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/*************************************************************************/
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/* godot_space_2d.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* included in all copies or substantial portions of the Software. */
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/*************************************************************************/
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# include "godot_space_2d.h"
# include "godot_collision_solver_2d.h"
# include "godot_physics_server_2d.h"
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# include "core/os/os.h"
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# include "core/templates/pair.h"
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# define TEST_MOTION_MARGIN_MIN_VALUE 0.0001
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# define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
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_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 ) {
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if ( ! ( p_object - > get_collision_layer ( ) & p_collision_mask ) ) {
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return false ;
}
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if ( p_object - > get_type ( ) = = GodotCollisionObject2D : : TYPE_AREA & & ! p_collide_with_areas ) {
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return false ;
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}
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if ( p_object - > get_type ( ) = = GodotCollisionObject2D : : TYPE_BODY & & ! p_collide_with_bodies ) {
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return false ;
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}
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return true ;
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}
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int GodotPhysicsDirectSpaceState2D : : intersect_point ( const PointParameters & p_parameters , ShapeResult * r_results , int p_result_max ) {
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if ( p_result_max < = 0 ) {
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return 0 ;
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}
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Rect2 aabb ;
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aabb . position = p_parameters . position - Vector2 ( 0.00001 , 0.00001 ) ;
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aabb . size = Vector2 ( 0.00002 , 0.00002 ) ;
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int amount = space - > broadphase - > cull_aabb ( aabb , space - > intersection_query_results , GodotSpace2D : : INTERSECTION_QUERY_MAX , space - > intersection_query_subindex_results ) ;
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int cc = 0 ;
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for ( int i = 0 ; i < amount ; i + + ) {
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if ( ! _can_collide_with ( space - > intersection_query_results [ i ] , p_parameters . collision_mask , p_parameters . collide_with_bodies , p_parameters . collide_with_areas ) ) {
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continue ;
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}
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if ( p_parameters . exclude . has ( space - > intersection_query_results [ i ] - > get_self ( ) ) ) {
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continue ;
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}
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const GodotCollisionObject2D * col_obj = space - > intersection_query_results [ i ] ;
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if ( p_parameters . pick_point & & ! col_obj - > is_pickable ( ) ) {
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continue ;
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}
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if ( p_parameters . canvas_instance_id . is_valid ( ) & & col_obj - > get_canvas_instance_id ( ) ! = p_parameters . canvas_instance_id ) {
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continue ;
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}
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int shape_idx = space - > intersection_query_subindex_results [ i ] ;
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GodotShape2D * shape = col_obj - > get_shape ( shape_idx ) ;
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Vector2 local_point = ( col_obj - > get_transform ( ) * col_obj - > get_shape_transform ( shape_idx ) ) . affine_inverse ( ) . xform ( p_parameters . position ) ;
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if ( ! shape - > contains_point ( local_point ) ) {
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continue ;
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}
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if ( cc > = p_result_max ) {
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continue ;
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}
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r_results [ cc ] . collider_id = col_obj - > get_instance_id ( ) ;
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if ( r_results [ cc ] . collider_id . is_valid ( ) ) {
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r_results [ cc ] . collider = ObjectDB : : get_instance ( r_results [ cc ] . collider_id ) ;
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}
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r_results [ cc ] . rid = col_obj - > get_self ( ) ;
r_results [ cc ] . shape = shape_idx ;
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cc + + ;
}
return cc ;
}
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bool GodotPhysicsDirectSpaceState2D : : intersect_ray ( const RayParameters & p_parameters , RayResult & r_result ) {
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ERR_FAIL_COND_V ( space - > locked , false ) ;
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Vector2 begin , end ;
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Vector2 normal ;
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begin = p_parameters . from ;
end = p_parameters . to ;
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normal = ( end - begin ) . normalized ( ) ;
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int amount = space - > broadphase - > cull_segment ( begin , end , space - > intersection_query_results , GodotSpace2D : : INTERSECTION_QUERY_MAX , space - > intersection_query_subindex_results ) ;
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//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
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bool collided = false ;
Vector2 res_point , res_normal ;
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int res_shape ;
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const GodotCollisionObject2D * res_obj ;
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real_t min_d = 1e10 ;
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for ( int i = 0 ; i < amount ; i + + ) {
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if ( ! _can_collide_with ( space - > intersection_query_results [ i ] , p_parameters . collision_mask , p_parameters . collide_with_bodies , p_parameters . collide_with_areas ) ) {
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continue ;
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}
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if ( p_parameters . exclude . has ( space - > intersection_query_results [ i ] - > get_self ( ) ) ) {
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continue ;
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}
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const GodotCollisionObject2D * col_obj = space - > intersection_query_results [ i ] ;
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int shape_idx = space - > intersection_query_subindex_results [ i ] ;
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Transform2D inv_xform = col_obj - > get_shape_inv_transform ( shape_idx ) * col_obj - > get_inv_transform ( ) ;
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Vector2 local_from = inv_xform . xform ( begin ) ;
Vector2 local_to = inv_xform . xform ( end ) ;
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const GodotShape2D * shape = col_obj - > get_shape ( shape_idx ) ;
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Vector2 shape_point , shape_normal ;
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if ( shape - > contains_point ( local_from ) ) {
if ( p_parameters . hit_from_inside ) {
// Hit shape at starting point.
min_d = 0 ;
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res_point = begin ;
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res_normal = Vector2 ( ) ;
res_shape = shape_idx ;
res_obj = col_obj ;
collided = true ;
break ;
} else {
// Ignore shape when starting inside.
