You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-17 14:11:06 +00:00
-improved physics ccd
-html5 exporter works again -disable repeat on image loader by default -can change shape offset en tileset, texture offset was broken
This commit is contained in:
@@ -26,309 +26,321 @@
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
#ifndef BODY_2D_SW_H
|
||||
#define BODY_2D_SW_H
|
||||
|
||||
#include "collision_object_2d_sw.h"
|
||||
#include "vset.h"
|
||||
#include "area_2d_sw.h"
|
||||
|
||||
class Constraint2DSW;
|
||||
|
||||
|
||||
class Body2DSW : public CollisionObject2DSW {
|
||||
|
||||
|
||||
Physics2DServer::BodyMode mode;
|
||||
|
||||
Vector2 biased_linear_velocity;
|
||||
real_t biased_angular_velocity;
|
||||
|
||||
Vector2 linear_velocity;
|
||||
real_t angular_velocity;
|
||||
|
||||
real_t mass;
|
||||
real_t bounce;
|
||||
real_t friction;
|
||||
|
||||
real_t _inv_mass;
|
||||
real_t _inv_inertia;
|
||||
|
||||
Vector2 gravity;
|
||||
real_t density;
|
||||
|
||||
real_t still_time;
|
||||
|
||||
Vector2 applied_force;
|
||||
real_t applied_torque;
|
||||
|
||||
SelfList<Body2DSW> active_list;
|
||||
SelfList<Body2DSW> inertia_update_list;
|
||||
SelfList<Body2DSW> direct_state_query_list;
|
||||
|
||||
VSet<RID> exceptions;
|
||||
bool omit_force_integration;
|
||||
bool active;
|
||||
bool simulated_motion;
|
||||
bool continuous_cd;
|
||||
bool can_sleep;
|
||||
void _update_inertia();
|
||||
virtual void _shapes_changed();
|
||||
|
||||
|
||||
Map<Constraint2DSW*,int> constraint_map;
|
||||
|
||||
struct AreaCMP {
|
||||
|
||||
Area2DSW *area;
|
||||
_FORCE_INLINE_ bool operator<(const AreaCMP& p_cmp) const { return area->get_self() < p_cmp.area->get_self() ; }
|
||||
_FORCE_INLINE_ AreaCMP() {}
|
||||
_FORCE_INLINE_ AreaCMP(Area2DSW *p_area) { area=p_area;}
|
||||
};
|
||||
|
||||
|
||||
VSet<AreaCMP> areas;
|
||||
|
||||
struct Contact {
|
||||
|
||||
|
||||
Vector2 local_pos;
|
||||
Vector2 local_normal;
|
||||
float depth;
|
||||
int local_shape;
|
||||
Vector2 collider_pos;
|
||||
int collider_shape;
|
||||
ObjectID collider_instance_id;
|
||||
RID collider;
|
||||
Vector2 collider_velocity_at_pos;
|
||||
};
|
||||
|
||||
Vector<Contact> contacts; //no contacts by default
|
||||
int contact_count;
|
||||
|
||||
struct ForceIntegrationCallback {
|
||||
|
||||
ObjectID id;
|
||||
StringName method;
|
||||
Variant callback_udata;
|
||||
};
|
||||
|
||||
ForceIntegrationCallback *fi_callback;
|
||||
|
||||
|
||||
uint64_t island_step;
|
||||
Body2DSW *island_next;
|
||||
Body2DSW *island_list_next;
|
||||
|
||||
_FORCE_INLINE_ void _compute_area_gravity(const Area2DSW *p_area);
|
||||
|
||||
friend class Physics2DDirectBodyStateSW; // i give up, too many functions to expose
|
||||
|
||||
public:
|
||||
|
||||
|
||||
void set_force_integration_callback(ObjectID p_id, const StringName& p_method, const Variant &p_udata=Variant());
|
||||
|
||||
|
||||
_FORCE_INLINE_ void add_area(Area2DSW *p_area) { areas.insert(AreaCMP(p_area)); }
|
||||
_FORCE_INLINE_ void remove_area(Area2DSW *p_area) { areas.erase(AreaCMP(p_area)); }
|
||||
|
||||
_FORCE_INLINE_ void set_max_contacts_reported(int p_size) { contacts.resize(p_size); contact_count=0; }
|
||||
_FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); }
|
||||
|
||||
_FORCE_INLINE_ bool can_report_contacts() const { return !contacts.empty(); }
|
||||
_FORCE_INLINE_ void add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, float 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_ Body2DSW* get_island_next() const { return island_next; }
|
||||
_FORCE_INLINE_ void set_island_next(Body2DSW* p_next) { island_next=p_next; }
