Use parameter classes instead of arguments for all physics queries

Same as what is already done for shape queries, applied to point and ray
queries. Easier to document and more flexible to add more parameters.

Also expose intersect_point method to script in 3D.
Remove intersect_point_on_canvas in 2D, replaced with a parameter.
This commit is contained in:
PouleyKetchoupp 2021-11-01 18:00:58 -07:00
parent 25bea73544
commit acbd24ea84
27 changed files with 980 additions and 540 deletions

View file

@ -13,7 +13,7 @@
<methods>
<method name="cast_motion">
<return type="Array" />
<argument index="0" name="shape" type="PhysicsShapeQueryParameters2D" />
<argument index="0" name="parameters" type="PhysicsShapeQueryParameters2D" />
<description>
Checks how far a [Shape2D] can move without colliding. All the parameters for the query, including the shape and the motion, are supplied through a [PhysicsShapeQueryParameters2D] object.
Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of [code][1.0, 1.0][/code] will be returned.
@ -22,7 +22,7 @@
</method>
<method name="collide_shape">
<return type="Array" />
<argument index="0" name="shape" type="PhysicsShapeQueryParameters2D" />
<argument index="0" name="parameters" type="PhysicsShapeQueryParameters2D" />
<argument index="1" name="max_results" type="int" default="32" />
<description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space. The resulting array contains a list of points where the shape intersects another. Like with [method intersect_shape], the number of returned results can be limited to save processing time.
@ -31,7 +31,7 @@
</method>
<method name="get_rest_info">
<return type="Dictionary" />
<argument index="0" name="shape" type="PhysicsShapeQueryParameters2D" />
<argument index="0" name="parameters" type="PhysicsShapeQueryParameters2D" />
<description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space. If it collides with more than one shape, the nearest one is selected. If the shape did not intersect anything, then an empty dictionary is returned instead.
[b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object. The returned object is a dictionary containing the following fields:
@ -45,51 +45,23 @@
</method>
<method name="intersect_point">
<return type="Array" />
<argument index="0" name="point" type="Vector2" />
<argument index="0" name="parameters" type="PhysicsPointQueryParameters2D" />
<argument index="1" name="max_results" type="int" default="32" />
<argument index="2" name="exclude" type="Array" default="[]" />
<argument index="3" name="collision_mask" type="int" default="4294967295" />
<argument index="4" name="collide_with_bodies" type="bool" default="true" />
<argument index="5" name="collide_with_areas" type="bool" default="false" />
<description>
Checks whether a point is inside any solid shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
Checks whether a point is inside any solid shape. Position and other parameters are defined through [PhysicsPointQueryParameters2D]. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected.
</description>
</method>
<method name="intersect_point_on_canvas">
<return type="Array" />
<argument index="0" name="point" type="Vector2" />
<argument index="1" name="canvas_instance_id" type="int" />
<argument index="2" name="max_results" type="int" default="32" />
<argument index="3" name="exclude" type="Array" default="[]" />
<argument index="4" name="collision_mask" type="int" default="4294967295" />
<argument index="5" name="collide_with_bodies" type="bool" default="true" />
<argument index="6" name="collide_with_areas" type="bool" default="false" />
<description>
Checks whether a point is inside any solid shape, in a specific canvas layer given by [code]canvas_instance_id[/code]. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time.
[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected.
</description>
</method>
<method name="intersect_ray">
<return type="Dictionary" />
<argument index="0" name="from" type="Vector2" />
<argument index="1" name="to" type="Vector2" />
<argument index="2" name="exclude" type="Array" default="[]" />
<argument index="3" name="collision_mask" type="int" default="4294967295" />
<argument index="4" name="collide_with_bodies" type="bool" default="true" />
<argument index="5" name="collide_with_areas" type="bool" default="false" />
<argument index="0" name="parameters" type="PhysicsRayQueryParameters2D" />
<description>
Intersects a ray in a given space. The returned object is a dictionary with the following fields:
Intersects a ray in a given space. Ray position and other parameters are defined through [PhysicsRayQueryParameters2D]. The returned object is a dictionary with the following fields:
[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]normal[/code]: The object's surface normal at the intersection point.
@ -97,16 +69,14 @@
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
If the ray did not intersect anything, then an empty dictionary is returned instead.
Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
</description>
</method>
<method name="intersect_shape">
<return type="Array" />
<argument index="0" name="shape" type="PhysicsShapeQueryParameters2D" />
<argument index="0" name="parameters" type="PhysicsShapeQueryParameters2D" />
<argument index="1" name="max_results" type="int" default="32" />
<description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space.
[b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object. The intersected shapes are returned in an array containing dictionaries with the following fields:
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields:
[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]rid[/code]: The intersecting object's [RID].

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@ -13,8 +13,7 @@
<methods>
<method name="cast_motion">
<return type="Array" />
<argument index="0" name="shape" type="PhysicsShapeQueryParameters3D" />
<argument index="1" name="motion" type="Vector3" />
<argument index="0" name="parameters" type="PhysicsShapeQueryParameters3D" />
<description>
Checks how far a [Shape3D] can move without colliding. All the parameters for the query, including the shape, are supplied through a [PhysicsShapeQueryParameters3D] object.
Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of [code][1.0, 1.0][/code] will be returned.
@ -23,16 +22,17 @@
</method>
<method name="collide_shape">
<return type="Array" />
<argument index="0" name="shape" type="PhysicsShapeQueryParameters3D" />
<argument index="0" name="parameters" type="PhysicsShapeQueryParameters3D" />
<argument index="1" name="max_results" type="int" default="32" />
<description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] object, against the space. The resulting array contains a list of points where the shape intersects another. Like with [method intersect_shape], the number of returned results can be limited to save processing time.
Returned points are a list of pairs of contact points. For each pair the first one is in the shape passed in [PhysicsShapeQueryParameters3D] object, second one is in the collided shape from the physics space.
[b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object.
</description>
</method>
<method name="get_rest_info">
<return type="Dictionary" />
<argument index="0" name="shape" type="PhysicsShapeQueryParameters3D" />
<argument index="0" name="parameters" type="PhysicsShapeQueryParameters3D" />
<description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] object, against the space. If it collides with more than one shape, the nearest one is selected. The returned object is a dictionary containing the following fields:
[code]collider_id[/code]: The colliding object's ID.
@ -42,18 +42,27 @@
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
If the shape did not intersect anything, then an empty dictionary is returned instead.
[b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object.
</description>
</method>
<method name="intersect_point">
<return type="Array" />
<argument index="0" name="parameters" type="PhysicsPointQueryParameters3D" />
<argument index="1" name="max_results" type="int" default="32" />
<description>
Checks whether a point is inside any solid shape. Position and other parameters are defined through [PhysicsPointQueryParameters3D]. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time.
</description>
</method>
<method name="intersect_ray">
<return type="Dictionary" />
<argument index="0" name="from" type="Vector3" />
<argument index="1" name="to" type="Vector3" />
<argument index="2" name="exclude" type="Array" default="[]" />
<argument index="3" name="collision_mask" type="int" default="4294967295" />
<argument index="4" name="collide_with_bodies" type="bool" default="true" />
<argument index="5" name="collide_with_areas" type="bool" default="false" />
<argument index="0" name="parameters" type="PhysicsRayQueryParameters3D" />
<description>
Intersects a ray in a given space. The returned object is a dictionary with the following fields:
Intersects a ray in a given space. Ray position and other parameters are defined through [PhysicsRayQueryParameters3D]. The returned object is a dictionary with the following fields:
[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]normal[/code]: The object's surface normal at the intersection point.
@ -61,12 +70,11 @@
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
If the ray did not intersect anything, then an empty dictionary is returned instead.
Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody3D]s or [Area3D]s, respectively.
</description>
</method>
<method name="intersect_shape">
<return type="Array" />
<argument index="0" name="shape" type="PhysicsShapeQueryParameters3D" />
<argument index="0" name="parameters" type="PhysicsShapeQueryParameters3D" />
<argument index="1" name="max_results" type="int" default="32" />
<description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields:
@ -75,6 +83,7 @@
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time.
[b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object.
</description>
</method>
</methods>

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@ -0,0 +1,31 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsPointQueryParameters2D" inherits="RefCounted" version="4.0">
<brief_description>
Parameters to be sent to a 2D point physics query.
</brief_description>
<description>
This class contains the position and other parameters to be used for [method PhysicsDirectSpaceState2D.intersect_point].
</description>
<tutorials>
</tutorials>
<members>
<member name="canvas_instance_id" type="int" setter="set_canvas_instance_id" getter="get_canvas_instance_id" default="0">
If different from [code]0[/code], restricts the query to a specific canvas layer specified by its instance id. See [method Object.get_instance_id].
</member>
<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
If [code]true[/code], the query will take [Area2D]s into account.
</member>
<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
If [code]true[/code], the query will take [PhysicsBody2D]s into account.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295">
The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]">
The list of objects or object [RID]s that will be excluded from collisions.
</member>
<member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)">
The position being queried for, in global coordinates.
</member>
</members>
</class>

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@ -0,0 +1,28 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsPointQueryParameters3D" inherits="RefCounted" version="4.0">
<brief_description>
Parameters to be sent to a 3D point physics query.
</brief_description>
<description>
This class contains the position and other parameters to be used for [method PhysicsDirectSpaceState3D.intersect_point].
</description>
<tutorials>
</tutorials>
<members>
<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
If [code]true[/code], the query will take [Area3D]s into account.
</member>
<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
If [code]true[/code], the query will take [PhysicsBody3D]s into account.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295">
The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]">
The list of objects or object [RID]s that will be excluded from collisions.
</member>
<member name="position" type="Vector3" setter="set_position" getter="get_position" default="Vector3(0, 0, 0)">
The position being queried for, in global coordinates.
</member>
</members>
</class>

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@ -0,0 +1,31 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsRayQueryParameters2D" inherits="RefCounted" version="4.0">
<brief_description>
Parameters to be sent to a 2D ray physics query.
</brief_description>
<description>
This class contains the ray position and other parameters to be used for [method PhysicsDirectSpaceState2D.intersect_ray].
</description>
<tutorials>
</tutorials>
<members>
<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
If [code]true[/code], the query will take [Area2D]s into account.
</member>
<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
If [code]true[/code], the query will take [PhysicsBody2D]s into account.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295">
The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]">
The list of objects or object [RID]s that will be excluded from collisions.
</member>
<member name="from" type="Vector2" setter="set_from" getter="get_from" default="Vector2(0, 0)">
The starting point of the ray being queried for, in global coordinates.
</member>
<member name="to" type="Vector2" setter="set_to" getter="get_to" default="Vector2(0, 0)">
The ending point of the ray being queried for, in global coordinates.
</member>
</members>
</class>

