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	If the module is enabled (default), 2D physics works as it did before. If the module is disabled and no other 2D physics server is registered (via a module or GDExtension), then we fall back to a dummy implementation which effectively disables 2D physics functionality (and a warning is printed). The dummy 2D physics server can also be selected explicitly, in which case no warning is printed.
		
			
				
	
	
		
			1240 lines
		
	
	
	
		
			42 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1240 lines
		
	
	
	
		
			42 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  godot_space_2d.cpp                                                    */
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/**************************************************************************/
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/*                         This file is part of:                          */
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/*                             GODOT ENGINE                               */
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/*                        https://godotengine.org                         */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/*                                                                        */
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/* Permission is hereby granted, free of charge, to any person obtaining  */
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/* a copy of this software and associated documentation files (the        */
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/* "Software"), to deal in the Software without restriction, including    */
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/* without limitation the rights to use, copy, modify, merge, publish,    */
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/* distribute, sublicense, and/or sell copies of the Software, and to     */
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/* permit persons to whom the Software is furnished to do so, subject to  */
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/* the following conditions:                                              */
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/*                                                                        */
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/* The above copyright notice and this permission notice shall be         */
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/* included in all copies or substantial portions of the Software.        */
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/*                                                                        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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/**************************************************************************/
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#include "godot_space_2d.h"
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#include "godot_collision_solver_2d.h"
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#include "godot_physics_server_2d.h"
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#include "core/os/os.h"
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#include "core/templates/pair.h"
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#define TEST_MOTION_MARGIN_MIN_VALUE 0.0001
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#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
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_FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject2D *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
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	if (!(p_object->get_collision_layer() & p_collision_mask)) {
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		return false;
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	}
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	if (p_object->get_type() == GodotCollisionObject2D::TYPE_AREA && !p_collide_with_areas) {
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		return false;
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	}
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	if (p_object->get_type() == GodotCollisionObject2D::TYPE_BODY && !p_collide_with_bodies) {
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		return false;
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	}
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	return true;
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}
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int GodotPhysicsDirectSpaceState2D::intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
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	if (p_result_max <= 0) {
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		return 0;
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	}
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	Rect2 aabb;
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	aabb.position = p_parameters.position - Vector2(0.00001, 0.00001);
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	aabb.size = Vector2(0.00002, 0.00002);
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	int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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	int cc = 0;
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	for (int i = 0; i < amount; i++) {
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		if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
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			continue;
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		}
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		if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
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			continue;
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		}
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		const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
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		if (p_parameters.pick_point && !col_obj->is_pickable()) {
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			continue;
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		}
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		if (col_obj->get_canvas_instance_id() != p_parameters.canvas_instance_id) {
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			continue;
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		}
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		int shape_idx = space->intersection_query_subindex_results[i];
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		GodotShape2D *shape = col_obj->get_shape(shape_idx);
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		Vector2 local_point = (col_obj->get_transform() * col_obj->get_shape_transform(shape_idx)).affine_inverse().xform(p_parameters.position);
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		if (!shape->contains_point(local_point)) {
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			continue;
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		}
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		if (cc >= p_result_max) {
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			continue;
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		}
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		r_results[cc].collider_id = col_obj->get_instance_id();
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		if (r_results[cc].collider_id.is_valid()) {
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			r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
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		}
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		r_results[cc].rid = col_obj->get_self();
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		r_results[cc].shape = shape_idx;
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		cc++;
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	}
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	return cc;
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}
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bool GodotPhysicsDirectSpaceState2D::intersect_ray(const RayParameters &p_parameters, RayResult &r_result) {
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	ERR_FAIL_COND_V(space->locked, false);
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	Vector2 begin, end;
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	Vector2 normal;
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	begin = p_parameters.from;
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	end = p_parameters.to;
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	normal = (end - begin).normalized();
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	int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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	//todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
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	bool collided = false;
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	Vector2 res_point, res_normal;
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	int res_shape = -1;
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	const GodotCollisionObject2D *res_obj = nullptr;
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	real_t min_d = 1e10;
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	for (int i = 0; i < amount; i++) {
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		if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
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			continue;
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		}
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		if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
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			continue;
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		}
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		const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
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		int shape_idx = space->intersection_query_subindex_results[i];
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		Transform2D inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform();
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		Vector2 local_from = inv_xform.xform(begin);
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		Vector2 local_to = inv_xform.xform(end);
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		const GodotShape2D *shape = col_obj->get_shape(shape_idx);
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		Vector2 shape_point, shape_normal;
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		if (shape->contains_point(local_from)) {
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			if (p_parameters.hit_from_inside) {
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				// Hit shape at starting point.
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				min_d = 0;
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				res_point = begin;
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				res_normal = Vector2();
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				res_shape = shape_idx;
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				res_obj = col_obj;
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				collided = true;
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				break;
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			} else {
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				// Ignore shape when starting inside.
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				continue;
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			}
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		}
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		if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal)) {
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			Transform2D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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			shape_point = xform.xform(shape_point);
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			real_t ld = normal.dot(shape_point);
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			if (ld < min_d) {
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				min_d = ld;
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				res_point = shape_point;
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				res_normal = inv_xform.basis_xform_inv(shape_normal).normalized();
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				res_shape = shape_idx;
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				res_obj = col_obj;
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				collided = true;
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			}
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		}
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	}
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	if (!collided) {
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		return false;
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	}
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	ERR_FAIL_NULL_V(res_obj, false); // Shouldn't happen but silences warning.
