d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
345 lines
11 KiB
C++
345 lines
11 KiB
C++
/*************************************************************************/
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/* physics_2d_server_wrap_mt.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PHYSICS2DSERVERWRAPMT_H
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#define PHYSICS2DSERVERWRAPMT_H
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#include "servers/physics_2d_server.h"
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#include "command_queue_mt.h"
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#include "os/thread.h"
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#include "globals.h"
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#ifdef DEBUG_SYNC
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#define SYNC_DEBUG print_line("sync on: "+String(__FUNCTION__));
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#else
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#define SYNC_DEBUG
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#endif
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class Physics2DServerWrapMT : public Physics2DServer {
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mutable Physics2DServer *physics_2d_server;
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mutable CommandQueueMT command_queue;
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static void _thread_callback(void *_instance);
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void thread_loop();
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Thread::ID server_thread;
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Thread::ID main_thread;
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volatile bool exit;
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Thread *thread;
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volatile bool step_thread_up;
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bool create_thread;
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Semaphore *step_sem;
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int step_pending;
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void thread_step(float p_delta);
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void thread_flush();
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void thread_exit();
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Mutex*alloc_mutex;
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bool first_frame;
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int shape_pool_max_size;
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List<RID> shape_id_pool;
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int area_pool_max_size;
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List<RID> area_id_pool;
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int body_pool_max_size;
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List<RID> body_id_pool;
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int pin_joint_pool_max_size;
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List<RID> pin_joint_id_pool;
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int groove_joint_pool_max_size;
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List<RID> groove_joint_id_pool;
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int damped_spring_joint_pool_max_size;
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List<RID> damped_spring_joint_id_pool;
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public:
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#define ServerName Physics2DServer
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#define ServerNameWrapMT Physics2DServerWrapMT
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#define server_name physics_2d_server
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#include "servers/server_wrap_mt_common.h"
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//FUNC1RID(shape,ShapeType); todo fix
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FUNC1R(RID,shape_create,ShapeType);
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FUNC2(shape_set_data,RID,const Variant& );
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FUNC2(shape_set_custom_solver_bias,RID,real_t );
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FUNC1RC(ShapeType,shape_get_type,RID );
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FUNC1RC(Variant,shape_get_data,RID);
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FUNC1RC(real_t,shape_get_custom_solver_bias,RID);
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//these work well, but should be used from the main thread only
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bool shape_collide(RID p_shape_A, const Matrix32& p_xform_A,const Vector2& p_motion_A,RID p_shape_B, const Matrix32& p_xform_B, const Vector2& p_motion_B,Vector2 *r_results,int p_result_max,int &r_result_count) {
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ERR_FAIL_COND_V(main_thread!=Thread::get_caller_ID(),false);
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return physics_2d_server->shape_collide(p_shape_A,p_xform_A,p_motion_A,p_shape_B,p_xform_B,p_motion_B,r_results,p_result_max,r_result_count);
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}
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/* SPACE API */
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FUNC0R(RID,space_create);
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FUNC2(space_set_active,RID,bool);
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FUNC1RC(bool,space_is_active,RID);
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FUNC3(space_set_param,RID,SpaceParameter,real_t);
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FUNC2RC(real_t,space_get_param,RID,SpaceParameter);
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// this function only works on fixed process, errors and returns null otherwise
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Physics2DDirectSpaceState* space_get_direct_state(RID p_space) {
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ERR_FAIL_COND_V(main_thread!=Thread::get_caller_ID(),NULL);
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return physics_2d_server->space_get_direct_state(p_space);
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}
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FUNC2(space_set_debug_contacts,RID,int);
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virtual Vector<Vector2> space_get_contacts(RID p_space) const {
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ERR_FAIL_COND_V(main_thread!=Thread::get_caller_ID(),Vector<Vector2>());