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@ -0,0 +1,31 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsRayQueryParameters3D" inherits="RefCounted" version="4.0">
<brief_description>
Parameters to be sent to a 3D ray physics query.
</brief_description>
<description>
This class contains the ray position and other parameters to be used for [method PhysicsDirectSpaceState3D.intersect_ray].
</description>
<tutorials>
</tutorials>
<members>
<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
If [code]true[/code], the query will take [Area3D]s into account.
</member>
<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
If [code]true[/code], the query will take [PhysicsBody3D]s into account.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295">
The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]">
The list of objects or object [RID]s that will be excluded from collisions.
</member>
<member name="from" type="Vector3" setter="set_from" getter="get_from" default="Vector3(0, 0, 0)">
The starting point of the ray being queried for, in global coordinates.
</member>
<member name="to" type="Vector3" setter="set_to" getter="get_to" default="Vector3(0, 0, 0)">
The ending point of the ray being queried for, in global coordinates.
</member>
</members>
</class>

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@ -4,7 +4,7 @@
Parameters to be sent to a 2D shape physics query.
</brief_description>
<description>
This class contains the shape and other parameters for 2D intersection/collision queries.
This class contains the shape and other parameters for [PhysicsDirectSpaceState2D] intersection/collision queries.
</description>
<tutorials>
</tutorials>

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@ -4,7 +4,7 @@
Parameters to be sent to a 3D shape physics query.
</brief_description>
<description>
This class contains the shape and other parameters for 3D intersection/collision queries.
This class contains the shape and other parameters for [PhysicsDirectSpaceState3D] intersection/collision queries.
</description>
<tutorials>
</tutorials>
@ -24,6 +24,9 @@
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
The collision margin for the shape.
</member>
<member name="motion" type="Vector3" setter="set_motion" getter="get_motion" default="Vector3(0, 0, 0)">
The motion of the shape being queried for.
</member>
<member name="shape" type="Resource" setter="set_shape" getter="get_shape">
The [Shape3D] that will be used for collision/intersection queries. This stores the actual reference which avoids the shape to be released while being used for queries, so always prefer using this over [member shape_rid].
</member>

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@ -3936,9 +3936,13 @@ Vector3 Node3DEditorViewport::_get_instance_position(const Point2 &p_pos) const
Vector3 point = world_pos + world_ray * MAX_DISTANCE;
PhysicsDirectSpaceState3D *ss = get_tree()->get_root()->get_world_3d()->get_direct_space_state();
PhysicsDirectSpaceState3D::RayResult result;
if (ss->intersect_ray(world_pos, world_pos + world_ray * MAX_DISTANCE, result)) {
PhysicsDirectSpaceState3D::RayParameters ray_params;
ray_params.from = world_pos;
ray_params.to = world_pos + world_ray * MAX_DISTANCE;
PhysicsDirectSpaceState3D::RayResult result;
if (ss->intersect_ray(ray_params, result)) {
point = result.position;
}
@ -6566,7 +6570,12 @@ void Node3DEditor::snap_selected_nodes_to_floor() {
Vector3 to = from - Vector3(0.0, max_snap_height, 0.0);
Set<RID> excluded = _get_physics_bodies_rid(sp);
if (ss->intersect_ray(from, to, result, excluded)) {
PhysicsDirectSpaceState3D::RayParameters ray_params;
ray_params.from = from;
ray_params.to = to;
ray_params.exclude = excluded;
if (ss->intersect_ray(ray_params, result)) {
snapped_to_floor = true;
}
}
@ -6583,7 +6592,12 @@ void Node3DEditor::snap_selected_nodes_to_floor() {
Vector3 to = from - Vector3(0.0, max_snap_height, 0.0);
Set<RID> excluded = _get_physics_bodies_rid(sp);
if (ss->intersect_ray(from, to, result, excluded)) {
PhysicsDirectSpaceState3D::RayParameters ray_params;
ray_params.from = from;
ray_params.to = to;
ray_params.exclude = excluded;
if (ss->intersect_ray(ray_params, result)) {
Vector3 position_offset = d["position_offset"];
Transform3D new_transform = sp->get_global_transform();

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@ -112,7 +112,13 @@ StringName AudioStreamPlayer2D::_get_actual_bus() {
PhysicsDirectSpaceState2D *space_state = PhysicsServer2D::get_singleton()->space_get_direct_state(world_2d->get_space());
PhysicsDirectSpaceState2D::ShapeResult sr[MAX_INTERSECT_AREAS];
int areas = space_state->intersect_point(global_pos, sr, MAX_INTERSECT_AREAS, Set<RID>(), area_mask, false, true);
PhysicsDirectSpaceState2D::PointParameters point_params;
point_params.position = global_pos;
point_params.collision_mask = area_mask;
point_params.collide_with_bodies = false;
point_params.collide_with_areas = true;
int areas = space_state->intersect_point(point_params, sr, MAX_INTERSECT_AREAS);
for (int i = 0; i < areas; i++) {
Area2D *area2d = Object::cast_to<Area2D>(sr[i].collider);

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@ -192,7 +192,16 @@ void RayCast2D::_update_raycast_state() {
PhysicsDirectSpaceState2D::RayResult rr;
bool prev_collision_state = collided;
if (dss->intersect_ray(gt.get_origin(), gt.xform(to), rr, exclude, collision_mask, collide_with_bodies, collide_with_areas)) {
PhysicsDirectSpaceState2D::RayParameters ray_params;
ray_params.from = gt.get_origin();
ray_params.to = gt.xform(to);
ray_params.exclude = exclude;
ray_params.collision_mask = collision_mask;
ray_params.collide_with_bodies = collide_with_bodies;
ray_params.collide_with_areas = collide_with_areas;
if (dss->intersect_ray(ray_params, rr)) {
collided = true;
against = rr.collider_id;
collision_point = rr.position;

View file

@ -327,7 +327,13 @@ Area3D *AudioStreamPlayer3D::_get_overriding_area() {
PhysicsDirectSpaceState3D::ShapeResult sr[MAX_INTERSECT_AREAS];
int areas = space_state->intersect_point(global_pos, sr, MAX_INTERSECT_AREAS, Set<RID>(), area_mask, false, true);
PhysicsDirectSpaceState3D::PointParameters point_params;
point_params.position = global_pos;
point_params.collision_mask = area_mask;
point_params.collide_with_bodies = false;
point_params.collide_with_areas = true;
int areas = space_state->intersect_point(point_params, sr, MAX_INTERSECT_AREAS);
for (int i = 0; i < areas; i++) {
if (!sr[i].collider) {

View file

@ -212,9 +212,16 @@ void RayCast3D::_update_raycast_state() {
to = Vector3(0, 0.01, 0);
}
PhysicsDirectSpaceState3D::RayResult rr;
PhysicsDirectSpaceState3D::RayParameters ray_params;
ray_params.from = gt.get_origin();
ray_params.to = gt.xform(to);
ray_params.exclude = exclude;
ray_params.collision_mask = collision_mask;
ray_params.collide_with_bodies = collide_with_bodies;
ray_params.collide_with_areas = collide_with_areas;
if (dss->intersect_ray(gt.get_origin(), gt.xform(to), rr, exclude, collision_mask, collide_with_bodies, collide_with_areas)) {
PhysicsDirectSpaceState3D::RayResult rr;
if (dss->intersect_ray(ray_params, rr)) {
collided = true;
against = rr.collider_id;
collision_point = rr.position;

View file

@ -149,10 +149,24 @@ void SpringArm3D::process_spring() {
//use camera rotation, but spring arm position
Transform3D base_transform = camera->get_global_transform();
base_transform.origin = get_global_transform().origin;
get_world_3d()->get_direct_space_state()->cast_motion(camera->get_pyramid_shape_rid(), base_transform, motion, 0, motion_delta, motion_delta_unsafe, excluded_objects, mask);
PhysicsDirectSpaceState3D::ShapeParameters shape_params;
shape_params.shape_rid = camera->get_pyramid_shape_rid();
shape_params.transform = base_transform;
shape_params.motion = motion;
shape_params.exclude = excluded_objects;
shape_params.collision_mask = mask;
get_world_3d()->get_direct_space_state()->cast_motion(shape_params, motion_delta, motion_delta_unsafe);
} else {
PhysicsDirectSpaceState3D::RayParameters ray_params;
ray_params.from = get_global_transform().origin;
ray_params.to = get_global_transform().origin + motion;
ray_params.exclude = excluded_objects;
ray_params.collision_mask = mask;
PhysicsDirectSpaceState3D::RayResult r;
bool intersected = get_world_3d()->get_direct_space_state()->intersect_ray(get_global_transform().origin, get_global_transform().origin + motion, r, excluded_objects, mask);
bool intersected = get_world_3d()->get_direct_space_state()->intersect_ray(ray_params, r);
if (intersected) {
real_t dist = get_global_transform().origin.distance_to(r.position);
dist -= margin;
@ -160,7 +174,14 @@ void SpringArm3D::process_spring() {
}
}
} else {
get_world_3d()->get_direct_space_state()->cast_motion(shape->get_rid(), get_global_transform(), motion, 0, motion_delta, motion_delta_unsafe, excluded_objects, mask);
PhysicsDirectSpaceState3D::ShapeParameters shape_params;
shape_params.shape_rid = shape->get_rid();
shape_params.transform = get_global_transform();
shape_params.motion = motion;
shape_params.exclude = excluded_objects;
shape_params.collision_mask = mask;
get_world_3d()->get_direct_space_state()->cast_motion(shape_params, motion_delta, motion_delta_unsafe);
}
current_spring_length = spring_length * motion_delta;

View file

@ -407,7 +407,13 @@ real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState3D *s) {
PhysicsDirectSpaceState3D *ss = s->get_space_state();
bool col = ss->intersect_ray(source, target, rr, exclude, get_collision_mask());
PhysicsDirectSpaceState3D::RayParameters ray_params;
ray_params.from = source;
ray_params.to = target;
ray_params.exclude = exclude;
ray_params.collision_mask = get_collision_mask();
bool col = ss->intersect_ray(ray_params, rr);
wheel.m_raycastInfo.m_groundObject = nullptr;

View file

@ -638,7 +638,13 @@ void Viewport::_process_picking() {
Vector2 point = canvas_transform.affine_inverse().xform(pos);
int rc = ss2d->intersect_point_on_canvas(point, canvas_layer_id, res, 64, Set<RID>(), 0xFFFFFFFF, true, true, true);
PhysicsDirectSpaceState2D::PointParameters point_params;
point_params.position = point;
point_params.canvas_instance_id = canvas_layer_id;
point_params.collide_with_areas = true;
point_params.pick_point = true;
int rc = ss2d->intersect_point(point_params, res, 64);
for (int i = 0; i < rc; i++) {
if (res[i].collider_id.is_valid() && res[i].collider) {
CollisionObject2D *co = Object::cast_to<CollisionObject2D>(res[i].collider);
@ -719,7 +725,13 @@ void Viewport::_process_picking() {
PhysicsDirectSpaceState3D *space = PhysicsServer3D::get_singleton()->space_get_direct_state(find_world_3d()->get_space());
if (space) {
bool col = space->intersect_ray(from, from + dir * far, result, Set<RID>(), 0xFFFFFFFF, true, true, true);
PhysicsDirectSpaceState3D::RayParameters ray_params;
ray_params.from = from;
ray_params.to = from + dir * far;
ray_params.collide_with_areas = true;
ray_params.pick_ray = true;
bool col = space->intersect_ray(ray_params, result);
ObjectID new_collider;
if (col) {
CollisionObject3D *co = Object::cast_to<CollisionObject3D>(result.collider);