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	r_result.collider_id = res_obj->get_instance_id();
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	if (r_result.collider_id.is_valid()) {
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		r_result.collider = ObjectDB::get_instance(r_result.collider_id);
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	}
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	r_result.normal = res_normal;
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	r_result.position = res_point;
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	r_result.rid = res_obj->get_self();
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	r_result.shape = res_shape;
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	return true;
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}
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int GodotPhysicsDirectSpaceState2D::intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
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	if (p_result_max <= 0) {
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		return 0;
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	}
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	GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
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	ERR_FAIL_NULL_V(shape, 0);
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	Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
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	aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
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	aabb = aabb.grow(p_parameters.margin);
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	int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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	int cc = 0;
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	for (int i = 0; i < amount; i++) {
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		if (cc >= p_result_max) {
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			break;
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		}
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		if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
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			continue;
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		}
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		if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
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			continue;
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		}
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		const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
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		int shape_idx = space->intersection_query_subindex_results[i];
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		if (!GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) {
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			continue;
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		}
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		r_results[cc].collider_id = col_obj->get_instance_id();
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		if (r_results[cc].collider_id.is_valid()) {
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			r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
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		}
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		r_results[cc].rid = col_obj->get_self();
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		r_results[cc].shape = shape_idx;
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		cc++;
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	}
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	return cc;
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}
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bool GodotPhysicsDirectSpaceState2D::cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) {
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	GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
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	ERR_FAIL_NULL_V(shape, false);
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	Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
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	aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
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	aabb = aabb.grow(p_parameters.margin);
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	int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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	real_t best_safe = 1;
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	real_t best_unsafe = 1;
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	for (int i = 0; i < amount; i++) {
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		if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
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			continue;
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		}
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		if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
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			continue; //ignore excluded
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		}
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		const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
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		int shape_idx = space->intersection_query_subindex_results[i];
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		Transform2D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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		//test initial overlap, does it collide if going all the way?
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		if (!GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) {
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			continue;
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		}
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		//test initial overlap, ignore objects it's inside of.
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		if (GodotCollisionSolver2D::solve(shape, p_parameters.transform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) {
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			continue;
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		}
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		Vector2 mnormal = p_parameters.motion.normalized();
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		//just do kinematic solving
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		real_t low = 0.0;
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		real_t hi = 1.0;
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		real_t fraction_coeff = 0.5;
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		for (int j = 0; j < 8; j++) { //steps should be customizable..
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			real_t fraction = low + (hi - low) * fraction_coeff;
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			Vector2 sep = mnormal; //important optimization for this to work fast enough
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			bool collided = GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion * fraction, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_parameters.margin);
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			if (collided) {
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				hi = fraction;
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				if ((j == 0) || (low > 0.0)) { // Did it not collide before?
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					// When alternating or first iteration, use dichotomy.
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					fraction_coeff = 0.5;
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				} else {
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					// When colliding again, converge faster towards low fraction
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					// for more accurate results with long motions that collide near the start.
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					fraction_coeff = 0.25;
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				}
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			} else {
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				low = fraction;
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				if ((j == 0) || (hi < 1.0)) { // Did it collide before?
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					// When alternating or first iteration, use dichotomy.
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					fraction_coeff = 0.5;
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						|
				} else {
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					// When not colliding again, converge faster towards high fraction
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					// for more accurate results with long motions that collide near the end.
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					fraction_coeff = 0.75;
