b324ff7ea5
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
232 lines
9.8 KiB
C++
232 lines
9.8 KiB
C++
/*************************************************************************/
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/* physics_2d_server_sw.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) 2007-2014 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 PHYSICS_2D_SERVER_SW
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#define PHYSICS_2D_SERVER_SW
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#include "servers/physics_2d_server.h"
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#include "shape_2d_sw.h"
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#include "space_2d_sw.h"
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#include "step_2d_sw.h"
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#include "joints_2d_sw.h"
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class Physics2DServerSW : public Physics2DServer {
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OBJ_TYPE( Physics2DServerSW, Physics2DServer );
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friend class Physics2DDirectSpaceStateSW;
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bool active;
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int iterations;
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bool doing_sync;
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real_t last_step;
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Step2DSW *stepper;
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Set<const Space2DSW*> active_spaces;
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Physics2DDirectBodyStateSW *direct_state;
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mutable RID_Owner<Shape2DSW> shape_owner;
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mutable RID_Owner<Space2DSW> space_owner;
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mutable RID_Owner<Area2DSW> area_owner;
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mutable RID_Owner<Body2DSW> body_owner;
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mutable RID_Owner<Joint2DSW> joint_owner;
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// void _clear_query(Query2DSW *p_query);
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public:
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struct CollCbkData {
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int max;
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int amount;
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Vector2 *ptr;
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};
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static void _shape_col_cbk(const Vector2& p_point_A,const Vector2& p_point_B,void *p_userdata);
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virtual RID shape_create(ShapeType p_shape);
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virtual void shape_set_data(RID p_shape, const Variant& p_data);
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virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias);
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virtual ShapeType shape_get_type(RID p_shape) const;
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virtual Variant shape_get_data(RID p_shape) const;
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virtual real_t shape_get_custom_solver_bias(RID p_shape) const;
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virtual 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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/* SPACE API */
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virtual RID space_create();
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virtual void space_set_active(RID p_space,bool p_active);
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virtual bool space_is_active(RID p_space) const;
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virtual void space_set_param(RID p_space,SpaceParameter p_param, real_t p_value);
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virtual real_t space_get_param(RID p_space,SpaceParameter p_param) const;
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// this function only works on fixed process, errors and returns null otherwise
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virtual Physics2DDirectSpaceState* space_get_direct_state(RID p_space);
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/* AREA API */
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virtual RID area_create();
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virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode);
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virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const;
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virtual void area_set_space(RID p_area, RID p_space);
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virtual RID area_get_space(RID p_area) const;
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virtual void area_add_shape(RID p_area, RID p_shape, const Matrix32& p_transform=Matrix32());
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virtual void area_set_shape(RID p_area, int p_shape_idx,RID p_shape);
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virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Matrix32& p_transform);
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virtual int area_get_shape_count(RID p_area) const;
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virtual RID area_get_shape(RID p_area, int p_shape_idx) const;
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virtual Matrix32 area_get_shape_transform(RID p_area, int p_shape_idx) const;
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virtual void area_remove_shape(RID p_area, int p_shape_idx);
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virtual void area_clear_shapes(RID p_area);
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virtual void area_attach_object_instance_ID(RID p_area,ObjectID p_ID);
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virtual ObjectID area_get_object_instance_ID(RID p_area) const;
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virtual void area_set_param(RID p_area,AreaParameter p_param,const Variant& p_value);
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virtual void area_set_transform(RID p_area, const Matrix32& p_transform);
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virtual Variant area_get_param(RID p_parea,AreaParameter p_param) const;
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virtual Matrix32 area_get_transform(RID p_area) const;
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virtual void area_set_monitor_callback(RID p_area,Object *p_receiver,const StringName& p_method);
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/* BODY API */
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// create a body of a given type
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virtual RID body_create(BodyMode p_mode=BODY_MODE_RIGID,bool p_init_sleeping=false);
