virtualx-engine/modules/godot_physics_2d/godot_physics_server_2d.cpp
Ricardo Buring 7c4c4b9987 Move Godot Physics 2D into a module; add dummy 2D physics server
If the module is enabled (default), 2D physics works as it did before.

If the module is disabled and no other 2D physics server is registered
(via a module or GDExtension), then we fall back to a dummy
implementation which effectively disables 2D physics functionality (and
a warning is printed).

The dummy 2D physics server can also be selected explicitly, in which
case no warning is printed.
2024-09-23 17:33:45 +02:00

1400 lines
42 KiB
C++

/**************************************************************************/
/* godot_physics_server_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
/**************************************************************************/
#include "godot_physics_server_2d.h"
#include "godot_body_direct_state_2d.h"
#include "godot_broad_phase_2d_bvh.h"
#include "godot_collision_solver_2d.h"
#include "core/config/project_settings.h"
#include "core/debugger/engine_debugger.h"
#include "core/os/os.h"
#define FLUSH_QUERY_CHECK(m_object) \
ERR_FAIL_COND_MSG(m_object->get_space() && flushing_queries, "Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead.");
RID GodotPhysicsServer2D::_shape_create(ShapeType p_shape) {
GodotShape2D *shape = nullptr;
switch (p_shape) {
case SHAPE_WORLD_BOUNDARY: {
shape = memnew(GodotWorldBoundaryShape2D);
} break;
case SHAPE_SEPARATION_RAY: {
shape = memnew(GodotSeparationRayShape2D);
} break;
case SHAPE_SEGMENT: {
shape = memnew(GodotSegmentShape2D);
} break;
case SHAPE_CIRCLE: {
shape = memnew(GodotCircleShape2D);
} break;
case SHAPE_RECTANGLE: {
shape = memnew(GodotRectangleShape2D);
} break;
case SHAPE_CAPSULE: {
shape = memnew(GodotCapsuleShape2D);
} break;
case SHAPE_CONVEX_POLYGON: {
shape = memnew(GodotConvexPolygonShape2D);
} break;
case SHAPE_CONCAVE_POLYGON: {
shape = memnew(GodotConcavePolygonShape2D);
} break;
case SHAPE_CUSTOM: {
ERR_FAIL_V(RID());
} break;
}
RID id = shape_owner.make_rid(shape);
shape->set_self(id);
return id;
}
RID GodotPhysicsServer2D::world_boundary_shape_create() {
return _shape_create(SHAPE_WORLD_BOUNDARY);
}
RID GodotPhysicsServer2D::separation_ray_shape_create() {
return _shape_create(SHAPE_SEPARATION_RAY);
}
RID GodotPhysicsServer2D::segment_shape_create() {
return _shape_create(SHAPE_SEGMENT);
}
RID GodotPhysicsServer2D::circle_shape_create() {
return _shape_create(SHAPE_CIRCLE);
}
RID GodotPhysicsServer2D::rectangle_shape_create() {
return _shape_create(SHAPE_RECTANGLE);
}
RID GodotPhysicsServer2D::capsule_shape_create() {
return _shape_create(SHAPE_CAPSULE);
}
RID GodotPhysicsServer2D::convex_polygon_shape_create() {
return _shape_create(SHAPE_CONVEX_POLYGON);
}
RID GodotPhysicsServer2D::concave_polygon_shape_create() {
return _shape_create(SHAPE_CONCAVE_POLYGON);
}
void GodotPhysicsServer2D::shape_set_data(RID p_shape, const Variant &p_data) {
GodotShape2D *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_NULL(shape);
shape->set_data(p_data);
};
void GodotPhysicsServer2D::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) {
GodotShape2D *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_NULL(shape);
shape->set_custom_bias(p_bias);
}
PhysicsServer2D::ShapeType GodotPhysicsServer2D::shape_get_type(RID p_shape) const {
const GodotShape2D *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_NULL_V(shape, SHAPE_CUSTOM);
return shape->get_type();
};
Variant GodotPhysicsServer2D::shape_get_data(RID p_shape) const {
const GodotShape2D *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_NULL_V(shape, Variant());
ERR_FAIL_COND_V(!shape->is_configured(), Variant());
return shape->get_data();
};
real_t GodotPhysicsServer2D::shape_get_custom_solver_bias(RID p_shape) const {
const GodotShape2D *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_NULL_V(shape, 0);
return shape->get_custom_bias();
}
void GodotPhysicsServer2D::_shape_col_cbk(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) {
CollCbkData *cbk = static_cast<CollCbkData *>(p_userdata);
if (cbk->max == 0) {
return;
}
Vector2 rel_dir = (p_point_A - p_point_B);
real_t rel_length2 = rel_dir.length_squared();
if (cbk->valid_dir != Vector2()) {
if (cbk->valid_depth < 10e20) {
if (rel_length2 > cbk->valid_depth * cbk->valid_depth ||
(rel_length2 > CMP_EPSILON && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON)) {
cbk->invalid_by_dir++;
return;
}
} else {
if (rel_length2 > 0 && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON) {
return;
