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			743 lines
		
	
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			743 lines
		
	
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
 | |
| /*  body_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) 2007-2016 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 "body_2d_sw.h"
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| #include "space_2d_sw.h"
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| #include "area_2d_sw.h"
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| #include "physics_2d_server_sw.h"
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| 
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| void Body2DSW::_update_inertia() {
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| 
 | |
| 	if (!user_inertia && get_space() && !inertia_update_list.in_list())
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| 		get_space()->body_add_to_inertia_update_list(&inertia_update_list);
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| 
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| }
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| 
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| 
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| 
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| void Body2DSW::update_inertias() {
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| 
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| 	//update shapes and motions
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| 
 | |
| 	switch(mode) {
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| 
 | |
| 		case Physics2DServer::BODY_MODE_RIGID: {
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| 
 | |
| 			if(user_inertia) break;
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| 
 | |
| 			//update tensor for allshapes, not the best way but should be somehow OK. (inspired from bullet)
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| 			float total_area=0;
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| 
 | |
| 			for (int i=0;i<get_shape_count();i++) {
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| 
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| 				total_area+=get_shape_aabb(i).get_area();
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| 			}
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| 
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| 			real_t _inertia=0;
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| 
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| 			for (int i=0;i<get_shape_count();i++) {
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| 
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| 				const Shape2DSW* shape=get_shape(i);
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| 
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| 				float area=get_shape_aabb(i).get_area();
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| 
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| 				float mass = area * this->mass / total_area;
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| 
 | |
| 				Matrix32 mtx = get_shape_transform(i);
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| 				Vector2 scale = mtx.get_scale();
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| 				_inertia += shape->get_moment_of_inertia(mass,scale) + mass * mtx.get_origin().length_squared();
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| 				//Rect2 ab = get_shape_aabb(i);
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| 				//_inertia+=mass*ab.size.dot(ab.size)/12.0f;
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| 
 | |
| 
 | |
| 
 | |
| 			}
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| 
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| 			if (_inertia!=0)
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| 				_inv_inertia=1.0/_inertia;
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| 			else
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| 				_inv_inertia=0.0; //wathever
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| 
 | |
| 			if (mass)
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| 				_inv_mass=1.0/mass;
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| 			else
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| 				_inv_mass=0;
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| 
 | |
| 		} break;
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| 		case Physics2DServer::BODY_MODE_KINEMATIC:
 | |
| 		case Physics2DServer::BODY_MODE_STATIC: {
 | |
| 
 | |
| 			_inv_inertia=0;
 | |
| 			_inv_mass=0;
 | |
| 		} break;
 | |
| 		case Physics2DServer::BODY_MODE_CHARACTER: {
 | |
| 
 | |
| 			_inv_inertia=0;
 | |
| 			_inv_mass=1.0/mass;
 | |
| 
 | |
| 		} break;
 | |
| 	}
 | |
| 	//_update_inertia_tensor();
 | |
| 
 | |
| 	//_update_shapes();
 | |
| 
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| void Body2DSW::set_active(bool p_active) {
 | |
| 
 | |
| 	if (active==p_active)
 | |
| 		return;
 | |
| 
 | |
| 	active=p_active;
 | |
| 	if (!p_active) {
 | |
| 		if (get_space())
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| 			get_space()->body_remove_from_active_list(&active_list);
 | |
| 	} else {
 | |
| 		if (mode==Physics2DServer::BODY_MODE_STATIC)