|
||||
|
||||
_FORCE_INLINE_ Body2DSW* get_island_list_next() const { return island_list_next; }
|
||||
_FORCE_INLINE_ void set_island_list_next(Body2DSW* p_next) { island_list_next=p_next; }
|
||||
|
||||
_FORCE_INLINE_ void add_constraint(Constraint2DSW* p_constraint, int p_pos) { constraint_map[p_constraint]=p_pos; }
|
||||
_FORCE_INLINE_ void remove_constraint(Constraint2DSW* p_constraint) { constraint_map.erase(p_constraint); }
|
||||
const Map<Constraint2DSW*,int>& get_constraint_map() const { return constraint_map; }
|
||||
|
||||
_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_impulse(const Vector2& p_pos, const Vector2& p_j) {
|
||||
|
||||
linear_velocity += p_j * _inv_mass;
|
||||
angular_velocity += _inv_inertia * p_pos.cross(p_j);
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void apply_bias_impulse(const Vector2& p_pos, const Vector2& p_j) {
|
||||
|
||||
biased_linear_velocity += p_j * _inv_mass;
|
||||
biased_angular_velocity += _inv_inertia * p_pos.cross(p_j);
|
||||
}
|
||||
|
||||
void set_active(bool p_active);
|
||||
_FORCE_INLINE_ bool is_active() const { return active; }
|
||||
|
||||
void set_param(Physics2DServer::BodyParameter p_param, float);
|
||||
float get_param(Physics2DServer::BodyParameter p_param) const;
|
||||
|
||||
void set_mode(Physics2DServer::BodyMode p_mode);
|
||||
Physics2DServer::BodyMode get_mode() const;
|
||||
|
||||
void set_state(Physics2DServer::BodyState p_state, const Variant& p_variant);
|
||||
Variant get_state(Physics2DServer::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 set_continuous_collision_detection(bool p_enable) { continuous_cd=p_enable; }
|
||||
_FORCE_INLINE_ bool is_continuous_collision_detection_enabled() const { return continuous_cd; }
|
||||
|
||||
void set_space(Space2DSW *p_space);
|
||||
|
||||
void update_inertias();
|
||||
|
||||
_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_density() const { return density; }
|
||||
|
||||
void integrate_forces(real_t p_step);
|
||||
void integrate_velocities(real_t p_step);
|
||||
|
||||
void simulate_motion(const Matrix32& p_xform,real_t p_step);
|
||||
void call_queries();
|
||||
void wakeup_neighbours();
|
||||
|
||||
bool sleep_test(real_t p_step);
|
||||
|
||||
Body2DSW();
|
||||
~Body2DSW();
|
||||
|
||||
};
|
||||
|
||||
|
||||
//add contact inline
|
||||
|
||||
void Body2DSW::add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, float 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[0];
|
||||
|
||||
|
||||
int idx=-1;
|
||||
|
||||
if (contact_count<c_max) {
|
||||
idx=contact_count++;
|
||||
} else {
|
||||
|
||||
float 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;
|
||||
|
||||
}
|
||||
|
||||
|
||||
class Physics2DDirectBodyStateSW : public Physics2DDirectBodyState {
|
||||
|
||||
OBJ_TYPE( Physics2DDirectBodyStateSW, Physics2DDirectBodyState );
|
||||
|
||||
public:
|
||||
|
||||
static Physics2DDirectBodyStateSW *singleton;
|
||||
Body2DSW *body;
|
||||
real_t step;
|
||||
|
||||
virtual Vector2 get_total_gravity() const { return body->get_gravity(); } // get gravity vector working on this body space/area
|
||||
virtual float get_total_density() const { return body->get_density(); } // get density of this body space/area
|
||||
|
||||
virtual float get_inverse_mass() const { return body->get_inv_mass(); } // get the mass
|
||||
virtual real_t get_inverse_inertia() const { return body->get_inv_inertia(); } // get density of this body space
|
||||
|
||||
virtual void set_linear_velocity(const Vector2& p_velocity) { body->set_linear_velocity(p_velocity); }
|
||||
virtual Vector2 get_linear_velocity() const { return body->get_linear_velocity(); }
