virtualx-engine/main/tests/test_physics_2d.cpp
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

435 lines
21 KiB
C++

/*************************************************************************/
/* test_physics_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "test_physics_2d.h"
#include "core/map.h"
#include "core/os/main_loop.h"
#include "core/os/os.h"
#include "core/print_string.h"
#include "scene/resources/texture.h"
#include "servers/physics_2d_server.h"
#include "servers/visual_server.h"
static const unsigned char convex_png[] = {
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};
class TestPhysics2DMainLoop : public MainLoop {
GDCLASS(TestPhysics2DMainLoop, MainLoop);
RID circle_img;
RID circle_shape;
RID space;
RID canvas;
RID ray;
RID ray_query;
Transform2D view_xform;
Vector2 ray_from, ray_to;
struct BodyShapeData {
RID image;
RID shape;
};
BodyShapeData body_shape_data[8];
void _create_body_shape_data() {
VisualServer *vs = VisualServer::get_singleton();
Physics2DServer *ps = Physics2DServer::get_singleton();
// SEGMENT
{
PoolVector<uint8_t> pixels;
pixels.resize(32 * 2 * 2);
for (int i = 0; i < 2; i++) {
for (int j = 0; j < 32; j++) {
pixels.set(i * 32 * 2 + j * 2 + 0, (j == 0) ? 255 : 0);
pixels.set(i * 32 * 2 + j * 2 + 1, 255);
}
}
Ref<Image> image = memnew(Image(32, 2, 0, Image::FORMAT_LA8, pixels));
body_shape_data[Physics2DServer::SHAPE_SEGMENT].image = vs->texture_create_from_image(image);
RID segment_shape = ps->segment_shape_create();
Rect2 sg(Point2(-16, 0), Point2(16, 0));
ps->shape_set_data(segment_shape, sg);
body_shape_data[Physics2DServer::SHAPE_SEGMENT].shape = segment_shape;
}
// CIRCLE
{
PoolVector<uint8_t> pixels;
pixels.resize(32 * 32 * 2);
for (int i = 0; i < 32; i++) {
for (int j = 0; j < 32; j++) {
bool black = Vector2(i - 16, j - 16).length_squared() < 16 * 16;
pixels.set(i * 32 * 2 + j * 2 + 0, (i == 16 || j == 16) ? 255 : 0);
pixels.set(i * 32 * 2 + j * 2 + 1, black ? 255 : 0);
}
}
Ref<Image> image = memnew(Image(32, 32, 0, Image::FORMAT_LA8, pixels));
body_shape_data[Physics2DServer::SHAPE_CIRCLE].image = vs->texture_create_from_image(image);
RID circle_shape = ps->circle_shape_create();
ps->shape_set_data(circle_shape, 16);
body_shape_data[Physics2DServer::SHAPE_CIRCLE].shape = circle_shape;
}
// BOX
{
PoolVector<uint8_t> pixels;
pixels.resize(32 * 32 * 2);
for (int i = 0; i < 32; i++) {
for (int j = 0; j < 32; j++) {
bool black = i > 0 && i < 31 && j > 0 && j < 31;
pixels.set(i * 32 * 2 + j * 2 + 0, black ? 0 : 255);
pixels.set(i * 32 * 2 + j * 2 + 1, 255);
}
}
Ref<Image> image = memnew(Image(32, 32, 0, Image::FORMAT_LA8, pixels));
body_shape_data[Physics2DServer::SHAPE_RECTANGLE].image = vs->texture_create_from_image(image);
RID rectangle_shape = ps->rectangle_shape_create();
ps->shape_set_data(rectangle_shape, Vector2(16, 16));
body_shape_data[Physics2DServer::SHAPE_RECTANGLE].shape = rectangle_shape;
}
// CAPSULE
{
PoolVector<uint8_t> pixels;
pixels.resize(32 * 64 * 2);
for (int i = 0; i < 64; i++) {
for (int j = 0; j < 32; j++) {
int si = i > 48 ? i - 32 : (i < 16 ? i : 16);
bool black = Vector2(si - 16, j - 16).length_squared() < 16 * 16;
pixels.set(i * 32 * 2 + j * 2 + 0, (i == 16 || j == 16 || i == 48) ? 255 : 0);
pixels.set(i * 32 * 2 + j * 2 + 1, black ? 255 : 0);
}
}
Ref<Image> image = memnew(Image(32, 64, 0, Image::FORMAT_LA8, pixels));
body_shape_data[Physics2DServer::SHAPE_CAPSULE].image = vs->texture_create_from_image(image);
RID capsule_shape = ps->capsule_shape_create();