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return physics_2d_server->space_get_contacts(p_space);
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}
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virtual int space_get_contact_count(RID p_space) const {
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ERR_FAIL_COND_V(main_thread!=Thread::get_caller_ID(),0);
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return physics_2d_server->space_get_contact_count(p_space);
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}
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/* AREA API */
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//FUNC0RID(area);
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FUNC0R(RID,area_create);
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FUNC2(area_set_space,RID,RID);
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FUNC1RC(RID,area_get_space,RID);
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FUNC2(area_set_space_override_mode,RID,AreaSpaceOverrideMode);
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FUNC1RC(AreaSpaceOverrideMode,area_get_space_override_mode,RID);
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FUNC3(area_add_shape,RID,RID,const Matrix32&);
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FUNC3(area_set_shape,RID,int,RID);
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FUNC3(area_set_shape_transform,RID,int,const Matrix32&);
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FUNC1RC(int,area_get_shape_count,RID);
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FUNC2RC(RID,area_get_shape,RID,int);
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FUNC2RC(Matrix32,area_get_shape_transform,RID,int);
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FUNC2(area_remove_shape,RID,int);
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FUNC1(area_clear_shapes,RID);
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FUNC2(area_attach_object_instance_ID,RID,ObjectID);
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FUNC1RC(ObjectID,area_get_object_instance_ID,RID);
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FUNC3(area_set_param,RID,AreaParameter,const Variant&);
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FUNC2(area_set_transform,RID,const Matrix32&);
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FUNC2RC(Variant,area_get_param,RID,AreaParameter);
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FUNC1RC(Matrix32,area_get_transform,RID);
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FUNC2(area_set_collision_mask,RID,uint32_t);
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FUNC2(area_set_layer_mask,RID,uint32_t);
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FUNC2(area_set_monitorable,RID,bool);
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FUNC2(area_set_pickable,RID,bool);
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FUNC3(area_set_monitor_callback,RID,Object*,const StringName&);
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FUNC3(area_set_area_monitor_callback,RID,Object*,const StringName&);
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/* BODY API */
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//FUNC2RID(body,BodyMode,bool);
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FUNC2R(RID,body_create,BodyMode,bool)
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FUNC2(body_set_space,RID,RID);
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FUNC1RC(RID,body_get_space,RID);
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FUNC2(body_set_mode,RID,BodyMode);
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FUNC1RC(BodyMode,body_get_mode,RID);
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FUNC3(body_add_shape,RID,RID,const Matrix32&);
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FUNC3(body_set_shape,RID,int,RID);
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FUNC3(body_set_shape_transform,RID,int,const Matrix32&);
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FUNC3(body_set_shape_metadata,RID,int,const Variant&);
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FUNC1RC(int,body_get_shape_count,RID);
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FUNC2RC(Matrix32,body_get_shape_transform,RID,int);
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FUNC2RC(Variant,body_get_shape_metadata,RID,int);
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FUNC2RC(RID,body_get_shape,RID,int);
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FUNC3(body_set_shape_as_trigger,RID,int,bool);
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FUNC2RC(bool,body_is_shape_set_as_trigger,RID,int);
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FUNC2(body_remove_shape,RID,int);
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FUNC1(body_clear_shapes,RID);
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FUNC2(body_attach_object_instance_ID,RID,uint32_t);
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FUNC1RC(uint32_t,body_get_object_instance_ID,RID);
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FUNC2(body_set_continuous_collision_detection_mode,RID,CCDMode);
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FUNC1RC(CCDMode,body_get_continuous_collision_detection_mode,RID);
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FUNC2(body_set_layer_mask,RID,uint32_t);
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FUNC1RC(uint32_t,body_get_layer_mask,RID);
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FUNC2(body_set_collision_mask,RID,uint32_t);
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FUNC1RC(uint32_t,body_get_collision_mask,RID);
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FUNC3(body_set_param,RID,BodyParameter,float);
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FUNC2RC(float,body_get_param,RID,BodyParameter);
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FUNC3(body_set_state,RID,BodyState,const Variant&);
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FUNC2RC(Variant,body_get_state,RID,BodyState);
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FUNC2(body_set_applied_force,RID,const Vector2&);
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FUNC1RC(Vector2,body_get_applied_force,RID);
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FUNC2(body_set_applied_torque,RID,float);
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FUNC1RC(float,body_get_applied_torque,RID);
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FUNC3(body_add_force,RID,const Vector2&,const Vector2&);
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FUNC3(body_apply_impulse,RID,const Vector2&,const Vector2&);
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FUNC2(body_set_axis_velocity,RID,const Vector2&);