continue ;
}
}
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if ( shape - > intersect_segment ( local_from , local_to , shape_point , shape_normal ) ) {
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Transform2D xform = col_obj - > get_transform ( ) * col_obj - > get_shape_transform ( shape_idx ) ;
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shape_point = xform . xform ( shape_point ) ;
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real_t ld = normal . dot ( shape_point ) ;
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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 ;
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}
}
}
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if ( ! collided ) {
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return false ;
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}
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r_result . collider_id = res_obj - > get_instance_id ( ) ;
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if ( r_result . collider_id . is_valid ( ) ) {
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r_result . collider = ObjectDB : : get_instance ( r_result . collider_id ) ;
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}
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r_result . normal = res_normal ;
r_result . position = res_point ;
r_result . rid = res_obj - > get_self ( ) ;
r_result . shape = res_shape ;
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return true ;
}
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int GodotPhysicsDirectSpaceState2D : : intersect_shape ( const ShapeParameters & p_parameters , ShapeResult * r_results , int p_result_max ) {
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if ( p_result_max < = 0 ) {
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return 0 ;
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}
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GodotShape2D * shape = GodotPhysicsServer2D : : godot_singleton - > shape_owner . get_or_null ( p_parameters . shape_rid ) ;
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ERR_FAIL_COND_V ( ! shape , 0 ) ;
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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 ) ;
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int amount = space - > broadphase - > cull_aabb ( aabb , space - > intersection_query_results , GodotSpace2D : : INTERSECTION_QUERY_MAX , space - > intersection_query_subindex_results ) ;
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int cc = 0 ;
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for ( int i = 0 ; i < amount ; i + + ) {
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if ( cc > = p_result_max ) {
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break ;
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}
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if ( ! _can_collide_with ( space - > intersection_query_results [ i ] , p_parameters . collision_mask , p_parameters . collide_with_bodies , p_parameters . collide_with_areas ) ) {
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continue ;
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}
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if ( p_parameters . exclude . has ( space - > intersection_query_results [ i ] - > get_self ( ) ) ) {
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continue ;
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}
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const GodotCollisionObject2D * col_obj = space - > intersection_query_results [ i ] ;
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int shape_idx = space - > intersection_query_subindex_results [ i ] ;
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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 ) ) {
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continue ;
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}
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r_results [ cc ] . collider_id = col_obj - > get_instance_id ( ) ;
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if ( r_results [ cc ] . collider_id . is_valid ( ) ) {
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r_results [ cc ] . collider = ObjectDB : : get_instance ( r_results [ cc ] . collider_id ) ;
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}
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r_results [ cc ] . rid = col_obj - > get_self ( ) ;
r_results [ cc ] . shape = shape_idx ;
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cc + + ;
}
return cc ;
}
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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 ) ;
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ERR_FAIL_COND_V ( ! shape , false ) ;
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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 ) ;
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int amount = space - > broadphase - > cull_aabb ( aabb , space - > intersection_query_results , GodotSpace2D : : INTERSECTION_QUERY_MAX , space - > intersection_query_subindex_results ) ;
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real_t best_safe = 1 ;
real_t best_unsafe = 1 ;
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for ( int i = 0 ; i < amount ; i + + ) {
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if ( ! _can_collide_with ( space - > intersection_query_results [ i ] , p_parameters . collision_mask , p_parameters . collide_with_bodies , p_parameters . collide_with_areas ) ) {
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continue ;
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}
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if ( p_parameters . exclude . has ( space - > intersection_query_results [ i ] - > get_self ( ) ) ) {
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continue ; //ignore excluded
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}
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const GodotCollisionObject2D * col_obj = space - > intersection_query_results [ i ] ;
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int shape_idx = space - > intersection_query_subindex_results [ i ] ;
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Transform2D col_obj_xform = col_obj - > get_transform ( ) * col_obj - > get_shape_transform ( shape_idx ) ;
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//test initial overlap, does it collide if going all the way?
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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 ) ) {
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continue ;
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}
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//test initial overlap, ignore objects it's inside of.
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if ( GodotCollisionSolver2D : : solve ( shape , p_parameters . transform , Vector2 ( ) , col_obj - > get_shape ( shape_idx ) , col_obj_xform , Vector2 ( ) , nullptr , nullptr , nullptr , p_parameters . margin ) ) {
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continue ;
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}
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Vector2 mnormal = p_parameters . motion . normalized ( ) ;
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//just do kinematic solving
real_t low = 0.0 ;
real_t hi = 1.0 ;
real_t fraction_coeff = 0.5 ;
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for ( int j = 0 ; j < 8 ; j + + ) { //steps should be customizable..
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real_t fraction = low + ( hi - low ) * fraction_coeff ;
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Vector2 sep = mnormal ; //important optimization for this to work fast enough
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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 ) ;
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if ( collided ) {
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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 ;
}
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} else {
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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 ;
}
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}
}
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if ( low < best_safe ) {
best_safe = low ;
best_unsafe = hi ;
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}
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}
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p_closest_safe = best_safe ;
p_closest_unsafe = best_unsafe ;
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return true ;
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}
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bool GodotPhysicsDirectSpaceState2D : : collide_shape ( const ShapeParameters & p_parameters , Vector2 * r_results , int p_result_max , int & r_result_count ) {
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if ( p_result_max < = 0 ) {
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return false ;
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}
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GodotShape2D * shape = GodotPhysicsServer2D : : godot_singleton - > shape_owner . get_or_null ( p_parameters . shape_rid ) ;
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ERR_FAIL_COND_V ( ! shape , 0 ) ;
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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 ) ;
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int amount = space - > broadphase - > cull_aabb ( aabb , space - > intersection_query_results , GodotSpace2D : : INTERSECTION_QUERY_MAX , space - > intersection_query_subindex_results ) ;
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bool collided = false ;
r_result_count = 0 ;
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GodotPhysicsServer2D : : CollCbkData cbk ;
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cbk . max = p_result_max ;
cbk . amount = 0 ;
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cbk . passed = 0 ;
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cbk . ptr = r_results ;