ps->shape_set_data(capsule_shape, Vector2(16, 32));
body_shape_data[Physics2DServer::SHAPE_CAPSULE].shape = capsule_shape;
}
// CONVEX
{
Ref<Image> image = memnew(Image(convex_png));
body_shape_data[Physics2DServer::SHAPE_CONVEX_POLYGON].image = vs->texture_create_from_image(image);
RID convex_polygon_shape = ps->convex_polygon_shape_create();
PoolVector<Vector2> arr;
Point2 sb(32, 32);
arr.push_back(Point2(20, 3) - sb);
arr.push_back(Point2(58, 23) - sb);
arr.push_back(Point2(55, 54) - sb);
arr.push_back(Point2(27, 60) - sb);
arr.push_back(Point2(5, 56) - sb);
arr.push_back(Point2(4, 20) - sb);
arr.push_back(Point2(11, 7) - sb);
ps->shape_set_data(convex_polygon_shape, arr);
body_shape_data[Physics2DServer::SHAPE_CONVEX_POLYGON].shape = convex_polygon_shape;
}
}
void _do_ray_query() {
/*
Physics2DServer *ps = Physics2DServer::get_singleton();
ps->query_intersection_segment(ray_query,ray_from,ray_to);
*/
}
protected:
void input_event(const Ref<InputEvent> &p_event) {
Ref<InputEventMouseButton> mb = p_event;
if (mb.is_valid()) {
if (mb->is_pressed()) {
Point2 p(mb->get_position().x, mb->get_position().y);
if (mb->get_button_index() == 1) {
ray_to = p;
_do_ray_query();
} else if (mb->get_button_index() == 2) {
ray_from = p;
_do_ray_query();
}
}
}
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid()) {
Point2 p = mm->get_position();
if (mm->get_button_mask() & BUTTON_MASK_LEFT) {
ray_to = p;
_do_ray_query();
} else if (mm->get_button_mask() & BUTTON_MASK_RIGHT) {
ray_from = p;
_do_ray_query();
}
}
}
RID _add_body(Physics2DServer::ShapeType p_shape, const Transform2D &p_xform) {
VisualServer *vs = VisualServer::get_singleton();
Physics2DServer *ps = Physics2DServer::get_singleton();
RID body = ps->body_create();
ps->body_add_shape(body, body_shape_data[p_shape].shape);
ps->body_set_space(body, space);
ps->body_set_continuous_collision_detection_mode(body, Physics2DServer::CCD_MODE_CAST_SHAPE);
ps->body_set_state(body, Physics2DServer::BODY_STATE_TRANSFORM, p_xform);
//print_line("add body with xform: "+p_xform);
RID sprite = vs->canvas_item_create();
vs->canvas_item_set_parent(sprite, canvas);
vs->canvas_item_set_transform(sprite, p_xform);
Size2 imgsize(vs->texture_get_width(body_shape_data[p_shape].image), vs->texture_get_height(body_shape_data[p_shape].image));
vs->canvas_item_add_texture_rect(sprite, Rect2(-imgsize / 2.0, imgsize), body_shape_data[p_shape].image);
ps->body_set_force_integration_callback(body, this, "_body_moved", sprite);
//RID q = ps->query_create(this,"_body_moved",sprite);
//ps->query_body_state(q,body);
return body;
}
void _add_plane(const Vector2 &p_normal, real_t p_d) {
Physics2DServer *ps = Physics2DServer::get_singleton();
Array arr;
arr.push_back(p_normal);
arr.push_back(p_d);
RID plane = ps->line_shape_create();
ps->shape_set_data(plane, arr);
RID plane_body = ps->body_create();
ps->body_set_mode(plane_body, Physics2DServer::BODY_MODE_STATIC);
ps->body_set_space(plane_body, space);
ps->body_add_shape(plane_body, plane);
}
void _add_concave(const Vector<Vector2> &p_points, const Transform2D &p_xform = Transform2D()) {
Physics2DServer *ps = Physics2DServer::get_singleton();
VisualServer *vs = VisualServer::get_singleton();
RID concave = ps->concave_polygon_shape_create();
ps->shape_set_data(concave, p_points);
RID body = ps->body_create();
ps->body_set_mode(body, Physics2DServer::BODY_MODE_STATIC);
ps->body_set_space(body, space);
ps->body_add_shape(body, concave);
ps->body_set_state(body, Physics2DServer::BODY_STATE_TRANSFORM, p_xform);
