays + } + + configure(aabb_new); +} + +Variant GodotConcavePolygonShape2D::get_data() const { + Vector<Vector2> rsegments; + int len = segments.size(); + rsegments.resize(len * 2); + Vector2 *w = rsegments.ptrw(); + for (int i = 0; i < len; i++) { + w[(i << 1) + 0] = points[segments[i].points[0]]; + w[(i << 1) + 1] = points[segments[i].points[1]]; + } + + return rsegments; +} + +void GodotConcavePolygonShape2D::cull(const Rect2 &p_local_aabb, QueryCallback p_callback, void *p_userdata) const { + uint32_t *stack = (uint32_t *)alloca(sizeof(int) * bvh_depth); + + enum { + TEST_AABB_BIT = 0, + VISIT_LEFT_BIT = 1, + VISIT_RIGHT_BIT = 2, + VISIT_DONE_BIT = 3, + VISITED_BIT_SHIFT = 29, + NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1, + VISITED_BIT_MASK = ~NODE_IDX_MASK, + + }; + + /* + for(int i=0;i<bvh_depth;i++) + stack[i]=0; + */ + + if (segments.size() == 0 || points.size() == 0 || bvh.size() == 0) { + return; + } + + int level = 0; + + const Segment *segmentptr = &segments[0]; + const Vector2 *pointptr = &points[0]; + const BVH *bvhptr = &bvh[0]; + + stack[0] = 0; + while (true) { + uint32_t node = stack[level] & NODE_IDX_MASK; + const BVH &bvh2 = bvhptr[node]; + + switch (stack[level] >> VISITED_BIT_SHIFT) { + case TEST_AABB_BIT: { + bool valid = p_local_aabb.intersects(bvh2.aabb); + if (!valid) { + stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; + + } else { + if (bvh2.left < 0) { + const Segment &s = segmentptr[bvh2.right]; + Vector2 a = pointptr[s.points[0]]; + Vector2 b = pointptr[s.points[1]]; + + GodotSegmentShape2D ss(a, b, (b - a).orthogonal().normalized()); + + if (p_callback(p_userdata, &ss)) { + return; + } + stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; + + } else { + stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node; + } + } + } + continue; + case VISIT_LEFT_BIT: { + stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node; + stack[level + 1] = bvh2.left | TEST_AABB_BIT; + level++; + } + continue; + case VISIT_RIGHT_BIT: { + stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; + stack[level + 1] = bvh2.right | TEST_AABB_BIT; + level++; + } + continue; + case VISIT_DONE_BIT: { + if (level == 0) { + return; + } else { + level--; + } + } + continue; + } + } +} diff --git a/modules/godot_physics_2d/godot_shape_2d.h b/modules/godot_physics_2d/godot_shape_2d.h new file mode 100644 index 0000000000..28c69574a0 --- /dev/null +++ b/modules/godot_physics_2d/godot_shape_2d.h @@ -0,0 +1,539 @@ +/**************************************************************************/ +/* godot_shape_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef GODOT_SHAPE_2D_H +#define GODOT_SHAPE_2D_H + +#include "servers/physics_server_2d.h" + +class GodotShape2D; + +class GodotShapeOwner2D { +public: + virtual void _shape_changed() = 0; + virtual void remove_shape(GodotShape2D *p_shape) = 0; + + virtual ~GodotShapeOwner2D() {} +}; + +class GodotShape2D { + RID self; + Rect2 aabb; + bool configured = false; + real_t custom_bias = 0.0; + + HashMap<GodotShapeOwner2D *, int> owners; + +protected: + const double segment_is_valid_support_threshold = 0.99998; + const double segment_is_valid_support_threshold_lower = + Math::sqrt(1.0 - segment_is_valid_support_threshold * segment_is_valid_support_threshold); + + void configure(const Rect2 &p_aabb); + +public: + _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } + _FORCE_INLINE_ RID get_self() const { return self; } + + virtual PhysicsServer2D::ShapeType get_type() const = 0; + + _FORCE_INLINE_ Rect2 get_aabb() const { return aabb; } + _FORCE_INLINE_ bool is_configured() const { return configured; } + + virtual bool allows_one_way_collision() const { return true; } + + virtual bool is_concave() const { return false; } + + virtual bool contains_point(const Vector2 &p_point) const = 0; + + virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const = 0; + virtual void project_range_castv(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const = 0; + virtual Vector2 get_support(const Vector2 &p_normal) const; + virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const = 0; + + virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const = 0; + virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const = 0; + virtual void set_data(const Variant &p_data) = 0; + virtual Variant get_data() const = 0; + + _FORCE_INLINE_ void set_custom_bias(real_t p_bias) { custom_bias = p_bias; } + _FORCE_INLINE_ real_t get_custom_bias() const { return custom_bias; } + + void add_owner(GodotShapeOwner2D *p_owner); + void remove_owner(GodotShapeOwner2D *p_owner); + bool is_owner(GodotShapeOwner2D *p_owner) const; + const HashMap<GodotShapeOwner2D *, int> &get_owners() const; + + _FORCE_INLINE_ void get_supports_transformed_cast(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_xform, Vector2 *r_supports, int &r_amount) const { + get_supports(p_xform.basis_xform_inv(p_normal).normalized(), r_supports, r_amount); + for (int i = 0; i < r_amount; i++) { + r_supports[i] = p_xform.xform(r_supports[i]); + } + + if (r_amount == 1) { + if (Math::abs(p_normal.dot(p_cast.normalized())) < segment_is_valid_support_threshold_lower) { + //make line because they are parallel + r_amount = 2; + r_supports[1] = r_supports[0] + p_cast; + } else if (p_cast.dot(p_normal) > 0) { + //normal points towards cast, add cast + r_supports[0] += p_cast; + } + + } else { + if (Math::abs(p_normal.dot(p_cast.normalized())) < segment_is_valid_support_threshold_lower) { + //optimize line and make it larger because they are parallel + if ((r_supports[1] - r_supports[0]).dot(p_cast) > 0) { + //larger towards 1 + r_supports[1] += p_cast; + } else { + //larger towards 0 + r_supports[0] += p_cast; + } + } else if (p_cast.dot(p_normal) > 0) { + //normal points towards cast, add cast + r_supports[0] += p_cast; + r_supports[1] += p_cast; + } + } + } + GodotShape2D() {} + virtual ~GodotShape2D(); +}; + +//let the optimizer do the magic +#define DEFAULT_PROJECT_RANGE_CAST \ + virtual void project_range_castv(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { \ + project_range_cast(p_cast, p_normal, p_transform, r_min, r_max); \ + } \ + _FORCE_INLINE_ void project_range_cast(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { \ + real_t mina, maxa; \ + real_t minb, maxb; \ + Transform2D ofsb = p_transform; \ + ofsb.columns[2] += p_cast; \ + project_range(p_normal, p_transform, mina, maxa); \ + project_range(p_normal, ofsb, minb, maxb); \ + r_min = MIN(mina, minb); \ + r_max = MAX(maxa, maxb); \ + } + +class GodotWorldBoundaryShape2D : public GodotShape2D { + Vector2 normal; + real_t d = 0.0; + +public: + _FORCE_INLINE_ Vector2 get_normal() const { return normal; } + _FORCE_INLINE_ real_t get_d() const { return d; } + + virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_WORLD_BOUNDARY; } + + virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); } + virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override; + + virtual bool contains_point(const Vector2 &p_point) const override; + virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override; + virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override; + + virtual void set_data(const Variant &p_data) override; + virtual Variant get_data() const override; + + _FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { + //real large + r_min = -1e10; + r_max = 1e10; + } + + virtual void project_range_castv(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { + project_range_cast(p_cast, p_normal, p_transform, r_min, r_max); + } + + _FORCE_INLINE_ void project_range_cast(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { + //real large + r_min = -1e10; + r_max = 1e10; + } +}; + +class GodotSeparationRayShape2D : public GodotShape2D { + real_t length = 0.0; + bool slide_on_slope = false; + +public: + _FORCE_INLINE_ real_t get_length() const { return length; } + _FORCE_INLINE_ bool get_slide_on_slope() const { return slide_on_slope; } + + virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_SEPARATION_RAY; } + + virtual bool allows_one_way_collision() const override { return false; } + + virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); } + virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override; + + virtual bool contains_point(const Vector2 &p_point) const override; + virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override; + virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override; + + virtual void set_data(const Variant &p_data) override; + virtual Variant get_data() const override; + + _FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { + //real large + r_max = p_normal.dot(p_transform.get_origin()); + r_min = p_normal.dot(p_transform.xform(Vector2(0, length))); + if (r_max < r_min) { + SWAP(r_max, r_min); + } + } + + DEFAULT_PROJECT_RANGE_CAST + + _FORCE_INLINE_ GodotSeparationRayShape2D() {} + _FORCE_INLINE_ GodotSeparationRayShape2D(real_t p_length) { length = p_length; } +}; + +class GodotSegmentShape2D : public GodotShape2D { + Vector2 