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GodotCollisionSolver2D : : CallbackResult cbkres = GodotPhysicsServer2D : : _shape_col_cbk ;
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GodotPhysicsServer2D : : CollCbkData * cbkptr = & cbk ;
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for ( int i = 0 ; i < amount ; i + + ) {
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if ( ! _can_collide_with ( space - > intersection_query_results [ i ] , p_parameters . collision_mask , p_parameters . collide_with_bodies , p_parameters . collide_with_areas ) ) {
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continue ;
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}
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const GodotCollisionObject2D * col_obj = space - > intersection_query_results [ i ] ;
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if ( p_parameters . exclude . has ( col_obj - > get_self ( ) ) ) {
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continue ;
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}
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int shape_idx = space - > intersection_query_subindex_results [ i ] ;
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cbk . valid_dir = Vector2 ( ) ;
cbk . valid_depth = 0 ;
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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 ) ) {
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collided = cbk . amount > 0 ;
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}
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}
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r_result_count = cbk . amount ;
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return collided ;
}
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struct _RestCallbackData2D {
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const GodotCollisionObject2D * object = nullptr ;
const GodotCollisionObject2D * best_object = nullptr ;
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int local_shape = 0 ;
int best_local_shape = 0 ;
int shape = 0 ;
int best_shape = 0 ;
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Vector2 best_contact ;
Vector2 best_normal ;
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real_t best_len = 0.0 ;
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Vector2 valid_dir ;
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real_t valid_depth = 0.0 ;
real_t min_allowed_depth = 0.0 ;
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} ;
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static void _rest_cbk_result ( const Vector2 & p_point_A , const Vector2 & p_point_B , void * p_userdata ) {
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_RestCallbackData2D * rd = static_cast < _RestCallbackData2D * > ( p_userdata ) ;
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Vector2 contact_rel = p_point_B - p_point_A ;
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real_t len = contact_rel . length ( ) ;
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if ( len < rd - > min_allowed_depth ) {
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return ;
}
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if ( len < = rd - > best_len ) {
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return ;
}
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Vector2 normal = contact_rel / len ;
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if ( rd - > valid_dir ! = Vector2 ( ) ) {
if ( len > rd - > valid_depth ) {
return ;
}
if ( rd - > valid_dir . dot ( normal ) > - CMP_EPSILON ) {
return ;
}
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}
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rd - > best_len = len ;
rd - > best_contact = p_point_B ;
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rd - > best_normal = normal ;
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rd - > best_object = rd - > object ;
rd - > best_shape = rd - > shape ;
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rd - > best_local_shape = rd - > local_shape ;
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}
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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 ) ;
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ERR_FAIL_COND_V ( ! shape , 0 ) ;
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real_t margin = MAX ( p_parameters . margin , TEST_MOTION_MARGIN_MIN_VALUE ) ;
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Rect2 aabb = p_parameters . transform . xform ( shape - > get_aabb ( ) ) ;
aabb = aabb . merge ( Rect2 ( aabb . position + p_parameters . motion , aabb . size ) ) ; //motion
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aabb = aabb . grow ( margin ) ;
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int amount = space - > broadphase - > cull_aabb ( aabb , space - > intersection_query_results , GodotSpace2D : : INTERSECTION_QUERY_MAX , space - > intersection_query_subindex_results ) ;
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_RestCallbackData2D rcd ;
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// 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 ( ) ;
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real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR ;
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rcd . min_allowed_depth = MIN ( motion_length , min_contact_depth ) ;
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for ( int i = 0 ; i < amount ; i + + ) {
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if ( ! _can_collide_with ( space - > intersection_query_results [ i ] , p_parameters . collision_mask , p_parameters . collide_with_bodies , p_parameters . collide_with_areas ) ) {
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continue ;
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}
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const GodotCollisionObject2D * col_obj = space - > intersection_query_results [ i ] ;
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if ( p_parameters . exclude . has ( col_obj - > get_self ( ) ) ) {
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continue ;
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}
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int shape_idx = space - > intersection_query_subindex_results [ i ] ;
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rcd . valid_dir = Vector2 ( ) ;
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rcd . object = col_obj ;
rcd . shape = shape_idx ;
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rcd . local_shape = 0 ;
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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 ) ;
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if ( ! sc ) {
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continue ;
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}
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}
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if ( rcd . best_len = = 0 | | ! rcd . best_object ) {
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return false ;
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}
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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 ( ) ;
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if ( rcd . best_object - > get_type ( ) = = GodotCollisionObject2D : : TYPE_BODY ) {
const GodotBody2D * body = static_cast < const GodotBody2D * > ( rcd . best_object ) ;
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Vector2 rel_vec = r_info - > point - ( body - > get_transform ( ) . get_origin ( ) + body - > get_center_of_mass ( ) ) ;
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r_info - > linear_velocity = Vector2 ( - body - > get_angular_velocity ( ) * rel_vec . y , body - > get_angular_velocity ( ) * rel_vec . x ) + body - > get_linear_velocity ( ) ;
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} else {
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r_info - > linear_velocity = Vector2 ( ) ;
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}
return true ;
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}
////////////////////////////////////////////////////////////////////////////////////////////////////////////
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int GodotSpace2D : : _cull_aabb_for_body ( GodotBody2D * p_body , const Rect2 & p_aabb ) {
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int amount = broadphase - > cull_aabb ( p_aabb , intersection_query_results , INTERSECTION_QUERY_MAX , intersection_query_subindex_results ) ;
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for ( int i = 0 ; i < amount ; i + + ) {
bool keep = true ;
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if ( intersection_query_results [ i ] = = p_body ) {
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keep = false ;
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} else if ( intersection_query_results [ i ] - > get_type ( ) = = GodotCollisionObject2D : : TYPE_AREA ) {
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keep = false ;
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} else if ( ! p_body - > collides_with ( static_cast < GodotBody2D * > ( intersection_query_results [ i ] ) ) ) {
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keep = false ;
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} 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 ( ) ) ) {
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keep = false ;
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}
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if ( ! keep ) {
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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 ] ) ;
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}
amount - - ;
i - - ;
}
}
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return amount ;
}
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bool GodotSpace2D : : test_body_motion ( GodotBody2D * p_body , const PhysicsServer2D : : MotionParameters & p_parameters , PhysicsServer2D : : MotionResult * r_result ) {
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//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..