}
}
}
if (cbk->amount == cbk->max) {
//find least deep
real_t min_depth = 1e20;
int min_depth_idx = 0;
for (int i = 0; i < cbk->amount; i++) {
real_t d = cbk->ptr[i * 2 + 0].distance_squared_to(cbk->ptr[i * 2 + 1]);
if (d < min_depth) {
min_depth = d;
min_depth_idx = i;
}
}
if (rel_length2 < min_depth) {
return;
}
cbk->ptr[min_depth_idx * 2 + 0] = p_point_A;
cbk->ptr[min_depth_idx * 2 + 1] = p_point_B;
cbk->passed++;
} else {
cbk->ptr[cbk->amount * 2 + 0] = p_point_A;
cbk->ptr[cbk->amount * 2 + 1] = p_point_B;
cbk->amount++;
cbk->passed++;
}
}
bool GodotPhysicsServer2D::shape_collide(RID p_shape_A, const Transform2D &p_xform_A, const Vector2 &p_motion_A, RID p_shape_B, const Transform2D &p_xform_B, const Vector2 &p_motion_B, Vector2 *r_results, int p_result_max, int &r_result_count) {
GodotShape2D *shape_A = shape_owner.get_or_null(p_shape_A);
ERR_FAIL_NULL_V(shape_A, false);
GodotShape2D *shape_B = shape_owner.get_or_null(p_shape_B);
ERR_FAIL_NULL_V(shape_B, false);
if (p_result_max == 0) {
return GodotCollisionSolver2D::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, nullptr, nullptr);
}
CollCbkData cbk;
cbk.max = p_result_max;
cbk.amount = 0;
cbk.passed = 0;
cbk.ptr = r_results;
bool res = GodotCollisionSolver2D::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, _shape_col_cbk, &cbk);
r_result_count = cbk.amount;
return res;
}
RID GodotPhysicsServer2D::space_create() {
GodotSpace2D *space = memnew(GodotSpace2D);
RID id = space_owner.make_rid(space);
space->set_self(id);
RID area_id = area_create();
GodotArea2D *area = area_owner.get_or_null(area_id);
ERR_FAIL_NULL_V(area, RID());
space->set_default_area(area);
area->set_space(space);
area->set_priority(-1);
return id;
};
void GodotPhysicsServer2D::space_set_active(RID p_space, bool p_active) {
GodotSpace2D *space = space_owner.get_or_null(p_space);
ERR_FAIL_NULL(space);
if (p_active) {
active_spaces.insert(space);
} else {
active_spaces.erase(space);
}
}
bool GodotPhysicsServer2D::space_is_active(RID p_space) const {
const GodotSpace2D *space = space_owner.get_or_null(p_space);
ERR_FAIL_NULL_V(space, false);
return active_spaces.has(space);
}
void GodotPhysicsServer2D::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) {
GodotSpace2D *space = space_owner.get_or_null(p_space);
ERR_FAIL_NULL(space);
space->set_param(p_param, p_value);
}
real_t GodotPhysicsServer2D::space_get_param(RID p_space, SpaceParameter p_param) const {
const GodotSpace2D *space = space_owner.get_or_null(p_space);
ERR_FAIL_NULL_V(space, 0);
return space->get_param(p_param);
}
void GodotPhysicsServer2D::space_set_debug_contacts(RID p_space, int p_max_contacts) {
GodotSpace2D *space = space_owner.get_or_null(p_space);
ERR_FAIL_NULL(space);
space->set_debug_contacts(p_max_contacts);
}
Vector<Vector2> GodotPhysicsServer2D::space_get_contacts(RID p_space) const {
GodotSpace2D *space = space_owner.get_or_null(p_space);
ERR_FAIL_NULL_V(space, Vector<Vector2>());
return space->get_debug_contacts();
}
int GodotPhysicsServer2D::space_get_contact_count(RID p_space) const {
GodotSpace2D *space = space_owner.get_or_null(p_space);
ERR_FAIL_NULL_V(space, 0);
return space->get_debug_contact_count();
}
PhysicsDirectSpaceState2D *GodotPhysicsServer2D::space_get_direct_state(RID p_space) {
GodotSpace2D *space = space_owner.get_or_null(p_space);
ERR_FAIL_NULL_V(space, nullptr);
ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification.");
return space->get_direct_state();
}
RID GodotPhysicsServer2D::area_create() {
GodotArea2D *area = memnew(GodotArea2D);
RID rid = area_owner.make_rid(area);
area->set_self(rid);
return rid;
}
void GodotPhysicsServer2D::area_set_space(RID p_area, RID p_space) {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL(area);
GodotSpace2D *space = nullptr;
if (p_space.is_valid()) {
space = space_owner.get_or_null(p_space);
ERR_FAIL_NULL(space);
}
if (area->get_space() == space) {
return; //pointless
}
area->clear_constraints();
area->set_space(space);
}
RID GodotPhysicsServer2D::area_get_space(RID p_area) const {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL_V(area, RID());
GodotSpace2D *space = area->get_space();
if (!space) {
return RID();
}
return space->get_self();
}
void GodotPhysicsServer2D::area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform, bool p_disabled) {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL(area);
GodotShape2D *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_NULL(shape);
area->add_shape(shape, p_transform, p_disabled);
}
void GodotPhysicsServer2D::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL(area);