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FUNC2(body_add_collision_exception,RID,RID);
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FUNC2(body_remove_collision_exception,RID,RID);
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FUNC2S(body_get_collision_exceptions,RID,List<RID>*);
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FUNC2(body_set_max_contacts_reported,RID,int);
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FUNC1RC(int,body_get_max_contacts_reported,RID);
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FUNC2(body_set_one_way_collision_direction,RID,const Vector2&);
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FUNC1RC(Vector2,body_get_one_way_collision_direction,RID);
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FUNC2(body_set_one_way_collision_max_depth,RID,float);
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FUNC1RC(float,body_get_one_way_collision_max_depth,RID);
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FUNC2(body_set_contacts_reported_depth_treshold,RID,float);
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FUNC1RC(float,body_get_contacts_reported_depth_treshold,RID);
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FUNC2(body_set_omit_force_integration,RID,bool);
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FUNC1RC(bool,body_is_omitting_force_integration,RID);
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FUNC4(body_set_force_integration_callback,RID ,Object *,const StringName& ,const Variant& );
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bool body_collide_shape(RID p_body, int p_body_shape,RID p_shape, const Matrix32& p_shape_xform,const Vector2& p_motion,Vector2 *r_results,int p_result_max,int &r_result_count) {
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return physics_2d_server->body_collide_shape(p_body,p_body_shape,p_shape,p_shape_xform,p_motion,r_results,p_result_max,r_result_count);
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}
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FUNC2(body_set_pickable,RID,bool);
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bool body_test_motion(RID p_body,const Vector2& p_motion,float p_margin=0.001,MotionResult *r_result=NULL) {
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ERR_FAIL_COND_V(main_thread!=Thread::get_caller_ID(),false);
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return physics_2d_server->body_test_motion(p_body,p_motion,p_margin,r_result);
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}
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/* JOINT API */
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FUNC3(joint_set_param,RID,JointParam,real_t);
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FUNC2RC(real_t,joint_get_param,RID,JointParam);
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///FUNC3RID(pin_joint,const Vector2&,RID,RID);
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///FUNC5RID(groove_joint,const Vector2&,const Vector2&,const Vector2&,RID,RID);
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///FUNC4RID(damped_spring_joint,const Vector2&,const Vector2&,RID,RID);
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FUNC3R(RID,pin_joint_create,const Vector2&,RID,RID);
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FUNC5R(RID,groove_joint_create,const Vector2&,const Vector2&,const Vector2&,RID,RID);
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FUNC4R(RID,damped_spring_joint_create,const Vector2&,const Vector2&,RID,RID);
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FUNC3(pin_joint_set_param,RID,PinJointParam,real_t);
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FUNC2RC(real_t,pin_joint_get_param,RID,PinJointParam);
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FUNC3(damped_string_joint_set_param,RID,DampedStringParam,real_t);
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FUNC2RC(real_t,damped_string_joint_get_param,RID,DampedStringParam);
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FUNC1RC(JointType,joint_get_type,RID);
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/* MISC */
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FUNC1(free,RID);
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FUNC1(set_active,bool);
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virtual void init();
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virtual void step(float p_step);
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virtual void sync();
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virtual void end_sync();
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virtual void flush_queries();
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virtual void finish();
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int get_process_info(ProcessInfo p_info) {
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return physics_2d_server->get_process_info(p_info);
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}
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Physics2DServerWrapMT(Physics2DServer* p_contained,bool p_create_thread);
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~Physics2DServerWrapMT();
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template<class T>
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static Physics2DServer* init_server() {
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int tm = GLOBAL_DEF("physics_2d/thread_model",1);
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if (tm==0) //single unsafe
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return memnew( T );
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else if (tm==1) //single saef
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return memnew( Physics2DServerWrapMT( memnew( T ), false ));
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else //single unsafe
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return memnew( Physics2DServerWrapMT( memnew( T ), true ));
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}
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#undef ServerNameWrapMT
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#undef ServerName
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#undef server_name
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};
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#ifdef DEBUG_SYNC
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#undef DEBUG_SYNC
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#endif
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#undef SYNC_DEBUG
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#endif // PHYSICS2DSERVERWRAPMT_H
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