1 /*************************************************************************/
2 /* test_physics_2d.cpp */
3 /*************************************************************************/
4 /* This file is part of: */
5 /* GODOT ENGINE */
6 /* https://godotengine.org */
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8 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
9 /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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28 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29 /*************************************************************************/
30
31 #include "test_physics_2d.h"
32
33 #include "core/map.h"
34 #include "core/os/main_loop.h"
35 #include "core/os/os.h"
36 #include "core/print_string.h"
37 #include "scene/resources/texture.h"
38 #include "servers/physics_2d_server.h"
39 #include "servers/visual_server.h"
40
41 static const unsigned char convex_png[] = {
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43 };
44
45 class TestPhysics2DMainLoop : public MainLoop {
46
47 GDCLASS(TestPhysics2DMainLoop, MainLoop);
48
49 RID circle_img;
50 RID circle_shape;
51 RID space;
52 RID canvas;
53 RID ray;
54 RID ray_query;
55 Transform2D view_xform;
56
57 Vector2 ray_from, ray_to;
58
59 struct BodyShapeData {
60
61 RID image;
62 RID shape;
63 };
64
65 BodyShapeData body_shape_data[8];
66
_create_body_shape_data()67 void _create_body_shape_data() {
68 VisualServer *vs = VisualServer::get_singleton();
69 Physics2DServer *ps = Physics2DServer::get_singleton();
70
71 // SEGMENT
72
73 {
74
75 PoolVector<uint8_t> pixels;
76 pixels.resize(32 * 2 * 2);
77 for (int i = 0; i < 2; i++) {
78
79 for (int j = 0; j < 32; j++) {
80
81 pixels.set(i * 32 * 2 + j * 2 + 0, (j == 0) ? 255 : 0);
82 pixels.set(i * 32 * 2 + j * 2 + 1, 255);
83 }
84 }
85
86 Ref<Image> image = memnew(Image(32, 2, 0, Image::FORMAT_LA8, pixels));
87
88 body_shape_data[Physics2DServer::SHAPE_SEGMENT].image = vs->texture_create_from_image(image);
89
90 RID segment_shape = ps->segment_shape_create();
91 Rect2 sg(Point2(-16, 0), Point2(16, 0));
92 ps->shape_set_data(segment_shape, sg);
93
94 body_shape_data[Physics2DServer::SHAPE_SEGMENT].shape = segment_shape;
95 }
96 // CIRCLE
97
98 {
99
100 PoolVector<uint8_t> pixels;
101 pixels.resize(32 * 32 * 2);
102 for (int i = 0; i < 32; i++) {
103
104 for (int j = 0; j < 32; j++) {
105
106 bool black = Vector2(i - 16, j - 16).length_squared() < 16 * 16;
107
108 pixels.set(i * 32 * 2 + j * 2 + 0, (i == 16 || j == 16) ? 255 : 0);
109 pixels.set(i * 32 * 2 + j * 2 + 1, black ? 255 : 0);
110 }
111 }
112
113 Ref<Image> image = memnew(Image(32, 32, 0, Image::FORMAT_LA8, pixels));
114
115 body_shape_data[Physics2DServer::SHAPE_CIRCLE].image = vs->texture_create_from_image(image);
116
117 RID circle_shape = ps->circle_shape_create();
118 ps->shape_set_data(circle_shape, 16);
119
120 body_shape_data[Physics2DServer::SHAPE_CIRCLE].shape = circle_shape;
121 }
122
123 // BOX
124
125 {
126
127 PoolVector<uint8_t> pixels;
128 pixels.resize(32 * 32 * 2);
129 for (int i = 0; i < 32; i++) {
130
131 for (int j = 0; j < 32; j++) {
132
133 bool black = i > 0 && i < 31 && j > 0 && j < 31;
134
135 pixels.set(i * 32 * 2 + j * 2 + 0, black ? 0 : 255);