View file

@ -194,9 +194,13 @@ void SkeletonModification2DJiggle::_execute_jiggle_joint(int p_joint_idx, Node2D
PhysicsDirectSpaceState2D *space_state = PhysicsServer2D::get_singleton()->space_get_direct_state(world_2d->get_space());
PhysicsDirectSpaceState2D::RayResult ray_result;
PhysicsDirectSpaceState2D::RayParameters ray_params;
ray_params.from = operation_bone_trans.get_origin();
ray_params.to = jiggle_data_chain[p_joint_idx].dynamic_position;
ray_params.collision_mask = collision_mask;
// Add exception support?
bool ray_hit = space_state->intersect_ray(operation_bone_trans.get_origin(), jiggle_data_chain[p_joint_idx].dynamic_position,
ray_result, Set<RID>(), collision_mask);
bool ray_hit = space_state->intersect_ray(ray_params, ray_result);
if (ray_hit) {
jiggle_data_chain.write[p_joint_idx].dynamic_position = jiggle_data_chain[p_joint_idx].last_noncollision_position;

View file

@ -206,8 +206,12 @@ void SkeletonModification3DJiggle::_execute_jiggle_joint(int p_joint_idx, Node3D
Transform3D new_bone_trans_world = stack->skeleton->global_pose_to_world_transform(new_bone_trans);
Transform3D dynamic_position_world = stack->skeleton->global_pose_to_world_transform(Transform3D(Basis(), jiggle_data_chain[p_joint_idx].dynamic_position));
bool ray_hit = space_state->intersect_ray(new_bone_trans_world.origin, dynamic_position_world.get_origin(),
ray_result, Set<RID>(), collision_mask);
PhysicsDirectSpaceState3D::RayParameters ray_params;
ray_params.from = new_bone_trans_world.origin;
ray_params.to = dynamic_position_world.get_origin();
ray_params.collision_mask = collision_mask;
bool ray_hit = space_state->intersect_ray(ray_params, ray_result);
if (ray_hit) {
jiggle_data_chain[p_joint_idx].dynamic_position = jiggle_data_chain[p_joint_idx].last_noncollision_position;

View file

@ -54,13 +54,13 @@ _FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject2D *p_object, u
return true;
}
int GodotPhysicsDirectSpaceState2D::_intersect_point_impl(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point, bool p_filter_by_canvas, ObjectID p_canvas_instance_id) {
int GodotPhysicsDirectSpaceState2D::intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
if (p_result_max <= 0) {
return 0;
}
Rect2 aabb;
aabb.position = p_point - Vector2(0.00001, 0.00001);
aabb.position = p_parameters.position - Vector2(0.00001, 0.00001);
aabb.size = Vector2(0.00002, 0.00002);
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
@ -68,21 +68,21 @@ int GodotPhysicsDirectSpaceState2D::_intersect_point_impl(const Vector2 &p_point
int cc = 0;
for (int i = 0; i < amount; i++) {
if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue;
}
const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
if (p_pick_point && !col_obj->is_pickable()) {
if (p_parameters.pick_point && !col_obj->is_pickable()) {
continue;
}
if (p_filter_by_canvas && col_obj->get_canvas_instance_id() != p_canvas_instance_id) {
if (p_parameters.canvas_instance_id.is_valid() && col_obj->get_canvas_instance_id() != p_parameters.canvas_instance_id) {
continue;
}
@ -90,7 +90,7 @@ int GodotPhysicsDirectSpaceState2D::_intersect_point_impl(const Vector2 &p_point
GodotShape2D *shape = col_obj->get_shape(shape_idx);
Vector2 local_point = (col_obj->get_transform() * col_obj->get_shape_transform(shape_idx)).affine_inverse().xform(p_point);
Vector2 local_point = (col_obj->get_transform() * col_obj->get_shape_transform(shape_idx)).affine_inverse().xform(p_parameters.position);
if (!shape->contains_point(local_point)) {
continue;
@ -113,21 +113,13 @@ int GodotPhysicsDirectSpaceState2D::_intersect_point_impl(const Vector2 &p_point
return cc;
}
int GodotPhysicsDirectSpaceState2D::intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) {
return _intersect_point_impl(p_point, r_results, p_result_max, p_exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_pick_point);
}
int GodotPhysicsDirectSpaceState2D::intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) {
return _intersect_point_impl(p_point, r_results, p_result_max, p_exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_pick_point, true, p_canvas_instance_id);
}
bool GodotPhysicsDirectSpaceState2D::intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
bool GodotPhysicsDirectSpaceState2D::intersect_ray(const RayParameters &p_parameters, RayResult &r_result) {
ERR_FAIL_COND_V(space->locked, false);
Vector2 begin, end;
Vector2 normal;
begin = p_from;
end = p_to;
begin = p_parameters.from;
end = p_parameters.to;
normal = (end - begin).normalized();
int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
@ -141,11 +133,11 @@ bool GodotPhysicsDirectSpaceState2D::intersect_ray(const Vector2 &p_from, const
real_t min_d = 1e10;
for (int i = 0; i < amount; i++) {
if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue;
}
@ -157,12 +149,6 @@ bool GodotPhysicsDirectSpaceState2D::intersect_ray(const Vector2 &p_from, const
Vector2 local_from = inv_xform.xform(begin);
Vector2 local_to = inv_xform.xform(end);
/*local_from = col_obj->get_inv_transform().xform(begin);
local_from = col_obj->get_shape_inv_transform(shape_idx).xform(local_from);
local_to = col_obj->get_inv_transform().xform(end);
local_to = col_obj->get_shape_inv_transform(shape_idx).xform(local_to);*/
const GodotShape2D *shape = col_obj->get_shape(shape_idx);
Vector2 shape_point, shape_normal;
@ -200,16 +186,17 @@ bool GodotPhysicsDirectSpaceState2D::intersect_ray(const Vector2 &p_from, const
return true;
}
int GodotPhysicsDirectSpaceState2D::intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
int GodotPhysicsDirectSpaceState2D::intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
if (p_result_max <= 0) {
return 0;
}
GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_shape);
GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, 0);
Rect2 aabb = p_xform.xform(shape->get_aabb());
aabb = aabb.grow(p_margin);
Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
aabb = aabb.grow(p_parameters.margin);
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
@ -220,18 +207,18 @@ int GodotPhysicsDirectSpaceState2D::intersect_shape(const RID &p_shape, const Tr
break;
}
if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue;
}
const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
int shape_idx = space->intersection_query_subindex_results[i];
if (!GodotCollisionSolver2D::solve(shape, p_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), nullptr, nullptr, nullptr, p_margin)) {
if (!GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) {
continue;
}
@ -248,13 +235,13 @@ int GodotPhysicsDirectSpaceState2D::intersect_shape(const RID &p_shape, const Tr
return cc;
}
bool GodotPhysicsDirectSpaceState2D::cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_shape);
bool GodotPhysicsDirectSpaceState2D::cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) {
GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, false);
Rect2 aabb = p_xform.xform(shape->get_aabb());
aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
aabb = aabb.grow(p_margin);
Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
aabb = aabb.grow(p_parameters.margin);
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
@ -262,11 +249,11 @@ bool GodotPhysicsDirectSpaceState2D::cast_motion(const RID &p_shape, const Trans
real_t best_unsafe = 1;
for (int i = 0; i < amount; i++) {
if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue; //ignore excluded
}
@ -275,16 +262,16 @@ bool GodotPhysicsDirectSpaceState2D::cast_motion(const RID &p_shape, const Trans
Transform2D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
//test initial overlap, does it collide if going all the way?
if (!GodotCollisionSolver2D::solve(shape, p_xform, p_motion, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_margin)) {
if (!GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) {
continue;
}
//test initial overlap, ignore objects it's inside of.
if (GodotCollisionSolver2D::solve(shape, p_xform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_margin)) {
if (GodotCollisionSolver2D::solve(shape, p_parameters.transform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) {
continue;
}
Vector2 mnormal = p_motion.normalized();
Vector2 mnormal = p_parameters.motion.normalized();
//just do kinematic solving
real_t low = 0.0;
@ -294,7 +281,7 @@ bool GodotPhysicsDirectSpaceState2D::cast_motion(const RID &p_shape, const Trans
real_t fraction = low + (hi - low) * fraction_coeff;
Vector2 sep = mnormal; //important optimization for this to work fast enough
bool collided = GodotCollisionSolver2D::solve(shape, p_xform, p_motion * fraction, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_margin);
bool collided = GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion * fraction, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_parameters.margin);
if (collided) {
hi = fraction;
@ -331,17 +318,17 @@ bool GodotPhysicsDirectSpaceState2D::cast_motion(const RID &p_shape, const Trans
return true;
}
bool GodotPhysicsDirectSpaceState2D::collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
bool GodotPhysicsDirectSpaceState2D::collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) {
if (p_result_max <= 0) {
return false;
}
GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_shape);
GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, 0);
Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
aabb = aabb.grow(p_margin);
Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
aabb = aabb.grow(p_parameters.margin);
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
@ -358,13 +345,13 @@ bool GodotPhysicsDirectSpaceState2D::collide_shape(RID p_shape, const Transform2
GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk;
for (int i = 0; i < amount; i++) {
if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
if (p_exclude.has(col_obj->get_self())) {
if (p_parameters.exclude.has(col_obj->get_self())) {
continue;
}
@ -373,7 +360,7 @@ bool GodotPhysicsDirectSpaceState2D::collide_shape(RID p_shape, const Transform2
cbk.valid_dir = Vector2();
cbk.valid_depth = 0;
if (GodotCollisionSolver2D::solve(shape, p_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, nullptr, p_margin)) {
if (GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, nullptr, p_parameters.margin)) {
collided = cbk.amount > 0;
}
}
@ -432,15 +419,15 @@ static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B,
rd->best_local_shape = rd->local_shape;
}
bool GodotPhysicsDirectSpaceState2D::rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_shape);
bool GodotPhysicsDirectSpaceState2D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) {
GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, 0);
real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
real_t min_contact_depth = p_parameters.margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
aabb = aabb.grow(p_margin);
Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
aabb = aabb.grow(p_parameters.margin);
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
@ -451,13 +438,13 @@ bool GodotPhysicsDirectSpaceState2D::rest_info(RID p_shape, const Transform2D &p
rcd.min_allowed_depth = min_contact_depth;
for (int i = 0; i < amount; i++) {
if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
if (p_exclude.has(col_obj->get_self())) {
if (p_parameters.exclude.has(col_obj->get_self())) {
continue;
}
@ -467,7 +454,7 @@ bool GodotPhysicsDirectSpaceState2D::rest_info(RID p_shape, const Transform2D &p
rcd.object = col_obj;
rcd.shape = shape_idx;
rcd.local_shape = 0;
bool sc = GodotCollisionSolver2D::solve(shape, p_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, nullptr, p_margin);
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, p_parameters.margin);
if (!sc) {
continue;
}