a; + Vector2 b; + Vector2 n; + +public: + _FORCE_INLINE_ const Vector2 &get_a() const { return a; } + _FORCE_INLINE_ const Vector2 &get_b() const { return b; } + _FORCE_INLINE_ const Vector2 &get_normal() const { return n; } + + virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_SEGMENT; } + + _FORCE_INLINE_ Vector2 get_xformed_normal(const Transform2D &p_xform) const { + return (p_xform.xform(b) - p_xform.xform(a)).normalized().orthogonal(); + } + virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); } + virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override; + + virtual bool contains_point(const Vector2 &p_point) const override; + virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override; + virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override; + + virtual void set_data(const Variant &p_data) override; + virtual Variant get_data() const override; + + _FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { + //real large + r_max = p_normal.dot(p_transform.xform(a)); + r_min = p_normal.dot(p_transform.xform(b)); + if (r_max < r_min) { + SWAP(r_max, r_min); + } + } + + DEFAULT_PROJECT_RANGE_CAST + + _FORCE_INLINE_ GodotSegmentShape2D() {} + _FORCE_INLINE_ GodotSegmentShape2D(const Vector2 &p_a, const Vector2 &p_b, const Vector2 &p_n) { + a = p_a; + b = p_b; + n = p_n; + } +}; + +class GodotCircleShape2D : public GodotShape2D { + real_t radius; + +public: + _FORCE_INLINE_ const real_t &get_radius() const { return radius; } + + virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_CIRCLE; } + + virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); } + virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override; + + virtual bool contains_point(const Vector2 &p_point) const override; + virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override; + virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override; + + virtual void set_data(const Variant &p_data) override; + virtual Variant get_data() const override; + + _FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { + //real large + real_t d = p_normal.dot(p_transform.get_origin()); + + // figure out scale at point + Vector2 local_normal = p_transform.basis_xform_inv(p_normal); + real_t scale = local_normal.length(); + + r_min = d - (radius)*scale; + r_max = d + (radius)*scale; + } + + DEFAULT_PROJECT_RANGE_CAST +}; + +class GodotRectangleShape2D : public GodotShape2D { + Vector2 half_extents; + +public: + _FORCE_INLINE_ const Vector2 &get_half_extents() const { return half_extents; } + + virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_RECTANGLE; } + + virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); } + virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override; + + virtual bool contains_point(const Vector2 &p_point) const override; + virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override; + virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override; + + virtual void set_data(const Variant &p_data) override; + virtual Variant get_data() const override; + + _FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { + // no matter the angle, the box is mirrored anyway + r_max = -1e20; + r_min = 1e20; + for (int i = 0; i < 4; i++) { + real_t d = p_normal.dot(p_transform.xform(Vector2(((i & 1) * 2 - 1) * half_extents.x, ((i >> 1) * 2 - 1) * half_extents.y))); + + if (d > r_max) { + r_max = d; + } + if (d < r_min) { + r_min = d; + } + } + } + + _FORCE_INLINE_ Vector2 get_circle_axis(const Transform2D &p_xform, const Transform2D &p_xform_inv, const Vector2 &p_circle) const { + Vector2 local_v = p_xform_inv.xform(p_circle); + + Vector2 he( + (local_v.x < 0) ? -half_extents.x : half_extents.x, + (local_v.y < 0) ? -half_extents.y : half_extents.y); + + return (p_xform.xform(he) - p_circle).normalized(); + } + + _FORCE_INLINE_ Vector2 get_box_axis(const Transform2D &p_xform, const Transform2D &p_xform_inv, const GodotRectangleShape2D *p_B, const Transform2D &p_B_xform, const Transform2D &p_B_xform_inv) const { + Vector2 a, b; + + { + Vector2 local_v = p_xform_inv.xform(p_B_xform.get_origin()); + + Vector2 he( + (local_v.x < 0) ? -half_extents.x : half_extents.x, + (local_v.y < 0) ? -half_extents.y : half_extents.y); + + a = p_xform.xform(he); + } + { + Vector2 local_v = p_B_xform_inv.xform(p_xform.get_origin()); + + Vector2 he( + (local_v.x < 0) ? -p_B->half_extents.x : p_B->half_extents.x, + (local_v.y < 0) ? -p_B->half_extents.y : p_B->half_extents.y); + + b = p_B_xform.xform(he); + } + + return (a - b).normalized(); + } + + DEFAULT_PROJECT_RANGE_CAST +}; + +class GodotCapsuleShape2D : public GodotShape2D { + real_t radius = 0.0; + real_t height = 0.0; + +public: + _FORCE_INLINE_ const real_t &get_radius() const { return radius; } + _FORCE_INLINE_ const real_t &get_height() const { return height; } + + virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_CAPSULE; } + + virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); } + virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override; + + virtual bool contains_point(const Vector2 &p_point) const override; + virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override; + virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override; + + virtual void set_data(const Variant &p_data) override; + virtual Variant get_data() const override; + + _FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { + // no matter the angle, the box is mirrored anyway + Vector2 n = p_transform.basis_xform_inv(p_normal).normalized(); + real_t h = height * 0.5 - radius; + + n *= radius; + n.y += (n.y > 0) ? h : -h; + + r_max = p_normal.dot(p_transform.xform(n)); + r_min = p_normal.dot(p_transform.xform(-n)); + + if (r_max < r_min) { + SWAP(r_max, r_min); + } + + //ERR_FAIL_COND( r_max < r_min ); + } + + DEFAULT_PROJECT_RANGE_CAST +}; + +class GodotConvexPolygonShape2D : public GodotShape2D { + struct Point { + Vector2 pos; + Vector2 normal; //normal to next segment + }; + + Point *points = nullptr; + int point_count = 0; + +public: + _FORCE_INLINE_ int get_point_count() const { return point_count; } + _FORCE_INLINE_ const Vector2 &get_point(int p_idx) const { return points[p_idx].pos; } + _FORCE_INLINE_ const Vector2 &get_segment_normal(int p_idx) const { return points[p_idx].normal; } + _FORCE_INLINE_ Vector2 get_xformed_segment_normal(const Transform2D &p_xform, int p_idx) const { + Vector2 a = points[p_idx].pos; + p_idx++; + Vector2 b = points[p_idx == point_count ? 0 : p_idx].pos; + return (p_xform.xform(b) - p_xform.xform(a)).normalized().orthogonal(); + } + + virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_CONVEX_POLYGON; } + + virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); } + virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override; + + virtual bool contains_point(const Vector2 &p_point) const override; + virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override; + virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override; + + virtual void set_data(const Variant &p_data) override; + virtual Variant get_data() const override; + + _FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { + if (!points || point_count <= 0) { + r_min = r_max = 0; + return; + } + + r_min = r_max = p_normal.dot(p_transform.xform(points[0].pos)); + for (int i = 1; i < point_count; i++) { + real_t d = p_normal.dot(p_transform.xform(points[i].pos)); + if (d > r_max) { + r_max = d; + } + if (d < r_min) { + r_min = d; + } + } + } + + DEFAULT_PROJECT_RANGE_CAST + + GodotConvexPolygonShape2D() {} + ~GodotConvexPolygonShape2D(); +}; + +class GodotConcaveShape2D : public GodotShape2D { +public: + virtual bool is_concave() const override { return true; } + + // Returns true to stop the query. + typedef bool (*QueryCallback)(void *p_userdata, GodotShape2D *p_convex); + + virtual void cull(const Rect2 &p_local_aabb, QueryCallback p_callback, void *p_userdata) const = 0; +}; + +class GodotConcavePolygonShape2D : public GodotConcaveShape2D { + struct Segment { + int points[2] = {}; + }; + + Vector<Segment> segments; + Vector<Point2> points; + + struct BVH { + Rect2 aabb; + int left = 0, right = 0; + }; + + Vector<BVH> bvh; + int bvh_depth = 0; + + struct BVH_CompareX { + _FORCE_INLINE_ bool operator()(const BVH &a, const BVH &b) const { + return (a.aabb.position.x + a.aabb.size.x * 0.5) < (b.aabb.position.x + b.aabb.size.x * 0.5); + } + }; + + struct BVH_CompareY { + _FORCE_INLINE_ bool operator()(const BVH &a, const BVH &b) const { + return (a.aabb.position.y + a.aabb.size.y * 0.5) < (b.aabb.position.y + b.aabb.size.y * 0.5); + } + }; + + int _generate_bvh(BVH *p_bvh, int p_len, int p_depth); + +public: + virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_CONCAVE_POLYGON; } + + virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { + r_min = 0; + r_max = 0; + ERR_FAIL_MSG("Unsupported call to project_rangev in GodotConcavePolygonShape2D"); + } + + void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { + r_min = 0; + r_max = 0; + ERR_FAIL_MSG("Unsupported call to