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| 			return; //static bodies can't become active
 | |
| 		if (get_space())
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| 			get_space()->body_add_to_active_list(&active_list);
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| 
 | |
| 		//still_time=0;
 | |
| 	}
 | |
| /*
 | |
| 	if (!space)
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| 		return;
 | |
| 
 | |
| 	for(int i=0;i<get_shape_count();i++) {
 | |
| 		Shape &s=shapes[i];
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| 		if (s.bpid>0) {
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| 			get_space()->get_broadphase()->set_active(s.bpid,active);
 | |
| 		}
 | |
| 	}
 | |
| */
 | |
| }
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| 
 | |
| 
 | |
| 
 | |
| void Body2DSW::set_param(Physics2DServer::BodyParameter p_param, float p_value) {
 | |
| 
 | |
| 	switch(p_param) {
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| 		case Physics2DServer::BODY_PARAM_BOUNCE: {
 | |
| 
 | |
| 			bounce=p_value;
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| 		} break;
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| 		case Physics2DServer::BODY_PARAM_FRICTION: {
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| 
 | |
| 			friction=p_value;
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| 		} break;
 | |
| 		case Physics2DServer::BODY_PARAM_MASS: {
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| 			ERR_FAIL_COND(p_value<=0);
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| 			mass=p_value;
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| 			_update_inertia();
 | |
| 
 | |
| 		} break;
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| 		case Physics2DServer::BODY_PARAM_INERTIA: {
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| 			if(p_value<=0) {
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| 				user_inertia = false;
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| 				_update_inertia();
 | |
| 			} else {
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| 				user_inertia = true;
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| 				_inv_inertia = 1.0 / p_value;
 | |
| 			}
 | |
| 		} break;
 | |
| 		case Physics2DServer::BODY_PARAM_GRAVITY_SCALE: {
 | |
| 			gravity_scale=p_value;
 | |
| 		} break;
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| 		case Physics2DServer::BODY_PARAM_LINEAR_DAMP: {
 | |
| 
 | |
| 			linear_damp=p_value;
 | |
| 		} break;
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| 		case Physics2DServer::BODY_PARAM_ANGULAR_DAMP: {
 | |
| 
 | |
| 			angular_damp=p_value;
 | |
| 		} break;
 | |
| 		default:{}
 | |
| 	}
 | |
| }
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| 
 | |
| float Body2DSW::get_param(Physics2DServer::BodyParameter p_param) const {
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| 
 | |
| 	switch(p_param) {
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| 		case Physics2DServer::BODY_PARAM_BOUNCE: {
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| 
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| 			return bounce;
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| 		} break;
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| 		case Physics2DServer::BODY_PARAM_FRICTION: {
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| 
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| 			return friction;
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| 		} break;
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| 		case Physics2DServer::BODY_PARAM_MASS: {
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| 			return mass;
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| 		} break;
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| 		case Physics2DServer::BODY_PARAM_INERTIA: {
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| 			return _inv_inertia==0 ? 0 : 1.0 / _inv_inertia;
 | |
| 		} break;
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| 		case Physics2DServer::BODY_PARAM_GRAVITY_SCALE: {
 | |
| 			return gravity_scale;
 | |
| 		} break;
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| 		case Physics2DServer::BODY_PARAM_LINEAR_DAMP: {
 | |
| 
 | |
| 			return linear_damp;
 | |
| 		} break;
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| 		case Physics2DServer::BODY_PARAM_ANGULAR_DAMP: {
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| 
 | |
| 			return angular_damp;
 | |
| 		} break;
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| 		default:{}
 | |
| 	}
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| 
 | |
| 	return 0;
 | |
| }
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| 
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| void Body2DSW::set_mode(Physics2DServer::BodyMode p_mode) {
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| 
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| 	Physics2DServer::BodyMode prev=mode;
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| 	mode=p_mode;
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| 
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| 	switch(p_mode) {
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| 	//CLEAR UP EVERYTHING IN CASE IT NOT WORKS!