View file

@ -45,18 +45,15 @@
class GodotPhysicsDirectSpaceState2D : public PhysicsDirectSpaceState2D {
GDCLASS(GodotPhysicsDirectSpaceState2D, PhysicsDirectSpaceState2D);
int _intersect_point_impl(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point, bool p_filter_by_canvas = false, ObjectID p_canvas_instance_id = ObjectID());
public:
GodotSpace2D *space = nullptr;
virtual int intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) override;
virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) override;
virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
virtual int intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
virtual bool cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) override;
virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) override;
virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) override;
virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) override;
virtual bool collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) override;
virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) override;
GodotPhysicsDirectSpaceState2D() {}
};

View file

@ -57,9 +57,9 @@ _FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject3D *p_object, u
return true;
}
int GodotPhysicsDirectSpaceState3D::intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
int GodotPhysicsDirectSpaceState3D::intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
ERR_FAIL_COND_V(space->locked, false);
int amount = space->broadphase->cull_point(p_point, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
int amount = space->broadphase->cull_point(p_parameters.position, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
int cc = 0;
//Transform3D ai = p_xform.affine_inverse();
@ -69,13 +69,13 @@ int GodotPhysicsDirectSpaceState3D::intersect_point(const Vector3 &p_point, Shap
break;
}
if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
//area can't be picked by ray (default)
if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue;
}
@ -85,7 +85,7 @@ int GodotPhysicsDirectSpaceState3D::intersect_point(const Vector3 &p_point, Shap
Transform3D inv_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
inv_xform.affine_invert();
if (!col_obj->get_shape(shape_idx)->intersect_point(inv_xform.xform(p_point))) {
if (!col_obj->get_shape(shape_idx)->intersect_point(inv_xform.xform(p_parameters.position))) {
continue;
}
@ -104,13 +104,13 @@ int GodotPhysicsDirectSpaceState3D::intersect_point(const Vector3 &p_point, Shap
return cc;
}
bool GodotPhysicsDirectSpaceState3D::intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_ray) {
bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parameters, RayResult &r_result) {
ERR_FAIL_COND_V(space->locked, false);
Vector3 begin, end;
Vector3 normal;
begin = p_from;
end = p_to;
begin = p_parameters.from;
end = p_parameters.to;
normal = (end - begin).normalized();
int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
@ -124,15 +124,15 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const Vector3 &p_from, const
real_t min_d = 1e10;
for (int i = 0; i < amount; i++) {
if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
if (p_pick_ray && !(space->intersection_query_results[i]->is_ray_pickable())) {
if (p_parameters.pick_ray && !(space->intersection_query_results[i]->is_ray_pickable())) {
continue;
}
if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue;
}
@ -183,15 +183,15 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const Vector3 &p_from, const
return true;
}
int GodotPhysicsDirectSpaceState3D::intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
int GodotPhysicsDirectSpaceState3D::intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
if (p_result_max <= 0) {
return 0;
}
GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_shape);
GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, 0);
AABB aabb = p_xform.xform(shape->get_aabb());
AABB aabb = p_parameters.transform.xform(shape->get_aabb());
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
@ -204,20 +204,20 @@ int GodotPhysicsDirectSpaceState3D::intersect_shape(const RID &p_shape, const Tr
break;
}
if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
//area can't be picked by ray (default)
if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue;
}
const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
int shape_idx = space->intersection_query_subindex_results[i];
if (!GodotCollisionSolver3D::solve_static(shape, p_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), nullptr, nullptr, nullptr, p_margin, 0)) {
if (!GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), nullptr, nullptr, nullptr, p_parameters.margin, 0)) {
continue;
}
@ -238,36 +238,36 @@ int GodotPhysicsDirectSpaceState3D::intersect_shape(const RID &p_shape, const Tr
return cc;
}
bool GodotPhysicsDirectSpaceState3D::cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, ShapeRestInfo *r_info) {
GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_shape);
bool GodotPhysicsDirectSpaceState3D::cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info) {
GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, false);
AABB aabb = p_xform.xform(shape->get_aabb());
aabb = aabb.merge(AABB(aabb.position + p_motion, aabb.size)); //motion
aabb = aabb.grow(p_margin);
AABB aabb = p_parameters.transform.xform(shape->get_aabb());
aabb = aabb.merge(AABB(aabb.position + p_parameters.motion, aabb.size)); //motion
aabb = aabb.grow(p_parameters.margin);
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
real_t best_safe = 1;
real_t best_unsafe = 1;
Transform3D xform_inv = p_xform.affine_inverse();
Transform3D xform_inv = p_parameters.transform.affine_inverse();
GodotMotionShape3D mshape;
mshape.shape = shape;
mshape.motion = xform_inv.basis.xform(p_motion);
mshape.motion = xform_inv.basis.xform(p_parameters.motion);
bool best_first = true;
Vector3 motion_normal = p_motion.normalized();
Vector3 motion_normal = p_parameters.motion.normalized();
Vector3 closest_A, closest_B;
for (int i = 0; i < amount; i++) {
if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
if (p_exclude.has(space->intersection_query_results[i]->get_self())) {
if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
continue; //ignore excluded
}
@ -279,14 +279,14 @@ bool GodotPhysicsDirectSpaceState3D::cast_motion(const RID &p_shape, const Trans
Transform3D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
//test initial overlap, does it collide if going all the way?
if (GodotCollisionSolver3D::solve_distance(&mshape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
if (GodotCollisionSolver3D::solve_distance(&mshape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
continue;
}
//test initial overlap, ignore objects it's inside of.
sep_axis = motion_normal;
if (!GodotCollisionSolver3D::solve_distance(shape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
if (!GodotCollisionSolver3D::solve_distance(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
continue;
}
@ -297,11 +297,11 @@ bool GodotPhysicsDirectSpaceState3D::cast_motion(const RID &p_shape, const Trans
for (int j = 0; j < 8; j++) { //steps should be customizable..
real_t fraction = low + (hi - low) * fraction_coeff;
mshape.motion = xform_inv.basis.xform(p_motion * fraction);
mshape.motion = xform_inv.basis.xform(p_parameters.motion * fraction);
Vector3 lA, lB;
Vector3 sep = motion_normal; //important optimization for this to work fast enough
bool collided = !GodotCollisionSolver3D::solve_distance(&mshape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, aabb, &sep);
bool collided = !GodotCollisionSolver3D::solve_distance(&mshape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, aabb, &sep);
if (collided) {
hi = fraction;
@ -357,16 +357,16 @@ bool GodotPhysicsDirectSpaceState3D::cast_motion(const RID &p_shape, const Trans
return true;
}
bool GodotPhysicsDirectSpaceState3D::collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
bool GodotPhysicsDirectSpaceState3D::collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) {
if (p_result_max <= 0) {
return false;
}
GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_shape);
GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, 0);
AABB aabb = p_shape_xform.xform(shape->get_aabb());
aabb = aabb.grow(p_margin);
AABB aabb = p_parameters.transform.xform(shape->get_aabb());
aabb = aabb.grow(p_parameters.margin);
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
@ -382,19 +382,19 @@ bool GodotPhysicsDirectSpaceState3D::collide_shape(RID p_shape, const Transform3
GodotPhysicsServer3D::CollCbkData *cbkptr = &cbk;
for (int i = 0; i < amount; i++) {
if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
if (p_exclude.has(col_obj->get_self())) {
if (p_parameters.exclude.has(col_obj->get_self())) {
continue;
}
int shape_idx = space->intersection_query_subindex_results[i];
if (GodotCollisionSolver3D::solve_static(shape, p_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_margin)) {
if (GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_parameters.margin)) {
collided = true;
}
}
@ -487,14 +487,14 @@ static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vect
rd->best_result.local_shape = rd->local_shape;
}
bool GodotPhysicsDirectSpaceState3D::rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_shape);
bool GodotPhysicsDirectSpaceState3D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) {
GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
ERR_FAIL_COND_V(!shape, 0);
real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
real_t min_contact_depth = p_parameters.margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
AABB aabb = p_shape_xform.xform(shape->get_aabb());
aabb = aabb.grow(p_margin);
AABB aabb = p_parameters.transform.xform(shape->get_aabb());
aabb = aabb.grow(p_parameters.margin);
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
@ -502,13 +502,13 @@ bool GodotPhysicsDirectSpaceState3D::rest_info(RID p_shape, const Transform3D &p
rcd.min_allowed_depth = min_contact_depth;
for (int i = 0; i < amount; i++) {
if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
continue;
}
const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
if (p_exclude.has(col_obj->get_self())) {
if (p_parameters.exclude.has(col_obj->get_self())) {
continue;
}
@ -516,7 +516,7 @@ bool GodotPhysicsDirectSpaceState3D::rest_info(RID p_shape, const Transform3D &p
rcd.object = col_obj;
rcd.shape = shape_idx;
bool sc = GodotCollisionSolver3D::solve_static(shape, p_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, p_margin);
bool sc = GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, p_parameters.margin);
if (!sc) {
continue;
}

View file

@ -49,12 +49,12 @@ class GodotPhysicsDirectSpaceState3D : public PhysicsDirectSpaceState3D {
public:
GodotSpace3D *space;
virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) override;
virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
virtual bool cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) override;
virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) override;
virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) override;
virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) override;
virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info = nullptr) override;
virtual bool collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) override;
virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) override;
virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const override;
GodotPhysicsDirectSpaceState3D();