RID sprite = vs->canvas_item_create();
vs->canvas_item_set_parent(sprite, canvas);
vs->canvas_item_set_transform(sprite, p_xform);
for (int i = 0; i < p_points.size(); i += 2) {
vs->canvas_item_add_line(sprite, p_points[i], p_points[i + 1], Color(0, 0, 0), 2);
}
}
void _body_moved(Object *p_state, RID p_sprite) {
Physics2DDirectBodyState *state = (Physics2DDirectBodyState *)p_state;
VisualServer::get_singleton()->canvas_item_set_transform(p_sprite, state->get_transform());
}
void _ray_query_callback(const RID &p_rid, ObjectID p_id, int p_shape, const Vector2 &p_point, const Vector2 &p_normal) {
Vector2 ray_end;
if (p_rid.is_valid()) {
ray_end = p_point;
} else {
ray_end = ray_to;
}
VisualServer *vs = VisualServer::get_singleton();
vs->canvas_item_clear(ray);
vs->canvas_item_add_line(ray, ray_from, ray_end, p_rid.is_valid() ? Color(0, 1, 0.4) : Color(1, 0.4, 0), 2);
if (p_rid.is_valid())
vs->canvas_item_add_line(ray, ray_end, ray_end + p_normal * 20, p_rid.is_valid() ? Color(0, 1, 0.4) : Color(1, 0.4, 0), 2);
}
static void _bind_methods() {
ClassDB::bind_method(D_METHOD("_body_moved"), &TestPhysics2DMainLoop::_body_moved);
ClassDB::bind_method(D_METHOD("_ray_query_callback"), &TestPhysics2DMainLoop::_ray_query_callback);
}
public:
virtual void init() {
VisualServer *vs = VisualServer::get_singleton();
Physics2DServer *ps = Physics2DServer::get_singleton();
space = ps->space_create();
ps->space_set_active(space, true);
ps->set_active(true);
ps->area_set_param(space, Physics2DServer::AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1));
ps->area_set_param(space, Physics2DServer::AREA_PARAM_GRAVITY, 98);
{
RID vp = vs->viewport_create();
canvas = vs->canvas_create();
Size2i screen_size = OS::get_singleton()->get_window_size();
vs->viewport_attach_canvas(vp, canvas);
vs->viewport_set_size(vp, screen_size.x, screen_size.y);
vs->viewport_attach_to_screen(vp, Rect2(Vector2(), screen_size));
vs->viewport_set_active(vp, true);
Transform2D smaller;
//smaller.scale(Vector2(0.6,0.6));
//smaller.elements[2]=Vector2(100,0);
//view_xform = smaller;
vs->viewport_set_canvas_transform(vp, canvas, view_xform);
}
ray = vs->canvas_item_create();
vs->canvas_item_set_parent(ray, canvas);
//ray_query = ps->query_create(this,"_ray_query_callback",Variant());
//ps->query_intersection(ray_query,space);
_create_body_shape_data();
for (int i = 0; i < 32; i++) {
Physics2DServer::ShapeType types[4] = {
Physics2DServer::SHAPE_CIRCLE,
Physics2DServer::SHAPE_CAPSULE,
Physics2DServer::SHAPE_RECTANGLE,
Physics2DServer::SHAPE_CONVEX_POLYGON,
};
Physics2DServer::ShapeType type = types[i % 4];
//type=Physics2DServer::SHAPE_SEGMENT;
_add_body(type, Transform2D(i * 0.8, Point2(152 + i * 40, 100 - 40 * i)));
/*
if (i==0)
ps->body_set_mode(b,Physics2DServer::BODY_MODE_STATIC);
*/
}
//RID b= _add_body(Physics2DServer::SHAPE_CIRCLE,Transform2D(0,Point2(101,140)));
//ps->body_set_mode(b,Physics2DServer::BODY_MODE_STATIC);
Point2 prev;
Vector<Point2> parr;
for (int i = 0; i < 30; i++) {
Point2 p(i * 60, Math::randf() * 70 + 340);
if (i > 0) {
parr.push_back(prev);
parr.push_back(p);
}
prev = p;
}
_add_concave(parr);
//_add_plane(Vector2(0.0,-1).normalized(),-300);
//_add_plane(Vector2(1,0).normalized(),50);
//_add_plane(Vector2(-1,0).normalized(),-600);
}
virtual bool idle(float p_time) {
return false;
}
virtual void finish() {
}
TestPhysics2DMainLoop() {}
};
namespace TestPhysics2D {
MainLoop *test() {
return memnew(TestPhysics2DMainLoop);
}
} // namespace TestPhysics2D