136 pixels.set(i * 32 * 2 + j * 2 + 1, 255);
137 }
138 }
139
140 Ref<Image> image = memnew(Image(32, 32, 0, Image::FORMAT_LA8, pixels));
141
142 body_shape_data[Physics2DServer::SHAPE_RECTANGLE].image = vs->texture_create_from_image(image);
143
144 RID rectangle_shape = ps->rectangle_shape_create();
145 ps->shape_set_data(rectangle_shape, Vector2(16, 16));
146
147 body_shape_data[Physics2DServer::SHAPE_RECTANGLE].shape = rectangle_shape;
148 }
149
150 // CAPSULE
151
152 {
153
154 PoolVector<uint8_t> pixels;
155 pixels.resize(32 * 64 * 2);
156 for (int i = 0; i < 64; i++) {
157
158 for (int j = 0; j < 32; j++) {
159
160 int si = i > 48 ? i - 32 : (i < 16 ? i : 16);
161 bool black = Vector2(si - 16, j - 16).length_squared() < 16 * 16;
162
163 pixels.set(i * 32 * 2 + j * 2 + 0, (i == 16 || j == 16 || i == 48) ? 255 : 0);
164 pixels.set(i * 32 * 2 + j * 2 + 1, black ? 255 : 0);
165 }
166 }
167
168 Ref<Image> image = memnew(Image(32, 64, 0, Image::FORMAT_LA8, pixels));
169
170 body_shape_data[Physics2DServer::SHAPE_CAPSULE].image = vs->texture_create_from_image(image);
171
172 RID capsule_shape = ps->capsule_shape_create();
173 ps->shape_set_data(capsule_shape, Vector2(16, 32));
174
175 body_shape_data[Physics2DServer::SHAPE_CAPSULE].shape = capsule_shape;
176 }
177
178 // CONVEX
179
180 {
181
182 Ref<Image> image = memnew(Image(convex_png));
183
184 body_shape_data[Physics2DServer::SHAPE_CONVEX_POLYGON].image = vs->texture_create_from_image(image);
185
186 RID convex_polygon_shape = ps->convex_polygon_shape_create();
187
188 PoolVector<Vector2> arr;
189 Point2 sb(32, 32);
190 arr.push_back(Point2(20, 3) - sb);
191 arr.push_back(Point2(58, 23) - sb);
192 arr.push_back(Point2(55, 54) - sb);
193 arr.push_back(Point2(27, 60) - sb);
194 arr.push_back(Point2(5, 56) - sb);
195 arr.push_back(Point2(4, 20) - sb);
196 arr.push_back(Point2(11, 7) - sb);
197 ps->shape_set_data(convex_polygon_shape, arr);
198
199 body_shape_data[Physics2DServer::SHAPE_CONVEX_POLYGON].shape = convex_polygon_shape;
200 }
201 }
202
_do_ray_query()203 void _do_ray_query() {
204
205 /*
206 Physics2DServer *ps = Physics2DServer::get_singleton();
207 ps->query_intersection_segment(ray_query,ray_from,ray_to);
208 */
209 }
210
211 protected:
input_event(const Ref<InputEvent> & p_event)212 void input_event(const Ref<InputEvent> &p_event) {
213
214 Ref<InputEventMouseButton> mb = p_event;
215
216 if (mb.is_valid()) {
217
218 if (mb->is_pressed()) {
219
220 Point2 p(mb->get_position().x, mb->get_position().y);
221
222 if (mb->get_button_index() == 1) {
223 ray_to = p;
224 _do_ray_query();
225 } else if (mb->get_button_index() == 2) {
226 ray_from = p;
227 _do_ray_query();
228 }
229 }
230 }
231
232 Ref<InputEventMouseMotion> mm = p_event;
233
234 if (mm.is_valid()) {
235
236 Point2 p = mm->get_position();
237
238 if (mm->get_button_mask() & BUTTON_MASK_LEFT) {
239 ray_to = p;
240 _do_ray_query();
241 } else if (mm->get_button_mask() & BUTTON_MASK_RIGHT) {
242 ray_from = p;
243 _do_ray_query();
244 }
245 }
246 }
247
_add_body(Physics2DServer::ShapeType p_shape,const Transform2D & p_xform)248 RID _add_body(Physics2DServer::ShapeType p_shape, const Transform2D &p_xform) {
249
250 VisualServer *vs = VisualServer::get_singleton();