|
||||
|
||||
virtual void set_angular_velocity(real_t p_velocity) { body->set_angular_velocity(p_velocity); }
|
||||
virtual real_t get_angular_velocity() const { return body->get_angular_velocity(); }
|
||||
|
||||
virtual void set_transform(const Matrix32& p_transform) { body->set_state(Physics2DServer::BODY_STATE_TRANSFORM,p_transform); }
|
||||
virtual Matrix32 get_transform() const { return body->get_transform(); }
|
||||
|
||||
virtual void set_sleep_state(bool p_enable) { body->set_active(!p_enable); }
|
||||
virtual bool is_sleeping() const { return !body->is_active(); }
|
||||
|
||||
virtual int get_contact_count() const { return body->contact_count; }
|
||||
|
||||
virtual Vector2 get_contact_local_pos(int p_contact_idx) const {
|
||||
ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector2());
|
||||
return body->contacts[p_contact_idx].local_pos;
|
||||
}
|
||||
virtual Vector2 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; }
|
||||
virtual int 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; }
|
||||
|
||||
virtual RID 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; }
|
||||
virtual Vector2 get_contact_collider_pos(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector2()); return body->contacts[p_contact_idx].collider_pos; }
|
||||
virtual ObjectID get_contact_collider_id(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,0); return body->contacts[p_contact_idx].collider_instance_id; }
|
||||
virtual int 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; }
|
||||
virtual Vector2 get_contact_collider_velocity_at_pos(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; }
|
||||
|
||||
virtual Physics2DDirectSpaceState* get_space_state();
|
||||
|
||||
|
||||
virtual real_t get_step() const { return step; }
|
||||
Physics2DDirectBodyStateSW() { singleton=this; body=NULL; }
|
||||
};
|
||||
|
||||
|
||||
#endif // BODY_2D_SW_H
|
||||
#ifndef BODY_2D_SW_H
|
||||
#define BODY_2D_SW_H
|
||||
|
||||
#include "collision_object_2d_sw.h"
|
||||
#include "vset.h"
|
||||
#include "area_2d_sw.h"
|
||||
|
||||
class Constraint2DSW;
|
||||
|
||||
|
||||
class Body2DSW : public CollisionObject2DSW {
|
||||
|
||||
|
||||
Physics2DServer::BodyMode mode;
|
||||
|
||||
Vector2 biased_linear_velocity;
|
||||
real_t biased_angular_velocity;
|
||||
|
||||
Vector2 linear_velocity;
|
||||
real_t angular_velocity;
|
||||
|
||||
real_t mass;
|
||||
real_t bounce;
|
||||
real_t friction;
|
||||
|
||||
real_t _inv_mass;
|
||||
real_t _inv_inertia;
|
||||
|
||||
Vector2 gravity;
|
||||
real_t density;
|
||||
|
||||
real_t still_time;
|
||||
|
||||
Vector2 applied_force;
|
||||
real_t applied_torque;
|
||||
|
||||
SelfList<Body2DSW> active_list;
|
||||
SelfList<Body2DSW> inertia_update_list;
|
||||
SelfList<Body2DSW> direct_state_query_list;
|
||||
|
||||
VSet<RID> exceptions;
|
||||
Physics2DServer::CCDMode continuous_cd_mode;
|
||||
bool omit_force_integration;
|
||||
bool active;
|
||||
bool can_sleep;
|
||||
void _update_inertia();
|
||||
virtual void _shapes_changed();
|
||||
Matrix32 new_transform;
|
||||
|
||||
|
||||
Map<Constraint2DSW*,int> constraint_map;
|
||||
|
||||
struct AreaCMP {
|
||||
|
||||
Area2DSW *area;
|
||||
_FORCE_INLINE_ bool operator<(const AreaCMP& p_cmp) const { return area->get_self() < p_cmp.area->get_self() ; }
|
||||
_FORCE_INLINE_ AreaCMP() {}
|
||||
_FORCE_INLINE_ AreaCMP(Area2DSW *p_area) { area=p_area;}
|
||||
};
|
||||
|
||||
|
||||
VSet<AreaCMP> areas;
|
||||
|
||||
struct Contact {
|
||||
|
||||
|
||||
Vector2 local_pos;
|
||||
Vector2 local_normal;
|
||||
float depth;
|
||||
int local_shape;
|
||||
Vector2 collider_pos;
|
||||
