c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
601 lines
20 KiB
C++
601 lines
20 KiB
C++
/*************************************************************************/
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/* shape_2d_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) 2007-2017 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 SHAPE_2D_2DSW_H
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#define SHAPE_2D_2DSW_H
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#include "servers/physics_2d_server.h"
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#define _SEGMENT_IS_VALID_SUPPORT_TRESHOLD 0.99998
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/*
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SHAPE_LINE, ///< plane:"plane"
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SHAPE_SEGMENT, ///< float:"length"
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SHAPE_CIRCLE, ///< float:"radius"
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SHAPE_RECTANGLE, ///< vec3:"extents"
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SHAPE_CONVEX_POLYGON, ///< array of planes:"planes"
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SHAPE_CONCAVE_POLYGON, ///< Vector2 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector2 array)
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SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error
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*/
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class Shape2DSW;
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class ShapeOwner2DSW {
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public:
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virtual void _shape_changed()=0;
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virtual void remove_shape(Shape2DSW *p_shape)=0;
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virtual ~ShapeOwner2DSW() {}
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};
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class Shape2DSW {
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RID self;
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Rect2 aabb;
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bool configured;
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real_t custom_bias;
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Map<ShapeOwner2DSW*,int> owners;
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protected:
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void configure(const Rect2& p_aabb);
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public:
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_FORCE_INLINE_ void set_self(const RID& p_self) { self=p_self; }
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_FORCE_INLINE_ RID get_self() const {return self; }
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virtual Physics2DServer::ShapeType get_type() const=0;
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_FORCE_INLINE_ Rect2 get_aabb() const { return aabb; }
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_FORCE_INLINE_ bool is_configured() const { return configured; }
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virtual bool is_concave() const { return false; }
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virtual bool contains_point(const Vector2& p_point) const=0;
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virtual void project_rangev(const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const=0;
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virtual void project_range_castv(const Vector2& p_cast, const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const=0;
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virtual Vector2 get_support(const Vector2& p_normal) const;
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virtual void get_supports(const Vector2& p_normal,Vector2 *r_supports,int & r_amount) const=0;
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virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const=0;
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virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const=0;
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virtual void set_data(const Variant& p_data)=0;
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virtual Variant get_data() const=0;
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_FORCE_INLINE_ void set_custom_bias(real_t p_bias) { custom_bias=p_bias; }
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_FORCE_INLINE_ real_t get_custom_bias() const { return custom_bias; }
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void add_owner(ShapeOwner2DSW *p_owner);
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void remove_owner(ShapeOwner2DSW *p_owner);
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bool is_owner(ShapeOwner2DSW *p_owner) const;
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const Map<ShapeOwner2DSW*,int>& get_owners() const;
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_FORCE_INLINE_ void get_supports_transformed_cast(const Vector2& p_cast,const Vector2& p_normal,const Matrix32& p_xform,Vector2 *r_supports,int & r_amount) const {
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get_supports(p_xform.basis_xform_inv(p_normal).normalized(),r_supports,r_amount);
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for(int i=0;i<r_amount;i++)
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r_supports[i]=p_xform.xform(r_supports[i]);
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if (r_amount==1) {
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if (Math::abs( p_normal.dot(p_cast.normalized()) )<(1.0-_SEGMENT_IS_VALID_SUPPORT_TRESHOLD) ) {
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//make line because they are parallel
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r_amount=2;
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r_supports[1]=r_supports[0]+p_cast;
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} else if (p_cast.dot(p_normal)>0) {
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//normal points towards cast, add cast
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r_supports[0]+=p_cast;
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}
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} else {
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if (Math::abs( p_normal.dot(p_cast.normalized()) )<(1.0-_SEGMENT_IS_VALID_SUPPORT_TRESHOLD) ) {
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//optimize line and make it larger because they are parallel
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if ((r_supports[1]-r_supports[0]).dot(p_cast)>0) {
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//larger towards 1
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r_supports[1]+=p_cast;
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} else {
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//larger towards 0
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r_supports[0]+=p_cast;
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}
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} else if (p_cast.dot(p_normal)>0) {
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//normal points towards cast, add cast
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r_supports[0]+=p_cast;
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r_supports[1]+=p_cast;
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}
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}
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}
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Shape2DSW();
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virtual ~Shape2DSW();
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};
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//let the optimizer do the magic
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#define DEFAULT_PROJECT_RANGE_CAST \
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virtual void project_range_castv(const Vector2& p_cast, const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const {\
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project_range_cast(p_cast,p_normal,p_transform,r_min,r_max);\
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}\
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_FORCE_INLINE_ void project_range_cast(const Vector2& p_cast, const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const {\
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\
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real_t mina,maxa;\
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real_t minb,maxb;\
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Matrix32 ofsb=p_transform;\