View file

@ -134,95 +134,132 @@ PhysicsDirectBodyState2D::PhysicsDirectBodyState2D() {}
///////////////////////////////////////////////////////
void PhysicsShapeQueryParameters2D::set_shape(const RES &p_shape_ref) {
ERR_FAIL_COND(p_shape_ref.is_null());
shape_ref = p_shape_ref;
shape = p_shape_ref->get_rid();
}
RES PhysicsShapeQueryParameters2D::get_shape() const {
return shape_ref;
}
void PhysicsShapeQueryParameters2D::set_shape_rid(const RID &p_shape) {
if (shape != p_shape) {
shape_ref = RES();
shape = p_shape;
}
}
RID PhysicsShapeQueryParameters2D::get_shape_rid() const {
return shape;
}
void PhysicsShapeQueryParameters2D::set_transform(const Transform2D &p_transform) {
transform = p_transform;
}
Transform2D PhysicsShapeQueryParameters2D::get_transform() const {
return transform;
}
void PhysicsShapeQueryParameters2D::set_motion(const Vector2 &p_motion) {
motion = p_motion;
}
Vector2 PhysicsShapeQueryParameters2D::get_motion() const {
return motion;
}
void PhysicsShapeQueryParameters2D::set_margin(real_t p_margin) {
margin = p_margin;
}
real_t PhysicsShapeQueryParameters2D::get_margin() const {
return margin;
}
void PhysicsShapeQueryParameters2D::set_collision_mask(uint32_t p_collision_mask) {
collision_mask = p_collision_mask;
}
uint32_t PhysicsShapeQueryParameters2D::get_collision_mask() const {
return collision_mask;
}
void PhysicsShapeQueryParameters2D::set_exclude(const Vector<RID> &p_exclude) {
exclude.clear();
void PhysicsRayQueryParameters2D::set_exclude(const Vector<RID> &p_exclude) {
parameters.exclude.clear();
for (int i = 0; i < p_exclude.size(); i++) {
exclude.insert(p_exclude[i]);
parameters.exclude.insert(p_exclude[i]);
}
}
Vector<RID> PhysicsShapeQueryParameters2D::get_exclude() const {
Vector<RID> PhysicsRayQueryParameters2D::get_exclude() const {
Vector<RID> ret;
ret.resize(exclude.size());
ret.resize(parameters.exclude.size());
int idx = 0;
for (Set<RID>::Element *E = exclude.front(); E; E = E->next()) {
for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) {
ret.write[idx++] = E->get();
}
return ret;
}
void PhysicsShapeQueryParameters2D::set_collide_with_bodies(bool p_enable) {
collide_with_bodies = p_enable;
void PhysicsRayQueryParameters2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_from", "from"), &PhysicsRayQueryParameters2D::set_from);
ClassDB::bind_method(D_METHOD("get_from"), &PhysicsRayQueryParameters2D::get_from);
ClassDB::bind_method(D_METHOD("set_to", "to"), &PhysicsRayQueryParameters2D::set_to);
ClassDB::bind_method(D_METHOD("get_to"), &PhysicsRayQueryParameters2D::get_to);
ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsRayQueryParameters2D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsRayQueryParameters2D::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsRayQueryParameters2D::set_exclude);
ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsRayQueryParameters2D::get_exclude);
ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &PhysicsRayQueryParameters2D::set_collide_with_bodies);
ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &PhysicsRayQueryParameters2D::is_collide_with_bodies_enabled);
ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsRayQueryParameters2D::set_collide_with_areas);
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsRayQueryParameters2D::is_collide_with_areas_enabled);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "from"), "set_from", "get_from");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "to"), "set_to", "get_to");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
}
bool PhysicsShapeQueryParameters2D::is_collide_with_bodies_enabled() const {
return collide_with_bodies;
///////////////////////////////////////////////////////
void PhysicsPointQueryParameters2D::set_exclude(const Vector<RID> &p_exclude) {
parameters.exclude.clear();
for (int i = 0; i < p_exclude.size(); i++) {
parameters.exclude.insert(p_exclude[i]);
}
}
void PhysicsShapeQueryParameters2D::set_collide_with_areas(bool p_enable) {
collide_with_areas = p_enable;
Vector<RID> PhysicsPointQueryParameters2D::get_exclude() const {
Vector<RID> ret;
ret.resize(parameters.exclude.size());
int idx = 0;
for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) {
ret.write[idx++] = E->get();
}
return ret;
}
bool PhysicsShapeQueryParameters2D::is_collide_with_areas_enabled() const {
return collide_with_areas;
void PhysicsPointQueryParameters2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_position", "position"), &PhysicsPointQueryParameters2D::set_position);
ClassDB::bind_method(D_METHOD("get_position"), &PhysicsPointQueryParameters2D::get_position);
ClassDB::bind_method(D_METHOD("set_canvas_instance_id", "canvas_instance_id"), &PhysicsPointQueryParameters2D::set_canvas_instance_id);
ClassDB::bind_method(D_METHOD("get_canvas_instance_id"), &PhysicsPointQueryParameters2D::get_canvas_instance_id);
ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsPointQueryParameters2D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsPointQueryParameters2D::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsPointQueryParameters2D::set_exclude);
ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsPointQueryParameters2D::get_exclude);
ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &PhysicsPointQueryParameters2D::set_collide_with_bodies);
ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &PhysicsPointQueryParameters2D::is_collide_with_bodies_enabled);
ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsPointQueryParameters2D::set_collide_with_areas);
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsPointQueryParameters2D::is_collide_with_areas_enabled);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "position"), "set_position", "get_position");
ADD_PROPERTY(PropertyInfo(Variant::INT, "canvas_instance_id", PROPERTY_HINT_OBJECT_ID), "set_canvas_instance_id", "get_canvas_instance_id");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
}
///////////////////////////////////////////////////////
void PhysicsShapeQueryParameters2D::set_shape(const RES &p_shape_ref) {
ERR_FAIL_COND(p_shape_ref.is_null());
shape_ref = p_shape_ref;
parameters.shape_rid = p_shape_ref->get_rid();
}
void PhysicsShapeQueryParameters2D::set_shape_rid(const RID &p_shape) {
if (parameters.shape_rid != p_shape) {
shape_ref = RES();
parameters.shape_rid = p_shape;
}
}
void PhysicsShapeQueryParameters2D::set_exclude(const Vector<RID> &p_exclude) {
parameters.exclude.clear();
for (int i = 0; i < p_exclude.size(); i++) {
parameters.exclude.insert(p_exclude[i]);
}
}
Vector<RID> PhysicsShapeQueryParameters2D::get_exclude() const {
Vector<RID> ret;
ret.resize(parameters.exclude.size());
int idx = 0;
for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) {
ret.write[idx++] = E->get();
}
return ret;
}
void PhysicsShapeQueryParameters2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &PhysicsShapeQueryParameters2D::set_shape);
ClassDB::bind_method(D_METHOD("get_shape"), &PhysicsShapeQueryParameters2D::get_shape);
ClassDB::bind_method(D_METHOD("set_shape_rid", "shape"), &PhysicsShapeQueryParameters2D::set_shape_rid);
ClassDB::bind_method(D_METHOD("get_shape_rid"), &PhysicsShapeQueryParameters2D::get_shape_rid);
@ -248,7 +285,7 @@ void PhysicsShapeQueryParameters2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsShapeQueryParameters2D::is_collide_with_areas_enabled);
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_NONE, itos(Variant::RID) + ":"), "set_exclude", "get_exclude");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "set_motion", "get_motion");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
@ -258,80 +295,34 @@ void PhysicsShapeQueryParameters2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
}
Dictionary PhysicsDirectSpaceState2D::_intersect_ray(const Vector2 &p_from, const Vector2 &p_to, const Vector<RID> &p_exclude, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas) {
RayResult inters;
Set<RID> exclude;
for (int i = 0; i < p_exclude.size(); i++) {
exclude.insert(p_exclude[i]);
}
///////////////////////////////////////////////////////
bool res = intersect_ray(p_from, p_to, inters, exclude, p_layers, p_collide_with_bodies, p_collide_with_areas);
Dictionary PhysicsDirectSpaceState2D::_intersect_ray(const Ref<PhysicsRayQueryParameters2D> &p_ray_query) {
ERR_FAIL_COND_V(!p_ray_query.is_valid(), Dictionary());
RayResult result;
bool res = intersect_ray(p_ray_query->get_parameters(), result);
if (!res) {
return Dictionary();
}
Dictionary d;
d["position"] = inters.position;
d["normal"] = inters.normal;
d["collider_id"] = inters.collider_id;
d["collider"] = inters.collider;
d["shape"] = inters.shape;
d["rid"] = inters.rid;
d["position"] = result.position;
d["normal"] = result.normal;
d["collider_id"] = result.collider_id;
d["collider"] = result.collider;
d["shape"] = result.shape;
d["rid"] = result.rid;
return d;
}
Array PhysicsDirectSpaceState2D::_intersect_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results) {
ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array());
Vector<ShapeResult> sr;
sr.resize(p_max_results);
int rc = intersect_shape(p_shape_query->shape, p_shape_query->transform, p_shape_query->motion, p_shape_query->margin, sr.ptrw(), sr.size(), p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
Array ret;
ret.resize(rc);
for (int i = 0; i < rc; i++) {
Dictionary d;
d["rid"] = sr[i].rid;
d["collider_id"] = sr[i].collider_id;
d["collider"] = sr[i].collider;
d["shape"] = sr[i].shape;
ret[i] = d;
}
return ret;
}
Array PhysicsDirectSpaceState2D::_cast_motion(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query) {
ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array());
real_t closest_safe, closest_unsafe;
bool res = cast_motion(p_shape_query->shape, p_shape_query->transform, p_shape_query->motion, p_shape_query->margin, closest_safe, closest_unsafe, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
if (!res) {
return Array();
}
Array ret;
ret.resize(2);
ret[0] = closest_safe;
ret[1] = closest_unsafe;
return ret;
}
Array PhysicsDirectSpaceState2D::_intersect_point_impl(const Vector2 &p_point, int p_max_results, const Vector<RID> &p_exclude, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_filter_by_canvas, ObjectID p_canvas_instance_id) {
Set<RID> exclude;
for (int i = 0; i < p_exclude.size(); i++) {
exclude.insert(p_exclude[i]);
}
Array PhysicsDirectSpaceState2D::_intersect_point(const Ref<PhysicsPointQueryParameters2D> &p_point_query, int p_max_results) {
Vector<ShapeResult> ret;
ret.resize(p_max_results);
int rc;
if (p_filter_by_canvas) {
rc = intersect_point(p_point, ret.ptrw(), ret.size(), exclude, p_layers, p_collide_with_bodies, p_collide_with_areas);
} else {
rc = intersect_point_on_canvas(p_point, p_canvas_instance_id, ret.ptrw(), ret.size(), exclude, p_layers, p_collide_with_bodies, p_collide_with_areas);
}
int rc = intersect_point(p_point_query->get_parameters(), ret.ptrw(), ret.size());
if (rc == 0) {
return Array();
@ -350,12 +341,39 @@ Array PhysicsDirectSpaceState2D::_intersect_point_impl(const Vector2 &p_point, i
return r;
}
Array PhysicsDirectSpaceState2D::_intersect_point(const Vector2 &p_point, int p_max_results, const Vector<RID> &p_exclude, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas) {
return _intersect_point_impl(p_point, p_max_results, p_exclude, p_layers, p_collide_with_bodies, p_collide_with_areas);
Array PhysicsDirectSpaceState2D::_intersect_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results) {
ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array());
Vector<ShapeResult> sr;
sr.resize(p_max_results);
int rc = intersect_shape(p_shape_query->get_parameters(), sr.ptrw(), sr.size());
Array ret;
ret.resize(rc);
for (int i = 0; i < rc; i++) {
Dictionary d;
d["rid"] = sr[i].rid;
d["collider_id"] = sr[i].collider_id;
d["collider"] = sr[i].collider;
d["shape"] = sr[i].shape;
ret[i] = d;
}
return ret;
}
Array PhysicsDirectSpaceState2D::_intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_intance_id, int p_max_results, const Vector<RID> &p_exclude, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas) {
return _intersect_point_impl(p_point, p_max_results, p_exclude, p_layers, p_collide_with_bodies, p_collide_with_areas, true, p_canvas_intance_id);
Array PhysicsDirectSpaceState2D::_cast_motion(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query) {
ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array());
real_t closest_safe, closest_unsafe;
bool res = cast_motion(p_shape_query->get_parameters(), closest_safe, closest_unsafe);
if (!res) {
return Array();
}
Array ret;
ret.resize(2);
ret[0] = closest_safe;
ret[1] = closest_unsafe;
return ret;
}
Array PhysicsDirectSpaceState2D::_collide_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results) {
@ -364,7 +382,7 @@ Array PhysicsDirectSpaceState2D::_collide_shape(const Ref<PhysicsShapeQueryParam
Vector<Vector2> ret;
ret.resize(p_max_results * 2);
int rc = 0;
bool res = collide_shape(p_shape_query->shape, p_shape_query->transform, p_shape_query->motion, p_shape_query->margin, ret.ptrw(), p_max_results, rc, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
bool res = collide_shape(p_shape_query->get_parameters(), ret.ptrw(), p_max_results, rc);
if (!res) {
return Array();
}
@ -381,7 +399,7 @@ Dictionary PhysicsDirectSpaceState2D::_get_rest_info(const Ref<PhysicsShapeQuery
ShapeRestInfo sri;
bool res = rest_info(p_shape_query->shape, p_shape_query->transform, p_shape_query->motion, p_shape_query->margin, &sri, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
bool res = rest_info(p_shape_query->get_parameters(), &sri);
Dictionary r;
if (!res) {
return r;
@ -401,13 +419,12 @@ PhysicsDirectSpaceState2D::PhysicsDirectSpaceState2D() {
}
void PhysicsDirectSpaceState2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("intersect_point", "point", "max_results", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_point, DEFVAL(32), DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false));
ClassDB::bind_method(D_METHOD("intersect_point_on_canvas", "point", "canvas_instance_id", "max_results", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_point_on_canvas, DEFVAL(32), DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false));
ClassDB::bind_method(D_METHOD("intersect_ray", "from", "to", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_ray, DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false));
ClassDB::bind_method(D_METHOD("intersect_shape", "shape", "max_results"), &PhysicsDirectSpaceState2D::_intersect_shape, DEFVAL(32));
ClassDB::bind_method(D_METHOD("cast_motion", "shape"), &PhysicsDirectSpaceState2D::_cast_motion);
ClassDB::bind_method(D_METHOD("collide_shape", "shape", "max_results"), &PhysicsDirectSpaceState2D::_collide_shape, DEFVAL(32));
ClassDB::bind_method(D_METHOD("get_rest_info", "shape"), &PhysicsDirectSpaceState2D::_get_rest_info);
ClassDB::bind_method(D_METHOD("intersect_point", "parameters", "max_results"), &PhysicsDirectSpaceState2D::_intersect_point, DEFVAL(32));
ClassDB::bind_method(D_METHOD("intersect_ray", "parameters"), &PhysicsDirectSpaceState2D::_intersect_ray);
ClassDB::bind_method(D_METHOD("intersect_shape", "parameters", "max_results"), &PhysicsDirectSpaceState2D::_intersect_shape, DEFVAL(32));
ClassDB::bind_method(D_METHOD("cast_motion", "parameters"), &PhysicsDirectSpaceState2D::_cast_motion);
ClassDB::bind_method(D_METHOD("collide_shape", "parameters", "max_results"), &PhysicsDirectSpaceState2D::_collide_shape, DEFVAL(32));
ClassDB::bind_method(D_METHOD("get_rest_info", "parameters"), &PhysicsDirectSpaceState2D::_get_rest_info);
}
///////////////////////////////
@ -473,7 +490,7 @@ void PhysicsTestMotionParameters2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "set_motion", "get_motion");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin"), "set_margin", "get_margin");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_separation_ray"), "set_collide_separation_ray_enabled", "is_collide_separation_ray_enabled");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_bodies"), "set_exclude_bodies", "get_exclude_bodies");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_bodies", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude_bodies", "get_exclude_bodies");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_objects"), "set_exclude_objects", "get_exclude_objects");
}