GodotShape2D *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_NULL(shape);
ERR_FAIL_COND(!shape->is_configured());
area->set_shape(p_shape_idx, shape);
}
void GodotPhysicsServer2D::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform) {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL(area);
area->set_shape_transform(p_shape_idx, p_transform);
}
void GodotPhysicsServer2D::area_set_shape_disabled(RID p_area, int p_shape, bool p_disabled) {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL(area);
ERR_FAIL_INDEX(p_shape, area->get_shape_count());
FLUSH_QUERY_CHECK(area);
area->set_shape_disabled(p_shape, p_disabled);
}
int GodotPhysicsServer2D::area_get_shape_count(RID p_area) const {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL_V(area, -1);
return area->get_shape_count();
}
RID GodotPhysicsServer2D::area_get_shape(RID p_area, int p_shape_idx) const {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL_V(area, RID());
GodotShape2D *shape = area->get_shape(p_shape_idx);
ERR_FAIL_NULL_V(shape, RID());
return shape->get_self();
}
Transform2D GodotPhysicsServer2D::area_get_shape_transform(RID p_area, int p_shape_idx) const {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL_V(area, Transform2D());
return area->get_shape_transform(p_shape_idx);
}
void GodotPhysicsServer2D::area_remove_shape(RID p_area, int p_shape_idx) {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL(area);
area->remove_shape(p_shape_idx);
}
void GodotPhysicsServer2D::area_clear_shapes(RID p_area) {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL(area);
while (area->get_shape_count()) {
area->remove_shape(0);
}
}
void GodotPhysicsServer2D::area_attach_object_instance_id(RID p_area, ObjectID p_id) {
if (space_owner.owns(p_area)) {
GodotSpace2D *space = space_owner.get_or_null(p_area);
p_area = space->get_default_area()->get_self();
}
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL(area);
area->set_instance_id(p_id);
}
ObjectID GodotPhysicsServer2D::area_get_object_instance_id(RID p_area) const {
if (space_owner.owns(p_area)) {
GodotSpace2D *space = space_owner.get_or_null(p_area);
p_area = space->get_default_area()->get_self();
}
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL_V(area, ObjectID());
return area->get_instance_id();
}
void GodotPhysicsServer2D::area_attach_canvas_instance_id(RID p_area, ObjectID p_id) {
if (space_owner.owns(p_area)) {
GodotSpace2D *space = space_owner.get_or_null(p_area);
p_area = space->get_default_area()->get_self();
}
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL(area);
area->set_canvas_instance_id(p_id);
}
ObjectID GodotPhysicsServer2D::area_get_canvas_instance_id(RID p_area) const {
if (space_owner.owns(p_area)) {
GodotSpace2D *space = space_owner.get_or_null(p_area);
p_area = space->get_default_area()->get_self();
}
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL_V(area, ObjectID());
return area->get_canvas_instance_id();
}
void GodotPhysicsServer2D::area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) {
if (space_owner.owns(p_area)) {
GodotSpace2D *space = space_owner.get_or_null(p_area);
p_area = space->get_default_area()->get_self();
}
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL(area);
area->set_param(p_param, p_value);
};
void GodotPhysicsServer2D::area_set_transform(RID p_area, const Transform2D &p_transform) {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL(area);
area->set_transform(p_transform);
};
Variant GodotPhysicsServer2D::area_get_param(RID p_area, AreaParameter p_param) const {
if (space_owner.owns(p_area)) {
GodotSpace2D *space = space_owner.get_or_null(p_area);
p_area = space->get_default_area()->get_self();
}
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL_V(area, Variant());
return area->get_param(p_param);
};
Transform2D GodotPhysicsServer2D::area_get_transform(RID p_area) const {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL_V(area, Transform2D());
return area->get_transform();
};
void GodotPhysicsServer2D::area_set_pickable(RID p_area, bool p_pickable) {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL(area);
area->set_pickable(p_pickable);
}
void GodotPhysicsServer2D::area_set_monitorable(RID p_area, bool p_monitorable) {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL(area);
FLUSH_QUERY_CHECK(area);
area->set_monitorable(p_monitorable);
}
void GodotPhysicsServer2D::area_set_collision_layer(RID p_area, uint32_t p_layer) {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL(area);