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| 		case Physics2DServer::BODY_MODE_STATIC:
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| 		case Physics2DServer::BODY_MODE_KINEMATIC: {
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| 
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| 			_set_inv_transform(get_transform().affine_inverse());
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| 			_inv_mass=0;
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| 			_set_static(p_mode==Physics2DServer::BODY_MODE_STATIC);
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| 			set_active(p_mode==Physics2DServer::BODY_MODE_KINEMATIC && contacts.size());
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| 			linear_velocity=Vector2();
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| 			angular_velocity=0;
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| 			if (mode==Physics2DServer::BODY_MODE_KINEMATIC && prev!=mode) {
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| 				first_time_kinematic=true;
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| 			}
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| 		} break;
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| 		case Physics2DServer::BODY_MODE_RIGID: {
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| 
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| 			_inv_mass=mass>0?(1.0/mass):0;
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| 			_set_static(false);
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| 
 | |
| 		} break;
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| 		case Physics2DServer::BODY_MODE_CHARACTER: {
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| 
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| 			_inv_mass=mass>0?(1.0/mass):0;
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| 			_set_static(false);
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| 		} break;
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| 	}
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| 
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| 	_update_inertia();
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| 	//if (get_space())
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| //		_update_queries();
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| 
 | |
| }
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| Physics2DServer::BodyMode Body2DSW::get_mode() const {
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| 
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| 	return mode;
 | |
| }
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| 
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| void Body2DSW::_shapes_changed() {
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| 
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| 	_update_inertia();
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| 	wakeup_neighbours();
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| }
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| 
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| void Body2DSW::set_state(Physics2DServer::BodyState p_state, const Variant& p_variant) {
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| 
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| 	switch(p_state)	{
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| 		case Physics2DServer::BODY_STATE_TRANSFORM: {
 | |
| 
 | |
| 
 | |
| 			if (mode==Physics2DServer::BODY_MODE_KINEMATIC) {
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| 
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| 				new_transform=p_variant;
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| 				//wakeup_neighbours();
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| 				set_active(true);
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| 				if (first_time_kinematic) {
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| 					_set_transform(p_variant);
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| 					_set_inv_transform(get_transform().affine_inverse());
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| 					first_time_kinematic=false;
 | |
| 				}