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ofsb.elements[2]+=p_cast;\
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project_range(p_normal,p_transform,mina,maxa);\
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project_range(p_normal,ofsb,minb,maxb); \
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r_min=MIN(mina,minb);\
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r_max=MAX(maxa,maxb);\
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}
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class LineShape2DSW : public Shape2DSW {
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Vector2 normal;
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real_t d;
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public:
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_FORCE_INLINE_ Vector2 get_normal() const { return normal; }
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_FORCE_INLINE_ real_t get_d() const { return d; }
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virtual Physics2DServer::ShapeType get_type() const { return Physics2DServer::SHAPE_LINE; }
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virtual void project_rangev(const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal,p_transform,r_min,r_max); }
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virtual void get_supports(const Vector2& p_normal,Vector2 *r_supports,int & r_amount) const;
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virtual bool contains_point(const Vector2& p_point) const;
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virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const;
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virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const;
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virtual void set_data(const Variant& p_data);
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virtual Variant get_data() const;
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_FORCE_INLINE_ void project_range(const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const {
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//real large
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r_min=-1e10;
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r_max=1e10;
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}
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virtual void project_range_castv(const Vector2& p_cast, const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const {
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project_range_cast(p_cast,p_normal,p_transform,r_min,r_max);
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}
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_FORCE_INLINE_ void project_range_cast(const Vector2& p_cast, const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const {
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//real large
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r_min=-1e10;
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r_max=1e10;
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}
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};
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class RayShape2DSW : public Shape2DSW {
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real_t length;
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public:
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_FORCE_INLINE_ real_t get_length() const { return length; }
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virtual Physics2DServer::ShapeType get_type() const { return Physics2DServer::SHAPE_RAY; }
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virtual void project_rangev(const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal,p_transform,r_min,r_max); }
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virtual void get_supports(const Vector2& p_normal,Vector2 *r_supports,int & r_amount) const;
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virtual bool contains_point(const Vector2& p_point) const;
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virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const;
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virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const;
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virtual void set_data(const Variant& p_data);
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virtual Variant get_data() const;
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_FORCE_INLINE_ void project_range(const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const {
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//real large
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r_max = p_normal.dot(p_transform.get_origin());
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r_min = p_normal.dot(p_transform.xform(Vector2(0,length)));
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if (r_max<r_min) {
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SWAP(r_max,r_min);
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}
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}
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DEFAULT_PROJECT_RANGE_CAST
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_FORCE_INLINE_ RayShape2DSW() {}
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_FORCE_INLINE_ RayShape2DSW(real_t p_length) { length=p_length; }
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};
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class SegmentShape2DSW : public Shape2DSW {
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Vector2 a;
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Vector2 b;
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Vector2 n;
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public:
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_FORCE_INLINE_ const Vector2& get_a() const { return a; }
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_FORCE_INLINE_ const Vector2& get_b() const { return b; }
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_FORCE_INLINE_ const Vector2& get_normal() const { return n; }
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virtual Physics2DServer::ShapeType get_type() const { return Physics2DServer::SHAPE_SEGMENT; }
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_FORCE_INLINE_ Vector2 get_xformed_normal(const Matrix32& p_xform) const {
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return (p_xform.xform(b) - p_xform.xform(a)).normalized().tangent();
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}
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virtual void project_rangev(const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal,p_transform,r_min,r_max); }
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virtual void get_supports(const Vector2& p_normal,Vector2 *r_supports,int & r_amount) const;
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virtual bool contains_point(const Vector2& p_point) const;
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virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const;
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virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const;
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virtual void set_data(const Variant& p_data);
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virtual Variant get_data() const;
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_FORCE_INLINE_ void project_range(const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const {
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//real large
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r_max = p_normal.dot(p_transform.xform(a));
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r_min = p_normal.dot(p_transform.xform(b));
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if (r_max<r_min) {
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SWAP(r_max,r_min);
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}
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}
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DEFAULT_PROJECT_RANGE_CAST
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_FORCE_INLINE_ SegmentShape2DSW() {}
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_FORCE_INLINE_ SegmentShape2DSW(const Vector2& p_a,const Vector2& p_b,const Vector2& p_n) { a=p_a; b=p_b; n=p_n; }
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};
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class CircleShape2DSW : public Shape2DSW {
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real_t radius;
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public:
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_FORCE_INLINE_ const real_t& get_radius() const { return radius; }