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if ( r_result ) {
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r_result - > collider_id = ObjectID ( ) ;
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r_result - > collider_shape = 0 ;
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}
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Rect2 body_aabb ;
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bool shapes_found = false ;
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for ( int i = 0 ; i < p_body - > get_shape_count ( ) ; i + + ) {
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if ( p_body - > is_shape_disabled ( i ) ) {
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continue ;
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}
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if ( ! shapes_found ) {
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body_aabb = p_body - > get_shape_aabb ( i ) ;
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shapes_found = true ;
} else {
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body_aabb = body_aabb . merge ( p_body - > get_shape_aabb ( i ) ) ;
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}
}
if ( ! shapes_found ) {
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if ( r_result ) {
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* r_result = PhysicsServer2D : : MotionResult ( ) ;
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r_result - > travel = p_parameters . motion ;
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}
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return false ;
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}
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real_t margin = MAX ( p_parameters . margin , TEST_MOTION_MARGIN_MIN_VALUE ) ;
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// Undo the currently transform the physics server is aware of and apply the provided one
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body_aabb = p_parameters . from . xform ( p_body - > get_inv_transform ( ) . xform ( body_aabb ) ) ;
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body_aabb = body_aabb . grow ( margin ) ;
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static const int max_excluded_shape_pairs = 32 ;
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ExcludedShapeSW excluded_shape_pairs [ max_excluded_shape_pairs ] ;
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int excluded_shape_pair_count = 0 ;
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real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR ;
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real_t motion_length = p_parameters . motion . length ( ) ;
Vector2 motion_normal = p_parameters . motion / motion_length ;
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Transform2D body_transform = p_parameters . from ;
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bool recovered = false ;
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{
//STEP 1, FREE BODY IF STUCK
const int max_results = 32 ;
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int recover_attempts = 4 ;
Vector2 sr [ max_results * 2 ] ;
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real_t priorities [ max_results ] ;
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do {
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GodotPhysicsServer2D : : CollCbkData cbk ;
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cbk . max = max_results ;
cbk . amount = 0 ;
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cbk . passed = 0 ;
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cbk . ptr = sr ;
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cbk . invalid_by_dir = 0 ;
excluded_shape_pair_count = 0 ; //last step is the one valid
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GodotPhysicsServer2D : : CollCbkData * cbkptr = & cbk ;
GodotCollisionSolver2D : : CallbackResult cbkres = GodotPhysicsServer2D : : _shape_col_cbk ;
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int priority_amount = 0 ;
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bool collided = false ;
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int amount = _cull_aabb_for_body ( p_body , body_aabb ) ;
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for ( int j = 0 ; j < p_body - > get_shape_count ( ) ; j + + ) {
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if ( p_body - > is_shape_disabled ( j ) ) {
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continue ;
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}
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GodotShape2D * body_shape = p_body - > get_shape ( j ) ;
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Transform2D body_shape_xform = body_transform * p_body - > get_shape_transform ( j ) ;
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for ( int i = 0 ; i < amount ; i + + ) {
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const GodotCollisionObject2D * col_obj = intersection_query_results [ i ] ;
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if ( p_parameters . exclude_bodies . has ( col_obj - > get_self ( ) ) ) {
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continue ;
}
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if ( p_parameters . exclude_objects . has ( col_obj - > get_instance_id ( ) ) ) {
continue ;
}
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int shape_idx = intersection_query_subindex_results [ i ] ;
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Transform2D col_obj_shape_xform = col_obj - > get_transform ( ) * col_obj - > get_shape_transform ( shape_idx ) ;
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if ( body_shape - > allows_one_way_collision ( ) & & col_obj - > is_shape_set_as_one_way_collision ( shape_idx ) ) {
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cbk . valid_dir = col_obj_shape_xform . columns [ 1 ] . normalized ( ) ;
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real_t owc_margin = col_obj - > get_shape_one_way_collision_margin ( shape_idx ) ;
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cbk . valid_depth = MAX ( owc_margin , margin ) ; //user specified, but never less than actual margin or it won't work
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cbk . invalid_by_dir = 0 ;
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if ( col_obj - > get_type ( ) = = GodotCollisionObject2D : : TYPE_BODY ) {
const GodotBody2D * b = static_cast < const GodotBody2D * > ( col_obj ) ;
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if ( b - > get_mode ( ) = = PhysicsServer2D : : BODY_MODE_KINEMATIC | | b - > get_mode ( ) = = PhysicsServer2D : : BODY_MODE_RIGID ) {
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//fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction
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Vector2 lv = b - > get_linear_velocity ( ) ;
//compute displacement from linear velocity
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Vector2 motion = lv * last_step ;
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real_t motion_len = motion . length ( ) ;
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motion . normalize ( ) ;
cbk . valid_depth + = motion_len * MAX ( motion . dot ( - cbk . valid_dir ) , 0.0 ) ;
}
}
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} else {
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cbk . valid_dir = Vector2 ( ) ;
cbk . valid_depth = 0 ;
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cbk . invalid_by_dir = 0 ;
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}
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int current_passed = cbk . passed ; //save how many points passed collision
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bool did_collide = false ;
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GodotShape2D * against_shape = col_obj - > get_shape ( shape_idx ) ;
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if ( GodotCollisionSolver2D : : solve ( body_shape , body_shape_xform , Vector2 ( ) , against_shape , col_obj_shape_xform , Vector2 ( ) , cbkres , cbkptr , nullptr , margin ) ) {
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did_collide = cbk . passed > current_passed ; //more passed, so collision actually existed
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}
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while ( cbk . amount > priority_amount ) {
priorities [ priority_amount ] = col_obj - > get_collision_priority ( ) ;
priority_amount + + ;
}
2017-09-01 03:55:01 +02:00
2018-11-02 19:44:29 +01:00
if ( ! did_collide & & cbk . invalid_by_dir > 0 ) {
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//this shape must be excluded
if ( excluded_shape_pair_count < max_excluded_shape_pairs ) {
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ExcludedShapeSW esp ;
esp . local_shape = body_shape ;
esp . against_object = col_obj ;
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esp . against_shape_index = shape_idx ;
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excluded_shape_pairs [ excluded_shape_pair_count + + ] = esp ;
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}
}
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if ( did_collide ) {
collided = true ;
}
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}
}
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if ( ! collided ) {
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break ;
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}
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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 ;
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recovered = true ;
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Vector2 recover_motion ;
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for ( int i = 0 ; i < cbk . amount ; i + + ) {
Vector2 a = sr [ i * 2 + 0 ] ;
Vector2 b = sr [ i * 2 + 1 ] ;
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// 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 ;
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if ( depth > min_contact_depth + CMP_EPSILON ) {
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// Only recover if there is penetration.