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| 			} else if (mode==Physics2DServer::BODY_MODE_STATIC) {
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| 				_set_transform(p_variant);
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| 				_set_inv_transform(get_transform().affine_inverse());
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| 				wakeup_neighbours();
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| 			} else {
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| 				Matrix32 t = p_variant;
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| 				t.orthonormalize();
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| 				new_transform=get_transform(); //used as old to compute motion
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| 				if (t==new_transform)
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| 					break;
 | |
| 				_set_transform(t);
 | |
| 				_set_inv_transform(get_transform().inverse());
 | |
| 
 | |
| 			}
 | |
| 			wakeup();
 | |
| 
 | |
| 		} break;
 | |
| 		case Physics2DServer::BODY_STATE_LINEAR_VELOCITY: {
 | |
| 
 | |
| 			//if (mode==Physics2DServer::BODY_MODE_STATIC)
 | |
| 			//	break;
 | |
| 			linear_velocity=p_variant;
 | |
| 			wakeup();
 | |
| 
 | |
| 		} break;
 | |
| 		case Physics2DServer::BODY_STATE_ANGULAR_VELOCITY: {
 | |
| 			//if (mode!=Physics2DServer::BODY_MODE_RIGID)
 | |
| 			//	break;
 | |
| 			angular_velocity=p_variant;
 | |
| 			wakeup();
 | |
| 
 | |
| 		} break;
 | |
| 		case Physics2DServer::BODY_STATE_SLEEPING: {
 | |
| 			//?
 | |
| 			if (mode==Physics2DServer::BODY_MODE_STATIC || mode==Physics2DServer::BODY_MODE_KINEMATIC)
 | |
| 				break;
 | |
| 			bool do_sleep=p_variant;
 | |
| 			if (do_sleep) {
 | |
| 				linear_velocity=Vector2();
 | |
| 				//biased_linear_velocity=Vector3();
 | |
| 				angular_velocity=0;
 | |
| 				//biased_angular_velocity=Vector3();
 | |
| 				set_active(false);
 | |
| 			} else {
 | |
| 				if (mode!=Physics2DServer::BODY_MODE_STATIC)
 | |
| 					set_active(true);
 | |
| 			}
 | |
| 		} break;
 | |
| 		case Physics2DServer::BODY_STATE_CAN_SLEEP: {
 | |
| 			can_sleep=p_variant;
 | |
| 			if (mode==Physics2DServer::BODY_MODE_RIGID && !active && !can_sleep)
 | |
| 				set_active(true);
 | |
| 
 | |
| 		} break;
 | |
| 	}
 | |
| 
 | |
| }
 | |
| Variant Body2DSW::get_state(Physics2DServer::BodyState p_state) const {
 | |
| 
 | |
| 	switch(p_state)	{
 | |
| 		case Physics2DServer::BODY_STATE_TRANSFORM: {
 | |
| 			return get_transform();
 | |
| 		} break;
 | |
| 		case Physics2DServer::BODY_STATE_LINEAR_VELOCITY: {
 | |
| 			return linear_velocity;
 | |
| 		} break;
 | |
| 		case Physics2DServer::BODY_STATE_ANGULAR_VELOCITY: {
 | |
| 			return angular_velocity;
 | |
| 		} break;
 | |
| 		case Physics2DServer::BODY_STATE_SLEEPING: {
 | |
| 			return !is_active();
 | |
| 		} break;
 | |
| 		case Physics2DServer::BODY_STATE_CAN_SLEEP: {
 | |
| 			return can_sleep;
 | |
| 		} break;
 | |
| 	}
 | |
| 
 | |
| 	return Variant();
 | |
| }
 | |
| 
 | |
| 
 | |
| void Body2DSW::set_space(Space2DSW *p_space){
 | |
| 
 | |
| 	if (get_space()) {
 | |
| 
 | |
| 		wakeup_neighbours();
 | |
| 
 | |
| 		if (inertia_update_list.in_list())
 | |
| 			get_space()->body_remove_from_inertia_update_list(&inertia_update_list);
 | |
| 		if (active_list.in_list())
 | |
| 			get_space()->body_remove_from_active_list(&active_list);
 | |
| 		if (direct_state_query_list.in_list())
 | |
| 			get_space()->body_remove_from_state_query_list(&direct_state_query_list);
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	_set_space(p_space);
 | |
| 
 | |
| 	if (get_space()) {
 | |
| 
 | |
| 		_update_inertia();
 | |
| 		if (active)
 | |
| 			get_space()->body_add_to_active_list(&active_list);
 | |
| //		_update_queries();
 | |
| 		//if (is_active()) {
 | |
| 		//	active=false;
 | |
| 		//	set_active(true);
 | |
| 		//}
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	first_integration=false;
 | |
| }
 | |
| 
 | |
| void Body2DSW::_compute_area_gravity_and_dampenings(const Area2DSW *p_area) {
 | |
| 
 | |
| 	if (p_area->is_gravity_point()) {
 | |
| 		if(p_area->get_gravity_distance_scale() > 0) {
 | |
| 			Vector2 v = p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin();