View file

@ -94,60 +94,15 @@ public:
PhysicsDirectBodyState2D();
};
//used for script
class PhysicsShapeQueryParameters2D : public RefCounted {
GDCLASS(PhysicsShapeQueryParameters2D, RefCounted);
friend class PhysicsDirectSpaceState2D;
RES shape_ref;
RID shape;
Transform2D transform;
Vector2 motion;
real_t margin = 0.0;
Set<RID> exclude;
uint32_t collision_mask = UINT32_MAX;
bool collide_with_bodies = true;
bool collide_with_areas = false;
protected:
static void _bind_methods();
public:
void set_shape(const RES &p_shape_ref);
RES get_shape() const;
void set_shape_rid(const RID &p_shape);
RID get_shape_rid() const;
void set_transform(const Transform2D &p_transform);
Transform2D get_transform() const;
void set_motion(const Vector2 &p_motion);
Vector2 get_motion() const;
void set_margin(real_t p_margin);
real_t get_margin() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
void set_collide_with_bodies(bool p_enable);
bool is_collide_with_bodies_enabled() const;
void set_collide_with_areas(bool p_enable);
bool is_collide_with_areas_enabled() const;
void set_exclude(const Vector<RID> &p_exclude);
Vector<RID> get_exclude() const;
};
class PhysicsRayQueryParameters2D;
class PhysicsPointQueryParameters2D;
class PhysicsShapeQueryParameters2D;
class PhysicsDirectSpaceState2D : public Object {
GDCLASS(PhysicsDirectSpaceState2D, Object);
Dictionary _intersect_ray(const Vector2 &p_from, const Vector2 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
Array _intersect_point(const Vector2 &p_point, int p_max_results = 32, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
Array _intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_intance_id, int p_max_results = 32, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
Array _intersect_point_impl(const Vector2 &p_point, int p_max_results, const Vector<RID> &p_exclud, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_filter_by_canvas = false, ObjectID p_canvas_instance_id = ObjectID());
Dictionary _intersect_ray(const Ref<PhysicsRayQueryParameters2D> &p_ray_query);
Array _intersect_point(const Ref<PhysicsPointQueryParameters2D> &p_point_query, int p_max_results = 32);
Array _intersect_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results = 32);
Array _cast_motion(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query);
Array _collide_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results = 32);
@ -157,6 +112,16 @@ protected:
static void _bind_methods();
public:
struct RayParameters {
Vector2 from;
Vector2 to;
Set<RID> exclude;
uint32_t collision_mask = UINT32_MAX;
bool collide_with_bodies = true;
bool collide_with_areas = false;
};
struct RayResult {
Vector2 position;
Vector2 normal;
@ -166,7 +131,7 @@ public:
int shape = 0;
};
virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) = 0;
struct ShapeResult {
RID rid;
@ -175,14 +140,31 @@ public:
int shape = 0;
};
virtual int intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0;
virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0;
struct PointParameters {
Vector2 position;
ObjectID canvas_instance_id;
Set<RID> exclude;
uint32_t collision_mask = UINT32_MAX;
virtual int intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
bool collide_with_bodies = true;
bool collide_with_areas = false;
virtual bool cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
bool pick_point = false;
};
virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) = 0;
struct ShapeParameters {
RID shape_rid;
Transform2D transform;
Vector2 motion;
real_t margin = 0.0;
Set<RID> exclude;
uint32_t collision_mask = UINT32_MAX;
bool collide_with_bodies = true;
bool collide_with_areas = false;
};
struct ShapeRestInfo {
Vector2 point;
@ -190,10 +172,13 @@ public:
RID rid;
ObjectID collider_id;
int shape = 0;
Vector2 linear_velocity; //velocity at contact point
Vector2 linear_velocity; // Velocity at contact point.
};
virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) = 0;
virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) = 0;
virtual bool collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) = 0;
virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) = 0;
PhysicsDirectSpaceState2D();
};
@ -592,6 +577,107 @@ public:
~PhysicsServer2D();
};
class PhysicsRayQueryParameters2D : public RefCounted {
GDCLASS(PhysicsRayQueryParameters2D, RefCounted);
PhysicsDirectSpaceState2D::RayParameters parameters;
protected:
static void _bind_methods();
public:
const PhysicsDirectSpaceState2D::RayParameters &get_parameters() const { return parameters; }
void set_from(const Vector2 &p_from) { parameters.from = p_from; }
const Vector2 &get_from() const { return parameters.from; }
void set_to(const Vector2 &p_to) { parameters.to = p_to; }
const Vector2 &get_to() const { return parameters.to; }
void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; }
uint32_t get_collision_mask() const { return parameters.collision_mask; }
void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; }
bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; }
void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; }
bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; }
void set_exclude(const Vector<RID> &p_exclude);
Vector<RID> get_exclude() const;
};
class PhysicsPointQueryParameters2D : public RefCounted {
GDCLASS(PhysicsPointQueryParameters2D, RefCounted);
PhysicsDirectSpaceState2D::PointParameters parameters;
protected:
static void _bind_methods();
public:
const PhysicsDirectSpaceState2D::PointParameters &get_parameters() const { return parameters; }
void set_position(const Vector2 &p_position) { parameters.position = p_position; }
const Vector2 &get_position() const { return parameters.position; }
void set_canvas_instance_id(ObjectID p_canvas_instance_id) { parameters.canvas_instance_id = p_canvas_instance_id; }
ObjectID get_canvas_instance_id() const { return parameters.canvas_instance_id; }
void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; }
uint32_t get_collision_mask() const { return parameters.collision_mask; }
void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; }
bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; }
void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; }
bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; }
void set_exclude(const Vector<RID> &p_exclude);
Vector<RID> get_exclude() const;
};
class PhysicsShapeQueryParameters2D : public RefCounted {
GDCLASS(PhysicsShapeQueryParameters2D, RefCounted);
PhysicsDirectSpaceState2D::ShapeParameters parameters;
RES shape_ref;
protected:
static void _bind_methods();
public:
const PhysicsDirectSpaceState2D::ShapeParameters &get_parameters() const { return parameters; }
void set_shape(const RES &p_shape_ref);
RES get_shape() const { return shape_ref; }
void set_shape_rid(const RID &p_shape);
RID get_shape_rid() const { return parameters.shape_rid; }
void set_transform(const Transform2D &p_transform) { parameters.transform = p_transform; }
const Transform2D &get_transform() const { return parameters.transform; }
void set_motion(const Vector2 &p_motion) { parameters.motion = p_motion; }
const Vector2 &get_motion() const { return parameters.motion; }
void set_margin(real_t p_margin) { parameters.margin = p_margin; }
real_t get_margin() const { return parameters.margin; }
void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; }
uint32_t get_collision_mask() const { return parameters.collision_mask; }
void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; }
bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; }
void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; }
bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; }
void set_exclude(const Vector<RID> &p_exclude);
Vector<RID> get_exclude() const;
};
class PhysicsTestMotionParameters2D : public RefCounted {
GDCLASS(PhysicsTestMotionParameters2D, RefCounted);