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virtual Physics2DServer::ShapeType get_type() const { return Physics2DServer::SHAPE_CIRCLE; }
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virtual void project_rangev(const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal,p_transform,r_min,r_max); }
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virtual void get_supports(const Vector2& p_normal,Vector2 *r_supports,int & r_amount) const;
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virtual bool contains_point(const Vector2& p_point) const;
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virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const;
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virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const;
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virtual void set_data(const Variant& p_data);
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virtual Variant get_data() const;
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_FORCE_INLINE_ void project_range(const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const {
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//real large
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real_t d = p_normal.dot( p_transform.get_origin() );
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// figure out scale at point
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Vector2 local_normal = p_transform.basis_xform_inv(p_normal);
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real_t scale = local_normal.length();
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r_min = d - (radius) * scale;
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r_max = d + (radius) * scale;
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}
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DEFAULT_PROJECT_RANGE_CAST
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};
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class RectangleShape2DSW : public Shape2DSW {
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Vector2 half_extents;
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public:
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_FORCE_INLINE_ const Vector2& get_half_extents() const { return half_extents; }
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virtual Physics2DServer::ShapeType get_type() const { return Physics2DServer::SHAPE_RECTANGLE; }
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virtual void project_rangev(const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal,p_transform,r_min,r_max); }
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virtual void get_supports(const Vector2& p_normal,Vector2 *r_supports,int & r_amount) const;
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virtual bool contains_point(const Vector2& p_point) const;
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virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const;
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virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const;
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virtual void set_data(const Variant& p_data);
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virtual Variant get_data() const;
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_FORCE_INLINE_ void project_range(const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const {
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// no matter the angle, the box is mirrored anyway
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r_max=-1e20;
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r_min=1e20;
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for(int i=0;i<4;i++) {
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real_t d=p_normal.dot(p_transform.xform(Vector2( ((i&1)*2-1)*half_extents.x, ((i>>1)*2-1)*half_extents.y )));
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if (d>r_max)
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r_max=d;
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if (d<r_min)
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r_min=d;
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}
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}
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_FORCE_INLINE_ Vector2 get_circle_axis(const Matrix32& p_xform, const Matrix32& p_xform_inv,const Vector2& p_circle) const {
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Vector2 local_v = p_xform_inv.xform(p_circle);
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Vector2 he(
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(local_v.x<0) ? -half_extents.x : half_extents.x,
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(local_v.y<0) ? -half_extents.y : half_extents.y
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);
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return (p_xform.xform(he)-p_circle).normalized();
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}
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_FORCE_INLINE_ Vector2 get_box_axis(const Matrix32& p_xform, const Matrix32& p_xform_inv,const RectangleShape2DSW *p_B,const Matrix32& p_B_xform, const Matrix32& p_B_xform_inv) const {
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Vector2 a,b;
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{
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Vector2 local_v = p_xform_inv.xform(p_B_xform.get_origin());
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Vector2 he(
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(local_v.x<0) ? -half_extents.x : half_extents.x,
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(local_v.y<0) ? -half_extents.y : half_extents.y
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);
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a=p_xform.xform(he);
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}
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{
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Vector2 local_v = p_B_xform_inv.xform(p_xform.get_origin());
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Vector2 he(
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(local_v.x<0) ? -p_B->half_extents.x : p_B->half_extents.x,
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(local_v.y<0) ? -p_B->half_extents.y : p_B->half_extents.y
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);
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b=p_B_xform.xform(he);
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}
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return (a-b).normalized();
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}
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DEFAULT_PROJECT_RANGE_CAST
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};
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class CapsuleShape2DSW : public Shape2DSW {
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real_t radius;
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real_t height;
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public:
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_FORCE_INLINE_ const real_t& get_radius() const { return radius; }
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_FORCE_INLINE_ const real_t& get_height() const { return height; }
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virtual Physics2DServer::ShapeType get_type() const { return Physics2DServer::SHAPE_CAPSULE; }
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virtual void project_rangev(const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal,p_transform,r_min,r_max); }
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virtual void get_supports(const Vector2& p_normal,Vector2 *r_supports,int & r_amount) const;
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virtual bool contains_point(const Vector2& p_point) const;
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virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const;
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virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const;
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virtual void set_data(const Variant& p_data);
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virtual Variant get_data() const;
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_FORCE_INLINE_ void project_range(const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const {
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// no matter the angle, the box is mirrored anyway
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Vector2 n=p_transform.basis_xform_inv(p_normal).normalized();