 | |
| 			gravity += v.normalized() * (p_area->get_gravity() / Math::pow(v.length() * p_area->get_gravity_distance_scale()+1, 2) );
 | |
| 		} else {
 | |
| 			gravity += (p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin()).normalized() * p_area->get_gravity();
 | |
| 		}
 | |
| 	} else {
 | |
| 		gravity += p_area->get_gravity_vector() * p_area->get_gravity();
 | |
| 	}
 | |
| 
 | |
| 	area_linear_damp += p_area->get_linear_damp();
 | |
| 	area_angular_damp += p_area->get_angular_damp();
 | |
| }
 | |
| 
 | |
| void Body2DSW::integrate_forces(real_t p_step) {
 | |
| 
 | |
| 	if (mode==Physics2DServer::BODY_MODE_STATIC)
 | |
| 		return;
 | |
| 
 | |
| 	Area2DSW *def_area = get_space()->get_default_area();
 | |
| 	// Area2DSW *damp_area = def_area;
 | |
| 	ERR_FAIL_COND(!def_area);
 | |
| 
 | |
| 	int ac = areas.size();
 | |
| 	bool stopped = false;
 | |
| 	gravity = Vector2(0,0);
 | |
| 	area_angular_damp = 0;
 | |
| 	area_linear_damp = 0;
 | |
| 	if (ac) {
 | |
| 		areas.sort();
 | |
| 		const AreaCMP *aa = &areas[0];
 | |
| 		// damp_area = aa[ac-1].area;
 | |
| 		for(int i=ac-1;i>=0 && !stopped;i--) {
 | |
| 			Physics2DServer::AreaSpaceOverrideMode mode=aa[i].area->get_space_override_mode();
 | |
| 			switch (mode) {
 | |
| 				case Physics2DServer::AREA_SPACE_OVERRIDE_COMBINE:
 | |
| 				case Physics2DServer::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
 | |
| 					_compute_area_gravity_and_dampenings(aa[i].area);
 | |
| 					stopped = mode==Physics2DServer::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
 | |
| 				} break;
 | |
| 				case Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE:
 | |
| 				case Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
 | |
| 					gravity = Vector2(0,0);
 | |
| 					area_angular_damp = 0;
 | |
| 					area_linear_damp = 0;
 | |
| 					_compute_area_gravity_and_dampenings(aa[i].area);
 | |
| 					stopped = mode==Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE;
 | |
| 				} break;
 | |
| 				default: {}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	if( !stopped ) {
 | |
| 		_compute_area_gravity_and_dampenings(def_area);
 | |
| 	}
 | |
| 	gravity*=gravity_scale;
 | |
| 
 | |
| 	// If less than 0, override dampenings with that of the Body2D
 | |
| 	if (angular_damp>=0)
 | |
| 		area_angular_damp = angular_damp;
 | |
| 	//else
 | |
| 	//	area_angular_damp=damp_area->get_angular_damp();
 | |
| 
 | |
| 	if (linear_damp>=0)
 | |
| 		area_linear_damp = linear_damp;
 | |
| 	//else
 | |
| 	//	area_linear_damp=damp_area->get_linear_damp();
 | |
| 
 | |
| 	Vector2 motion;
 | |
| 	bool do_motion=false;
 | |
| 
 | |
| 	if (mode==Physics2DServer::BODY_MODE_KINEMATIC) {
 | |
| 
 | |
| 		//compute motion, angular and etc. velocities from prev transform
 | |
| 		linear_velocity = (new_transform.elements[2] - get_transform().elements[2])/p_step;
 | |
| 
 | |
| 		real_t rot = new_transform.affine_inverse().basis_xform(get_transform().elements[1]).angle();
 | |
| 		angular_velocity = rot / p_step;
 | |
| 
 | |
| 		motion = new_transform.elements[2] - get_transform().elements[2];
 | |
| 		do_motion=true;
 | |
| 
 | |
| 		//for(int i=0;i<get_shape_count();i++) {
 | |
| 		//	set_shape_kinematic_advance(i,Vector2());
 | |
| 		//	set_shape_kinematic_retreat(i,0);
 | |
| 		//}
 | |
| 
 | |
| 	} else {
 | |
| 		if (!omit_force_integration && !first_integration) {
 | |
| 			//overriden by direct state query
 | |
| 
 | |
| 			Vector2 force=gravity*mass;
 | |
| 			force+=applied_force;
 | |
| 			real_t torque=applied_torque;
 | |
| 
 | |
| 			real_t damp = 1.0 - p_step * area_linear_damp;
 | |
| 
 | |
| 			if (damp<0) // reached zero in the given time
 | |
| 				damp=0;
 | |
| 
 | |
| 			real_t angular_damp = 1.0 - p_step * area_angular_damp;
 | |
| 
 | |
| 			if (angular_damp<0) // reached zero in the given time
 | |
| 				angular_damp=0;
 | |
| 
 | |
| 			linear_velocity*=damp;
 | |
| 			angular_velocity*=angular_damp;
 | |
| 
 | |
| 			linear_velocity+=_inv_mass * force * p_step;
 | |
| 			angular_velocity+=_inv_inertia * torque * p_step;
 | |
| 		}
 | |
| 
 | |
| 		if (continuous_cd_mode!=Physics2DServer::CCD_MODE_DISABLED) {
 | |
| 
 | |
