f13e87e257
Use real_t as floating point type in physics code.
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 "global_config.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(real_t 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 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) {
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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 Transform2D&);
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FUNC3(area_set_shape,RID,int,RID);
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FUNC3(area_set_shape_transform,RID,int,const Transform2D&);
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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(Transform2D,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 Transform2D&);
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FUNC2RC(Variant,area_get_param,RID,AreaParameter);
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FUNC1RC(Transform2D,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 Transform2D&);
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FUNC3(body_set_shape,RID,int,RID);
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FUNC3(body_set_shape_transform,RID,int,const Transform2D&);
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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(Transform2D,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,real_t);
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FUNC2RC(real_t,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,real_t);
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FUNC1RC(real_t,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,real_t);
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FUNC1RC(real_t,body_get_one_way_collision_max_depth,RID);
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FUNC2(body_set_contacts_reported_depth_treshold,RID,real_t);
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FUNC1RC(real_t,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 Transform2D& 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 Transform2D& p_from,const Vector2& p_motion,real_t 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_from,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(real_t 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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