View file

@ -137,93 +137,137 @@ PhysicsDirectBodyState3D::PhysicsDirectBodyState3D() {}
///////////////////////////////////////////////////////
void PhysicsShapeQueryParameters3D::set_shape(const RES &p_shape_ref) {
ERR_FAIL_COND(p_shape_ref.is_null());
shape_ref = p_shape_ref;
shape = p_shape_ref->get_rid();
}
RES PhysicsShapeQueryParameters3D::get_shape() const {
return shape_ref;
}
void PhysicsShapeQueryParameters3D::set_shape_rid(const RID &p_shape) {
if (shape != p_shape) {
shape_ref = RES();
shape = p_shape;
}
}
RID PhysicsShapeQueryParameters3D::get_shape_rid() const {
return shape;
}
void PhysicsShapeQueryParameters3D::set_transform(const Transform3D &p_transform) {
transform = p_transform;
}
Transform3D PhysicsShapeQueryParameters3D::get_transform() const {
return transform;
}
void PhysicsShapeQueryParameters3D::set_margin(real_t p_margin) {
margin = p_margin;
}
real_t PhysicsShapeQueryParameters3D::get_margin() const {
return margin;
}
void PhysicsShapeQueryParameters3D::set_collision_mask(uint32_t p_collision_mask) {
collision_mask = p_collision_mask;
}
uint32_t PhysicsShapeQueryParameters3D::get_collision_mask() const {
return collision_mask;
}
void PhysicsShapeQueryParameters3D::set_exclude(const Vector<RID> &p_exclude) {
exclude.clear();
void PhysicsRayQueryParameters3D::set_exclude(const Vector<RID> &p_exclude) {
parameters.exclude.clear();
for (int i = 0; i < p_exclude.size(); i++) {
exclude.insert(p_exclude[i]);
parameters.exclude.insert(p_exclude[i]);
}
}
Vector<RID> PhysicsShapeQueryParameters3D::get_exclude() const {
Vector<RID> PhysicsRayQueryParameters3D::get_exclude() const {
Vector<RID> ret;
ret.resize(exclude.size());
ret.resize(parameters.exclude.size());
int idx = 0;
for (Set<RID>::Element *E = exclude.front(); E; E = E->next()) {
for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) {
ret.write[idx++] = E->get();
}
return ret;
}
void PhysicsShapeQueryParameters3D::set_collide_with_bodies(bool p_enable) {
collide_with_bodies = p_enable;
void PhysicsRayQueryParameters3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_from", "from"), &PhysicsRayQueryParameters3D::set_from);
ClassDB::bind_method(D_METHOD("get_from"), &PhysicsRayQueryParameters3D::get_from);
ClassDB::bind_method(D_METHOD("set_to", "to"), &PhysicsRayQueryParameters3D::set_to);
ClassDB::bind_method(D_METHOD("get_to"), &PhysicsRayQueryParameters3D::get_to);
ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsRayQueryParameters3D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsRayQueryParameters3D::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsRayQueryParameters3D::set_exclude);
ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsRayQueryParameters3D::get_exclude);
ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &PhysicsRayQueryParameters3D::set_collide_with_bodies);
ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &PhysicsRayQueryParameters3D::is_collide_with_bodies_enabled);
ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsRayQueryParameters3D::set_collide_with_areas);
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsRayQueryParameters3D::is_collide_with_areas_enabled);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "from"), "set_from", "get_from");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "to"), "set_to", "get_to");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
}
bool PhysicsShapeQueryParameters3D::is_collide_with_bodies_enabled() const {
return collide_with_bodies;
///////////////////////////////////////////////////////
void PhysicsPointQueryParameters3D::set_exclude(const Vector<RID> &p_exclude) {
parameters.exclude.clear();
for (int i = 0; i < p_exclude.size(); i++) {
parameters.exclude.insert(p_exclude[i]);
}
}
void PhysicsShapeQueryParameters3D::set_collide_with_areas(bool p_enable) {
collide_with_areas = p_enable;
Vector<RID> PhysicsPointQueryParameters3D::get_exclude() const {
Vector<RID> ret;
ret.resize(parameters.exclude.size());
int idx = 0;
for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) {
ret.write[idx++] = E->get();
}
return ret;
}
bool PhysicsShapeQueryParameters3D::is_collide_with_areas_enabled() const {
return collide_with_areas;
void PhysicsPointQueryParameters3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_position", "position"), &PhysicsPointQueryParameters3D::set_position);
ClassDB::bind_method(D_METHOD("get_position"), &PhysicsPointQueryParameters3D::get_position);
ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsPointQueryParameters3D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsPointQueryParameters3D::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsPointQueryParameters3D::set_exclude);
ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsPointQueryParameters3D::get_exclude);
ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &PhysicsPointQueryParameters3D::set_collide_with_bodies);
ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &PhysicsPointQueryParameters3D::is_collide_with_bodies_enabled);
ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsPointQueryParameters3D::set_collide_with_areas);
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsPointQueryParameters3D::is_collide_with_areas_enabled);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position"), "set_position", "get_position");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
}
///////////////////////////////////////////////////////
void PhysicsShapeQueryParameters3D::set_shape(const RES &p_shape_ref) {
ERR_FAIL_COND(p_shape_ref.is_null());
shape_ref = p_shape_ref;
parameters.shape_rid = p_shape_ref->get_rid();
}
void PhysicsShapeQueryParameters3D::set_shape_rid(const RID &p_shape) {
if (parameters.shape_rid != p_shape) {
shape_ref = RES();
parameters.shape_rid = p_shape;
}
}
void PhysicsShapeQueryParameters3D::set_exclude(const Vector<RID> &p_exclude) {
parameters.exclude.clear();
for (int i = 0; i < p_exclude.size(); i++) {
parameters.exclude.insert(p_exclude[i]);
}
}
Vector<RID> PhysicsShapeQueryParameters3D::get_exclude() const {
Vector<RID> ret;
ret.resize(parameters.exclude.size());
int idx = 0;
for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) {
ret.write[idx++] = E->get();
}
return ret;
}
void PhysicsShapeQueryParameters3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &PhysicsShapeQueryParameters3D::set_shape);
ClassDB::bind_method(D_METHOD("get_shape"), &PhysicsShapeQueryParameters3D::get_shape);
ClassDB::bind_method(D_METHOD("set_shape_rid", "shape"), &PhysicsShapeQueryParameters3D::set_shape_rid);
ClassDB::bind_method(D_METHOD("get_shape_rid"), &PhysicsShapeQueryParameters3D::get_shape_rid);
ClassDB::bind_method(D_METHOD("set_transform", "transform"), &PhysicsShapeQueryParameters3D::set_transform);
ClassDB::bind_method(D_METHOD("get_transform"), &PhysicsShapeQueryParameters3D::get_transform);
ClassDB::bind_method(D_METHOD("set_motion", "motion"), &PhysicsShapeQueryParameters3D::set_motion);
ClassDB::bind_method(D_METHOD("get_motion"), &PhysicsShapeQueryParameters3D::get_motion);
ClassDB::bind_method(D_METHOD("set_margin", "margin"), &PhysicsShapeQueryParameters3D::set_margin);
ClassDB::bind_method(D_METHOD("get_margin"), &PhysicsShapeQueryParameters3D::get_margin);
@ -240,8 +284,9 @@ void PhysicsShapeQueryParameters3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsShapeQueryParameters3D::is_collide_with_areas_enabled);
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_NONE, itos(Variant::RID) + ":"), "set_exclude", "get_exclude");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "set_motion", "get_motion");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
ADD_PROPERTY(PropertyInfo(Variant::RID, "shape_rid"), "set_shape_rid", "get_shape_rid");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "transform"), "set_transform", "get_transform");
@ -251,36 +296,56 @@ void PhysicsShapeQueryParameters3D::_bind_methods() {
/////////////////////////////////////
Dictionary PhysicsDirectSpaceState3D::_intersect_ray(const Vector3 &p_from, const Vector3 &p_to, const Vector<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
RayResult inters;
Set<RID> exclude;
for (int i = 0; i < p_exclude.size(); i++) {
exclude.insert(p_exclude[i]);
}
Dictionary PhysicsDirectSpaceState3D::_intersect_ray(const Ref<PhysicsRayQueryParameters3D> &p_ray_query) {
ERR_FAIL_COND_V(!p_ray_query.is_valid(), Dictionary());
bool res = intersect_ray(p_from, p_to, inters, exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas);
RayResult result;
bool res = intersect_ray(p_ray_query->get_parameters(), result);
if (!res) {
return Dictionary();
}
Dictionary d;
d["position"] = inters.position;
d["normal"] = inters.normal;
d["collider_id"] = inters.collider_id;
d["collider"] = inters.collider;
d["shape"] = inters.shape;
d["rid"] = inters.rid;
d["position"] = result.position;
d["normal"] = result.normal;
d["collider_id"] = result.collider_id;
d["collider"] = result.collider;
d["shape"] = result.shape;
d["rid"] = result.rid;
return d;
}
Array PhysicsDirectSpaceState3D::_intersect_point(const Ref<PhysicsPointQueryParameters3D> &p_point_query, int p_max_results) {
Vector<ShapeResult> ret;
ret.resize(p_max_results);
int rc = intersect_point(p_point_query->get_parameters(), ret.ptrw(), ret.size());
if (rc == 0) {
return Array();
}
Array r;
r.resize(rc);
for (int i = 0; i < rc; i++) {
Dictionary d;
d["rid"] = ret[i].rid;
d["collider_id"] = ret[i].collider_id;
d["collider"] = ret[i].collider;
d["shape"] = ret[i].shape;
r[i] = d;
}
return r;
}
Array PhysicsDirectSpaceState3D::_intersect_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results) {
ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array());
Vector<ShapeResult> sr;
sr.resize(p_max_results);
int rc = intersect_shape(p_shape_query->shape, p_shape_query->transform, p_shape_query->margin, sr.ptrw(), sr.size(), p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
int rc = intersect_shape(p_shape_query->get_parameters(), sr.ptrw(), sr.size());
Array ret;
ret.resize(rc);
for (int i = 0; i < rc; i++) {
@ -295,11 +360,11 @@ Array PhysicsDirectSpaceState3D::_intersect_shape(const Ref<PhysicsShapeQueryPar
return ret;
}
Array PhysicsDirectSpaceState3D::_cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, const Vector3 &p_motion) {
Array PhysicsDirectSpaceState3D::_cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query) {
ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array());
real_t closest_safe = 1.0f, closest_unsafe = 1.0f;
bool res = cast_motion(p_shape_query->shape, p_shape_query->transform, p_motion, p_shape_query->margin, closest_safe, closest_unsafe, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
bool res = cast_motion(p_shape_query->get_parameters(), closest_safe, closest_unsafe);
if (!res) {
return Array();
}
@ -316,7 +381,7 @@ Array PhysicsDirectSpaceState3D::_collide_shape(const Ref<PhysicsShapeQueryParam
Vector<Vector3> ret;
ret.resize(p_max_results * 2);
int rc = 0;
bool res = collide_shape(p_shape_query->shape, p_shape_query->transform, p_shape_query->margin, ret.ptrw(), p_max_results, rc, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
bool res = collide_shape(p_shape_query->get_parameters(), ret.ptrw(), p_max_results, rc);
if (!res) {
return Array();
}
@ -333,7 +398,7 @@ Dictionary PhysicsDirectSpaceState3D::_get_rest_info(const Ref<PhysicsShapeQuery
ShapeRestInfo sri;
bool res = rest_info(p_shape_query->shape, p_shape_query->transform, p_shape_query->margin, &sri, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
bool res = rest_info(p_shape_query->get_parameters(), &sri);
Dictionary r;
if (!res) {
return r;
@ -353,11 +418,12 @@ PhysicsDirectSpaceState3D::PhysicsDirectSpaceState3D() {
}
void PhysicsDirectSpaceState3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("intersect_ray", "from", "to", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState3D::_intersect_ray, DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false));
ClassDB::bind_method(D_METHOD("intersect_shape", "shape", "max_results"), &PhysicsDirectSpaceState3D::_intersect_shape, DEFVAL(32));
ClassDB::bind_method(D_METHOD("cast_motion", "shape", "motion"), &PhysicsDirectSpaceState3D::_cast_motion);
ClassDB::bind_method(D_METHOD("collide_shape", "shape", "max_results"), &PhysicsDirectSpaceState3D::_collide_shape, DEFVAL(32));
ClassDB::bind_method(D_METHOD("get_rest_info", "shape"), &PhysicsDirectSpaceState3D::_get_rest_info);
ClassDB::bind_method(D_METHOD("intersect_point", "parameters", "max_results"), &PhysicsDirectSpaceState3D::_intersect_point, DEFVAL(32));
ClassDB::bind_method(D_METHOD("intersect_ray", "parameters"), &PhysicsDirectSpaceState3D::_intersect_ray);
ClassDB::bind_method(D_METHOD("intersect_shape", "parameters", "max_results"), &PhysicsDirectSpaceState3D::_intersect_shape, DEFVAL(32));
ClassDB::bind_method(D_METHOD("cast_motion", "parameters"), &PhysicsDirectSpaceState3D::_cast_motion);
ClassDB::bind_method(D_METHOD("collide_shape", "parameters", "max_results"), &PhysicsDirectSpaceState3D::_collide_shape, DEFVAL(32));
ClassDB::bind_method(D_METHOD("get_rest_info", "parameters"), &PhysicsDirectSpaceState3D::_get_rest_info);
}
///////////////////////////////
@ -427,7 +493,7 @@ void PhysicsTestMotionParameters3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin"), "set_margin", "get_margin");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_collisions"), "set_max_collisions", "get_max_collisions");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_separation_ray"), "set_collide_separation_ray_enabled", "is_collide_separation_ray_enabled");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_bodies"), "set_exclude_bodies", "get_exclude_bodies");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_bodies", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude_bodies", "get_exclude_bodies");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_objects"), "set_exclude_objects", "get_exclude_objects");
}

