b24fe3dd20
-=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
96 lines
3.7 KiB
C++
96 lines
3.7 KiB
C++
/*************************************************************************/
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/* area_pair_2d_sw.cpp */
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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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#include "area_pair_2d_sw.h"
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#include "collision_solver_2d_sw.h"
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bool AreaPair2DSW::setup(float p_step) {
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bool result = CollisionSolver2DSW::solve(body->get_shape(body_shape),body->get_transform() * body->get_shape_transform(body_shape),Vector2(),area->get_shape(area_shape),area->get_transform() * area->get_shape_transform(area_shape),Vector2(),NULL,this);
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if (result!=colliding) {
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if (result) {
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if (area->get_space_override_mode()!=Physics2DServer::AREA_SPACE_OVERRIDE_DISABLED)
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body->add_area(area);
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if (area->has_monitor_callback())
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area->add_body_to_query(body,body_shape,area_shape);
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} else {
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if (area->get_space_override_mode()!=Physics2DServer::AREA_SPACE_OVERRIDE_DISABLED)
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body->remove_area(area);
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if (area->has_monitor_callback())
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area->remove_body_from_query(body,body_shape,area_shape);
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}
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colliding=result;
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}
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return false; //never do any post solving
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}
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void AreaPair2DSW::solve(float p_step) {
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}
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AreaPair2DSW::AreaPair2DSW(Body2DSW *p_body,int p_body_shape, Area2DSW *p_area,int p_area_shape) {
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body=p_body;
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area=p_area;
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body_shape=p_body_shape;
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area_shape=p_area_shape;
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colliding=false;
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body->add_constraint(this,0);
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area->add_constraint(this);
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if (p_body->get_mode()==Physics2DServer::BODY_MODE_KINEMATIC) //need to be active to process pair
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p_body->set_active(true);
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}
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AreaPair2DSW::~AreaPair2DSW() {
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if (colliding) {
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if (area->get_space_override_mode()!=Physics2DServer::AREA_SPACE_OVERRIDE_DISABLED)
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body->remove_area(area);
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if (area->has_monitor_callback())
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area->remove_body_from_query(body,body_shape,area_shape);
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}
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body->remove_constraint(this);
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area->remove_constraint(this);
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}
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