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				}
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			}
 | 
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		}
 | 
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 | 
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		if (low < best_safe) {
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			best_safe = low;
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			best_unsafe = hi;
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		}
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	}
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 | 
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	p_closest_safe = best_safe;
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	p_closest_unsafe = best_unsafe;
 | 
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 | 
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	return true;
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}
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bool GodotPhysicsDirectSpaceState2D::collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) {
 | 
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	if (p_result_max <= 0) {
 | 
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		return false;
 | 
						|
	}
 | 
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 | 
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	GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
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						|
	ERR_FAIL_NULL_V(shape, 0);
 | 
						|
 | 
						|
	Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
 | 
						|
	aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
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						|
	aabb = aabb.grow(p_parameters.margin);
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						|
 | 
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	int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
 | 
						|
 | 
						|
	bool collided = false;
 | 
						|
	r_result_count = 0;
 | 
						|
 | 
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	GodotPhysicsServer2D::CollCbkData cbk;
 | 
						|
	cbk.max = p_result_max;
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						|
	cbk.amount = 0;
 | 
						|
	cbk.passed = 0;
 | 
						|
	cbk.ptr = r_results;
 | 
						|
	GodotCollisionSolver2D::CallbackResult cbkres = GodotPhysicsServer2D::_shape_col_cbk;
 | 
						|
 | 
						|
	GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk;
 | 
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 | 
						|
	for (int i = 0; i < amount; i++) {
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		if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
 | 
						|
 | 
						|
		if (p_parameters.exclude.has(col_obj->get_self())) {
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		int shape_idx = space->intersection_query_subindex_results[i];
 | 
						|
 | 
						|
		cbk.valid_dir = Vector2();
 | 
						|
		cbk.valid_depth = 0;
 | 
						|
 | 
						|
		if (GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, nullptr, p_parameters.margin)) {
 | 
						|
			collided = cbk.amount > 0;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	r_result_count = cbk.amount;
 | 
						|
 | 
						|
	return collided;
 | 
						|
}
 | 
						|
 | 
						|
struct _RestCallbackData2D {
 | 
						|
	const GodotCollisionObject2D *object = nullptr;
 | 
						|
	const GodotCollisionObject2D *best_object = nullptr;
 | 
						|
	int local_shape = 0;
 | 
						|
	int best_local_shape = 0;
 | 
						|
	int shape = 0;
 | 
						|
	int best_shape = 0;
 | 
						|
	Vector2 best_contact;
 | 
						|
	Vector2 best_normal;
 | 
						|
	real_t best_len = 0.0;
 | 
						|
	Vector2 valid_dir;
 | 
						|
	real_t valid_depth = 0.0;
 | 
						|
	real_t min_allowed_depth = 0.0;
 | 
						|
};
 | 
						|
 | 
						|
static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) {
 | 
						|
	_RestCallbackData2D *rd = static_cast<_RestCallbackData2D *>(p_userdata);
 | 
						|
 | 
						|
	Vector2 contact_rel = p_point_B - p_point_A;
 | 
						|
	real_t len = contact_rel.length();
 | 
						|
 | 
						|
	if (len < rd->min_allowed_depth) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	if (len <= rd->best_len) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	Vector2 normal = contact_rel / len;
 | 
						|
 | 
						|
	if (rd->valid_dir != Vector2()) {
 | 
						|
		if (len > rd->valid_depth) {
 | 
						|
			return;
 | 
						|
		}
 | 
						|
 | 
						|
		if (rd->valid_dir.dot(normal) > -CMP_EPSILON) {
 | 
						|
			return;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	rd->best_len = len;
 | 
						|
	rd->best_contact = p_point_B;
 | 
						|
	rd->best_normal = normal;
 | 
						|
	rd->best_object = rd->object;
 | 
						|
	rd->best_shape = rd->shape;
 | 
						|
	rd->best_local_shape = rd->local_shape;
 | 
						|
}
 | 
						|
 | 
						|
bool GodotPhysicsDirectSpaceState2D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) {
 | 
						|
	GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
 | 
						|
	ERR_FAIL_NULL_V(shape, 0);
 | 
						|
 | 
						|
	real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE);
 | 
						|
 | 
						|
	Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
 | 
						|
	aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
 | 
						|
	aabb = aabb.grow(margin);
 | 
						|
 | 
						|
	int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
 | 
						|
 | 
						|
	_RestCallbackData2D rcd;
 | 
						|
 | 
						|
	// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
 | 
						|
	real_t motion_length = p_parameters.motion.length();
 | 
						|
	real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
 | 
						|
	rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
 | 
						|
 | 
						|
	for (int i = 0; i < amount; i++) {
 | 
						|
		if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		const GodotCollisionObject2D *col_obj = space->intersection_query_results[i];
 | 
						|
 | 
						|
		if (p_parameters.exclude.has(col_obj->get_self())) {
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		int shape_idx = space->intersection_query_subindex_results[i];
 | 
						|
 | 
						|
		rcd.valid_dir = Vector2();
 | 
						|
		rcd.object = col_obj;
 | 
						|
		rcd.shape = shape_idx;
 | 
						|
		rcd.local_shape = 0;
 | 
						|
		bool sc = GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, nullptr, margin);
 | 
						|
		if (!sc) {
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (rcd.best_len == 0 || !rcd.best_object) {
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	r_info->collider_id = rcd.best_object->get_instance_id();
 | 
						|
	r_info->shape = rcd.best_shape;
 | 
						|
	r_info->normal = rcd.best_normal;
 | 
						|
	r_info->point = rcd.best_contact;
 | 
						|
	r_info->rid = rcd.best_object->get_self();
 | 
						|
	if (rcd.best_object->get_type() == GodotCollisionObject2D::TYPE_BODY) {
 | 
						|
		const GodotBody2D *body = static_cast<const GodotBody2D *>(rcd.best_object);
 | 
						|
		Vector2 rel_vec = r_info->point - (body->get_transform().get_origin() + body->get_center_of_mass());
 | 
						|
		r_info->linear_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
 | 
						|
 | 
						|
	} else {
 | 
						|
		r_info->linear_velocity = Vector2();
 | 
						|
	}
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
////////////////////////////////////////////////////////////////////////////////////////////////////////////
 | 
						|
 | 
						|
int GodotSpace2D::_cull_aabb_for_body(GodotBody2D *p_body, const Rect2 &p_aabb) {
 | 
						|
	int amount = broadphase->cull_aabb(p_aabb, intersection_query_results, INTERSECTION_QUERY_MAX, intersection_query_subindex_results);
 | 
						|
 | 
						|
	for (int i = 0; i < amount; i++) {
 | 
						|
		bool keep = true;
 | 
						|
 | 
						|
		if (intersection_query_results[i] == p_body) {
 | 
						|
			keep = false;
 | 
						|
		} else if (intersection_query_results[i]->get_type() == GodotCollisionObject2D::TYPE_AREA) {
 | 
						|
			keep = false;
 | 
						|
		} else if (!p_body->collides_with(static_cast<GodotBody2D *>(intersection_query_results[i]))) {
 | 
						|
			keep = false;
 | 
						|
		} else if (static_cast<GodotBody2D *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) {
 | 
						|
			keep = false;
 | 
						|
		}
 | 
						|
 | 
						|
		if (!keep) {
 | 
						|
			if (i < amount - 1) {
 | 
						|
				SWAP(intersection_query_results[i], intersection_query_results[amount - 1]);
 | 
						|
				SWAP(intersection_query_subindex_results[i], intersection_query_subindex_results[amount - 1]);
 | 
						|
			}
 | 
						|
 | 
						|
			amount--;
 | 
						|
			i--;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return amount;
 | 
						|
}
 | 
						|
 | 
						|
bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result) {
 | 
						|
	//give me back regular physics engine logic
 | 
						|
	//this is madness
 | 
						|
	//and most people using this function will think
 | 
						|
	//what it does is simpler than using physics
 | 
						|
	//this took about a week to get right..
 | 
						|
	//but is it right? who knows at this point..