project_range in GodotConcavePolygonShape2D"); + } + + virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override; + + virtual bool contains_point(const Vector2 &p_point) const override; + virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override; + + virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override { return 0; } + + virtual void set_data(const Variant &p_data) override; + virtual Variant get_data() const override; + + virtual void cull(const Rect2 &p_local_aabb, QueryCallback p_callback, void *p_userdata) const override; + + DEFAULT_PROJECT_RANGE_CAST +}; + +#undef DEFAULT_PROJECT_RANGE_CAST + +#endif // GODOT_SHAPE_2D_H diff --git a/modules/godot_physics_2d/godot_space_2d.cpp b/modules/godot_physics_2d/godot_space_2d.cpp new file mode 100644 index 0000000000..2966818beb --- /dev/null +++ b/modules/godot_physics_2d/godot_space_2d.cpp @@ -0,0 +1,1240 @@ +/**************************************************************************/ +/* godot_space_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#include "godot_space_2d.h" + +#include "godot_collision_solver_2d.h" +#include "godot_physics_server_2d.h" + +#include "core/os/os.h" +#include "core/templates/pair.h" + +#define TEST_MOTION_MARGIN_MIN_VALUE 0.0001 +#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05 + +_FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject2D *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { + if (!(p_object->get_collision_layer() & p_collision_mask)) { + return false; + } + + if (p_object->get_type() == GodotCollisionObject2D::TYPE_AREA && !p_collide_with_areas) { + return false; + } + + if (p_object->get_type() == GodotCollisionObject2D::TYPE_BODY && !p_collide_with_bodies) { + return false; + } + + return true; +} + +int GodotPhysicsDirectSpaceState2D::intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) { + if (p_result_max <= 0) { + return 0; + } + + Rect2 aabb; + aabb.position = p_parameters.position - Vector2(0.00001, 0.00001); + aabb.size = Vector2(0.00002, 0.00002); + + int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + + int cc = 0; + + for (int i = 0; i < amount; i++) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { + continue; + } + + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { + continue; + } + + const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; + + if (p_parameters.pick_point && !col_obj->is_pickable()) { + continue; + } + + if (col_obj->get_canvas_instance_id() != p_parameters.canvas_instance_id) { + continue; + } + + int shape_idx = space->intersection_query_subindex_results[i]; + + GodotShape2D *shape = col_obj->get_shape(shape_idx); + + Vector2 local_point = (col_obj->get_transform() * col_obj->get_shape_transform(shape_idx)).affine_inverse().xform(p_parameters.position); + + if (!shape->contains_point(local_point)) { + continue; + } + + if (cc >= p_result_max) { + continue; + } + + r_results[cc].collider_id = col_obj->get_instance_id(); + if (r_results[cc].collider_id.is_valid()) { + r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id); + } + r_results[cc].rid = col_obj->get_self(); + r_results[cc].shape = shape_idx; + + cc++; + } + + return cc; +} + +bool GodotPhysicsDirectSpaceState2D::intersect_ray(const RayParameters &p_parameters, RayResult &r_result) { + ERR_FAIL_COND_V(space->locked, false); + + Vector2 begin, end; + Vector2 normal; + begin = p_parameters.from; + end = p_parameters.to; + normal = (end - begin).normalized(); + + int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + + //todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision + + bool collided = false; + Vector2 res_point, res_normal; + int res_shape = -1; + const GodotCollisionObject2D *res_obj = nullptr; + real_t min_d = 1e10; + + for (int i = 0; i < amount; i++) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { + continue; + } + + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { + continue; + } + + const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; + + int shape_idx = space->intersection_query_subindex_results[i]; + Transform2D inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform(); + + Vector2 local_from = inv_xform.xform(begin); + Vector2 local_to = inv_xform.xform(end); + + const GodotShape2D *shape = col_obj->get_shape(shape_idx); + + Vector2 shape_point, shape_normal; + + if (shape->contains_point(local_from)) { + if (p_parameters.hit_from_inside) { + // Hit shape at starting point. + min_d = 0; + res_point = begin; + res_normal = Vector2(); + res_shape = shape_idx; + res_obj = col_obj; + collided = true; + break; + } else { + // Ignore shape when starting inside. + continue; + } + } + + if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal)) { + Transform2D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); + shape_point = xform.xform(shape_point); + + real_t ld = normal.dot(shape_point); + + if (ld < min_d) { + min_d = ld; + res_point = shape_point; + res_normal = inv_xform.basis_xform_inv(shape_normal).normalized(); + res_shape = shape_idx; + res_obj = col_obj; + collided = true; + } + } + } + + if (!collided) { + return false; + } + ERR_FAIL_NULL_V(res_obj, false); // Shouldn't happen but silences warning. + + r_result.collider_id = res_obj->get_instance_id(); + if (r_result.collider_id.is_valid()) { + r_result.collider = ObjectDB::get_instance(r_result.collider_id); + } + r_result.normal = res_normal; + r_result.position = res_point; + r_result.rid = res_obj->get_self(); + r_result.shape = res_shape; + + return true; +} + +int GodotPhysicsDirectSpaceState2D::intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) { + if (p_result_max <= 0) { + return 0; + } + + GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); + ERR_FAIL_NULL_V(shape, 0); + + Rect2 aabb = p_parameters.transform.xform(shape->get_aabb()); + aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion + aabb = aabb.grow(p_parameters.margin); + + int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + + int cc = 0; + + for (int i = 0; i < amount; i++) { + if (cc >= p_result_max) { + break; + } + + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { + continue; + } + + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { + continue; + } + + const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; + int shape_idx = space->intersection_query_subindex_results[i]; + + if (!GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) { + continue; + } + + r_results[cc].collider_id = col_obj->get_instance_id(); + if (r_results[cc].collider_id.is_valid()) { + r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id); + } + r_results[cc].rid = col_obj->get_self(); + r_results[cc].shape = shape_idx; + + cc++; + } + + return cc; +} + +bool GodotPhysicsDirectSpaceState2D::cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) { + GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); + ERR_FAIL_NULL_V(shape, false); + + Rect2 aabb = p_parameters.transform.xform(shape->get_aabb()); + aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion + aabb = aabb.grow(p_parameters.margin); + + int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + + real_t best_safe = 1; + real_t best_unsafe = 1; + + for (int i = 0; i < amount; i++) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { + continue; + } + + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { + continue; //ignore excluded + } + + const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; + int shape_idx = space->intersection_query_subindex_results[i]; + + Transform2D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); + //test initial overlap, does it collide if going all the way? + if (!GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) { + continue; + } + + //test initial overlap, ignore objects it's inside of. + if (GodotCollisionSolver2D::solve(shape, p_parameters.transform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) { + continue; + } + + Vector2 mnormal = p_parameters.motion.normalized(); + + //just do kinematic solving + real_t low = 0.0; + real_t hi = 1.0; + real_t fraction_coeff = 0.5; + for (int j = 0; j < 8; j++) { //steps should be customizable.. + real_t fraction = low + (hi - low) * fraction_coeff; + + Vector2 sep = mnormal; //important optimization for this to work fast enough + bool collided = GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion * fraction, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_parameters.margin); + + if (collided) { + hi = fraction; + if ((j == 0) || (low > 0.0)) { // Did it not collide before? + // When alternating or first iteration, use dichotomy. + fraction_coeff = 0.5; + } else { + // When colliding again, converge faster towards low fraction + // for more accurate results with long motions that collide near the start. + fraction_coeff = 0.25; + } + } else { + low = fraction; + if ((j == 0) || (hi < 1.0)) { // Did it collide before? + // When alternating or first iteration, use dichotomy. + fraction_coeff = 0.5; + } else { + // When not colliding again, converge faster towards high