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recover_motion - = n * ( depth - min_contact_depth ) * 0.4 * priorities [ i ] * inv_total_weight ;
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}
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}
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if ( recover_motion = = Vector2 ( ) ) {
collided = false ;
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break ;
}
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body_transform . columns [ 2 ] + = recover_motion ;
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body_aabb . position + = recover_motion ;
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recover_attempts - - ;
} while ( recover_attempts ) ;
}
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real_t safe = 1.0 ;
real_t unsafe = 1.0 ;
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int best_shape = - 1 ;
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{
// STEP 2 ATTEMPT MOTION
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Rect2 motion_aabb = body_aabb ;
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motion_aabb . position + = p_parameters . motion ;
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motion_aabb = motion_aabb . merge ( body_aabb ) ;
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int amount = _cull_aabb_for_body ( p_body , motion_aabb ) ;
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for ( int body_shape_idx = 0 ; body_shape_idx < p_body - > get_shape_count ( ) ; body_shape_idx + + ) {
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if ( p_body - > is_shape_disabled ( body_shape_idx ) ) {
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continue ;
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}
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GodotShape2D * body_shape = p_body - > get_shape ( body_shape_idx ) ;
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// Colliding separation rays allows to properly snap to the ground,
// otherwise it's not needed in regular motion.
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if ( ! p_parameters . collide_separation_ray & & ( body_shape - > get_type ( ) = = PhysicsServer2D : : SHAPE_SEPARATION_RAY ) ) {
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// When slide on slope is on, separation ray shape acts like a regular shape.
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if ( ! static_cast < GodotSeparationRayShape2D * > ( body_shape ) - > get_slide_on_slope ( ) ) {
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continue ;
}
}
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Transform2D body_shape_xform = body_transform * p_body - > get_shape_transform ( body_shape_idx ) ;
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2017-03-05 16:44:50 +01:00
bool stuck = false ;
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2017-03-05 16:44:50 +01:00
real_t best_safe = 1 ;
real_t best_unsafe = 1 ;
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2017-03-05 16:44:50 +01:00
for ( int i = 0 ; i < amount ; i + + ) {
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const GodotCollisionObject2D * col_obj = intersection_query_results [ i ] ;
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if ( p_parameters . exclude_bodies . has ( col_obj - > get_self ( ) ) ) {
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continue ;
}
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if ( p_parameters . exclude_objects . has ( col_obj - > get_instance_id ( ) ) ) {
continue ;
}
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int col_shape_idx = intersection_query_subindex_results [ i ] ;
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GodotShape2D * against_shape = col_obj - > get_shape ( col_shape_idx ) ;
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bool excluded = false ;
for ( int k = 0 ; k < excluded_shape_pair_count ; k + + ) {
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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 ) {
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excluded = true ;
break ;
}
}
if ( excluded ) {
continue ;
}
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2018-11-10 14:12:35 +01:00
Transform2D col_obj_shape_xform = col_obj - > get_transform ( ) * col_obj - > get_shape_transform ( col_shape_idx ) ;
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//test initial overlap, does it collide if going all the way?
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if ( ! GodotCollisionSolver2D : : solve ( body_shape , body_shape_xform , p_parameters . motion , against_shape , col_obj_shape_xform , Vector2 ( ) , nullptr , nullptr , nullptr , 0 ) ) {
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continue ;
}
//test initial overlap
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if ( GodotCollisionSolver2D : : solve ( body_shape , body_shape_xform , Vector2 ( ) , against_shape , col_obj_shape_xform , Vector2 ( ) , nullptr , nullptr , nullptr , 0 ) ) {
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if ( body_shape - > allows_one_way_collision ( ) & & col_obj - > is_shape_set_as_one_way_collision ( col_shape_idx ) ) {
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Vector2 direction = col_obj_shape_xform . columns [ 1 ] . normalized ( ) ;
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if ( motion_normal . dot ( direction ) < 0 ) {
continue ;
}
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}
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stuck = true ;
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break ;
}
//just do kinematic solving
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real_t low = 0.0 ;
real_t hi = 1.0 ;
real_t fraction_coeff = 0.5 ;
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for ( int k = 0 ; k < 8 ; k + + ) { //steps should be customizable..
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real_t fraction = low + ( hi - low ) * fraction_coeff ;
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Vector2 sep = motion_normal ; //important optimization for this to work fast enough
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bool collided = GodotCollisionSolver2D : : solve ( body_shape , body_shape_xform , p_parameters . motion * fraction , against_shape , col_obj_shape_xform , Vector2 ( ) , nullptr , nullptr , & sep , 0 ) ;
2015-04-20 01:50:55 +02:00
if ( collided ) {
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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 ;
}
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} else {
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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 ;
}
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}
}
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if ( body_shape - > allows_one_way_collision ( ) & & col_obj - > is_shape_set_as_one_way_collision ( col_shape_idx ) ) {
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Vector2 cd [ 2 ] ;
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GodotPhysicsServer2D : : CollCbkData cbk ;
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cbk . max = 1 ;
cbk . amount = 0 ;
2019-01-18 18:15:05 +01:00
cbk . passed = 0 ;
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cbk . ptr = cd ;
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cbk . valid_dir = col_obj_shape_xform . columns [ 1 ] . normalized ( ) ;
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2017-08-16 12:36:26 +02:00
cbk . valid_depth = 10e20 ;
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2021-02-18 02:27:19 +01:00
Vector2 sep = motion_normal ; //important optimization for this to work fast enough
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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 ) ;