 | 
						|
 | 
						|
	if (r_result) {
 | 
						|
		r_result->collider_id = ObjectID();
 | 
						|
		r_result->collider_shape = 0;
 | 
						|
	}
 | 
						|
 | 
						|
	Rect2 body_aabb;
 | 
						|
 | 
						|
	bool shapes_found = false;
 | 
						|
 | 
						|
	for (int i = 0; i < p_body->get_shape_count(); i++) {
 | 
						|
		if (p_body->is_shape_disabled(i)) {
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		if (!shapes_found) {
 | 
						|
			body_aabb = p_body->get_shape_aabb(i);
 | 
						|
			shapes_found = true;
 | 
						|
		} else {
 | 
						|
			body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (!shapes_found) {
 | 
						|
		if (r_result) {
 | 
						|
			*r_result = PhysicsServer2D::MotionResult();
 | 
						|
			r_result->travel = p_parameters.motion;
 | 
						|
		}
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE);
 | 
						|
 | 
						|
	// Undo the currently transform the physics server is aware of and apply the provided one
 | 
						|
	body_aabb = p_parameters.from.xform(p_body->get_inv_transform().xform(body_aabb));
 | 
						|
	body_aabb = body_aabb.grow(margin);
 | 
						|
 | 
						|
	static const int max_excluded_shape_pairs = 32;
 | 
						|
	ExcludedShapeSW excluded_shape_pairs[max_excluded_shape_pairs];
 | 
						|
	int excluded_shape_pair_count = 0;
 | 
						|
 | 
						|
	real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
 | 
						|
 | 
						|
	real_t motion_length = p_parameters.motion.length();
 | 
						|
	Vector2 motion_normal = p_parameters.motion / motion_length;
 | 
						|
 | 
						|
	Transform2D body_transform = p_parameters.from;
 | 
						|
 | 
						|
	bool recovered = false;
 | 
						|
 | 
						|
	{
 | 
						|
		//STEP 1, FREE BODY IF STUCK
 | 
						|
 | 
						|
		const int max_results = 32;
 | 
						|
		int recover_attempts = 4;
 | 
						|
		Vector2 sr[max_results * 2];
 | 
						|
		real_t priorities[max_results];
 | 
						|
 | 
						|
		do {
 | 
						|
			GodotPhysicsServer2D::CollCbkData cbk;
 | 
						|
			cbk.max = max_results;
 | 
						|
			cbk.amount = 0;
 | 
						|
			cbk.passed = 0;
 | 
						|
			cbk.ptr = sr;
 | 
						|
			cbk.invalid_by_dir = 0;
 | 
						|
			excluded_shape_pair_count = 0; //last step is the one valid
 | 
						|
 | 
						|
			GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk;
 | 
						|
			GodotCollisionSolver2D::CallbackResult cbkres = GodotPhysicsServer2D::_shape_col_cbk;
 | 
						|
			int priority_amount = 0;
 | 
						|
 | 
						|
			bool collided = false;
 | 
						|
 | 
						|
			int amount = _cull_aabb_for_body(p_body, body_aabb);
 | 
						|
 | 
						|
			for (int j = 0; j < p_body->get_shape_count(); j++) {
 | 
						|
				if (p_body->is_shape_disabled(j)) {
 | 
						|
					continue;
 | 
						|
				}
 | 
						|
 | 
						|
				GodotShape2D *body_shape = p_body->get_shape(j);
 | 
						|
				Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j);
 | 
						|
 | 
						|
				for (int i = 0; i < amount; i++) {
 | 
						|
					const GodotCollisionObject2D *col_obj = intersection_query_results[i];
 | 
						|
					if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
 | 
						|
						continue;
 | 
						|
					}
 | 
						|
					if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
 | 
						|
						continue;
 | 
						|
					}
 | 
						|
 | 
						|
					int shape_idx = intersection_query_subindex_results[i];
 | 
						|
 | 
						|
					Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
 | 
						|
 | 
						|
					if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
 | 
						|
						cbk.valid_dir = col_obj_shape_xform.columns[1].normalized();
 | 
						|
 | 
						|
						real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
 | 
						|
						cbk.valid_depth = MAX(owc_margin, margin); //user specified, but never less than actual margin or it won't work
 | 
						|
						cbk.invalid_by_dir = 0;
 | 
						|
 | 
						|
						if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) {
 | 
						|
							const GodotBody2D *b = static_cast<const GodotBody2D *>(col_obj);
 | 
						|
							if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_RIGID) {
 | 
						|
								//fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction
 | 
						|
								Vector2 lv = b->get_linear_velocity();
 | 
						|
								//compute displacement from linear velocity
 | 
						|
								Vector2 motion = lv * last_step;
 | 
						|
								real_t motion_len = motion.length();
 | 
						|
								motion.normalize();
 | 
						|
								cbk.valid_depth += motion_len * MAX(motion.dot(-cbk.valid_dir), 0.0);
 | 
						|
							}
 | 
						|
						}
 | 
						|
					} else {
 | 
						|
						cbk.valid_dir = Vector2();
 | 
						|
						cbk.valid_depth = 0;
 | 
						|
						cbk.invalid_by_dir = 0;
 | 
						|
					}
 | 
						|
 | 
						|
					int current_passed = cbk.passed; //save how many points passed collision
 | 
						|
					bool did_collide = false;
 | 
						|
 | 
						|
					GodotShape2D *against_shape = col_obj->get_shape(shape_idx);
 | 
						|
					if (GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, margin)) {
 | 
						|
						did_collide = cbk.passed > current_passed; //more passed, so collision actually existed
 | 
						|
					}
 | 
						|
					while (cbk.amount > priority_amount) {
 | 
						|
						priorities[priority_amount] = col_obj->get_collision_priority();
 | 
						|
						priority_amount++;
 | 
						|
					}
 | 
						|
 | 
						|
					if (!did_collide && cbk.invalid_by_dir > 0) {
 | 
						|
						//this shape must be excluded
 | 
						|
						if (excluded_shape_pair_count < max_excluded_shape_pairs) {
 | 
						|
							ExcludedShapeSW esp;
 | 
						|
							esp.local_shape = body_shape;
 | 
						|
							esp.against_object = col_obj;
 | 
						|
							esp.against_shape_index = shape_idx;
 | 
						|
							excluded_shape_pairs[excluded_shape_pair_count++] = esp;
 | 
						|
						}
 | 
						|
					}
 | 
						|
 | 
						|
					if (did_collide) {
 | 
						|
						collided = true;
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			if (!collided) {
 | 
						|
				break;
 | 
						|
			}
 | 
						|
 | 
						|
			real_t inv_total_weight = 0.0;
 | 
						|
			for (int i = 0; i < cbk.amount; i++) {
 | 
						|
				inv_total_weight += priorities[i];
 | 
						|
			}
 | 
						|
			inv_total_weight = Math::is_zero_approx(inv_total_weight) ? 1.0 : (real_t)cbk.amount / inv_total_weight;
 | 
						|
 | 
						|
			recovered = true;
 | 
						|
 | 
						|
			Vector2 recover_motion;
 | 
						|
			for (int i = 0; i < cbk.amount; i++) {
 | 
						|
				Vector2 a = sr[i * 2 + 0];
 | 
						|
				Vector2 b = sr[i * 2 + 1];
 | 
						|
 | 
						|
				// Compute plane on b towards a.
 | 
						|
				Vector2 n = (a - b).normalized();
 | 
						|
				real_t d = n.dot(b);
 | 
						|
 | 
						|
				// Compute depth on recovered motion.
 | 
						|
				real_t depth = n.dot(a + recover_motion) - d;
 | 
						|
				if (depth > min_contact_depth + CMP_EPSILON) {
 | 
						|
					// Only recover if there is penetration.