| 			motion = new_transform.get_origin() - get_transform().get_origin();
 | |
| 			//linear_velocity*p_step;
 | |
| 			do_motion=true;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 
 | |
| 	//motion=linear_velocity*p_step;
 | |
| 
 | |
| 	first_integration=false;
 | |
| 	biased_angular_velocity=0;
 | |
| 	biased_linear_velocity=Vector2();
 | |
| 
 | |
| 	if (do_motion) {//shapes temporarily extend for raycast
 | |
| 		_update_shapes_with_motion(motion);
 | |
| 	}
 | |
| 
 | |
| 	// damp_area=NULL; // clear the area, so it is set in the next frame
 | |
| 	def_area=NULL; // clear the area, so it is set in the next frame
 | |
| 	contact_count=0;
 | |
| 
 | |
| }
 | |
| 
 | |
| void Body2DSW::integrate_velocities(real_t p_step) {
 | |
| 
 | |
| 	if (mode==Physics2DServer::BODY_MODE_STATIC)
 | |
| 		return;
 | |
| 
 | |
| 	if (fi_callback)
 | |
| 		get_space()->body_add_to_state_query_list(&direct_state_query_list);
 | |
| 
 | |
| 	if (mode==Physics2DServer::BODY_MODE_KINEMATIC) {
 | |
| 
 | |
| 		_set_transform(new_transform,false);
 | |
| 		_set_inv_transform(new_transform.affine_inverse());
 | |
| 		if (contacts.size()==0 && linear_velocity==Vector2() && angular_velocity==0)
 | |
| 			set_active(false); //stopped moving, deactivate
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	real_t total_angular_velocity = angular_velocity+biased_angular_velocity;
 | |
| 	Vector2 total_linear_velocity=linear_velocity+biased_linear_velocity;
 | |
| 
 | |
| 	real_t angle = get_transform().get_rotation() - total_angular_velocity * p_step;
 | |
| 	Vector2 pos = get_transform().get_origin() + total_linear_velocity * p_step;
 | |
| 
 | |
| 	_set_transform(Matrix32(angle,pos),continuous_cd_mode==Physics2DServer::CCD_MODE_DISABLED);
 | |
| 	_set_inv_transform(get_transform().inverse());
 | |
| 
 | |
| 	if (continuous_cd_mode!=Physics2DServer::CCD_MODE_DISABLED)
 | |
| 		new_transform=get_transform();
 | |
| 
 | |
| 	//_update_inertia_tensor();
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| void Body2DSW::wakeup_neighbours() {
 | |
| 
 | |
| 
 | |
| 
 | |
| 	for(Map<Constraint2DSW*,int>::Element *E=constraint_map.front();E;E=E->next()) {
 | |
| 
 | |
| 		const Constraint2DSW *c=E->key();
 | |
| 		Body2DSW **n = c->get_body_ptr();
 | |
| 		int bc=c->get_body_count();
 | |
| 
 | |
| 		for(int i=0;i<bc;i++) {
 | |
| 
 | |
| 			if (i==E->get())
 | |
| 				continue;
 | |
| 			Body2DSW *b = n[i];
 | |
| 			if (b->mode!=Physics2DServer::BODY_MODE_RIGID)
 | |
| 				continue;
 | |
| 
 | |
| 			if (!b->is_active())
 | |
| 				b->set_active(true);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void Body2DSW::call_queries() {
 | |
| 
 | |
| 
 | |
| 	if (fi_callback) {
 | |
| 
 | |
| 		Physics2DDirectBodyStateSW *dbs = Physics2DDirectBodyStateSW::singleton;
 | |
| 		dbs->body=this;
 | |
| 
 | |
| 		Variant v=dbs;
 | |
| 		const Variant *vp[2]={&v,&fi_callback->callback_udata};
 | |
| 
 | |
| 
 | |
| 		Object *obj = ObjectDB::get_instance(fi_callback->id);
 | |
| 		if (!obj) {
 | |
| 
 | |
| 			set_force_integration_callback(0,StringName());
 | |
| 		} else {
 | |
| 			Variant::CallError ce;
 | |
| 			if (fi_callback->callback_udata.get_type()) {
 | |
| 
 | |
| 				obj->call(fi_callback->method,vp,2,ce);
 | |
| 
 | |
| 			} else {
 | |
| 				obj->call(fi_callback->method,vp,1,ce);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 
 | |
| 	}
 | |
| 
 | |
| }
 | |
| 
 | |
| 
 | |
| bool Body2DSW::sleep_test(real_t p_step)  {
 | |
| 
 | |
| 	if (mode==Physics2DServer::BODY_MODE_STATIC || mode==Physics2DServer::BODY_MODE_KINEMATIC)
 | |
| 		return true; //
 | |
| 	else if (mode==Physics2DServer::BODY_MODE_CHARACTER)
 | |
| 		return !active; // characters and kinematic bodies don't sleep unless asked to sleep
 | |
| 	else if (!can_sleep)
 | |
| 		return false;
 | |
| 
 | |
| 
 | |
| 
 | |
| 
 | |
| 	if (Math::abs(angular_velocity)<get_space()->get_body_angular_velocity_sleep_treshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_treshold()*get_space()->get_body_linear_velocity_sleep_treshold()) {
 | |
| 
 | |
| 		still_time+=p_step;
 | |
| 
 | |
| 		return still_time > get_space()->get_body_time_to_sleep();
 | |
| 	} else {
 | |
| 
 | |
| 		still_time=0; //maybe this should be set to 0 on set_active?
