1 | /**************************************************************************/ |
2 | /* godot_space_2d.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #ifndef GODOT_SPACE_2D_H |
32 | #define GODOT_SPACE_2D_H |
33 | |
34 | #include "godot_area_2d.h" |
35 | #include "godot_area_pair_2d.h" |
36 | #include "godot_body_2d.h" |
37 | #include "godot_body_pair_2d.h" |
38 | #include "godot_broad_phase_2d.h" |
39 | #include "godot_collision_object_2d.h" |
40 | |
41 | #include "core/config/project_settings.h" |
42 | #include "core/templates/hash_map.h" |
43 | #include "core/typedefs.h" |
44 | |
45 | class GodotPhysicsDirectSpaceState2D : public PhysicsDirectSpaceState2D { |
46 | GDCLASS(GodotPhysicsDirectSpaceState2D, PhysicsDirectSpaceState2D); |
47 | |
48 | public: |
49 | GodotSpace2D *space = nullptr; |
50 | |
51 | virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) override; |
52 | virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) override; |
53 | virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) override; |
54 | virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) override; |
55 | virtual bool collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) override; |
56 | virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) override; |
57 | |
58 | GodotPhysicsDirectSpaceState2D() {} |
59 | }; |
60 | |
61 | class GodotSpace2D { |
62 | public: |
63 | enum ElapsedTime { |
64 | ELAPSED_TIME_INTEGRATE_FORCES, |
65 | ELAPSED_TIME_GENERATE_ISLANDS, |
66 | ELAPSED_TIME_SETUP_CONSTRAINTS, |
67 | ELAPSED_TIME_SOLVE_CONSTRAINTS, |
68 | ELAPSED_TIME_INTEGRATE_VELOCITIES, |
69 | ELAPSED_TIME_MAX |
70 | |
71 | }; |
72 | |
73 | private: |
74 | struct ExcludedShapeSW { |
75 | GodotShape2D *local_shape = nullptr; |
76 | const GodotCollisionObject2D *against_object = nullptr; |
77 | int against_shape_index = 0; |
78 | }; |
79 | |
80 | uint64_t elapsed_time[ELAPSED_TIME_MAX] = {}; |
81 | |
82 | GodotPhysicsDirectSpaceState2D *direct_access = nullptr; |
83 | RID self; |
84 | |
85 | GodotBroadPhase2D *broadphase = nullptr; |
86 | SelfList<GodotBody2D>::List active_list; |
87 | SelfList<GodotBody2D>::List mass_properties_update_list; |
88 | SelfList<GodotBody2D>::List state_query_list; |
89 | SelfList<GodotArea2D>::List monitor_query_list; |
90 | SelfList<GodotArea2D>::List area_moved_list; |
91 | |
92 | static void *_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_self); |
93 | static void _broadphase_unpair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_self); |
94 | |
95 | HashSet<GodotCollisionObject2D *> objects; |
96 | |
97 | GodotArea2D *area = nullptr; |
98 | |
99 | int solver_iterations = 0; |
100 | |
101 | real_t contact_recycle_radius = 0.0; |
102 | real_t contact_max_separation = 0.0; |
103 | real_t contact_max_allowed_penetration = 0.0; |
104 | real_t contact_bias = 0.0; |
105 | real_t constraint_bias = 0.0; |
106 | |
107 | enum { |
108 | INTERSECTION_QUERY_MAX = 2048 |
109 | }; |
110 | |
111 | GodotCollisionObject2D *intersection_query_results[INTERSECTION_QUERY_MAX]; |
112 | int intersection_query_subindex_results[INTERSECTION_QUERY_MAX]; |
113 | |
114 | real_t body_linear_velocity_sleep_threshold = 0.0; |
115 | real_t body_angular_velocity_sleep_threshold = 0.0; |
116 | real_t body_time_to_sleep = 0.0; |
117 | |
118 | bool locked = false; |
119 | |
120 | real_t last_step = 0.001; |
121 | |
122 | int island_count = 0; |
123 | int active_objects = 0; |
124 | int collision_pairs = 0; |
125 | |
126 | int _cull_aabb_for_body(GodotBody2D *p_body, const Rect2 &p_aabb); |
127 | |
128 | Vector<Vector2> contact_debug; |
129 | int contact_debug_count = 0; |
130 | |
131 | friend class GodotPhysicsDirectSpaceState2D; |
132 | |
133 | public: |
134 | _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } |
135 | _FORCE_INLINE_ RID get_self() const { return self; } |
136 | |