View file

@ -96,55 +96,18 @@ public:
PhysicsDirectBodyState3D();
};
class PhysicsShapeQueryParameters3D : public RefCounted {
GDCLASS(PhysicsShapeQueryParameters3D, RefCounted);
friend class PhysicsDirectSpaceState3D;
RES shape_ref;
RID shape;
Transform3D transform;
real_t margin = 0.0;
Set<RID> exclude;
uint32_t collision_mask = UINT32_MAX;
bool collide_with_bodies = true;
bool collide_with_areas = false;
protected:
static void _bind_methods();
public:
void set_shape(const RES &p_shape_ref);
RES get_shape() const;
void set_shape_rid(const RID &p_shape);
RID get_shape_rid() const;
void set_transform(const Transform3D &p_transform);
Transform3D get_transform() const;
void set_margin(real_t p_margin);
real_t get_margin() const;
void set_collision_mask(uint32_t p_collision_mask);
uint32_t get_collision_mask() const;
void set_exclude(const Vector<RID> &p_exclude);
Vector<RID> get_exclude() const;
void set_collide_with_bodies(bool p_enable);
bool is_collide_with_bodies_enabled() const;
void set_collide_with_areas(bool p_enable);
bool is_collide_with_areas_enabled() const;
};
class PhysicsRayQueryParameters3D;
class PhysicsPointQueryParameters3D;
class PhysicsShapeQueryParameters3D;
class PhysicsDirectSpaceState3D : public Object {
GDCLASS(PhysicsDirectSpaceState3D, Object);
private:
Dictionary _intersect_ray(const Vector3 &p_from, const Vector3 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
Dictionary _intersect_ray(const Ref<PhysicsRayQueryParameters3D> &p_ray_query);
Array _intersect_point(const Ref<PhysicsPointQueryParameters3D> &p_point_query, int p_max_results = 32);
Array _intersect_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results = 32);
Array _cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, const Vector3 &p_motion);
Array _cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query);
Array _collide_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results = 32);
Dictionary _get_rest_info(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query);
@ -152,14 +115,17 @@ protected:
static void _bind_methods();
public:
struct ShapeResult {
RID rid;
ObjectID collider_id;
Object *collider = nullptr;
int shape = 0;
};
struct RayParameters {
Vector3 from;
Vector3 to;
Set<RID> exclude;
uint32_t collision_mask = UINT32_MAX;
virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
bool collide_with_bodies = true;
bool collide_with_areas = false;
bool pick_ray = false;
};
struct RayResult {
Vector3 position;
@ -170,9 +136,37 @@ public:
int shape = 0;
};
virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) = 0;
virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) = 0;
virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
struct ShapeResult {
RID rid;
ObjectID collider_id;
Object *collider = nullptr;
int shape = 0;
};
struct PointParameters {
Vector3 position;
Set<RID> exclude;
uint32_t collision_mask = UINT32_MAX;
bool collide_with_bodies = true;
bool collide_with_areas = false;
};
virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) = 0;
struct ShapeParameters {
RID shape_rid;
Transform3D transform;
Vector3 motion;
real_t margin = 0.0;
Set<RID> exclude;
uint32_t collision_mask = UINT32_MAX;
bool collide_with_bodies = true;
bool collide_with_areas = false;
};
struct ShapeRestInfo {
Vector3 point;
@ -180,14 +174,13 @@ public:
RID rid;
ObjectID collider_id;
int shape = 0;
Vector3 linear_velocity; //velocity at contact point
Vector3 linear_velocity; // Velocity at contact point.
};
virtual bool cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) = 0;
virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) = 0;
virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info = nullptr) = 0;
virtual bool collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) = 0;
virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) = 0;
virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const = 0;
@ -785,6 +778,104 @@ public:
~PhysicsServer3D();
};
class PhysicsRayQueryParameters3D : public RefCounted {
GDCLASS(PhysicsRayQueryParameters3D, RefCounted);
PhysicsDirectSpaceState3D::RayParameters parameters;
protected:
static void _bind_methods();
public:
const PhysicsDirectSpaceState3D::RayParameters &get_parameters() const { return parameters; }
void set_from(const Vector3 &p_from) { parameters.from = p_from; }
const Vector3 &get_from() const { return parameters.from; }
void set_to(const Vector3 &p_to) { parameters.to = p_to; }
const Vector3 &get_to() const { return parameters.to; }
void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; }
uint32_t get_collision_mask() const { return parameters.collision_mask; }
void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; }
bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; }
void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; }
bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; }
void set_exclude(const Vector<RID> &p_exclude);
Vector<RID> get_exclude() const;
};
class PhysicsPointQueryParameters3D : public RefCounted {
GDCLASS(PhysicsPointQueryParameters3D, RefCounted);
PhysicsDirectSpaceState3D::PointParameters parameters;
protected:
static void _bind_methods();
public:
const PhysicsDirectSpaceState3D::PointParameters &get_parameters() const { return parameters; }
void set_position(const Vector3 &p_position) { parameters.position = p_position; }
const Vector3 &get_position() const { return parameters.position; }
void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; }
uint32_t get_collision_mask() const { return parameters.collision_mask; }
void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; }
bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; }
void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; }
bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; }
void set_exclude(const Vector<RID> &p_exclude);
Vector<RID> get_exclude() const;
};
class PhysicsShapeQueryParameters3D : public RefCounted {
GDCLASS(PhysicsShapeQueryParameters3D, RefCounted);
PhysicsDirectSpaceState3D::ShapeParameters parameters;
RES shape_ref;
protected:
static void _bind_methods();
public:
const PhysicsDirectSpaceState3D::ShapeParameters &get_parameters() const { return parameters; }
void set_shape(const RES &p_shape_ref);
RES get_shape() const { return shape_ref; }
void set_shape_rid(const RID &p_shape);
RID get_shape_rid() const { return parameters.shape_rid; }
void set_transform(const Transform3D &p_transform) { parameters.transform = p_transform; }
const Transform3D &get_transform() const { return parameters.transform; }
void set_motion(const Vector3 &p_motion) { parameters.motion = p_motion; }
const Vector3 &get_motion() const { return parameters.motion; }
void set_margin(real_t p_margin) { parameters.margin = p_margin; }
real_t get_margin() const { return parameters.margin; }
void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; }
uint32_t get_collision_mask() const { return parameters.collision_mask; }
void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; }
bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; }
void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; }
bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; }
void set_exclude(const Vector<RID> &p_exclude);
Vector<RID> get_exclude() const;
};
class PhysicsTestMotionParameters3D : public RefCounted {
GDCLASS(PhysicsTestMotionParameters3D, RefCounted);

View file

@ -209,13 +209,17 @@ void register_server_types() {
GDREGISTER_VIRTUAL_CLASS(PhysicsDirectBodyState2D);
GDREGISTER_VIRTUAL_CLASS(PhysicsDirectSpaceState2D);
GDREGISTER_CLASS(PhysicsRayQueryParameters2D);
GDREGISTER_CLASS(PhysicsPointQueryParameters2D);
GDREGISTER_CLASS(PhysicsShapeQueryParameters2D);
GDREGISTER_CLASS(PhysicsTestMotionParameters2D);
GDREGISTER_CLASS(PhysicsTestMotionResult2D);
GDREGISTER_CLASS(PhysicsShapeQueryParameters2D);
GDREGISTER_CLASS(PhysicsShapeQueryParameters3D);
GDREGISTER_VIRTUAL_CLASS(PhysicsDirectBodyState3D);
GDREGISTER_VIRTUAL_CLASS(PhysicsDirectSpaceState3D);
GDREGISTER_CLASS(PhysicsRayQueryParameters3D);
GDREGISTER_CLASS(PhysicsPointQueryParameters3D);
GDREGISTER_CLASS(PhysicsShapeQueryParameters3D);
GDREGISTER_CLASS(PhysicsTestMotionParameters3D);
GDREGISTER_CLASS(PhysicsTestMotionResult3D);