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virtual void body_set_space(RID p_body, RID p_space);
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virtual RID body_get_space(RID p_body) const;
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virtual void body_set_mode(RID p_body, BodyMode p_mode);
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virtual BodyMode body_get_mode(RID p_body) const;
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virtual void body_add_shape(RID p_body, RID p_shape, const Matrix32& p_transform=Matrix32());
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virtual void body_set_shape(RID p_body, int p_shape_idx,RID p_shape);
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virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Matrix32& p_transform);
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virtual int body_get_shape_count(RID p_body) const;
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virtual RID body_get_shape(RID p_body, int p_shape_idx) const;
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virtual Matrix32 body_get_shape_transform(RID p_body, int p_shape_idx) const;
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virtual void body_remove_shape(RID p_body, int p_shape_idx);
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virtual void body_clear_shapes(RID p_body);
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virtual void body_set_shape_as_trigger(RID p_body, int p_shape_idx,bool p_enable);
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virtual bool body_is_shape_set_as_trigger(RID p_body, int p_shape_idx) const;
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virtual void body_attach_object_instance_ID(RID p_body,uint32_t p_ID);
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virtual uint32_t body_get_object_instance_ID(RID p_body) const;
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virtual void body_set_continuous_collision_detection_mode(RID p_body,CCDMode p_mode);
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virtual CCDMode body_get_continuous_collision_detection_mode(RID p_body) const;
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virtual void body_set_layer_mask(RID p_body, uint32_t p_mask);
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virtual uint32_t body_get_layer_mask(RID p_body, uint32_t p_mask) const;
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virtual void body_set_user_mask(RID p_body, uint32_t p_mask);
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virtual uint32_t body_get_user_mask(RID p_body, uint32_t p_mask) const;
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virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value);
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virtual float body_get_param(RID p_body, BodyParameter p_param) const;
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virtual void body_set_state(RID p_body, BodyState p_state, const Variant& p_variant);
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virtual Variant body_get_state(RID p_body, BodyState p_state) const;
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virtual void body_set_applied_force(RID p_body, const Vector2& p_force);
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virtual Vector2 body_get_applied_force(RID p_body) const;
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virtual void body_set_applied_torque(RID p_body, float p_torque);
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virtual float body_get_applied_torque(RID p_body) const;
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virtual void body_apply_impulse(RID p_body, const Vector2& p_pos, const Vector2& p_impulse);
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virtual void body_set_axis_velocity(RID p_body, const Vector2& p_axis_velocity);
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virtual void body_add_collision_exception(RID p_body, RID p_body_b);
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virtual void body_remove_collision_exception(RID p_body, RID p_body_b);
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virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions);
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virtual void body_set_contacts_reported_depth_treshold(RID p_body, float p_treshold);
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virtual float body_get_contacts_reported_depth_treshold(RID p_body) const;
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virtual void body_set_omit_force_integration(RID p_body,bool p_omit);
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virtual bool body_is_omitting_force_integration(RID p_body) const;
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virtual void body_set_max_contacts_reported(RID p_body, int p_contacts);
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virtual int body_get_max_contacts_reported(RID p_body) const;
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virtual void body_set_force_integration_callback(RID p_body,Object *p_receiver,const StringName& p_method,const Variant& p_udata=Variant());
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virtual 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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/* JOINT API */
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virtual void joint_set_param(RID p_joint, JointParam p_param, real_t p_value);
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virtual real_t joint_get_param(RID p_joint,JointParam p_param) const;
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virtual RID pin_joint_create(const Vector2& p_pos,RID p_body_a,RID p_body_b=RID());
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virtual RID groove_joint_create(const Vector2& p_a_groove1,const Vector2& p_a_groove2, const Vector2& p_b_anchor, RID p_body_a,RID p_body_b);
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virtual RID damped_spring_joint_create(const Vector2& p_anchor_a,const Vector2& p_anchor_b,RID p_body_a,RID p_body_b=RID());
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virtual void damped_string_joint_set_param(RID p_joint, DampedStringParam p_param, real_t p_value);
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virtual real_t damped_string_joint_get_param(RID p_joint, DampedStringParam p_param) const;
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virtual JointType joint_get_type(RID p_joint) const;
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/* MISC */
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virtual void free(RID p_rid);
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virtual void set_active(bool p_active);
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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 flush_queries();
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virtual void finish();
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Physics2DServerSW();
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~Physics2DServerSW();
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};
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#endif
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