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float h = (n.y > 0) ? height : -height;
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n *= radius;
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n.y += h * 0.5;
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r_max = p_normal.dot(p_transform.xform(n));
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r_min = p_normal.dot(p_transform.xform(-n));
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if (r_max<r_min) {
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SWAP(r_max,r_min);
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}
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//ERR_FAIL_COND( r_max < r_min );
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}
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DEFAULT_PROJECT_RANGE_CAST
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};
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class ConvexPolygonShape2DSW : public Shape2DSW {
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struct Point {
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Vector2 pos;
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Vector2 normal; //normal to next segment
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};
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Point *points;
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int point_count;
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public:
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_FORCE_INLINE_ int get_point_count() const { return point_count; }
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_FORCE_INLINE_ const Vector2& get_point(int p_idx) const { return points[p_idx].pos; }
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_FORCE_INLINE_ const Vector2& get_segment_normal(int p_idx) const { return points[p_idx].normal; }
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_FORCE_INLINE_ Vector2 get_xformed_segment_normal(const Matrix32& p_xform, int p_idx) const {
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Vector2 a = points[p_idx].pos;
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p_idx++;
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Vector2 b = points[p_idx==point_count?0:p_idx].pos;
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return (p_xform.xform(b)-p_xform.xform(a)).normalized().tangent();
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}
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virtual Physics2DServer::ShapeType get_type() const { return Physics2DServer::SHAPE_CONVEX_POLYGON; }
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virtual void project_rangev(const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal,p_transform,r_min,r_max); }
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virtual void get_supports(const Vector2& p_normal,Vector2 *r_supports,int & r_amount) const;
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virtual bool contains_point(const Vector2& p_point) const;
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virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const;
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virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const;
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virtual void set_data(const Variant& p_data);
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virtual Variant get_data() const;
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_FORCE_INLINE_ void project_range(const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const {
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// no matter the angle, the box is mirrored anyway
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r_min = r_max = p_normal.dot(p_transform.xform(points[0].pos));
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for(int i=1;i<point_count;i++) {
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float d = p_normal.dot(p_transform.xform(points[i].pos));
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if (d>r_max)
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r_max=d;
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if (d<r_min)
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r_min=d;
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}
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}
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DEFAULT_PROJECT_RANGE_CAST
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ConvexPolygonShape2DSW();
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~ConvexPolygonShape2DSW();
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};
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class ConcaveShape2DSW : public Shape2DSW {
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public:
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virtual bool is_concave() const { return true; }
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typedef void (*Callback)(void* p_userdata,Shape2DSW *p_convex);
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virtual void cull(const Rect2& p_local_aabb,Callback p_callback,void* p_userdata) const=0;
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};
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class ConcavePolygonShape2DSW : public ConcaveShape2DSW {
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struct Segment {
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int points[2];
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};
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Vector<Segment> segments;
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Vector<Point2> points;
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struct BVH {
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Rect2 aabb;
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int left,right;
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};
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Vector<BVH> bvh;
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int bvh_depth;
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struct BVH_CompareX {
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_FORCE_INLINE_ bool operator ()(const BVH& a, const BVH& b) const {
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return (a.aabb.pos.x+a.aabb.size.x*0.5) < (b.aabb.pos.x+b.aabb.size.x*0.5);
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}
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};
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struct BVH_CompareY {
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_FORCE_INLINE_ bool operator ()(const BVH& a, const BVH& b) const {
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return (a.aabb.pos.y+a.aabb.size.y*0.5) < (b.aabb.pos.y+b.aabb.size.y*0.5);
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}
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};
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int _generate_bvh(BVH *p_bvh,int p_len,int p_depth);
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public:
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virtual Physics2DServer::ShapeType get_type() const { return Physics2DServer::SHAPE_CONCAVE_POLYGON; }
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virtual void project_rangev(const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const { /*project_range(p_normal,p_transform,r_min,r_max);*/ }
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virtual void project_range(const Vector2& p_normal, const Matrix32& p_transform, real_t &r_min, real_t &r_max) const { /*project_range(p_normal,p_transform,r_min,r_max);*/ }
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virtual void get_supports(const Vector2& p_normal,Vector2 *r_supports,int & r_amount) const;
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virtual bool contains_point(const Vector2& p_point) const;
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virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const;
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virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const { return 0; }
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virtual void set_data(const Variant& p_data);
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virtual Variant get_data() const;
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virtual void cull(const Rect2& p_local_aabb,Callback p_callback,void* p_userdata) const;
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DEFAULT_PROJECT_RANGE_CAST
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};
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#undef DEFAULT_PROJECT_RANGE_CAST
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#endif // SHAPE_2D_2DSW_H
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