 | 
						|
					recover_motion -= n * (depth - min_contact_depth) * 0.4 * priorities[i] * inv_total_weight;
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			if (recover_motion == Vector2()) {
 | 
						|
				collided = false;
 | 
						|
				break;
 | 
						|
			}
 | 
						|
 | 
						|
			body_transform.columns[2] += recover_motion;
 | 
						|
			body_aabb.position += recover_motion;
 | 
						|
 | 
						|
			recover_attempts--;
 | 
						|
 | 
						|
		} while (recover_attempts);
 | 
						|
	}
 | 
						|
 | 
						|
	real_t safe = 1.0;
 | 
						|
	real_t unsafe = 1.0;
 | 
						|
	int best_shape = -1;
 | 
						|
 | 
						|
	{
 | 
						|
		// STEP 2 ATTEMPT MOTION
 | 
						|
 | 
						|
		Rect2 motion_aabb = body_aabb;
 | 
						|
		motion_aabb.position += p_parameters.motion;
 | 
						|
		motion_aabb = motion_aabb.merge(body_aabb);
 | 
						|
 | 
						|
		int amount = _cull_aabb_for_body(p_body, motion_aabb);
 | 
						|
 | 
						|
		for (int body_shape_idx = 0; body_shape_idx < p_body->get_shape_count(); body_shape_idx++) {
 | 
						|
			if (p_body->is_shape_disabled(body_shape_idx)) {
 | 
						|
				continue;
 | 
						|
			}
 | 
						|
 | 
						|
			GodotShape2D *body_shape = p_body->get_shape(body_shape_idx);
 | 
						|
 | 
						|
			// Colliding separation rays allows to properly snap to the ground,
 | 
						|
			// otherwise it's not needed in regular motion.
 | 
						|
			if (!p_parameters.collide_separation_ray && (body_shape->get_type() == PhysicsServer2D::SHAPE_SEPARATION_RAY)) {
 | 
						|
				// When slide on slope is on, separation ray shape acts like a regular shape.
 | 
						|
				if (!static_cast<GodotSeparationRayShape2D *>(body_shape)->get_slide_on_slope()) {
 | 
						|
					continue;
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(body_shape_idx);
 | 
						|
 | 
						|
			bool stuck = false;
 | 
						|
 | 
						|
			real_t best_safe = 1;
 | 
						|
			real_t best_unsafe = 1;
 | 
						|
 | 
						|
			for (int i = 0; i < amount; i++) {
 | 
						|
				const GodotCollisionObject2D *col_obj = intersection_query_results[i];
 | 
						|
				if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
 | 
						|
					continue;
 | 
						|
				}
 | 
						|
				if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
 | 
						|
					continue;
 | 
						|
				}
 | 
						|
 | 
						|
				int col_shape_idx = intersection_query_subindex_results[i];
 | 
						|
				GodotShape2D *against_shape = col_obj->get_shape(col_shape_idx);
 | 
						|
 | 
						|
				bool excluded = false;
 | 
						|
 | 
						|
				for (int k = 0; k < excluded_shape_pair_count; k++) {
 | 
						|
					if (excluded_shape_pairs[k].local_shape == body_shape && excluded_shape_pairs[k].against_object == col_obj && excluded_shape_pairs[k].against_shape_index == col_shape_idx) {
 | 
						|
						excluded = true;
 | 
						|
						break;
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
				if (excluded) {
 | 
						|
					continue;
 | 
						|
				}
 | 
						|
 | 
						|
				Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(col_shape_idx);
 | 
						|
				//test initial overlap, does it collide if going all the way?
 | 
						|
				if (!GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) {
 | 
						|
					continue;
 | 
						|
				}
 | 
						|
 | 
						|
				//test initial overlap
 | 
						|
				if (GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) {
 | 
						|
					if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
 | 
						|
						Vector2 direction = col_obj_shape_xform.columns[1].normalized();
 | 
						|
						if (motion_normal.dot(direction) < 0) {
 | 
						|
							continue;
 | 
						|
						}
 | 
						|
					}
 | 
						|
 | 
						|
					stuck = true;
 | 
						|
					break;
 | 
						|
				}
 | 
						|
 | 
						|
				//just do kinematic solving
 | 
						|
				real_t low = 0.0;
 | 
						|
				real_t hi = 1.0;
 | 
						|
				real_t fraction_coeff = 0.5;
 | 
						|
				for (int k = 0; k < 8; k++) { //steps should be customizable..
 | 
						|
					real_t fraction = low + (hi - low) * fraction_coeff;
 | 
						|
 | 
						|
					Vector2 sep = motion_normal; //important optimization for this to work fast enough
 | 
						|
					bool collided = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion * fraction, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, &sep, 0);
 | 
						|
 | 
						|
					if (collided) {
 | 
						|
						hi = fraction;
 | 
						|
						if ((k == 0) || (low > 0.0)) { // Did it not collide before?
 | 
						|
							// When alternating or first iteration, use dichotomy.
 | 
						|
							fraction_coeff = 0.5;
 | 
						|
						} else {
 | 
						|
							// When colliding again, converge faster towards low fraction
 | 
						|
							// for more accurate results with long motions that collide near the start.
 | 
						|
							fraction_coeff = 0.25;
 | 
						|
						}
 | 
						|
					} else {
 | 
						|
						low = fraction;
 | 
						|
						if ((k == 0) || (hi < 1.0)) { // Did it collide before?
 | 
						|
							// When alternating or first iteration, use dichotomy.
 | 
						|
							fraction_coeff = 0.5;
 | 
						|
						} else {
 | 
						|
							// When not colliding again, converge faster towards high fraction
 | 
						|
							// for more accurate results with long motions that collide near the end.