area->set_collision_layer(p_layer);
}
uint32_t GodotPhysicsServer2D::area_get_collision_layer(RID p_area) const {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL_V(area, 0);
return area->get_collision_layer();
}
void GodotPhysicsServer2D::area_set_collision_mask(RID p_area, uint32_t p_mask) {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL(area);
area->set_collision_mask(p_mask);
}
uint32_t GodotPhysicsServer2D::area_get_collision_mask(RID p_area) const {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL_V(area, 0);
return area->get_collision_mask();
}
void GodotPhysicsServer2D::area_set_monitor_callback(RID p_area, const Callable &p_callback) {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL(area);
area->set_monitor_callback(p_callback.is_valid() ? p_callback : Callable());
}
void GodotPhysicsServer2D::area_set_area_monitor_callback(RID p_area, const Callable &p_callback) {
GodotArea2D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL(area);
area->set_area_monitor_callback(p_callback.is_valid() ? p_callback : Callable());
}
/* BODY API */
RID GodotPhysicsServer2D::body_create() {
GodotBody2D *body = memnew(GodotBody2D);
RID rid = body_owner.make_rid(body);
body->set_self(rid);
return rid;
}
void GodotPhysicsServer2D::body_set_space(RID p_body, RID p_space) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
GodotSpace2D *space = nullptr;
if (p_space.is_valid()) {
space = space_owner.get_or_null(p_space);
ERR_FAIL_NULL(space);
}
if (body->get_space() == space) {
return; //pointless
}
body->clear_constraint_list();
body->set_space(space);
};
RID GodotPhysicsServer2D::body_get_space(RID p_body) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, RID());
GodotSpace2D *space = body->get_space();
if (!space) {
return RID();
}
return space->get_self();
};
void GodotPhysicsServer2D::body_set_mode(RID p_body, BodyMode p_mode) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
FLUSH_QUERY_CHECK(body);
body->set_mode(p_mode);
};
PhysicsServer2D::BodyMode GodotPhysicsServer2D::body_get_mode(RID p_body) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, BODY_MODE_STATIC);
return body->get_mode();
};
void GodotPhysicsServer2D::body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform, bool p_disabled) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
GodotShape2D *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_NULL(shape);
body->add_shape(shape, p_transform, p_disabled);
}
void GodotPhysicsServer2D::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
GodotShape2D *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_NULL(shape);
ERR_FAIL_COND(!shape->is_configured());
body->set_shape(p_shape_idx, shape);
}
void GodotPhysicsServer2D::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->set_shape_transform(p_shape_idx, p_transform);
}
int GodotPhysicsServer2D::body_get_shape_count(RID p_body) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, -1);
return body->get_shape_count();
}
RID GodotPhysicsServer2D::body_get_shape(RID p_body, int p_shape_idx) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, RID());
GodotShape2D *shape = body->get_shape(p_shape_idx);
ERR_FAIL_NULL_V(shape, RID());
return shape->get_self();
}
Transform2D GodotPhysicsServer2D::body_get_shape_transform(RID p_body, int p_shape_idx) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, Transform2D());
return body->get_shape_transform(p_shape_idx);
}
void GodotPhysicsServer2D::body_remove_shape(RID p_body, int p_shape_idx) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->remove_shape(p_shape_idx);
}
void GodotPhysicsServer2D::body_clear_shapes(RID p_body) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
while (body->get_shape_count()) {
body->remove_shape(0);
}
}
void GodotPhysicsServer2D::body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count());
FLUSH_QUERY_CHECK(body);
body->set_shape_disabled(p_shape_idx, p_disabled);
}
void GodotPhysicsServer2D::body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, real_t p_margin) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count());
FLUSH_QUERY_CHECK(body);
body->set_shape_as_one_way_collision(p_shape_idx, p_enable, p_margin);
}
void GodotPhysicsServer2D::body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->set_continuous_collision_detection_mode(p_mode);
}
GodotPhysicsServer2D::CCDMode GodotPhysicsServer2D::body_get_continuous_collision_detection_mode(RID p_body) const {
const GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, CCD_MODE_DISABLED);
return body->get_continuous_collision_detection_mode();