int collider_shape;
|
||||
ObjectID collider_instance_id;
|
||||
RID collider;
|
||||
Vector2 collider_velocity_at_pos;
|
||||
};
|
||||
|
||||
Vector<Contact> contacts; //no contacts by default
|
||||
int contact_count;
|
||||
|
||||
struct ForceIntegrationCallback {
|
||||
|
||||
ObjectID id;
|
||||
StringName method;
|
||||
Variant callback_udata;
|
||||
};
|
||||
|
||||
ForceIntegrationCallback *fi_callback;
|
||||
|
||||
|
||||
uint64_t island_step;
|
||||
Body2DSW *island_next;
|
||||
Body2DSW *island_list_next;
|
||||
|
||||
_FORCE_INLINE_ void _compute_area_gravity(const Area2DSW *p_area);
|
||||
|
||||
friend class Physics2DDirectBodyStateSW; // i give up, too many functions to expose
|
||||
|
||||
public:
|
||||
|
||||
|
||||
void set_force_integration_callback(ObjectID p_id, const StringName& p_method, const Variant &p_udata=Variant());
|
||||
|
||||
|
||||
_FORCE_INLINE_ void add_area(Area2DSW *p_area) { areas.insert(AreaCMP(p_area)); }
|
||||
_FORCE_INLINE_ void remove_area(Area2DSW *p_area) { areas.erase(AreaCMP(p_area)); }
|
||||
|
||||
_FORCE_INLINE_ void set_max_contacts_reported(int p_size) { contacts.resize(p_size); contact_count=0; }
|
||||
_FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); }
|
||||
|
||||
_FORCE_INLINE_ bool can_report_contacts() const { return !contacts.empty(); }
|
||||
_FORCE_INLINE_ void add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, float 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_ Body2DSW* get_island_next() const { return island_next; }
|
||||
_FORCE_INLINE_ void set_island_next(Body2DSW* p_next) { island_next=p_next; }
|
||||
|
||||
_FORCE_INLINE_ Body2DSW* get_island_list_next() const { return island_list_next; }
|
||||
_FORCE_INLINE_ void set_island_list_next(Body2DSW* p_next) { island_list_next=p_next; }
|
||||
|
||||
_FORCE_INLINE_ void add_constraint(Constraint2DSW* p_constraint, int p_pos) { constraint_map[p_constraint]=p_pos; }
|
||||
_FORCE_INLINE_ void remove_constraint(Constraint2DSW* p_constraint) { constraint_map.erase(p_constraint); }
|
||||
const Map<Constraint2DSW*,int>& get_constraint_map() const { return constraint_map; }
|
||||
|
||||
_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_impulse(const Vector2& p_pos, const Vector2& p_j) {
|
||||
|
||||
linear_velocity += p_j * _inv_mass;
|
||||
angular_velocity += _inv_inertia * p_pos.cross(p_j);
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void apply_bias_impulse(const Vector2& p_pos, const Vector2& p_j) {
|
||||
|
||||
biased_linear_velocity += p_j * _inv_mass;
|
||||
biased_angular_velocity += _inv_inertia * p_pos.cross(p_j);
|
||||
}
|
||||
|
||||
void set_active(bool p_active);
|
||||
_FORCE_INLINE_ bool is_active() const { return active; }
|
||||
|
||||
void set_param(Physics2DServer::BodyParameter p_param, float);
|
||||
float get_param(Physics2DServer::BodyParameter p_param) const;
|
||||
|
||||
void set_mode(Physics2DServer::BodyMode p_mode);
|
||||
Physics2DServer::BodyMode get_mode() const;
|
||||
|
||||
void set_state(Physics2DServer::BodyState p_state, const Variant& p_variant);
|
||||
Variant get_state(Physics2DServer::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 set_continuous_collision_detection_mode(Physics2DServer::CCDMode p_mode) { continuous_cd_mode=p_mode; }
|
||||
_FORCE_INLINE_ Physics2DServer::CCDMode get_continuous_collision_detection_mode() const { return continuous_cd_mode; }
|
||||
|
||||
void set_space(Space2DSW *p_space);
|
||||
|
||||
void update_inertias();
|
||||
|
||||
_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_density() const { return density; }
|
||||
_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_motion() const {