 | 
						|
							fraction_coeff = 0.75;
 | 
						|
						}
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
				if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
 | 
						|
					Vector2 cd[2];
 | 
						|
					GodotPhysicsServer2D::CollCbkData cbk;
 | 
						|
					cbk.max = 1;
 | 
						|
					cbk.amount = 0;
 | 
						|
					cbk.passed = 0;
 | 
						|
					cbk.ptr = cd;
 | 
						|
					cbk.valid_dir = col_obj_shape_xform.columns[1].normalized();
 | 
						|
 | 
						|
					cbk.valid_depth = 10e20;
 | 
						|
 | 
						|
					Vector2 sep = motion_normal; //important optimization for this to work fast enough
 | 
						|
					bool collided = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(col_shape_idx), col_obj_shape_xform, Vector2(), GodotPhysicsServer2D::_shape_col_cbk, &cbk, &sep, 0);
 | 
						|
					if (!collided || cbk.amount == 0) {
 | 
						|
						continue;
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
				if (low < best_safe) {
 | 
						|
					best_safe = low;
 | 
						|
					best_unsafe = hi;
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			if (stuck) {
 | 
						|
				safe = 0;
 | 
						|
				unsafe = 0;
 | 
						|
				best_shape = body_shape_idx; //sadly it's the best
 | 
						|
				break;
 | 
						|
			}
 | 
						|
			if (best_safe == 1.0) {
 | 
						|
				continue;
 | 
						|
			}
 | 
						|
			if (best_safe < safe) {
 | 
						|
				safe = best_safe;
 | 
						|
				unsafe = best_unsafe;
 | 
						|
				best_shape = body_shape_idx;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	bool collided = false;
 | 
						|
 | 
						|
	if ((p_parameters.recovery_as_collision && recovered) || (safe < 1)) {
 | 
						|
		if (safe >= 1) {
 | 
						|
			best_shape = -1; //no best shape with cast, reset to -1
 | 
						|
		}
 | 
						|
 | 
						|
		//it collided, let's get the rest info in unsafe advance
 | 
						|
		Transform2D ugt = body_transform;
 | 
						|
		ugt.columns[2] += p_parameters.motion * unsafe;
 | 
						|
 | 
						|
		_RestCallbackData2D rcd;
 | 
						|
 | 
						|
		// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
 | 
						|
		rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
 | 
						|
 | 
						|
		body_aabb.position += p_parameters.motion * unsafe;
 | 
						|
		int amount = _cull_aabb_for_body(p_body, body_aabb);
 | 
						|
 | 
						|
		int from_shape = best_shape != -1 ? best_shape : 0;
 | 
						|
		int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
 | 
						|
 | 
						|
		for (int j = from_shape; j < to_shape; j++) {
 | 
						|
			if (p_body->is_shape_disabled(j)) {
 | 
						|
				continue;
 | 
						|
			}
 | 
						|
 | 
						|
			Transform2D body_shape_xform = ugt * p_body->get_shape_transform(j);
 | 
						|
			GodotShape2D *body_shape = p_body->get_shape(j);
 | 
						|
 | 
						|
			for (int i = 0; i < amount; i++) {
 | 
						|
				const GodotCollisionObject2D *col_obj = intersection_query_results[i];
 | 
						|
				if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
 | 
						|
					continue;
 | 
						|
				}
 | 
						|
				if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
 | 
						|
					continue;
 | 
						|
				}
 | 
						|
 | 
						|
				int shape_idx = intersection_query_subindex_results[i];
 | 
						|
 | 
						|
				GodotShape2D *against_shape = col_obj->get_shape(shape_idx);
 | 
						|
 | 
						|
				bool excluded = false;
 | 
						|
				for (int k = 0; k < excluded_shape_pair_count; k++) {
 | 
						|
					if (excluded_shape_pairs[k].local_shape == body_shape && excluded_shape_pairs[k].against_object == col_obj && excluded_shape_pairs[k].against_shape_index == shape_idx) {
 | 
						|
						excluded = true;
 | 
						|
						break;
 | 
						|
					}
 | 
						|
				}
 | 
						|
				if (excluded) {
 | 
						|
					continue;
 | 
						|
				}
 | 
						|
 | 
						|
				Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
 | 
						|
 | 
						|
				if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
 | 
						|
					rcd.valid_dir = col_obj_shape_xform.columns[1].normalized();
 | 
						|
 | 
						|
					real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
 | 
						|
					rcd.valid_depth = MAX(owc_margin, margin); //user specified, but never less than actual margin or it won't work
 | 
						|
 | 
						|
					if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) {
 | 
						|
						const GodotBody2D *b = static_cast<const GodotBody2D *>(col_obj);
 | 
						|
						if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_RIGID) {
 | 
						|
							//fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction
 | 
						|
							Vector2 lv = b->get_linear_velocity();
 | 
						|
							//compute displacement from linear velocity
 | 
						|
							Vector2 motion = lv * last_step;
 | 
						|
							real_t motion_len = motion.length();
 | 
						|
							motion.normalize();
 | 
						|
							rcd.valid_depth += motion_len * MAX(motion.dot(-rcd.valid_dir), 0.0);
 | 
						|
						}
 | 
						|
					}
 | 
						|
				} else {
 | 
						|
					rcd.valid_dir = Vector2();
 | 
						|
					rcd.valid_depth = 0;
 | 
						|
				}
 | 
						|
 | 
						|
				rcd.object = col_obj;
 | 
						|
				rcd.shape = shape_idx;
 | 
						|
				rcd.local_shape = j;
 | 
						|
				bool sc = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), _rest_cbk_result, &rcd, nullptr, margin);
 | 
						|
				if (!sc) {
 | 
						|
					continue;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		if (rcd.best_len != 0) {
 | 
						|
			if (r_result) {
 | 
						|
				r_result->collider = rcd.best_object->get_self();
 | 
						|
				r_result->collider_id = rcd.best_object->get_instance_id();
 | 
						|
				r_result->collider_shape = rcd.best_shape;
 | 
						|
				r_result->collision_local_shape = rcd.best_local_shape;
 | 
						|
				r_result->collision_normal = rcd.best_normal;
 | 
						|
				r_result->collision_point = rcd.best_contact;
 | 
						|
				r_result->collision_depth = rcd.best_len;
 | 
						|
				r_result->collision_safe_fraction = safe;
 | 
						|
				r_result->collision_unsafe_fraction = unsafe;
 | 
						|
 | 
						|
				const GodotBody2D *body = static_cast<const GodotBody2D *>(rcd.best_object);
 | 
						|
				Vector2 rel_vec = r_result->collision_point - (body->get_transform().get_origin() + body->get_center_of_mass());
 | 
						|
				r_result->collider_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
 | 
						|
 | 
						|
				r_result->travel = safe * p_parameters.motion;
 | 
						|
				r_result->remainder = p_parameters.motion - safe * p_parameters.motion;
 | 
						|
				r_result->travel += (body_transform.get_origin() - p_parameters.from.get_origin());
 | 
						|
			}
 | 
						|
 | 
						|
			collided = true;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (!collided && r_result) {
 | 
						|
		r_result->travel = p_parameters.motion;
 | 
						|
		r_result->remainder = Vector2();
 | 
						|
		r_result->travel += (body_transform.get_origin() - p_parameters.from.get_origin());
 | 
						|
	}
 | 
						|
 | 
						|
	return collided;
 | 
						|
}
 | 
						|
 | 
						|
// Assumes a valid collision pair, this should have been checked beforehand in the BVH or octree.