251 Physics2DServer *ps = Physics2DServer::get_singleton();
252
253 RID body = ps->body_create();
254 ps->body_add_shape(body, body_shape_data[p_shape].shape);
255 ps->body_set_space(body, space);
256 ps->body_set_continuous_collision_detection_mode(body, Physics2DServer::CCD_MODE_CAST_SHAPE);
257 ps->body_set_state(body, Physics2DServer::BODY_STATE_TRANSFORM, p_xform);
258
259 //print_line("add body with xform: "+p_xform);
260 RID sprite = vs->canvas_item_create();
261 vs->canvas_item_set_parent(sprite, canvas);
262 vs->canvas_item_set_transform(sprite, p_xform);
263 Size2 imgsize(vs->texture_get_width(body_shape_data[p_shape].image), vs->texture_get_height(body_shape_data[p_shape].image));
264 vs->canvas_item_add_texture_rect(sprite, Rect2(-imgsize / 2.0, imgsize), body_shape_data[p_shape].image);
265
266 ps->body_set_force_integration_callback(body, this, "_body_moved", sprite);
267 //RID q = ps->query_create(this,"_body_moved",sprite);
268 //ps->query_body_state(q,body);
269
270 return body;
271 }
272
_add_plane(const Vector2 & p_normal,real_t p_d)273 void _add_plane(const Vector2 &p_normal, real_t p_d) {
274
275 Physics2DServer *ps = Physics2DServer::get_singleton();
276
277 Array arr;
278 arr.push_back(p_normal);
279 arr.push_back(p_d);
280
281 RID plane = ps->line_shape_create();
282 ps->shape_set_data(plane, arr);
283
284 RID plane_body = ps->body_create();
285 ps->body_set_mode(plane_body, Physics2DServer::BODY_MODE_STATIC);
286 ps->body_set_space(plane_body, space);
287 ps->body_add_shape(plane_body, plane);
288 }
289
_add_concave(const Vector<Vector2> & p_points,const Transform2D & p_xform=Transform2D ())290 void _add_concave(const Vector<Vector2> &p_points, const Transform2D &p_xform = Transform2D()) {
291
292 Physics2DServer *ps = Physics2DServer::get_singleton();
293 VisualServer *vs = VisualServer::get_singleton();
294
295 RID concave = ps->concave_polygon_shape_create();
296 ps->shape_set_data(concave, p_points);
297 RID body = ps->body_create();
298 ps->body_set_mode(body, Physics2DServer::BODY_MODE_STATIC);
299 ps->body_set_space(body, space);
300 ps->body_add_shape(body, concave);
301 ps->body_set_state(body, Physics2DServer::BODY_STATE_TRANSFORM, p_xform);
302
303 RID sprite = vs->canvas_item_create();
304 vs->canvas_item_set_parent(sprite, canvas);
305 vs->canvas_item_set_transform(sprite, p_xform);
306 for (int i = 0; i < p_points.size(); i += 2) {
307 vs->canvas_item_add_line(sprite, p_points[i], p_points[i + 1], Color(0, 0, 0), 2);
308 }
309 }
310
_body_moved(Object * p_state,RID p_sprite)311 void _body_moved(Object *p_state, RID p_sprite) {
312 Physics2DDirectBodyState *state = (Physics2DDirectBodyState *)p_state;
313 VisualServer::get_singleton()->canvas_item_set_transform(p_sprite, state->get_transform());
314 }
315
_ray_query_callback(const RID & p_rid,ObjectID p_id,int p_shape,const Vector2 & p_point,const Vector2 & p_normal)316 void _ray_query_callback(const RID &p_rid, ObjectID p_id, int p_shape, const Vector2 &p_point, const Vector2 &p_normal) {
317
318 Vector2 ray_end;
319
320 if (p_rid.is_valid()) {
321 ray_end = p_point;
322 } else {
323 ray_end = ray_to;
324 }
325
326 VisualServer *vs = VisualServer::get_singleton();
327
328 vs->canvas_item_clear(ray);