fraction + // for more accurate results with long motions that collide near the end. + fraction_coeff = 0.75; + } + } + } + + if (low < best_safe) { + best_safe = low; + best_unsafe = hi; + } + } + + p_closest_safe = best_safe; + p_closest_unsafe = best_unsafe; + + return true; +} + +bool GodotPhysicsDirectSpaceState2D::collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) { + if (p_result_max <= 0) { + return false; + } + + GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); + ERR_FAIL_NULL_V(shape, 0); + + Rect2 aabb = p_parameters.transform.xform(shape->get_aabb()); + aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion + aabb = aabb.grow(p_parameters.margin); + + int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + + bool collided = false; + r_result_count = 0; + + GodotPhysicsServer2D::CollCbkData cbk; + cbk.max = p_result_max; + cbk.amount = 0; + cbk.passed = 0; + cbk.ptr = r_results; + GodotCollisionSolver2D::CallbackResult cbkres = GodotPhysicsServer2D::_shape_col_cbk; + + GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk; + + for (int i = 0; i < amount; i++) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { + continue; + } + + const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; + + if (p_parameters.exclude.has(col_obj->get_self())) { + continue; + } + + int shape_idx = space->intersection_query_subindex_results[i]; + + cbk.valid_dir = Vector2(); + cbk.valid_depth = 0; + + if (GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, nullptr, p_parameters.margin)) { + collided = cbk.amount > 0; + } + } + + r_result_count = cbk.amount; + + return collided; +} + +struct _RestCallbackData2D { + const GodotCollisionObject2D *object = nullptr; + const GodotCollisionObject2D *best_object = nullptr; + int local_shape = 0; + int best_local_shape = 0; + int shape = 0; + int best_shape = 0; + Vector2 best_contact; + Vector2 best_normal; + real_t best_len = 0.0; + Vector2 valid_dir; + real_t valid_depth = 0.0; + real_t min_allowed_depth = 0.0; +}; + +static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) { + _RestCallbackData2D *rd = static_cast<_RestCallbackData2D *>(p_userdata); + + Vector2 contact_rel = p_point_B - p_point_A; + real_t len = contact_rel.length(); + + if (len < rd->min_allowed_depth) { + return; + } + + if (len <= rd->best_len) { + return; + } + + Vector2 normal = contact_rel / len; + + if (rd->valid_dir != Vector2()) { + if (len > rd->valid_depth) { + return; + } + + if (rd->valid_dir.dot(normal) > -CMP_EPSILON) { + return; + } + } + + rd->best_len = len; + rd->best_contact = p_point_B; + rd->best_normal = normal; + rd->best_object = rd->object; + rd->best_shape = rd->shape; + rd->best_local_shape = rd->local_shape; +} + +bool GodotPhysicsDirectSpaceState2D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) { + GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); + ERR_FAIL_NULL_V(shape, 0); + + real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE); + + Rect2 aabb = p_parameters.transform.xform(shape->get_aabb()); + aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion + aabb = aabb.grow(margin); + + int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + + _RestCallbackData2D rcd; + + // Allowed depth can't be lower than motion length, in order to handle contacts at low speed. + real_t motion_length = p_parameters.motion.length(); + real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR; + rcd.min_allowed_depth = MIN(motion_length, min_contact_depth); + + for (int i = 0; i < amount; i++) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { + continue; + } + + const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; + + if (p_parameters.exclude.has(col_obj->get_self())) { + continue; + } + + int shape_idx = space->intersection_query_subindex_results[i]; + + rcd.valid_dir = Vector2(); + rcd.object = col_obj; + rcd.shape = shape_idx; + rcd.local_shape = 0; + bool sc = GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, nullptr, margin); + if (!sc) { + continue; + } + } + + if (rcd.best_len == 0 || !rcd.best_object) { + return false; + } + + r_info->collider_id = rcd.best_object->get_instance_id(); + r_info->shape = rcd.best_shape; + r_info->normal = rcd.best_normal; + r_info->point = rcd.best_contact; + r_info->rid = rcd.best_object->get_self(); + if (rcd.best_object->get_type() == GodotCollisionObject2D::TYPE_BODY) { + const GodotBody2D *body = static_cast<const GodotBody2D *>(rcd.best_object); + Vector2 rel_vec = r_info->point - (body->get_transform().get_origin() + body->get_center_of_mass()); + r_info->linear_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity(); + + } else { + r_info->linear_velocity = Vector2(); + } + + return true; +} + +//////////////////////////////////////////////////////////////////////////////////////////////////////////// + +int GodotSpace2D::_cull_aabb_for_body(GodotBody2D *p_body, const Rect2 &p_aabb) { + int amount = broadphase->cull_aabb(p_aabb, intersection_query_results, INTERSECTION_QUERY_MAX, intersection_query_subindex_results); + + for (int i = 0; i < amount; i++) { + bool keep = true; + + if (intersection_query_results[i] == p_body) { + keep = false; + } else if (intersection_query_results[i]->get_type() == GodotCollisionObject2D::TYPE_AREA) { + keep = false; + } else if (!p_body->collides_with(static_cast<GodotBody2D *>(intersection_query_results[i]))) { + keep = false; + } else if (static_cast<GodotBody2D *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) { + keep = false; + } + + if (!keep) { + if (i < amount - 1) { + SWAP(intersection_query_results[i], intersection_query_results[amount - 1]); + SWAP(intersection_query_subindex_results[i], intersection_query_subindex_results[amount - 1]); + } + + amount--; + i--; + } + } + + return amount; +} + +bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result) { + //give me back regular physics engine logic + //this is madness + //and most people using this function will think + //what it does is simpler than using physics + //this took about a week to get right.. + //but is it right? who knows at this point.. + + if (r_result) { + r_result->collider_id = ObjectID(); + r_result->collider_shape = 0; + } + + Rect2 body_aabb; + + bool shapes_found = false; + + for (int i = 0; i < p_body->get_shape_count(); i++) { + if (p_body->is_shape_disabled(i)) { + continue; + } + + if (!shapes_found) { + body_aabb = p_body->get_shape_aabb(i); + shapes_found = true; + } else { + body_aabb = body_aabb.merge(p_body->get_shape_aabb(i)); + } + } + + if (!shapes_found) { + if (r_result) { + *r_result = PhysicsServer2D::MotionResult(); + r_result->travel = p_parameters.motion; + } + return false; + } + + real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE); + + // Undo the currently transform the physics server is aware of and apply the provided one + body_aabb = p_parameters.from.xform(p_body->get_inv_transform().xform(body_aabb)); + body_aabb = body_aabb.grow(margin); + + static const int max_excluded_shape_pairs = 32; + ExcludedShapeSW excluded_shape_pairs[max_excluded_shape_pairs]; + int excluded_shape_pair_count = 0; + + real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR; + + real_t motion_length = p_parameters.motion.length(); + Vector2 motion_normal = p_parameters.motion / motion_length; + + Transform2D body_transform = p_parameters.from; + + bool recovered = false; + + { + //STEP 1, FREE BODY IF STUCK + + const int max_results = 32; + int recover_attempts = 4; + Vector2 sr[max_results * 2]; + real_t priorities[max_results]; + + do { + GodotPhysicsServer2D::CollCbkData cbk; + cbk.max = max_results; + cbk.amount = 0; + cbk.passed = 0; + cbk.ptr = sr; + cbk.invalid_by_dir = 0; + excluded_shape_pair_count = 0; //last step is the one valid + + GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk; + GodotCollisionSolver2D::CallbackResult cbkres = GodotPhysicsServer2D::_shape_col_cbk; + int priority_amount = 0; + + bool collided = false; + + int amount = _cull_aabb_for_body(p_body, body_aabb); + + for (int j = 0; j < p_body->get_shape_count(); j++) { + if (p_body->is_shape_disabled(j)) { + continue; + } + + GodotShape2D *body_shape = p_body->get_shape(j); + Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j); + + for (int i = 0; i < amount; i++) { + const GodotCollisionObject2D *col_obj = intersection_query_results[i]; + if (p_parameters.exclude_bodies.has(col_obj->get_self())) { + continue; + } + if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) { + continue; + } + + int shape_idx = intersection_query_subindex_results[i]; + + Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); + + if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(shape_idx)) { + cbk.valid_dir = col_obj_shape_xform.columns[1].normalized(); + + real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx); + cbk.valid_depth = MAX(owc_margin, margin); //user specified, but never less than actual margin or it won't work + cbk.invalid_by_dir = 0; + + if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) { + const GodotBody2D *b = static_cast<const GodotBody2D *>(col_obj); + if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_RIGID) { + //fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction + Vector2 lv = b->get_linear_velocity(); + //compute displacement from linear velocity + Vector2 motion = lv * last_step; + real_t motion_len = motion.length(); + motion.normalize(); + cbk.valid_depth += motion_len * MAX(motion.dot(-cbk.valid_dir), 0.0); + } + } + } else { + cbk.valid_dir = Vector2(); + cbk.valid_depth = 0; + cbk.invalid_by_dir = 0; + } + + int current_passed = cbk.passed; //save how many points passed collision + bool did_collide = false; + + GodotShape2D *against_shape = col_obj->get_shape(shape_idx); + if (GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, margin)) { + did_collide = cbk.passed > current_passed; //more passed, so collision actually existed + } + while (cbk.amount > priority_amount) { + priorities[priority_amount] = col_obj->get_collision_priority(); + priority_amount++; + } + + if (!did_collide && cbk.invalid_by_dir > 0) { + //this shape must be excluded + if (excluded_shape_pair_count < max_excluded_shape_pairs) { + ExcludedShapeSW esp; + esp.local_shape = body_shape; + esp.against_object = col_obj; + esp.against_shape_index = shape_idx; + excluded_shape_pairs[excluded_shape_pair_count++] = esp; + } + } + + if (did_collide) { + collided = true; + } + } + } + + if (!collided) { + break; + } + + real_t inv_total_weight = 0.0; + for (int i = 0; i < cbk.amount; i++) { + inv_total_weight += priorities[i]; + } + inv_total_weight = Math::is_zero_approx(inv_total_weight) ? 1.0 : (real_t)cbk.amount / inv_total_weight; + + recovered = true; + + Vector2 recover_motion; + for (int i = 0; i < cbk.amount; i++) { + Vector2 a = sr[i * 2 + 0]; + Vector2 b = sr[i * 2 + 1]; + + // Compute plane on b towards a. + Vector2 n = (a - b).normalized(); + real_t d = n.dot(b); + + // Compute depth on recovered motion. + real_t depth = n.dot(a + recover_motion) - d; + if (depth > min_contact_depth + CMP_EPSILON) { + // Only recover if there is penetration. + recover_motion -= n * (depth - min_contact_depth) * 0.4 * priorities[i] * inv_total_weight; + } + } + + if (recover_motion == Vector2()) { + collided = false; + break; + } + + body_transform.columns[2] += recover_motion; + body_aabb.position += recover_motion; + + recover_attempts--; + + } while (recover_attempts); + } + + real_t safe = 1.0; + real_t unsafe = 1.0; + int best_shape = -1; + + { + // STEP 2 ATTEMPT MOTION + + Rect2 motion_aabb = body_aabb; + motion_aabb.position += p_parameters.motion; + motion_aabb = motion_aabb.merge(body_aabb); + + int amount = _cull_aabb_for_body(p_body, motion_aabb); + + for (int body_shape_idx = 0; body_shape_idx < p_body->get_shape_count(); body_shape_idx++) { + if (p_body->is_shape_disabled(body_shape_idx)) { + continue; + } + + GodotShape2D *body_shape = p_body->get_shape(body_shape_idx); + + // Colliding separation rays allows to properly snap to the ground, + // otherwise it's not needed in regular motion. + if (!p_parameters.collide_separation_ray && (body_shape->get_type() == PhysicsServer2D::SHAPE_SEPARATION_RAY)) { + // When slide on slope is on, separation ray shape acts like a regular shape. + if (!static_cast<GodotSeparationRayShape2D *>(body_shape)->get_slide_on_slope()) { + continue; + } + } + + Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(body_shape_idx); + + bool stuck = false; + + real_t best_safe = 1; + real_t best_unsafe = 1; + + for (int i = 0; i < amount; i++) { + const GodotCollisionObject2D *col_obj = intersection_query_results[i]; + if (p_parameters.exclude_bodies.has(col_obj->get_self())) { + continue; + } + if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) { + continue; + } + + int col_shape_idx = intersection_query_subindex_results[i]; + GodotShape2D *against_shape = col_obj->get_shape(col_shape_idx); + + bool excluded = false; + + for (int k = 0; k < excluded_shape_pair_count; k++) { + if (excluded_shape_pairs[k].local_shape == body_shape && excluded_shape_pairs[k].against_object == col_obj && excluded_shape_pairs[k].against_shape_index == col_shape_idx) { + excluded = true; + break; + } + } + + if (excluded) { + continue; + } + + Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(col_shape_idx); + //test initial overlap, does it collide if going all the way? + if (!GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) { + continue; + } + + //test initial overlap + if (GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) { + if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) { + Vector2 direction = col_obj_shape_xform.columns[1].normalized(); + if (motion_normal.dot(direction) < 0) { + continue; + } + } + + stuck = true; + break; + } + + //just do kinematic solving + real_t low = 0.0; + real_t hi = 1.0; + real_t fraction_coeff = 0.5; + for (int k = 0; k < 8; k++) { //steps should be customizable.. + real_t fraction = low + (hi - low) * fraction_coeff; + + Vector2 sep = motion_normal; //important optimization for this to work fast enough + bool collided = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion * fraction, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, &sep, 0); + + if (collided) { + hi = fraction; + if ((k == 0) || (low > 0.0)) { // Did it not collide before? + // When alternating or first iteration, use dichotomy. + fraction_coeff = 0.5; + } else { + // When colliding again, converge faster towards low fraction + // for more accurate results with long motions that collide near the start. + fraction_coeff = 0.25; + } + } else { + low = fraction; + if ((k == 0) || (hi < 1.0)) { // Did it collide before? + // When alternating or first iteration, use dichotomy. + fraction_coeff = 0.5; + } else { + // When not colliding again, converge faster towards high fraction + // for more accurate results with long motions that collide near the end. + fraction_coeff = 0.75; + } + } + } + + if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) { + Vector2 cd[2]; + GodotPhysicsServer2D::CollCbkData cbk; + cbk.max = 1; + cbk.amount = 0; + cbk.passed = 0; + cbk.ptr = cd; + cbk.valid_dir = col_obj_shape_xform.columns[1].normalized(); + + cbk.valid_depth = 10e20; + + Vector2 sep = motion_normal; //important optimization for this to work fast enough + bool collided = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(col_shape_idx), col_obj_shape_xform, Vector2(), GodotPhysicsServer2D::_shape_col_cbk, &cbk, &sep, 0); + if (!collided || cbk.amount == 0) { + continue; + } + } + + if (low < best_safe) { + best_safe = low; + best_unsafe = hi; + } + } + + if (stuck) { + safe = 0; + unsafe = 0; + best_shape = body_shape_idx; //sadly it's the best + break; + } + if (best_safe == 1.0) { + continue; + } + if (best_safe < safe) { + safe = best_safe; + unsafe = best_unsafe; + best_shape = body_shape_idx; + } + } + } + + bool collided = false; + + if ((p_parameters.recovery_as_collision && recovered) || (safe < 1)) { + if (safe >= 1) { + best_shape = -1; //no best shape with cast, reset to -1 + } + + //it collided, let's get the rest info in unsafe advance + Transform2D ugt = body_transform; + ugt.columns[2] += p_parameters.motion * unsafe; + + _RestCallbackData2D rcd; + + // Allowed depth can't be lower than motion length, in order to handle contacts at low speed. + rcd.min_allowed_depth = MIN(motion_length, min_contact_depth); + + body_aabb.position += p_parameters.motion * unsafe; + int amount = _cull_aabb_for_body(p_body, body_aabb); + + int from_shape = best_shape != -1 ? best_shape : 0; + int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count(); + + for (int j = from_shape; j < to_shape; j++) { + if (p_body->is_shape_disabled(j)) { + continue; + } + + Transform2D body_shape_xform = ugt * p_body->get_shape_transform(j); + GodotShape2D *body_shape = p_body->get_shape(j); + + for (int i = 0; i < amount; i++) { + const GodotCollisionObject2D *col_obj = intersection_query_results[i]; + if (p_parameters.exclude_bodies.has(col_obj->get_self())) { + continue; + } + if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) { + continue; + } + + int shape_idx = intersection_query_subindex_results[i]; + + GodotShape2D *against_shape = col_obj->get_shape(shape_idx); + + bool excluded = false; + for (int k = 0; k < excluded_shape_pair_count; k++) { + if (excluded_shape_pairs[k].local_shape == body_shape && excluded_shape_pairs[k].against_object == col_obj && excluded_shape_pairs[k].against_shape_index == shape_idx) { + excluded = true; + break; + } + } + if (excluded) { + continue; + } + + Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); + + if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(shape_idx)) { + rcd.valid_dir = col_obj_shape_xform.columns[1].normalized(); + + real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx); + rcd.valid_depth = MAX(owc_margin, margin); //user specified, but never less than actual margin or it won't work + + if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) { + const GodotBody2D *b = static_cast<const