 | 
						|
void *GodotSpace2D::_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_self) {
 | 
						|
	GodotCollisionObject2D::Type type_A = A->get_type();
 | 
						|
	GodotCollisionObject2D::Type type_B = B->get_type();
 | 
						|
	if (type_A > type_B) {
 | 
						|
		SWAP(A, B);
 | 
						|
		SWAP(p_subindex_A, p_subindex_B);
 | 
						|
		SWAP(type_A, type_B);
 | 
						|
	}
 | 
						|
 | 
						|
	GodotSpace2D *self = static_cast<GodotSpace2D *>(p_self);
 | 
						|
	self->collision_pairs++;
 | 
						|
 | 
						|
	if (type_A == GodotCollisionObject2D::TYPE_AREA) {
 | 
						|
		GodotArea2D *area = static_cast<GodotArea2D *>(A);
 | 
						|
		if (type_B == GodotCollisionObject2D::TYPE_AREA) {
 | 
						|
			GodotArea2D *area_b = static_cast<GodotArea2D *>(B);
 | 
						|
			GodotArea2Pair2D *area2_pair = memnew(GodotArea2Pair2D(area_b, p_subindex_B, area, p_subindex_A));
 | 
						|
			return area2_pair;
 | 
						|
		} else {
 | 
						|
			GodotBody2D *body = static_cast<GodotBody2D *>(B);
 | 
						|
			GodotAreaPair2D *area_pair = memnew(GodotAreaPair2D(body, p_subindex_B, area, p_subindex_A));
 | 
						|
			return area_pair;
 | 
						|
		}
 | 
						|
 | 
						|
	} else {
 | 
						|
		GodotBodyPair2D *b = memnew(GodotBodyPair2D(static_cast<GodotBody2D *>(A), p_subindex_A, static_cast<GodotBody2D *>(B), p_subindex_B));
 | 
						|
		return b;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void GodotSpace2D::_broadphase_unpair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_self) {
 | 
						|
	if (!p_data) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	GodotSpace2D *self = static_cast<GodotSpace2D *>(p_self);
 | 
						|
	self->collision_pairs--;
 | 
						|
	GodotConstraint2D *c = static_cast<GodotConstraint2D *>(p_data);
 | 
						|
	memdelete(c);
 | 
						|
}
 | 
						|
 | 
						|
const SelfList<GodotBody2D>::List &GodotSpace2D::get_active_body_list() const {
 | 
						|
	return active_list;
 | 
						|
}
 | 
						|
 | 
						|
void GodotSpace2D::body_add_to_active_list(SelfList<GodotBody2D> *p_body) {
 | 
						|
	active_list.add(p_body);
 | 
						|
}
 | 
						|
 | 
						|
void GodotSpace2D::body_remove_from_active_list(SelfList<GodotBody2D> *p_body) {
 | 
						|
	active_list.remove(p_body);
 | 
						|
}
 | 
						|
 | 
						|
void GodotSpace2D::body_add_to_mass_properties_update_list(SelfList<GodotBody2D> *p_body) {
 | 
						|
	mass_properties_update_list.add(p_body);
 | 
						|
}
 | 
						|
 | 
						|
void GodotSpace2D::body_remove_from_mass_properties_update_list(SelfList<GodotBody2D> *p_body) {
 | 
						|
	mass_properties_update_list.remove(p_body);
 | 
						|
}
 | 
						|
 | 
						|
GodotBroadPhase2D *GodotSpace2D::get_broadphase() {
 | 
						|
	return broadphase;
 | 
						|
}
 | 
						|
 | 
						|
void GodotSpace2D::add_object(GodotCollisionObject2D *p_object) {
 | 
						|
	ERR_FAIL_COND(objects.has(p_object));
 | 
						|
	objects.insert(p_object);
 | 
						|
}
 | 
						|
 | 
						|
void GodotSpace2D::remove_object(GodotCollisionObject2D *p_object) {
 | 
						|
	ERR_FAIL_COND(!objects.has(p_object));
 | 
						|
	objects.erase(p_object);
 | 
						|
}
 | 
						|
 | 
						|
const HashSet<GodotCollisionObject2D *> &GodotSpace2D::get_objects() const {
 | 
						|
	return objects;
 | 
						|
}
 | 
						|
 | 
						|
void GodotSpace2D::body_add_to_state_query_list(SelfList<GodotBody2D> *p_body) {
 | 
						|
	state_query_list.add(p_body);
 | 
						|
}
 | 
						|
 | 
						|
void GodotSpace2D::body_remove_from_state_query_list(SelfList<GodotBody2D> *p_body) {
 | 
						|
	state_query_list.remove(p_body);
 | 
						|
}
 | 
						|
 | 
						|
void GodotSpace2D::area_add_to_monitor_query_list(SelfList<GodotArea2D> *p_area) {
 | 
						|
	monitor_query_list.add(p_area);
 | 
						|
}
 | 
						|
 | 
						|
void GodotSpace2D::area_remove_from_monitor_query_list(SelfList<GodotArea2D> *p_area) {
 | 
						|
	monitor_query_list.remove(p_area);
 | 
						|
}
 | 
						|
 | 
						|
void GodotSpace2D::area_add_to_moved_list(SelfList<GodotArea2D> *p_area) {
 | 
						|
	area_moved_list.add(p_area);
 | 
						|
}
 | 
						|
 | 
						|
void GodotSpace2D::area_remove_from_moved_list(SelfList<GodotArea2D> *p_area) {
 | 
						|
	area_moved_list.remove(p_area);
 | 
						|
}
 | 
						|
 | 
						|
const SelfList<GodotArea2D>::List &GodotSpace2D::get_moved_area_list() const {
 | 
						|
	return area_moved_list;
 | 
						|
}
 | 
						|
 | 
						|
void GodotSpace2D::call_queries() {
 | 
						|
	while (state_query_list.first()) {
 | 
						|
		GodotBody2D *b = state_query_list.first()->self();
 | 
						|
		state_query_list.remove(state_query_list.first());
 | 
						|
		b->call_queries();
 | 
						|
	}
 | 
						|
 | 
						|
	while (monitor_query_list.first()) {
 | 
						|
		GodotArea2D *a = monitor_query_list.first()->self();
 | 
						|
		monitor_query_list.remove(monitor_query_list.first());
 | 
						|
		a->call_queries();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void GodotSpace2D::setup() {
 | 
						|
