From cc39dca9f7d960d1bb137f1dcbbf1da5cec8a505 Mon Sep 17 00:00:00 2001
From: PouleyKetchoupp <pouleyketchoup@gmail.com>
Date: Mon, 18 Oct 2021 12:24:30 -0700
Subject: Rename Godot Physics classes from *SW to Godot*

Also moved MT physics server wrappers to the main servers folder, since
they don't have to be implementation specific.
---
 servers/physics_2d/godot_body_2d.h | 354 +++++++++++++++++++++++++++++++++++++
 1 file changed, 354 insertions(+)
 create mode 100644 servers/physics_2d/godot_body_2d.h

(limited to 'servers/physics_2d/godot_body_2d.h')

diff --git a/servers/physics_2d/godot_body_2d.h b/servers/physics_2d/godot_body_2d.h
new file mode 100644
index 0000000000..c4f3578f1b
--- /dev/null
+++ b/servers/physics_2d/godot_body_2d.h
@@ -0,0 +1,354 @@
+/*************************************************************************/
+/*  godot_body_2d.h                                                      */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
+/*                                                                       */
+/* 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_DYNAMIC;
+
+	Vector2 biased_linear_velocity;
+	real_t biased_angular_velocity = 0.0;
+
+	Vector2 linear_velocity;
+	real_t angular_velocity = 0.0;
+
+	Vector2 constant_linear_velocity;
+	real_t constant_angular_velocity = 0.0;
+
+	real_t linear_damp = -1.0;
+	real_t angular_damp = -1.0;
+	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;
+
+	bool calculate_inertia = true;
+	bool calculate_center_of_mass = true;
+
+	Vector2 gravity;
+	real_t area_linear_damp = 0.0;
+	real_t area_angular_damp = 0.0;
+
+	real_t still_time = 0.0;
+
+	Vector2 applied_force;
+	real_t applied_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();
+	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;
+		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;
+	};
+
+	Vector<Contact> contacts; //no contacts by default
+	int contact_count = 0;
+
+	void *body_state_callback_instance = nullptr;
+	PhysicsServer2D::BodyStateCallback body_state_callback = nullptr;
+
+	struct ForceIntegrationCallbackData {
+		Callable callable;
+		Variant udata;
+	};
+
+	ForceIntegrationCallbackData *fi_callback_data = nullptr;
+
+	GodotPhysicsDirectBodyState2D *direct_state = nullptr;
+
+	uint64_t island_step = 0;
+
+	_FORCE_INLINE_ void _compute_area_gravity_and_damping(const GodotArea2D *p_area);
+
+	friend class GodotPhysicsDirectBodyState2D; // i give up, too many functions to expose
+
+public:
+	void set_state_sync_callback(void *p_instance, PhysicsServer2D::BodyStateCallback p_callback);
+	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(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_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos);
+
+	_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_ 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()) {
+		biased_linear_velocity += p_impulse * _inv_mass;
+		biased_angular_velocity += _inv_inertia * (p_position - center_of_mass).cross(p_impulse);
+	}
+
+	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;
+
+	void set_applied_force(const Vector2 &p_force) { applied_force = p_force; }
+	Vector2 get_applied_force() const { return applied_force; }
+
+	void set_applied_torque(real_t p_torque) { applied_torque = p_torque; }
+	real_t get_applied_torque() const { return applied_torque; }
+
+	_FORCE_INLINE_ void add_central_force(const Vector2 &p_force) {
+		applied_force += p_force;
+	}
+
+	_FORCE_INLINE_ void add_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 add_torque(real_t p_torque) {
+		applied_torque += p_torque;
+	}
+
+	_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);
+
+	void update_mass_properties();
+	void reset_mass_properties();
+
+	_FORCE_INLINE_ Vector2 get_center_of_mass() const { return center_of_mass; }
+	_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_ Vector2 get_gravity() const { return gravity; }
+	_FORCE_INLINE_ real_t get_bounce() const { return bounce; }
+	_FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; }
+	_FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; }
+
+	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_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos) {
+	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].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;
+}
+
+#endif // GODOT_BODY_2D_H
-- 
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