 | |
| 		return false;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| void Body2DSW::set_force_integration_callback(ObjectID p_id,const StringName& p_method,const Variant& p_udata) {
 | |
| 
 | |
| 	if (fi_callback) {
 | |
| 
 | |
| 		memdelete(fi_callback);
 | |
| 		fi_callback=NULL;
 | |
| 	}
 | |
| 
 | |
| 
 | |
| 	if (p_id!=0) {
 | |
| 
 | |
| 		fi_callback=memnew(ForceIntegrationCallback);
 | |
| 		fi_callback->id=p_id;
 | |
| 		fi_callback->method=p_method;
 | |
| 		fi_callback->callback_udata=p_udata;
 | |
| 	}
 | |
| 
 | |
| }
 | |
| 
 | |
| Body2DSW::Body2DSW() : CollisionObject2DSW(TYPE_BODY), active_list(this), inertia_update_list(this), direct_state_query_list(this) {
 | |
| 
 | |
| 
 | |
| 	mode=Physics2DServer::BODY_MODE_RIGID;
 | |
| 	active=true;
 | |
| 	angular_velocity=0;
 | |
| 	biased_angular_velocity=0;
 | |
| 	mass=1;
 | |
| 	user_inertia=false;
 | |
| 	_inv_inertia=0;
 | |
| 	_inv_mass=1;
 | |
| 	bounce=0;
 | |
| 	friction=1;
 | |
| 	omit_force_integration=false;
 | |
| 	applied_torque=0;
 | |
| 	island_step=0;
 | |
| 	island_next=NULL;
 | |
| 	island_list_next=NULL;
 | |
| 	_set_static(false);
 | |
| 	first_time_kinematic=false;
 | |
| 	linear_damp=-1;
 | |
| 	angular_damp=-1;
 | |
| 	area_angular_damp=0;
 | |
| 	area_linear_damp=0;
 | |
| 	contact_count=0;
 | |
| 	gravity_scale=1.0;
 | |
| 	using_one_way_cache=false;
 | |
| 	one_way_collision_max_depth=0.1;
 | |
| 	first_integration=false;
 | |
| 
 | |
| 	still_time=0;
 | |
| 	continuous_cd_mode=Physics2DServer::CCD_MODE_DISABLED;
 | |
| 	can_sleep=false;
 | |
| 	fi_callback=NULL;
 | |
| 
 | |
| }
 | |
| 
 | |
| Body2DSW::~Body2DSW() {
 | |
| 
 | |
| 	if (fi_callback)
 | |
| 		memdelete(fi_callback);
 | |
| }
 | |
| 
 | |
| Physics2DDirectBodyStateSW *Physics2DDirectBodyStateSW::singleton=NULL;
 | |
| 
 | |
| Physics2DDirectSpaceState* Physics2DDirectBodyStateSW::get_space_state() {
 | |
| 
 | |
| 	return body->get_space()->get_direct_state();
 | |
| }
 | |
| 
 | |
| 
 | |
| Variant Physics2DDirectBodyStateSW::get_contact_collider_shape_metadata(int p_contact_idx) const {
 | |
| 
 | |
| 	ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Variant());
 | |
| 
 | |
| 	if (!Physics2DServerSW::singletonsw->body_owner.owns(body->contacts[p_contact_idx].collider)) {
 | |
| 
 | |
| 		return Variant();
 | |
| 	}
 | |
| 	Body2DSW *other = Physics2DServerSW::singletonsw->body_owner.get(body->contacts[p_contact_idx].collider);
 | |
| 
 | |
| 	int sidx = body->contacts[p_contact_idx].collider_shape;
 | |
| 	if (sidx<0 || sidx>=other->get_shape_count()) {
 | |
| 
 | |
| 		return Variant();
 | |
| 	}
 | |
| 
 | |
| 
 | |
| 	return other->get_shape_metadata(sidx);
 | |
| }
 | 
