/*************************************************************************/ /* space_2d_sw.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef SPACE_2D_SW_H #define SPACE_2D_SW_H #include "area_2d_sw.h" #include "area_pair_2d_sw.h" #include "body_2d_sw.h" #include "body_pair_2d_sw.h" #include "broad_phase_2d_sw.h" #include "collision_object_2d_sw.h" #include "globals.h" #include "hash_map.h" #include "typedefs.h" class Physics2DDirectSpaceStateSW : public Physics2DDirectSpaceState { OBJ_TYPE(Physics2DDirectSpaceStateSW, Physics2DDirectSpaceState); public: Space2DSW *space; virtual int intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set &p_exclude = Set(), uint32_t p_layer_mask = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION, bool p_pick_point = false); virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set &p_exclude = Set(), uint32_t p_layer_mask = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION); virtual int intersect_shape(const RID &p_shape, const Matrix32 &p_xform, const Vector2 &p_motion, float p_margin, ShapeResult *r_results, int p_result_max, const Set &p_exclude = Set(), uint32_t p_layer_mask = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION); virtual bool cast_motion(const RID &p_shape, const Matrix32 &p_xform, const Vector2 &p_motion, float p_margin, float &p_closest_safe, float &p_closest_unsafe, const Set &p_exclude = Set(), uint32_t p_layer_mask = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION); virtual bool collide_shape(RID p_shape, const Matrix32 &p_shape_xform, const Vector2 &p_motion, float p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set &p_exclude = Set(), uint32_t p_layer_mask = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION); virtual bool rest_info(RID p_shape, const Matrix32 &p_shape_xform, const Vector2 &p_motion, float p_margin, ShapeRestInfo *r_info, const Set &p_exclude = Set(), uint32_t p_layer_mask = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION); Physics2DDirectSpaceStateSW(); }; class Space2DSW { public: enum ElapsedTime { ELAPSED_TIME_INTEGRATE_FORCES, ELAPSED_TIME_GENERATE_ISLANDS, ELAPSED_TIME_SETUP_CONSTRAINTS, ELAPSED_TIME_SOLVE_CONSTRAINTS, ELAPSED_TIME_INTEGRATE_VELOCITIES, ELAPSED_TIME_MAX }; private: uint64_t elapsed_time[ELAPSED_TIME_MAX]; Physics2DDirectSpaceStateSW *direct_access; RID self; BroadPhase2DSW *broadphase; SelfList::List active_list; SelfList::List inertia_update_list; SelfList::List state_query_list; SelfList::List monitor_query_list; SelfList::List area_moved_list; static void *_broadphase_pair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_self); static void _broadphase_unpair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_data, void *p_self); Set objects; Area2DSW *area; real_t contact_recycle_radius; real_t contact_max_separation; real_t contact_max_allowed_penetration; real_t constraint_bias; enum { INTERSECTION_QUERY_MAX = 2048 }; CollisionObject2DSW *intersection_query_results[INTERSECTION_QUERY_MAX]; int intersection_query_subindex_results[INTERSECTION_QUERY_MAX]; float body_linear_velocity_sleep_treshold; float body_angular_velocity_sleep_treshold; float body_time_to_sleep; bool locked; int island_count; int active_objects; int collision_pairs; int _cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb); Vector contact_debug; int contact_debug_count; friend class Physics2DDirectSpaceStateSW; public: _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } _FORCE_INLINE_ RID get_self() const { return self; } void set_default_area(Area2DSW *p_area) { area = p_area; } Area2DSW *get_default_area() const { return area; } const SelfList::List &get_active_body_list() const; void body_add_to_active_list(SelfList *p_body); void body_remove_from_active_list(SelfList *p_body); void body_add_to_inertia_update_list(SelfList *p_body); void body_remove_from_inertia_update_list(SelfList *p_body); void area_add_to_moved_list(SelfList *p_area); void area_remove_from_moved_list(SelfList *p_area); const SelfList::List &get_moved_area_list() const; void body_add_to_state_query_list(SelfList *p_body); void body_remove_from_state_query_list(SelfList *p_body); void area_add_to_monitor_query_list(SelfList *p_area); void area_remove_from_monitor_query_list(SelfList *p_area); BroadPhase2DSW *get_broadphase(); void add_object(CollisionObject2DSW *p_object); void remove_object(CollisionObject2DSW *p_object); const Set &get_objects() const; _FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; } _FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; } _FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; } _FORCE_INLINE_ real_t get_constraint_bias() const { return constraint_bias; } _FORCE_INLINE_ real_t get_body_linear_velocity_sleep_treshold() const { return body_linear_velocity_sleep_treshold; } _FORCE_INLINE_ real_t get_body_angular_velocity_sleep_treshold() const { return body_angular_velocity_sleep_treshold; } _FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; } void update(); void setup(); void call_queries(); bool is_locked() const; void lock(); void unlock(); void set_param(Physics2DServer::SpaceParameter p_param, real_t p_value); real_t get_param(Physics2DServer::SpaceParameter p_param) const; void set_island_count(int p_island_count) { island_count = p_island_count; } int get_island_count() const { return island_count; } void set_active_objects(int p_active_objects) { active_objects = p_active_objects; } int get_active_objects() const { return active_objects; } int get_collision_pairs() const { return collision_pairs; } bool test_body_motion(Body2DSW *p_body, const Matrix32 &p_from, const Vector2 &p_motion, float p_margin, Physics2DServer::MotionResult *r_result); void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); } _FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.empty(); } _FORCE_INLINE_ void add_debug_contact(const Vector2 &p_contact) { if (contact_debug_count < contact_debug.size()) contact_debug[contact_debug_count++] = p_contact; } _FORCE_INLINE_ Vector get_debug_contacts() { return contact_debug; } _FORCE_INLINE_ int get_debug_contact_count() { return contact_debug_count; } Physics2DDirectSpaceStateSW *get_direct_state(); void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; } uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; } Space2DSW(); ~Space2DSW(); }; #endif // SPACE_2D_SW_H