|
||||
|
||||
if (mode>Physics2DServer::BODY_MODE_KINEMATIC) {
|
||||
return new_transform.get_origin() - get_transform().get_origin();
|
||||
} else if (mode==Physics2DServer::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);
|
||||
|
||||
Body2DSW();
|
||||
~Body2DSW();
|
||||
|
||||
};
|
||||
|
||||
|
||||
//add contact inline
|
||||
|
||||
void Body2DSW::add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, float 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[0];
|
||||
|
||||
|
||||
int idx=-1;
|
||||
|
||||
if (contact_count<c_max) {
|
||||
idx=contact_count++;
|
||||
} else {
|
||||
|
||||
float 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;
|
||||
|
||||
}
|
||||
|
||||
|
||||
class Physics2DDirectBodyStateSW : public Physics2DDirectBodyState {
|
||||
|
||||
OBJ_TYPE( Physics2DDirectBodyStateSW, Physics2DDirectBodyState );
|
||||
|
||||
public:
|
||||
|
||||
static Physics2DDirectBodyStateSW *singleton;
|
||||
Body2DSW *body;
|
||||
real_t step;
|
||||
|
||||
virtual Vector2 get_total_gravity() const { return body->get_gravity(); } // get gravity vector working on this body space/area
|
||||
virtual float get_total_density() const { return body->get_density(); } // get density of this body space/area
|
||||
|
||||
virtual float get_inverse_mass() const { return body->get_inv_mass(); } // get the mass
|
||||
virtual real_t get_inverse_inertia() const { return body->get_inv_inertia(); } // get density of this body space
|
||||
|
||||
virtual void set_linear_velocity(const Vector2& p_velocity) { body->set_linear_velocity(p_velocity); }
|
||||
virtual Vector2 get_linear_velocity() const { return body->get_linear_velocity(); }
|
||||
|
||||
virtual void set_angular_velocity(real_t p_velocity) { body->set_angular_velocity(p_velocity); }
|
||||
virtual real_t get_angular_velocity() const { return body->get_angular_velocity(); }
|
||||
|
||||
virtual void set_transform(const Matrix32& p_transform) { body->set_state(Physics2DServer::BODY_STATE_TRANSFORM,p_transform); }
|
||||
virtual Matrix32 get_transform() const { return body->get_transform(); }
|
||||
|
||||
virtual void set_sleep_state(bool p_enable) { body->set_active(!p_enable); }
|
||||
virtual bool is_sleeping() const { return !body->is_active(); }
|
||||
|
||||
virtual int get_contact_count() const { return body->contact_count; }
|
||||
|
||||
virtual Vector2 get_contact_local_pos(int p_contact_idx) const {
|
||||
ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector2());
|
||||
return body->contacts[p_contact_idx].local_pos;
|
||||
}
|
||||
virtual Vector2 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; }
|
||||
virtual int 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; }
|
||||
|
||||
virtual RID 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; }
|
||||
virtual Vector2 get_contact_collider_pos(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector2()); return body->contacts[p_contact_idx].collider_pos; }
|
||||
virtual ObjectID get_contact_collider_id(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,0); return body->contacts[p_contact_idx].collider_instance_id; }
|
||||
virtual int 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; }
|
||||
virtual Vector2 get_contact_collider_velocity_at_pos(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; }
|
||||
|
||||
virtual Physics2DDirectSpaceState* get_space_state();
|
||||
|
||||
|
||||
virtual real_t get_step() const { return step; }
|
||||
Physics2DDirectBodyStateSW() { singleton=this; body=NULL; }
|
||||
};
|
||||
|
||||
|
||||
#endif // BODY_2D_SW_H
|
||||
|
||||
Reference in New Issue
Block a user