}
void GodotPhysicsServer2D::body_attach_object_instance_id(RID p_body, ObjectID p_id) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->set_instance_id(p_id);
}
ObjectID GodotPhysicsServer2D::body_get_object_instance_id(RID p_body) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, ObjectID());
return body->get_instance_id();
}
void GodotPhysicsServer2D::body_attach_canvas_instance_id(RID p_body, ObjectID p_id) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->set_canvas_instance_id(p_id);
}
ObjectID GodotPhysicsServer2D::body_get_canvas_instance_id(RID p_body) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, ObjectID());
return body->get_canvas_instance_id();
}
void GodotPhysicsServer2D::body_set_collision_layer(RID p_body, uint32_t p_layer) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->set_collision_layer(p_layer);
}
uint32_t GodotPhysicsServer2D::body_get_collision_layer(RID p_body) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, 0);
return body->get_collision_layer();
}
void GodotPhysicsServer2D::body_set_collision_mask(RID p_body, uint32_t p_mask) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->set_collision_mask(p_mask);
}
uint32_t GodotPhysicsServer2D::body_get_collision_mask(RID p_body) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, 0);
return body->get_collision_mask();
}
void GodotPhysicsServer2D::body_set_collision_priority(RID p_body, real_t p_priority) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->set_collision_priority(p_priority);
}
real_t GodotPhysicsServer2D::body_get_collision_priority(RID p_body) const {
const GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, 0);
return body->get_collision_priority();
}
void GodotPhysicsServer2D::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->set_param(p_param, p_value);
}
Variant GodotPhysicsServer2D::body_get_param(RID p_body, BodyParameter p_param) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, 0);
return body->get_param(p_param);
}
void GodotPhysicsServer2D::body_reset_mass_properties(RID p_body) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
return body->reset_mass_properties();
}
void GodotPhysicsServer2D::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->set_state(p_state, p_variant);
}
Variant GodotPhysicsServer2D::body_get_state(RID p_body, BodyState p_state) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, Variant());
return body->get_state(p_state);
}
void GodotPhysicsServer2D::body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->apply_central_impulse(p_impulse);
body->wakeup();
}
void GodotPhysicsServer2D::body_apply_torque_impulse(RID p_body, real_t p_torque) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
_update_shapes();
body->apply_torque_impulse(p_torque);
body->wakeup();
}
void GodotPhysicsServer2D::body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
_update_shapes();
body->apply_impulse(p_impulse, p_position);
body->wakeup();
}
void GodotPhysicsServer2D::body_apply_central_force(RID p_body, const Vector2 &p_force) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->apply_central_force(p_force);
body->wakeup();
}
void GodotPhysicsServer2D::body_apply_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->apply_force(p_force, p_position);
body->wakeup();
}
void GodotPhysicsServer2D::body_apply_torque(RID p_body, real_t p_torque) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->apply_torque(p_torque);
body->wakeup();
}
void GodotPhysicsServer2D::body_add_constant_central_force(RID p_body, const Vector2 &p_force) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->add_constant_central_force(p_force);
body->wakeup();
}
void GodotPhysicsServer2D::body_add_constant_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->add_constant_force(p_force, p_position);
body->wakeup();
}
void GodotPhysicsServer2D::body_add_constant_torque(RID p_body, real_t p_torque) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->add_constant_torque(p_torque);
body->wakeup();
}
void GodotPhysicsServer2D::body_set_constant_force(RID p_body, const Vector2 &p_force) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->set_constant_force(p_force);
if (!p_force.is_zero_approx()) {
body->wakeup();
}
}
Vector2 GodotPhysicsServer2D::body_get_constant_force(RID p_body) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, Vector2());
return body->get_constant_force();
}
void GodotPhysicsServer2D::body_set_constant_torque(RID p_body, real_t p_torque) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->set_constant_torque(p_torque);