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if ( ! collided | | cbk . amount = = 0 ) {
continue ;
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}
}
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if ( low < best_safe ) {
best_safe = low ;
best_unsafe = hi ;
2015-04-20 01:50:55 +02:00
}
}
if ( stuck ) {
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safe = 0 ;
unsafe = 0 ;
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best_shape = body_shape_idx ; //sadly it's the best
2015-04-20 01:50:55 +02:00
break ;
}
2017-03-05 16:44:50 +01:00
if ( best_safe = = 1.0 ) {
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continue ;
}
if ( best_safe < safe ) {
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safe = best_safe ;
unsafe = best_unsafe ;
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best_shape = body_shape_idx ;
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}
}
}
2017-03-05 16:44:50 +01:00
bool collided = false ;
2015-04-20 01:50:55 +02:00
2022-04-28 22:44:09 +02:00
if ( ( p_parameters . recovery_as_collision & & recovered ) | | ( safe < 1 ) ) {
2021-02-18 02:27:19 +01:00
if ( safe > = 1 ) {
best_shape = - 1 ; //no best shape with cast, reset to -1
}
2015-04-20 01:50:55 +02:00
//it collided, let's get the rest info in unsafe advance
2017-01-11 04:52:51 +01:00
Transform2D ugt = body_transform ;
2022-04-24 23:59:24 +02:00
ugt . columns [ 2 ] + = p_parameters . motion * unsafe ;
2015-04-20 01:50:55 +02:00
_RestCallbackData2D rcd ;
2021-02-18 02:27:19 +01:00
// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
2021-09-17 03:38:17 +02:00
rcd . min_allowed_depth = MIN ( motion_length , min_contact_depth ) ;
2021-02-18 02:27:19 +01:00
2022-02-18 19:43:38 +01:00
body_aabb . position + = p_parameters . motion * unsafe ;
int amount = _cull_aabb_for_body ( p_body , body_aabb ) ;
2018-11-15 01:17:36 +01:00
int from_shape = best_shape ! = - 1 ? best_shape : 0 ;
int to_shape = best_shape ! = - 1 ? best_shape + 1 : p_body - > get_shape_count ( ) ;
2015-04-20 01:50:55 +02:00
2018-11-15 01:17:36 +01:00
for ( int j = from_shape ; j < to_shape ; j + + ) {
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if ( p_body - > is_shape_disabled ( j ) ) {
2019-02-16 20:32:30 +01:00
continue ;
2020-05-14 16:41:43 +02:00
}
2019-02-16 20:32:30 +01:00
2018-11-15 01:17:36 +01:00
Transform2D body_shape_xform = ugt * p_body - > get_shape_transform ( j ) ;
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GodotShape2D * body_shape = p_body - > get_shape ( j ) ;
2015-05-04 03:37:10 +02:00
2018-11-15 01:17:36 +01:00
for ( int i = 0 ; i < amount ; i + + ) {
2021-10-18 21:24:30 +02:00
const GodotCollisionObject2D * col_obj = intersection_query_results [ i ] ;
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if ( p_parameters . exclude_bodies . has ( col_obj - > get_self ( ) ) ) {
2021-07-09 16:16:15 +02:00
continue ;
}
2021-09-30 20:05:30 +02:00
if ( p_parameters . exclude_objects . has ( col_obj - > get_instance_id ( ) ) ) {
continue ;
}
2018-11-15 01:17:36 +01:00
2021-08-10 20:48:19 +02:00
int shape_idx = intersection_query_subindex_results [ i ] ;
2018-02-16 19:06:00 +01:00
2021-10-18 21:24:30 +02:00
GodotShape2D * against_shape = col_obj - > get_shape ( shape_idx ) ;
2017-09-01 03:55:01 +02:00
2018-11-15 01:17:36 +01:00
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 ;
}
2017-09-01 03:55:01 +02:00
}
2020-05-14 16:41:43 +02:00
if ( excluded ) {
2018-11-15 01:17:36 +01:00
continue ;
2020-05-14 16:41:43 +02:00
}
2017-09-01 03:55:01 +02:00
2018-11-15 01:17:36 +01:00
Transform2D col_obj_shape_xform = col_obj - > get_transform ( ) * col_obj - > get_shape_transform ( shape_idx ) ;
2018-11-10 14:12:35 +01:00
2021-08-18 03:41:21 +02:00
if ( body_shape - > allows_one_way_collision ( ) & & col_obj - > is_shape_set_as_one_way_collision ( shape_idx ) ) {
2022-05-03 14:50:35 +02:00
rcd . valid_dir = col_obj_shape_xform . columns [ 1 ] . normalized ( ) ;
2021-02-18 02:27:19 +01:00
real_t owc_margin = col_obj - > get_shape_one_way_collision_margin ( shape_idx ) ;
2021-12-09 18:52:27 +01:00
rcd . valid_depth = MAX ( owc_margin , margin ) ; //user specified, but never less than actual margin or it won't work
2021-02-18 02:27:19 +01:00
2021-10-18 21:24:30 +02:00
if ( col_obj - > get_type ( ) = = GodotCollisionObject2D : : TYPE_BODY ) {
const GodotBody2D * b = static_cast < const GodotBody2D * > ( col_obj ) ;
2022-08-25 19:35:52 +02:00
if ( b - > get_mode ( ) = = PhysicsServer2D : : BODY_MODE_KINEMATIC | | b - > get_mode ( ) = = PhysicsServer2D : : BODY_MODE_RIGID ) {
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//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
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Vector2 motion = lv * last_step ;
2021-02-18 02:27:19 +01:00
real_t motion_len = motion . length ( ) ;
motion . normalize ( ) ;
rcd . valid_depth + = motion_len * MAX ( motion . dot ( - rcd . valid_dir ) , 0.0 ) ;
}
}
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} else {
rcd . valid_dir = Vector2 ( ) ;
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rcd . valid_depth = 0 ;
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}
2015-04-20 01:50:55 +02:00
2018-11-15 01:17:36 +01:00
rcd . object = col_obj ;
rcd . shape = shape_idx ;
rcd . local_shape = j ;
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bool sc = GodotCollisionSolver2D : : solve ( body_shape , body_shape_xform , Vector2 ( ) , against_shape , col_obj_shape_xform , Vector2 ( ) , _rest_cbk_result , & rcd , nullptr , margin ) ;
2020-05-14 16:41:43 +02:00
if ( ! sc ) {
2018-11-15 01:17:36 +01:00
continue ;
2020-05-14 16:41:43 +02:00
}
2018-11-15 01:17:36 +01:00
}
2015-04-20 01:50:55 +02:00
}
2017-03-05 16:44:50 +01:00
if ( rcd . best_len ! = 0 ) {
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if ( r_result ) {
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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 ;
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r_result - > collision_local_shape = rcd . best_local_shape ;
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r_result - > collision_normal = rcd . best_normal ;
r_result - > collision_point = rcd . best_contact ;
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r_result - > collision_depth = rcd . best_len ;
r_result - > collision_safe_fraction = safe ;
r_result - > collision_unsafe_fraction = unsafe ;
2017-03-05 16:44:50 +01:00
2021-10-18 21:24:30 +02:00
const GodotBody2D * body = static_cast < const GodotBody2D * > ( rcd . best_object ) ;
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Vector2 rel_vec = r_result - > collision_point - ( body - > get_transform ( ) . get_origin ( ) + body - > get_center_of_mass ( ) ) ;
2015-04-20 01:50:55 +02:00
r_result - > collider_velocity = Vector2 ( - body - > get_angular_velocity ( ) * rel_vec . y , body - > get_angular_velocity ( ) * rel_vec . x ) + body - > get_linear_velocity ( ) ;
2021-09-30 20:28:57 +02:00
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 ( ) ) ;
2015-04-20 01:50:55 +02:00
}
2017-03-05 16:44:50 +01:00
collided = true ;
2018-11-15 01:17:36 +01:00
}
}
2015-04-20 01:50:55 +02:00
2018-11-15 01:17:36 +01:00
if ( ! collided & & r_result ) {
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r_result - > travel = p_parameters . motion ;
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r_result - > remainder = Vector2 ( ) ;
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r_result - > travel + = ( body_transform . get_origin ( ) - p_parameters . from . get_origin ( ) ) ;
2015-04-20 01:50:55 +02:00
}
return collided ;
}
2014-02-19 15:57:14 +01:00
2022-02-04 17:46:10 +01:00
// Assumes a valid collision pair, this should have been checked beforehand in the BVH or octree.
