Merge pull request #1691 from Faless/area_combine_2d

Implement Area2D space_override_mode = COMBINE
This commit is contained in:
Juan Linietsky 2015-04-18 14:44:59 -03:00
commit f92a1fd646
3 changed files with 27 additions and 19 deletions

View file

@ -85,7 +85,7 @@ class BodySW : public CollisionObjectSW {
AreaSW *area;
_FORCE_INLINE_ bool operator==(const AreaCMP& p_cmp) const { return area->get_self() == p_cmp.area->get_self();}
_FORCE_INLINE_ bool operator<(const AreaCMP a) const { return area->get_priority() < a.area->get_priority();}
_FORCE_INLINE_ bool operator<(const AreaCMP& p_cmp) const { return area->get_priority() < p_cmp.area->get_priority();}
_FORCE_INLINE_ AreaCMP() {}
_FORCE_INLINE_ AreaCMP(AreaSW *p_area) { area=p_area;}
};

View file

@ -379,13 +379,12 @@ void Body2DSW::_compute_area_gravity(const Area2DSW *p_area) {
if (p_area->is_gravity_point()) {
gravity = (p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin()).normalized() * p_area->get_gravity();
gravity += (p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin()).normalized() * p_area->get_gravity();
} else {
gravity = p_area->get_gravity_vector() * p_area->get_gravity();
gravity += p_area->get_gravity_vector() * p_area->get_gravity();
}
gravity*=gravity_scale;
}
void Body2DSW::integrate_forces(real_t p_step) {
@ -393,32 +392,39 @@ void Body2DSW::integrate_forces(real_t p_step) {
if (mode==Physics2DServer::BODY_MODE_STATIC)
return;
Area2DSW *current_area = get_space()->get_default_area();
ERR_FAIL_COND(!current_area);
Area2DSW *def_area = get_space()->get_default_area();
Area2DSW *damp_area = def_area;
ERR_FAIL_COND(!def_area);
int prio = current_area->get_priority();
int ac = areas.size();
bool replace = false;
gravity=Vector2(0,0);
if (ac) {
areas.sort();
const AreaCMP *aa = &areas[0];
for(int i=0;i<ac;i++) {
if (aa[i].area->get_priority() > prio) {
current_area=aa[i].area;
prio=current_area->get_priority();
damp_area = aa[ac-1].area;
for(int i=ac-1;i>=0;i--) {
_compute_area_gravity(aa[i].area);
if (aa[i].area->get_space_override_mode() == Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE) {
replace = true;
break;
}
}
}
_compute_area_gravity(current_area);
if( !replace ) {
_compute_area_gravity(def_area);
}
gravity*=gravity_scale;
if (angular_damp>=0)
area_angular_damp=angular_damp;
else
area_angular_damp=current_area->get_angular_damp();
area_angular_damp=damp_area->get_angular_damp();
if (linear_damp>=0)
area_linear_damp=linear_damp;
else
area_linear_damp=current_area->get_linear_damp();
area_linear_damp=damp_area->get_linear_damp();
Vector2 motion;
bool do_motion=false;
@ -482,7 +488,8 @@ void Body2DSW::integrate_forces(real_t p_step) {
_update_shapes_with_motion(motion);
}
current_area=NULL; // clear the area, so it is set in the next frame
damp_area=NULL; // clear the area, so it is set in the next frame
def_area=NULL; // clear the area, so it is set in the next frame
contact_count=0;
}

View file

@ -91,13 +91,14 @@ class Body2DSW : public CollisionObject2DSW {
struct AreaCMP {
Area2DSW *area;
_FORCE_INLINE_ bool operator<(const AreaCMP& p_cmp) const { return area->get_self() < p_cmp.area->get_self() ; }
_FORCE_INLINE_ bool operator==(const AreaCMP& p_cmp) const { return area->get_self() == p_cmp.area->get_self();}
_FORCE_INLINE_ bool operator<(const AreaCMP& p_cmp) const { return area->get_priority() < p_cmp.area->get_priority();}
_FORCE_INLINE_ AreaCMP() {}
_FORCE_INLINE_ AreaCMP(Area2DSW *p_area) { area=p_area;}
};
VSet<AreaCMP> areas;
Vector<AreaCMP> areas;
struct Contact {
@ -140,7 +141,7 @@ public:
void set_force_integration_callback(ObjectID p_id, const StringName& p_method, const Variant &p_udata=Variant());
_FORCE_INLINE_ void add_area(Area2DSW *p_area) { areas.insert(AreaCMP(p_area)); }
_FORCE_INLINE_ void add_area(Area2DSW *p_area) { areas.ordered_insert(AreaCMP(p_area)); }
_FORCE_INLINE_ void remove_area(Area2DSW *p_area) { areas.erase(AreaCMP(p_area)); }
_FORCE_INLINE_ void set_max_contacts_reported(int p_size) { contacts.resize(p_size); contact_count=0; if (mode==Physics2DServer::BODY_MODE_KINEMATIC && p_size) set_active(true);}