if (!Math::is_zero_approx(p_torque)) {
body->wakeup();
}
}
real_t GodotPhysicsServer2D::body_get_constant_torque(RID p_body) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, 0);
return body->get_constant_torque();
}
void GodotPhysicsServer2D::body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
_update_shapes();
Vector2 v = body->get_linear_velocity();
Vector2 axis = p_axis_velocity.normalized();
v -= axis * axis.dot(v);
v += p_axis_velocity;
body->set_linear_velocity(v);
body->wakeup();
};
void GodotPhysicsServer2D::body_add_collision_exception(RID p_body, RID p_body_b) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->add_exception(p_body_b);
body->wakeup();
};
void GodotPhysicsServer2D::body_remove_collision_exception(RID p_body, RID p_body_b) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->remove_exception(p_body_b);
body->wakeup();
};
void GodotPhysicsServer2D::body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
for (int i = 0; i < body->get_exceptions().size(); i++) {
p_exceptions->push_back(body->get_exceptions()[i]);
}
};
void GodotPhysicsServer2D::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
};
real_t GodotPhysicsServer2D::body_get_contacts_reported_depth_threshold(RID p_body) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, 0);
return 0;
};
void GodotPhysicsServer2D::body_set_omit_force_integration(RID p_body, bool p_omit) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->set_omit_force_integration(p_omit);
};
bool GodotPhysicsServer2D::body_is_omitting_force_integration(RID p_body) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, false);
return body->get_omit_force_integration();
};
void GodotPhysicsServer2D::body_set_max_contacts_reported(RID p_body, int p_contacts) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->set_max_contacts_reported(p_contacts);
}
int GodotPhysicsServer2D::body_get_max_contacts_reported(RID p_body) const {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, -1);
return body->get_max_contacts_reported();
}
void GodotPhysicsServer2D::body_set_state_sync_callback(RID p_body, const Callable &p_callable) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->set_state_sync_callback(p_callable);
}
void GodotPhysicsServer2D::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->set_force_integration_callback(p_callable, p_udata);
}
bool GodotPhysicsServer2D::body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, false);
ERR_FAIL_INDEX_V(p_body_shape, body->get_shape_count(), false);
return shape_collide(body->get_shape(p_body_shape)->get_self(), body->get_transform() * body->get_shape_transform(p_body_shape), Vector2(), p_shape, p_shape_xform, p_motion, r_results, p_result_max, r_result_count);
}
void GodotPhysicsServer2D::body_set_pickable(RID p_body, bool p_pickable) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->set_pickable(p_pickable);
}
bool GodotPhysicsServer2D::body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result) {
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, false);
ERR_FAIL_NULL_V(body->get_space(), false);
ERR_FAIL_COND_V(body->get_space()->is_locked(), false);
_update_shapes();
return body->get_space()->test_body_motion(body, p_parameters, r_result);
}
PhysicsDirectBodyState2D *GodotPhysicsServer2D::body_get_direct_state(RID p_body) {
ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
if (!body_owner.owns(p_body)) {
return nullptr;
}
GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, nullptr);
if (!body->get_space()) {
return nullptr;
}
ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
return body->get_direct_state();
}
/* JOINT API */
RID GodotPhysicsServer2D::joint_create() {
GodotJoint2D *joint = memnew(GodotJoint2D);
RID joint_rid = joint_owner.make_rid(joint);
joint->set_self(joint_rid);
return joint_rid;
}
void GodotPhysicsServer2D::joint_clear(RID p_joint) {
GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_NULL(joint);
if (joint->get_type() != JOINT_TYPE_MAX) {
GodotJoint2D *empty_joint = memnew(GodotJoint2D);
empty_joint->copy_settings_from(joint);
joint_owner.replace(p_joint, empty_joint);
memdelete(joint);
}
}
void GodotPhysicsServer2D::joint_set_param(RID p_joint, JointParam p_param, real_t p_value) {
GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_NULL(joint);
switch (p_param) {
case JOINT_PARAM_BIAS:
joint->set_bias(p_value);
break;
case JOINT_PARAM_MAX_BIAS:
joint->set_max_bias(p_value);
break;
case JOINT_PARAM_MAX_FORCE:
joint->set_max_force(p_value);
break;
}
}