GodotBody2D *>(col_obj); + if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_RIGID) { + //fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction + Vector2 lv = b->get_linear_velocity(); + //compute displacement from linear velocity + Vector2 motion = lv * last_step; + real_t motion_len = motion.length(); + motion.normalize(); + rcd.valid_depth += motion_len * MAX(motion.dot(-rcd.valid_dir), 0.0); + } + } + } else { + rcd.valid_dir = Vector2(); + rcd.valid_depth = 0; + } + + rcd.object = col_obj; + rcd.shape = shape_idx; + rcd.local_shape = j; + bool sc = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), _rest_cbk_result, &rcd, nullptr, margin); + if (!sc) { + continue; + } + } + } + + if (rcd.best_len != 0) { + if (r_result) { + r_result->collider = rcd.best_object->get_self(); + r_result->collider_id = rcd.best_object->get_instance_id(); + r_result->collider_shape = rcd.best_shape; + r_result->collision_local_shape = rcd.best_local_shape; + r_result->collision_normal = rcd.best_normal; + r_result->collision_point = rcd.best_contact; + r_result->collision_depth = rcd.best_len; + r_result->collision_safe_fraction = safe; + r_result->collision_unsafe_fraction = unsafe; + + const GodotBody2D *body = static_cast<const GodotBody2D *>(rcd.best_object); + Vector2 rel_vec = r_result->collision_point - (body->get_transform().get_origin() + body->get_center_of_mass()); + r_result->collider_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity(); + + r_result->travel = safe * p_parameters.motion; + r_result->remainder = p_parameters.motion - safe * p_parameters.motion; + r_result->travel += (body_transform.get_origin() - p_parameters.from.get_origin()); + } + + collided = true; + } + } + + if (!collided && r_result) { + r_result->travel = p_parameters.motion; + r_result->remainder = Vector2(); + r_result->travel += (body_transform.get_origin() - p_parameters.from.get_origin()); + } + + return collided; +} + +// Assumes a valid collision pair, this should have been checked beforehand in the BVH or octree. +void *GodotSpace2D::_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_self) { + GodotCollisionObject2D::Type type_A = A->get_type(); + GodotCollisionObject2D::Type type_B = B->get_type(); + if (type_A > type_B) { + SWAP(A, B); + SWAP(p_subindex_A, p_subindex_B); + SWAP(type_A, type_B); + } + + GodotSpace2D *self = static_cast<GodotSpace2D *>(p_self); + self->collision_pairs++; + + if (type_A == GodotCollisionObject2D::TYPE_AREA) { + GodotArea2D *area = static_cast<GodotArea2D *>(A); + if (type_B == GodotCollisionObject2D::TYPE_AREA) { + GodotArea2D *area_b = static_cast<GodotArea2D *>(B); + GodotArea2Pair2D *area2_pair = memnew(GodotArea2Pair2D(area_b, p_subindex_B, area, p_subindex_A)); + return area2_pair; + } else { + GodotBody2D *body = static_cast<GodotBody2D *>(B); + GodotAreaPair2D *area_pair = memnew(GodotAreaPair2D(body, p_subindex_B, area, p_subindex_A)); + return area_pair; + } + + } else { + GodotBodyPair2D *b = memnew(GodotBodyPair2D(static_cast<GodotBody2D *>(A), p_subindex_A, static_cast<GodotBody2D *>(B), p_subindex_B)); + return b; + } +} + +void GodotSpace2D::_broadphase_unpair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_self) { + if (!p_data) { + return; + } + + GodotSpace2D *self = static_cast<GodotSpace2D *>(p_self); + self->collision_pairs--; + GodotConstraint2D *c = static_cast<GodotConstraint2D *>(p_data); + memdelete(c); +} + +const SelfList<GodotBody2D>::List &GodotSpace2D::get_active_body_list() const { + return active_list; +} + +void GodotSpace2D::body_add_to_active_list(SelfList<GodotBody2D> *p_body) { + active_list.add(p_body); +} + +void GodotSpace2D::body_remove_from_active_list(SelfList<GodotBody2D> *p_body) { + active_list.remove(p_body); +} + +void GodotSpace2D::body_add_to_mass_properties_update_list(SelfList<GodotBody2D> *p_body) { + mass_properties_update_list.add(p_body); +} + +void GodotSpace2D::body_remove_from_mass_properties_update_list(SelfList<GodotBody2D> *p_body) { + mass_properties_update_list.remove(p_body); +} + +GodotBroadPhase2D *GodotSpace2D::get_broadphase() { + return broadphase; +} + +void GodotSpace2D::add_object(GodotCollisionObject2D *p_object) { + ERR_FAIL_COND(objects.has(p_object)); + objects.insert(p_object); +} + +void GodotSpace2D::remove_object(GodotCollisionObject2D *p_object) { + ERR_FAIL_COND(!objects.has(p_object)); + objects.erase(p_object); +} + +const HashSet<GodotCollisionObject2D *> &GodotSpace2D::get_objects() const { + return objects; +} + +void GodotSpace2D::body_add_to_state_query_list(SelfList<GodotBody2D> *p_body) { + state_query_list.add(p_body); +} + +void GodotSpace2D::body_remove_from_state_query_list(SelfList<GodotBody2D> *p_body) { + state_query_list.remove(p_body); +} + +void GodotSpace2D::area_add_to_monitor_query_list(SelfList<GodotArea2D> *p_area) { + monitor_query_list.add(p_area); +} + +void GodotSpace2D::area_remove_from_monitor_query_list(SelfList<GodotArea2D> *p_area) { + monitor_query_list.remove(p_area); +} + +void GodotSpace2D::area_add_to_moved_list(SelfList<GodotArea2D> *p_area) { + area_moved_list.add(p_area); +} + +void GodotSpace2D::area_remove_from_moved_list(SelfList<GodotArea2D> *p_area) { + area_moved_list.remove(p_area); +} + +const SelfList<GodotArea2D>::List &GodotSpace2D::get_moved_area_list() const { + return area_moved_list; +} + +void GodotSpace2D::call_queries() { + while (state_query_list.first()) { + GodotBody2D *b = state_query_list.first()->self(); + state_query_list.remove(state_query_list.first()); + b->call_queries(); + } + + while (monitor_query_list.first()) { + GodotArea2D *a = monitor_query_list.first()->self(); + monitor_query_list.remove(monitor_query_list.first()); + a->call_queries(); + } +} + +void GodotSpace2D::setup() { + contact_debug_count = 0; + + while (mass_properties_update_list.first()) { + mass_properties_update_list.first()->self()->update_mass_properties(); + mass_properties_update_list.remove(mass_properties_update_list.first()); + } +} + +void GodotSpace2D::update() { + broadphase->update(); +} + +void GodotSpace2D::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_value) { + switch (p_param) { + case PhysicsServer2D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: + contact_recycle_radius = p_value; + break; + case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_SEPARATION: + contact_max_separation = p_value; + break; + case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION: + contact_max_allowed_penetration = p_value; + break; + case PhysicsServer2D::SPACE_PARAM_CONTACT_DEFAULT_BIAS: + contact_bias = p_value; + break; + case PhysicsServer2D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: + body_linear_velocity_sleep_threshold = p_value; + break; + case PhysicsServer2D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: + body_angular_velocity_sleep_threshold = p_value; + break; + case PhysicsServer2D::SPACE_PARAM_BODY_TIME_TO_SLEEP: + body_time_to_sleep = p_value; + break; + case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: + constraint_bias = p_value; + break; + case PhysicsServer2D::SPACE_PARAM_SOLVER_ITERATIONS: + solver_iterations = p_value; + break; + } +} + +real_t GodotSpace2D::get_param(PhysicsServer2D::SpaceParameter p_param) const { + switch (p_param) { + case PhysicsServer2D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: + return contact_recycle_radius; + case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_SEPARATION: + return contact_max_separation; + case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION: + return contact_max_allowed_penetration; + case PhysicsServer2D::SPACE_PARAM_CONTACT_DEFAULT_BIAS: + return contact_bias; + case PhysicsServer2D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: + return body_linear_velocity_sleep_threshold; + case PhysicsServer2D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: + return body_angular_velocity_sleep_threshold; + case PhysicsServer2D::SPACE_PARAM_BODY_TIME_TO_SLEEP: + return body_time_to_sleep; + case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: + return constraint_bias; + case PhysicsServer2D::SPACE_PARAM_SOLVER_ITERATIONS: + return solver_iterations; + } + return 0; +} + +void GodotSpace2D::lock() { + locked = true; +} + +void GodotSpace2D::unlock() { + locked = false; +} + +bool GodotSpace2D::is_locked() const { + return locked; +} + +GodotPhysicsDirectSpaceState2D *GodotSpace2D::get_direct_state() { + return direct_access; +} + +GodotSpace2D::GodotSpace2D() { + body_linear_velocity_sleep_threshold = GLOBAL_GET("physics/2d/sleep_threshold_linear"); + body_angular_velocity_sleep_threshold = GLOBAL_GET("physics/2d/sleep_threshold_angular"); + body_time_to_sleep = GLOBAL_GET("physics/2d/time_before_sleep"); + solver_iterations = GLOBAL_GET("physics/2d/solver/solver_iterations"); + contact_recycle_radius = GLOBAL_GET("physics/2d/solver/contact_recycle_radius"); + contact_max_separation = GLOBAL_GET("physics/2d/solver/contact_max_separation"); + contact_max_allowed_penetration = GLOBAL_GET("physics/2d/solver/contact_max_allowed_penetration"); + contact_bias = GLOBAL_GET("physics/2d/solver/default_contact_bias"); + constraint_bias = GLOBAL_GET("physics/2d/solver/default_constraint_bias"); + + broadphase = GodotBroadPhase2D::create_func(); + broadphase->set_pair_callback(_broadphase_pair, this); + broadphase->set_unpair_callback(_broadphase_unpair, this); + + direct_access = memnew(GodotPhysicsDirectSpaceState2D); + direct_access->space = this; +} + +GodotSpace2D::~GodotSpace2D() { + memdelete(broadphase); + memdelete(direct_access); +} diff --git a/modules/godot_physics_2d/godot_space_2d.h b/modules/godot_physics_2d/godot_space_2d.h new file mode 100644 index 0000000000..ded3b08d5b --- /dev/null +++ b/modules/godot_physics_2d/godot_space_2d.h @@ -0,0 +1,214 @@ +/**************************************************************************/ +/* godot_space_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef GODOT_SPACE_2D_H +#define GODOT_SPACE_2D_H + +#include "godot_area_2d.h" +#include "godot_area_pair_2d.h" +#include "godot_body_2d.h" +#include "godot_body_pair_2d.h" +#include "godot_broad_phase_2d.h" +#include "godot_collision_object_2d.h" + +#include "core/config/project_settings.h" +#include "core/templates/hash_map.h" +#include "core/typedefs.h" + +class GodotPhysicsDirectSpaceState2D : public PhysicsDirectSpaceState2D { + GDCLASS(GodotPhysicsDirectSpaceState2D, PhysicsDirectSpaceState2D); + +public: + GodotSpace2D *space = nullptr; + + virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) override; + virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) override; + virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) override; + virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) override; + virtual bool collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) override; + virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) override; + + GodotPhysicsDirectSpaceState2D() {} +}; + +class GodotSpace2D { +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 { + GodotShape2D *local_shape = nullptr; + const GodotCollisionObject2D *against_object = nullptr; + int against_shape_index = 0; + }; + + uint64_t elapsed_time[ELAPSED_TIME_MAX] = {}; + + GodotPhysicsDirectSpaceState2D *direct_access = nullptr; + RID self; + + GodotBroadPhase2D *broadphase = nullptr; + SelfList<GodotBody2D>::List active_list; + SelfList<GodotBody2D>::List mass_properties_update_list; + SelfList<GodotBody2D>::List state_query_list; + SelfList<GodotArea2D>::List monitor_query_list; + SelfList<GodotArea2D>::List area_moved_list; + + static void *_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_self); + static void _broadphase_unpair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_self); + + HashSet<GodotCollisionObject2D *> objects; + + GodotArea2D *area = nullptr; + + int solver_iterations = 0; + + real_t contact_recycle_radius = 0.0; + real_t contact_max_separation = 0.0; + real_t contact_max_allowed_penetration = 0.0; + real_t contact_bias = 0.0; + real_t constraint_bias = 0.0; + + enum { + INTERSECTION_QUERY_MAX = 2048 + }; + + GodotCollisionObject2D *intersection_query_results[INTERSECTION_QUERY_MAX]; + int intersection_query_subindex_results[INTERSECTION_QUERY_MAX]; + + real_t body_linear_velocity_sleep_threshold = 0.0; + real_t body_angular_velocity_sleep_threshold = 0.0; + real_t body_time_to_sleep = 0.0; + + bool locked = false; + + real_t last_step = 0.001; + + int island_count = 0; + int active_objects = 0; + int collision_pairs = 0; + + int _cull_aabb_for_body(GodotBody2D *p_body, const Rect2 &p_aabb); + + Vector<Vector2> contact_debug; + int contact_debug_count = 0; + + friend class GodotPhysicsDirectSpaceState2D; + +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(GodotArea2D *p_area) { area = p_area; } + GodotArea2D *get_default_area() const { return area; } + + const SelfList<GodotBody2D>::List &get_active_body_list() const; + void body_add_to_active_list(SelfList<GodotBody2D> *p_body); + void body_remove_from_active_list(SelfList<GodotBody2D> *p_body); + void body_add_to_mass_properties_update_list(SelfList<GodotBody2D> *p_body); + void body_remove_from_mass_properties_update_list(SelfList<GodotBody2D> *p_body); + void area_add_to_moved_list(SelfList<GodotArea2D> *p_area); + void area_remove_from_moved_list(SelfList<GodotArea2D> *p_area); + const SelfList<GodotArea2D>::List &get_moved_area_list() const; + + void body_add_to_state_query_list(SelfList<GodotBody2D> *p_body); + void body_remove_from_state_query_list(SelfList<GodotBody2D> *p_body); + + void area_add_to_monitor_query_list(SelfList<GodotArea2D> *p_area); + void area_remove_from_monitor_query_list(SelfList<GodotArea2D> *p_area); + + GodotBroadPhase2D *get_broadphase(); + + void add_object(GodotCollisionObject2D *p_object); + void remove_object(GodotCollisionObject2D *p_object); + const HashSet<GodotCollisionObject2D *> &get_objects() const; + + _FORCE_INLINE_ int get_solver_iterations() const { return solver_iterations; } + _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_contact_bias() const { return contact_bias; } + _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(); + + real_t get_last_step() const { return last_step; } + void set_last_step(real_t p_step) { last_step = p_step; } + + 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(GodotBody2D *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result); + + 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; } + + GodotPhysicsDirectSpaceState2D *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]; } + + GodotSpace2D(); + ~GodotSpace2D(); +}; + +#endif // GODOT_SPACE_2D_H diff --git a/modules/godot_physics_2d/godot_step_2d.cpp b/modules/godot_physics_2d/godot_step_2d.cpp new file mode 100644 index 0000000000..bbaec8be2b --- /dev/null +++ b/modules/godot_physics_2d/godot_step_2d.cpp @@ -0,0 +1,306 @@ +/**************************************************************************/ +/* godot_step_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#include "godot_step_2d.h" + +#include "core/object/worker_thread_pool.h" +#include "core/os/os.h" + +#define BODY_ISLAND_COUNT_RESERVE 128 +#define BODY_ISLAND_SIZE_RESERVE 512 +#define ISLAND_COUNT_RESERVE 128 +#define ISLAND_SIZE_RESERVE 512 +#define CONSTRAINT_COUNT_RESERVE 1024 + +void GodotStep2D::_populate_island(GodotBody2D *p_body, LocalVector<GodotBody2D *> &p_body_island, LocalVector<GodotConstraint2D *> &p_constraint_island) { + p_body->set_island_step(_step); + + if (p_body->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) { + // Only rigid bodies are tested for activation. + p_body_island.push_back(p_body); + } + + for (const Pair<GodotConstraint2D *, int> &E : p_body->get_constraint_list()) { + GodotConstraint2D *constraint = const_cast<GodotConstraint2D *>(E.first); + if (constraint->get_island_step() == _step) { + continue; // Already processed. + } + constraint->set_island_step(_step); + p_constraint_island.push_back(constraint); + all_constraints.push_back(constraint); + + for (int i = 0; i < constraint->get_body_count(); i++) { + if (i == E.second) { + continue; + } + GodotBody2D *other_body = constraint->get_body_ptr()[i]; + if (other_body->get_island_step() == _step) { + continue; // Already processed. + } + if (other_body->get_mode() == PhysicsServer2D::BODY_MODE_STATIC) { + continue; // Static bodies don't connect islands. + } + _populate_island(other_body, p_body_island, p_constraint_island); + } + } +} + +void GodotStep2D::_setup_constraint(uint32_t p_constraint_index, void *p_userdata) { + GodotConstraint2D *constraint = all_constraints[p_constraint_index]; + constraint->setup(delta); +} + +void GodotStep2D::_pre_solve_island(LocalVector<GodotConstraint2D *> &p_constraint_island) const { + uint32_t constraint_count = p_constraint_island.size(); + uint32_t valid_constraint_count = 0; + for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { + GodotConstraint2D *constraint = p_constraint_island[constraint_index]; + if (p_constraint_island[constraint_index]->pre_solve(delta)) { + // Keep this constraint for solving. + p_constraint_island[valid_constraint_count++] = constraint; + } + } + p_constraint_island.resize(valid_constraint_count); +} + +void GodotStep2D::_solve_island(uint32_t p_island_index, void *p_userdata) const { + const LocalVector<GodotConstraint2D *> &constraint_island = constraint_islands[p_island_index]; + + for (int i = 0; i < iterations; i++) { + uint32_t constraint_count = constraint_island.size(); + for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { + constraint_island[constraint_index]->solve(delta); + } + } +} + +void GodotStep2D::_check_suspend(LocalVector<GodotBody2D *> &p_body_island) const { + bool can_sleep = true; + + uint32_t body_count = p_body_island.size(); + for (uint32_t body_index = 0; body_index < body_count; ++body_index) { + GodotBody2D *body = p_body_island[body_index]; + + if (!body->sleep_test(delta)) { + can_sleep = false; + } + } + + // Put all to sleep or wake up everyone. + for (uint32_t body_index = 0; body_index < body_count; ++body_index) { + GodotBody2D *body = p_body_island[body_index]; + + bool active = body->is_active(); + + if (active == can_sleep) { + body->set_active(!can_sleep); + } + } +} + +void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta) { + p_space->lock(); // can't access space during this + + p_space->setup(); //update inertias, etc + + p_space->set_last_step(p_delta); + + iterations = p_space->get_solver_iterations(); + delta = p_delta; + + const SelfList<GodotBody2D>::List *body_list = &p_space->get_active_body_list(); + + /* INTEGRATE FORCES */ + + uint64_t profile_begtime = OS::get_singleton()->get_ticks_usec(); + uint64_t profile_endtime = 0; + + int active_count = 0; + + const SelfList<GodotBody2D> *b = body_list->first(); + while (b) { + b->self()->integrate_forces(p_delta); + b = b->next(); + active_count++; + } + + p_space->set_active_objects(active_count); + + // Update the broadphase to register collision pairs. + p_space->update(); + + { //profile + profile_endtime = OS::get_singleton()->get_ticks_usec(); + p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime); + profile_begtime = profile_endtime; + } + + /* GENERATE CONSTRAINT ISLANDS FOR MOVING AREAS */ + + uint32_t island_count = 0; + + const SelfList<GodotArea2D>::List &aml = p_space->get_moved_area_list(); + + while (aml.first()) { + for (GodotConstraint2D *E : aml.first()->self()->get_constraints()) { + GodotConstraint2D *constraint = E; + if (constraint->get_island_step() == _step) { + continue; + } + constraint->set_island_step(_step); + + // Each constraint can be on a separate island for areas as there's no solving phase. + ++island_count; + if (constraint_islands.size() < island_count) { + constraint_islands.resize(island_count); + } + LocalVector<GodotConstraint2D *> &constraint_island = constraint_islands[island_count - 1]; + constraint_island.clear(); + + all_constraints.push_back(constraint); + constraint_island.push_back(constraint); + } + p_space->area_remove_from_moved_list((SelfList<GodotArea2D> *)aml.first()); //faster to remove here + } + + /* GENERATE CONSTRAINT ISLANDS FOR ACTIVE RIGID BODIES */ + + b = body_list->first(); + + uint32_t body_island_count = 0; + + while (b) { + GodotBody2D *body = b->self(); + + if (body->get_island_step() != _step) { + ++body_island_count; + if (body_islands.size() < body_island_count) { + body_islands.resize(body_island_count); + } + LocalVector<GodotBody2D *> &body_island = body_islands[body_island_count - 1]; + body_island.clear(); + body_island.reserve(BODY_ISLAND_SIZE_RESERVE); + + ++island_count; + if (constraint_islands.size() < island_count) { + constraint_islands.resize(island_count); + } + LocalVector<GodotConstraint2D *> &constraint_island = constraint_islands[island_count - 1]; + constraint_island.clear(); + constraint_island.reserve(ISLAND_SIZE_RESERVE); + + _populate_island(body, body_island, constraint_island); + + if (body_island.is_empty()) { + --body_island_count; + } + + if (constraint_island.is_empty()) { + --island_count; + } + } + b = b->next(); + } + + p_space->set_island_count((int)island_count); + + { //profile + profile_endtime = OS::get_singleton()->get_ticks_usec(); + p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime); + profile_begtime = profile_endtime; + } + + /* SETUP CONSTRAINTS / PROCESS COLLISIONS */ + + uint32_t total_constraint_count = all_constraints.size(); + WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep2D::_setup_constraint, nullptr, total_constraint_count, -1, true, SNAME("Physics2DConstraintSetup")); + WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); + + { //profile + profile_endtime = OS::get_singleton()->get_ticks_usec(); + p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime); + profile_begtime = profile_endtime; + } + + /* PRE-SOLVE CONSTRAINT ISLANDS */ + + // Warning: This doesn't run on threads, because it involves thread-unsafe processing. + for (uint32_t island_index = 0; island_index < island_count; ++island_index) { + _pre_solve_island(constraint_islands[island_index]); + } + + /* SOLVE CONSTRAINT ISLANDS */ + + // Warning: _solve_island modifies the constraint islands for optimization purpose, + // their content is not reliable after these calls and shouldn't be used anymore. + group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep2D::_solve_island, nullptr, island_count, -1, true, SNAME("Physics2DConstraintSolveIslands")); + WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); + + { //profile + profile_endtime = OS::get_singleton()->get_ticks_usec(); + p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime); + profile_begtime = profile_endtime; + } + + /* INTEGRATE VELOCITIES */ + + b = body_list->first(); + while (b) { + const SelfList<GodotBody2D> *n = b->next(); + b->self()->integrate_velocities(p_delta); + b = n; // in case it shuts itself down + } + + /* SLEEP / WAKE UP ISLANDS */ + + for (uint32_t island_index = 0; island_index < body_island_count; ++island_index) { + _check_suspend(body_islands[island_index]); + } + + { //profile + profile_endtime = OS::get_singleton()->get_ticks_usec(); + p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime); + //profile_begtime=profile_endtime; + } + + all_constraints.clear(); + + p_space->unlock(); + _step++; +} + +GodotStep2D::GodotStep2D() { + body_islands.reserve(BODY_ISLAND_COUNT_RESERVE); + constraint_islands.reserve(ISLAND_COUNT_RESERVE); + all_constraints.reserve(CONSTRAINT_COUNT_RESERVE); +} + +GodotStep2D::~GodotStep2D() { +} diff --git a/modules/godot_physics_2d/godot_step_2d.h b/modules/godot_physics_2d/godot_step_2d.h new file mode 100644 index 0000000000..c08c6379de --- /dev/null +++ b/modules/godot_physics_2d/godot_step_2d.h @@ -0,0 +1,60 @@ +/**************************************************************************/ +/* godot_step_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef GODOT_STEP_2D_H +#define GODOT_STEP_2D_H + +#include "godot_space_2d.h" + +#include "core/templates/local_vector.h" + +class GodotStep2D { + uint64_t _step = 1; + + int iterations = 0; + real_t delta = 0.0; + + LocalVector<LocalVector<GodotBody2D *>> body_islands; + LocalVector<LocalVector<GodotConstraint2D *>> constraint_islands; + LocalVector<GodotConstraint2D *> all_constraints; + + void _populate_island(GodotBody2D *p_body, LocalVector<GodotBody2D *> &p_body_island, LocalVector<GodotConstraint2D *> &p_constraint_island); + void _setup_constraint(uint32_t p_constraint_index, void *p_userdata = nullptr); + void _pre_solve_island(LocalVector<GodotConstraint2D *> &p_constraint_island) const; + void _solve_island(uint32_t p_island_index, void *p_userdata = nullptr) const; + void _check_suspend(LocalVector<GodotBody2D *> &p_body_island) const; + +public: + void step(GodotSpace2D *p_space, real_t p_delta); + GodotStep2D(); + ~GodotStep2D(); +}; + +#endif // GODOT_STEP_2D_H diff --git a/modules/godot_physics_2d/register_types.cpp b/modules/godot_physics_2d/register_types.cpp new file mode 100644 index 0000000000..57422b1814 --- /dev/null +++ b/modules/godot_physics_2d/register_types.cpp @@ -0,0 +1,61 @@ +/**************************************************************************/ +/* register_types.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#include "register_types.h" + +#include "godot_physics_server_2d.h" +#include "servers/physics_server_2d.h" +#include "servers/physics_server_2d_wrap_mt.h" + +static PhysicsServer2D *_createGodotPhysics2DCallback() { +#ifdef THREADS_ENABLED + bool using_threads = GLOBAL_GET("physics/2d/run_on_separate_thread"); +#else + bool using_threads = false; +#endif + + PhysicsServer2D *physics_server_2d = memnew(GodotPhysicsServer2D(using_threads)); + + return memnew(PhysicsServer2DWrapMT(physics_server_2d, using_threads)); +} + +void initialize_godot_physics_2d_module(ModuleInitializationLevel p_level) { + if (p_level != MODULE_INITIALIZATION_LEVEL_SERVERS) { + return; + } + PhysicsServer2DManager::get_singleton()->register_server("GodotPhysics2D", callable_mp_static(_createGodotPhysics2DCallback)); + PhysicsServer2DManager::get_singleton()->set_default_server("GodotPhysics2D"); +} + +void uninitialize_godot_physics_2d_module(ModuleInitializationLevel p_level) { + if (p_level != MODULE_INITIALIZATION_LEVEL_SERVERS) { + return; + } +} diff --git a/modules/godot_physics_2d/register_types.h b/modules/godot_physics_2d/register_types.h new file mode 100644 index 0000000000..1d2d1301b9 --- /dev/null +++ b/modules/godot_physics_2d/register_types.h @@ -0,0 +1,39 @@ +/**************************************************************************/ +/* register_types.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef GODOT_PHYSICS_2D_REGISTER_TYPES_H +#define GODOT_PHYSICS_2D_REGISTER_TYPES_H + +#include "modules/register_module_types.h" + +void initialize_godot_physics_2d_module(ModuleInitializationLevel p_level); +void uninitialize_godot_physics_2d_module(ModuleInitializationLevel p_level); + +#endif // GODOT_PHYSICS_2D_REGISTER_TYPES_H |