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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 ( ) ;
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if ( type_A > type_B ) {
SWAP ( A , B ) ;
SWAP ( p_subindex_A , p_subindex_B ) ;
SWAP ( type_A , type_B ) ;
2014-02-19 15:57:14 +01:00
}
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GodotSpace2D * self = static_cast < GodotSpace2D * > ( p_self ) ;
2014-09-03 04:13:40 +02:00
self - > collision_pairs + + ;
2014-02-19 15:57:14 +01:00
2021-10-18 21:24:30 +02:00
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 ) ) ;
2015-03-17 04:45:25 +01:00
return area2_pair ;
} else {
2021-10-18 21:24:30 +02:00
GodotBody2D * body = static_cast < GodotBody2D * > ( B ) ;
GodotAreaPair2D * area_pair = memnew ( GodotAreaPair2D ( body , p_subindex_B , area , p_subindex_A ) ) ;
2015-03-17 04:45:25 +01:00
return area_pair ;
}
2014-02-19 15:57:14 +01:00
} else {
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GodotBodyPair2D * b = memnew ( GodotBodyPair2D ( static_cast < GodotBody2D * > ( A ) , p_subindex_A , static_cast < GodotBody2D * > ( B ) , p_subindex_B ) ) ;
2014-02-19 15:57:14 +01:00
return b ;
}
2020-04-02 01:20:12 +02:00
return nullptr ;
2014-02-19 15:57:14 +01:00
}
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void GodotSpace2D : : _broadphase_unpair ( GodotCollisionObject2D * A , int p_subindex_A , GodotCollisionObject2D * B , int p_subindex_B , void * p_data , void * p_self ) {
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if ( ! p_data ) {
return ;
}
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GodotSpace2D * self = static_cast < GodotSpace2D * > ( p_self ) ;
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self - > collision_pairs - - ;
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GodotConstraint2D * c = static_cast < GodotConstraint2D * > ( p_data ) ;
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memdelete ( c ) ;
}
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const SelfList < GodotBody2D > : : List & GodotSpace2D : : get_active_body_list ( ) const {
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return active_list ;
}
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void GodotSpace2D : : body_add_to_active_list ( SelfList < GodotBody2D > * p_body ) {
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active_list . add ( p_body ) ;
}
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void GodotSpace2D : : body_remove_from_active_list ( SelfList < GodotBody2D > * p_body ) {
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active_list . remove ( p_body ) ;
}
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void GodotSpace2D : : body_add_to_mass_properties_update_list ( SelfList < GodotBody2D > * p_body ) {
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mass_properties_update_list . add ( p_body ) ;
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}
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void GodotSpace2D : : body_remove_from_mass_properties_update_list ( SelfList < GodotBody2D > * p_body ) {
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mass_properties_update_list . remove ( p_body ) ;
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}
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GodotBroadPhase2D * GodotSpace2D : : get_broadphase ( ) {
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return broadphase ;
}
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void GodotSpace2D : : add_object ( GodotCollisionObject2D * p_object ) {
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ERR_FAIL_COND ( objects . has ( p_object ) ) ;
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objects . insert ( p_object ) ;
}
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void GodotSpace2D : : remove_object ( GodotCollisionObject2D * p_object ) {
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ERR_FAIL_COND ( ! objects . has ( p_object ) ) ;
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objects . erase ( p_object ) ;
}
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const HashSet < GodotCollisionObject2D * > & GodotSpace2D : : get_objects ( ) const {
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return objects ;
}
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void GodotSpace2D : : body_add_to_state_query_list ( SelfList < GodotBody2D > * p_body ) {
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state_query_list . add ( p_body ) ;
}
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void GodotSpace2D : : body_remove_from_state_query_list ( SelfList < GodotBody2D > * p_body ) {
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state_query_list . remove ( p_body ) ;
}
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void GodotSpace2D : : area_add_to_monitor_query_list ( SelfList < GodotArea2D > * p_area ) {
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monitor_query_list . add ( p_area ) ;
}
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void GodotSpace2D : : area_remove_from_monitor_query_list ( SelfList < GodotArea2D > * p_area ) {
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monitor_query_list . remove ( p_area ) ;
}
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void GodotSpace2D : : area_add_to_moved_list ( SelfList < GodotArea2D > * p_area ) {
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area_moved_list . add ( p_area ) ;
}
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void GodotSpace2D : : area_remove_from_moved_list ( SelfList < GodotArea2D > * p_area ) {
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area_moved_list . remove ( p_area ) ;
}
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const SelfList < GodotArea2D > : : List & GodotSpace2D : : get_moved_area_list ( ) const {
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return area_moved_list ;
}
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void GodotSpace2D : : call_queries ( ) {
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while ( state_query_list . first ( ) ) {
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GodotBody2D * b = state_query_list . first ( ) - > self ( ) ;
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state_query_list . remove ( state_query_list . first ( ) ) ;
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b - > call_queries ( ) ;
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}
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while ( monitor_query_list . first ( ) ) {
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GodotArea2D * a = monitor_query_list . first ( ) - > self ( ) ;
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monitor_query_list . remove ( monitor_query_list . first ( ) ) ;
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a - > call_queries ( ) ;
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}
}
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void GodotSpace2D : : setup ( ) {