329 vs->canvas_item_add_line(ray, ray_from, ray_end, p_rid.is_valid() ? Color(0, 1, 0.4) : Color(1, 0.4, 0), 2);
330 if (p_rid.is_valid())
331 vs->canvas_item_add_line(ray, ray_end, ray_end + p_normal * 20, p_rid.is_valid() ? Color(0, 1, 0.4) : Color(1, 0.4, 0), 2);
332 }
333
_bind_methods()334 static void _bind_methods() {
335
336 ClassDB::bind_method(D_METHOD("_body_moved"), &TestPhysics2DMainLoop::_body_moved);
337 ClassDB::bind_method(D_METHOD("_ray_query_callback"), &TestPhysics2DMainLoop::_ray_query_callback);
338 }
339
340 public:
init()341 virtual void init() {
342
343 VisualServer *vs = VisualServer::get_singleton();
344 Physics2DServer *ps = Physics2DServer::get_singleton();
345
346 space = ps->space_create();
347 ps->space_set_active(space, true);
348 ps->set_active(true);
349 ps->area_set_param(space, Physics2DServer::AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1));
350 ps->area_set_param(space, Physics2DServer::AREA_PARAM_GRAVITY, 98);
351
352 {
353
354 RID vp = vs->viewport_create();
355 canvas = vs->canvas_create();
356
357 Size2i screen_size = OS::get_singleton()->get_window_size();
358 vs->viewport_attach_canvas(vp, canvas);
359 vs->viewport_set_size(vp, screen_size.x, screen_size.y);
360 vs->viewport_attach_to_screen(vp, Rect2(Vector2(), screen_size));
361 vs->viewport_set_active(vp, true);
362
363 Transform2D smaller;
364 //smaller.scale(Vector2(0.6,0.6));
365 //smaller.elements[2]=Vector2(100,0);
366
367 //view_xform = smaller;
368 vs->viewport_set_canvas_transform(vp, canvas, view_xform);
369 }
370
371 ray = vs->canvas_item_create();
372 vs->canvas_item_set_parent(ray, canvas);
373 //ray_query = ps->query_create(this,"_ray_query_callback",Variant());
374 //ps->query_intersection(ray_query,space);
375
376 _create_body_shape_data();
377
378 for (int i = 0; i < 32; i++) {
379
380 Physics2DServer::ShapeType types[4] = {
381 Physics2DServer::SHAPE_CIRCLE,
382 Physics2DServer::SHAPE_CAPSULE,
383 Physics2DServer::SHAPE_RECTANGLE,
384 Physics2DServer::SHAPE_CONVEX_POLYGON,
385
386 };
387
388 Physics2DServer::ShapeType type = types[i % 4];
389 //type=Physics2DServer::SHAPE_SEGMENT;
390 _add_body(type, Transform2D(i * 0.8, Point2(152 + i * 40, 100 - 40 * i)));
391 /*
392 if (i==0)
393 ps->body_set_mode(b,Physics2DServer::BODY_MODE_STATIC);
394 */
395 }
396
397 //RID b= _add_body(Physics2DServer::SHAPE_CIRCLE,Transform2D(0,Point2(101,140)));
398 //ps->body_set_mode(b,Physics2DServer::BODY_MODE_STATIC);
399
400 Point2 prev;
401
402 Vector<Point2> parr;
403 for (int i = 0; i < 30; i++) {
404
405 Point2 p(i * 60, Math::randf() * 70 + 340);
406 if (i > 0) {
407 parr.push_back(prev);
408 parr.push_back(p);
409 }
410 prev = p;
411 }
412
413 _add_concave(parr);
414 //_add_plane(Vector2(0.0,-1).normalized(),-300);
415 //_add_plane(Vector2(1,0).normalized(),50);
416 //_add_plane(Vector2(-1,0).normalized(),-600);
417 }
418
idle(float p_time)419 virtual bool idle(float p_time) {
420
421 return false;
422 }
finish()423 virtual void finish() {
424 }
425
TestPhysics2DMainLoop()426 TestPhysics2DMainLoop() {}
427 };
428
429 namespace TestPhysics2D {
430
test()431 MainLoop *test() {
432
433 return memnew(TestPhysics2DMainLoop);
434 }
435 } // namespace TestPhysics2D
436