real_t GodotPhysicsServer2D::joint_get_param(RID p_joint, JointParam p_param) const {
const GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_NULL_V(joint, -1);
switch (p_param) {
case JOINT_PARAM_BIAS:
return joint->get_bias();
break;
case JOINT_PARAM_MAX_BIAS:
return joint->get_max_bias();
break;
case JOINT_PARAM_MAX_FORCE:
return joint->get_max_force();
break;
}
return 0;
}
void GodotPhysicsServer2D::joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) {
GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_NULL(joint);
joint->disable_collisions_between_bodies(p_disable);
if (2 == joint->get_body_count()) {
GodotBody2D *body_a = *joint->get_body_ptr();
GodotBody2D *body_b = *(joint->get_body_ptr() + 1);
if (p_disable) {
body_add_collision_exception(body_a->get_self(), body_b->get_self());
body_add_collision_exception(body_b->get_self(), body_a->get_self());
} else {
body_remove_collision_exception(body_a->get_self(), body_b->get_self());
body_remove_collision_exception(body_b->get_self(), body_a->get_self());
}
}
}
bool GodotPhysicsServer2D::joint_is_disabled_collisions_between_bodies(RID p_joint) const {
const GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_NULL_V(joint, true);
return joint->is_disabled_collisions_between_bodies();
}
void GodotPhysicsServer2D::joint_make_pin(RID p_joint, const Vector2 &p_pos, RID p_body_a, RID p_body_b) {
GodotBody2D *A = body_owner.get_or_null(p_body_a);
ERR_FAIL_NULL(A);
GodotBody2D *B = nullptr;
if (body_owner.owns(p_body_b)) {
B = body_owner.get_or_null(p_body_b);
ERR_FAIL_NULL(B);
}
GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_NULL(prev_joint);
GodotJoint2D *joint = memnew(GodotPinJoint2D(p_pos, A, B));
joint_owner.replace(p_joint, joint);
joint->copy_settings_from(prev_joint);
memdelete(prev_joint);
}
void GodotPhysicsServer2D::joint_make_groove(RID p_joint, const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) {
GodotBody2D *A = body_owner.get_or_null(p_body_a);
ERR_FAIL_NULL(A);
GodotBody2D *B = body_owner.get_or_null(p_body_b);
ERR_FAIL_NULL(B);
GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_NULL(prev_joint);
GodotJoint2D *joint = memnew(GodotGrooveJoint2D(p_a_groove1, p_a_groove2, p_b_anchor, A, B));
joint_owner.replace(p_joint, joint);
joint->copy_settings_from(prev_joint);
memdelete(prev_joint);
}
void GodotPhysicsServer2D::joint_make_damped_spring(RID p_joint, const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b) {
GodotBody2D *A = body_owner.get_or_null(p_body_a);
ERR_FAIL_NULL(A);
GodotBody2D *B = body_owner.get_or_null(p_body_b);
ERR_FAIL_NULL(B);
GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_NULL(prev_joint);
GodotJoint2D *joint = memnew(GodotDampedSpringJoint2D(p_anchor_a, p_anchor_b, A, B));
joint_owner.replace(p_joint, joint);
joint->copy_settings_from(prev_joint);
memdelete(prev_joint);
}
void GodotPhysicsServer2D::pin_joint_set_flag(RID p_joint, PinJointFlag p_flag, bool p_enabled) {
GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_NULL(joint);
ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN);
GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(joint);
pin_joint->set_flag(p_flag, p_enabled);
}
bool GodotPhysicsServer2D::pin_joint_get_flag(RID p_joint, PinJointFlag p_flag) const {
GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_NULL_V(joint, 0);
ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, 0);
GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(joint);
return pin_joint->get_flag(p_flag);
}
void GodotPhysicsServer2D::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) {
GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_NULL(joint);
ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN);
GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(joint);
pin_joint->set_param(p_param, p_value);
}
real_t GodotPhysicsServer2D::pin_joint_get_param(RID p_joint, PinJointParam p_param) const {
GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_NULL_V(joint, 0);
ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, 0);
GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(joint);
return pin_joint->get_param(p_param);
}
void GodotPhysicsServer2D::damped_spring_joint_set_param(RID p_joint, DampedSpringParam p_param, real_t p_value) {
GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_NULL(joint);
ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_DAMPED_SPRING);
GodotDampedSpringJoint2D *dsj = static_cast<GodotDampedSpringJoint2D *>(joint);
dsj->set_param(p_param, p_value);
}
real_t GodotPhysicsServer2D::damped_spring_joint_get_param(RID p_joint, DampedSpringParam p_param) const {
GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_NULL_V(joint, 0);
ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_DAMPED_SPRING, 0);
GodotDampedSpringJoint2D *dsj = static_cast<GodotDampedSpringJoint2D *>(joint);
return dsj->get_param(p_param);
}
PhysicsServer2D::JointType GodotPhysicsServer2D::joint_get_type(RID p_joint) const {
GodotJoint2D *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_NULL_V(joint, JOINT_TYPE_PIN);
return joint->get_type();
}
void GodotPhysicsServer2D::free(RID p_rid) {
_update_shapes(); // just in case
if (shape_owner.owns(p_rid)) {
GodotShape2D *shape = shape_owner.get_or_null(p_rid);
while (shape->get_owners().size()) {
GodotShapeOwner2D *so = shape->get_owners().begin()->key;
so->remove_shape(shape);
}
shape_owner.free(p_rid);
memdelete(shape);
} else if (body_owner.owns(p_rid)) {
GodotBody2D *body = body_owner.get_or_null(p_rid);
body_set_space(p_rid, RID());
while (body->get_shape_count()) {
body->remove_shape(0);
}
body_owner.free(p_rid);
memdelete(body);
} else if (area_owner.owns(p_rid)) {
GodotArea2D *area = area_owner.get_or_null(p_rid);
area->set_space(nullptr);
while (area->get_shape_count()) {
area->remove_shape(0);
}
area_owner.free(p_rid);
memdelete(area);
} else if (space_owner.owns(p_rid)) {
GodotSpace2D *space = space_owner.get_or_null(p_rid);
while (space->get_objects().size()) {
GodotCollisionObject2D *co = static_cast<GodotCollisionObject2D *>(*space->get_objects().begin());
co->set_space(nullptr);
}
active_spaces.erase(space);
free(space->get_default_area()->get_self());
space_owner.free(p_rid);
memdelete(space);
} else if (joint_owner.owns(p_rid)) {
GodotJoint2D *joint = joint_owner.get_or_null(p_rid);
joint_owner.free(p_rid);
memdelete(joint);
} else {
ERR_FAIL_MSG("Invalid ID.");
}
}
void GodotPhysicsServer2D::set_active(bool p_active) {
active = p_active;
}
void GodotPhysicsServer2D::init() {
doing_sync = false;
stepper = memnew(GodotStep2D);
}
void GodotPhysicsServer2D::step(real_t p_step) {
if (!active) {
return;
}
_update_shapes();
island_count = 0;
active_objects = 0;
collision_pairs = 0;
for (const GodotSpace2D *E : active_spaces) {
stepper->step(const_cast<GodotSpace2D *>(E), p_step);
island_count += E->get_island_count();
active_objects += E->get_active_objects();
collision_pairs += E->get_collision_pairs();
}
}
void GodotPhysicsServer2D::sync() {
doing_sync = true;
}
void GodotPhysicsServer2D::flush_queries() {
if (!active) {
return;
}
flushing_queries = true;
uint64_t time_beg = OS::get_singleton()->get_ticks_usec();
for (const GodotSpace2D *E : active_spaces) {
GodotSpace2D *space = const_cast<GodotSpace2D *>(E);
space->call_queries();
}
flushing_queries = false;
if (EngineDebugger::is_profiling("servers")) {
uint64_t total_time[GodotSpace2D::ELAPSED_TIME_MAX];
static const char *time_name[GodotSpace2D::ELAPSED_TIME_MAX] = {
"integrate_forces",
"generate_islands",
"setup_constraints",
"solve_constraints",
"integrate_velocities"
};
for (int i = 0; i < GodotSpace2D::ELAPSED_TIME_MAX; i++) {
total_time[i] = 0;
}
for (const GodotSpace2D *E : active_spaces) {
for (int i = 0; i < GodotSpace2D::ELAPSED_TIME_MAX; i++) {
total_time[i] += E->get_elapsed_time(GodotSpace2D::ElapsedTime(i));
}
}
Array values;
values.resize(GodotSpace2D::ELAPSED_TIME_MAX * 2);
for (int i = 0; i < GodotSpace2D::ELAPSED_TIME_MAX; i++) {
values[i * 2 + 0] = time_name[i];
values[i * 2 + 1] = USEC_TO_SEC(total_time[i]);
}
values.push_back("flush_queries");
values.push_back(USEC_TO_SEC(OS::get_singleton()->get_ticks_usec() - time_beg));
values.push_front("physics_2d");
EngineDebugger::profiler_add_frame_data("servers", values);
}
}
void GodotPhysicsServer2D::end_sync() {
doing_sync = false;
}
void GodotPhysicsServer2D::finish() {
memdelete(stepper);
}
void GodotPhysicsServer2D::_update_shapes() {
while (pending_shape_update_list.first()) {
pending_shape_update_list.first()->self()->_shape_changed();
pending_shape_update_list.remove(pending_shape_update_list.first());
}
}
int GodotPhysicsServer2D::get_process_info(ProcessInfo p_info) {
switch (p_info) {
case INFO_ACTIVE_OBJECTS: {
return active_objects;
} break;
case INFO_COLLISION_PAIRS: {
return collision_pairs;
} break;
case INFO_ISLAND_COUNT: {
return island_count;
} break;
}
return 0;
}
GodotPhysicsServer2D *GodotPhysicsServer2D::godot_singleton = nullptr;
GodotPhysicsServer2D::GodotPhysicsServer2D(bool p_using_threads) {
godot_singleton = this;
GodotBroadPhase2D::create_func = GodotBroadPhase2DBVH::_create;
using_threads = p_using_threads;
}