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contact_debug_count = 0 ;
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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 ( ) ) ;
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}
}
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void GodotSpace2D : : update ( ) {
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broadphase - > update ( ) ;
}
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void GodotSpace2D : : set_param ( PhysicsServer2D : : SpaceParameter p_param , real_t p_value ) {
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switch ( p_param ) {
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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 ;
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case PhysicsServer2D : : SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION :
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contact_max_allowed_penetration = p_value ;
break ;
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case PhysicsServer2D : : SPACE_PARAM_CONTACT_DEFAULT_BIAS :
contact_bias = p_value ;
break ;
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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 ;
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case PhysicsServer2D : : SPACE_PARAM_SOLVER_ITERATIONS :
solver_iterations = p_value ;
break ;
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}
}
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real_t GodotSpace2D : : get_param ( PhysicsServer2D : : SpaceParameter p_param ) const {
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switch ( p_param ) {
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case PhysicsServer2D : : SPACE_PARAM_CONTACT_RECYCLE_RADIUS :
return contact_recycle_radius ;
case PhysicsServer2D : : SPACE_PARAM_CONTACT_MAX_SEPARATION :
return contact_max_separation ;
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case PhysicsServer2D : : SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION :
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return contact_max_allowed_penetration ;
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case PhysicsServer2D : : SPACE_PARAM_CONTACT_DEFAULT_BIAS :
return contact_bias ;
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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 ;
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case PhysicsServer2D : : SPACE_PARAM_SOLVER_ITERATIONS :
return solver_iterations ;
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}
return 0 ;
}
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void GodotSpace2D : : lock ( ) {
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locked = true ;
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}
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void GodotSpace2D : : unlock ( ) {
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locked = false ;
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}
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bool GodotSpace2D : : is_locked ( ) const {
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return locked ;
}
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GodotPhysicsDirectSpaceState2D * GodotSpace2D : : get_direct_state ( ) {
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return direct_access ;
}
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GodotSpace2D : : GodotSpace2D ( ) {
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body_linear_velocity_sleep_threshold = GLOBAL_DEF ( " physics/2d/sleep_threshold_linear " , 2.0 ) ;
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body_angular_velocity_sleep_threshold = GLOBAL_DEF ( " physics/2d/sleep_threshold_angular " , Math : : deg_to_rad ( 8.0 ) ) ;
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body_time_to_sleep = GLOBAL_DEF ( " physics/2d/time_before_sleep " , 0.5 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " physics/2d/time_before_sleep " , PropertyInfo ( Variant : : FLOAT , " physics/2d/time_before_sleep " , PROPERTY_HINT_RANGE , " 0,5,0.01,or_greater " ) ) ;
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solver_iterations = GLOBAL_DEF ( " physics/2d/solver/solver_iterations " , 16 ) ;
ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " physics/2d/solver/solver_iterations " , PropertyInfo ( Variant : : INT , " physics/2d/solver/solver_iterations " , PROPERTY_HINT_RANGE , " 1,32,1,or_greater " ) ) ;
contact_recycle_radius = GLOBAL_DEF ( " physics/2d/solver/contact_recycle_radius " , 1.0 ) ;
ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " physics/2d/solver/contact_recycle_radius " , PropertyInfo ( Variant : : FLOAT , " physics/2d/solver/contact_max_separation " , PROPERTY_HINT_RANGE , " 0,10,0.01,or_greater " ) ) ;
contact_max_separation = GLOBAL_DEF ( " physics/2d/solver/contact_max_separation " , 1.5 ) ;
ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " physics/2d/solver/contact_max_separation " , PropertyInfo ( Variant : : FLOAT , " physics/2d/solver/contact_max_separation " , PROPERTY_HINT_RANGE , " 0,10,0.01,or_greater " ) ) ;
contact_max_allowed_penetration = GLOBAL_DEF ( " physics/2d/solver/contact_max_allowed_penetration " , 0.3 ) ;
ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " physics/2d/solver/contact_max_allowed_penetration " , PropertyInfo ( Variant : : FLOAT , " physics/2d/solver/contact_max_allowed_penetration " , PROPERTY_HINT_RANGE , " 0,10,0.01,or_greater " ) ) ;
contact_bias = GLOBAL_DEF ( " physics/2d/solver/default_contact_bias " , 0.8 ) ;
ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " physics/2d/solver/default_contact_bias " , PropertyInfo ( Variant : : FLOAT , " physics/2d/solver/default_contact_bias " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) ) ;
constraint_bias = GLOBAL_DEF ( " physics/2d/solver/default_constraint_bias " , 0.2 ) ;
ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " physics/2d/solver/default_constraint_bias " , PropertyInfo ( Variant : : FLOAT , " physics/2d/solver/default_constraint_bias " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) ) ;
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broadphase = GodotBroadPhase2D : : create_func ( ) ;
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broadphase - > set_pair_callback ( _broadphase_pair , this ) ;
broadphase - > set_unpair_callback ( _broadphase_unpair , this ) ;
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direct_access = memnew ( GodotPhysicsDirectSpaceState2D ) ;
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direct_access - > space = this ;
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}
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GodotSpace2D : : ~ GodotSpace2D ( ) {
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memdelete ( broadphase ) ;
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memdelete ( direct_access ) ;
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}