	contact_debug_count = 0;
 | 
						|
 | 
						|
	while (mass_properties_update_list.first()) {
 | 
						|
		mass_properties_update_list.first()->self()->update_mass_properties();
 | 
						|
		mass_properties_update_list.remove(mass_properties_update_list.first());
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void GodotSpace2D::update() {
 | 
						|
	broadphase->update();
 | 
						|
}
 | 
						|
 | 
						|
void GodotSpace2D::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_value) {
 | 
						|
	switch (p_param) {
 | 
						|
		case PhysicsServer2D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
 | 
						|
			contact_recycle_radius = p_value;
 | 
						|
			break;
 | 
						|
		case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
 | 
						|
			contact_max_separation = p_value;
 | 
						|
			break;
 | 
						|
		case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
 | 
						|
			contact_max_allowed_penetration = p_value;
 | 
						|
			break;
 | 
						|
		case PhysicsServer2D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
 | 
						|
			contact_bias = p_value;
 | 
						|
			break;
 | 
						|
		case PhysicsServer2D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
 | 
						|
			body_linear_velocity_sleep_threshold = p_value;
 | 
						|
			break;
 | 
						|
		case PhysicsServer2D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
 | 
						|
			body_angular_velocity_sleep_threshold = p_value;
 | 
						|
			break;
 | 
						|
		case PhysicsServer2D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
 | 
						|
			body_time_to_sleep = p_value;
 | 
						|
			break;
 | 
						|
		case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
 | 
						|
			constraint_bias = p_value;
 | 
						|
			break;
 | 
						|
		case PhysicsServer2D::SPACE_PARAM_SOLVER_ITERATIONS:
 | 
						|
			solver_iterations = p_value;
 | 
						|
			break;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
real_t GodotSpace2D::get_param(PhysicsServer2D::SpaceParameter p_param) const {
 | 
						|
	switch (p_param) {
 | 
						|
		case PhysicsServer2D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
 | 
						|
			return contact_recycle_radius;
 | 
						|
		case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
 | 
						|
			return contact_max_separation;
 | 
						|
		case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
 | 
						|
			return contact_max_allowed_penetration;
 | 
						|
		case PhysicsServer2D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
 | 
						|
			return contact_bias;
 | 
						|
		case PhysicsServer2D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
 | 
						|
			return body_linear_velocity_sleep_threshold;
 | 
						|
		case PhysicsServer2D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
 | 
						|
			return body_angular_velocity_sleep_threshold;
 | 
						|
		case PhysicsServer2D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
 | 
						|
			return body_time_to_sleep;
 | 
						|
		case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
 | 
						|
			return constraint_bias;
 | 
						|
		case PhysicsServer2D::SPACE_PARAM_SOLVER_ITERATIONS:
 | 
						|
			return solver_iterations;
 | 
						|
	}
 | 
						|
	return 0;
 | 
						|
}
 | 
						|
 | 
						|
void GodotSpace2D::lock() {
 | 
						|
	locked = true;
 | 
						|
}
 | 
						|
 | 
						|
void GodotSpace2D::unlock() {
 | 
						|
	locked = false;
 | 
						|
}
 | 
						|
 | 
						|
bool GodotSpace2D::is_locked() const {
 | 
						|
	return locked;
 | 
						|
}
 | 
						|
 | 
						|
GodotPhysicsDirectSpaceState2D *GodotSpace2D::get_direct_state() {
 | 
						|
	return direct_access;
 | 
						|
}
 | 
						|
 | 
						|
GodotSpace2D::GodotSpace2D() {
 | 
						|
	body_linear_velocity_sleep_threshold = GLOBAL_GET("physics/2d/sleep_threshold_linear");
 | 
						|
	body_angular_velocity_sleep_threshold = GLOBAL_GET("physics/2d/sleep_threshold_angular");
 | 
						|
	body_time_to_sleep = GLOBAL_GET("physics/2d/time_before_sleep");
 | 
						|
	solver_iterations = GLOBAL_GET("physics/2d/solver/solver_iterations");
 | 
						|
	contact_recycle_radius = GLOBAL_GET("physics/2d/solver/contact_recycle_radius");
 | 
						|
	contact_max_separation = GLOBAL_GET("physics/2d/solver/contact_max_separation");
 | 
						|
	contact_max_allowed_penetration = GLOBAL_GET("physics/2d/solver/contact_max_allowed_penetration");
 | 
						|
	contact_bias = GLOBAL_GET("physics/2d/solver/default_contact_bias");
 | 
						|
	constraint_bias = GLOBAL_GET("physics/2d/solver/default_constraint_bias");
 | 
						|
 | 
						|
	broadphase = GodotBroadPhase2D::create_func();
 | 
						|
	broadphase->set_pair_callback(_broadphase_pair, this);
 | 
						|
	broadphase->set_unpair_callback(_broadphase_unpair, this);
 | 
						|
 | 
						|
	direct_access = memnew(GodotPhysicsDirectSpaceState2D);
 | 
						|
	direct_access->space = this;
 | 
						|
}
 | 
						|
 | 
						|
GodotSpace2D::~GodotSpace2D() {
 | 
						|
	memdelete(broadphase);
 | 
						|
	memdelete(direct_access);
 | 
						|
}
 |