137 | void set_default_area(GodotArea2D *p_area) { area = p_area; } |
138 | GodotArea2D *get_default_area() const { return area; } |
139 | |
140 | const SelfList<GodotBody2D>::List &get_active_body_list() const; |
141 | void body_add_to_active_list(SelfList<GodotBody2D> *p_body); |
142 | void body_remove_from_active_list(SelfList<GodotBody2D> *p_body); |
143 | void body_add_to_mass_properties_update_list(SelfList<GodotBody2D> *p_body); |
144 | void body_remove_from_mass_properties_update_list(SelfList<GodotBody2D> *p_body); |
145 | void area_add_to_moved_list(SelfList<GodotArea2D> *p_area); |
146 | void area_remove_from_moved_list(SelfList<GodotArea2D> *p_area); |
147 | const SelfList<GodotArea2D>::List &get_moved_area_list() const; |
148 | |
149 | void body_add_to_state_query_list(SelfList<GodotBody2D> *p_body); |
150 | void body_remove_from_state_query_list(SelfList<GodotBody2D> *p_body); |
151 | |
152 | void area_add_to_monitor_query_list(SelfList<GodotArea2D> *p_area); |
153 | void area_remove_from_monitor_query_list(SelfList<GodotArea2D> *p_area); |
154 | |
155 | GodotBroadPhase2D *get_broadphase(); |
156 | |
157 | void add_object(GodotCollisionObject2D *p_object); |
158 | void remove_object(GodotCollisionObject2D *p_object); |
159 | const HashSet<GodotCollisionObject2D *> &get_objects() const; |
160 | |
161 | _FORCE_INLINE_ int get_solver_iterations() const { return solver_iterations; } |
162 | _FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; } |
163 | _FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; } |
164 | _FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; } |
165 | _FORCE_INLINE_ real_t get_contact_bias() const { return contact_bias; } |
166 | _FORCE_INLINE_ real_t get_constraint_bias() const { return constraint_bias; } |
167 | _FORCE_INLINE_ real_t get_body_linear_velocity_sleep_threshold() const { return body_linear_velocity_sleep_threshold; } |
168 | _FORCE_INLINE_ real_t get_body_angular_velocity_sleep_threshold() const { return body_angular_velocity_sleep_threshold; } |
169 | _FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; } |
170 | |
171 | void update(); |
172 | void setup(); |
173 | void call_queries(); |
174 | |
175 | bool is_locked() const; |
176 | void lock(); |
177 | void unlock(); |
178 | |
179 | real_t get_last_step() const { return last_step; } |
180 | void set_last_step(real_t p_step) { last_step = p_step; } |
181 | |
182 | void set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_value); |
183 | real_t get_param(PhysicsServer2D::SpaceParameter p_param) const; |
184 | |
185 | void set_island_count(int p_island_count) { island_count = p_island_count; } |
186 | int get_island_count() const { return island_count; } |
187 | |
188 | void set_active_objects(int p_active_objects) { active_objects = p_active_objects; } |
189 | int get_active_objects() const { return active_objects; } |
190 | |
191 | int get_collision_pairs() const { return collision_pairs; } |
192 | |
193 | bool test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result); |
194 | |
195 | void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); } |
196 | _FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.is_empty(); } |
197 | _FORCE_INLINE_ void add_debug_contact(const Vector2 &p_contact) { |
198 | if (contact_debug_count < contact_debug.size()) { |
199 | contact_debug.write[contact_debug_count++] = p_contact; |
200 | } |
201 | } |
202 | _FORCE_INLINE_ Vector<Vector2> get_debug_contacts() { return contact_debug; } |
203 | _FORCE_INLINE_ int get_debug_contact_count() { return contact_debug_count; } |
204 | |
205 | GodotPhysicsDirectSpaceState2D *get_direct_state(); |
206 | |
207 | void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; } |
208 | uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; } |
209 | |
210 | GodotSpace2D(); |
211 | ~GodotSpace2D(); |
212 | }; |
213 | |
214 | #endif // GODOT_SPACE_2D_H |
215 | |